Cleaned up my phasebar code and merged it into the overall item selection code
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@@ -4,6 +4,7 @@
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#include "GuiPhaseBar.h"
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#include "GameObserver.h"
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#include "Translate.h"
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#include "CardSelectorSingleton.h"
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/*
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static int colors[] =
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@@ -40,21 +41,9 @@ namespace
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}
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}
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GuiPhaseBar* GuiPhaseBar::instance = NULL;
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GuiPhaseBar* GuiPhaseBar::GetInstance()
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{
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return GuiPhaseBar::instance;
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}
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void GuiPhaseBar::Zoom(float zoom)
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{
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zoomTarget = zoom*ICONSCALE;
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}
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GuiPhaseBar::GuiPhaseBar() :
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phase(NULL), angle(0.0f), zoomTarget(ICONSCALE), zoomFactor(ICONSCALE)
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PlayGuiObject(0, 0, 106, 0, false),
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phase(NULL), angle(0.0f), zoomFactor(ICONSCALE)
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{
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JQuadPtr quad = WResourceManager::Instance()->GetQuad("phasebar");
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if (quad.get() != NULL)
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@@ -65,7 +54,9 @@ GuiPhaseBar::GuiPhaseBar() :
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else
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GameApp::systemError = "Error loading phasebar texture : " __FILE__;
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instance = this;
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zoom = ICONSCALE;
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CardSelectorSingleton::Instance()->Add(this);
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}
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GuiPhaseBar::~GuiPhaseBar()
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@@ -79,16 +70,30 @@ void GuiPhaseBar::Update(float dt)
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else
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angle = 0;
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if(zoomFactor + 0.05 < zoomTarget)
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if (dt > 0.05f) dt = 0.05f;
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if(zoomFactor + 0.05f < zoom)
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{
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zoomFactor += (float)0.05;
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zoomFactor += dt;
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}
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else if (zoomFactor - 0.05 > zoomTarget)
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else if (zoomFactor - 0.05f > zoom)
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{
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zoomFactor -= (float)0.05;
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zoomFactor -= dt;
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}
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}
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void GuiPhaseBar::Entering()
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{
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mHasFocus = true;
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zoom = 1.4f*ICONSCALE;
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}
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bool GuiPhaseBar::Leaving(JButton key)
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{
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mHasFocus = false;
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zoom = ICONSCALE;
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return true;
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}
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void GuiPhaseBar::Render()
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{
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GameObserver * g = GameObserver::GetInstance();
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@@ -164,3 +169,8 @@ int GuiPhaseBar::receiveEventMinus(WEvent *e)
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}
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return 1;
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}
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ostream& GuiPhaseBar::toString(ostream& out) const
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{
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return out << "GuiPhaseBar";
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}
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