Changes

320 bytes removed ,  18:11, 10 August 2009
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Robot: Cosmetic changes
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</source>
 
</source>
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Most functions are pretty self-explanatory. Some you will not use often, while others you will be using all the time (like SetPosition). Remember, you will want to use these functions with the upper-most class you can. For example, if you set GuiImageData to a GuiImage, and then set the GuiImage to a GuiButton, you will want to set the position of the GuiButton, not the GuiImage.
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Most functions are pretty self-explanatory. Some you will not use often, while others you will be using all the time (like SetPosition). Remember, you will want to use these functions with the upper-most class you can. For example, if you set GuiImageData to a GuiImage, and then set the GuiImage to a GuiButton, you will want to set the position of the GuiButton, not the GuiImage.  
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The image source is your image buffer, where the contents of the image are kept. The image must be in the png format, and have dimensions that are a multiple of 4. To load an image from an sd card to an image buffer, do the following (this is a little more complicated, and is slower anyway, so only use it if necessary) '''Somebody verify this please''':
 
The image source is your image buffer, where the contents of the image are kept. The image must be in the png format, and have dimensions that are a multiple of 4. To load an image from an sd card to an image buffer, do the following (this is a little more complicated, and is slower anyway, so only use it if necessary) '''Somebody verify this please''':
 
<source lang="cpp">
 
<source lang="cpp">
const u8               *image_name_png;               //define the variables to hold your image file
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const u8 *image_name_png; //define the variables to hold your image file
const u32               image_name_png_size;
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const u32 image_name_png_size;
 
size_t amount_read;
 
size_t amount_read;
FILE *fp = fopen("Path to image on sd card","r");       //open the png file
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FILE *fp = fopen("Path to image on sd card","r"); //open the png file
if(!fp) return;                                         //make sure the file exists
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if(!fp) return; //make sure the file exists
    
fseek (fp , 0 , SEEK_END);
 
fseek (fp , 0 , SEEK_END);
image_name_png_size = ftell(fp);                       //find the file size
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image_name_png_size = ftell(fp); //find the file size
 
rewind(fp);
 
rewind(fp);
   −
image_name_png = new u8 [image_name_png_size];         //allocate memory for your image buffer
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image_name_png = new u8 [image_name_png_size]; //allocate memory for your image buffer
if(!image_name_png) return;                             //make sure memory allocated
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if(!image_name_png) return; //make sure memory allocated
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amount_read = fread(image_name_png,1,image_name_png_size,fp);         //read file to buffer
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amount_read = fread(image_name_png,1,image_name_png_size,fp); //read file to buffer
if(amount_read != image_size_png_size) return;                       //make sure it read everything
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if(amount_read != image_size_png_size) return; //make sure it read everything
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fclose(fp);                                   //close file
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fclose(fp); //close file
 
</source>
 
</source>
 
You may be wondering how an image gets loaded into a buffer without the sd card. Whenever you want to add a new image, you must copy the image to the source/images folder, and add it to filelist.h:
 
You may be wondering how an image gets loaded into a buffer without the sd card. Whenever you want to add a new image, you must copy the image to the source/images folder, and add it to filelist.h:
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while(menu == MENU_NONE)   //The loop will run until menu is changed
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while(menu == MENU_NONE) //The loop will run until menu is changed
 
{
 
{
VIDEO_WaitVSync ();       //Waits for the vertical sync, to reduce flickering
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VIDEO_WaitVSync (); //Waits for the vertical sync, to reduce flickering
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if(backBtn.GetState() == STATE_CLICKED)           //Checks if you clicked back
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if(backBtn.GetState() == STATE_CLICKED) //Checks if you clicked back
 
{
 
{
menu = MENU_EXIT;   //stops the loop, and returns MENU_EXIT, which will exit the app
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menu = MENU_EXIT; //stops the loop, and returns MENU_EXIT, which will exit the app
 
}
 
}
if(okayBtn.GetState() == STATE_CLICKED)           //Checks if you clicked okay
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if(okayBtn.GetState() == STATE_CLICKED) //Checks if you clicked okay
 
                 {
 
                 {
menu = MENU_MAIN;                 //stops the loop, and returns MENU_MAIN, which will start the main menu
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menu = MENU_MAIN; //stops the loop, and returns MENU_MAIN, which will start the main menu
 
}
 
}
 
}
 
}
HaltGui();                       //stop the gui
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HaltGui(); //stop the gui
mainWindow->Remove(&w);           //remove your window to free memory
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mainWindow->Remove(&w); //remove your window to free memory
return menu;                     //return the new menu to load
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return menu; //return the new menu to load
 
}
 
}
 
</source>
 
</source>
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