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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@@ -424,6 +424,14 @@ void GameApp::Render()
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}
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void GameApp::OnScroll(int inXVelocity, int inYVelocity)
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{
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if (mCurrentState != NULL)
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{
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mCurrentState->OnScroll(inXVelocity, inYVelocity);
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}
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}
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void GameApp::SetNextState(int state)
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{
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mNextState = mGameStates[state];
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