Jeck - Added theme substyles, which are chosen dynamically based on the player's deck composition. Also added lazy unit test for booster packs, though there should be a better way to framework this.
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146
projects/mtg/src/StyleManager.cpp
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146
projects/mtg/src/StyleManager.cpp
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#include "../include/config.h"
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#include "../include/GameApp.h"
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#include "../include/GuiBackground.h"
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#include "../include/GameObserver.h"
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#include "../include/Rules.h"
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#include "../include/DeckDataWrapper.h"
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#include "../include/WFilter.h"
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#include "../include/StyleManager.h"
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#include "../../../JGE/src/tinyxml/tinyxml.h"
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void StyleManager::killRules(){
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activeStyle = "";
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vector<WStyleRule*>::iterator i;
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for(i=rules.begin();i!=rules.end();i++)
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SAFE_DELETE(*i);
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rules.clear();
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map<string,WStyle*>::iterator mi;
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for(mi=styles.begin();mi!=styles.end();mi++){
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SAFE_DELETE(mi->second);
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}
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styles.clear();
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}
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StyleManager::StyleManager(){
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loadRules();
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}
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StyleManager::~StyleManager(){
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killRules();
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}
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string WStyle::stylized(string filename){
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if(mapping.find(filename) != mapping.end())
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return mapping[filename];
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return filename;
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}
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void StyleManager::loadRules(){
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killRules();
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//TODO Placeholder until XML format available.
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string filename = RESPATH"/" + resources.graphicsFile("style.txt");
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TiXmlDocument xmlfile(filename.c_str());
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if(!xmlfile.LoadFile())
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return;
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TiXmlHandle hDoc(&xmlfile);
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TiXmlElement * pRule;
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for(pRule = hDoc.FirstChildElement().Element();pRule!=NULL;pRule=pRule->NextSiblingElement()){
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//root should be "pack"
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string tag = pRule->Value();
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std::transform(tag.begin(),tag.end(),tag.begin(),::tolower);
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if(tag == "activebg"){
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//After validating, handle actual loading.
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TiXmlElement * pSlot;
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const char * holder = NULL;
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holder = pRule->Attribute("source");
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if(holder) playerSrc = atoi(holder); else playerSrc = -1;
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for (pSlot=pRule->FirstChildElement();pSlot!=NULL;pSlot=pSlot->NextSiblingElement()){
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//Load slot.
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tag = pSlot->Value();
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std::transform(tag.begin(),tag.end(),tag.begin(),::tolower);
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if(tag != "case") continue;
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WStyleRule * r = NEW WStyleRule();
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rules.push_back(r);
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holder = pSlot->Attribute("rule");
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if(holder) r->filter = holder;
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r->style = pSlot->GetText();
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}
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} else if(tag == "style"){
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TiXmlElement * pSlot;
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const char * holder = NULL;
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holder = pRule->Attribute("name");
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if(!holder) continue;
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string sname = holder;
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WStyle * s = NEW WStyle();
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for (pSlot=pRule->FirstChildElement();pSlot!=NULL;pSlot=pSlot->NextSiblingElement()){
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tag = pSlot->Value();
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std::transform(tag.begin(),tag.end(),tag.begin(),::tolower);
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if(tag.size() && pSlot->GetText())
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s->mapping[tag] = pSlot->GetText();
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}
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if(styles[sname]) SAFE_DELETE(styles[sname]);
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styles[sname] = s;
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}
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}
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determineActive(NULL,NULL);
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return;
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}
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WStyle * StyleManager::get() {
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if(styles.find(activeStyle) != styles.end())
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return styles[activeStyle];
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return NULL;
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};
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void StyleManager::determineActive(MTGDeck * p1, MTGDeck * p2)
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{
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string check = options[Options::GUI_STYLE].str;
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if(check.size() && styles.find(check) != styles.end()){
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string prior = activeStyle;
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activeStyle = check;
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if(prior != activeStyle)
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resources.Refresh();
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return;
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}
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topRule = -1; topSize = 0;
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MTGDeck * tempDeck = NEW MTGDeck(GameApp::collection);
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if(p1 && playerSrc != 2) tempDeck->add(p1);
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if(p2 && playerSrc != 1) tempDeck->add(p2);
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WCFilterFactory * ff = WCFilterFactory::GetInstance();
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if(tempDeck){
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DeckDataWrapper * ddw = NEW DeckDataWrapper(tempDeck);
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for(int r=0;r<(int)rules.size();r++){
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ddw->clearFilters();
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ddw->addFilter(ff->Construct(rules[r]->filter));
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ddw->validate();
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int ct = ddw->getCount(WSrcDeck::FILTERED_COPIES);
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if(ct > topSize) {
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topRule = r;
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topSize = ct;
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}
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}
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delete tempDeck;
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delete ddw;
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}
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string prior = activeStyle;
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activeStyle = "";
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if(topRule >= 0){
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map<string,WStyle*>::iterator mi = styles.find(rules[topRule]->style);
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if(mi != styles.end())
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activeStyle = mi->first;
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}
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if(prior != activeStyle)
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resources.Refresh();
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}
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