Revert last commits to the track selection and character selection screens.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1739 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -158,9 +158,8 @@ void CharSel::switchCharacter(int n)
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void CharSel::update(float dt)
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{
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m_clock += dt * 40.0f;
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BaseGUI::update(dt);
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if( widget_manager->selectionChanged() )
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{
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switchCharacter(widget_manager->getSelectedWgt() - WTOK_RACER0);
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if (m_kart != NULL)
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@ -194,9 +193,6 @@ void CharSel::update(float dt)
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glDisable (GL_DEPTH_TEST);
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oldContext->makeCurrent();
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}
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}
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widget_manager->update(dt);
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}
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//----------------------------------------------------------------------------
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@ -117,11 +117,10 @@ TrackSel::~TrackSel()
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//-----------------------------------------------------------------------------
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void TrackSel::update(float dt)
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{
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if( widget_manager->selectionChanged() )
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{
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const int SELECTED_TRACK = widget_manager->getSelectedWgt() - WTOK_TRACK0;
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if(SELECTED_TRACK<0 || SELECTED_TRACK>=(int)track_manager->getTrackCount())
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{
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BaseGUI::update(dt);
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return;
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}
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const Track* TRACK = track_manager->getTrack( SELECTED_TRACK );
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@ -187,7 +186,76 @@ void TrackSel::update(float dt)
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widget_manager->hideWgtTexture( WTOK_IMG1 );
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widget_manager->hideWgtTrack( WTOK_IMG1 );
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}
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#if 0
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// draw a track preview of the currently highlighted track menu entry
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glClear(GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0, user_config->m_width, 0.0, user_config->m_height, -1.0, +1.0);
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if(screenshot.size()==0 && topview.size()==0)
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{
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glDisable ( GL_TEXTURE_2D ) ;
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TRACK->drawScaled2D(0.0f, 50.0f, (float)user_config->m_width,
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(float)(user_config->m_height/3)); // (x, y, w, h)
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glEnable ( GL_TEXTURE_2D ) ;
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}
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else
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{ // either topview or screenshot specified
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int xLeft = user_config->m_width/2;
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int yBottom = 50;
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int w = user_config->m_width/3;
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int h = user_config->m_height/3;
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if(topview.size()==0)
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{ // no topview, but there is a screenshot!
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glDisable ( GL_TEXTURE_2D ) ;
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TRACK->drawScaled2D((float)xLeft, (float)yBottom, (float)w, (float)h);
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glEnable ( GL_TEXTURE_2D ) ;
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}
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else
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{ // topview is defined
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Material *m=material_manager->getMaterial(topview);
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m->apply();
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glBegin(GL_QUADS) ;
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glColor4f(1, 1, 1, 1 );
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glTexCoord2f(0, 0); glVertex2i( xLeft, yBottom );
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glTexCoord2f(1, 0); glVertex2i( xLeft+w, yBottom );
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glTexCoord2f(1, 1); glVertex2i( xLeft+w, yBottom+h);
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glTexCoord2f(0, 1); glVertex2i( xLeft, yBottom+h);
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glEnd () ;
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} // topview is defined
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Material *m=material_manager->getMaterial(screenshot);
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xLeft = xLeft - w - 10;
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m->apply();
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glBegin(GL_QUADS) ;
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glColor4f(1, 1, 1, 1 );
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glTexCoord2f(0, 0); glVertex2i( xLeft, yBottom );
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glTexCoord2f(1, 0); glVertex2i( xLeft+w, yBottom );
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glTexCoord2f(1, 1); glVertex2i( xLeft+w, yBottom+h);
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glTexCoord2f(0, 1); glVertex2i( xLeft, yBottom+h);
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glEnd () ;
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} // either topview or screenshot specified
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_BLEND);
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glPushMatrix();
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glBindTexture(GL_TEXTURE_2D, 0);
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const GLfloat backgroundColour[4] = { 0.3f, 0.3f, 0.3f, 0.5f };
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glColor4fv(backgroundColour);
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glPopMatrix();
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glDisable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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#endif
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//Keep the BaseGUI::update() call at the bottom of the function, otherwise
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//the screen will be drawn once without being fully prepared, and this is
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//noticeable sometimes.
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BaseGUI::update(dt);
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}
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//-----------------------------------------------------------------------------
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