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:
@@ -11,143 +11,168 @@ class GameObserver;
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class MTGDeck;
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#define CAMPAIGNS_FOLDER "campaigns/"
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class StoryDialogElement:public JGuiObject {
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class StoryDialogElement: public JGuiObject
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{
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public:
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float mX;
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float mY;
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StoryDialogElement(float x, float y, int id = 0);
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void Entering(){};
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bool Leaving(JButton key) {return false;};
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bool ButtonPressed() {return false;};
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bool hasFocus() {return false;};
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virtual float getHeight() = 0;
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float mX;
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float mY;
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StoryDialogElement(float x, float y, int id = 0);
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void Entering()
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{
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}
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;
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bool Leaving(JButton key)
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{
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return false;
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}
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;
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bool ButtonPressed()
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{
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return false;
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}
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;
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bool hasFocus()
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{
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return false;
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}
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;
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virtual float getHeight() = 0;
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};
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class StoryText:public StoryDialogElement {
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public :
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string text;
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int align;
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int font;
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StoryText(string text, float mX, float mY, string align = "center", int font = 0, int id = 0);
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void Render();
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void Update(float dt);
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryImage:public StoryDialogElement {
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public :
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string img;
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StoryImage(string img, float mX, float mY);
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void Render();
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void Update(float dt);
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryReward:public StoryText {
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class StoryText: public StoryDialogElement
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{
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public:
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enum {
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STORY_REWARD_CREDITS,
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STORY_REWARD_SET,
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STORY_REWARD_CARD,
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};
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string text;
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int align;
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int font;
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StoryText(string text, float mX, float mY, string align = "center", int font = 0, int id = 0);
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int rewardDone;
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string value;
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int type;
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StoryReward(string _type, string _value, string text, float _mX, float _mY, string align = "center", int font = 0, int id = 0);
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void Update(float dt);
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void Render();
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static bool rewardSoundPlayed;
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static bool rewardsEnabled;
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static MTGDeck * collection;
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void Render();
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void Update(float dt);
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryImage: public StoryDialogElement
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{
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public:
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string img;
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StoryImage(string img, float mX, float mY);
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void Render();
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void Update(float dt);
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryChoice:public StoryText {
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class StoryReward: public StoryText
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{
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public:
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string pageId;
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enum
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{
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STORY_REWARD_CREDITS,
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STORY_REWARD_SET,
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STORY_REWARD_CARD,
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};
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bool mHasFocus;
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float mScale;
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float mTargetScale;
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StoryChoice(string id, string text, int JGOid, float mX, float mY, string _align, int _font, bool hasFocus);
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void Render();
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void Update(float dt);
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int rewardDone;
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string value;
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int type;
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void Entering();
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bool Leaving(JButton key);
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bool ButtonPressed();
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bool hasFocus();
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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StoryReward(string _type, string _value, string text, float _mX, float _mY, string align = "center", int font = 0, int id = 0);
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void Update(float dt);
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void Render();
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static bool rewardSoundPlayed;
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static bool rewardsEnabled;
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static MTGDeck * collection;
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};
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class StoryChoice: public StoryText
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{
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public:
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string pageId;
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bool mHasFocus;
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float mScale;
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float mTargetScale;
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StoryChoice(string id, string text, int JGOid, float mX, float mY, string _align, int _font, bool hasFocus);
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void Render();
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void Update(float dt);
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void Entering();
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bool Leaving(JButton key);
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bool ButtonPressed();
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bool hasFocus();
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virtual ostream& toString(ostream& out) const;
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float getHeight();
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};
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class StoryFlow;
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class StoryPage {
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class StoryPage
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{
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protected:
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string safeAttribute(TiXmlElement* element, string attribute);
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public:
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StoryFlow * mParent;
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string musicFile;
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StoryPage(StoryFlow * mParent);
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virtual void Update(float dt)=0;
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virtual void Render()=0;
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virtual ~StoryPage(){};
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int loadElement(TiXmlElement* element);
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};
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class StoryDialog:public StoryPage, public JGuiListener,public JGuiController {
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private:
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vector<StoryDialogElement *>graphics;
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void RenderElement(StoryDialogElement * elmt);
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public:
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StoryDialog(TiXmlElement* el,StoryFlow * mParent);
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~StoryDialog();
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void Update(float dt);
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void Render();
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void ButtonPressed(int,int);
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static float currentY;
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static float previousY;
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StoryFlow * mParent;
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string musicFile;
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StoryPage(StoryFlow * mParent);
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virtual void Update(float dt)=0;
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virtual void Render()=0;
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virtual ~StoryPage()
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{
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}
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;
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int loadElement(TiXmlElement* element);
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};
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class StoryDialog: public StoryPage, public JGuiListener, public JGuiController
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{
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private:
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vector<StoryDialogElement *> graphics;
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void RenderElement(StoryDialogElement * elmt);
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public:
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StoryDialog(TiXmlElement* el, StoryFlow * mParent);
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~StoryDialog();
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void Update(float dt);
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void Render();
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void ButtonPressed(int, int);
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static float currentY;
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static float previousY;
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};
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class Rules;
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class StoryDuel:public StoryPage {
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class StoryDuel: public StoryPage
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{
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public:
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string pageId;
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string onWin, onLose;
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string bg; //background file
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GameObserver * game;
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Rules * rules;
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StoryDuel(TiXmlElement* el,StoryFlow * mParent);
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virtual ~StoryDuel();
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void Update(float dt);
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void Render();
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void init();
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string pageId;
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string onWin, onLose;
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string bg; //background file
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GameObserver * game;
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Rules * rules;
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StoryDuel(TiXmlElement* el, StoryFlow * mParent);
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virtual ~StoryDuel();
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void Update(float dt);
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void Render();
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void init();
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};
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class StoryFlow{
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class StoryFlow
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{
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private:
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map<string,StoryPage *>pages;
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bool parse(string filename);
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StoryPage * loadPage(TiXmlElement* element);
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bool _gotoPage(string id);
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public:
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string currentPageId;
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string folder;
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StoryFlow(string folder);
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~StoryFlow();
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map<string, StoryPage *> pages;
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bool parse(string filename);
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StoryPage * loadPage(TiXmlElement* element);
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bool _gotoPage(string id);
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public:
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string currentPageId;
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string folder;
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StoryFlow(string folder);
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~StoryFlow();
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bool gotoPage(string id);
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bool loadPageId(string id);
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void Update(float dt);
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void Render();
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bool gotoPage(string id);
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bool loadPageId(string id);
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void Update(float dt);
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void Render();
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};
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#endif
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