Some organisational prep work before I start working on a new navigation method (ie replacement for CardSelector). The current design was to allocate a CardSelector and pass in its pointer to a variety of classes via their constructors. To simplify things, now we use a singleton style pattern with an Instance() function - this means that when I implement a new class to replace CardSelector, I only need to modify what's returned by the singleton callback - as long as the new pointer class supports the same function calls, it'll be a straight drop-in.
This commit is contained in:
@@ -29,52 +29,75 @@ struct LimitorFunctor
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template <typename T=PlayGuiObject>
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class ObjectSelector : public GuiLayer
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{
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public:
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typedef enum {
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nullZone, handZone, playZone
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} SelectorZone;
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struct SelectorMemory
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{
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T* object;
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float x, y;
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SelectorMemory(T* object) : object(object) { if (object) { x = object->x; y = object->y; } };
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SelectorMemory() { object = NULL; x = y = 0; };
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};
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public:
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typedef enum {
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nullZone, handZone, playZone
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} SelectorZone;
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struct SelectorMemory
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{
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T* object;
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float x, y;
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SelectorMemory(T* object) : object(object) { if (object) { x = object->x; y = object->y; } };
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SelectorMemory() { object = NULL; x = y = 0; };
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};
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protected:
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vector<T*> cards;
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T* active;
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DuelLayers* duel;
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LimitorFunctor<T>* limitor;
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Pos bigpos;
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map<const SelectorZone, SelectorMemory> lasts;
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stack< pair<LimitorFunctor<T>*, SelectorZone> > limitorStack;
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stack<SelectorMemory> memoryStack;
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protected:
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vector<T*> cards;
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T* active;
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DuelLayers* duel;
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LimitorFunctor<T>* limitor;
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Pos bigpos;
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map<const SelectorZone, SelectorMemory> lasts;
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stack< pair<LimitorFunctor<T>*, SelectorZone> > limitorStack;
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stack<SelectorMemory> memoryStack;
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T* fetchMemory(SelectorMemory&);
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T* fetchMemory(SelectorMemory&);
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public:
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ObjectSelector(DuelLayers*);
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int bigMode;
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void Add(T*);
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void Remove(T*);
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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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void Pop();
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public:
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ObjectSelector(DuelLayers*);
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int bigMode;
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void Add(T*);
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void Remove(T*);
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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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void Pop();
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void Limit(LimitorFunctor<T>* limitor, SelectorZone);
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void PushLimitor();
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void PopLimitor();
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void Limit(LimitorFunctor<T>* limitor, SelectorZone);
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void PushLimitor();
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void PopLimitor();
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typedef T Target;
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typedef T Target;
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};
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typedef ObjectSelector<> CardSelector;
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typedef LimitorFunctor<CardSelector::Target> Limitor;
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namespace CardSelectorSingleton
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{
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/*
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** CardSelector is essentially a singleton in its usage
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** It's not enforced, but it needs to eventually migrate to the real thing
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** For now, this function will fake it out - it's up to the client caller to make sure
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** that this gets destroyed via a Terminate call (this is currently handled in DualLayers's destructor)
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*/
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CardSelector* Instance();
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/*
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** Create the singleton pointer. Instance() isn't valid until this is called.
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*/
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CardSelector* Create(DuelLayers* inDuelLayers);
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/*
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** Teardown the singleton pointer instance.
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*/
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void Terminate();
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}
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struct Exp
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{
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static inline bool test(CardSelector::Target*, CardSelector::Target*);
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@@ -43,7 +43,7 @@ public:
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int receiveEvent(WEvent * e);
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float RightBoundary();
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CardSelector* cs;
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CardSelector* mCardSelector;
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};
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#include "ActionLayer.h"
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@@ -15,12 +15,11 @@ class GuiAvatars : public GuiLayer
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GuiGraveyard* selfGraveyard, *opponentGraveyard;
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GuiLibrary* selfLibrary, *opponentLibrary;
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GuiOpponentHand *opponentHand;
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CardSelector* cs;
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GuiAvatar* active;
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public:
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GuiAvatars(CardSelector*);
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GuiAvatars();
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~GuiAvatars();
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GuiAvatar* GetSelf();
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@@ -35,10 +35,9 @@ class GuiHand : public GuiLayer
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const MTGHand* hand;
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JQuad *back;
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vector<CardView*> cards;
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CardSelector* cs;
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public:
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GuiHand(CardSelector* cs, MTGHand* hand);
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GuiHand(MTGHand* hand);
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~GuiHand();
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void Update(float dt);
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bool isInHand(CardView*);
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@@ -49,7 +48,7 @@ class GuiHand : public GuiLayer
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class GuiHandOpponent : public GuiHand
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{
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public:
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GuiHandOpponent(CardSelector* cs, MTGHand* hand);
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GuiHandOpponent(MTGHand* hand);
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virtual void Render();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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@@ -66,7 +65,7 @@ class GuiHandSelf : public GuiHand
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Pos backpos;
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public:
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GuiHandSelf(CardSelector* cs, MTGHand* hand);
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GuiHandSelf(MTGHand* hand);
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~GuiHandSelf();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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@@ -71,13 +71,12 @@ class GuiPlay : public GuiLayer
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BattleField battleField;
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Lands selfLands, opponentLands;
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Spells selfSpells, opponentSpells;
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CardSelector* cs;
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iterator end_spells;
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vector<CardView*> cards;
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public:
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GuiPlay(GameObserver*, CardSelector*);
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GuiPlay(GameObserver*);
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~GuiPlay();
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virtual void Render();
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void Replace();
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@@ -83,8 +83,7 @@ void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string
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}
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if (bigQuad){
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GameObserver * game = GameObserver::GetInstance();
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int showMode = game->mLayers->cs->bigMode;
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int showMode = CardSelectorSingleton::Instance()->bigMode;
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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switch(showMode){
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case BIG_MODE_SHOW:
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@@ -217,7 +217,7 @@ void CardDisplay::Render(){
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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int showMode = BIG_MODE_SHOW;
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if (game){
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showMode = game->mLayers->cs->bigMode;
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showMode = CardSelectorSingleton::Instance()->bigMode;
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pos.actY = 150;
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if (x < (CardGui::BigWidth / 2)) pos.actX = SCREEN_WIDTH - 10 - CardGui::BigWidth / 2;
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}
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@@ -1,4 +1,6 @@
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#include <iostream>
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#include <assert.h>
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#include "../include/PlayGuiObject.h"
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#include "../include/CardGui.h"
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#include "../include/CardSelector.h"
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@@ -299,3 +301,29 @@ void CardSelector::PopLimitor() {
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Limit(limitorStack.top().first, limitorStack.top().second);
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limitorStack.pop();
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}
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namespace CardSelectorSingleton
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{
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static CardSelector* sCardSelectorInstance = NULL;
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CardSelector* Create(DuelLayers* inDuelLayers)
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{
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if (sCardSelectorInstance == NULL)
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sCardSelectorInstance = NEW CardSelector(inDuelLayers);
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return sCardSelectorInstance;
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}
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CardSelector* Instance()
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{
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assert(sCardSelectorInstance);
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return sCardSelectorInstance;
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}
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void Terminate()
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{
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SAFE_DELETE(sCardSelectorInstance);
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sCardSelectorInstance = NULL;
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}
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}
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@@ -15,7 +15,7 @@ void DuelLayers::init(){
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GameObserver* go = GameObserver::GetInstance();
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cs = NEW CardSelector(this);
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mCardSelector = CardSelectorSingleton::Create(this);
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//1 Action Layer
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action = NEW ActionLayer();
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action->Add(NEW MTGGamePhase(action->getMaxId()));
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@@ -47,11 +47,11 @@ void DuelLayers::init(){
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Add(stack = NEW ActionStack(go));
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Add(combat = NEW GuiCombat(go));
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Add(action);
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Add(cs);
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Add(hand = NEW GuiHandSelf(cs, go->players[0]->game->hand));
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Add(avatars = NEW GuiAvatars(cs));
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Add(NEW GuiHandOpponent(cs, go->players[1]->game->hand));
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Add(NEW GuiPlay(go, cs));
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Add(mCardSelector);
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Add(hand = NEW GuiHandSelf(go->players[0]->game->hand));
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Add(avatars = NEW GuiAvatars());
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Add(NEW GuiHandOpponent(go->players[1]->game->hand));
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Add(NEW GuiPlay(go));
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Add(NEW GuiPhaseBar());
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Add(NEW GuiFrame());
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Add(NEW GuiBackground());
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@@ -69,7 +69,7 @@ void DuelLayers::CheckUserInput(int isAI){
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if (avatars->CheckUserInput(key)) break; //avatars need to check their input before action (CTRL_CROSS)
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if (action->CheckUserInput(key)) break;
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if (hand->CheckUserInput(key)) break;
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if (cs->CheckUserInput(key)) break;
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if (CardSelectorSingleton::Instance()->CheckUserInput(key)) break;
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}
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}
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if(JGE::GetInstance()->GetLeftClickCoordinates(x, y))
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@@ -78,7 +78,7 @@ void DuelLayers::CheckUserInput(int isAI){
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{
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JGE::GetInstance()->LeftClickedProcessed();
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}
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else if (cs->CheckUserInput(x, y))
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else if (CardSelectorSingleton::Instance()->CheckUserInput(x, y))
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{
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JGE::GetInstance()->LeftClickedProcessed();
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}
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@@ -115,14 +115,21 @@ DuelLayers::DuelLayers() : nbitems(0) {}
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DuelLayers::~DuelLayers(){
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int _nbitems = nbitems;
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nbitems = 0;
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for (int i = 0; i < _nbitems; ++i){
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delete objects[i];
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objects[i] = NULL;
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for (int i = 0; i < _nbitems; ++i)
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{
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if (objects[i] != mCardSelector)
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{
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delete objects[i];
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objects[i] = NULL;
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}
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}
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for (size_t i = 0; i < waiters.size(); ++i)
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delete(waiters[i]);
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Trash::cleanup();
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CardSelectorSingleton::Terminate();
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mCardSelector = NULL;
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}
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void DuelLayers::Add(GuiLayer * layer){
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@@ -5,7 +5,7 @@
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#define LIB_GRAVE_OFFSET 230
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GuiAvatars::GuiAvatars(CardSelector* cs) : cs(cs), active(NULL)
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GuiAvatars::GuiAvatars() : active(NULL)
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{
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Add(self = NEW GuiAvatar (SCREEN_WIDTH, SCREEN_HEIGHT, false,
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GameObserver::GetInstance()->players[0], GuiAvatar::BOTTOM_RIGHT, this));
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@@ -22,8 +22,13 @@ GuiAvatars::GuiAvatars(CardSelector* cs) : cs(cs), active(NULL)
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5, false, GameObserver::GetInstance()->players[1], this));
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Add(opponentLibrary = NEW GuiLibrary (5 + GuiAvatar::Width *1.2 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false, GameObserver::GetInstance()->players[1], this));
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cs->Add(self); cs->Add(selfGraveyard); cs->Add(selfLibrary);
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cs->Add(opponent); cs->Add(opponentGraveyard); cs->Add(opponentLibrary); cs->Add(opponentHand);
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CardSelectorSingleton::Instance()->Add(self);
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CardSelectorSingleton::Instance()->Add(selfGraveyard);
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CardSelectorSingleton::Instance()->Add(selfLibrary);
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CardSelectorSingleton::Instance()->Add(opponent);
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CardSelectorSingleton::Instance()->Add(opponentGraveyard);
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CardSelectorSingleton::Instance()->Add(opponentLibrary);
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CardSelectorSingleton::Instance()->Add(opponentHand);
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selfGraveyard->alpha = selfLibrary->alpha = opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
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}
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@@ -25,7 +25,7 @@ bool HandLimitor::greyout(Target* t)
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}
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HandLimitor::HandLimitor(GuiHand* hand) : hand(hand) {}
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GuiHand::GuiHand(CardSelector* cs, MTGHand* hand) : GuiLayer(), hand(hand), cs(cs)
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GuiHand::GuiHand(MTGHand* hand) : GuiLayer(), hand(hand)
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{
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back = resources.RetrieveTempQuad("handback.png");
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if(back) back->SetTextureRect(1, 0, 100, 250);
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@@ -51,7 +51,7 @@ bool GuiHand::isInHand(CardView* card)
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return (it != cards.end());
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}
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GuiHandOpponent::GuiHandOpponent(CardSelector* cs, MTGHand* hand) : GuiHand(cs, hand) {}
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GuiHandOpponent::GuiHandOpponent(MTGHand* hand) : GuiHand(hand) {}
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void GuiHandOpponent::Render()
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{
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@@ -68,7 +68,7 @@ void GuiHandOpponent::Render()
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}
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}
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GuiHandSelf::GuiHandSelf(CardSelector* cs, MTGHand* hand) : GuiHand(cs, hand), state(Closed), backpos(ClosedX, SCREEN_HEIGHT - 250, 1.0, 0, 255)
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GuiHandSelf::GuiHandSelf(MTGHand* hand) : GuiHand(hand), state(Closed), backpos(ClosedX, SCREEN_HEIGHT - 250, 1.0, 0, 255)
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{
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limitor = NEW HandLimitor(this);
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if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
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@@ -134,9 +134,9 @@ bool GuiHandSelf::CheckUserInput(JButton key)
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if (trigger == key)
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{
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state = (Open == state ? Closed : Open);
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if (Open == state) cs->Push();
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cs->Limit(Open == state ? limitor : NULL, CardSelector::handZone);
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if (Closed == state) cs->Pop();
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if (Open == state) CardSelectorSingleton::Instance()->Push();
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CardSelectorSingleton::Instance()->Limit(Open == state ? limitor : NULL, CardSelector::handZone);
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if (Closed == state) CardSelectorSingleton::Instance()->Pop();
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if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
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backpos.y = Open == state ? OpenY : ClosedY;
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else
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@@ -217,7 +217,7 @@ int GuiHandSelf::receiveEventPlus(WEvent* e)
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card = NEW CardView(CardSelector::handZone, ev->card, ClosedRowX, 0);
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card->t = 6*M_PI;
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cards.push_back(card);
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cs->Add(card);
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CardSelectorSingleton::Instance()->Add(card);
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Repos();
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return 1;
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}
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@@ -232,7 +232,7 @@ int GuiHandSelf::receiveEventMinus(WEvent* e)
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if (event->card->previous == (*it)->card)
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{
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CardView* cv = *it;
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cs->Remove(cv);
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CardSelectorSingleton::Instance()->Remove(cv);
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cards.erase(it);
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Repos();
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trash(cv);
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@@ -112,7 +112,7 @@ void GuiPlay::BattleField::Render()
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JRenderer::GetInstance()->FillRect(22, SCREEN_HEIGHT / 2 + 10 - height / 2, 250, height, ARGB(127, red, 0, 0));
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}
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GuiPlay::GuiPlay(GameObserver* game, CardSelector* cs) : game(game), cs(cs)
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GuiPlay::GuiPlay(GameObserver* game) : game(game)
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{
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end_spells = cards.end();
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}
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@@ -221,56 +221,57 @@ void GuiPlay::Update(float dt)
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int GuiPlay::receiveEventPlus(WEvent * e)
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{
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if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
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{
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if ((game->players[0]->inPlay() == event->to) ||
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(game->players[1]->inPlay() == event->to))
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{
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if ((game->players[0]->inPlay() == event->to) ||
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(game->players[1]->inPlay() == event->to))
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{
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CardView * card;
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if (event->card->view){
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//fix for http://code.google.com/p/wagic/issues/detail?id=462.
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// We don't want a card in the hand to have an alpha of 0
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event->card->view->alpha = 255;
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CardView * card;
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if (event->card->view){
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//fix for http://code.google.com/p/wagic/issues/detail?id=462.
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// We don't want a card in the hand to have an alpha of 0
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event->card->view->alpha = 255;
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card = NEW CardView(CardSelector::playZone, event->card, *(event->card->view));
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}
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else
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card = NEW CardView(CardSelector::playZone, event->card, 0, 0);
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cards.push_back(card);
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card->t = event->card->isTapped() ? M_PI / 2 : 0;
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card->alpha = 255;
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cs->Add(card);
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Replace();
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return 1;
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}
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}
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else if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
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{
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if (NULL != event->after)
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battleField.addAttacker(event->card);
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else if (NULL != event->before)
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battleField.removeAttacker(event->card);
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Replace();
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}
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else if (dynamic_cast<WEventCreatureBlocker*>(e))
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{
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Replace();
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}
|
||||
else if (WEventCardTap* event = dynamic_cast<WEventCardTap*>(e))
|
||||
{
|
||||
if (CardView* cv = dynamic_cast<CardView*>(event->card->view))
|
||||
cv->t = event->after ? M_PI / 2 : 0;
|
||||
card = NEW CardView(CardSelector::playZone, event->card, *(event->card->view));
|
||||
}
|
||||
else
|
||||
event->card->view->actT = event->after ? M_PI / 2 : 0;
|
||||
card = NEW CardView(CardSelector::playZone, event->card, 0, 0);
|
||||
cards.push_back(card);
|
||||
card->t = event->card->isTapped() ? M_PI / 2 : 0;
|
||||
card->alpha = 255;
|
||||
CardSelectorSingleton::Instance()->Add(card);
|
||||
Replace();
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
else if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
|
||||
{
|
||||
if (NULL != event->after)
|
||||
battleField.addAttacker(event->card);
|
||||
else if (NULL != event->before)
|
||||
battleField.removeAttacker(event->card);
|
||||
Replace();
|
||||
}
|
||||
else if (dynamic_cast<WEventCreatureBlocker*>(e))
|
||||
{
|
||||
Replace();
|
||||
}
|
||||
else if (WEventCardTap* event = dynamic_cast<WEventCardTap*>(e))
|
||||
{
|
||||
if (CardView* cv = dynamic_cast<CardView*>(event->card->view))
|
||||
cv->t = event->after ? M_PI / 2 : 0;
|
||||
else
|
||||
event->card->view->actT = event->after ? M_PI / 2 : 0;
|
||||
return 1;
|
||||
}
|
||||
else if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
|
||||
{
|
||||
if (Constants::MTG_PHASE_COMBATEND == event->to->id) battleField.colorFlow = -1;
|
||||
}
|
||||
{
|
||||
if (Constants::MTG_PHASE_COMBATEND == event->to->id) battleField.colorFlow = -1;
|
||||
}
|
||||
else if (dynamic_cast<WEventCardChangeType*>(e))
|
||||
Replace();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int GuiPlay::receiveEventMinus(WEvent * e)
|
||||
{
|
||||
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
|
||||
@@ -283,7 +284,7 @@ int GuiPlay::receiveEventMinus(WEvent * e)
|
||||
if (event->card->previous && event->card->previous->attacker) battleField.removeAttacker(event->card->previous);
|
||||
else if (event->card->attacker) battleField.removeAttacker(event->card);
|
||||
CardView* cv = *it;
|
||||
cs->Remove(cv);
|
||||
CardSelectorSingleton::Instance()->Remove(cv);
|
||||
cards.erase(it);
|
||||
trash(cv);
|
||||
Replace();
|
||||
|
||||
@@ -725,12 +725,11 @@ int MTGAttackRule::reactToClick(MTGCardInstance * card){
|
||||
|
||||
//Graphically select the next card that can attack
|
||||
if(!card->isAttacker()){
|
||||
CardSelector * cs = game->mLayers->cs;
|
||||
cs->PushLimitor();
|
||||
cs->Limit(this,CardSelector::playZone);
|
||||
cs->CheckUserInput(JGE_BTN_RIGHT);
|
||||
cs->Limit(NULL,CardSelector::playZone);
|
||||
cs->PopLimitor();
|
||||
CardSelectorSingleton::Instance()->PushLimitor();
|
||||
CardSelectorSingleton::Instance()->Limit(this,CardSelector::playZone);
|
||||
CardSelectorSingleton::Instance()->CheckUserInput(JGE_BTN_RIGHT);
|
||||
CardSelectorSingleton::Instance()->Limit(NULL,CardSelector::playZone);
|
||||
CardSelectorSingleton::Instance()->PopLimitor();
|
||||
}
|
||||
card->toggleAttacker();
|
||||
return 1;
|
||||
|
||||
Reference in New Issue
Block a user