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| author | Loki Rautio <lokirautio@gmail.com> | 2026-03-04 03:56:03 -0600 |
|---|---|---|
| committer | Loki Rautio <lokirautio@gmail.com> | 2026-03-04 03:56:03 -0600 |
| commit | 42aec6dac53dffa6afe072560a7e1d4986112538 (patch) | |
| tree | 0836426857391df1b6a83f6368a183f83ec9b104 /Minecraft.Client/Common/UI/UIGroup.cpp | |
| parent | c9d58eeac7c72f0b3038e084667b4d89a6249fce (diff) | |
| parent | ef9b6fd500dfabd9463267b0dd9e29577eea8a2b (diff) | |
Merge branch 'main' into pr/win64-world-saves
# Conflicts:
# Minecraft.Client/MinecraftServer.cpp
# README.md
Diffstat (limited to 'Minecraft.Client/Common/UI/UIGroup.cpp')
| -rw-r--r-- | Minecraft.Client/Common/UI/UIGroup.cpp | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/Minecraft.Client/Common/UI/UIGroup.cpp b/Minecraft.Client/Common/UI/UIGroup.cpp index 1899d05b..e8bb9fe6 100644 --- a/Minecraft.Client/Common/UI/UIGroup.cpp +++ b/Minecraft.Client/Common/UI/UIGroup.cpp @@ -13,6 +13,8 @@ UIGroup::UIGroup(EUIGroup group, int iPad) m_updateFocusStateCountdown = 0; + m_viewportType = C4JRender::VIEWPORT_TYPE_FULLSCREEN; + for(unsigned int i = 0; i < eUILayer_COUNT; ++i) { m_layers[i] = new UILayer(this); @@ -39,8 +41,6 @@ UIGroup::UIGroup(EUIGroup group, int iPad) m_pressStartToPlay = (UIComponent_PressStartToPlay *)m_layers[(int)eUILayer_Tooltips]->addComponent(0, eUIComponent_PressStartToPlay); } - m_viewportType = C4JRender::VIEWPORT_TYPE_FULLSCREEN; - // 4J Stu - Pre-allocate this for cached rendering in scenes. It's horribly slow to do dynamically, but we should only need one // per group as we will only be displaying one of these types of scenes at a time m_commandBufferList = MemoryTracker::genLists(1); @@ -318,6 +318,16 @@ void UIGroup::HandleDLCLicenseChange() } #endif +void UIGroup::HandleMessage(EUIMessage message, void *data) +{ + // Ignore this group if the player isn't signed in + if(m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return; + for(unsigned int i = 0; i < eUILayer_COUNT; ++i) + { + m_layers[i]->HandleMessage(message, data); + } +} + bool UIGroup::IsFullscreenGroup() { return m_group == eUIGroup_Fullscreen; |
