Fixed handling of ESC (which previously would close the screen, without removing the
actual race result gui). ESC now allows some skipping of animations. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5776 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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d6ab91d14d
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src/states_screens
@ -42,17 +42,6 @@ RaceResultGUI::RaceResultGUI() : Screen("race_result.stkgui", /*pause race*/ fal
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{
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} // RaceResultGUI
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//-----------------------------------------------------------------------------
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/** Destructor. */
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RaceResultGUI::~RaceResultGUI()
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{
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} // ~Racegui
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//-----------------------------------------------------------------------------
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void RaceResultGUI::loadedFromFile()
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{
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} // loadedFromFile
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//-----------------------------------------------------------------------------
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/** Besides calling init in the base class this makes all buttons of this
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* screen invisible. The buttons will only displayed once the animation is
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@ -221,20 +210,6 @@ void RaceResultGUI::eventCallback(GUIEngine::Widget* widget,
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}
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} // eventCallback
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//-----------------------------------------------------------------------------
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/** This function is called when one of the player presses 'fire'. The next
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* phase of the animation will be displayed. E.g.
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* in a GP: pressing fire while/after showing the latest race result will
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* start the animation for the current GP result
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* in a normal race: when pressing fire while an animation is played,
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* start the menu showing 'rerun, new race, back to main' etc.
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*/
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void RaceResultGUI::nextPhase()
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{
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// This will trigger the next phase in the next render call.
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// FIXME ... work in progress m_timer = 9999;
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} // nextPhase
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//-----------------------------------------------------------------------------
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/** This determines the layout, i.e. the size of all columns, font size etc.
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*/
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@ -355,6 +330,33 @@ void RaceResultGUI::determineTableLayout()
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} // determineTableLayout
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//-----------------------------------------------------------------------------
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/** This function is called when one of the player presses 'fire'. The next
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* phase of the animation will be displayed. E.g.
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* in a GP: pressing fire while/after showing the latest race result will
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* start the animation for the current GP result
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* in a normal race: when pressing fire while an animation is played,
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* start the menu showing 'rerun, new race, back to main' etc.
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*/
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void RaceResultGUI::nextPhase()
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{
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// This will trigger the next phase in the next render call.
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m_timer = 9999;
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} // nextPhase
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//-----------------------------------------------------------------------------
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/** If escape is pressed, don't do the default option (close the screen), but
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* advance to the next animation phase.
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*/
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bool RaceResultGUI::onEscapePressed()
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{
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nextPhase();
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return false; // indicates 'do not close'
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} // onEscapePressed
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//-----------------------------------------------------------------------------
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/** Called once a frame, this now triggers the rendering of the actual
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* race result gui.
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*/
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void RaceResultGUI::onUpdate(float dt, irr::video::IVideoDriver*)
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{
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renderGlobal(dt);
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@ -156,19 +156,14 @@ private:
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public:
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RaceResultGUI();
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virtual ~RaceResultGUI();
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virtual void renderGlobal(float dt);
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/** \brief Implement callback from parent class GUIEngine::Screen */
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virtual void loadedFromFile();
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virtual void loadedFromFile() {};
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/** \brief implement callback from parent class GUIEngine::Screen */
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void init();
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/** \brief implement callback from parent class GUIEngine::Screen */
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void tearDown();
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/** \brief implement callback from parent class GUIEngine::Screen */
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virtual void init();
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virtual void tearDown();
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virtual bool onEscapePressed();
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void eventCallback(GUIEngine::Widget* widget, const std::string& name,
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const int playerID);
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