blending of wood and/or gold texture on some resolutions(mobile, tablets, etc) draws line which can be distracting. The backdrop is now full size of PSP resolution (480x272, 2x res can be loaded like 960x544)
76 lines
2.1 KiB
C++
76 lines
2.1 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(GameObserver* observer)
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: GuiLayer(observer)
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{
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//if (observer->getResourceManager())
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//{
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/*if (observer->getResourceManager()->GetTexture("wood.png"))
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{
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wood = observer->getResourceManager()->RetrieveQuad("wood.png", 0, 0, 0, 0);
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wood->mHeight = 32.f;
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wood->mWidth = 480.f;
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}
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else
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{
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GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
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}*/
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/*if (observer->getResourceManager()->GetTexture("gold.png"))
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{
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gold1 = observer->getResourceManager()->RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
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gold2 = observer->getResourceManager()->RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
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if (observer->getResourceManager()->GetTexture("goldglow.png"))
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goldGlow = observer->getResourceManager()->RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
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if (gold2)
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{
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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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//}
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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;
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if (sized > SCREEN_WIDTH)
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sized -= SCREEN_WIDTH;
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renderer->RenderQuad(wood.get(), 0, 0);*/
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/*if (gold1.get())
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{
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renderer->RenderQuad(gold1.get(), -sized, 16);
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renderer->RenderQuad(gold1.get(), -sized + 479, 16);
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if (goldGlow.get())
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{
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goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
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renderer->RenderQuad(goldGlow.get(), -sized, 9);
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renderer->RenderQuad(goldGlow.get(), -sized + 480, 9);
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}
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if (gold2.get())
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{
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renderer->RenderQuad(gold2.get(), step / 2, 16);
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renderer->RenderQuad(gold2.get(), 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)
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step -= 2 * SCREEN_WIDTH;*/
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}
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