Forcing LF as the line ending style through SVN properties. No actual code changes here.
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@@ -1,64 +1,64 @@
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#include "PrecompiledHeader.h"
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#include "MTGGamePhase.h"
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MTGGamePhase::MTGGamePhase(int id) :
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ActionElement(id)
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{
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animation = 0;
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currentState = -1;
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mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0); // using 2nd font
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}
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void MTGGamePhase::Update(float dt)
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{
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int newState = GameObserver::GetInstance()->getCurrentGamePhase();
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if (newState != currentState)
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{
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activeState = ACTIVE;
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animation = 4;
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currentState = newState;
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}
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if (animation > 0)
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{
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animation--;
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}
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else
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{
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activeState = INACTIVE;
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animation = 0;
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}
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}
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bool MTGGamePhase::CheckUserInput(JButton key)
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{
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GameObserver * game = GameObserver::GetInstance();
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if (activeState == INACTIVE)
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{
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
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if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
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{
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activeState = ACTIVE;
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game->userRequestNextGamePhase();
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return true;
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}
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}
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return false;
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}
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MTGGamePhase * MTGGamePhase::clone() const
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{
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MTGGamePhase * a = NEW MTGGamePhase(*this);
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a->isClone = 1;
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return a;
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}
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ostream& MTGGamePhase::toString(ostream& out) const
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{
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return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
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}
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#include "PrecompiledHeader.h"
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#include "MTGGamePhase.h"
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MTGGamePhase::MTGGamePhase(int id) :
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ActionElement(id)
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{
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animation = 0;
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currentState = -1;
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mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0); // using 2nd font
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}
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void MTGGamePhase::Update(float dt)
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{
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int newState = GameObserver::GetInstance()->getCurrentGamePhase();
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if (newState != currentState)
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{
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activeState = ACTIVE;
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animation = 4;
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currentState = newState;
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}
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if (animation > 0)
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{
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animation--;
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}
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else
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{
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activeState = INACTIVE;
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animation = 0;
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}
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}
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bool MTGGamePhase::CheckUserInput(JButton key)
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{
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GameObserver * game = GameObserver::GetInstance();
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if (activeState == INACTIVE)
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{
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
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if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
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{
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activeState = ACTIVE;
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game->userRequestNextGamePhase();
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return true;
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}
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}
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return false;
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}
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MTGGamePhase * MTGGamePhase::clone() const
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{
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MTGGamePhase * a = NEW MTGGamePhase(*this);
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a->isClone = 1;
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return a;
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}
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ostream& MTGGamePhase::toString(ostream& out) const
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{
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return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
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}
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