Merge branch 'master' of https://github.com/edubart/otclient
This commit is contained in:
commit
3d4556e5c9
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@ -13,4 +13,6 @@ LogWarning = 2
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LogError = 3
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LogFatal = 4
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ActiveFocusReason = 2
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EmptyFunction = function() end
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@ -6,6 +6,7 @@ function EnterGame_characterWindow_okClicked()
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local selected = charactersWindow:getChildById('charactersList'):getFocusedChild()
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if selected then
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Game.loginWorld(account, password, selected.worldHost, selected.worldPort, selected.characterName)
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Configs.set('lastUsedCharacter', selected.characterName)
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charactersWindow:destroy()
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mainMenu:hide()
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else
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@ -24,6 +25,7 @@ local function createCharactersWindow(characters, premDays)
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local charactersWindow = UI.loadAndDisplayLocked('/mainmenu/ui/charlist.otui')
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local charactersList = charactersWindow:getChildById('charactersList')
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local accountStatusLabel = charactersWindow:getChildById('accountStatusLabel')
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for i,characterInfo in ipairs(characters) do
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local characterName = characterInfo[1]
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local worldName = characterInfo[2]
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@ -37,6 +39,10 @@ local function createCharactersWindow(characters, premDays)
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label.characterName = characterName
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label.worldHost = worldHost
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label.worldPort = worldIp
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if i == 0 or Configs.get('lastUsedCharacter') == characterName then
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charactersList:focusChild(label, ActiveFocusReason)
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end
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end
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if premDays > 0 then
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accountStatusLabel:setText("Account Status:\nPremium Account (" .. premDays .. ' days left)')
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@ -2,6 +2,7 @@
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#define LOGGER_H
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#include "../util/tools.h"
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#include "../const.h"
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#include <vector>
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#include <functional>
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@ -22,14 +22,12 @@ AnimatedTexture::AnimatedTexture(int width, int height, int channels, int numFra
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m_framesTextureId[i] = id;
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m_framesDelay[i] = framesDelay[i];
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}
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m_currentFrame = -1;
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, this), 0);
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}
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AnimatedTexture::~AnimatedTexture()
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{
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assert(!g_graphics.isDrawing());
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glDeleteTextures(m_numFrames, &m_framesTextureId[0]);
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m_textureId = 0;
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}
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@ -49,7 +47,10 @@ void AnimatedTexture::processAnimation()
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if(m_currentFrame >= m_numFrames)
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m_currentFrame = 0;
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m_textureId = m_framesTextureId[m_currentFrame];
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AnimatedTexturePtr me = std::static_pointer_cast<AnimatedTexture>(shared_from_this());
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if(me.use_count() > 1)
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g_dispatcher.addEvent(std::bind(&AnimatedTexture::processAnimation, me), m_framesDelay[m_currentFrame]);
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AnimatedTexturePtr self = asAnimatedTexture();
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// continue to animate only if something still referencing this texture
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if(self.use_count() > 1)
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, self), m_framesDelay[m_currentFrame]);
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}
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@ -12,6 +12,8 @@ public:
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void enableBilinearFilter();
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void processAnimation();
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AnimatedTexturePtr asAnimatedTexture() { return std::static_pointer_cast<AnimatedTexture>(shared_from_this()); }
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private:
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std::vector<uint> m_framesTextureId;
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std::vector<int> m_framesDelay;
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@ -20,7 +22,4 @@ private:
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int m_lastAnimCheckTicks;
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};
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typedef std::shared_ptr<AnimatedTexture> AnimatedTexturePtr;
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typedef std::weak_ptr<AnimatedTexture> AnimatedTextureWeakPtr;
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#endif
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@ -4,6 +4,7 @@
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#include <framework/global.h>
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class Texture;
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class AnimatedTexture;
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class Font;
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class Image;
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class BorderImage;
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@ -12,6 +13,7 @@ class FrameBuffer;
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typedef std::weak_ptr<Texture> TextureWeakPtr;
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typedef std::shared_ptr<Texture> TexturePtr;
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typedef std::shared_ptr<AnimatedTexture> AnimatedTexturePtr;
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typedef std::shared_ptr<Font> FontPtr;
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typedef std::shared_ptr<Image> ImagePtr;
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typedef std::shared_ptr<BorderImage> BorderImagePtr;
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@ -5,11 +5,11 @@
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#include "luainterface.h"
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#include "luaexception.h"
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/// This namespace contains some dirty metaprogamming with C++0x features
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/// This namespace contains some dirty metaprogamming that uses a lot of C++0x features
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/// The purpose here is to create templates that can bind any function from C++
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/// and expose in lua environment. This is done combining variadic templates,
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/// lambdas, tuples and some type traits features from the new C++0x standard to create
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/// templates that can detect functions arguments to generate a lambdas. These lambdas
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/// templates that can detect functions's arguments and then generate lambdas. These lambdas
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/// pops arguments from lua stack, call the bound C++ function and then
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/// pushes the result to lua.
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namespace luabinder
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@ -46,6 +46,7 @@ void LuaInterface::registerFunctions()
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g_lua.bindClassMemberFunction<UIWidget>("insertChild", &UIWidget::insertChild);
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g_lua.bindClassMemberFunction<UIWidget>("removeChild", &UIWidget::removeChild);
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g_lua.bindClassMemberFunction<UIWidget>("addChild", &UIWidget::addChild);
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g_lua.bindClassMemberFunction<UIWidget>("focusChild", &UIWidget::focusChild);
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g_lua.bindClassMemberFunction<UIWidget>("lockChild", &UIWidget::lockChild);
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g_lua.bindClassMemberFunction<UIWidget>("updateLayout", &UIWidget::updateLayout);
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g_lua.bindClassMemberFunction<UIWidget>("updateParentLayout", &UIWidget::updateParentLayout);
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