Beispiel #1
0
ui::Point GameModel::AdjustZoomCoords(ui::Point position)
{
	if (!GetZoomEnabled())
		return position;

	int zoomFactor = GetZoomFactor();
	ui::Point zoomWindowPosition = GetZoomWindowPosition();
	ui::Point zoomWindowSize = ui::Point(GetZoomSize()*zoomFactor, GetZoomSize()*zoomFactor);

	if (position.X >= zoomWindowPosition.X && position.X >= zoomWindowPosition.Y && position.X <= zoomWindowPosition.X+zoomWindowSize.X && position.Y <= zoomWindowPosition.Y+zoomWindowSize.Y)
		return ((position-zoomWindowPosition)/GetZoomFactor())+GetZoomPosition();
	return position;
}
Beispiel #2
0
bool GameModel::MouseInZoom(ui::Point position)
{
	if (!GetZoomEnabled())
		return false;

	int zoomFactor = GetZoomFactor();
	ui::Point zoomWindowPosition = GetZoomWindowPosition();
	ui::Point zoomWindowSize = ui::Point(GetZoomSize()*zoomFactor, GetZoomSize()*zoomFactor);

	if (position.X >= zoomWindowPosition.X && position.X >= zoomWindowPosition.Y && position.X <= zoomWindowPosition.X+zoomWindowSize.X && position.Y <= zoomWindowPosition.Y+zoomWindowSize.Y)
		return true;
	return false;
}
void SlideShowLayerAnim::LoadImage()
{
	Texture2D *tex = new Texture2D(mImageFileNames[mCurImage]);
	
	Vec2 zoomSize = GetZoomSize(ZoomModeFit,MakeVec2(800,600),tex->GetSize());
	Rect rect;
	rect.mMin[0] = (800 - zoomSize[0]) / 2;
	rect.mMin[1] = (600 - zoomSize[1]) / 2;
	rect.mMax = rect.mMin + zoomSize;
	
	ImageLayer *layer = new ImageLayer(rect,tex);
	ConstLayerAnim *imageLayerAnim = new ConstLayerAnim(layer);
	layer->Unref();
	tex->Unref();
	
	if(mLayerAnim)
	{
		const LayerAnim *prevLayerAnim = mLayerAnim;
		mLayerAnim = new SlideLayerAnim(prevLayerAnim, imageLayerAnim, MakeRect(0,0,800,600),
			SlideTransition::SlideOffToBottom, AnimCurve::EaseIn, .5f);
			
		imageLayerAnim->Unref();
		prevLayerAnim->Unref();
	}
	else
	{
		mLayerAnim = imageLayerAnim;
	}
}