1 
2 /*
3 	The powerup display for textboxes.
4 	E.g. when you get a life capsule or new weapon and
5 		 it shows you a picture of it.
6 */
7 
8 #include "../nx.h"
9 #include "ItemImage.h"
10 #include "ItemImage.fdh"
11 
12 #define ITEMBOX_W			76
13 #define ITEMBOX_H			32
14 
15 #define ITEMBOX_X			128
16 #define ITEMBOX_Y			120
17 
18 /*
19 void c------------------------------() {}
20 */
21 
ResetState()22 void TB_ItemImage::ResetState()
23 {
24 	fVisible = false;
25 }
26 
SetVisible(bool enable)27 void TB_ItemImage::SetVisible(bool enable)
28 {
29 	fVisible = enable;
30 }
31 
SetSprite(int sprite,int frame)32 void TB_ItemImage::SetSprite(int sprite, int frame)
33 {
34 	fSprite = sprite;
35 	fFrame = frame;
36 	fYOffset = 1;
37 }
38 
39 /*
40 void c------------------------------() {}
41 */
42 
Draw(void)43 void TB_ItemImage::Draw(void)
44 {
45 	if (!fVisible)
46 		return;
47 
48 	// animate moving item downwards into box
49 	int desty = (ITEMBOX_H / 2) - (sprites[fSprite].h / 2);
50 	if (++fYOffset > desty) fYOffset = desty;
51 
52 	// draw the box frame
53 	TextBox::DrawFrame(ITEMBOX_X, ITEMBOX_Y, ITEMBOX_W, ITEMBOX_H);
54 
55 	// draw the item
56 	int x = ITEMBOX_X + ((ITEMBOX_W / 2) - (sprites[fSprite].w / 2));
57 	if (sprites[fSprite].w == 14) x--;		// hack for ArmsIcons
58 
59 	draw_sprite(x, ITEMBOX_Y + fYOffset, fSprite, fFrame);
60 }
61 
62 
63 
64 
65 
66