J :
* Fix issue 357, where the hand loses focus when the opponent declares attackers while the hand is open. * Harmonize the code for CardSelector.cpp to the coding style.
This commit is contained in:
@@ -48,6 +48,7 @@ class ObjectSelector : public GuiLayer
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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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@@ -60,10 +61,13 @@ class ObjectSelector : public GuiLayer
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bool CheckUserInput(JButton key);
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void Update(float dt);
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void Render();
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void Limit(LimitorFunctor<T>* limitor, SelectorZone);
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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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typedef T Target;
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};
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@@ -47,7 +47,6 @@ template<>
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void CardSelector::Remove(CardSelector::Target* card)
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{
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for (vector<Target*>::iterator it = cards.begin(); it != cards.end(); ++it)
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{
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if (card == *it)
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{
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if (active == *it)
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@@ -60,45 +59,36 @@ void CardSelector::Remove(CardSelector::Target* card)
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cards.erase(it);
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return;
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}
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}
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}
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template<>
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CardSelector::Target* CardSelector::fetchMemory(SelectorMemory& memory)
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{
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CardSelector::Target* CardSelector::fetchMemory(SelectorMemory& memory) {
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if (NULL == memory.object) return NULL;
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for (vector<Target*>::iterator it = cards.begin(); it != cards.end(); ++it)
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{
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if (*it == memory.object)
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{
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if (*it == memory.object) {
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if ((NULL == limitor) || (limitor->select(memory.object)))
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return memory.object;
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else break;
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}
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}
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// We come here if the card is not in the selector any more, or if
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// it is there but it is now refused by the limitor.
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return closest<True>(cards, limitor, memory.x, memory.y);
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}
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template<>
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void CardSelector::Push()
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{
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void CardSelector::Push() {
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memoryStack.push(SelectorMemory(active));
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}
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template<>
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void CardSelector::Pop()
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{
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void CardSelector::Pop() {
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Target* oldactive = active;
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if (!memoryStack.empty())
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{
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if (!memoryStack.empty()) {
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active = fetchMemory(memoryStack.top());
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memoryStack.pop();
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SelectorZone oldowner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = nullZone;
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if (nullZone != oldowner) lasts[oldowner] = SelectorMemory(oldactive);
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}
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if (active != oldactive)
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{
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if (active != oldactive) {
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{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; } //Is this needed, I think it is one in Leaving(0) ?
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{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; } //Is this needed, I think it is one in Entering() ?
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if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
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@@ -109,11 +99,9 @@ void CardSelector::Pop()
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template<>
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bool CardSelector::CheckUserInput(JButton key)
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{
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if (!active)
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{
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if (!active) {
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for (vector<Target*>::iterator it = cards.begin(); it != cards.end(); ++it)
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if ((NULL == limitor) || (limitor->select(*it)))
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{
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if ((NULL == limitor) || (limitor->select(*it))) {
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active = *it;
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active->Entering();
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return true;
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@@ -121,8 +109,7 @@ bool CardSelector::CheckUserInput(JButton key)
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return true;
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}
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Target* oldactive = active;
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switch (key)
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{
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switch (key) {
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case JGE_BTN_SEC:
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GameObserver::GetInstance()->cancelCurrentAction();
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return true;
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@@ -152,15 +139,12 @@ bool CardSelector::CheckUserInput(JButton key)
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default:
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return false;
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}
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if (active != oldactive)
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{
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if (active != oldactive) {
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SelectorZone oldowner, owner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = nullZone;
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if (CardView *q = dynamic_cast<CardView*>(active)) owner = q->owner; else owner = nullZone;
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if (oldowner != owner)
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{
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if (nullZone != owner)
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{
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if (oldowner != owner) {
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if (nullZone != owner) {
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if (PlayGuiObject* old = fetchMemory(lasts[owner]))
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switch (key)
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{
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@@ -174,8 +158,7 @@ bool CardSelector::CheckUserInput(JButton key)
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lasts[oldowner] = SelectorMemory(oldactive);
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}
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}
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if (active != oldactive)
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{
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if (active != oldactive) {
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{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; }
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{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; }
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if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
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@@ -185,8 +168,7 @@ bool CardSelector::CheckUserInput(JButton key)
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}
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template<>
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void CardSelector::Update(float dt)
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{
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void CardSelector::Update(float dt) {
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float boundary = duel->RightBoundary();
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float position = boundary - CardGui::BigWidth / 2;
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if (CardView* c = dynamic_cast<CardView*>(active))
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@@ -199,13 +181,11 @@ void CardSelector::Update(float dt)
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}
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template<>
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void CardSelector::Render()
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{
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if (active)
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{
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void CardSelector::Render() {
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if (active) {
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active->Render();
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if (CardView* c = dynamic_cast<CardView*>(active)){
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switch(bigMode){
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if (CardView* c = dynamic_cast<CardView*>(active)) {
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switch(bigMode) {
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case BIG_MODE_SHOW:
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c->RenderBig(bigpos);
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break;
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@@ -220,35 +200,29 @@ void CardSelector::Render()
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}
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template<>
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void CardSelector::Limit(LimitorFunctor<Target>* limitor, SelectorZone destzone)
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{
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void CardSelector::Limit(LimitorFunctor<Target>* limitor, SelectorZone destzone) {
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this->limitor = limitor;
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if (limitor && !limitor->select(active))
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{
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if (limitor && !limitor->select(active)) {
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Target* oldactive = active;
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SelectorZone oldowner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = nullZone;
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if (oldowner != destzone)
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{
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if (oldowner != destzone) {
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if (nullZone != destzone)
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if (PlayGuiObject* old = fetchMemory(lasts[destzone]))
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active = old;
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lasts[oldowner] = SelectorMemory(oldactive);
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}
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if (limitor && !limitor->select(active))
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{
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if (limitor && !limitor->select(active)) {
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active = NULL;
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for (vector<Target*>::iterator it = cards.begin(); it != cards.end(); ++it)
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if (limitor->select(*it))
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{
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if (limitor->select(*it)) {
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active = *it;
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break;
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}
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}
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if (active != oldactive)
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{
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if (active != oldactive) {
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{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0; }
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{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4; }
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if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
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@@ -256,3 +230,18 @@ void CardSelector::Limit(LimitorFunctor<Target>* limitor, SelectorZone destzone)
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}
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}
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}
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template<>
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void CardSelector::PushLimitor() {
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if (NULL == limitor) return;
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SelectorZone owner;
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if (CardView *q = dynamic_cast<CardView*>(active)) owner = q->owner; else owner = nullZone;
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limitorStack.push(make_pair(limitor, owner));
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}
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template<>
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void CardSelector::PopLimitor() {
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if (limitorStack.empty()) return;
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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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@@ -139,9 +139,11 @@ int MTGAttackRule::reactToClick(MTGCardInstance * card){
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//Graphically select the next card that can attack
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if(!card->isAttacker()){
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CardSelector * cs = game->mLayers->cs;
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cs->PushLimitor();
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cs->Limit(this,CardSelector::playZone);
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cs->CheckUserInput(JGE_BTN_RIGHT);
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cs->Limit(NULL,CardSelector::playZone);
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cs->PopLimitor();
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}
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card->toggleAttacker();
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return 1;
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