* 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
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10 changed files with 183 additions and 124 deletions
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@ -26,6 +26,8 @@ struct SpriteStruct;
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#define FINISHED_LOADING 100
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void ClearBitmapCopy();
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void ApplyAspectRatioGLMatrix();
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void RecomputeAspectRatio();
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void CheckForHotkeys();
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enum eDinkInput
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@ -104,6 +106,7 @@ public:
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m_bLastFullKeyboardActive = false;
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m_bSpeedUpMode = false;
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m_bUsingDinkPak = false;
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m_bForceControlsRebuild = false;
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m_aspectRatioModX = 1.0f; //not the aspect ratio, the change to the aspect ratio so it's the correct aspect ratio. I know, it makes no sense
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m_aspectRatioModY = 1.0f;
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@ -145,6 +148,7 @@ public:
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bool m_bFullKeyboardActive;
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bool m_bLastFullKeyboardActive;
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bool m_bSpeedUpMode;
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bool m_bForceControlsRebuild;
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BackgroundSpriteManager m_bgSpriteMan;
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bool m_bUsingDinkPak;
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@ -152,6 +156,7 @@ public:
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float m_aspectRatioModY;
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CL_Vec3f m_centeringOffset;
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CL_Mat4f m_dink_matrix;
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CL_Mat4f m_dink_matrix_inverted;
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};
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//#define KYLES_CRAZY_VERSION
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@ -735,6 +740,8 @@ bool DinkIsWaitingForSkippableDialog();
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bool DinkSkipDialogLine(); //returns true if a line was actually skipped
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void DinkSetCursorPosition(CL_Vec2f vPos);
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CL_Vec2f NativeToDinkCoords(CL_Vec2f vPos);
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CL_Vec2f DinkToNativeCoords(CL_Vec2f vPos);
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bool DinkIsMouseActive();
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bool IsDrawingDinkStatusBar();
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bool DinkSetInventoryPosition(CL_Vec2f vPos); //returns true if an item was actually set
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bool DinkCanRunScriptNow();
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