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authornumzero <numzer0@yandex.ru>2020-11-22 16:41:36 +0300
committerlhofhansl <larsh@apache.org>2020-11-26 12:49:10 -0800
commit560627eef8c02f8201e639c75fcd5301d3a33077 (patch)
tree6e65bb2d3891ab2878017c00d0225c4a37750de1 /src/unittest/test_server_shutdown_state.cpp
parent3077afc0a2039cd4c8d64d9df62ed9b2ba6463dc (diff)
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Reuse seed when updating stars
The only currently relevant parameter is scale which can now be changed without resetting stars position
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> #include "irrlichttypes_extrabloated.h" #include "modalMenu.h" #include "gettext.h" #include "client/keycode.h" #include <string> #include <vector> class ISimpleTextureSource; struct key_setting { int id; const wchar_t *button_name; KeyPress key; std::string setting_name; gui::IGUIButton *button; }; class GUIKeyChangeMenu : public GUIModalMenu { public: GUIKeyChangeMenu(gui::IGUIEnvironment *env, gui::IGUIElement *parent, s32 id, IMenuManager *menumgr, ISimpleTextureSource *tsrc); ~GUIKeyChangeMenu(); void removeChildren(); /* Remove and re-add (or reposition) stuff */ void regenerateGui(v2u32 screensize); void drawMenu(); bool acceptInput(); bool OnEvent(const SEvent &event); bool pausesGame() { return true; } protected: std::wstring getLabelByID(s32 id) { return L""; } std::string getNameByID(s32 id) { return ""; } private: void init_keys(); bool resetMenu(); void add_key(int id, const wchar_t *button_name, const std::string &setting_name); bool shift_down = false; key_setting *active_key = nullptr; gui::IGUIStaticText *key_used_text = nullptr; std::vector<key_setting *> key_settings; ISimpleTextureSource *m_tsrc; };