reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
@@ -9,49 +9,63 @@
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#include "OptionItem.h"
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#include "GameOptions.h"
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TransitionBase::TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration): GameState(parent){
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from = _from;
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to = _to;
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mDuration = duration;
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bAnimationOnly = false;
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TransitionBase::TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration) :
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GameState(parent)
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{
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from = _from;
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to = _to;
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mDuration = duration;
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bAnimationOnly = false;
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}
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TransitionBase::~TransitionBase(){
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if(!bAnimationOnly){
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if(from)
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from->End();
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}
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TransitionBase::~TransitionBase()
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{
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if (!bAnimationOnly)
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{
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if (from)
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from->End();
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}
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}
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void TransitionBase::Update(float dt){
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if(from && !Finished())
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from->Update(dt);
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mElapsed += dt;
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void TransitionBase::Update(float dt)
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{
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if (from && !Finished())
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from->Update(dt);
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mElapsed += dt;
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}
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void TransitionBase::ButtonPressed(int controllerId, int controlId){
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if(!from) return;
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JGuiListener * jgl = dynamic_cast<JGuiListener*>(from);
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if(jgl)
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jgl->ButtonPressed(controllerId,controlId);
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void TransitionBase::ButtonPressed(int controllerId, int controlId)
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{
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if (!from)
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return;
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JGuiListener * jgl = dynamic_cast<JGuiListener*> (from);
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if (jgl)
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jgl->ButtonPressed(controllerId, controlId);
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}
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void TransitionBase::Start() {
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mElapsed = 0;
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};
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void TransitionBase::Start()
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{
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mElapsed = 0;
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}
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;
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void TransitionBase::End() {
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mElapsed = 0;
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};
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void TransitionBase::End()
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{
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mElapsed = 0;
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}
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;
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void TransitionFade::Render(){
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if(from)
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from->Render();
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float fade = 255*mElapsed/mDuration;
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if(mReversed)
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fade = 255 - fade;
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JRenderer::GetInstance()->FillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB((int)fade,0,0,0));
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void TransitionFade::Render()
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{
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if (from)
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from->Render();
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float fade = 255 * mElapsed / mDuration;
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if (mReversed)
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fade = 255 - fade;
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JRenderer::GetInstance()->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB((int)fade,0,0,0));
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}
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TransitionFade::TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed):
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TransitionBase(p, f,t,dur) {
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mReversed = reversed;
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};
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TransitionFade::TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed) :
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TransitionBase(p, f, t, dur)
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{
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mReversed = reversed;
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}
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;
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