* Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time
* Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu) * Misc work on touch controls to prepare for the mobile releases * Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!) * Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1518 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
parent
36a414e12a
commit
7e962c97e0
10 changed files with 183 additions and 124 deletions
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@ -431,7 +431,20 @@ msg += \
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"Brett Profitt\n"\
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"Chris Black\n"\
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"Erik Harrison\n"\
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"James Hutt\n";
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"James Hutt\n" \
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"Robj\n"\
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"liquid141\n"\
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"Tal\n"\
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"Quiztis\n"\
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"rabidwolf9\n"\
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"RangerLord\n"\
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"LeProChaUn\n"\
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"DinkDude95\n"\
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"thenewguy\n"\
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;
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if (GetEmulatedPlatformID() == PLATFORM_ID_WINDOWS || GetEmulatedPlatformID() == PLATFORM_ID_IOS)
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{
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@ -27,7 +27,6 @@ void UpdatePauseMenuPosition(Entity *pBG);
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void ShowQuickMessage(string msg)
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{
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Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
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//assert(pMenu);
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if (!pMenu)
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@ -66,8 +65,6 @@ void ShowQuickMessageBottom(string msg)
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void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent from
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{
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Entity *pEntClicked = pVList->m_variant[1].GetEntity();
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Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
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@ -196,6 +193,7 @@ void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent fr
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g_dglo.ToggleView();
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return;
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}
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if (pEntClicked->GetName() == "speedup")
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{
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@ -316,9 +314,7 @@ void AddViewModeHotspot(Entity *pBG)
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}
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CL_Vec2f vPos = pButtonEntity->GetVar("pos2d")->GetVector2();
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CL_Vec2f vSize = pButtonEntity->GetVar("size2d")->GetVector2();
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if (GetApp()->GetVar("showViewHint")->GetUINT32() == 1)
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{
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GetApp()->GetVar("showViewHint")->Set(uint32(0)); //so this won't be shown again
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@ -331,7 +327,6 @@ void AddViewModeHotspot(Entity *pBG)
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Entity *pLabel = CreateTextLabelEntity(pOverlay, "label",vLabelPos.x, vLabelPos.y, "Tap here to toggle view");
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SetAlignmentEntity(pLabel, ALIGNMENT_CENTER);
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//fade them in
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FadeInEntity(pOverlay, true, 500, 1000);
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//fade them out
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@ -386,7 +381,6 @@ void AddSpeedUpButton(Entity *pBG)
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_LEFT);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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SetAlphaEntity(pButtonEntity, GetApp()->GetVar("gui_transparency")->GetFloat());
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//pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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@ -413,11 +407,8 @@ void OnGameKillKeyboard(VariantList *pVList)
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{
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g_dglo.m_bFullKeyboardActive = false;
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//g_dglo.m_bLastFullKeyboardActive = false;
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}
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void OnGameProcessHWKey(VariantList *pVList)
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{
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if (pVList->Get(0).GetFloat() != MESSAGE_TYPE_GUI_CHAR) return;
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@ -455,7 +446,6 @@ void OnGameProcessHWKey(VariantList *pVList)
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void OnGameProcessKey(VariantList *pVList)
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{
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if (DinkCanRunScriptNow())
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{
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@ -572,8 +562,6 @@ void BuildInventoryControls(float fadeTimeMS)
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SetTouchPaddingEntity(pButtonEntity, CL_Rectf(20,15,40,40));
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SetButtonClickSound(pButtonEntity, ""); //no sound
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}
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}
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void BuildShowingBMPControls(float fadeTimeMS)
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@ -603,7 +591,6 @@ void BuildShowingBMPControls(float fadeTimeMS)
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}
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}
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void BuildControls(float fadeTimeMS)
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{
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Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
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@ -622,49 +609,47 @@ void BuildControls(float fadeTimeMS)
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float trans = 0.0f;
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Entity *pButtonEntity;
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if (GetApp()->GetUsingTouchScreen())
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{
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
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{
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//not zoomed in
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if (IsIPADSize)
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
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{
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iconX = FlipXIfNeeded(864);
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iconStartY = 120;
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iconSpacerY = iPhoneMapY(72);
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//not zoomed in
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} else if (IsIphone4Size)
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{
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iconX = FlipXIfNeeded(820);
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iconStartY = 5;
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}
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if (IsIPADSize)
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{
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iconX = FlipXIfNeeded(864);
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iconStartY = 120;
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iconSpacerY = iPhoneMapY(72);
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} else
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{
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//adjust for fullscreen view
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if (IsIPADSize)
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{
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iconX = FlipXIfNeeded(890);
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iconStartY = 100;
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iconSpacerY = iPhoneMapY(72);
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} else if (IsIphone4Size)
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{
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iconX = FlipXIfNeeded(820);
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iconStartY = 5;
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}
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} else if (IsIphone4Size)
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{
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iconX = FlipXIfNeeded(820);
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iconStartY = 5;
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iconSpacerY = iPhoneMapY(76);
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} else
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{
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//old iphone
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iconSpacerY = iPhoneMapY(76);
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iconX = FlipXIfNeeded(iPhoneMapX(416));
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//adjust for fullscreen view
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if (IsIPADSize)
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{
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iconX = FlipXIfNeeded(890);
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iconStartY = 100;
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iconSpacerY = iPhoneMapY(72);
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} else if (IsIphone4Size)
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{
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iconX = FlipXIfNeeded(820);
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iconStartY = 5;
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iconSpacerY = iPhoneMapY(76);
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} else
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{
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//old iphone
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iconSpacerY = iPhoneMapY(76);
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iconX = FlipXIfNeeded(iPhoneMapX(416));
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}
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}
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}
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float iconY = iconStartY;
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float iconY = iconStartY;
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//make the area where if you touch it the screen zoom will change
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@ -673,6 +658,7 @@ float iconY = iconStartY;
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//game icons
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pButtonEntity = CreateOverlayButtonEntity(pBG, "inventory", ReplaceWithLargeInFileName("interface/iphone/button_inventory.rttex"), iconX, iconY);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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pButtonEntity->GetVar("alpha")->Set(trans);
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iconY += iconSpacerY;
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@ -701,20 +687,35 @@ float iconY = iconStartY;
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//pButtonEntity->GetComponentByName("Button2D")->GetVar("buttonStyle")->Set((uint32) Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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pButtonEntity->GetParent()->MoveEntityToBottomByAddress(pButtonEntity);
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
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{
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pButtonEntity = CreateButtonHotspot(pBG, "magic", CL_Vec2f(iPhoneMapX(113), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(55), iPhoneMapY(46)), Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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//make it so touching the actual game icons on the bottom of the screen do stuff
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#ifdef _DEBUG
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//trans = 0.7f;
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#endif
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/*
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RecomputeAspectRatio();
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ApplyAspectRatioGLMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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*/
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CL_Vec2f vButtonSize = DinkToNativeCoords(CL_Vec2f(152+64, 412+54)) - DinkToNativeCoords(CL_Vec2f(152, 412));
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pButtonEntity = CreateButtonHotspot(pBG, "magic", DinkToNativeCoords(CL_Vec2f(152, 412)), vButtonSize, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_LEFT);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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//I made this touchspot too big on purpose, easier to hit it.
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pButtonEntity = CreateButtonHotspot(pBG, "attack", CL_Vec2f(iPhoneMapX(412), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(62), iPhoneMapY(46)), Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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pButtonEntity = CreateButtonHotspot(pBG, "attack", DinkToNativeCoords(CL_Vec2f(556, 412)),vButtonSize, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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iconY += iconSpacerY;
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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@ -823,7 +824,7 @@ void BuildDialogModeControls(float fadeTimeMS)
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pBG = pBG->AddEntity(new Entity("Controls"));
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pBG->AddComponent(new CursorComponent); //for mouse control of dialog
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EntityComponent *pCursor = pBG->AddComponent(new CursorComponent); //for mouse control of dialog
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if (!GetApp()->GetUsingTouchScreen()) return;
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@ -890,38 +891,47 @@ void BuildDialogModeControls(float fadeTimeMS)
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if (!IsInFlingMode())
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{
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pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_up", ReplaceWithLargeInFileName("interface/iphone/button_arrow_up.rttex"), vUpArrowPos.x, vUpArrowPos.y);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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Entity * pUp = pButtonEntity;
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pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_up", ReplaceWithLargeInFileName("interface/iphone/button_arrow_up.rttex"), vUpArrowPos.x, vUpArrowPos.y);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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Entity * pUp = pButtonEntity;
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_down", ReplaceWithLargeInFileName("interface/iphone/button_arrow_down.rttex"), vDownArrowPos.x, vDownArrowPos.y);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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Entity * pDown = pButtonEntity;
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pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_down", ReplaceWithLargeInFileName("interface/iphone/button_arrow_down.rttex"), vDownArrowPos.x, vDownArrowPos.y);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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Entity * pDown = pButtonEntity;
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}
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pButtonEntity = CreateOverlayButtonEntity(pBG, "select", ReplaceWithLargeInFileName("interface/iphone/button_arrow_back.rttex"), vOkPos.x, vOkPos.y);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnButtonSelected")->sig_function.connect(&GameOnSelect);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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//pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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//SetButtonStyleEntity(pButtonEntity, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH_RELEASE);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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//SetButtonRepeatDelayMS(pButtonEntity, 1);
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Entity * pSelect = pButtonEntity;
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FadeEntity(pBG, true, GetApp()->GetVar("gui_transparency")->GetFloat(), fadeTimeMS, 0);
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FadeEntity(pBG, true, GetApp()->GetVar("gui_transparency")->GetFloat(), fadeTimeMS, 0);
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//disable it until it's visible
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DisableComponentByName(pButtonEntity, "Button2D");
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EnableComponentByName(pButtonEntity, "Button2D", 1000);
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//override the fading on this one button because we want them to see it's not clickable yet
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FadeEntity(pButtonEntity, false, 0, 0, 0, false);
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FadeInEntity(pButtonEntity, false, 300, 900, GetApp()->GetVar("gui_transparency")->GetFloat());
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
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{
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@ -936,6 +946,8 @@ void BuildDialogModeControls(float fadeTimeMS)
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SetButtonClickSound(pButtonEntity, ""); //no sound
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}
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}
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pBG->MoveComponentToBottomByAddress(pCursor);
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}
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void RecomputeAspectRatio();
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@ -949,6 +961,7 @@ void UpdateControlsGUIIfNeeded()
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|| g_dglo.m_lastActiveView != g_dglo.GetActiveView()
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|| g_dglo.m_lastIsUpdatingDinkStatusBar != IsDrawingDinkStatusBar()
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|| g_dglo.m_bFullKeyboardActive != g_dglo.m_bLastFullKeyboardActive
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|| g_dglo.m_bForceControlsRebuild
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)
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{
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@ -957,7 +970,7 @@ void UpdateControlsGUIIfNeeded()
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//don't care, leave the keyboard up
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return;
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}
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g_dglo.m_bForceControlsRebuild = false;
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//kill any existing controls
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KillControls(300);
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@ -971,7 +984,7 @@ void UpdateControlsGUIIfNeeded()
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GetEntityRoot()->GetComponentByName("ArcadeInput")->GetVar("trackball_mode")->Set(uint32(ArcadeInputComponent::TRACKBALL_MODE_WALKING));
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Entity *pMainMenu = GetEntityRoot()->GetEntityByName("GameMenu");
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RecomputeAspectRatio();
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//RecomputeAspectRatio();
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AddSpeedUpButton(pMainMenu);
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UpdatePauseMenuPosition(pMainMenu);
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@ -1018,11 +1031,9 @@ void ApplyAspectRatioGLMatrix();
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void OnGameMenuRender(VariantList *pVList)
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{
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//apply matrix
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glMatrixMode(GL_MODELVIEW);
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//well, we might as well always clear the BG, because some dmods like redink1 set transparency in the status bar which causes glitches if we don't
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
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@ -1051,15 +1062,12 @@ void OnGameMenuRender(VariantList *pVList)
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}
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}
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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//remove matrix
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}
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void OnAutoSave(VariantList *pVList)
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{
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if (GetDinkGameState() == DINK_GAME_STATE_PLAYING && DinkGetHealthPercent() > 0.3f)
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@ -1079,7 +1087,6 @@ void OnAutoSave(VariantList *pVList)
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//if we got here, we failed to save due to it being dangerous because of low health. Let's try again in a few seconds...
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GetMessageManager()->CallEntityFunction(pVList->Get(0).GetEntity(), 5000, "OnAutoSave", pVList);
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}
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void OnArcadeInput(VariantList *pVList)
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@ -1114,9 +1121,6 @@ void OnArcadeInput(VariantList *pVList)
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{
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if (GetDinkGameState() == DINK_GAME_STATE_PLAYING)
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{
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string fName = DinkGetSavePath() + "quicksave.dat";
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if (FileExists(fName))
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@ -1135,6 +1139,7 @@ void OnArcadeInput(VariantList *pVList)
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}
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}
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break;
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case VIRTUAL_KEY_GAME_MAGIC:
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if (bIsDown)
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@ -1150,10 +1155,8 @@ void OnArcadeInput(VariantList *pVList)
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} else
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{
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON3] = true;
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}
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break;
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//EXAMINE
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case VIRTUAL_KEY_GAME_TALK:
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@ -1174,7 +1177,6 @@ void OnArcadeInput(VariantList *pVList)
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} else
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{
|
||||
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON2] = true;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1186,7 +1188,6 @@ void OnArcadeInput(VariantList *pVList)
|
|||
} else
|
||||
{
|
||||
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON4] = true;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1242,10 +1243,7 @@ void OnRawCharInput(VariantList *pVList)
|
|||
|
||||
int vKey = pVList->Get(0).GetUINT32();
|
||||
bool bIsDown = pVList->Get(1).GetUINT32() != 0;
|
||||
|
||||
//LogMsg("GameMenuRaw: Key %d, down is %d", vKey, int(bIsDown));
|
||||
|
||||
|
||||
}
|
||||
|
||||
void UpdatePauseMenuPosition(Entity *pBG)
|
||||
|
@ -1394,6 +1392,7 @@ void GameLoadPiece(VariantList *pVList)
|
|||
pBG->GetVar("didInit")->Set(uint32(1));
|
||||
|
||||
}
|
||||
|
||||
if (progress == 1)
|
||||
{
|
||||
//we're done
|
||||
|
@ -1436,7 +1435,6 @@ void GameLoadPiece(VariantList *pVList)
|
|||
GetMessageManager()->CallEntityFunction(pBG, 1, "GameLoadPiece", &vList);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!LoadGameChunk(gameIdToLoad, progress))
|
||||
|
@ -1458,7 +1456,6 @@ Entity * GameCreate(Entity *pParentEnt, int gameIDToLoad, string stateToLoad, st
|
|||
Entity *pBG = pParentEnt->AddEntity(new Entity("GameMenu"));
|
||||
AddFocusIfNeeded(pBG);
|
||||
Entity *pLoading = CreateOverlayEntity(pBG, "game_loading", ReplaceWithDeviceNameInFileName("interface/iphone/bkgd_stone.rttex"), 0, 0);
|
||||
|
||||
|
||||
//setup the splash too
|
||||
string splashBmp;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue