- graphical representation of counters. see graphics/counters/quest.jpg for an example
- rewrote some code dealing with text formatting for a card when rendering in text mode. I could swear my code has been reverted. If somebody has good reason to believe we should re-process the string formatting on every frame, please let me now. I believe my change can help rendering speed of text mode a lot. - counters change to vector instead of array
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@@ -2484,7 +2484,7 @@ public:
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string sourcename = ((MTGCardInstance*)source)->name;
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tokenText.append(") source: ");
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tokenText.append( sourcename);
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myToken->text = tokenText;
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myToken->setText(tokenText);
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}
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setTokenOwner();
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tokenReciever->game->temp->addCard(myToken);
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@@ -33,7 +33,7 @@ protected:
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*/
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static void RenderBig(MTGCard * card, const Pos& pos);
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void RenderCountersBig(const Pos& pos);
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static void RenderCountersBig(MTGCard * card, const Pos& pos, int drawMode = DrawMode::kNormal);
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static void AlternateRender(MTGCard * card, const Pos& pos);
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static void TinyCropRender(MTGCard * card, const Pos& pos, JQuad * quad);
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@@ -26,12 +26,15 @@ class CardPrimitive
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: public InstanceCounter<CardPrimitive>
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#endif
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{
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private:
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string text;
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vector<string> formattedText;
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protected:
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string lcname;
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ManaCost manaCost;
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public:
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string text;
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string name;
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int init();
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@@ -67,7 +70,7 @@ public:
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int has(int ability);
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void setText(const string& value);
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const string& getText();
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const vector<string>& getFormattedText();
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void addMagicText(string value);
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void addMagicText(string value, string zone);
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@@ -28,7 +28,7 @@ class Counters
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{
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public:
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int mCount;
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Counter * counters[10];
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vector<Counter *>counters;
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MTGCardInstance * target;
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Counters(MTGCardInstance * _target);
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~Counters();
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