1st step in refactoring some of the card rendering logic - currently, each 'client' has duplicated code having to deal with how to render the full card graphic vs text mode vs using a 'back' image if a card isn't found. This is a first pass at consolidating some of that logic to one location - the ultimate goal being, eventually, the resource cache will actually own the notion of whether it's handing out a real card image or a default filler if the card isn't available, and the client code rendering the card should be oblivious.

In this change, I made the CardGui's RenderBig() and AlternateRender() functions protected; anyone wanting to render a card simply calls RenderCard(), and the card drawing mode is passed along as a param.
This commit is contained in:
wrenczes@gmail.com
2010-11-14 08:15:26 +00:00
parent e758c7eea1
commit 27fd107208
9 changed files with 125 additions and 110 deletions
+4 -13
View File
@@ -74,7 +74,7 @@ void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string
JRenderer * renderer = JRenderer::GetInstance();
JQuad * quad = resources.RetrieveCard(source,CACHE_THUMB);
if (!quad)
quad = CardGui::alternateThumbQuad(source);
quad = CardGui::AlternateThumbQuad(source);
if (quad){
quad->SetColor(ARGB(255,255,255,255));
float scale = mHeight / quad->mHeight;
@@ -83,19 +83,10 @@ void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string
mFont->DrawString(_(alt1).c_str(),x,y-15);
}
if (bigQuad){
int showMode = CardSelectorSingleton::Instance()->GetDrawMode();
if (bigQuad)
{
Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
switch(showMode){
case BIG_MODE_SHOW:
CardGui::RenderBig(source,pos);
break;
case BIG_MODE_TEXT:
CardGui::alternateRender(source, pos);
break;
default:
break;
}
CardGui::DrawCard(source, pos, CardSelectorSingleton::Instance()->GetDrawMode());
}
if (targetQuad){