December 2014 files
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@@ -13,6 +13,8 @@ UIGroup::UIGroup(EUIGroup group, int iPad)
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m_updateFocusStateCountdown = 0;
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m_viewportType = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
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for(unsigned int i = 0; i < eUILayer_COUNT; ++i)
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{
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m_layers[i] = new UILayer(this);
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@@ -39,8 +41,6 @@ UIGroup::UIGroup(EUIGroup group, int iPad)
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m_pressStartToPlay = (UIComponent_PressStartToPlay *)m_layers[(int)eUILayer_Tooltips]->addComponent(0, eUIComponent_PressStartToPlay);
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}
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m_viewportType = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
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// 4J Stu - Pre-allocate this for cached rendering in scenes. It's horribly slow to do dynamically, but we should only need one
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// per group as we will only be displaying one of these types of scenes at a time
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m_commandBufferList = MemoryTracker::genLists(1);
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@@ -318,6 +318,16 @@ void UIGroup::HandleDLCLicenseChange()
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}
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#endif
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void UIGroup::HandleMessage(EUIMessage message, void *data)
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{
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// Ignore this group if the player isn't signed in
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if(m_iPad >= 0 && !ProfileManager.IsSignedIn(m_iPad)) return;
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for(unsigned int i = 0; i < eUILayer_COUNT; ++i)
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{
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m_layers[i]->HandleMessage(message, data);
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}
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}
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bool UIGroup::IsFullscreenGroup()
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{
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return m_group == eUIGroup_Fullscreen;
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