aboutsummaryrefslogtreecommitdiff
path: root/Minecraft.Client/Common/UI/UILayer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Minecraft.Client/Common/UI/UILayer.cpp')
-rw-r--r--Minecraft.Client/Common/UI/UILayer.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/Minecraft.Client/Common/UI/UILayer.cpp b/Minecraft.Client/Common/UI/UILayer.cpp
index 15bde2fa..6acfc85f 100644
--- a/Minecraft.Client/Common/UI/UILayer.cpp
+++ b/Minecraft.Client/Common/UI/UILayer.cpp
@@ -38,7 +38,7 @@ void UILayer::tick()
m_scenesToDelete.push_back(scene);
}
}
-
+
while (!m_scenesToDestroy.empty())
{
UIScene *scene = m_scenesToDestroy.back();
@@ -46,13 +46,13 @@ void UILayer::tick()
scene->destroyMovie();
}
m_scenesToDestroy.clear();
-
+
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
{
(*it)->tick();
}
// Note: reverse iterator, the last element is the top of the stack
- int sceneIndex = m_sceneStack.size() - 1;
+ int sceneIndex = m_sceneStack.size() - 1;
//for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
while( sceneIndex >= 0 && sceneIndex < m_sceneStack.size() )
{
@@ -422,9 +422,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
}
m_sceneStack.push_back(newScene);
-
+
updateFocusState();
-
+
newScene->tick();
return true;
@@ -706,12 +706,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
// 4J-PB - this should just be true
m_bMenuDisplayed=true;
-
+
EUIScene sceneType = scene->getSceneType();
switch(sceneType)
{
case eUIScene_PauseMenu:
- m_bPauseMenuDisplayed = true;
+ m_bPauseMenuDisplayed = true;
break;
case eUIScene_Crafting2x2Menu:
case eUIScene_Crafting3x3Menu:
@@ -727,7 +727,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
// Intentional fall-through
case eUIScene_DeathMenu:
- case eUIScene_FullscreenProgress:
+ case eUIScene_FullscreenProgress:
case eUIScene_SignEntryMenu:
case eUIScene_EndPoem:
m_bIgnoreAutosaveMenuDisplayed = true;
@@ -736,7 +736,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
switch(sceneType)
{
- case eUIScene_FullscreenProgress:
+ case eUIScene_FullscreenProgress:
case eUIScene_EndPoem:
case eUIScene_Credits:
case eUIScene_LeaderboardsMenu:
@@ -775,8 +775,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
UIScene *scene = *it;
if(scene->hasFocus(iPad) && scene->canHandleInput())
{
- // 4J-PB - ignore repeats of action ABXY buttons
- // fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
+ // 4J-PB - ignore repeats of action ABXY buttons
+ // fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
// 4J Stu - Changed this slightly to add the allowRepeat function so we can allow repeats in the crafting menu
if(repeat && !scene->allowRepeat(key) )
{
@@ -784,8 +784,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
}
scene->handleInput(iPad, key, repeat, pressed, released, handled);
}
-
- // Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
+
+ // Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
handled = handled || scene->hidesLowerScenes();
if(handled ) break;
}
@@ -842,10 +842,10 @@ void UILayer::handleUnlockFullVersion()
}
}
-void UILayer::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
+void UILayer::PrintTotalMemoryUsage(int64_t &totalStatic, int64_t &totalDynamic)
{
- __int64 layerStatic = 0;
- __int64 layerDynamic = 0;
+ int64_t layerStatic = 0;
+ int64_t layerDynamic = 0;
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
{
(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
@@ -859,7 +859,7 @@ void UILayer::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
totalDynamic += layerDynamic;
}
-// Returns the first scene of given type if it exists, NULL otherwise
+// Returns the first scene of given type if it exists, NULL otherwise
UIScene *UILayer::FindScene(EUIScene sceneType)
{
for (int i = 0; i < m_sceneStack.size(); i++)