Merge branch 'smartcmd:main' into main
This commit is contained in:
@@ -93,18 +93,22 @@ void UIComponent_Tooltips::updateSafeZone()
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case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
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safeBottom = getSafeZoneHalfHeight();
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
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safeLeft = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
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safeRight = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
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safeTop = getSafeZoneHalfHeight();
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@@ -112,22 +116,22 @@ void UIComponent_Tooltips::updateSafeZone()
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
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safeTop = getSafeZoneHalfHeight();
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
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safeBottom = getSafeZoneHalfHeight();
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
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safeBottom = getSafeZoneHalfHeight();
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safeRight = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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break;
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case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
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default:
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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safeRight = getSafeZoneHalfWidth();
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break;
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}
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setSafeZone(safeTop, safeBottom, safeLeft, safeRight);
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@@ -1,6 +1,7 @@
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#include "stdafx.h"
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#include "UI.h"
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#include "UIComponent_TutorialPopup.h"
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#include "UISplitScreenHelpers.h"
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#include "..\..\Common\Tutorial\Tutorial.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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@@ -474,27 +475,17 @@ void UIComponent_TutorialPopup::render(S32 width, S32 height, C4JRender::eViewpo
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{
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if(viewport != C4JRender::VIEWPORT_TYPE_FULLSCREEN)
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{
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S32 xPos = 0;
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S32 yPos = 0;
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switch( viewport )
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{
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case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
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xPos = static_cast<S32>(ui.getScreenWidth() / 2);
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yPos = static_cast<S32>(ui.getScreenHeight() / 2);
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
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yPos = static_cast<S32>(ui.getScreenHeight() / 2);
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
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case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
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xPos = static_cast<S32>(ui.getScreenWidth() / 2);
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
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xPos = static_cast<S32>(ui.getScreenWidth() / 2);
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yPos = static_cast<S32>(ui.getScreenHeight() / 2);
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break;
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}
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// Derive the viewport origin and fit a 16:9 box inside it (same as UIScene::render),
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// then apply safezone nudges so the popup stays clear of screen edges.
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F32 originX, originY, viewW, viewH;
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GetViewportRect(ui.getScreenWidth(), ui.getScreenHeight(), viewport, originX, originY, viewW, viewH);
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S32 fitW, fitH, offsetX, offsetY;
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Fit16x9(viewW, viewH, fitW, fitH, offsetX, offsetY);
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S32 xPos = static_cast<S32>(originX) + offsetX;
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S32 yPos = static_cast<S32>(originY) + offsetY;
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//Adjust for safezone
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switch( viewport )
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{
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@@ -505,6 +496,7 @@ void UIComponent_TutorialPopup::render(S32 width, S32 height, C4JRender::eViewpo
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
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yPos += getSafeZoneHalfHeight();
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break;
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default: break;
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}
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switch( viewport )
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{
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@@ -515,10 +507,11 @@ void UIComponent_TutorialPopup::render(S32 width, S32 height, C4JRender::eViewpo
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
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xPos -= getSafeZoneHalfWidth();
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break;
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default: break;
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}
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ui.setupRenderPosition(xPos, yPos);
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IggyPlayerSetDisplaySize( getMovie(), width, height );
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IggyPlayerSetDisplaySize( getMovie(), fitW, fitH );
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IggyPlayerDraw( getMovie() );
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}
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else
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@@ -172,15 +172,22 @@ void UIScene::updateSafeZone()
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{
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case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
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safeBottom = getSafeZoneHalfHeight();
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// safeTop mirrors SPLIT_TOP for visual symmetry. safeBottom omitted.
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
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safeRight = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
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safeTop = getSafeZoneHalfHeight();
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@@ -188,22 +195,22 @@ void UIScene::updateSafeZone()
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
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safeTop = getSafeZoneHalfHeight();
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
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safeBottom = getSafeZoneHalfHeight();
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
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safeBottom = getSafeZoneHalfHeight();
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safeRight = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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break;
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case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
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default:
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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safeRight = getSafeZoneHalfWidth();
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break;
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}
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setSafeZone(safeTop, safeBottom, safeLeft, safeRight);
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@@ -278,7 +278,7 @@ void UIScene_FullscreenProgress::handleInput(int iPad, int key, bool repeat, boo
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#ifdef __ORBIS__
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case ACTION_MENU_TOUCHPAD_PRESS:
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#endif
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if(pressed)
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if(pressed && m_threadCompleted)
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{
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sendInputToMovie(key, repeat, pressed, released);
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}
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@@ -292,6 +292,7 @@ void UIScene_FullscreenProgress::handleInput(int iPad, int key, bool repeat, boo
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}
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break;
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}
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handled = true;
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}
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}
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@@ -65,22 +65,26 @@ void UIScene_HUD::updateSafeZone()
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case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
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safeBottom = getSafeZoneHalfHeight();
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// safeTop mirrors SPLIT_TOP so both players have the same vertical inset
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// from their viewport's top edge (split divider), keeping GUI symmetrical.
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// safeBottom is intentionally omitted: it would shift m_Hud.y upward in
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// ActionScript, placing the hotbar too high relative to SPLIT_TOP.
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
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safeLeft = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
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safeRight = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
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safeTop = getSafeZoneHalfHeight();
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@@ -88,22 +92,22 @@ void UIScene_HUD::updateSafeZone()
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
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safeTop = getSafeZoneHalfHeight();
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
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safeBottom = getSafeZoneHalfHeight();
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
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safeBottom = getSafeZoneHalfHeight();
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safeRight = getSafeZoneHalfWidth();
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safeTop = getSafeZoneHalfHeight();
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break;
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case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
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default:
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safeTop = getSafeZoneHalfHeight();
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safeBottom = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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safeRight = getSafeZoneHalfWidth();
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break;
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}
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setSafeZone(safeTop, safeBottom, safeLeft, safeRight);
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@@ -734,7 +738,7 @@ void UIScene_HUD::render(S32 width, S32 height, C4JRender::eViewportType viewpor
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IggyPlayerSetDisplaySize( getMovie(), (S32)(m_movieWidth * scale), (S32)(m_movieHeight * scale) );
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repositionHud(tileWidth, tileHeight, scale);
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repositionHud(tileWidth, tileHeight, scale, needsYTile);
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m_renderWidth = tileWidth;
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m_renderHeight = tileHeight;
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@@ -805,7 +809,7 @@ void UIScene_HUD::handleTimerComplete(int id)
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//setVisible(anyVisible);
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}
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void UIScene_HUD::repositionHud(S32 tileWidth, S32 tileHeight, F32 scale)
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void UIScene_HUD::repositionHud(S32 tileWidth, S32 tileHeight, F32 scale, bool needsYTile)
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{
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if(!m_bSplitscreen) return;
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@@ -176,5 +176,5 @@ protected:
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#endif
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private:
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void repositionHud(S32 tileWidth, S32 tileHeight, F32 scale);
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void repositionHud(S32 tileWidth, S32 tileHeight, F32 scale, bool needsYTile);
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};
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