d5f3e4cfea
Also fixed the project includes so that we don't need to always use the indirect include path, ie: #include "../include/foo.h" -> #include "foo.h" I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files: http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
64 lines
1.5 KiB
C++
64 lines
1.5 KiB
C++
#include "PrecompiledHeader.h"
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#include "GameApp.h"
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#include "GuiFrame.h"
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GuiFrame::GuiFrame()
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{
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if (resources.GetTexture("wood.png"))
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wood = resources.RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 28);
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else{
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wood = NULL;
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GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
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}
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goldGlow = gold1 = gold2 = NULL;
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if (resources.GetTexture("gold.png")){
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gold1 = resources.RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
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gold2 = resources.RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
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if (resources.GetTexture("goldglow.png"))
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goldGlow = resources.RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
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if (gold2){
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gold2->SetColor(ARGB(127, 255, 255, 255));
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gold2->SetHFlip(true);
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}
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}
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step = 0.0;
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}
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GuiFrame::~GuiFrame()
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{
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}
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void GuiFrame::Render()
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{
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JRenderer* renderer = JRenderer::GetInstance();
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float sized = step / 4; if (sized > SCREEN_WIDTH) sized -= SCREEN_WIDTH;
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renderer->RenderQuad(wood, 0, 0);
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if(gold1){
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renderer->RenderQuad(gold1, -sized, 16);
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renderer->RenderQuad(gold1, -sized + 479, 16);
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if(goldGlow){
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goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
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renderer->RenderQuad(goldGlow, -sized, 9);
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renderer->RenderQuad(goldGlow, -sized + 480, 9);
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}
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if(gold2){
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renderer->RenderQuad(gold2, step / 2, 16);
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renderer->RenderQuad(gold2, step / 2 - 479, 16);
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}
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}
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}
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void GuiFrame::Update(float dt)
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{
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step += dt * 5;
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if (step > 2*SCREEN_WIDTH) step -= 2*SCREEN_WIDTH;
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}
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