* Remove ^M's.
* Re-indent automatically.
* Remove whitespace at the end of lines.
This commit is contained in:
jean.chalard
2008-11-12 13:45:42 +00:00
parent 6ad6f9b668
commit c97dd1f260
116 changed files with 18073 additions and 18073 deletions

View File

@@ -1,11 +1,11 @@
#include "../include/debug.h"
#include "../include/PlayGuiObjectController.h"
#include "../include/debug.h"
#include "../include/PlayGuiObjectController.h"
#include "../include/PlayGuiObject.h"
#include "../include/GameObserver.h"
bool PlayGuiObjectController::showBigCards = true;
#include "../include/GameObserver.h"
bool PlayGuiObjectController::showBigCards = true;
int PlayGuiObjectController::getClosestItem(int direction){
return getClosestItem(direction, 35);
}
@@ -19,153 +19,153 @@ int PlayGuiObjectController::getClosestItem(int direction, float tolerance){
return mCurr;
}
float maxDist = SCREEN_WIDTH * SCREEN_WIDTH;
float maxDist = SCREEN_WIDTH * SCREEN_WIDTH;
PlayGuiObject * current = (PlayGuiObject *)mObjects[mCurr];
int closest_match = -1;
int available = 0;
float x0, y0, x1, y1;
x0 = current->x;
y0 = current->y;
int closest_match = -1;
int available = 0;
float x0, y0, x1, y1;
x0 = current->x;
y0 = current->y;
for (int i=0;i<mCount;i++){
if (i == mCurr) continue;
PlayGuiObject * other = (PlayGuiObject *) mObjects[i];
x1 = other->x;
y1 = other->y;
float dist = (x0-x1)*(x0-x1) + (y0-y1)*(y0-y1);
if (dist>=maxDist) continue;
//Potential match !
int ok = 0;
switch(direction){
case DIR_DOWN:
if (y1 > y0){
available = 1;
if (fabs(x0-x1) < tolerance ) ok = 1;
}
break;
case DIR_UP:
if (y1 < y0){
available = 1;
if (fabs(x0-x1) < tolerance ) ok = 1;
}
break;
case DIR_LEFT:
if (x1 < x0){
available = 1;
if (fabs(y0-y1) < tolerance ) ok = 1;
}
break;
case DIR_RIGHT:
if (x1 > x0){
available = 1;
if (fabs(y0-y1) < tolerance ) ok = 1;
}
break;
}
if (ok){
closest_match = i;
maxDist = dist;
}
}
if (closest_match == -1){
if (available) return getClosestItem(direction,tolerance+5);
return mCurr;
}
return closest_match;
if (i == mCurr) continue;
PlayGuiObject * other = (PlayGuiObject *) mObjects[i];
x1 = other->x;
y1 = other->y;
float dist = (x0-x1)*(x0-x1) + (y0-y1)*(y0-y1);
if (dist>=maxDist) continue;
//Potential match !
int ok = 0;
switch(direction){
case DIR_DOWN:
if (y1 > y0){
available = 1;
if (fabs(x0-x1) < tolerance ) ok = 1;
}
break;
case DIR_UP:
if (y1 < y0){
available = 1;
if (fabs(x0-x1) < tolerance ) ok = 1;
}
break;
case DIR_LEFT:
if (x1 < x0){
available = 1;
if (fabs(y0-y1) < tolerance ) ok = 1;
}
break;
case DIR_RIGHT:
if (x1 > x0){
available = 1;
if (fabs(y0-y1) < tolerance ) ok = 1;
}
break;
}
if (ok){
closest_match = i;
maxDist = dist;
}
}
if (closest_match == -1){
if (available) return getClosestItem(direction,tolerance+5);
return mCurr;
}
return closest_match;
}
/*
int PlayGuiObjectController::getClosestItem(int direction, float tolerance){
int PlayGuiObjectController::getClosestItem(int direction, float tolerance){
if (mCount == 0){
return -1;
return -1;
}
if (mCount == 1){
return mCurr;
return mCurr;
}
float MaxTolerance = SCREEN_HEIGHT;
float MaxTolerance = SCREEN_HEIGHT;
PlayGuiObject * current = (PlayGuiObject *)mObjects[mCurr];
int found = 0;
int closest_match_id = -1;
for (int i=0;i<mCount;i++){
fprintf(stderr, "distance STEP 3-%i\n", i);
if (i != mCurr){ //Don't wanna return the same object as currently selected
if (closest_match_id == -1){
closest_match_id = i;
}
if (mObjects[i]!=NULL){
float x0, y0, x1, y1,closest;
PlayGuiObject * closest_match = (PlayGuiObject *)mObjects[closest_match_id];
PlayGuiObject * other = (PlayGuiObject *) mObjects[i];
fprintf(stderr, "distance STEP 4-%i\n", i);
switch(direction){
case DIR_DOWN:
x0 = current->x;
y0 = current->y;
x1 = other->x;
y1 = other->y;
closest = closest_match->y - y0;
break;
case DIR_UP:
x0 = current->x;
y0 = other->y;
x1 = other->x;
y1 = current->y;
closest = y1 - closest_match->y;
break;
case DIR_LEFT:
MaxTolerance = SCREEN_WIDTH;
x0 = current->y;
y1 = current->x;
x1 = other->y;
y0 = other->x;
closest = y1 - closest_match->x;
break;
case DIR_RIGHT:
MaxTolerance = SCREEN_WIDTH;
x0 = current->y;
fprintf(stderr, "distance STEP 401\n");
y0 = current->x;
fprintf(stderr, "distance STEP 402\n");
x1 = other->y;
fprintf(stderr, "distance STEP 403\n");
y1 = other->x;
fprintf(stderr, "distance STEP 404\n");
closest = closest_match->x - y0;
fprintf(stderr, "distance STEP 405\n");
break;
}
fprintf(stderr, "distance STEP 5\n");
float distance = y1-y0;
float lateral_distance = fabs(x1-x0);
fprintf(stderr, "distance STEP 6 \n");
if (lateral_distance < tolerance){
fprintf(stderr, "distance STEP 7\n");
if (distance > 0 && (!found || (distance < closest && closest > 0 ))){
fprintf(stderr, "distance STEP 3-%i\n", i);
if (i != mCurr){ //Don't wanna return the same object as currently selected
if (closest_match_id == -1){
closest_match_id = i;
}
if (mObjects[i]!=NULL){
float x0, y0, x1, y1,closest;
PlayGuiObject * closest_match = (PlayGuiObject *)mObjects[closest_match_id];
PlayGuiObject * other = (PlayGuiObject *) mObjects[i];
fprintf(stderr, "distance STEP 4-%i\n", i);
switch(direction){
case DIR_DOWN:
x0 = current->x;
y0 = current->y;
x1 = other->x;
y1 = other->y;
closest = closest_match->y - y0;
break;
case DIR_UP:
x0 = current->x;
y0 = other->y;
x1 = other->x;
y1 = current->y;
closest = y1 - closest_match->y;
break;
case DIR_LEFT:
MaxTolerance = SCREEN_WIDTH;
x0 = current->y;
y1 = current->x;
x1 = other->y;
y0 = other->x;
closest = y1 - closest_match->x;
break;
case DIR_RIGHT:
MaxTolerance = SCREEN_WIDTH;
x0 = current->y;
fprintf(stderr, "distance STEP 401\n");
found = 1;
closest_match_id = i;
fprintf(stderr, "distance STEP 8\n");
}
}
}// if (mObjects[i]!=NULL)
}
y0 = current->x;
fprintf(stderr, "distance STEP 402\n");
x1 = other->y;
fprintf(stderr, "distance STEP 403\n");
y1 = other->x;
fprintf(stderr, "distance STEP 404\n");
closest = closest_match->x - y0;
fprintf(stderr, "distance STEP 405\n");
break;
}
fprintf(stderr, "distance STEP 5\n");
float distance = y1-y0;
float lateral_distance = fabs(x1-x0);
fprintf(stderr, "distance STEP 6 \n");
if (lateral_distance < tolerance){
fprintf(stderr, "distance STEP 7\n");
if (distance > 0 && (!found || (distance < closest && closest > 0 ))){
found = 1;
closest_match_id = i;
fprintf(stderr, "distance STEP 8\n");
}
}
}// if (mObjects[i]!=NULL)
}
}
if (!found){
fprintf(stderr, "NOT FOUND !\n");
if (tolerance < MaxTolerance){
fprintf(stderr, "distance STEP 9\n");
return getClosestItem(direction, tolerance + 5);
}else{
fprintf(stderr, "Closest Match ID: %i\n", mCurr);
return mCurr;
}
if (tolerance < MaxTolerance){
fprintf(stderr, "distance STEP 9\n");
return getClosestItem(direction, tolerance + 5);
}else{
fprintf(stderr, "Closest Match ID: %i\n", mCurr);
return mCurr;
}
}
fprintf(stderr, "Closest Match ID: %i\n", closest_match_id);
return closest_match_id;
}
}
*/
void PlayGuiObjectController::Update(float dt){
for (int i=0;i<mCount;i++){
@@ -177,74 +177,74 @@ void PlayGuiObjectController::Update(float dt){
void PlayGuiObjectController::CheckUserInput(float dt){
if (!mCount)
return;
if (game != NULL){
if (mEngine->GetButtonClick(mActionButton)){
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed()){
game->ButtonPressed(mId, (PlayGuiObject *)mObjects[mCurr]);
return;
}
}
if (mEngine->GetButtonClick(PSP_CTRL_CROSS)){
game->cancelCurrentAction();
}
}
if (!mCount)
return;
if (game != NULL){
if (mEngine->GetButtonClick(mActionButton)){
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed()){
game->ButtonPressed(mId, (PlayGuiObject *)mObjects[mCurr]);
return;
}
}
if (mEngine->GetButtonClick(PSP_CTRL_CROSS)){
game->cancelCurrentAction();
}
}
if (mEngine->GetButtonState(PSP_CTRL_LEFT))
if (mEngine->GetButtonState(PSP_CTRL_LEFT))
{
if (KeyRepeated(PSP_CTRL_LEFT, dt))
{
if (KeyRepeated(PSP_CTRL_LEFT, dt))
{
int n = getClosestItem(DIR_LEFT);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_LEFT))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
int n = getClosestItem(DIR_LEFT);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_LEFT))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
else if (mEngine->GetButtonState(PSP_CTRL_RIGHT))
}
else if (mEngine->GetButtonState(PSP_CTRL_RIGHT))
{
if (KeyRepeated(PSP_CTRL_RIGHT, dt))
{
if (KeyRepeated(PSP_CTRL_RIGHT, dt))
{
int n = getClosestItem(DIR_RIGHT);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_RIGHT))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
int n = getClosestItem(DIR_RIGHT);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_RIGHT))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
else if (mEngine->GetButtonState(PSP_CTRL_UP))
}
else if (mEngine->GetButtonState(PSP_CTRL_UP))
{
if (KeyRepeated(PSP_CTRL_UP, dt))
{
if (KeyRepeated(PSP_CTRL_UP, dt))
{
int n = getClosestItem(DIR_UP);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
int n = getClosestItem(DIR_UP);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
else if (mEngine->GetButtonState(PSP_CTRL_DOWN))
}
else if (mEngine->GetButtonState(PSP_CTRL_DOWN))
{
if (KeyRepeated(PSP_CTRL_DOWN, dt))
{
if (KeyRepeated(PSP_CTRL_DOWN, dt))
{
int n = getClosestItem(DIR_DOWN);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
}else if (mEngine->GetButtonClick(PSP_CTRL_TRIANGLE)){
showBigCards = !showBigCards;
int n = getClosestItem(DIR_DOWN);
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
}else if (mEngine->GetButtonClick(PSP_CTRL_TRIANGLE)){
showBigCards = !showBigCards;
}
else{
mLastKey = 0;
}
else{
mLastKey = 0;
}