f220d2e9b9
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
#include "../include/config.h"
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#include "../include/MTGGamePhase.h"
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MTGGamePhase::MTGGamePhase(int id):ActionElement(id){
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animation = 0;
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currentState = -1;
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mFont= resources.GetJLBFont("simon");
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mFont->SetBase(0); // using 2nd font
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}
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void MTGGamePhase::Update(float dt){
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int newState = GameObserver::GetInstance()->getCurrentGamePhase();
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if (newState != currentState){
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activeState = ACTIVE;
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animation = 4;
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currentState = newState;
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switch (currentState){
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default: break;
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}
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}
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if (animation > 0){
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// fprintf(stderr, "animation = %f", animation);
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animation -- ;
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}else{
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activeState = INACTIVE;
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animation = 0;
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}
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}
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bool MTGGamePhase::CheckUserInput(u32 key){
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GameObserver * game = GameObserver::GetInstance();
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if (activeState == INACTIVE){
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if ((PSP_CTRL_RTRIGGER == key) && game->currentActionPlayer == game->currentlyActing())
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{
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activeState = ACTIVE;
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game->userRequestNextGamePhase();
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return true;
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}
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}
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return false;
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}
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MTGGamePhase * MTGGamePhase::clone() const{
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MTGGamePhase * a = NEW MTGGamePhase(*this);
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a->isClone = 1;
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return a;
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}
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ostream& MTGGamePhase::toString(ostream& out) const
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{
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return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
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}
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