Update UIScene_MiniGamesMenu.cpp
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@@ -1,4 +1,4 @@
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#include "stdafx.h"
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#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_MiniGamesMenu.h"
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@@ -149,7 +149,7 @@ void UIScene_MiniGamesMenu::AddDefaultButtons()
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//m_iDefaultButtonsC++;
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PBYTE data = nullptr; DWORD size = 0;
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if (LoadPngFile(L"Battle.png", data, size)) {
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if (LoadPngFile(L"Assets/Battle.png", data, size)) {
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registerSubstitutionTexture(L"mini_battle", data, size);
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m_buttonListSaves.addItem(L"Battle", L"mini_battle");
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m_iDefaultButtonsC++;
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@@ -232,11 +232,23 @@ void UIScene_MiniGamesMenu::handlePress(F64 controlId, F64 childId)
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// Create new mini game world (you can navigate to the create-world scene with mini-game preset)
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//ui.NavigateToScene(m_iPad, eUIScene_CreateWorld, /* mini-game init data */ nullptr);
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}
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else if (childId < m_iDefaultButtonsC)
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{
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LevelGenerationOptions* levelGen = m_generators.at(childId - 1);
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LoadLevelGen(levelGen);
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}
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else if (childId < m_iDefaultButtonsC)
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{
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switch ((int)childId)
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{
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case 0: // Battle
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ui.NavigateToScene(m_iPad, eUIScene_CreateBattleMenu, nullptr); //navigates to the battle minigame creation world
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break;
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case 1: // Tumble
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ui.NavigateToScene(m_iPad, eUIScene_CreateBattleMenu, nullptr); // gonna replace this with tumble but not now
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break;
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case 2: // Glide
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ui.NavigateToScene(m_iPad, eUIScene_CreateBattleMenu, nullptr); //should i even explain?
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break;
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}
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}
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}
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else if (controlId == eControl_GamesList)
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{
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@@ -301,4 +313,3 @@ bool UIScene_MiniGamesMenu::DoesGamesListHaveFocus()
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{
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return getControlFocus() == eControl_GamesList;
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}
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