Jeck - [JGE recompile needed] Shop cleanup, Interface enhancements.

Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.

Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
This commit is contained in:
wagic.jeck
2010-02-01 18:27:25 +00:00
parent e999da6ef7
commit 0a863bcbad
21 changed files with 1619 additions and 1291 deletions

View File

@@ -94,13 +94,61 @@ JGuiController::~JGuiController()
void JGuiController::Render()
{
for (int i=0;i<mCount;i++)
if (mObjects[i]!=NULL)
mObjects[i]->Render();
}
bool JGuiController::CheckUserInput(u32 key){
if (key == mActionButton)
{
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed())
{
if (mListener != NULL)
mListener->ButtonPressed(mId, mObjects[mCurr]->GetId());
return true;
}
}
else if ((PSP_CTRL_LEFT == key) || (PSP_CTRL_UP == key)) // || mEngine->GetAnalogY() < 64 || mEngine->GetAnalogX() < 64)
{
int n = mCurr;
n--;
if (n<0)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = mCount-1;
else
n = 0;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
return true;
}
else if ((PSP_CTRL_RIGHT == key) || (PSP_CTRL_DOWN == key)) // || mEngine->GetAnalogY()>192 || mEngine->GetAnalogX()>192)
{
int n = mCurr;
n++;
if (n>mCount-1)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = 0;
else
n = mCount-1;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
return true;
}
return false;
}
void JGuiController::Update(float dt)
{
for (int i=0;i<mCount;i++)
@@ -108,53 +156,7 @@ void JGuiController::Update(float dt)
mObjects[i]->Update(dt);
u32 key = mEngine->ReadButton();
if (key == mActionButton)
{
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed())
{
if (mListener != NULL)
{
mListener->ButtonPressed(mId, mObjects[mCurr]->GetId());
return;
}
}
}
else if ((PSP_CTRL_LEFT == key) || (PSP_CTRL_UP == key)) // || mEngine->GetAnalogY() < 64 || mEngine->GetAnalogX() < 64)
{
int n = mCurr;
n--;
if (n<0)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = mCount-1;
else
n = 0;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
else if ((PSP_CTRL_RIGHT == key) || (PSP_CTRL_DOWN == key)) // || mEngine->GetAnalogY()>192 || mEngine->GetAnalogX()>192)
{
int n = mCurr;
n++;
if (n>mCount-1)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = 0;
else
n = mCount-1;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
CheckUserInput(key);
}