Tied in my recent Android flick gesture addition to a Scroll() function. GameState now has a virtual function OnScroll() call that, by default is a no-op; each game state can choose to override how to respond to flick gestures. I've added one such override in the Deck Editor so that a flick up/down acts like the psp button up/down for scrolling between color filters.
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@@ -89,6 +89,8 @@ public:
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virtual void Pause();
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virtual void Resume();
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virtual void OnScroll(int inXVelocity, int inYVelocity);
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void LoadGameStates();
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void SetNextState(int state);
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void DoTransition(int trans, int tostate, float dur = -1, bool animonly = false);
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@@ -55,6 +55,10 @@ public:
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virtual void Start(){}
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virtual void End(){}
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virtual void OnScroll(int inXVelocity, int inYVelocity)
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{
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}
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virtual void Update(float dt) = 0;
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virtual void Render() = 0;
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@@ -141,6 +141,8 @@ public:
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int loadDeck(int deckid);
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void LoadDeckStatistics(int deckId);
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void OnScroll(int inXVelocity, int inYVelocity);
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void buildEditorMenu();
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virtual void ButtonPressed(int controllerId, int controlId);
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};
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