code cleanup
This commit is contained in:
@@ -237,21 +237,6 @@ void CardGui::Render()
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if (quad)
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{
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quad->SetColor(ARGB(static_cast<unsigned char>(actA),255,255,255));
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//static border
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/*if(card->isTapped())
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{
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//focus?
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CardView* cv = dynamic_cast<CardView*>(card->view);
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if(cv->mHasFocus)
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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));
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else
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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));
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}
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else
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{
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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));
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}*///the border needs animation when the card rotates...but how?
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//fake border...
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JQuadPtr fakeborder;
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fakeborder = game? game->getResourceManager()->GetQuad("white"):WResourceManager::Instance()->GetQuad("white");
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@@ -265,41 +250,25 @@ void CardGui::Render()
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{
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if(card->isTapped())
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{
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//focus?
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CardView* cv = dynamic_cast<CardView*>(card->view);
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if(cv->mHasFocus)
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{
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if(mHasFocus)
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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));
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}
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else
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{
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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));
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}
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}
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else
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{
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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));
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}
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}
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if (card && card->isTargetter())
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{
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if(card->isTapped())
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{
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//focus?
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CardView* cv = dynamic_cast<CardView*>(card->view);
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if(cv->mHasFocus)
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{
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if(mHasFocus)
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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));
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}
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else
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{
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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));
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}
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}
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else
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{
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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));
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}
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}
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//draw the card image
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renderer->RenderQuad(quad.get(), actX, actY, actT, scale, scale);
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@@ -347,41 +316,25 @@ void CardGui::Render()
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{
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if(card->isTapped())
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{
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//focus?
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CardView* cv = dynamic_cast<CardView*>(card->view);
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if(cv->mHasFocus)
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{
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if(mHasFocus)
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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));
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}
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else
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{
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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));
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}
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}
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else
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{
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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));
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}
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}
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if (card && card->isTargetter())
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{
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if(card->isTapped())
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{
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//focus?
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CardView* cv = dynamic_cast<CardView*>(card->view);
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if(cv->mHasFocus)
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{
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if(mHasFocus)
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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));
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}
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else
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{
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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));
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}
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}
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else
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{
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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));
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}
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}
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//draws the numbers power/toughness
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