v3.2.2: removed Android landscape setting, now uses system orientation
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@@ -67,21 +67,6 @@ public class SPDSettings extends GameSettings {
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return getBoolean( KEY_FULLSCREEN, DeviceCompat.isDesktop() );
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}
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public static void landscape( boolean value ){
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put( KEY_LANDSCAPE, value );
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((ShatteredPixelDungeon)ShatteredPixelDungeon.instance).updateDisplaySize();
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}
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//can return null because we need to directly handle the case of landscape not being set
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// as there are different defaults for different devices
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public static Boolean landscape(){
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if (contains(KEY_LANDSCAPE)){
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return getBoolean(KEY_LANDSCAPE, false);
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} else {
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return null;
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}
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}
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public static void zoom( int value ) {
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put( KEY_ZOOM, value );
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}
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@@ -220,8 +220,6 @@ public class WndSettings extends WndTabbed {
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RenderedTextBlock title;
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ColorBlock sep1;
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CheckBox chkFullscreen;
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OptionSlider optScale;
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RedButton btnOrientation;
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ColorBlock sep2;
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OptionSlider optBrightness;
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OptionSlider optVisGrid;
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@@ -252,24 +250,6 @@ public class WndSettings extends WndTabbed {
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}
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add(chkFullscreen);
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//TODO change to respect auto-rotation when updating Android SDK?
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if (DeviceCompat.isAndroid()) {
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Boolean landscape = SPDSettings.landscape();
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if (landscape == null){
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landscape = Game.width > Game.height;
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}
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Boolean finalLandscape = landscape;
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btnOrientation = new RedButton(finalLandscape ?
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Messages.get(this, "portrait")
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: Messages.get(this, "landscape")) {
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@Override
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protected void onClick() {
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SPDSettings.landscape(!finalLandscape);
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}
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};
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add(btnOrientation);
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}
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sep2 = new ColorBlock(1, 1, 0xFF000000);
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add(sep2);
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@@ -329,16 +309,6 @@ public class WndSettings extends WndTabbed {
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chkFullscreen.setRect(0, bottom + GAP, width, BTN_HEIGHT);
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bottom = chkFullscreen.bottom();
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if (btnOrientation != null) {
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btnOrientation.setRect(0, bottom + GAP, width, BTN_HEIGHT);
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bottom = btnOrientation.bottom();
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}
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if (optScale != null){
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optScale.setRect(0, bottom + GAP, width, SLIDER_HEIGHT);
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bottom = optScale.bottom();
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}
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sep2.size(width, 1);
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sep2.y = bottom + GAP;
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bottom = sep2.y + 1;
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