Ading menu

This commit is contained in:
Vladislav Khorev 2018-07-22 16:36:06 +05:00
parent 4e35c0e218
commit b054872af9
21 changed files with 356 additions and 309 deletions

View File

@ -32,6 +32,18 @@
}, },
{ {
"name": "level5" "name": "level5"
},
{
"name": "level1"
},
{
"name": "level2"
},
{
"name": "level3"
},
{
"name": "level3"
} }
] ]
}, },

26
assets/gui_loading.json Executable file
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@ -0,0 +1,26 @@
{
"widgets": [{
"type": "FrameLayout",
"name": "Loading",
"background": "#000000FF",
"width": "match_parent",
"height": "match_parent",
"horizontalAlignment": "HA_CENTER",
"verticalAlignment": "VA_CENTER",
"children": [
{
"type": "VerticalLinearLayout",
"name": "holder",
"background": "#000000FF",
"width": "wrap_content",
"height": "wrap_content",
"children":[{
"type": "ImageView",
"name": "logo",
"height" : "400",
"width" : "400",
"background": "logo.png"
}]
}]
}]
}

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@ -1,23 +1,205 @@
{ {
"widgets": [{ "widgets": [{
"type": "FrameLayout", "type": "FrameLayout",
"name": "menu_background", "name": "modal_background",
"background": "#00000000", "background": "#80808080",
"width": "match_parent", "width": "match_parent",
"height": "match_parent", "height": "match_parent",
"visible" : 0,
"horizontalAlignment": "HA_CENTER",
"verticalAlignment": "VA_CENTER",
"children": [{ "children": [{
"type": "FrameLayout", "type": "VerticalScrollLayout",
"name": "stars_plane", "name": "leftSidePanel",
"background": "#00000000", "background": "#faf0ffFF",
"borderType": "line",
"borderColor": "#808080FF",
"width": "wrap_content",
"height": "match_parent",
"touchTransparency": 0,
"zLevel": 10,
"marginTop" : 40,
"marginBottom" : 40,
"paddingTop": 60,
"paddingBottom": 10,
"paddingLeft": 10,
"paddingRight": 10,
"itemSpacing": 20,
"children" : [{
"type": "HorizontalLinearLayout",
"name": "embroiderySettings",
"itemSpacing": 30,
"paddingBottom": 15,
"paddingTop": 15,
"paddingLeft": 15,
"paddingRight": 15,
"background": "#faf0ffFF",
"borderType": "line",
"borderColor": "#808080FF",
"width": "wrap_content", "width": "wrap_content",
"height": "wrap_content", "height": "wrap_content",
"touchTransparency": 0,
"itemSpacing": 20,
"visible": 1,
"children": [{ "children": [{
"type": "ImageView", "type": "Button",
"name": "galaxy", "name": "button6",
"background": "024863276-illustration-spiral-galaxy-vec.png", "width": 128,
"width": 700, "height": 80,
"height": 480 "background": "level1_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button7",
"width": 128,
"height": 80,
"background": "level2_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button8",
"width": 128,
"height": 80,
"background": "level3_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
}] }]
},
{
"type": "HorizontalLinearLayout",
"name": "embroiderySettings",
"itemSpacing": 30,
"paddingBottom": 15,
"paddingTop": 15,
"paddingLeft": 15,
"paddingRight": 15,
"background": "#faf0ffFF",
"borderType": "line",
"borderColor": "#808080FF",
"width": "wrap_content",
"height": "wrap_content",
"touchTransparency": 0,
"visible": 1,
"children": [{
"type": "Button",
"name": "button6",
"width": 128,
"height": 80,
"background": "level4_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button7",
"width": 128,
"height": 80,
"background": "level5_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button8",
"width": 128,
"height": 80,
"background": "level6_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
}]
},
{
"type": "HorizontalLinearLayout",
"name": "embroiderySettings",
"itemSpacing": 30,
"paddingBottom": 15,
"paddingTop": 15,
"paddingLeft": 15,
"paddingRight": 15,
"background": "#faf0ffFF",
"borderType": "line",
"borderColor": "#808080FF",
"width": "wrap_content",
"height": "wrap_content",
"touchTransparency": 1,
"visible": 1,
"children": [{
"type": "Button",
"name": "button6",
"width": 128,
"height": 80,
"background": "level7_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button7",
"width": 128,
"height": 80,
"background": "level8_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button8",
"width": 128,
"height": 80,
"background": "level9_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
}]
},
{
"type": "HorizontalLinearLayout",
"name": "embroiderySettings",
"itemSpacing": 30,
"paddingBottom": 15,
"paddingTop": 15,
"paddingLeft": 15,
"paddingRight": 15,
"background": "#faf0ffFF",
"borderType": "line",
"borderColor": "#808080FF",
"width": "wrap_content",
"height": "wrap_content",
"touchTransparency": 0,
"visible": 1,
"children": [{
"type": "Button",
"name": "button6",
"width": 128,
"height": 80,
"background": "level10_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button7",
"width": 128,
"height": 80,
"background": "level11_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
},
{
"type": "Button",
"name": "button8",
"width": 128,
"height": 80,
"background": "level12_prerender",
"pressedDrawable": "#60606060",
"hoverDrawable": "#60606060"
}] }]
}] }]
} }
]
}]
}

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@ -0,0 +1,11 @@
precision highp float;
uniform sampler2D Texture;
varying vec2 texCoord;
varying vec4 color;
void main()
{
vec4 texColor = texture2D(Texture,texCoord).rgba;
gl_FragColor = color * texColor.rgba;
}

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@ -0,0 +1,14 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 vColor;
varying vec2 texCoord;
varying vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
color = vColor;
}

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@ -318,7 +318,7 @@ void GalaxyMenu::DrawGalaxyMenu() {
} }
/*..Draw level selection menu..*/ /*..Draw level selection menu..*/
drawSelectionMenu(starIndex); //drawSelectionMenu(starIndex);
} }
@ -380,7 +380,7 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
// ::::::::::::: timer inactive :::::::::::::: // ::::::::::::: timer inactive ::::::::::::::
if (lastTapPos != Eigen::Vector2f(-9999.9f, -9999.9f)) { if (lastTapPos != Eigen::Vector2f(-9999.9f, -9999.9f)) {
if (menuState == 0) {// main view if (menuState == 0) {// main view
if (totalTapShift(0) == 0.f && totalTapShift(1) == 0.f) {
// OnTapDown->OnTapUp // OnTapDown->OnTapUp
/*..level select menu open..*/ /*..level select menu open..*/
@ -393,21 +393,12 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
planetHoverIndex = -1; planetHoverIndex = -1;
} }
} if (starIndex != -1)
else { {
// OnTapDown->OnMove->OnTapUp ResourceManager->newGuiManager.findWidgetByName("modal_background")->setVisibility(true);
/*..level select menu open..*/
starIndex = findPlanetByPos(lastTapPos - totalTapShift);
if (starIndex != -1) {
planetHoverIndex = starIndex;
menuState = 2;
}
else {
planetHoverIndex = -1;
} }
}
} }
else if (menuState == 1) { // zoomed galaxy else if (menuState == 1) { // zoomed galaxy

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@ -87,10 +87,10 @@ void TBrick::SetInvisible()
State = CONST_BRICKSTATE_INVISIBLE; State = CONST_BRICKSTATE_INVISIBLE;
} }
void TBrick::TryDrawAppear(int ipos, int jpos) void TBrick::TryDrawAppear(int ipos, int jpos, int screenWidth)
{ {
Vector2f centerPos = GetPosFrom(ipos, jpos); Vector2f centerPos = GetPosFrom(ipos, jpos, screenWidth);
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
@ -158,14 +158,14 @@ Vector4f TBrick::GetColor()
return Color; return Color;
} }
Vector2f TBrick::GetPosFrom(int ipos, int jpos) Vector2f TBrick::GetPosFrom(int ipos, int jpos, int screenWidth)
{ {
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f)); const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f); Vector2f outlineShift = Vector2f(((screenWidth - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)); return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
} }
@ -465,11 +465,12 @@ TGameLevel::~TGameLevel()
void TGameLevel::ReloadBlockInstansingList() void TGameLevel::ReloadBlockInstansingList(int screenWidth)
{ {
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3); std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3);
std::pair<Vector4f, std::string> tempPair; std::pair<Vector4f, std::string> tempPair;
@ -502,8 +503,8 @@ void TGameLevel::ReloadBlockInstansingList()
itr--; itr--;
} }
Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)); Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)); Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j, screenWidth) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
itr->second.Data += MakeDataTriangleList(posFrom, posTo); itr->second.Data += MakeDataTriangleList(posFrom, posTo);
@ -663,7 +664,7 @@ void TGameLevel::ReloadLevel()
rowColorIterator++; rowColorIterator++;
} }
ReloadBlockInstansingList(); ReloadBlockInstansingList(Renderer->GetScreenWidth());
} }
@ -686,25 +687,25 @@ void TGameLevel::SetStandBy()
{ {
ReloadLevel(); ReloadLevel();
InitLevel(); InitLevel(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
LevelState = CONST_LEVELSTATE_STANDBY; LevelState = CONST_LEVELSTATE_STANDBY;
} }
void TGameLevel::SetLoading() void TGameLevel::SetLoading()
{ {
InitLevel(); InitLevel(Renderer->GetScreenWidth(), Renderer->GetScreenHeight());
StateTimer = CONST_TIMER_LOADING; StateTimer = CONST_TIMER_LOADING;
LevelState = CONST_LEVELSTATE_LOADING; LevelState = CONST_LEVELSTATE_LOADING;
} }
void TGameLevel::InitLevel() void TGameLevel::InitLevel(int screenWidth, int screenHeight)
{ {
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f); ReflectorPos = Vector2f(screenWidth*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
Vector2f ballPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f); Vector2f ballPos = Vector2f(screenWidth*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f);
BallList.clear(); BallList.clear();
BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor)); BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
@ -723,6 +724,8 @@ void TGameLevel::InitLevel()
BonusFloorPosY = 0.f; BonusFloorPosY = 0.f;
ReloadBlockInstansingList(screenWidth);
} }
bool TGameLevel::IsLoaded() bool TGameLevel::IsLoaded()
@ -730,7 +733,7 @@ bool TGameLevel::IsLoaded()
return (LevelState == CONST_LEVELSTATE_STANDBY); return (LevelState == CONST_LEVELSTATE_STANDBY);
} }
void TGameLevel::drawOutline() { void TGameLevel::drawOutline(int screenWidth, int screenHeight) {
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["black_square"]); glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["black_square"]);
Renderer->DrawRect( Renderer->DrawRect(
@ -739,44 +742,51 @@ void TGameLevel::drawOutline() {
0.0f 0.0f
), ),
Vector2f( Vector2f(
(Renderer->GetScreenWidth() - Application->GetGameLevelScreenWidth())*0.5f, (screenWidth - Application->GetGameLevelScreenWidth())*0.5f,
Renderer->GetScreenHeight() screenHeight
) )
); );
Renderer->DrawRect( Renderer->DrawRect(
Vector2f( Vector2f(
Renderer->GetScreenWidth() - (Renderer->GetScreenWidth() - Application->GetGameLevelScreenWidth())*0.5f, screenWidth - (screenWidth - Application->GetGameLevelScreenWidth())*0.5f,
0.f 0.f
), ),
Vector2f( Vector2f(
Renderer->GetScreenWidth(), screenWidth,
Renderer->GetScreenHeight() screenHeight
) )
); );
} }
void TGameLevel::DrawSnapshot(const std::string& assignedSnapshotFrameBuffer) void TGameLevel::DrawSnapshot(const std::string& assignedSnapshotFrameBuffer)
{ {
InitLevel(); InitLevel(768, 480);
int prevState = LevelState; int prevState = LevelState;
LevelState = CONST_LEVELSTATE_SNAPSHOTTING; LevelState = CONST_LEVELSTATE_SNAPSHOTTING;
Draw(); InnerDraw(768, 480, 768, 480);
LevelState = prevState; LevelState = prevState;
prerenderedImage = prerenderedImage =
ResourceManager->FrameManager.GetFrameTextureCopy(assignedSnapshotFrameBuffer, levelName + "_prerender"); ResourceManager->FrameManager.GetFrameTextureCopy(assignedSnapshotFrameBuffer, levelName + "_prerender");
} }
void TGameLevel::Draw() void TGameLevel::Draw()
{
InnerDraw(Renderer->GetScreenWidth(), Renderer->GetScreenHeight(), Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight());
}
void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight)
{ {
// Scaling math // Scaling math
float tSW = Application->GetGameLevelScreenWidth(); // Screen Width float tSW = Application->GetGameLevelScreenWidth(); // Screen Width
float tSH = Application->GetGameLevelScreenHeight(); // Screen Height float tSH = Application->GetGameLevelScreenHeight(); // Screen Height
float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset float xlOffset = (screenWidth - tSW)*0.5f; // Level Screen x-offset
//float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset
float ylOffset = 0.f; float ylOffset = 0.f;
float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom
float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureOriginalHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureOriginalWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureOriginalHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureOriginalWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width
@ -791,6 +801,7 @@ void TGameLevel::Draw()
return; return;
} }
if (LevelState == CONST_LEVELSTATE_LOADING) if (LevelState == CONST_LEVELSTATE_LOADING)
{ {
Renderer->PushMatrix(); Renderer->PushMatrix();
@ -801,9 +812,9 @@ void TGameLevel::Draw()
if (scale > 1.f) if (scale > 1.f)
scale = 1.f; scale = 1.f;
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
Renderer->ScaleMatrix(scale); Renderer->ScaleMatrix(scale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH), Vector2f (0.f,0.f), Vector2f(1.f,1.f)); // Game Screen Scale Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH), Vector2f (0.f,0.f), Vector2f(1.f,1.f)); // Game Screen Scale
Renderer->PopMatrix(); Renderer->PopMatrix();
@ -819,14 +830,15 @@ void TGameLevel::Draw()
bool renderBufferReady = RenderBufferReady; bool renderBufferReady = RenderBufferReady;
/*
if (pause && renderBufferReady) if (pause && renderBufferReady)
{ {
//See also below (same method) //See also below (same method)
Renderer->PushMatrix(); Renderer->PushMatrix();
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
Renderer->ScaleMatrix(OutScale); Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
DrawBuffer(); DrawBuffer();
if (mustShowButtons) if (mustShowButtons)
@ -842,11 +854,11 @@ void TGameLevel::Draw()
{ {
Renderer->SwitchToFrameBuffer("LevelBuffer"); Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(Renderer->GetScreenWidth(), Renderer->GetScreenHeight()); Renderer->SetProjectionMatrix(screenWidth, screenHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError(); CheckGlError();
} }*/
// Level background // Level background
// ::::::::::: // :::::::::::
@ -860,7 +872,7 @@ void TGameLevel::Draw()
if ((bkgTW/bkgTH) >= 1.6f/*screen ratio*/) { if ((bkgTW/bkgTH) >= 1.6f/*screen ratio*/) {
bkgSW = (tSH/bkgTH) * bkgTW; bkgSW = (tSH/bkgTH) * bkgTW;
bkgSH = tSH; bkgSH = tSH;
bkgSWO = (((float)Renderer->GetScreenWidth()) - bkgSW) * 0.5f; bkgSWO = (((float)screenWidth) - bkgSW) * 0.5f;
bkgSHO = ylOffset; bkgSHO = ylOffset;
} else { } else {
bkgSH = (tSW / bkgTW) * bkgTH; bkgSH = (tSW / bkgTW) * bkgTH;
@ -873,8 +885,9 @@ void TGameLevel::Draw()
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
//Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); //Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f)); Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
//Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
drawOutline();
std::list<TBall>::iterator iBall; std::list<TBall>::iterator iBall;
@ -885,7 +898,7 @@ void TGameLevel::Draw()
{ {
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++) for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{ {
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks BlockMatrix[i][j].TryDrawAppear(i,j, screenWidth); //Draws only appearing/disappearing blocks
} }
} }
@ -900,6 +913,7 @@ void TGameLevel::Draw()
Renderer->DrawTriangleList(colorBlockIterator->second); Renderer->DrawTriangleList(colorBlockIterator->second);
} }
std::list<TBonusFalling>::iterator iBonus; std::list<TBonusFalling>::iterator iBonus;
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus) for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
@ -948,11 +962,12 @@ void TGameLevel::Draw()
} }
/*/
if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING) if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING)
{ {
RenderUniform1f("Transparency", 1.f); RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const Vector2f BackBtnPos(Renderer->GetScreenWidth()*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f)); const Vector2f BackBtnPos(screenWidth*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f));
const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f; const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f;
const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f; const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f;
Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos); Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos);
@ -968,10 +983,10 @@ void TGameLevel::Draw()
Renderer->PushMatrix(); Renderer->PushMatrix();
//Renderer->LoadIdentity(); //Renderer->LoadIdentity();
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
//Renderer->TranslateMatrix(Vector3f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight(), 0)); //Renderer->TranslateMatrix(Vector3f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight(), 0));
Renderer->ScaleMatrix(OutScale); Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(-Vector3f(matrixWidth * 0.5f, matrixHeight * 0.5f, 0));
DrawBuffer(); DrawBuffer();
if (mustShowButtons) if (mustShowButtons)
{ {
@ -980,7 +995,13 @@ void TGameLevel::Draw()
Renderer->PopMatrix(); Renderer->PopMatrix();
RenderBufferReady = true; RenderBufferReady = true;
CheckGlError(); CheckGlError();
} }*/
drawOutline(screenWidth, screenHeight);
CheckGlError(); CheckGlError();
} }
@ -1581,7 +1602,7 @@ void TGameLevel::UpdateBallList(size_t dt)
} }
Vector2f blockPos = BlockMatrix[i][j].GetPosFrom(i, j); Vector2f blockPos = BlockMatrix[i][j].GetPosFrom(i, j, Renderer->GetScreenWidth());
if (canThrowBonus && rand() % 20 == 0) if (canThrowBonus && rand() % 20 == 0)
@ -1622,7 +1643,7 @@ void TGameLevel::UpdateBallList(size_t dt)
if (blockListChanged) if (blockListChanged)
{ {
ReloadBlockInstansingList(); ReloadBlockInstansingList(Renderer->GetScreenWidth());
} }
if (mustReloadBalls) if (mustReloadBalls)

View File

@ -51,9 +51,9 @@ public:
TBrick(); TBrick();
void SetVisible(Vector4f color, int locked); void SetVisible(Vector4f color, int locked);
void SetInvisible(); void SetInvisible();
void TryDrawAppear(int ipos, int jpos); void TryDrawAppear(int ipos, int jpos, int screenWidth);
void Update(size_t dt); void Update(size_t dt);
Vector2f GetPosFrom(int ipos, int jpos); Vector2f GetPosFrom(int ipos, int jpos, int screenWidth);
Vector4f GetColor(); Vector4f GetColor();
void Appear(Vector4f color, int locked); void Appear(Vector4f color, int locked);
void Appear(); void Appear();
@ -145,7 +145,7 @@ protected:
bool TapInBackBtnArea(const Vector2f& pos); bool TapInBackBtnArea(const Vector2f& pos);
void ReloadBlockInstansingList(); void ReloadBlockInstansingList(int screenWidth);
void SetFinished(); void SetFinished();
void SetFinishFreeze(); void SetFinishFreeze();
@ -154,7 +154,7 @@ protected:
void DrawBallInstancingList(); void DrawBallInstancingList();
void drawOutline(); void drawOutline(int screenWidth, int screenHeight);
bool RenderBufferReady; bool RenderBufferReady;
@ -180,7 +180,7 @@ protected:
void MultiplyBalls(Vector2f pos, Vector2f velocity); void MultiplyBalls(Vector2f pos, Vector2f velocity);
Vector2f GetBlock(const Vector2f& pos); Vector2f GetBlock(const Vector2f& pos);
void InitLevel(); void InitLevel(int screenWidth, int screenHeight);
float BonusGothroughTimer; float BonusGothroughTimer;
float BonusFloorTimer; float BonusFloorTimer;
@ -204,6 +204,7 @@ public:
bool IsLoaded(); bool IsLoaded();
virtual void Draw(); virtual void Draw();
void InnerDraw(int screenWidth, int screenHeight, int matrixWidth, int matrixHeight);
void DrawSnapshot(const std::string& assignedSnapshotFrameBuffer); void DrawSnapshot(const std::string& assignedSnapshotFrameBuffer);
void SetPause(); void SetPause();

View File

@ -85,30 +85,31 @@ void TMyApplication::InnerInit()
StateTimer = 0.f; StateTimer = 0.f;
/* /*
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex", "shader1fragment.txt");
", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
*/ */
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment"); //ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment"); ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("FrameShader", "shaders/frameshader_vertex.txt", "shaders/frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment"); ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK); //ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE); //ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE); //ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("white.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading))); //OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true; Inited = true;
Renderer->SetOrthoProjection(); Renderer->SetOrthoProjection();
@ -123,6 +124,7 @@ void TMyApplication::InnerInit()
ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt"); ResourceManager->FontManager.AddFont("lucon12", "lucon12.png", "lucon12.txt");
ResourceManager->FontManager.PushFont("lucon12"); ResourceManager->FontManager.PushFont("lucon12");
//ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json"); //ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
ResourceManager->newGuiManager.LoadFromConfig("gui_loading.json");
//SetButtonsAction(); //SetButtonsAction();
// ------- UI ------- // ------- UI -------
@ -163,7 +165,7 @@ void TMyApplication::InnerDeinit()
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1)); OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading))); //OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu))); OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel))); OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits))); OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
@ -410,9 +412,11 @@ void TMyApplication::TrySaveGame()
void TMyApplication::InnerDraw() void TMyApplication::InnerDraw()
{ {
glDisable(GL_DEPTH_TEST); //glDisable(GL_DEPTH_TEST);
Renderer->PushShader("DefaultShader");
OnDrawSignal(); OnDrawSignal();
Renderer->PopShader();
} }
@ -451,19 +455,29 @@ void TMyApplication::InnerUpdate(size_t dt)
Renderer->SwitchToFrameBuffer("LevelBuffer"); Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(768, 480);
Renderer->LoadIdentity();
for (auto &star : Menu.GalaxMenu.galaxies[0].Stars) for (auto &star : Menu.GalaxMenu.galaxies[0].Stars)
{ {
for (auto &level : star.selectionMenu.gameLevels) for (auto &level : star.selectionMenu.gameLevels)
{ {
level.DrawSnapshot("LevelBuffer"); level.DrawSnapshot("LevelBuffer");
break;
} }
break;
} }
Renderer->SwitchToScreen(); Renderer->SwitchToScreen();
Renderer->SetOrthoProjection();
GameState = CONST_GAMESTATE_MENU; GameState = CONST_GAMESTATE_MENU;
ApplySignalsToMenu(); ApplySignalsToMenu();
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading))); ResourceManager->newGuiManager.Clear();
ResourceManager->newGuiManager.LoadFromConfig("gui_main_menu.json");
//OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu))); OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
StateTimer = 0.f; StateTimer = 0.f;
Loaded = true; Loaded = true;

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@ -1,179 +0,0 @@
Tapped up:: 445 35Tapped up:: 638 34Tapped up:: 582 87Tapped up:: 282 45
Tapped up:: 602 49
Tapped up:: 314 93
Tapped up:: 434 12
Tapped up:: 410 26
Tapped up:: 398 21
Tapped up:: 264 269
Tapped up:: 286 218
Tapped up:: 286 17
Tapped up:: 286 17
Tapped up:: 186 36
Tapped up:: 266 95
Tapped up:: 306 169
Tapped up:: 234 257
Tapped up:: 539 47
Tapped up:: 523 361
Tapped up:: 367 345
Tapped up:: 5 4
Tapped up:: 785 10
Tapped up:: 777 468
Tapped up:: 11 473
Tapped up:: 19 12
Tapped up:: 783 11
Tapped up:: 780 468
Tapped up:: 13 471
Tapped up:: 406 240
Tapped up:: 10 13
Tapped up:: 786 10
Tapped up:: 784 468
Tapped up:: 8 471
Tapped up:: 410 241
Tapped up:: 304 160
Tapped up:: 352 184
Tapped up:: 277 135
Tapped up:: 337 145
Tapped up:: 274 106
Tapped up:: 548 155
Tapped up:: 341 161
Tapped up:: 363 192
Tapped up:: 356 166
Tapped up:: 218 129
Tapped up:: 214 188
Tapped up:: 327 196
Tapped up:: 523 185
Tapped up:: 289 215
Tapped up:: 306 113
Tapped up:: 290 130
Tapped up:: 274 125
Tapped up:: 321 153
Tapped up:: 261 129
Tapped up:: 331 142
Tapped up:: 298 126
Tapped up:: 335 129
Tapped up:: 289 165
Tapped up:: 316 137
Tapped up:: 366 197
Tapped up:: 378 190
Tapped up:: 173 97
Tapped up:: 297 157
Tapped up:: 234 109
Tapped up:: 290 118
Tapped up:: 321 190
Tapped up:: 357 157
Tapped up:: 333 180
Tapped up:: 293 150
Tapped up:: 254 174
Tapped up:: 291 160
Tapped up:: 345 154
Tapped up:: 327 161
Tapped up:: 313 101
Tapped up:: 286 178
Tapped up:: 341 102
Tapped up:: 369 121
Tapped up:: 253 203
Tapped up:: 264 131
Tapped up:: 298 166
Tapped up:: 246 161
Tapped up:: 257 146
Tapped up:: 303 151
Tapped up:: 338 144
Tapped up:: 313 119
Tapped up:: 327 129
Tapped up:: 376 133
Tapped up:: 353 117
Tapped up:: 344 149
Tapped up:: 311 128
Tapped up:: 414 185
Tapped up:: 352 141
Tapped up:: 274 141
Tapped up:: 326 156
Tapped up:: 314 131
Tapped up:: 330 149
Tapped up:: 315 95
Tapped up:: 319 110
Tapped up:: 356 181
Tapped up:: 286 101
Tapped up:: 353 102
Tapped up:: 344 145
Tapped up:: 327 169
Tapped up:: 259 95
Tapped up:: 302 131
Tapped up:: 215 153
Tapped up:: 326 138
Tapped up:: 325 206
Tapped up:: 358 136
Tapped up:: 335 117
Tapped up:: 257 129
Tapped up:: 367 145
Tapped up:: 770 480
Tapped up:: 310 159
Tapped up:: 294 143
Tapped up:: 381 137
Tapped up:: 387 178
Tapped up:: 283 120
Tapped up:: 306 157
Tapped up:: 392 296
Tapped up:: 350 190
Tapped up:: 296 193
Tapped up:: 314 121
Tapped up:: 303 132
Tapped up:: 192 121
Tapped up:: 282 142
Tapped up:: 357 186
Tapped up:: 378 146
Tapped up:: 308 99
Tapped up:: 278 142
Tapped up:: 284 230
Tapped up:: 199 111
Tapped up:: 250 85
Tapped up:: 370 117
Tapped up:: 262 140
Tapped up:: 266 150
Tapped up:: 326 169
Tapped up:: 383 163
Tapped up:: 278 122
Tapped up:: 337 146
Tapped up:: 318 157
Tapped up:: 290 133
Tapped up:: 336 189
Tapped up:: 378 117
Tapped up:: 288 137
Tapped up:: 287 99
Tapped up:: 359 149
Tapped up:: 303 170
Tapped up:: 306 147
Tapped up:: 244 150
Tapped up:: 338 145
Tapped up:: 319 156
Tapped up:: 249 152
Tapped up:: 284 179
Tapped up:: 371 200
Tapped up:: 375 153
Tapped up:: 226 135
Tapped up:: 306 142
Tapped up:: 335 127
Tapped up:: 372 118
Tapped up:: 370 131
Tapped up:: 236 136
Tapped up:: 361 162
Tapped up:: 330 116
Tapped up:: 297 176
Tapped up:: 355 166
Tapped up:: 274 128
Tapped up:: 313 148
Tapped up:: 290 178
Tapped up:: 463 79
Tapped up:: 473 102
Tapped up:: 680 332
Tapped up:: 313 144
Tapped up:: 297 93
Tapped up:: 356 109
Tapped up:: 213 197
Tapped up:: 260 148
Tapped up:: 310 130
Tapped up:: 296 136
Tapped up:: 394 181
Tapped up:: 340 157
Tapped up:: 322 127
Tapped up:: 278 110

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@ -1,46 +0,0 @@
Tapped down::Before_signal
10 467
Tapped down::After_signal
10 13
Tapped down::Before_signal
786 470
Tapped down::After_signal
786 10
Tapped down::Before_signal
784 12
Tapped down::After_signal
784 468
Tapped down::Before_signal
8 9
Tapped down::After_signal
8 471
Tapped down::Before_signal
410 239
Tapped down::After_signal
410 241
Tapped down::Before_signal
230 351
Tapped down::After_signal
230 129
Tapped down::Before_signal
233 461
Tapped down::After_signal
233 19
Tapped down::Before_signal
295 179
Tapped down::Before_signal
304 320
Tapped down::After_signal
304 160
Tapped down::Before_signal
383 419
Tapped down::Before_signal
374 71
Tapped down::Before_signal
240 424
Tapped down::Before_signal
259 261
Tapped down::Before_signal
390 51
Tapped down::Before_signal
245 400