Fixed a selection problem sometimes hapenning on the hand zone in touch/mouse mode and removed dead code.
This commit is contained in:
@@ -32,7 +32,6 @@ public:
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virtual void Add(PlayGuiObject*) = 0;
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virtual void Remove(PlayGuiObject*) = 0;
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virtual bool CheckUserInput(JButton key) = 0;
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virtual bool CheckUserInput(int x, int y) = 0;
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virtual void PushLimitor() = 0;
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virtual void PopLimitor() = 0;
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virtual void Limit(LimitorFunctor<PlayGuiObject>* inLimitor, CardView::SelectorZone inZone) = 0;
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@@ -75,7 +74,6 @@ public:
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void Add(PlayGuiObject*);
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void Remove(PlayGuiObject*);
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bool CheckUserInput(JButton key);
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bool CheckUserInput(int x, int y);
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void Update(float dt);
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void Render();
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void Push();
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@@ -226,123 +226,68 @@ bool CardSelector::CheckUserInput(JButton key)
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}
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}
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}
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if (active != oldactive)
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if(key != JGE_BTN_NONE)
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{
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CardView::SelectorZone oldowner, owner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive))
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oldowner = q->owner;
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else
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oldowner = CardView::nullZone;
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if (CardView *q = dynamic_cast<CardView*>(active))
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owner = q->owner;
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else
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owner = CardView::nullZone;
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if (oldowner != owner)
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{
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if (CardView::nullZone != owner)
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{
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if (PlayGuiObject* old = fetchMemory(lasts[owner]))
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switch (key)
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{
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case JGE_BTN_LEFT:
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if (old->x < oldactive->x)
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active = old;
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break;
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case JGE_BTN_RIGHT:
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if (old->x > oldactive->x)
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active = old;
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break;
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case JGE_BTN_UP:
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if (old->y < oldactive->y)
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active = old;
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break;
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case JGE_BTN_DOWN:
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if (old->y > oldactive->y)
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active = old;
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break;
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default:
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if (old)
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active = old;
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break;
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}
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}
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lasts[oldowner] = SelectorMemory(oldactive);
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}
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}
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else
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{
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// active card hasn't changed - that means we're probably at an edge of the battlefield.
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// check if we're not already a selected avatar - if not, select one depending whether we're going up/down.
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GuiAvatar* avatar = dynamic_cast<GuiAvatar*> (active);
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if (!avatar)
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{
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if (key == JGE_BTN_DOWN)
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{
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active = duel->GetAvatars()->GetSelf();
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}
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else if (key == JGE_BTN_UP)
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{
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active = duel->GetAvatars()->GetOpponent();
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}
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}
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}
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if (active != oldactive)
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{
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{
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CardView* c = dynamic_cast<CardView*> (oldactive);
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if (c)
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c->zoom = 1.0f;
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}
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{
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CardView* c = dynamic_cast<CardView*> (active);
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if (c)
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c->zoom = 1.4f;
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}
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if (oldactive)
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oldactive->Leaving(JGE_BTN_NONE);
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if (active)
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active->Entering();
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}
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return true;
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}
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bool CardSelector::CheckUserInput(int x, int y)
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{
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if (!active)
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{
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for (vector<Target*>::iterator it = cards.begin(); it != cards.end(); ++it)
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if ((NULL == limitor) || (limitor->select(*it)))
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{
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active = *it;
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active->Entering();
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return true;
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}
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return true;
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}
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Target* oldactive = active;
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active = closest<True> (cards, limitor, static_cast<float> (x), static_cast<float> (y));
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if (active != oldactive)
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{
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CardView::SelectorZone oldowner, owner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive))
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oldowner = q->owner;
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else
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oldowner = CardView::nullZone;
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if (CardView *q = dynamic_cast<CardView*>(active))
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owner = q->owner;
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else
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owner = CardView::nullZone;
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if (oldowner != owner)
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{
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if (CardView::nullZone != owner)
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{
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if (PlayGuiObject* old = fetchMemory(lasts[owner]))
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if (old)
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active = old;
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}
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lasts[oldowner] = SelectorMemory(oldactive);
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}
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if (active != oldactive)
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{
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CardView::SelectorZone oldowner, owner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive))
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oldowner = q->owner;
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else
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oldowner = CardView::nullZone;
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if (CardView *q = dynamic_cast<CardView*>(active))
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owner = q->owner;
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else
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owner = CardView::nullZone;
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if (oldowner != owner)
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{
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if (CardView::nullZone != owner)
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{
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if (PlayGuiObject* old = fetchMemory(lasts[owner]))
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switch (key)
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{
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case JGE_BTN_LEFT:
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if (old->x < oldactive->x)
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active = old;
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break;
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case JGE_BTN_RIGHT:
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if (old->x > oldactive->x)
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active = old;
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break;
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case JGE_BTN_UP:
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if (old->y < oldactive->y)
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active = old;
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break;
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case JGE_BTN_DOWN:
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if (old->y > oldactive->y)
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active = old;
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break;
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default:
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if (old)
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active = old;
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break;
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}
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}
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lasts[oldowner] = SelectorMemory(oldactive);
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}
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}
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else
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{
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// active card hasn't changed - that means we're probably at an edge of the battlefield.
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// check if we're not already a selected avatar - if not, select one depending whether we're going up/down.
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GuiAvatar* avatar = dynamic_cast<GuiAvatar*> (active);
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if (!avatar)
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{
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if (key == JGE_BTN_DOWN)
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{
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active = duel->GetAvatars()->GetSelf();
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}
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else if (key == JGE_BTN_UP)
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{
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active = duel->GetAvatars()->GetOpponent();
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}
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}
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}
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}
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if (active != oldactive)
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{
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