chore: cleanup function names & update gdraw resolution
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1e37e0207c
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19 files changed
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-76
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@@ -9,9 +9,9 @@ class IUIController
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public:
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virtual void tick() = 0;
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virtual void render() = 0;
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virtual void StartReloadSkinThread() = 0;
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virtual bool IsReloadingSkin() = 0;
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virtual void CleanUpSkinReload() = 0;
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virtual void StartReloadSkinsThread() = 0;
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virtual bool IsReloadingSkins() = 0;
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virtual void CleanUpSkinsReload() = 0;
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virtual bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD) = 0;
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virtual bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT) = 0;
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virtual void CloseUIScenes(int iPad, bool forceIPad = false) = 0;
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@@ -82,7 +82,7 @@ void UIComponent_PressStartToPlay::handleTimerComplete(int id)
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void UIComponent_PressStartToPlay::showPressStart(int iPad, bool show)
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{
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m_showingPressStart[iPad] = show;
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if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
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if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
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{
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m_controlPressStartPanel.setVisible(show);
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@@ -103,7 +103,7 @@ void UIComponent_PressStartToPlay::showPressStart(int iPad, bool show)
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void UIComponent_PressStartToPlay::setTrialTimer(const wstring &label)
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{
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m_trialTimer = label;
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if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
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if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
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{
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m_labelTrialTimer.setLabel(label);
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}
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@@ -112,7 +112,7 @@ void UIComponent_PressStartToPlay::setTrialTimer(const wstring &label)
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void UIComponent_PressStartToPlay::showTrialTimer(bool show)
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{
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m_showingTrialTimer = show;
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if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
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if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
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{
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m_labelTrialTimer.setVisible(show);
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}
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@@ -121,7 +121,7 @@ void UIComponent_PressStartToPlay::showTrialTimer(bool show)
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void UIComponent_PressStartToPlay::setAutosaveTimer(const wstring &label)
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{
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m_autosaveTimer = label;
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if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
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if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
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{
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m_labelTrialTimer.setLabel(label);
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}
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@@ -130,7 +130,7 @@ void UIComponent_PressStartToPlay::setAutosaveTimer(const wstring &label)
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void UIComponent_PressStartToPlay::showAutosaveTimer(bool show)
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{
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m_showingAutosaveTimer = show;
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if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
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if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
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{
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m_labelTrialTimer.setVisible(show);
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}
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@@ -139,7 +139,7 @@ void UIComponent_PressStartToPlay::showAutosaveTimer(bool show)
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void UIComponent_PressStartToPlay::showSaveIcon(bool show)
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{
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m_showingSaveIcon = show;
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if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
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if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
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{
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m_controlSaveIcon.setVisible(show);
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}
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@@ -181,7 +181,7 @@ void UIComponent_Tooltips::tick()
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bool layoutChanges = false;
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for (int i = 0; i < eToolTipNumButtons; i++)
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{
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if ( !ui.IsReloadingSkin() && m_tooltipValues[i].show && m_tooltipValues[i].label.needsUpdating() )
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if ( !ui.IsReloadingSkins() && m_tooltipValues[i].show && m_tooltipValues[i].label.needsUpdating() )
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{
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layoutChanges = true;
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_SetTooltip(i, m_tooltipValues[i].label, m_tooltipValues[i].show, true);
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@@ -15,7 +15,6 @@
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#include <message_dialog.h>
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#elif _WINDOWS64
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#include "Windows64\Windows64_Minecraft.h"
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string m_LastControllerType = "mrow";
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#endif
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// 4J Stu - Enable this to override the Iggy Allocator
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@@ -50,8 +49,12 @@ string m_LastControllerType = "mrow";
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#endif
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CRITICAL_SECTION UIController::ms_reloadSkinCS;
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bool UIController::ms_bReloadSkinCSInitialised = false;
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#ifdef _WINDOWS64
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string m_LastControllerType = "mrow";
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#endif
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CRITICAL_SECTION UIController::ms_reloadSkinsCS;
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bool UIController::ms_bReloadSkinsCSInitialised = false;
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DWORD UIController::m_dwTrialTimerLimitSecs=DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME;
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@@ -165,7 +168,7 @@ static void RADLINK DeallocateFunction ( void * alloc_callback_user_data , void
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UIController::UIController()
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{
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m_uiDebugConsole = NULL;
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m_reloadSkinThread = NULL;
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m_reloadSkinsThread = NULL;
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m_navigateToHomeOnReload = false;
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@@ -230,11 +233,11 @@ UIController::UIController()
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m_bTouchscreenPressed=false;
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#endif
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if(!ms_bReloadSkinCSInitialised)
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if(!ms_bReloadSkinsCSInitialised)
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{
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// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
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InitializeCriticalSection(&ms_reloadSkinCS);
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ms_bReloadSkinCSInitialised = true;
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InitializeCriticalSection(&ms_reloadSkinsCS);
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ms_bReloadSkinsCSInitialised = true;
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}
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}
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@@ -336,13 +339,13 @@ UITTFFont *UIController::createFont(EFont fontLanguage)
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{
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switch(fontLanguage)
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{
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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#if !(defined _DURANGO || _WINDOWS64)
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case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
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case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
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case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
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#else
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case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
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#if defined(_DURANGO) || defined(_WINDOWS64)
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#if (defined _DURANGO || _WINDOWS64)
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case eFont_SimpChinese: return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS
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#endif
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case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
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@@ -442,9 +445,9 @@ void UIController::tick()
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{
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SetupFont(); // If necessary, change font.
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if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin() )
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if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkins() )
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{
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ui.CleanUpSkinReload();
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ui.CleanUpSkinsReload();
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if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession())
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{
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@@ -501,6 +504,7 @@ void UIController::tick()
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#endif
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}
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#ifdef _WINDOWS64
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//str1k3r - this is what actually does all the autoswitching
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void UIController::GetControllerType()
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{
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@@ -532,7 +536,7 @@ void UIController::GetControllerType()
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controlTooltipsPath = (ui.getScreenWidth() >= 1920) ? L"ControlTooltips\\HD\\Windows64HDControls.swf" : L"ControlTooltips\\Windows64Controls.swf";
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}
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//ReloadSingleSkin(eLibrary_ControlTooltips, controlTooltipsPath, (m_fScreenHeight >= 1080.0f) ? L"skinControlTooltipsHD.swf" : L"skinControlTooltips.swf");
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//ReloadSkin(eLibrary_ControlTooltips, controlTooltipsPath, (m_fScreenHeight >= 1080.0f) ? L"skinControlTooltipsHD.swf" : L"skinControlTooltips.swf");
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for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
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{
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@@ -575,9 +579,13 @@ wstring UIController::GetTooltipSkinPath()
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}
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}
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#endif
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void UIController::loadSkins()
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{
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#ifdef _WINDOWS64
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wstring tooltipsSkinPath = L"";
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#endif
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wstring platformSkinPath = L"";
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#ifdef __PS3__
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@@ -632,7 +640,7 @@ void UIController::loadSkins()
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m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf");
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m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf");
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#ifdef _WINDOWS64
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//m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltipsHD.swf");
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m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltipsHD.swf");
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#endif
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m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf");
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m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf");
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@@ -649,7 +657,7 @@ void UIController::loadSkins()
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m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
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m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
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#ifdef _WINDOWS64
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//m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltipsHD.swf");
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m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltips.swf");
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#endif
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m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
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m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
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@@ -692,7 +700,8 @@ IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinN
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return lib;
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}
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void UIController::ReloadSingleSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName)
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//str1k3r - reloads a single skin
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void UIController::ReloadSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName)
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{
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if(m_iggyLibraries[lib] != IGGY_INVALID_LIBRARY)
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{
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@@ -703,7 +712,8 @@ void UIController::ReloadSingleSkin(ELibraries lib, const wstring &skinPath, con
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m_iggyLibraries[lib] = loadSkin(skinPath, skinName);
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}
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void UIController::ReloadSkin()
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//str1k3r - reloads every skin
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void UIController::ReloadSkins()
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{
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// Destroy all scene swf
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for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
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@@ -720,8 +730,8 @@ void UIController::ReloadSkin()
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m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
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}
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m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread");
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m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE);
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m_reloadSkinsThread = new C4JThread(reloadSkinsThreadProc, (void*)this, "Reload skin thread");
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m_reloadSkinsThread->SetProcessor(CPU_CORE_UI_SCENE);
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// Navigate to the timer scene so that we can display something while the loading is happening
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// str1k3r - Exclude this from windows64 as its not needed
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@@ -731,7 +741,7 @@ void UIController::ReloadSkin()
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// str1k3r - Fixes 4J's issue with the screen staying on the timer scene if on another thread on windows64
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#ifdef _WINDOWS64
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m_reloadSkinThread->Run();
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m_reloadSkinsThread->Run();
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#endif
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//// Load new skin
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@@ -747,14 +757,14 @@ void UIController::ReloadSkin()
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//m_groups[eUIGroup_Fullscreen]->ReloadAll();
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}
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void UIController::StartReloadSkinThread()
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void UIController::StartReloadSkinsThread()
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{
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if(m_reloadSkinThread) m_reloadSkinThread->Run();
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if(m_reloadSkinsThread) m_reloadSkinsThread->Run();
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}
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int UIController::reloadSkinThreadProc(void* lpParam)
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int UIController::reloadSkinsThreadProc(void* lpParam)
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{
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EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
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EnterCriticalSection(&ms_reloadSkinsCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
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UIController *controller = (UIController *)lpParam;
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// Load new skin
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controller->loadSkins();
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@@ -772,25 +782,25 @@ int UIController::reloadSkinThreadProc(void* lpParam)
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#ifndef _WINDOW64
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controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
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#endif
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LeaveCriticalSection(&ms_reloadSkinCS);
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LeaveCriticalSection(&ms_reloadSkinsCS);
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return 0;
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}
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bool UIController::IsReloadingSkin()
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bool UIController::IsReloadingSkins()
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{
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return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning());
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return m_reloadSkinsThread && (!m_reloadSkinsThread->hasStarted() || m_reloadSkinsThread->isRunning());
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}
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bool UIController::IsExpectingOrReloadingSkin()
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bool UIController::IsExpectingOrReloadingSkins()
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{
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return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange();
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return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkins() || PendingFontChange();
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}
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void UIController::CleanUpSkinReload()
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void UIController::CleanUpSkinsReload()
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{
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delete m_reloadSkinThread;
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m_reloadSkinThread = NULL;
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delete m_reloadSkinsThread;
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m_reloadSkinsThread = NULL;
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if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
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{
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@@ -2645,7 +2655,7 @@ C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT ui
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EUILayer layer = bIsError?eUILayer_Error:eUILayer_Alert;
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bool completed = false;
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if(ui.IsReloadingSkin())
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if(ui.IsReloadingSkins())
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{
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// Queue this message box
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QueuedMessageBoxData *queuedData = new QueuedMessageBoxData();
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@@ -18,8 +18,8 @@ public:
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static __int64 iggyAllocCount;
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// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
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static CRITICAL_SECTION ms_reloadSkinCS;
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static bool ms_bReloadSkinCSInitialised;
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static CRITICAL_SECTION ms_reloadSkinsCS;
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static bool ms_bReloadSkinsCSInitialised;
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protected:
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UIComponent_DebugUIConsole *m_uiDebugConsole;
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@@ -92,7 +92,7 @@ private:
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eLibrary_GraphicsTooltips,
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eLibrary_GraphicsLabels,
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#ifdef _WINDOWS64
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//eLibrary_ControlTooltips,
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eLibrary_ControlTooltips,
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#endif
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eLibrary_Labels,
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eLibrary_InGame,
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@@ -146,7 +146,7 @@ private:
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unsigned int m_winUserIndex;
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//bool m_bSysUIShowing;
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bool m_bSystemUIShowing;
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C4JThread *m_reloadSkinThread;
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C4JThread *m_reloadSkinsThread;
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bool m_navigateToHomeOnReload;
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int m_accumulatedTicks;
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__uint64 m_lastUiSfx; // Tracks time (ms) of last UI sound effect
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@@ -210,15 +210,15 @@ private:
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IggyLibrary loadSkin(const wstring &skinPath, const wstring &skinName);
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public:
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void ReloadSingleSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName);
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void ReloadSkin();
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virtual void StartReloadSkinThread();
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virtual bool IsReloadingSkin();
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virtual bool IsExpectingOrReloadingSkin();
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virtual void CleanUpSkinReload();
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void ReloadSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName);
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void ReloadSkins();
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virtual void StartReloadSkinsThread();
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virtual bool IsReloadingSkins();
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virtual bool IsExpectingOrReloadingSkins();
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virtual void CleanUpSkinsReload();
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private:
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static int reloadSkinThreadProc(void* lpParam);
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static int reloadSkinsThreadProc(void* lpParam);
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public:
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byteArray getMovieData(const wstring &filename);
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@@ -66,7 +66,7 @@ void UILayer::tick()
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void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
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{
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if(!ui.IsExpectingOrReloadingSkin())
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if(!ui.IsExpectingOrReloadingSkins())
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{
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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{
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@@ -92,7 +92,7 @@ void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
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if(lowestRenderable < 0) lowestRenderable = 0;
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for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
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{
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if(m_sceneStack[lowestRenderable]->isVisible() && (!ui.IsExpectingOrReloadingSkin() || m_sceneStack[lowestRenderable]->getSceneType()==eUIScene_Timer))
|
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if(m_sceneStack[lowestRenderable]->isVisible() && (!ui.IsExpectingOrReloadingSkins() || m_sceneStack[lowestRenderable]->getSceneType()==eUIScene_Timer))
|
||||
{
|
||||
PIXBeginNamedEvent(0, "Rendering scene %d", m_sceneStack[lowestRenderable]->getSceneType() );
|
||||
m_sceneStack[lowestRenderable]->render(width, height,viewport);
|
||||
|
||||
@@ -267,7 +267,7 @@ bool UIScene::mapElementsAndNames()
|
||||
extern CRITICAL_SECTION s_loadSkinCS;
|
||||
void UIScene::loadMovie()
|
||||
{
|
||||
EnterCriticalSection(&UIController::ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
|
||||
EnterCriticalSection(&UIController::ms_reloadSkinsCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
|
||||
wstring moviePath = getMoviePath();
|
||||
|
||||
#ifdef __PS3__
|
||||
@@ -408,7 +408,7 @@ void UIScene::loadMovie()
|
||||
app.DebugPrintf(app.USER_SR, "%ls - Total: %d, Expected: %d, Diff: %d\n", moviePath.c_str(), totalStatic + totalDynamic, afterTick - beforeLoad, (afterTick - beforeLoad) - (totalStatic + totalDynamic));
|
||||
|
||||
#endif
|
||||
LeaveCriticalSection(&UIController::ms_reloadSkinCS);
|
||||
LeaveCriticalSection(&UIController::ms_reloadSkinsCS);
|
||||
|
||||
}
|
||||
|
||||
@@ -911,7 +911,7 @@ void UIScene::handleGainFocus(bool navBack)
|
||||
|
||||
void UIScene::updateTooltips()
|
||||
{
|
||||
if(!ui.IsReloadingSkin())
|
||||
if(!ui.IsReloadingSkins())
|
||||
ui.SetTooltips(m_iPad, -1);
|
||||
}
|
||||
|
||||
|
||||
@@ -1675,7 +1675,7 @@ void UIScene_LoadOrJoinMenu::UpdateGamesList()
|
||||
if (m_bIgnoreInput) return;
|
||||
|
||||
// If a texture pack is loading, or will be loading, then ignore this ( we are going to be destroyed anyway)
|
||||
if( Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) ) return;
|
||||
if( Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkins()) ) return;
|
||||
|
||||
// if we're retrieving save info, don't show the list yet as we will be ignoring press events
|
||||
if(!m_bSavesDisplayed)
|
||||
|
||||
Reference in new issue
Block a user