Some Changes to ScrollingList to support different display modes on the music select screen.
This commit is contained in:
+5
-2
@@ -3,8 +3,11 @@ X denotes task complete or no longer required to do.
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- denotes task to do, but also being worked upon by other dev.
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H denotes task on hold.
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TODO As of: 06:36:PM 10/12/02
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* Optimize The Music Banner Wheel
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TODO As of: 04:46:PM 27/11/02
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* Systems Programming Assignment
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X Systems Programming Assignment
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* Integrating Assignment 2
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* Add Scoreboard Initials Entry Frontend
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@@ -18,7 +21,7 @@ TODO As of: 07:30:PM 28/10/02
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X Networking Assignment
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X Integrating Assignment 1
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* Update Menu Graphics for Para
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- Update Menu Graphics for Para
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H Update Menu Graphics for Ez2
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H Finish The PUMP Graphics
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* Work on Beatmania Support
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@@ -18,46 +18,90 @@
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#include "ThemeManager.h"
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#include "RageMusic.h"
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#define MAXBANNERS 5
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#define BANNERSPACING 200
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#define MAXSONGSINBUFFER 5
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#define BANNERTYPE 1
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MusicBannerWheel::MusicBannerWheel()
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{
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currentPos=0;
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scrlistPos=0;
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m_ScrollingList.UseSpriteType(BANNERTYPE);
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m_ScrollingList.SetXY( 0, 0 );
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m_ScrollingList.SetSpacing( BANNERSPACING );
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this->AddChild( &m_ScrollingList );
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arraySongs = SONGMAN->m_pSongs;
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SetNewPos(currentPos);
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PlayMusicSample();
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LoadSongData();
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m_debugtext.LoadFromFont( THEME->GetPathTo("Fonts","small titles") );
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m_debugtext.SetXY( 0, -120 );
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this->AddChild(&m_debugtext);
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}
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void MusicBannerWheel::SetNewPos(int NewPos)
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/************ TODO: OPTIMIZE THIS: MUST!!!! ********************/
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void MusicBannerWheel::LoadSongData()
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{
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CArray<Song*, Song*> arraySongs = SONGMAN->m_pSongs;
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Song* pSong;
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// TODO: OPTIMIZE THIS. (SO IT LOADS THE ENTIRE SONG LIST)
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CStringArray asGraphicPaths;
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for( unsigned j=0; j<arraySongs.size() && j < MAXBANNERS; j++ )
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for(int count=0; count<MAXSONGSINBUFFER; count++)
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{
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pSong = arraySongs[j];
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/* In essence, this element is the central one so we want the scrolling list
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to load in the song as specified by currentPos */
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if(count == scrlistPos)
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{
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pSong = arraySongs[currentPos];
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}
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/* if it's the next element
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*/
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else if(count == scrlistPos+2 || (scrlistPos == MAXSONGSINBUFFER-2 && count == 0))
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{
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if(currentPos+2 <= arraySongs.size()-1)
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pSong = arraySongs[currentPos+2];
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else
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pSong = arraySongs[0+2];
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}
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else if(count == scrlistPos-2 || (scrlistPos == 0 && count == MAXSONGSINBUFFER-2))
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{
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if(currentPos-2 >= 0)
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pSong = arraySongs[currentPos-2];
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else
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pSong = arraySongs[arraySongs.size()-2];
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}
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else if(count == scrlistPos+1 || (scrlistPos == MAXSONGSINBUFFER-1 && count == 0))
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{
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if(currentPos+1 <= arraySongs.size()-1)
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pSong = arraySongs[currentPos+1];
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else
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pSong = arraySongs[0];
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}
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/* if it's the previous element OR if we're at element 0..the 5th element (which will wrap to before element 0)
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will actually appear as 5 songs along and not the one immediately before it,, so pull a sneaky and make the
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final element actually be the song before... */
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else if(count == scrlistPos-1 || (scrlistPos == 0 && count == MAXSONGSINBUFFER-1))
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{
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if(currentPos-1 >= 0)
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pSong = arraySongs[currentPos-1];
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else
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pSong = arraySongs[arraySongs.size()-1];
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}
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if( pSong == NULL ) asGraphicPaths.push_back(THEME->GetPathTo("Graphics","fallback banner"));
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else if (pSong->HasBanner()) asGraphicPaths.push_back(pSong->GetBannerPath());
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else if (PREFSMAN->m_bUseBGIfNoBanner && pSong->HasBackground() ) asGraphicPaths.push_back(pSong->GetBannerPath());
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else asGraphicPaths.push_back(THEME->GetPathTo("Graphics","fallback banner"));
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}
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}
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m_ScrollingList.Load( asGraphicPaths );
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PlayMusicSample();
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}
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Song* MusicBannerWheel::GetSelectedSong()
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{
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CArray<Song*, Song*> arraySongs = SONGMAN->m_pSongs;
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Song* pSong;
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pSong=arraySongs[m_ScrollingList.GetSelection()];
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pSong=arraySongs[currentPos];
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return(pSong);
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}
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@@ -74,14 +118,39 @@ void MusicBannerWheel::PlayMusicSample()
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void MusicBannerWheel::BannersLeft()
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{
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if(currentPos==0)
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currentPos=arraySongs.size()-1;
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else
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currentPos--;
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if(scrlistPos==0)
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scrlistPos = MAXSONGSINBUFFER-1;
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else
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scrlistPos--;
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m_ScrollingList.Unload();
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LoadSongData();
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m_debugtext.SetText(ssprintf("currentPos: %d scrlistPos: %d",currentPos,scrlistPos));
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m_ScrollingList.Left();
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PlayMusicSample();
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}
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void MusicBannerWheel::BannersRight()
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{
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if(currentPos>=arraySongs.size()-1)
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currentPos=0;
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else
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currentPos++;
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if(scrlistPos==MAXSONGSINBUFFER-1)
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scrlistPos=0;
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else
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scrlistPos++;
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m_ScrollingList.Unload();
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LoadSongData();
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m_debugtext.SetText(ssprintf("currentPos: %d scrlistPos: %d",currentPos,scrlistPos));
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m_ScrollingList.Right();
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PlayMusicSample();
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}
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MusicBannerWheel::~MusicBannerWheel()
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@@ -15,6 +15,8 @@
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#include "Banner.h"
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#include "Sprite.h"
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#include "ScrollingList.h"
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#include "SongManager.h"
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#include "BitmapText.h"
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class MusicBannerWheel : public ActorFrame
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{
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@@ -27,9 +29,15 @@ public:
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private:
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void SetNewPos(int NewPos);
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void PlayMusicSample();
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void LoadSongData();
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BitmapText m_debugtext;
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ScrollingList m_ScrollingList;
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int currentPos;
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int scrlistPos;
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CArray<Song*, Song*> arraySongs;
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};
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#endif
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@@ -28,13 +28,23 @@
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#define HELP_TEXT THEME->GetMetric("ScreenSelectMusic","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectMusic","TimerSeconds")
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ScreenEz2SelectMusic::ScreenEz2SelectMusic()
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{
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MUSIC->Stop();
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m_Menu.Load(
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THEME->GetPathTo("BGAnimations","select music"),
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THEME->GetPathTo("Graphics","select music top edge"),
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HELP_TEXT, true, true, TIMER_SECONDS
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);
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this->AddChild( &m_Menu );
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m_MusicBannerWheel.SetX(CENTER_X);
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m_MusicBannerWheel.SetY(CENTER_Y);
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this->AddChild( &m_MusicBannerWheel );
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m_Menu.TweenOnScreenFromMenu( SM_None );
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}
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void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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@@ -83,9 +93,9 @@ void ScreenEz2SelectMusic::Update( float fDeltaTime )
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void ScreenEz2SelectMusic::DrawPrimitives()
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{
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// m_Menu.DrawBottomLayer();
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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// m_Menu.DrawTopLayer();
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m_Menu.DrawTopLayer();
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}
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@@ -19,7 +19,7 @@
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#include "TipDisplay.h"
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#include "RageSoundStream.h"
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#include "MusicBannerWheel.h"
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#include "MenuElements.h"
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class ScreenEz2SelectMusic : public Screen
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{
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@@ -32,6 +32,7 @@ public:
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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MusicBannerWheel m_MusicBannerWheel;
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MenuElements m_Menu;
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};
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+168
-35
@@ -18,6 +18,26 @@
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#include "PrefsManager.h"
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#include "Course.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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enum BANNER_PREFS_TYPES
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{
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BANNERPREFS_DDRFLAT=0,
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BANNERPREFS_DDRROT,
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BANNERPREFS_EZ2,
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BANNERPREFS_PUMP,
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BANNERPREFS_PARA
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};
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#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
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#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
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#define EZ2_BANNER_WIDTH 92
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#define EZ2_BANNER_HEIGHT 92
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#define EZ2_BANNER_ZOOM 2.0
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#define SPRITE_TYPE_SPRITE 0
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#define SPRITE_TYPE_CROPPEDSPRITE 1
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#define DDRROT_ROTATION 315
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const int DEFAULT_VISIBLE_ELEMENTS = 9;
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const int DEFAULT_SPACING = 300;
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@@ -32,12 +52,19 @@ Initializes Variables for the ScrollingList
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****************************************/
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ScrollingList::ScrollingList()
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{
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m_iBannerPrefs = BANNERPREFS_EZ2;
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m_iSpriteType = SPRITE_TYPE_SPRITE;
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m_iSelection = 0;
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m_fSelectionLag = 0;
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m_iSpacing = DEFAULT_SPACING;
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m_iNumVisible = DEFAULT_VISIBLE_ELEMENTS;
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}
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void ScrollingList::UseSpriteType(int NewSpriteType)
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{
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m_iSpriteType = NewSpriteType;
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}
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ScrollingList::~ScrollingList()
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{
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Unload();
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@@ -45,9 +72,18 @@ ScrollingList::~ScrollingList()
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void ScrollingList::Unload()
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{
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for( unsigned i=0; i<m_apSprites.size(); i++ )
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delete m_apSprites[i];
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m_apSprites.clear();
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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for( unsigned i=0; i<m_apSprites.size(); i++ )
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delete m_apSprites[i];
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m_apSprites.clear();
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}
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else
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{
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for( unsigned i=0; i<m_apCSprites.size(); i++ )
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delete m_apCSprites[i];
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m_apCSprites.clear();
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}
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}
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/************************************
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@@ -56,12 +92,40 @@ in the scrolling list
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*************************************/
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void ScrollingList::Load( const CStringArray& asGraphicPaths )
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{
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RageTexturePrefs prefs;
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Unload();
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for( unsigned i=0; i<asGraphicPaths.size(); i++ )
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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Sprite* pNewSprite = new Sprite;
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pNewSprite->Load( asGraphicPaths[i] );
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m_apSprites.push_back( pNewSprite );
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for( unsigned i=0; i<asGraphicPaths.size(); i++ )
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{
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Sprite* pNewSprite = new Sprite;
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pNewSprite->Load( asGraphicPaths[i] );
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m_apSprites.push_back( pNewSprite );
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}
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}
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else
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{
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for( unsigned i=0; i<asGraphicPaths.size(); i++ )
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{
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CroppedSprite* pNewCSprite = new CroppedSprite;
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if(m_iBannerPrefs == BANNERPREFS_DDRFLAT)
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{
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pNewCSprite->SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
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}
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else if(m_iBannerPrefs == BANNERPREFS_DDRROT)
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{
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pNewCSprite->SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
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pNewCSprite->SetRotation( DDRROT_ROTATION );
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}
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else if(m_iBannerPrefs == BANNERPREFS_EZ2)
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{
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pNewCSprite->SetCroppedSize( EZ2_BANNER_WIDTH*2, EZ2_BANNER_HEIGHT*2 );
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}
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pNewCSprite->Load( asGraphicPaths[i], prefs );
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m_apCSprites.push_back( pNewCSprite );
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}
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}
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}
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@@ -73,10 +137,20 @@ Make the entire list shuffle left
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**************************************/
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void ScrollingList::Left()
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{
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ASSERT( !m_apSprites.empty() ); // nothing loaded!
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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ASSERT( !m_apSprites.empty() ); // nothing loaded!
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m_iSelection = (m_iSelection + m_apSprites.size() - 1) % m_apSprites.size(); // decrement with wrapping
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m_fSelectionLag -= 1;
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m_iSelection = (m_iSelection + m_apSprites.size() - 1) % m_apSprites.size(); // decrement with wrapping
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m_fSelectionLag -= 1;
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}
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else
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{
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ASSERT( !m_apCSprites.empty() ); // nothing loaded!
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m_iSelection = (m_iSelection + m_apCSprites.size() - 1) % m_apCSprites.size(); // decrement with wrapping
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m_fSelectionLag -= 1;
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}
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}
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/**************************************
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@@ -86,10 +160,20 @@ Make the entire list shuffle right
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**************************************/
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void ScrollingList::Right()
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{
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ASSERT( !m_apSprites.empty() ); // nothing loaded!
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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ASSERT( !m_apSprites.empty() ); // nothing loaded!
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m_iSelection = (m_iSelection + 1) % m_apSprites.size(); // increment with wrapping
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m_fSelectionLag += 1;
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m_iSelection = (m_iSelection + 1) % m_apSprites.size(); // increment with wrapping
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m_fSelectionLag += 1;
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}
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else
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{
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ASSERT( !m_apCSprites.empty() ); // nothing loaded!
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m_iSelection = (m_iSelection + 1) % m_apCSprites.size(); // increment with wrapping
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m_fSelectionLag += 1;
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}
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}
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/***********************************
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@@ -132,9 +216,16 @@ Updates the actorframe
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void ScrollingList::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( m_apSprites.empty() )
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return;
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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if( m_apSprites.empty() )
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return;
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}
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else
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{
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if( m_apCSprites.empty() )
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return;
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}
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// update m_fLaggingSelection
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if( m_fSelectionLag != 0 )
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@@ -149,8 +240,16 @@ void ScrollingList::Update( float fDeltaTime )
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m_fSelectionLag = 0; // snap
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}
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for( unsigned i=0; i<m_apSprites.size(); i++ )
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m_apSprites[i]->Update( fDeltaTime );
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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for( unsigned i=0; i<m_apSprites.size(); i++ )
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m_apSprites[i]->Update( fDeltaTime );
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}
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else
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{
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for( unsigned i=0; i<m_apCSprites.size(); i++ )
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m_apCSprites[i]->Update( fDeltaTime );
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}
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}
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/********************************
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@@ -160,33 +259,67 @@ Draws the elements onto the screen
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*********************************/
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void ScrollingList::DrawPrimitives()
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{
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ASSERT( !m_apSprites.empty() );
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if(m_iSpriteType == SPRITE_TYPE_SPRITE)
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{
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ASSERT( !m_apSprites.empty() );
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}
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else
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{
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ASSERT( !m_apCSprites.empty() );
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}
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for( int i=(m_iNumVisible)/2; i>= 0; i-- ) // draw outside to inside
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{
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int iIndexToDraw1 = m_iSelection - i;
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int iIndexToDraw2 = m_iSelection + i;
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// wrap IndexToDraw*
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iIndexToDraw1 = (iIndexToDraw1 + m_apSprites.size()*300) % m_apSprites.size(); // make sure this is positive
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iIndexToDraw2 = iIndexToDraw2 % m_apSprites.size();
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ASSERT( iIndexToDraw1 >= 0 );
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m_apSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
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m_apSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
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|
||||
if( i==0 ) // so we don't draw 0 twice
|
||||
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
|
||||
{
|
||||
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED );
|
||||
m_apSprites[iIndexToDraw1]->Draw();
|
||||
// wrap IndexToDraw*
|
||||
iIndexToDraw1 = (iIndexToDraw1 + m_apSprites.size()*300) % m_apSprites.size(); // make sure this is positive
|
||||
iIndexToDraw2 = iIndexToDraw2 % m_apSprites.size();
|
||||
|
||||
ASSERT( iIndexToDraw1 >= 0 );
|
||||
|
||||
m_apSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
|
||||
m_apSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
|
||||
|
||||
if( i==0 ) // so we don't draw 0 twice
|
||||
{
|
||||
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED );
|
||||
m_apSprites[iIndexToDraw1]->Draw();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED );
|
||||
m_apSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED );
|
||||
m_apSprites[iIndexToDraw1]->Draw();
|
||||
m_apSprites[iIndexToDraw2]->Draw();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED );
|
||||
m_apSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED );
|
||||
m_apSprites[iIndexToDraw1]->Draw();
|
||||
m_apSprites[iIndexToDraw2]->Draw();
|
||||
// wrap IndexToDraw*
|
||||
iIndexToDraw1 = (iIndexToDraw1 + m_apCSprites.size()*300) % m_apCSprites.size(); // make sure this is positive
|
||||
iIndexToDraw2 = iIndexToDraw2 % m_apCSprites.size();
|
||||
|
||||
ASSERT( iIndexToDraw1 >= 0 );
|
||||
|
||||
m_apCSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
|
||||
m_apCSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
|
||||
|
||||
if( i==0 ) // so we don't draw 0 twice
|
||||
{
|
||||
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED );
|
||||
m_apCSprites[iIndexToDraw1]->Draw();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED );
|
||||
m_apCSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED );
|
||||
m_apCSprites[iIndexToDraw1]->Draw();
|
||||
m_apCSprites[iIndexToDraw2]->Draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
|
||||
#include "ActorFrame.h"
|
||||
#include "Sprite.h"
|
||||
#include "CroppedSprite.h"
|
||||
|
||||
|
||||
class ScrollingList : public ActorFrame
|
||||
@@ -31,17 +32,20 @@ public:
|
||||
int GetSelection();
|
||||
void SetNumberVisible( int iNumVisibleElements );
|
||||
void SetSpacing( int iSpacingInPixels );
|
||||
|
||||
void UseSpriteType(int NewSpriteType);
|
||||
void Left();
|
||||
void Right();
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
int m_iBannerPrefs;
|
||||
int m_iSpriteType;
|
||||
int m_iSelection;
|
||||
float m_fSelectionLag;
|
||||
int m_iSpacing;
|
||||
int m_iNumVisible;
|
||||
CArray<Sprite*,Sprite*> m_apSprites; // stores the list of elements (left to right)
|
||||
CArray<CroppedSprite*,CroppedSprite*> m_apCSprites; // stores the list of elements (left to right)
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user