Erwan
- fix issue 89 and issue 90 - In the future, we will probably want cardSelector to handle CardDisplay somehow (although carddisplay is used in the Shop as well...)
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@@ -9,8 +9,8 @@ CardDisplay::CardDisplay() : mId(0), game(GameObserver::GetInstance()) {
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listener = NULL;
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nb_displayed_items = 7;
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start_item = 0;
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x= 0;
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y= 0;
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x = 0;
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y = 0;
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zone = NULL;
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}
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@@ -159,11 +159,29 @@ void CardDisplay::Render(){
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}
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}
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//TODO: CardSelector should handle the graveyard and the library in the future...
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if (mCount && mObjects[mCurr] != NULL){
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mObjects[mCurr]->Render();
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//TODO Put these two lines back!!!
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// CardGui * cardg = ((CardGui *)mObjects[mCurr]);
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// cardg->RenderBig(-1,-1,showBigCards-1);
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CardGui * cardg = ((CardGui *)mObjects[mCurr]);
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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int showMode = BIG_MODE_SHOW;
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if (game){
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showMode = game->mLayers->cs->bigMode;
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pos.actY = 150;
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if (x < (CardGui::BigWidth / 2)) pos.actX = SCREEN_WIDTH - 10 - CardGui::BigWidth / 2;
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}
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switch(showMode){
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case BIG_MODE_SHOW:
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cardg->RenderBig(pos);
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break;
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case BIG_MODE_TEXT:
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cardg->alternateRenderBig(pos);
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break;
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default:
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break;
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}
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}
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}
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