b3feddfef3
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
#pragma once
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#include "UIScene.h"
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class UIScene_InGameHostOptionsMenu : public UIScene
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{
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private:
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enum EControls
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{
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eControl_FireSpreads,
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eControl_TNT,
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eControl_MobGriefing,
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eControl_KeepInventory,
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eControl_DoMobSpawning,
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eControl_DoMobLoot,
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eControl_DoTileDrops,
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eControl_NaturalRegeneration,
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eControl_DoDaylightCycle,
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eControl_TeleportToPlayer,
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eControl_TeleportToMe,
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};
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UIControl_CheckBox m_checkboxFireSpreads, m_checkboxTNT, m_checkboxMobGriefing, m_checkboxKeepInventory, m_checkboxDoMobSpawning, m_checkboxDoMobLoot, m_checkboxDoTileDrops, m_checkboxNaturalRegeneration, m_checkboxDoDaylightCycle;
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UIControl_Button m_buttonTeleportToPlayer, m_buttonTeleportToMe;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
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UI_MAP_ELEMENT( m_checkboxFireSpreads, "CheckboxFireSpreads")
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UI_MAP_ELEMENT( m_checkboxTNT, "CheckboxTNT")
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UI_MAP_ELEMENT( m_checkboxMobGriefing, "CheckboxMobGriefing")
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UI_MAP_ELEMENT( m_checkboxKeepInventory, "CheckboxKeepInventory")
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UI_MAP_ELEMENT( m_checkboxDoMobSpawning, "CheckboxMobSpawning")
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UI_MAP_ELEMENT( m_checkboxDoMobLoot, "CheckboxMobLoot")
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UI_MAP_ELEMENT( m_checkboxDoTileDrops, "CheckboxTileDrops")
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UI_MAP_ELEMENT( m_checkboxNaturalRegeneration, "CheckboxNaturalRegeneration")
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UI_MAP_ELEMENT( m_checkboxDoDaylightCycle, "CheckboxDayLightCycle")
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UI_MAP_ELEMENT( m_buttonTeleportToPlayer, "TeleportToPlayer")
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UI_MAP_ELEMENT( m_buttonTeleportToMe, "TeleportPlayerToMe")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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public:
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UIScene_InGameHostOptionsMenu(int iPad, void *initData, UILayer *parentLayer);
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virtual EUIScene getSceneType() { return eUIScene_InGameHostOptionsMenu;}
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virtual void updateTooltips();
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virtual void handleReload();
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protected:
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// TODO: This should be pure virtual in this class
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virtual wstring getMoviePath();
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public:
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// INPUT
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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virtual void handlePress(F64 controlId, F64 childId);
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}; |