diff --git a/projects/mtg/src/CardGui.cpp b/projects/mtg/src/CardGui.cpp index 28628774f..15ae389f5 100644 --- a/projects/mtg/src/CardGui.cpp +++ b/projects/mtg/src/CardGui.cpp @@ -237,21 +237,6 @@ void CardGui::Render() if (quad) { quad->SetColor(ARGB(static_cast(actA),255,255,255)); - //static border - /*if(card->isTapped()) - { - //focus? - CardView* cv = dynamic_cast(card->view); - if(cv->mHasFocus) - renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-9.0f,actY - (scale * quad->mHeight / 2)+7, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.0f,ARGB(250,20,20,20)); - else - renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-7,actY - (scale * quad->mHeight / 2)+5.5f, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.0f,ARGB(250,20,20,20)); - } - else - { - renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-1,actY - (scale * quad->mHeight / 2)-1, (scale * quad->mWidth)-0.02f, (scale * quad->mHeight)-0.02f, 1.0f,ARGB(250,20,20,20)); - }*///the border needs animation when the card rotates...but how? - //fake border... JQuadPtr fakeborder; fakeborder = game? game->getResourceManager()->GetQuad("white"):WResourceManager::Instance()->GetQuad("white"); @@ -265,41 +250,25 @@ void CardGui::Render() { if(card->isTapped()) { - //focus? - CardView* cv = dynamic_cast(card->view); - if(cv->mHasFocus) - { + if(mHasFocus) renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-10,actY - (scale * quad->mHeight / 2)+6.5f, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(95,255,0,0)); - } else - { renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-8,actY - (scale * quad->mHeight / 2)+4, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(95,255,0,0)); - } } else - { renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-2,actY - (scale * quad->mHeight / 2)-2, (scale * quad->mWidth)-0.02f, (scale * quad->mHeight)-0.02f, 1.8f,ARGB(95,255,0,0)); - } } if (card && card->isTargetter()) { if(card->isTapped()) { - //focus? - CardView* cv = dynamic_cast(card->view); - if(cv->mHasFocus) - { + if(mHasFocus) renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-10,actY - (scale * quad->mHeight / 2)+6.5f, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(95,0,245,0)); - } else - { renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-8,actY - (scale * quad->mHeight / 2)+4, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(95,0,245,0)); - } } else - { renderer->FillRoundRect(actX - (scale * quad->mWidth / 2)-2,actY - (scale * quad->mHeight / 2)-2, (scale * quad->mWidth)-0.02f, (scale * quad->mHeight)-0.02f, 1.8f,ARGB(95,0,245,0)); - } } //draw the card image renderer->RenderQuad(quad.get(), actX, actY, actT, scale, scale); @@ -347,41 +316,25 @@ void CardGui::Render() { if(card->isTapped()) { - //focus? - CardView* cv = dynamic_cast(card->view); - if(cv->mHasFocus) - { + if(mHasFocus) renderer->DrawRoundRect(actX - (scale * quad->mWidth / 2)-10,actY - (scale * quad->mHeight / 2)+6.5f, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(250,255,0,0)); - } else - { renderer->DrawRoundRect(actX - (scale * quad->mWidth / 2)-8,actY - (scale * quad->mHeight / 2)+4, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(250,255,0,0)); - } } else - { renderer->DrawRoundRect(actX - (scale * quad->mWidth / 2)-2,actY - (scale * quad->mHeight / 2)-2, (scale * quad->mWidth)-0.02f, (scale * quad->mHeight)-0.02f, 1.8f,ARGB(250,255,0,0)); - } } if (card && card->isTargetter()) { if(card->isTapped()) { - //focus? - CardView* cv = dynamic_cast(card->view); - if(cv->mHasFocus) - { + if(mHasFocus) renderer->DrawRoundRect(actX - (scale * quad->mWidth / 2)-10,actY - (scale * quad->mHeight / 2)+6.5f, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(250,0,255,0)); - } else - { renderer->DrawRoundRect(actX - (scale * quad->mWidth / 2)-8,actY - (scale * quad->mHeight / 2)+4, (scale * quad->mHeight)-0.02f, (scale * quad->mWidth)-0.02f, 1.8f,ARGB(250,0,255,0)); - } } else - { renderer->DrawRoundRect(actX - (scale * quad->mWidth / 2)-2,actY - (scale * quad->mHeight / 2)-2, (scale * quad->mWidth)-0.02f, (scale * quad->mHeight)-0.02f, 1.8f,ARGB(250,0,255,0)); - } } //draws the numbers power/toughness