J :
* Use the adaptative size system for hand representations.
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@@ -97,10 +97,14 @@ void GuiHandSelf::Repos()
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{
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{
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float y = 48.0;
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float y = 48.0;
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if (Closed == state && OptionClosedHand::VISIBLE == options[Options::CLOSEDHAND].number)
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if (Closed == state && OptionClosedHand::VISIBLE == options[Options::CLOSEDHAND].number)
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{
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float dist = 180.0 / cards.size(); if (dist > 20) dist = 20.0; else y = 40.0;
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cout << dist << endl;
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for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
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for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
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{
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{
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(*it)->x = ClosedRowX; (*it)->y = y;
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(*it)->x = ClosedRowX; (*it)->y = y;
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y += 20;
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y += dist;
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}
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}
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}
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else
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else
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{
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{
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@@ -108,23 +112,25 @@ void GuiHandSelf::Repos()
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if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
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if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
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{
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{
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y = SCREEN_WIDTH - 30;
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y = SCREEN_WIDTH - 30;
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float dist = 240.0 / cards.size(); if (dist > 30) dist = 30; else y = SCREEN_WIDTH - 15;
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for (vector<CardView*>::reverse_iterator it = cards.rbegin(); it != cards.rend(); ++it)
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for (vector<CardView*>::reverse_iterator it = cards.rbegin(); it != cards.rend(); ++it)
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{
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{
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(*it)->x = y;
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(*it)->x = y;
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(*it)->y = SCREEN_HEIGHT - 30;
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(*it)->y = SCREEN_HEIGHT - 30;
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y -= 30;
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y -= dist;
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(*it)->alpha = (q ? 0 : 255);
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(*it)->alpha = (q ? 0 : 255);
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}
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}
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backpos.x = y + SCREEN_HEIGHT - 14;
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backpos.x = y + SCREEN_HEIGHT - 14;
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}
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}
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else
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else
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{
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{
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float dist = 224.0 / ((cards.size() + 1) / 2); if (dist > 65) dist = 65;
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bool flip = false;
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bool flip = false;
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for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
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for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
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{
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{
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(*it)->x = flip ? RightRowX : LeftRowX;
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(*it)->x = flip ? RightRowX : LeftRowX;
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(*it)->y = y;
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(*it)->y = y;
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if (flip) y += 65;
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if (flip) y += dist;
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flip = !flip;
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flip = !flip;
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(*it)->alpha = (q ? 0 : 255);
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(*it)->alpha = (q ? 0 : 255);
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}
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}
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