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authorGravatar chirs241097@gmail.com <chirs241097@gmail.com@c17bf020-1265-9734-9302-a83f62007ddb> 2014-04-10 13:36:48 +0000
committerGravatar chirs241097@gmail.com <chirs241097@gmail.com@c17bf020-1265-9734-9302-a83f62007ddb> 2014-04-10 13:36:48 +0000
commitf1f7b9177e2b2b693b9aa805c6aa6bf9bab5ab17 (patch)
tree7c17d0ee8e3ed6ffecc8593a146553bad8b54db1 /menuitem.cpp
parent4ce43d169aab845e52d7130d11d3e2fe2f36b7f5 (diff)
downloadbullet-lab-remix-f1f7b9177e2b2b693b9aa805c6aa6bf9bab5ab17.tar.xz
Port highscore view and details menu. Menu rewrite is almost done!
Disable select key while transferring. Fix "typo" caused bugs. Hopefully fix small bugs in the new menu system. Rename several files. Add some additional files. Remove legacy menu components.
Diffstat (limited to 'menuitem.cpp')
-rw-r--r--menuitem.cpp203
1 files changed, 0 insertions, 203 deletions
diff --git a/menuitem.cpp b/menuitem.cpp
deleted file mode 100644
index 0b6c0b2..0000000
--- a/menuitem.cpp
+++ /dev/null
@@ -1,203 +0,0 @@
-/*
-** Haaf's Game Engine 1.7
-** Copyright (C) 2003-2007, Relish Games
-** hge.relishgames.com
-**
-** Tutorial 06 - Creating menus
-*/
-
-// In menuitem.cpp/h we define the
-// behaviour of our custom GUI control
-
-#include "menuitem.h"
-#define UnfocColor 0xFFCCCC40
-#define FocColor 0xFFFFCC66
-//static const char* MENUITEM_SRC_FN="menuitem.cpp";
-
-// This is a GUI control constructor,
-// we should initialize all the variables here
-hgeGUIMenuItem::hgeGUIMenuItem(int _id, hgeFont *_fnt, HEFFECT _snd, float _x, float _y, float _delay, const char *_title)
-{
- float w;
-
- id=_id;
- fnt=_fnt;
- snd=_snd;
- delay=_delay;
- title=(char*)_title;
-
- color.SetHWColor(UnfocColor);
- shadow.SetHWColor(0x30000000);
- offset=0.0f;
- timer=-1.0f;
- timer2=-1.0f;
-
- bStatic=false;
- bVisible=true;
- bEnabled=true;
-
- w=fnt->GetStringWidth(title);
- rect.Set(_x-w/2, _y, _x+w/2, _y+fnt->GetHeight());
-}
-
-// Reposition the item
-void hgeGUIMenuItem::RePos(float x,float y)
-{
- float w=fnt->GetStringWidth(title);
- rect.Set(x-w/2, y, x+w/2, y+fnt->GetHeight());
-}
-
-// This method is called when the control should be rendered
-void hgeGUIMenuItem::Render()
-{
- fnt->SetColor(shadow.GetHWColor());
- fnt->Render(rect.x1+offset+3, rect.y1+3, HGETEXT_LEFT, title);
- fnt->SetColor(color.GetHWColor());
- fnt->Render(rect.x1-offset, rect.y1-offset, HGETEXT_LEFT, title);
-}
-
-// This method is called each frame,
-// we should update the animation here
-void hgeGUIMenuItem::Update(float dt)
-{
- if(timer2 != -1.0f)
- {
- timer2+=dt;
- if(timer2 >= delay+0.1f)
- {
- color=scolor2+dcolor2;
- shadow=sshadow+dshadow;
- offset=0.0f;
- timer2=-1.0f;
- }
- else
- {
- if(timer2 < delay) { color=scolor2; shadow=sshadow; }
- else { color=scolor2+dcolor2*(timer2-delay)*10; shadow=sshadow+dshadow*(timer2-delay)*10; }
- }
- }
- else if(timer != -1.0f)
- {
- timer+=dt;
- if(timer >= 0.2f)
- {
- color=scolor+dcolor;
- offset=soffset+doffset;
- timer=-1.0f;
- }
- else
- {
- color=scolor+dcolor*timer*5;
- offset=soffset+doffset*timer*5;
- }
- }
-}
-
-// This method is called when the GUI
-// is about to appear on the screen
-void hgeGUIMenuItem::Enter()
-{
- hgeColor tcolor2;
-
- scolor2.SetHWColor(UnfocColor&0x00FFFFFF);
- tcolor2.SetHWColor(UnfocColor);
- dcolor2=tcolor2-scolor2;
-
- sshadow.SetHWColor(0x00000000);
- tcolor2.SetHWColor(0x30000000);
- dshadow=tcolor2-sshadow;
-
- timer2=0.0f;
-}
-
-// This method is called when the GUI
-// is about to disappear from the screen
-void hgeGUIMenuItem::Leave()
-{
- hgeColor tcolor2;
-
- scolor2.SetHWColor(UnfocColor);
- tcolor2.SetHWColor(UnfocColor&0x00FFFFFF);
- dcolor2=tcolor2-scolor2;
-
- sshadow.SetHWColor(0x30000000);
- tcolor2.SetHWColor(0x00000000);
- dshadow=tcolor2-sshadow;
-
- timer2=0.0f;
-}
-
-// This method is called to test whether the control
-// have finished it's Enter/Leave animation
-bool hgeGUIMenuItem::IsDone()
-{
- if(timer2==-1.0f) return true;
- else return false;
-}
-
-// This method is called when the control
-// receives or loses keyboard input focus
-void hgeGUIMenuItem::Focus(bool bFocused)
-{
- hgeColor tcolor;
-
- if(bFocused)
- {
- hge->Effect_Play(snd);
- scolor.SetHWColor(UnfocColor);
- tcolor.SetHWColor(FocColor);
- soffset=0;
- doffset=4;
- }
- else
- {
- scolor.SetHWColor(FocColor);
- tcolor.SetHWColor(UnfocColor);
- soffset=4;
- doffset=-4;
- }
-
- dcolor=tcolor-scolor;
- timer=0.0f;
-}
-
-// This method is called to notify the control
-// that the mouse cursor has entered or left it's area
-void hgeGUIMenuItem::MouseOver(bool bOver)
-{
- if(bOver) gui->SetFocus(id);
-}
-
-// This method is called to notify the control
-// that the left mouse button state has changed.
-// If it returns true - the caller will receive
-// the control's ID
-bool hgeGUIMenuItem::MouseLButton(bool bDown)
-{
- if(!bDown)
- {
- offset=4;
- return true;
- }
- else
- {
- hge->Effect_Play(snd);
- offset=0;
- return false;
- }
-}
-
-// This method is called to notify the
-// control that a key has been clicked.
-// If it returns true - the caller will
-// receive the control's ID
-bool hgeGUIMenuItem::KeyClick(int key, int chr)
-{
- if(key==HGEK_ENTER || key==HGEK_SPACE || key==HGEK_Z)
- {
- MouseLButton(true);
- return MouseLButton(false);
- }
-
- return false;
-}