Refactor gamestatedeckviewer and add a grid view suited...
for bigger screens.
This commit is contained in:
194
projects/mtg/src/DeckView.cpp
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194
projects/mtg/src/DeckView.cpp
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#include "DeckView.h"
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#include "GameOptions.h"
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#include "CardGui.h"
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const float DeckView::max_scale = 0.96f;
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const float DeckView::x_center = 180;
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const float DeckView::right_border = SCREEN_WIDTH + 180;
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DeckView::DeckView(int numberOfCards)
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: dirtyFilters(true), dirtyCardPos(true), last_user_activity(0.0f), mFilter(0), mCurrentDeck(NULL)
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{
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mCards.resize(numberOfCards);
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}
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DeckView::~DeckView()
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{
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}
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void DeckView::Reset()
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{
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dirtyFilters = true;
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dirtyCardPos = true;
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last_user_activity = 0;
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mFilter = 0;
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mCurrentDeck = NULL;
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}
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void DeckView::Update(float dt)
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{
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last_user_activity += dt;
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UpdateViewState(dt);
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if(dirtyCardPos){
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for(unsigned int i = 0; i < mCards.size(); ++i)
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{
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UpdateCardPosition(mCards[i], i);
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}
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dirtyCardPos = false;
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}
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}
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void DeckView::SetDeck(DeckDataWrapper *toShow)
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{
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mCurrentDeck = toShow;
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reloadIndexes();
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}
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DeckDataWrapper* DeckView::deck()
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{
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return mCurrentDeck;
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}
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void DeckView::SwitchFilter(int delta)
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{
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unsigned int FilterCount = Constants::NB_Colors + 1;
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mFilter = (FilterCount + mFilter + delta) % FilterCount;
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}
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int DeckView::filter(){
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return mFilter;
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}
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void DeckView::reloadIndexes() //fixme: feels ugly. check if we can remove this
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{
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for (unsigned int i = 0; i < mCards.size(); i++)
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{
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mCards[i].card = deck()->getCard(i);
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}
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}
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DeckView::CardRep& DeckView::getCardRep(unsigned int index)
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{
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return mCards[index];
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}
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void DeckView::renderCard(int index, int alpha)
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{
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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const CardRep& cardPosition = getCardRep(index);
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if (!cardPosition.card) return;
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if (!WResourceManager::Instance()->IsThreaded())
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{
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JQuadPtr backQuad = WResourceManager::Instance()->GetQuad(kGenericCardID);
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JQuadPtr quad;
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int cacheError = CACHE_ERROR_NONE;
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if (!options[Options::DISABLECARDS].number)
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{
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quad = WResourceManager::Instance()->RetrieveCard(cardPosition.card, RETRIEVE_EXISTING);
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cacheError = WResourceManager::Instance()->RetrieveError();
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if (!quad.get() && cacheError != CACHE_ERROR_404)
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{
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if (last_user_activity > (abs(2 - index) + 1) * NO_USER_ACTIVITY_SHOWCARD_DELAY)
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quad = WResourceManager::Instance()->RetrieveCard(cardPosition.card);
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else
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{
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quad = backQuad;
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}
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}
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}
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if (quad.get())
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{
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if (quad == backQuad)
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{
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quad->SetColor(ARGB(255,255,255,255));
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float _scale = cardPosition.scale * (285 / quad->mHeight);
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JRenderer::GetInstance()->RenderQuad(quad.get(), cardPosition.x, cardPosition.y, 0.0f, _scale, _scale);
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}
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else
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{
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Pos pos = Pos(cardPosition.x, cardPosition.y, cardPosition.scale * 285 / 250, 0.0, 255);
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CardGui::DrawCard(cardPosition.card, pos);
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}
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}
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else
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{
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Pos pos = Pos(cardPosition.x, cardPosition.y, cardPosition.scale * 285 / 250, 0.0, 255);
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CardGui::DrawCard(cardPosition.card, pos, DrawMode::kText);
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}
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}
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else
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{
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int mode = !options[Options::DISABLECARDS].number ? DrawMode::kNormal : DrawMode::kText;
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Pos pos = Pos(cardPosition.x, cardPosition.y, cardPosition.scale * 285 / 250, 0.0, 255);
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CardGui::DrawCard(cardPosition.card, pos, mode);
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}
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int quadAlpha = alpha;
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if (!deck()->count(cardPosition.card)) quadAlpha /= 2;
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quadAlpha = 255 - quadAlpha;
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if (quadAlpha > 0)
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{
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JRenderer::GetInstance()->FillRect(cardPosition.x - cardPosition.scale * 100.0f, cardPosition.y - cardPosition.scale * 142.5f, cardPosition.scale * 200.0f, cardPosition.scale * 285.0f,
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ARGB(quadAlpha,0,0,0));
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}
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if (last_user_activity < 3)
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{
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int fontAlpha = alpha;
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float qtY = cardPosition.y - 135 * cardPosition.scale;
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float qtX = cardPosition.x + 40 * cardPosition.scale;
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char buffer[4096];
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sprintf(buffer, "x%i", deck()->count(cardPosition.card));
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WFont * font = mFont;
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font->SetColor(ARGB(fontAlpha/2,0,0,0));
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JRenderer::GetInstance()->FillRect(qtX, qtY, font->GetStringWidth(buffer) + 6, 16, ARGB(fontAlpha/2,0,0,0));
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font->DrawString(buffer, qtX + 4, qtY + 4);
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font->SetColor(ARGB(fontAlpha,255,255,255));
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font->DrawString(buffer, qtX + 2, qtY + 2);
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font->SetColor(ARGB(255,255,255,255));
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}
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}
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int DeckView::getCardIndexNextTo(int x, int y)
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{
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int bestCardIndex = -1;
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float bestDistance = 0;
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for(unsigned int i = 0; i < mCards.size(); i++)
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{
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const CardRep& cardPosition = getCardRep(i);
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float dx = (x - cardPosition.x);
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float dy = (y - cardPosition.y);
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float dist = dx*dx + dy*dy;
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if(dist < bestDistance || bestCardIndex == -1)
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{
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bestDistance = dist;
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bestCardIndex = i;
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}
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}
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return bestCardIndex;
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}
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int DeckView::getPosition()
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{
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if(!mCurrentDeck){ return 0; }
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int total = mCurrentDeck->Size();
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int currentPos = (mCurrentDeck->getOffset() + 3) % total;
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while (currentPos <= 0) currentPos += total;
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return currentPos;
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}
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