void Menu::Init() { CreateChar(ARROW_LEFT, arrowLeft); CreateChar(ARROW_RIGHT, arrowRight); CreateChar(WRENCH, wrench); CreateChar(CLOCK, clock); CreateChar(CAMERA, camera); m_lcd->clear(); GotoFirstItem(); }
void GSAvatarMod::OnActive() { GSGui::OnActive(); m_gui = LoadGui("gui-avatarmod.txt"); Assert(m_gui); m_gui->GetElementByName("ok-button")->SetCommand(Amju::OnOkButton); m_gui->GetElementByName("cancel-button")->SetCommand(Amju::OnCancelButton); m_gui->GetElementByName("type-prev-button")->SetCommand(Amju::OnTypePrevButton); m_gui->GetElementByName("type-next-button")->SetCommand(Amju::OnTypeNextButton); // m_gui->GetElementByName("colour-prev-button")->SetCommand(Amju::OnColourPrevButton); // m_gui->GetElementByName("colour-next-button")->SetCommand(Amju::OnColourNextButton); GetGuiSceneGraph()->Clear(); GetGuiSceneGraph()->SetRootNode(SceneGraph::AMJU_OPAQUE, new SceneNode); // TODO Horribly hardcoded here, use constants m_currentChar = GetLocalPlayer()->GetVal("avatar"); if (m_currentChar.empty()) { std::cout << "No avatar set for local player ???\n"; m_currentChar = "marge"; } if (!TheAvatarManager::Instance()->GetIndex(m_currentChar, &m_current)) { std::cout << "Couldn't find name in Avatar Manager: " << m_currentChar << "\n"; Assert(0); } CreateChar(); CheckAvailable(); }
C2DFighterScene::C2DFighterScene(void) { m_currentTime = 0.0f; m_pCurrentBG = NULL; m_pCurrentChar = NULL; CreateBG(); CreateChar(); }
void GSAvatarMod::OnPrevType() { AvatarManager* am = TheAvatarManager::Instance(); m_current--; if (m_current < 0) { m_current = am->GetNumNames() - 1; } m_currentChar = am->GetName(m_current); CreateChar(); CheckAvailable(); }
void GSAvatarMod::OnNextType() { AvatarManager* am = TheAvatarManager::Instance(); m_current++; if (m_current == am->GetNumNames()) { m_current = 0; } m_currentChar = am->GetName(m_current); CreateChar(); CheckAvailable(); }
bool CFreeTypeFont::LoadFont(const std::string& file, int px_size) { bool bError = FT_Init_FreeType(&ft_lib_); if(bError) { return false; } bError = FT_New_Face(ft_lib_, file.c_str(), 0, &ft_face_); if(bError) { return false; } FT_Set_Pixel_Sizes(ft_face_, px_size, px_size); loaded_pixel_size = px_size; glGenVertexArrays(1, &vao_); glBindVertexArray(vao_); vbo_data_.CreateVBO(); vbo_data_.BindVBO(); for(auto i = 0; i < 128; i++) { CreateChar(i); } bLoaded_ = true; FT_Done_Face(ft_face_); FT_Done_FreeType(ft_lib_); vbo_data_.UploadDataToGPU(GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0,2,GL_FLOAT, GL_FALSE, sizeof(glm::vec2)*2,0); glEnableVertexAttribArray(1); glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, sizeof(glm::vec2)*2, (void*)(sizeof(glm::vec2))); return true; }