the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "UI.h" 3#include "UIControl_SaveList.h" 4 5bool UIControl_SaveList::setupControl(UIScene *scene, IggyValuePath *parent, const string &controlName) 6{ 7 UIControl::setControlType(UIControl::eSaveList); 8 bool success = UIControl_ButtonList::setupControl(scene,parent,controlName); 9 10 //SlotList specific initialisers 11 m_funcSetTextureName = registerFastName(L"SetTextureName"); 12 13 return success; 14} 15 16void UIControl_SaveList::addItem(const wstring &label) 17{ 18 addItem(label, L""); 19} 20 21void UIControl_SaveList::addItem(const string &label) 22{ 23 addItem(label, L""); 24} 25 26void UIControl_SaveList::addItem(const wstring &label, int data) 27{ 28 addItem(label, L"", data); 29} 30 31void UIControl_SaveList::addItem(const string &label, int data) 32{ 33 addItem(label, L"", data); 34} 35 36void UIControl_SaveList::addItem(const string &label, const wstring &iconName) 37{ 38 addItem(label, iconName, m_itemCount); 39 ++m_itemCount; 40} 41 42void UIControl_SaveList::addItem(const wstring &label, const wstring &iconName) 43{ 44 addItem(label, iconName, m_itemCount); 45 ++m_itemCount; 46} 47 48void UIControl_SaveList::addItem(const string &label, const wstring &iconName, int data) 49{ 50 IggyDataValue result; 51 IggyDataValue value[3]; 52 53 IggyStringUTF8 stringVal; 54 stringVal.string = (char*)label.c_str(); 55 stringVal.length = (S32)label.length(); 56 value[0].type = IGGY_DATATYPE_string_UTF8; 57 value[0].string8 = stringVal; 58 59 value[1].type = IGGY_DATATYPE_number; 60 value[1].number = m_itemCount; 61 62 IggyStringUTF16 stringVal2; 63 stringVal2.string = (IggyUTF16*)iconName.c_str(); 64 stringVal2.length = iconName.length(); 65 value[2].type = IGGY_DATATYPE_string_UTF16; 66 value[2].string16 = stringVal2; 67 IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_addNewItemFunc , 3 , value ); 68} 69 70void UIControl_SaveList::addItem(const wstring &label, const wstring &iconName, int data) 71{ 72 IggyDataValue result; 73 IggyDataValue value[3]; 74 75 IggyStringUTF16 stringVal; 76 stringVal.string = (IggyUTF16*)label.c_str(); 77 stringVal.length = (S32)label.length(); 78 value[0].type = IGGY_DATATYPE_string_UTF16; 79 value[0].string16 = stringVal; 80 81 value[1].type = IGGY_DATATYPE_number; 82 value[1].number = m_itemCount; 83 84 IggyStringUTF16 stringVal2; 85 stringVal2.string = (IggyUTF16*)iconName.c_str(); 86 stringVal2.length = iconName.length(); 87 value[2].type = IGGY_DATATYPE_string_UTF16; 88 value[2].string16 = stringVal2; 89 IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_addNewItemFunc , 3 , value ); 90} 91 92void UIControl_SaveList::setTextureName(int iId, const wstring &iconName) 93{ 94 IggyDataValue result; 95 IggyDataValue value[2]; 96 97 value[0].type = IGGY_DATATYPE_number; 98 value[0].number = iId; 99 100 IggyStringUTF16 stringVal; 101 stringVal.string = (IggyUTF16*)iconName.c_str(); 102 stringVal.length = iconName.length(); 103 value[1].type = IGGY_DATATYPE_string_UTF16; 104 value[1].string16 = stringVal; 105 IggyResult out = IggyPlayerCallMethodRS ( m_parentScene->getMovie() , &result, getIggyValuePath(), m_funcSetTextureName , 2 , value ); 106}