- reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes

- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
This commit is contained in:
Xawotihs
2011-10-01 13:30:30 +00:00
parent d6db0c4f63
commit 9adb9d625d
86 changed files with 1902 additions and 1961 deletions

View File

@@ -7,7 +7,8 @@
const std::string kBackdropFile = "backdrop.jpg";
GuiBackground::GuiBackground()
GuiBackground::GuiBackground(GameObserver* observer)
: GuiLayer(observer)
{
}
@@ -19,10 +20,9 @@ void GuiBackground::Render()
{
JRenderer* renderer = JRenderer::GetInstance();
JQuadPtr quad;
GameObserver * go = GameObserver::GetInstance();
if (go && go->mRules && go->mRules->bg.size())
if (observer && observer->mRules && observer->mRules->bg.size())
{
quad = WResourceManager::Instance()->RetrieveTempQuad(go->mRules->bg);
quad = WResourceManager::Instance()->RetrieveTempQuad(observer->mRules->bg);
}
if (!quad.get())
{