* Clean carriage returns.
This commit is contained in:
jean.chalard
2009-01-01 23:27:32 +00:00
parent 3185e51b32
commit 45e143dd0c
+112 -116
View File
@@ -1,116 +1,112 @@
//------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------
// //
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows. // JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
// //
// Licensed under the BSD license, see LICENSE in JGE root for details. // Licensed under the BSD license, see LICENSE in JGE root for details.
// //
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com> // Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
// //
//------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------
#ifndef _JGUI_H #ifndef _JGUI_H
#define _JGUI_H #define _JGUI_H
#include "JGE.h" #include "JGE.h"
#include "JSprite.h" #include "JSprite.h"
#define MAX_GUIOBJECT 64 #define MAX_GUIOBJECT 64
#define JGUI_STYLE_LEFTRIGHT 0x01 #define JGUI_STYLE_LEFTRIGHT 0x01
#define JGUI_STYLE_UPDOWN 0x02 #define JGUI_STYLE_UPDOWN 0x02
#define JGUI_STYLE_WRAPPING 0x04 #define JGUI_STYLE_WRAPPING 0x04
#define JGUI_INITIAL_DELAY 0.4 #define JGUI_INITIAL_DELAY 0.4
#define JGUI_REPEAT_DELAY 0.2 #define JGUI_REPEAT_DELAY 0.2
class JGuiListener class JGuiListener
{ {
public: public:
virtual ~JGuiListener() {} virtual ~JGuiListener() {}
virtual void ButtonPressed(int controllerId, int controlId) = 0; virtual void ButtonPressed(int controllerId, int controlId) = 0;
}; };
class JGuiObject class JGuiObject
{ {
protected: protected:
static JGE* mEngine; static JGE* mEngine;
private: private:
int mId; int mId;
public: public:
JGuiObject(int id); JGuiObject(int id);
virtual ~JGuiObject(); virtual ~JGuiObject();
virtual void Render() = 0; virtual void Render() = 0;
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(u32 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();
}; };
class JGuiController class JGuiController
{ {
protected: protected:
static JGE* mEngine; static JGE* mEngine;
int mId; int mId;
bool mActive; bool mActive;
u32 mActionButton; u32 mActionButton;
int mCurr; int mCurr;
int mStyle; int mStyle;
JSprite* mCursor; JSprite* mCursor;
bool mShowCursor; bool mShowCursor;
int mCursorX; int mCursorX;
int mCursorY; int mCursorY;
int mBgX; int mBgX;
int mBgY; int mBgY;
const JTexture* mBg; const JTexture* mBg;
PIXEL_TYPE mShadingColor; PIXEL_TYPE mShadingColor;
Rect* mShadingBg; Rect* mShadingBg;
JGuiListener* mListener; JGuiListener* mListener;
u32 mLastKey; //int mKeyHoldTime;
//int mKeyHoldTime;
float mKeyRepeatDelay; public:
JGuiObject* mObjects[MAX_GUIOBJECT];
bool KeyRepeated(u32 key, float dt); int mCount;
public: JGuiController(int id, JGuiListener* listener);
JGuiObject* mObjects[MAX_GUIOBJECT]; ~JGuiController();
int mCount;
virtual void Render();
JGuiController(int id, JGuiListener* listener); virtual void Update(float dt);
~JGuiController();
void Add(JGuiObject* ctrl);
virtual void Render(); void Remove(int id);
virtual void Update(float dt); void Remove(JGuiObject* ctrl);
void Add(JGuiObject* ctrl); void SetActionButton(u32 button);
void Remove(int id); void SetStyle(int style);
void Remove(JGuiObject* ctrl); void SetCursor(JSprite* cursor);
void SetActionButton(u32 button); bool IsActive();
void SetStyle(int style); void SetActive(bool flag);
void SetCursor(JSprite* cursor);
//void SetImageBackground(const JTexture* tex, int x, int y);
bool IsActive(); //void SetShadingBackground(int x, int y, int width, int height, PIXEL_TYPE color);
void SetActive(bool flag); };
//void SetImageBackground(const JTexture* tex, int x, int y);
//void SetShadingBackground(int x, int y, int width, int height, PIXEL_TYPE color); #endif
};
#endif