reformatting code according to guidelines defined at

http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
techdragon.nguyen@gmail.com
2010-11-16 00:55:16 +00:00
parent c79fdcbf50
commit acd7bb1aa4
103 changed files with 38044 additions and 31222 deletions

View File

@@ -9,49 +9,63 @@
#include "OptionItem.h"
#include "GameOptions.h"
TransitionBase::TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration): GameState(parent){
from = _from;
to = _to;
mDuration = duration;
bAnimationOnly = false;
TransitionBase::TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration) :
GameState(parent)
{
from = _from;
to = _to;
mDuration = duration;
bAnimationOnly = false;
}
TransitionBase::~TransitionBase(){
if(!bAnimationOnly){
if(from)
from->End();
}
TransitionBase::~TransitionBase()
{
if (!bAnimationOnly)
{
if (from)
from->End();
}
}
void TransitionBase::Update(float dt){
if(from && !Finished())
from->Update(dt);
mElapsed += dt;
void TransitionBase::Update(float dt)
{
if (from && !Finished())
from->Update(dt);
mElapsed += dt;
}
void TransitionBase::ButtonPressed(int controllerId, int controlId){
if(!from) return;
JGuiListener * jgl = dynamic_cast<JGuiListener*>(from);
if(jgl)
jgl->ButtonPressed(controllerId,controlId);
void TransitionBase::ButtonPressed(int controllerId, int controlId)
{
if (!from)
return;
JGuiListener * jgl = dynamic_cast<JGuiListener*> (from);
if (jgl)
jgl->ButtonPressed(controllerId, controlId);
}
void TransitionBase::Start() {
mElapsed = 0;
};
void TransitionBase::Start()
{
mElapsed = 0;
}
;
void TransitionBase::End() {
mElapsed = 0;
};
void TransitionBase::End()
{
mElapsed = 0;
}
;
void TransitionFade::Render(){
if(from)
from->Render();
float fade = 255*mElapsed/mDuration;
if(mReversed)
fade = 255 - fade;
JRenderer::GetInstance()->FillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB((int)fade,0,0,0));
void TransitionFade::Render()
{
if (from)
from->Render();
float fade = 255 * mElapsed / mDuration;
if (mReversed)
fade = 255 - fade;
JRenderer::GetInstance()->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB((int)fade,0,0,0));
}
TransitionFade::TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed):
TransitionBase(p, f,t,dur) {
mReversed = reversed;
};
TransitionFade::TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed) :
TransitionBase(p, f, t, dur)
{
mReversed = reversed;
}
;