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![Cyan](/assets/img/avatar_default.png)
You can now easily hide games on category basis. Click on a category to cycle through possible checkbox states. The "ALL" category can now have 3 different states: [ ] Not checked = Doesn't display all categories (like before) [v] Checked = Displays all categories (like before) [X] Cross = Displays all categories except forbidden categories. The other categories now have 4 different states: [ ] Not checked = Games containing this category are not filtered (like before) [v] Enabled = All games containing this category will be displayed (like before) [X] Forbidden = All games containing this category will NOT be displayed. [+] Required = All games NOT containing this category will NOT be displayed.
54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
/****************************************************************************
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* Copyright (C) 2012
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* by Dimok
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any
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* damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any
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* purpose, including commercial applications, and to alter it and
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* redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you
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* must not claim that you wrote the original software. If you use
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* this software in a product, an acknowledgment in the product
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* documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and
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* must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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***************************************************************************/
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#include "gui_plus.hpp"
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void GuiPlus::Draw()
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{
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GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_TEX0, GX_NONE);
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f32 x1 = GetLeft() + width*0.15f;
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f32 x2 = GetLeft() + width*0.5f;
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f32 x3 = GetLeft() + width - width*0.15f;
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f32 y1 = GetTop() + height*0.15f;
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f32 y2 = GetTop() + height*0.5f;
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f32 y3 = GetTop() + height - height*0.15f;
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int alpha = GetAlpha();
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GX_Begin(GX_LINES, GX_VTXFMT0, 4);
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GX_Position3f32(x2, y1, 0.0f);
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GX_Color4u8(color.r, color.g, color.b, alpha);
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GX_Position3f32(x2, y3, 0.0f);
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GX_Color4u8(color.r, color.g, color.b, alpha);
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GX_Position3f32(x1, y2, 0.0f);
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GX_Color4u8(color.r, color.g, color.b, alpha);
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GX_Position3f32(x3, y2, 0.0f);
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GX_Color4u8(color.r, color.g, color.b, alpha);
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GX_End();
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GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE);
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}
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