* Fix u32 into JButtons.
* Add a few comments.
* Remove useless variables.
This commit is contained in:
jean.chalard
2010-02-24 17:28:17 +00:00
parent 3ac6bc3ec3
commit 39c5a3d465
38 changed files with 58 additions and 63 deletions
-1
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@@ -95,7 +95,6 @@ class JGE
bool mCriticalAssert; bool mCriticalAssert;
const char *mAssertFile; const char *mAssertFile;
int mAssertLine; int mAssertLine;
u32 tickFrequency;
static JGE* mInstance; static JGE* mInstance;
+1 -1
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@@ -51,7 +51,7 @@ class JGuiObject
virtual void Update(float dt); virtual void Update(float dt);
virtual void Entering(); // when focus is transferring to this obj virtual void Entering(); // when focus is transferring to this obj
virtual bool Leaving(u32 key); // when focus is transferring away from this obj, true to go ahead virtual bool Leaving(JButton key); // when focus is transferring away from this obj, true to go ahead
virtual bool ButtonPressed(); // action button pressed, return false to ignore virtual bool ButtonPressed(); // action button pressed, return false to ignore
int GetId(); int GetId();
+1 -9
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@@ -24,7 +24,6 @@
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
#if defined (WIN32) // WIN32 specific code #if defined (WIN32) // WIN32 specific code
#include "../../Dependencies/include/png.h"
#include "../../Dependencies/include/fmod.h" #include "../../Dependencies/include/fmod.h"
u8 JGE::GetAnalogX() u8 JGE::GetAnalogX()
@@ -44,7 +43,6 @@ u8 JGE::GetAnalogY()
#elif defined (LINUX) // Unix specific code #elif defined (LINUX) // Unix specific code
#include <sys/time.h> #include <sys/time.h>
#include "png.h"
#include "../Dependencies/include/fmod.h" #include "../Dependencies/include/fmod.h"
@@ -253,7 +251,7 @@ void JGE::Init()
void JGE::SetDelta(float delta) void JGE::SetDelta(float delta)
{ {
mDeltaTime = (float)delta; mDeltaTime = delta;
} }
float JGE::GetDelta() float JGE::GetDelta()
@@ -279,12 +277,6 @@ void JGE::Init()
mDebug = false; mDebug = false;
#endif #endif
#if defined (WIN32) || defined (LINUX)
tickFrequency = 120;
#else
tickFrequency = sceRtcGetTickResolution();
#endif
if (mDebug) if (mDebug)
pspDebugScreenInit(); // do this so that we can use pspDebugScreenPrintf pspDebugScreenInit(); // do this so that we can use pspDebugScreenPrintf
+1 -1
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@@ -28,7 +28,7 @@ JGuiObject::~JGuiObject()
} }
bool JGuiObject::Leaving(u32 key __attribute__((unused))) bool JGuiObject::Leaving(JButton key __attribute__((unused)))
{ {
return true; return true;
} }
+1 -1
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@@ -37,7 +37,7 @@ class ActionElement: public JGuiObject{
virtual void Render(){}; virtual void Render(){};
virtual int testDestroy(){return 0;}; virtual int testDestroy(){return 0;};
virtual int destroy(){return 0;}; virtual int destroy(){return 0;};
virtual bool CheckUserInput(u32 key){return false;}; virtual bool CheckUserInput(JButton key){return false;};
ActionElement(int id); ActionElement(int id);
virtual ~ActionElement(); virtual ~ActionElement();
virtual int isReactingToTargetClick(Targetable * card); virtual int isReactingToTargetClick(Targetable * card);
+1 -1
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@@ -24,7 +24,7 @@ class ActionLayer: public GuiLayer, public JGuiListener{
int stuffHappened; int stuffHappened;
virtual void Render(); virtual void Render();
virtual void Update(float dt); virtual void Update(float dt);
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
ActionLayer(); ActionLayer();
~ActionLayer(); ~ActionLayer();
int cancelCurrentAction(); int cancelCurrentAction();
+2 -2
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@@ -51,7 +51,7 @@ class Interruptible: public PlayGuiObject, public Targetable{
int state, display; int state, display;
MTGCardInstance * source; MTGCardInstance * source;
virtual void Entering(){mHasFocus = true;}; virtual void Entering(){mHasFocus = true;};
virtual bool Leaving(u32 key){mHasFocus = false;return true;}; virtual bool Leaving(JButton key){mHasFocus = false;return true;};
virtual bool ButtonPressed(){return true;}; virtual bool ButtonPressed(){return true;};
virtual int resolve(){return 0;}; virtual int resolve(){return 0;};
virtual void Render(){}; virtual void Render(){};
@@ -169,7 +169,7 @@ class ActionStack :public GuiLayer{
int addDamage(MTGCardInstance * _source, Damageable * target, int _damage); int addDamage(MTGCardInstance * _source, Damageable * target, int _damage);
int addAbility(MTGAbility * ability); int addAbility(MTGAbility * ability);
void Update(float dt); void Update(float dt);
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
virtual void Render(); virtual void Render();
ActionStack(GameObserver* game); ActionStack(GameObserver* game);
int resolve(); int resolve();
+1 -1
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@@ -20,7 +20,7 @@ class CardDisplay:public PlayGuiObjectController{
void AddCard(MTGCardInstance * _card); void AddCard(MTGCardInstance * _card);
void rotateLeft(); void rotateLeft();
void rotateRight(); void rotateRight();
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
virtual void Update(float dt); virtual void Update(float dt);
void Render(); void Render();
void init(MTGGameZone * zone); void init(MTGGameZone * zone);
+1 -1
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@@ -57,7 +57,7 @@ class ObjectSelector : public GuiLayer
int bigMode; int bigMode;
void Add(T*); void Add(T*);
void Remove(T*); void Remove(T*);
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
void Update(float dt); void Update(float dt);
void Render(); void Render();
void Limit(LimitorFunctor<T>* limitor, SelectorZone); void Limit(LimitorFunctor<T>* limitor, SelectorZone);
+1 -4
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@@ -2,10 +2,7 @@
#define _DUELLAYERS_H_ #define _DUELLAYERS_H_
#include "GuiLayers.h" #include "GuiLayers.h"
#include "PlayGuiObject.h" #include "CardSelector.h"
template <typename T> class ObjectSelector;
typedef ObjectSelector<PlayGuiObject> CardSelector;
class MTGGuiHand; class MTGGuiHand;
class MTGGuiPlay; class MTGGuiPlay;
+1 -1
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@@ -27,7 +27,7 @@ class GuiAvatars : public GuiLayer
void Deactivate(PlayGuiObject* c); void Deactivate(PlayGuiObject* c);
int receiveEventPlus(WEvent*); int receiveEventPlus(WEvent*);
int receiveEventMinus(WEvent*); int receiveEventMinus(WEvent*);
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
float LeftBoundarySelf(); float LeftBoundarySelf();
}; };
+1 -1
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@@ -34,7 +34,7 @@ class GuiCombat : public GuiLayer
virtual void Update(float dt); virtual void Update(float dt);
virtual void Render(); virtual void Render();
bool clickOK(); bool clickOK();
virtual bool CheckUserInput(u32 key); virtual bool CheckUserInput(JButton key);
virtual int receiveEventPlus(WEvent* e); virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e); virtual int receiveEventMinus(WEvent* e);
+1 -1
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@@ -72,7 +72,7 @@ class GuiHandSelf : public GuiHand
virtual int receiveEventMinus(WEvent* e); virtual int receiveEventMinus(WEvent* e);
void Repos(); void Repos();
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
virtual void Render(); virtual void Render();
void Update(float dt); void Update(float dt);
float LeftBoundary(); float LeftBoundary();
+2 -2
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@@ -14,7 +14,7 @@ class Player;
class GuiLayer{ class GuiLayer{
protected: protected:
u32 mActionButton; JButton mActionButton;
public: public:
int mCount; int mCount;
int mCurr; int mCurr;
@@ -28,7 +28,7 @@ class GuiLayer{
GuiLayer(); GuiLayer();
virtual ~GuiLayer(); virtual ~GuiLayer();
virtual void Update(float dt); virtual void Update(float dt);
virtual bool CheckUserInput(u32 key){ return false; }; virtual bool CheckUserInput(JButton key){ return false; };
int getIndexOf(JGuiObject * object); int getIndexOf(JGuiObject * object);
JGuiObject * getByIndex (int index); JGuiObject * getByIndex (int index);
virtual void Render(); virtual void Render();
+2 -2
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@@ -13,7 +13,7 @@ struct GuiStatic : public PlayGuiObject{
GuiAvatars* parent; GuiAvatars* parent;
GuiStatic(float desiredHeight, float x, float y, bool hasFocus, GuiAvatars* parent); GuiStatic(float desiredHeight, float x, float y, bool hasFocus, GuiAvatars* parent);
virtual void Entering(); virtual void Entering();
virtual bool Leaving(u32 key); virtual bool Leaving(JButton key);
}; };
struct GuiAvatar : public GuiStatic{ struct GuiAvatar : public GuiStatic{
@@ -42,7 +42,7 @@ struct GuiGameZone : public GuiStatic{
CardDisplay * cd; CardDisplay * cd;
int showCards; int showCards;
virtual void Render(); virtual void Render();
virtual bool CheckUserInput(u32 key); virtual bool CheckUserInput(JButton key);
virtual void Update(float dt); virtual void Update(float dt);
GuiGameZone(float x, float y, bool hasFocus, MTGGameZone * zone, GuiAvatars* parent); GuiGameZone(float x, float y, bool hasFocus, MTGGameZone * zone, GuiAvatars* parent);
~GuiGameZone(); ~GuiGameZone();
+1 -1
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@@ -16,7 +16,7 @@ class MTGGamePhase: public ActionElement {
public: public:
MTGGamePhase(int id); MTGGamePhase(int id);
virtual void Update(float dt); virtual void Update(float dt);
bool CheckUserInput(u32 key); bool CheckUserInput(JButton key);
virtual MTGGamePhase * clone() const; virtual MTGGamePhase * clone() const;
virtual ostream& toString(ostream& out) const; virtual ostream& toString(ostream& out) const;
}; };
+1 -1
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@@ -37,7 +37,7 @@ class MenuItem: public JGuiObject
virtual void Update(float dt); virtual void Update(float dt);
virtual void Entering(); virtual void Entering();
virtual bool Leaving(u32 key); virtual bool Leaving(JButton key);
virtual bool ButtonPressed(); virtual bool ButtonPressed();
virtual ostream& toString(ostream& out) const; virtual ostream& toString(ostream& out) const;
+1 -1
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@@ -4,7 +4,7 @@
class OSDLayer : public PlayGuiObjectController class OSDLayer : public PlayGuiObjectController
{ {
virtual void Update(float dt); virtual void Update(float dt);
virtual bool CheckUserInput(u32 key); virtual bool CheckUserInput(JButton key);
virtual void Render(); virtual void Render();
}; };
+2 -2
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@@ -25,8 +25,8 @@ class PlayGuiObject: public JGuiObject, public JGuiListener, public Pos{
bool mHasFocus; bool mHasFocus;
int type; int type;
virtual void Entering(){mHasFocus = true; zoom = 1.4f;}; virtual void Entering(){mHasFocus = true; zoom = 1.4f;};
virtual bool Leaving(u32 key){mHasFocus = false; zoom = 1.0; return true;}; virtual bool Leaving(JButton key){mHasFocus = false; zoom = 1.0; return true;};
virtual bool CheckUserInput(u32 key) {return false;}; virtual bool CheckUserInput(JButton key) {return false;};
virtual bool ButtonPressed(){return true;}; virtual bool ButtonPressed(){return true;};
virtual void Render(); virtual void Render();
virtual void Update(float dt); virtual void Update(float dt);
@@ -13,7 +13,7 @@ class PlayGuiObjectController : public GuiLayer{
static int showBigCards;// 0 hide, 1 show, 2 show text static int showBigCards;// 0 hide, 1 show, 2 show text
public: public:
virtual void Update(float dt); virtual void Update(float dt);
virtual bool CheckUserInput(u32 key); virtual bool CheckUserInput(JButton key);
PlayGuiObjectController(){last_user_move=0;}; PlayGuiObjectController(){last_user_move=0;};
virtual void Render(){GuiLayer::Render();}; virtual void Render(){GuiLayer::Render();};
}; };
+1 -1
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@@ -39,7 +39,7 @@ class SimpleMenuItem: public JGuiObject
virtual void Update(float dt); virtual void Update(float dt);
virtual void Entering(); virtual void Entering();
virtual bool Leaving(u32 key); virtual bool Leaving(JButton key);
virtual bool ButtonPressed(); virtual bool ButtonPressed();
virtual ostream& toString(ostream& out) const; virtual ostream& toString(ostream& out) const;
}; };
+2 -2
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@@ -5,7 +5,7 @@
#include <map> #include <map>
#include <vector> #include <vector>
using namespace std; using namespace std;
#include "../../../JGE/src/TinyXML/tinyxml.h" #include "../../../JGE/src/tinyxml/tinyxml.h"
#include <JGui.h> #include <JGui.h>
class GameObserver; class GameObserver;
#define CAMPAIGNS_FOLDER "Res/campaigns/" #define CAMPAIGNS_FOLDER "Res/campaigns/"
@@ -24,7 +24,7 @@ public:
void Update(float dt); void Update(float dt);
void Entering(); void Entering();
bool Leaving(u32 key); bool Leaving(JButton key);
bool ButtonPressed(); bool ButtonPressed();
bool hasFocus(); bool hasFocus();
virtual ostream& toString(ostream& out) const; virtual ostream& toString(ostream& out) const;
+1 -1
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@@ -50,7 +50,7 @@ int ActionLayer::reactToTargetClick(ActionElement* ability, Targetable * card){
return result; return result;
} }
bool ActionLayer::CheckUserInput(u32 key){ bool ActionLayer::CheckUserInput(JButton key){
GameObserver * g = GameObserver::GetInstance(); GameObserver * g = GameObserver::GetInstance();
if (g->waitForExtraPayment && key == JGE_BTN_SEC){ if (g->waitForExtraPayment && key == JGE_BTN_SEC){
g->waitForExtraPayment = NULL; g->waitForExtraPayment = NULL;
+2 -2
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@@ -620,8 +620,8 @@ void ActionStack::endOfInterruption(){
} }
bool ActionStack::CheckUserInput(u32 key){ bool ActionStack::CheckUserInput(JButton key){
u32 trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV); JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
if (mode == ACTIONSTACK_STANDARD){ if (mode == ACTIONSTACK_STANDARD){
if (askIfWishesToInterrupt){ if (askIfWishesToInterrupt){
if (JGE_BTN_SEC == key){ if (JGE_BTN_SEC == key){
+3 -1
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@@ -77,7 +77,7 @@ void CardDisplay::Update(float dt){
if (update) init(zone); if (update) init(zone);
} }
bool CardDisplay::CheckUserInput(u32 key){ bool CardDisplay::CheckUserInput(JButton key){
if (JGE_BTN_SEC == key) if (JGE_BTN_SEC == key)
{ {
if (listener){ if (listener){
@@ -136,6 +136,8 @@ bool CardDisplay::CheckUserInput(u32 key){
} }
} }
return true; return true;
default:
;
} }
return false; return false;
} }
+7 -4
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@@ -8,6 +8,9 @@
using std::cout; using std::cout;
// The X lib annoyingly defines True to be 1, leading to
// hard to understand syntax errors. Not using it, so it's
// safe to undefine it.
#ifdef True #ifdef True
#undef True #undef True
#endif #endif
@@ -98,13 +101,13 @@ void CardSelector::Pop()
{ {
{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; } //Is this needed, I think it is one in Leaving(0) ? { CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; } //Is this needed, I think it is one in Leaving(0) ?
{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; } //Is this needed, I think it is one in Entering() ? { CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; } //Is this needed, I think it is one in Entering() ?
if (oldactive) oldactive->Leaving(0); if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
if (active) active->Entering(); if (active) active->Entering();
} }
} }
template<> template<>
bool CardSelector::CheckUserInput(u32 key) bool CardSelector::CheckUserInput(JButton key)
{ {
if (!active) if (!active)
{ {
@@ -175,7 +178,7 @@ bool CardSelector::CheckUserInput(u32 key)
{ {
{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; } { CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; }
{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; } { CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; }
if (oldactive) oldactive->Leaving(0); if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
if (active) active->Entering(); if (active) active->Entering();
} }
return true; return true;
@@ -248,7 +251,7 @@ void CardSelector::Limit(LimitorFunctor<Target>* limitor, SelectorZone destzone)
{ {
{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; } { CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; }
{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; } { CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; }
if (oldactive) oldactive->Leaving(0); if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
if (active) active->Entering(); if (active) active->Entering();
} }
} }
+1 -1
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@@ -48,7 +48,7 @@ void DuelLayers::init(){
} }
void DuelLayers::CheckUserInput(int isAI){ void DuelLayers::CheckUserInput(int isAI){
u32 key; JButton key;
while ((key = JGE::GetInstance()->ReadButton())){ while ((key = JGE::GetInstance()->ReadButton())){
if ((!isAI) && (0 != key)) if ((!isAI) && (0 != key))
{ {
+1 -1
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@@ -66,7 +66,7 @@ int GuiAvatars::receiveEventMinus(WEvent* e)
return 1; return 1;
} }
bool GuiAvatars::CheckUserInput(u32 key){ bool GuiAvatars::CheckUserInput(JButton key){
if (self->CheckUserInput(key)) return true; if (self->CheckUserInput(key)) return true;
if (opponent->CheckUserInput(key)) return true; if (opponent->CheckUserInput(key)) return true;
if (selfGraveyard->CheckUserInput(key)) return true; if (selfGraveyard->CheckUserInput(key)) return true;
+3 -1
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@@ -137,7 +137,7 @@ bool GuiCombat::clickOK(){
return false; return false;
} }
bool GuiCombat::CheckUserInput(u32 key) bool GuiCombat::CheckUserInput(JButton key)
{ {
if (NONE == cursor_pos) return false; if (NONE == cursor_pos) return false;
DamagerDamaged* oldActive = active; DamagerDamaged* oldActive = active;
@@ -251,6 +251,8 @@ bool GuiCombat::CheckUserInput(u32 key)
if (options[Options::REVERSETRIGGERS].number) return false; if (options[Options::REVERSETRIGGERS].number) return false;
active = activeAtk = NULL; cursor_pos = OK; active = activeAtk = NULL; cursor_pos = OK;
break; break;
default:
;
} }
if (oldActive != active) if (oldActive != active)
{ {
+2 -2
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@@ -137,9 +137,9 @@ void GuiHandSelf::Repos()
} }
} }
bool GuiHandSelf::CheckUserInput(u32 key) bool GuiHandSelf::CheckUserInput(JButton key)
{ {
u32 trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_PREV : JGE_BTN_NEXT); JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_PREV : JGE_BTN_NEXT);
if (trigger == key) if (trigger == key)
{ {
state = (Open == state ? Closed : Open); state = (Open == state ? Closed : Open);
+1 -1
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@@ -1,6 +1,6 @@
#include "GuiMessageBox.h" #include "GuiMessageBox.h"
bool GuiMessageBox::CheckUserInput(u32 key){ bool GuiMessageBox::CheckUserInput(JButton key){
if (mActionButton == key) if (mActionButton == key)
{ {
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed()) if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed())
+2 -2
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@@ -7,7 +7,7 @@ void GuiStatic::Entering()
{ {
parent->Activate(this); parent->Activate(this);
} }
bool GuiStatic::Leaving(u32 key) bool GuiStatic::Leaving(JButton key)
{ {
parent->Deactivate(this); parent->Deactivate(this);
return false; return false;
@@ -151,7 +151,7 @@ void GuiGameZone::ButtonPressed(int controllerId, int controlId){
GameObserver::GetInstance()->ButtonPressed(this); GameObserver::GetInstance()->ButtonPressed(this);
} }
bool GuiGameZone::CheckUserInput(u32 key){ bool GuiGameZone::CheckUserInput(JButton key){
if (showCards) return cd->CheckUserInput(key); if (showCards) return cd->CheckUserInput(key);
return false; return false;
} }
+2 -2
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@@ -30,10 +30,10 @@ void MTGGamePhase::Update(float dt){
} }
bool MTGGamePhase::CheckUserInput(u32 key){ bool MTGGamePhase::CheckUserInput(JButton key){
GameObserver * game = GameObserver::GetInstance(); GameObserver * game = GameObserver::GetInstance();
if (activeState == INACTIVE){ if (activeState == INACTIVE){
u32 trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV); JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
if ((trigger == key) && game->currentActionPlayer == game->currentlyActing()) if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
{ {
activeState = ACTIVE; activeState = ACTIVE;
+1 -1
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@@ -94,7 +94,7 @@ void MenuItem::Entering()
} }
bool MenuItem::Leaving(u32 key) bool MenuItem::Leaving(JButton key)
{ {
mParticleSys->Stop(true); mParticleSys->Stop(true);
mHasFocus = false; mHasFocus = false;
+1 -1
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@@ -85,7 +85,7 @@ void PlayGuiObjectController::Update(float dt){
} }
bool PlayGuiObjectController::CheckUserInput(u32 key){ bool PlayGuiObjectController::CheckUserInput(JButton key){
/* /*
if (!mCount) if (!mCount)
return false; return false;
+1 -1
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@@ -53,7 +53,7 @@ void SimpleMenuItem::Entering()
} }
bool SimpleMenuItem::Leaving(u32 key) bool SimpleMenuItem::Leaving(JButton key)
{ {
mHasFocus = false; mHasFocus = false;
return true; return true;
+1 -1
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@@ -196,7 +196,7 @@ void SimplePad::MoveSelection(unsigned char moveto)
void SimplePad::Update(float dt){ void SimplePad::Update(float dt){
JGE * mEngine = JGE::GetInstance(); JGE * mEngine = JGE::GetInstance();
u32 key = mEngine->ReadButton(); JButton key = mEngine->ReadButton();
//Start button changes capslock setting. //Start button changes capslock setting.
if (key == JGE_BTN_MENU) if (key == JGE_BTN_MENU)
+1 -1
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@@ -52,7 +52,7 @@ void StoryChoice::Entering()
} }
bool StoryChoice::Leaving(u32 key) bool StoryChoice::Leaving(JButton key)
{ {
mHasFocus = false; mHasFocus = false;
mTargetScale = 1.0f; mTargetScale = 1.0f;