start 380 project5

changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
This commit is contained in:
Amrit Panesar committed 2015-05-06 10:18:39 -07:00
1 parent 40ac78074b
commit 39ee821f54
174 files changed
+13356 -80

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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameAnimationButton.h"
//#include "..\..\Utils\GkMaths.h"
GkGameAnimationButton::GkGameAnimationButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int height)
: GkGameButton(defaultFace, selectedFace, disabledFace, autoEnable, x, y, width, height)
{
GkGameAnimation *face = dynamic_cast<GkGameAnimation*>(this->defaultFace);
if (face != 0)
face->EndAnimation();
face = dynamic_cast<GkGameAnimation*>(this->selectedFace);
if (face != 0)
face->EndAnimation();
face = dynamic_cast<GkGameAnimation*>(this->disabledFace);
if (face != 0)
face->EndAnimation();
this->lastFace = this->GetCurrentFace();
}
GkGameAnimationButton::~GkGameAnimationButton(void)
{
}
void GkGameAnimationButton::Down()
{
GkGameButton::Down();
//GkGameAnimation *currentFace = dynamic_cast<GkGameAnimation*>(this->GetCurrentFace());
//if ((currentFace != 0) && (!currentFace->active))
//{
// currentFace->ResetAnimation();
//}
}
GkGameEntity* GkGameAnimationButton::GetCurrentFace()
{
GkGameAnimation *face = this->GetAnimatingFace();
if (face != 0)
return face;
return GkGameButton::GetCurrentFace();
}
GkGameAnimation* GkGameAnimationButton::GetAnimatingFace()
{
GkGameAnimation *face = dynamic_cast<GkGameAnimation*>(this->defaultFace);
if ((face != 0) && (face->active) && (!face->loop))
return face;
face = dynamic_cast<GkGameAnimation*>(this->selectedFace);
if ((face != 0) && (face->active) && (!face->loop))
return face;
face = dynamic_cast<GkGameAnimation*>(this->disabledFace);
if ((face != 0) && (face->active) && (!face->loop))
return face;
return 0;
}
void GkGameAnimationButton::Process(GkGame *game)
{
GkGameEntity *currentFace = this->GetCurrentFace();
if (currentFace != this->lastFace)
{
GkGameAnimation *lastAnimation = dynamic_cast<GkGameAnimation*>(this->lastFace);
if (lastAnimation != 0)
lastAnimation->EndAnimation();
GkGameAnimation *currentAnimation = dynamic_cast<GkGameAnimation*>(currentFace);
if (currentAnimation != 0)
currentAnimation->ResetAnimation();
this->lastFace = currentFace;
}
GkGameButton::Process(game);
}
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#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\GkGameButton.h"
#include "..\GkGameAnimation.h"
class GKDLLCLASS GkGameAnimationButton :
public GkGameButton
{
public:
GkGameAnimationButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace = 0, GkGameEntity *disabledFace = 0, bool autoEnable = true, int x = 0, int y = 0, int width = 0, int heght = 0);
~GkGameAnimationButton(void);
GkGameAnimation* GetAnimatingFace();
GkGameEntity *lastFace;
virtual void Down();
virtual GkGameEntity* GetCurrentFace();
void Process(GkGame *game);
};
@@ -0,0 +1,52 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameCheckButton.h"
GkGameCheckButton::GkGameCheckButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int heght)
: GkGameAnimationButton(defaultFace, selectedFace, disabledFace, autoEnable, x, y, width, heght)
{
this->checked = false;
}
void GkGameCheckButton::Down()
{
GkGameAnimationButton::Down();
if (!this->IsActive())
return;
this->checked = !this->checked;
}
GkGameEntity* GkGameCheckButton::GetCurrentFace()
{
GkGameAnimation *face = this->GetAnimatingFace();
if (face != 0)
return face;
//if (this->enabled)
//{
if (this->checked)
{
return this->selectedFace != 0 ? this->selectedFace : this->defaultFace;
}
else
{
return this->defaultFace;
}
//}
//else
//{
// return this->disabledFace != 0 ? this->disabledFace : this->defaultFace;
//}
}
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#pragma once
#include "..\..\..\GkDefinitions.h"
#include "GkGameAnimationButton.h"
class GKDLLCLASS GkGameCheckButton :
public GkGameAnimationButton
{
public:
bool checked;
GkGameCheckButton::GkGameCheckButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace = 0, GkGameEntity *disabledFace = 0, bool autoEnable = true, int x = 0, int y = 0, int width = 0, int heght = 0);
void GkGameCheckButton::Down();
GkGameEntity* GkGameCheckButton::GetCurrentFace();
void GkGameCheckButton::SynchWith(GkGameCheckButton *button);
};
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameClickButton.h"
GkGameClickButton::GkGameClickButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int height)
: GkGameAnimationButton(defaultFace, selectedFace, disabledFace, autoEnable, x, y, width, height)
{
}
GkGameClickButton::~GkGameClickButton()
{
}
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#pragma once
#include "..\..\..\GkDefinitions.h"
#include "GkGameAnimationButton.h"
class GKDLLCLASS GkGameClickButton :
public GkGameAnimationButton
{
public:
GkGameClickButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace = 0, GkGameEntity *disabledFace = 0, bool autoEnable = true, int x = 0, int y = 0, int width = 0, int height = 0);
~GkGameClickButton();
};