seperated backdrop and backdropframe
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Before Width: | Height: | Size: 298 KiB After Width: | Height: | Size: 151 KiB |
@@ -113237,7 +113237,7 @@ type=Sorcery
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[/card]
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[card]
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name=To Arms!
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auto=lord(creature|myBattlefield) untap
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auto=all(creature|myBattlefield) untap
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auto=draw:1
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text=Untap all creatures you control. -- Draw a card.
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mana={1}{W}
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@@ -232,6 +232,7 @@ void GameApp::Create()
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//WResourceManager::Instance()->RetrieveTexture("gold.png", RETRIEVE_MANAGE);
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//WResourceManager::Instance()->RetrieveTexture("goldglow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("backdropframe.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("handback.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("shadows.png", RETRIEVE_MANAGE);
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@@ -6,6 +6,7 @@
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#include "Rules.h"
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const std::string kBackdropFile = "backdrop.jpg";
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const std::string kBackdropFrameFile = "backdropframe.png";
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GuiBackground::GuiBackground(GameObserver* observer)
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: GuiLayer(observer)
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@@ -20,6 +21,7 @@ void GuiBackground::Render()
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{
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JRenderer* renderer = JRenderer::GetInstance();
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JQuadPtr quad;
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JQuadPtr quadframe = WResourceManager::Instance()->RetrieveTempQuad(kBackdropFrameFile);
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if (observer && observer->mRules && observer->mRules->bg.size())
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{
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quad = WResourceManager::Instance()->RetrieveTempQuad(observer->mRules->bg);
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@@ -32,4 +34,8 @@ void GuiBackground::Render()
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{
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renderer->RenderQuad(quad.get(), 0, 0, 0, SCREEN_WIDTH_F / quad->mWidth, SCREEN_HEIGHT_F / quad->mHeight);
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}
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if (quadframe.get())
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{
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renderer->RenderQuad(quadframe.get(), 0, 0, 0, SCREEN_WIDTH_F / quadframe->mWidth, SCREEN_HEIGHT_F / quadframe->mHeight);
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}
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}
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