All pastes #286434 Raw Edit

michael todd mc inty

public cpp v1 · immutable
#286434 ·published 2006-12-20 17:37 UTC
rendered paste body
void PortLockManager::ConnectNunchukCallback( Framework::Controller_ID pad ){	// this gets called initially when the game first runs because the nunchuk is connected.	// of course, when this occurs, we shouldn't hid anything because the state hasn't been appropriately set yet.	// In this case, the state is not STATE_WAIT_NUNCHUK_DIALOG and the contents of the if statement should be ignored.	if(!mPopupStack.Empty())	{		// the nunchuk was reconnected.  First see if the top layer is displaying the message		// about removing the nunchuk.  This can be determined if the current state is		// STATE_WAIT_NUNCHUK_DIALOG		if(mPopupState == STATE_WAIT_NUNCHUK_DIALOG || mPopupState == STATE_START_NUNCHUK_DIALOG)		{			UI::UIPopupInfo* popupInfo = mPopupStack[ mPopupStack.Height() - 1].popupInfo;			popupInfo->SetIgnoreInput( false );			// Victor Chelaru EA Salt Lake 12/14/2006			// Calling HideTopLayer eventually calls the			// popup's HideTopPlayer function in the Actionscript.			// This is the equivalent of pressing the button when the			// popup that indicates that the controller is disconnected			// is on the screen.  The rest of the cleanup will pop the stack			// and delete the UIPopupInfo in the 			popupInfo->HideTopLayer();		}		// Although the top message may not be about the nunchuk, one of the other		// popup layers might be displaying a message about the nunchuk being disconnected.		// Search through those layers, test the state, and if the state is STATE_WAIT_NUNCHUK_DIALOG.		// If so, mark the popup as not still valid and exit the loop.		else		{			// backwards loop to grab the top item			for(int i = mPopupStack.Height() - 2; i > -1; i--)			{				if(mPopupStack[i].state == STATE_WAIT_NUNCHUK_DIALOG)				{					mPopupStillValid[i] = false;					break;				}			}		}	}}