No code change just reformatting of header files.

finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
   * Any empty virtual declarations were kept to one line.  
   * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
This commit is contained in:
techdragon.nguyen@gmail.com
2011-01-21 18:01:14 +00:00
parent 6d3d4c1792
commit e53c16f700
101 changed files with 6128 additions and 4684 deletions
+76 -72
View File
@@ -4,85 +4,89 @@
#include "GuiLayers.h"
#include "CardGui.h"
class GuiPlay : public GuiLayer
class GuiPlay: public GuiLayer
{
public:
static const float HORZWIDTH;
static const float VERTHEIGHT;
typedef vector<CardView*>::iterator iterator;
public:
static const float HORZWIDTH;
static const float VERTHEIGHT;
typedef vector<CardView*>::iterator iterator;
protected:
class CardStack {
protected:
unsigned total;
float baseX, baseY;
float x, y;
protected:
class CardStack
{
protected:
unsigned total;
float baseX, baseY;
float x, y;
public:
void reset(unsigned total, float x, float y);
void Enstack(CardView*);
void RenderSpell(MTGCardInstance*, iterator begin, iterator end, float x, float y);
};
public:
void reset(unsigned total, float x, float y);
void Enstack(CardView*);
void RenderSpell(MTGCardInstance*, iterator begin, iterator end, float x, float y);
};
class HorzStack : public CardStack {
public:
HorzStack();
void Render(CardView*, iterator begin, iterator end);
void Enstack(CardView*);
};
class VertStack : public CardStack {
protected:
unsigned count;
public:
VertStack();
void reset(unsigned total, float x, float y);
void Render(CardView*, iterator begin, iterator end);
void Enstack(CardView*);
inline float nextX();
};
class BattleField : public HorzStack {
static const float HEIGHT;
unsigned attackers;
unsigned blockers;
unsigned currentAttacker;
float height;
class HorzStack: public CardStack
{
public:
HorzStack();
void Render(CardView*, iterator begin, iterator end);
void Enstack(CardView*);
};
class VertStack: public CardStack
{
protected:
unsigned count;
public:
VertStack();
void reset(unsigned total, float x, float y);
void Render(CardView*, iterator begin, iterator end);
void Enstack(CardView*);
inline float nextX();
};
class BattleField: public HorzStack
{
static const float HEIGHT;
unsigned attackers;
unsigned blockers;
unsigned currentAttacker;
float height;
public:
int red;
int colorFlow;
public:
int red;
int colorFlow;
void addAttacker(MTGCardInstance*);
void removeAttacker(MTGCardInstance*);
void reset(float x, float y);
BattleField();
void EnstackAttacker(CardView*);
void EnstackBlocker(CardView*);
void addAttacker(MTGCardInstance*);
void removeAttacker(MTGCardInstance*);
void reset(float x, float y);
BattleField();
void EnstackAttacker(CardView*);
void EnstackBlocker(CardView*);
void Update(float dt);
void Render();
};
class Lands: public HorzStack {};
class Creatures: public HorzStack {};
class Spells: public VertStack {};
protected:
GameObserver* game;
Creatures selfCreatures, opponentCreatures;
BattleField battleField;
Lands selfLands, opponentLands;
Spells selfSpells, opponentSpells;
iterator end_spells;
vector<CardView*> cards;
public:
GuiPlay(GameObserver*);
~GuiPlay();
virtual void Render();
void Replace();
void Update(float dt);
void Render();
};
class Lands : public HorzStack {};
class Creatures : public HorzStack {};
class Spells : public VertStack {};
protected:
GameObserver* game;
Creatures selfCreatures, opponentCreatures;
BattleField battleField;
Lands selfLands, opponentLands;
Spells selfSpells, opponentSpells;
iterator end_spells;
vector<CardView*> cards;
public:
GuiPlay(GameObserver*);
~GuiPlay();
virtual void Render();
void Replace();
void Update(float dt);
virtual int receiveEventPlus(WEvent * e);
virtual int receiveEventMinus(WEvent * e);
virtual int receiveEventPlus(WEvent * e);
virtual int receiveEventMinus(WEvent * e);
};
#endif // _GUIPLAY_H_