Example #1
0
void game_sel_shuffle_back( int manage_textures ) {
	struct game_tile *t = game_tile_start;
	
	if( t ) {
		while( t ) {
			if( t->game )
				t->game = t->game->next;
			if( manage_textures && t->next == NULL )
				game_load_texture( t->game );
			t = t->next;	
		}

		if( manage_textures ) {
			/* Check if we can free the last game's texture (we can't
			 * if the game appears more than once in the selector. */
			t = game_tile_end;
			while( t && t->game != game_tile_start->game ) {
				t = t->prev;
			}
			if( t == NULL || t == game_tile_start ) {
				game_free_texture( game_tile_start->game->prev );
			}
		}
	}
}
Example #2
0
void game_sel_load_textures( void ) {
	struct game_tile *t = game_tile_start;
	
	while( t ) {
		game_load_texture( t->game );
		t = t->next;
	}
}
Example #3
0
int game_list_resume( void ) {
	struct game *g = game_start;
	if( g ) {
		do {
			game_load_texture( g );
			g = g->all_next;
		} while( g != game_start );
	}
	return 0;
}
Example #4
0
int game_sel_populate( struct game *game ) {
	int i;
	struct game_tile *tile;

	if( game == NULL ) {
		return -1;	
	}
	/* Make sure the first game in the list is in the center (i.e. selected) */
	for( i = 0 ; i < tile_count/2 ; i++ ) {
		game = game->prev;
	}

	tile = game_tile_start;
	while( tile ) {
		game_load_texture( game );
		tile->game = game;
		tile = tile->next;
		game = game->next;
	}
	
	return 0;
}