chore: port more cafeberry fixes
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@@ -172,17 +172,6 @@ UIController::UIController()
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InitializeCriticalSection(&m_Allocatorlock);
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#endif
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// 4J Stu - This is a bit of a hack until we change the Minecraft initialisation to store the proper screen size for other platforms
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#if defined _WINDOWS64 || defined _DURANGO || defined __ORBIS__
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m_fScreenWidth = 1920.0f;
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m_fScreenHeight = 1080.0f;
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m_bScreenWidthSetup = true;
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#else
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m_fScreenWidth = 1280.0f;
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m_fScreenHeight = 720.0f;
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m_bScreenWidthSetup = false;
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#endif
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for(unsigned int i = 0; i < eLibrary_Count; ++i)
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{
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m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
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@@ -314,35 +303,30 @@ void UIController::SetupFont()
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switch(XGetLanguage())
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{
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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case XC_LANGUAGE_JAPANESE:
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m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
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break;
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case XC_LANGUAGE_SCHINESE: //TODO
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case XC_LANGUAGE_TCHINESE:
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m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
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break;
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case XC_LANGUAGE_KOREAN:
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m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
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break;
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// 4J-JEV, Cyrillic characters have been added to this font now, (4/July/14)
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//case XC_LANGUAGE_RUSSIAN:
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//case XC_LANGUAGE_GREEK:
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#else
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case XC_LANGUAGE_JAPANESE:
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#if defined __PS3__ || __ORBIS__ || __PSVITA__
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m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
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#else
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m_mcTTFFont = new UITTFFont("Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
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#endif
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break;
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case XC_LANGUAGE_SCHINESE: //TODO
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case XC_LANGUAGE_SCHINESE:
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case XC_LANGUAGE_TCHINESE:
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#if defined __PS3__ || __ORBIS__ || __PSVITA__
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m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
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#else
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m_mcTTFFont = new UITTFFont("Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
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#endif
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break;
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case XC_LANGUAGE_KOREAN:
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#if defined __PS3__ || __ORBIS__ || __PSVITA__
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m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/BOKMSD.ttf", 0x2022); // KOR
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break;
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#else
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m_mcTTFFont = new UITTFFont("Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
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#endif
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break;
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default:
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bBitmapFont=true;
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// m_mcTTFFont = new UITTFFont("Common/Media/font/Mojangles.ttf", 0x2022); // 4J-JEV: Shouldn't be using this.
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break;
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}
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@@ -426,7 +410,7 @@ void UIController::loadSkins()
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#elif defined __PSVITA__
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platformSkinPath = L"skinVita.swf";
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#elif defined _WINDOWS64
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if(m_fScreenHeight==1080.0f)
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if(m_fScreenHeight >= 1080.0f)
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{
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platformSkinPath = L"skinHDWin.swf";
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}
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@@ -435,7 +419,7 @@ void UIController::loadSkins()
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platformSkinPath = L"skinWin.swf";
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}
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#elif defined _DURANGO
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if(m_fScreenHeight==1080.0f)
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if(m_fScreenHeight >= 1080.0f)
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{
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platformSkinPath = L"skinHDDurango.swf";
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}
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@@ -444,7 +428,7 @@ void UIController::loadSkins()
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platformSkinPath = L"skinDurango.swf";
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}
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#elif defined __ORBIS__
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if(m_fScreenHeight==1080.0f)
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if(m_fScreenHeight >= 1080.0f)
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{
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platformSkinPath = L"skinHDOrbis.swf";
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}
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@@ -454,58 +438,37 @@ void UIController::loadSkins()
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}
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#endif
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// Every platform has one of these, so nothing shared
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if(m_fScreenHeight==1080.0f)
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// str1k3r - Fixes 720p/480p Crashes on Windows64, also allows this to be used on 1080p consoles instead of just Windows64
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// This also cleans up some 4J code and turns 3 if statements into 1.
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if (ui.getScreenWidth() >= 1920.0f)
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{
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m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskinHD.swf");
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m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf");
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m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf");
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m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf");
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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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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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m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf");
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m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf");
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m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf");
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}
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else
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{
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m_iggyLibraries[eLibrary_Platform] = loadSkin(platformSkinPath, L"platformskin.swf");
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m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
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m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
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m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
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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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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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m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
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m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
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m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf");
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}
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#if defined(__PS3__) || defined(__PSVITA__)
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m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
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m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
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m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
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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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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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m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
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m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
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m_iggyLibraries[eLibrary_Default] = loadSkin(L"skin.swf", L"skin.swf");
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#endif
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#if ( defined(_WINDOWS64) || defined(_DURANGO) || defined(__ORBIS__) )
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#if defined(_WINDOWS64)
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// 4J Stu - Load the 720/480 skins so that we have something to fallback on during development
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#ifndef _FINAL_BUILD
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m_iggyLibraries[eLibraryFallback_GraphicsDefault] = loadSkin(L"skinGraphics.swf", L"skinGraphics.swf");
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m_iggyLibraries[eLibraryFallback_GraphicsHUD] = loadSkin(L"skinGraphicsHud.swf", L"skinGraphicsHud.swf");
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m_iggyLibraries[eLibraryFallback_GraphicsInGame] = loadSkin(L"skinGraphicsInGame.swf", L"skinGraphicsInGame.swf");
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m_iggyLibraries[eLibraryFallback_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
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m_iggyLibraries[eLibraryFallback_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
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m_iggyLibraries[eLibraryFallback_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
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m_iggyLibraries[eLibraryFallback_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
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m_iggyLibraries[eLibraryFallback_HUD] = loadSkin(L"skinHud.swf", L"skinHud.swf");
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m_iggyLibraries[eLibraryFallback_Tooltips] = loadSkin(L"skinTooltips.swf", L"skinTooltips.swf");
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m_iggyLibraries[eLibraryFallback_Default] = loadSkin(L"skin.swf", L"skin.swf");
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#endif
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#endif
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m_iggyLibraries[eLibrary_GraphicsDefault] = loadSkin(L"skinHDGraphics.swf", L"skinHDGraphics.swf");
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m_iggyLibraries[eLibrary_GraphicsHUD] = loadSkin(L"skinHDGraphicsHud.swf", L"skinHDGraphicsHud.swf");
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m_iggyLibraries[eLibrary_GraphicsInGame] = loadSkin(L"skinHDGraphicsInGame.swf", L"skinHDGraphicsInGame.swf");
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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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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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m_iggyLibraries[eLibrary_HUD] = loadSkin(L"skinHDHud.swf", L"skinHDHud.swf");
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m_iggyLibraries[eLibrary_Tooltips] = loadSkin(L"skinHDTooltips.swf", L"skinHDTooltips.swf");
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m_iggyLibraries[eLibrary_Default] = loadSkin(L"skinHD.swf", L"skinHD.swf");
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#endif // HD platforms
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}
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IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinName)
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@@ -558,28 +521,18 @@ void UIController::ReloadSkin()
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m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
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}
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#ifdef _WINDOWS64
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// 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix
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reloadSkinThreadProc(this);
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#else
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// Navigate to the timer scene so that we can display something while the loading is happening
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ui.NavigateToScene(0,eUIScene_Timer,(void *)1,eUILayer_Tooltips,eUIGroup_Fullscreen);
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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_reloadSkinThread->Run();
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//// Load new skin
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//loadSkins();
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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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#ifndef _WINDOWS64
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ui.NavigateToScene(0,eUIScene_Timer,(void *)1,eUILayer_Tooltips,eUIGroup_Fullscreen);
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#endif
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//// Reload all scene swf
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//for(int i = eUIGroup_Player1; i <= eUIGroup_Player4; ++i)
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//{
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// m_groups[i]->ReloadAll();
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//}
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//// Always reload the fullscreen group
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//m_groups[eUIGroup_Fullscreen]->ReloadAll();
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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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#endif
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}
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