the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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}