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 "UIScene_SettingsControlMenu.h" 4 5UIScene_SettingsControlMenu::UIScene_SettingsControlMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer) 6{ 7 // Setup all the Iggy references we need for this scene 8 initialiseMovie(); 9 10 WCHAR TempString[256]; 11 swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame)); 12 m_sliderSensitivityInGame.init(TempString,eControl_SensitivityInGame,0,200,app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame)); 13 14 swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu)); 15 m_sliderSensitivityInMenu.init(TempString,eControl_SensitivityInMenu,0,200,app.GetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu)); 16 17 doHorizontalResizeCheck(); 18 19 if(app.GetLocalPlayerCount()>1) 20 { 21#if TO_BE_IMPLEMENTED 22 app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad,false); 23#endif 24 } 25} 26 27UIScene_SettingsControlMenu::~UIScene_SettingsControlMenu() 28{ 29} 30 31wstring UIScene_SettingsControlMenu::getMoviePath() 32{ 33 if(app.GetLocalPlayerCount() > 1) 34 { 35 return L"SettingsControlMenuSplit"; 36 } 37 else 38 { 39 return L"SettingsControlMenu"; 40 } 41} 42 43void UIScene_SettingsControlMenu::updateTooltips() 44{ 45 ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK); 46} 47 48void UIScene_SettingsControlMenu::updateComponents() 49{ 50 bool bNotInGame=(Minecraft::GetInstance()->level==NULL); 51 if(bNotInGame) 52 { 53 m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,true); 54 m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true); 55 } 56 else 57 { 58 m_parentLayer->showComponent(m_iPad,eUIComponent_Panorama,false); 59 60 if( app.GetLocalPlayerCount() == 1 ) m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,true); 61 else m_parentLayer->showComponent(m_iPad,eUIComponent_Logo,false); 62 } 63} 64 65void UIScene_SettingsControlMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled) 66{ 67 ui.AnimateKeyPress(iPad, key, repeat, pressed, released); 68 69 switch(key) 70 { 71 case ACTION_MENU_CANCEL: 72 if(pressed) 73 { 74 navigateBack(); 75 handled = true; 76 } 77 break; 78 case ACTION_MENU_OK: 79#ifdef __ORBIS__ 80 case ACTION_MENU_TOUCHPAD_PRESS: 81#endif 82 sendInputToMovie(key, repeat, pressed, released); 83 break; 84 case ACTION_MENU_UP: 85 case ACTION_MENU_DOWN: 86 case ACTION_MENU_LEFT: 87 case ACTION_MENU_RIGHT: 88 sendInputToMovie(key, repeat, pressed, released); 89 break; 90 } 91} 92 93void UIScene_SettingsControlMenu::handleSliderMove(F64 sliderId, F64 currentValue) 94{ 95 WCHAR TempString[256]; 96 int value = (int)currentValue; 97 switch((int)sliderId) 98 { 99 case eControl_SensitivityInGame: 100 m_sliderSensitivityInGame.handleSliderMove(value); 101 102 app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InGame,value); 103 swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INGAME ),value); 104 m_sliderSensitivityInGame.setLabel(TempString); 105 106 break; 107 case eControl_SensitivityInMenu: 108 m_sliderSensitivityInMenu.handleSliderMove(value); 109 110 app.SetGameSettings(m_iPad,eGameSetting_Sensitivity_InMenu,value); 111 swprintf( (WCHAR *)TempString, 256, L"%ls: %d%%", app.GetString( IDS_SLIDER_SENSITIVITY_INMENU ),value); 112 m_sliderSensitivityInMenu.setLabel(TempString); 113 114 break; 115 } 116}