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:
wrenczes@gmail.com
2010-10-22 08:41:44 +00:00
parent 84004c7c7f
commit e2de03d987
13 changed files with 177 additions and 118 deletions

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@@ -29,52 +29,75 @@ struct LimitorFunctor
template <typename T=PlayGuiObject>
class ObjectSelector : public GuiLayer
{
public:
typedef enum {
nullZone, handZone, playZone
} SelectorZone;
struct SelectorMemory
{
T* object;
float x, y;
SelectorMemory(T* object) : object(object) { if (object) { x = object->x; y = object->y; } };
SelectorMemory() { object = NULL; x = y = 0; };
};
public:
typedef enum {
nullZone, handZone, playZone
} SelectorZone;
struct SelectorMemory
{
T* object;
float x, y;
SelectorMemory(T* object) : object(object) { if (object) { x = object->x; y = object->y; } };
SelectorMemory() { object = NULL; x = y = 0; };
};
protected:
vector<T*> cards;
T* active;
DuelLayers* duel;
LimitorFunctor<T>* limitor;
Pos bigpos;
map<const SelectorZone, SelectorMemory> lasts;
stack< pair<LimitorFunctor<T>*, SelectorZone> > limitorStack;
stack<SelectorMemory> memoryStack;
protected:
vector<T*> cards;
T* active;
DuelLayers* duel;
LimitorFunctor<T>* limitor;
Pos bigpos;
map<const SelectorZone, SelectorMemory> lasts;
stack< pair<LimitorFunctor<T>*, SelectorZone> > limitorStack;
stack<SelectorMemory> memoryStack;
T* fetchMemory(SelectorMemory&);
T* fetchMemory(SelectorMemory&);
public:
ObjectSelector(DuelLayers*);
int bigMode;
void Add(T*);
void Remove(T*);
bool CheckUserInput(JButton key);
bool CheckUserInput(int x, int y);
void Update(float dt);
void Render();
void Push();
void Pop();
public:
ObjectSelector(DuelLayers*);
int bigMode;
void Add(T*);
void Remove(T*);
bool CheckUserInput(JButton key);
bool CheckUserInput(int x, int y);
void Update(float dt);
void Render();
void Push();
void Pop();
void Limit(LimitorFunctor<T>* limitor, SelectorZone);
void PushLimitor();
void PopLimitor();
void Limit(LimitorFunctor<T>* limitor, SelectorZone);
void PushLimitor();
void PopLimitor();
typedef T Target;
typedef T Target;
};
typedef ObjectSelector<> CardSelector;
typedef LimitorFunctor<CardSelector::Target> Limitor;
namespace CardSelectorSingleton
{
/*
** CardSelector is essentially a singleton in its usage
** It's not enforced, but it needs to eventually migrate to the real thing
** For now, this function will fake it out - it's up to the client caller to make sure
** that this gets destroyed via a Terminate call (this is currently handled in DualLayers's destructor)
*/
CardSelector* Instance();
/*
** Create the singleton pointer. Instance() isn't valid until this is called.
*/
CardSelector* Create(DuelLayers* inDuelLayers);
/*
** Teardown the singleton pointer instance.
*/
void Terminate();
}
struct Exp
{
static inline bool test(CardSelector::Target*, CardSelector::Target*);

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@@ -43,7 +43,7 @@ public:
int receiveEvent(WEvent * e);
float RightBoundary();
CardSelector* cs;
CardSelector* mCardSelector;
};
#include "ActionLayer.h"

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@@ -15,12 +15,11 @@ class GuiAvatars : public GuiLayer
GuiGraveyard* selfGraveyard, *opponentGraveyard;
GuiLibrary* selfLibrary, *opponentLibrary;
GuiOpponentHand *opponentHand;
CardSelector* cs;
GuiAvatar* active;
public:
GuiAvatars(CardSelector*);
GuiAvatars();
~GuiAvatars();
GuiAvatar* GetSelf();

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@@ -35,10 +35,9 @@ class GuiHand : public GuiLayer
const MTGHand* hand;
JQuad *back;
vector<CardView*> cards;
CardSelector* cs;
public:
GuiHand(CardSelector* cs, MTGHand* hand);
GuiHand(MTGHand* hand);
~GuiHand();
void Update(float dt);
bool isInHand(CardView*);
@@ -49,7 +48,7 @@ class GuiHand : public GuiLayer
class GuiHandOpponent : public GuiHand
{
public:
GuiHandOpponent(CardSelector* cs, MTGHand* hand);
GuiHandOpponent(MTGHand* hand);
virtual void Render();
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);
@@ -66,7 +65,7 @@ class GuiHandSelf : public GuiHand
Pos backpos;
public:
GuiHandSelf(CardSelector* cs, MTGHand* hand);
GuiHandSelf(MTGHand* hand);
~GuiHandSelf();
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);

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@@ -71,13 +71,12 @@ class GuiPlay : public GuiLayer
BattleField battleField;
Lands selfLands, opponentLands;
Spells selfSpells, opponentSpells;
CardSelector* cs;
iterator end_spells;
vector<CardView*> cards;
public:
GuiPlay(GameObserver*, CardSelector*);
GuiPlay(GameObserver*);
~GuiPlay();
virtual void Render();
void Replace();

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@@ -83,8 +83,7 @@ void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string
}
if (bigQuad){
GameObserver * game = GameObserver::GetInstance();
int showMode = game->mLayers->cs->bigMode;
int showMode = CardSelectorSingleton::Instance()->bigMode;
Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
switch(showMode){
case BIG_MODE_SHOW:

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@@ -217,7 +217,7 @@ void CardDisplay::Render(){
Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
int showMode = BIG_MODE_SHOW;
if (game){
showMode = game->mLayers->cs->bigMode;
showMode = CardSelectorSingleton::Instance()->bigMode;
pos.actY = 150;
if (x < (CardGui::BigWidth / 2)) pos.actX = SCREEN_WIDTH - 10 - CardGui::BigWidth / 2;
}

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@@ -1,4 +1,6 @@
#include <iostream>
#include <assert.h>
#include "../include/PlayGuiObject.h"
#include "../include/CardGui.h"
#include "../include/CardSelector.h"
@@ -299,3 +301,29 @@ void CardSelector::PopLimitor() {
Limit(limitorStack.top().first, limitorStack.top().second);
limitorStack.pop();
}
namespace CardSelectorSingleton
{
static CardSelector* sCardSelectorInstance = NULL;
CardSelector* Create(DuelLayers* inDuelLayers)
{
if (sCardSelectorInstance == NULL)
sCardSelectorInstance = NEW CardSelector(inDuelLayers);
return sCardSelectorInstance;
}
CardSelector* Instance()
{
assert(sCardSelectorInstance);
return sCardSelectorInstance;
}
void Terminate()
{
SAFE_DELETE(sCardSelectorInstance);
sCardSelectorInstance = NULL;
}
}

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@@ -15,7 +15,7 @@ void DuelLayers::init(){
GameObserver* go = GameObserver::GetInstance();
cs = NEW CardSelector(this);
mCardSelector = CardSelectorSingleton::Create(this);
//1 Action Layer
action = NEW ActionLayer();
action->Add(NEW MTGGamePhase(action->getMaxId()));
@@ -47,11 +47,11 @@ void DuelLayers::init(){
Add(stack = NEW ActionStack(go));
Add(combat = NEW GuiCombat(go));
Add(action);
Add(cs);
Add(hand = NEW GuiHandSelf(cs, go->players[0]->game->hand));
Add(avatars = NEW GuiAvatars(cs));
Add(NEW GuiHandOpponent(cs, go->players[1]->game->hand));
Add(NEW GuiPlay(go, cs));
Add(mCardSelector);
Add(hand = NEW GuiHandSelf(go->players[0]->game->hand));
Add(avatars = NEW GuiAvatars());
Add(NEW GuiHandOpponent(go->players[1]->game->hand));
Add(NEW GuiPlay(go));
Add(NEW GuiPhaseBar());
Add(NEW GuiFrame());
Add(NEW GuiBackground());
@@ -69,7 +69,7 @@ void DuelLayers::CheckUserInput(int isAI){
if (avatars->CheckUserInput(key)) break; //avatars need to check their input before action (CTRL_CROSS)
if (action->CheckUserInput(key)) break;
if (hand->CheckUserInput(key)) break;
if (cs->CheckUserInput(key)) break;
if (CardSelectorSingleton::Instance()->CheckUserInput(key)) break;
}
}
if(JGE::GetInstance()->GetLeftClickCoordinates(x, y))
@@ -78,7 +78,7 @@ void DuelLayers::CheckUserInput(int isAI){
{
JGE::GetInstance()->LeftClickedProcessed();
}
else if (cs->CheckUserInput(x, y))
else if (CardSelectorSingleton::Instance()->CheckUserInput(x, y))
{
JGE::GetInstance()->LeftClickedProcessed();
}
@@ -115,14 +115,21 @@ DuelLayers::DuelLayers() : nbitems(0) {}
DuelLayers::~DuelLayers(){
int _nbitems = nbitems;
nbitems = 0;
for (int i = 0; i < _nbitems; ++i){
delete objects[i];
objects[i] = NULL;
for (int i = 0; i < _nbitems; ++i)
{
if (objects[i] != mCardSelector)
{
delete objects[i];
objects[i] = NULL;
}
}
for (size_t i = 0; i < waiters.size(); ++i)
delete(waiters[i]);
Trash::cleanup();
CardSelectorSingleton::Terminate();
mCardSelector = NULL;
}
void DuelLayers::Add(GuiLayer * layer){

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@@ -5,7 +5,7 @@
#define LIB_GRAVE_OFFSET 230
GuiAvatars::GuiAvatars(CardSelector* cs) : cs(cs), active(NULL)
GuiAvatars::GuiAvatars() : active(NULL)
{
Add(self = NEW GuiAvatar (SCREEN_WIDTH, SCREEN_HEIGHT, false,
GameObserver::GetInstance()->players[0], GuiAvatar::BOTTOM_RIGHT, this));
@@ -22,8 +22,13 @@ GuiAvatars::GuiAvatars(CardSelector* cs) : cs(cs), active(NULL)
Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5, false, GameObserver::GetInstance()->players[1], this));
Add(opponentLibrary = NEW GuiLibrary (5 + GuiAvatar::Width *1.2 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false, GameObserver::GetInstance()->players[1], this));
cs->Add(self); cs->Add(selfGraveyard); cs->Add(selfLibrary);
cs->Add(opponent); cs->Add(opponentGraveyard); cs->Add(opponentLibrary); cs->Add(opponentHand);
CardSelectorSingleton::Instance()->Add(self);
CardSelectorSingleton::Instance()->Add(selfGraveyard);
CardSelectorSingleton::Instance()->Add(selfLibrary);
CardSelectorSingleton::Instance()->Add(opponent);
CardSelectorSingleton::Instance()->Add(opponentGraveyard);
CardSelectorSingleton::Instance()->Add(opponentLibrary);
CardSelectorSingleton::Instance()->Add(opponentHand);
selfGraveyard->alpha = selfLibrary->alpha = opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
}

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@@ -25,7 +25,7 @@ bool HandLimitor::greyout(Target* t)
}
HandLimitor::HandLimitor(GuiHand* hand) : hand(hand) {}
GuiHand::GuiHand(CardSelector* cs, MTGHand* hand) : GuiLayer(), hand(hand), cs(cs)
GuiHand::GuiHand(MTGHand* hand) : GuiLayer(), hand(hand)
{
back = resources.RetrieveTempQuad("handback.png");
if(back) back->SetTextureRect(1, 0, 100, 250);
@@ -51,7 +51,7 @@ bool GuiHand::isInHand(CardView* card)
return (it != cards.end());
}
GuiHandOpponent::GuiHandOpponent(CardSelector* cs, MTGHand* hand) : GuiHand(cs, hand) {}
GuiHandOpponent::GuiHandOpponent(MTGHand* hand) : GuiHand(hand) {}
void GuiHandOpponent::Render()
{
@@ -68,7 +68,7 @@ void GuiHandOpponent::Render()
}
}
GuiHandSelf::GuiHandSelf(CardSelector* cs, MTGHand* hand) : GuiHand(cs, hand), state(Closed), backpos(ClosedX, SCREEN_HEIGHT - 250, 1.0, 0, 255)
GuiHandSelf::GuiHandSelf(MTGHand* hand) : GuiHand(hand), state(Closed), backpos(ClosedX, SCREEN_HEIGHT - 250, 1.0, 0, 255)
{
limitor = NEW HandLimitor(this);
if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
@@ -134,9 +134,9 @@ bool GuiHandSelf::CheckUserInput(JButton key)
if (trigger == key)
{
state = (Open == state ? Closed : Open);
if (Open == state) cs->Push();
cs->Limit(Open == state ? limitor : NULL, CardSelector::handZone);
if (Closed == state) cs->Pop();
if (Open == state) CardSelectorSingleton::Instance()->Push();
CardSelectorSingleton::Instance()->Limit(Open == state ? limitor : NULL, CardSelector::handZone);
if (Closed == state) CardSelectorSingleton::Instance()->Pop();
if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
backpos.y = Open == state ? OpenY : ClosedY;
else
@@ -217,7 +217,7 @@ int GuiHandSelf::receiveEventPlus(WEvent* e)
card = NEW CardView(CardSelector::handZone, ev->card, ClosedRowX, 0);
card->t = 6*M_PI;
cards.push_back(card);
cs->Add(card);
CardSelectorSingleton::Instance()->Add(card);
Repos();
return 1;
}
@@ -232,7 +232,7 @@ int GuiHandSelf::receiveEventMinus(WEvent* e)
if (event->card->previous == (*it)->card)
{
CardView* cv = *it;
cs->Remove(cv);
CardSelectorSingleton::Instance()->Remove(cv);
cards.erase(it);
Repos();
trash(cv);

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@@ -112,7 +112,7 @@ void GuiPlay::BattleField::Render()
JRenderer::GetInstance()->FillRect(22, SCREEN_HEIGHT / 2 + 10 - height / 2, 250, height, ARGB(127, red, 0, 0));
}
GuiPlay::GuiPlay(GameObserver* game, CardSelector* cs) : game(game), cs(cs)
GuiPlay::GuiPlay(GameObserver* game) : game(game)
{
end_spells = cards.end();
}
@@ -221,56 +221,57 @@ void GuiPlay::Update(float dt)
int GuiPlay::receiveEventPlus(WEvent * e)
{
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
{
if ((game->players[0]->inPlay() == event->to) ||
(game->players[1]->inPlay() == event->to))
{
if ((game->players[0]->inPlay() == event->to) ||
(game->players[1]->inPlay() == event->to))
{
CardView * card;
if (event->card->view){
//fix for http://code.google.com/p/wagic/issues/detail?id=462.
// We don't want a card in the hand to have an alpha of 0
event->card->view->alpha = 255;
CardView * card;
if (event->card->view){
//fix for http://code.google.com/p/wagic/issues/detail?id=462.
// We don't want a card in the hand to have an alpha of 0
event->card->view->alpha = 255;
card = NEW CardView(CardSelector::playZone, event->card, *(event->card->view));
}
else
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;
cs->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;
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();

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@@ -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;