297 lines
10 KiB
C++
297 lines
10 KiB
C++
#include "PrecompiledHeader.h"
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#include "PlayGuiObject.h"
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#include "CardGui.h"
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#include "CardSelector.h"
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#include "GuiHand.h"
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#include "Closest.cpp"
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#include "GameObserver.h"
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using std::cout;
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// The X lib annoyingly defines True to be 1, leading to
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// hard to understand syntax errors. Not using it, so it's
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// safe to undefine it.
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#ifdef True
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#undef True
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#endif
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struct Left : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{ return ref->x - test->x > fabs(ref->y - test->y); } };
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struct Right : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{ return test->x - ref->x > fabs(ref->y - test->y); } };
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struct Up : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{ return ref->y - test->y > fabs(ref->x - test->x); } };
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struct Down : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{ return test->y - ref->y > fabs(ref->x - test->x); } };
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struct Diff : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{ return ref != test; } };
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struct True : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{ return true; } };
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CardSelector::SelectorMemory::SelectorMemory(PlayGuiObject* object) : object(object) { if (object) { x = object->x; y = object->y; } }
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CardSelector::SelectorMemory::SelectorMemory() { object = NULL; x = y = 0; }
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CardSelector::CardSelector(DuelLayers* duel) : CardSelectorBase(BIG_MODE_SHOW), active(NULL), duel(duel), limitor(NULL), bigpos(300, 150, 1.0, 0.0, 220) {}
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void CardSelector::Add(CardSelector::Target* target)
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{
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if (NULL == active)
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if (NULL == limitor || limitor->select(active))
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active = target;
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CardView* c = dynamic_cast<CardView*>(target);
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if (c) c->zoom = 1.0f;
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c = dynamic_cast<CardView*>(active);
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if (c) c->zoom = 1.4f;
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cards.push_back(target);
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}
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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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if (card == *it)
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{
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if (active == *it)
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{
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CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.0f;
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active = closest<Diff>(cards, limitor, active);
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c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4f;
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}
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if (active == *it) active = NULL;
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cards.erase(it);
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return;
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}
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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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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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// 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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void CardSelector::Push() {
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memoryStack.push(SelectorMemory(active));
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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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active = fetchMemory(memoryStack.top());
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memoryStack.pop();
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CardView::SelectorZone oldowner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = CardView::nullZone;
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if (CardView::nullZone != oldowner) lasts[oldowner] = SelectorMemory(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 = 1.0f; } //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 = 1.4f; } //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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if (active) active->Entering();
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}
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}
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bool CardSelector::CheckUserInput(JButton key)
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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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active = *it;
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active->Entering();
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return true;
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}
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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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case JGE_BTN_SEC:
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GameObserver::GetInstance()->cancelCurrentAction();
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return true;
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case JGE_BTN_OK:
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GameObserver::GetInstance()->ButtonPressed(active);
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return true;
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break;
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case JGE_BTN_LEFT:
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active = closest<Left>(cards, limitor, active);
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break;
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case JGE_BTN_RIGHT:
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active = closest<Right>(cards, limitor, active);
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break;
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case JGE_BTN_UP:
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active = closest<Up>(cards, limitor, active);
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break;
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case JGE_BTN_DOWN:
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active = closest<Down>(cards, limitor, active);
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break;
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case JGE_BTN_CANCEL:
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mDrawMode = (mDrawMode+1) % NB_BIG_MODES;
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if(mDrawMode == BIG_MODE_TEXT)
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options[Options::DISABLECARDS].number = 1;
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else
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options[Options::DISABLECARDS].number = 0;
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return true;
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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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CardView::SelectorZone oldowner, owner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = CardView::nullZone;
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if (CardView *q = dynamic_cast<CardView*>(active)) owner = q->owner; else owner = CardView::nullZone;
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if (oldowner != owner) {
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if (CardView::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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case JGE_BTN_LEFT: if (old->x < oldactive->x) active = old; break;
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case JGE_BTN_RIGHT: if (old->x > oldactive->x) active = old; break;
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case JGE_BTN_UP: if (old->y < oldactive->y) active = old; break;
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case JGE_BTN_DOWN: if (old->y > oldactive->y) active = old; break;
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default: if (old) active = old; break;
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}
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}
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lasts[oldowner] = SelectorMemory(oldactive);
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}
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}
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else
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{
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// active card hasn't changed - that means we're probably at an edge of the battlefield.
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// check if we're not already a selected avatar - if not, select one depending whether we're going up/down.
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GuiAvatar* avatar = dynamic_cast<GuiAvatar*>(active);
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if (!avatar)
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{
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if (key == JGE_BTN_DOWN)
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{
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active = duel->GetAvatars()->GetSelf();
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}
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else if (key == JGE_BTN_UP)
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{
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active = duel->GetAvatars()->GetOpponent();
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}
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}
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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 = 1.0f; }
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{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4f; }
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if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
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if (active) active->Entering();
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}
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return true;
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}
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bool CardSelector::CheckUserInput(int x, int y)
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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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active = *it;
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active->Entering();
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return true;
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}
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return true;
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}
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Target* oldactive = active;
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active = closest<True>(cards, limitor, static_cast<float>(x), static_cast<float>(y));
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if (active != oldactive) {
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CardView::SelectorZone oldowner, owner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = CardView::nullZone;
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if (CardView *q = dynamic_cast<CardView*>(active)) owner = q->owner; else owner = CardView::nullZone;
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if (oldowner != owner) {
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if (CardView::nullZone != owner) {
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if (PlayGuiObject* old = fetchMemory(lasts[owner]))
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if (old) active = old;
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}
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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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{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0f; }
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{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4f; }
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if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
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if (active) active->Entering();
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}
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return true;
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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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if ((c->x + CardGui::Width / 2 > position - CardGui::BigWidth / 2) &&
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(c->x - CardGui::Width / 2 < position + CardGui::BigWidth / 2))
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position = CardGui::BigWidth / 2 - 10;
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if (position < CardGui::BigWidth / 2) position = CardGui::BigWidth / 2;
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bigpos.x = position;
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bigpos.Update(dt);
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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(mDrawMode) {
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case BIG_MODE_SHOW:
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c->RenderBig(bigpos);
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break;
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case BIG_MODE_TEXT:
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c->alternateRenderBig(bigpos);
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break;
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default:
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break;
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}
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}
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}
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}
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void CardSelector::Limit(LimitorFunctor<PlayGuiObject>* limitor, CardView::SelectorZone destzone) {
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this->limitor = limitor;
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if (limitor && !limitor->select(active)) {
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PlayGuiObject* oldactive = active;
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CardView::SelectorZone oldowner;
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if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = CardView::nullZone;
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if (oldowner != destzone) {
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if (CardView::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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active = NULL;
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for (vector<PlayGuiObject*>::iterator it = cards.begin(); it != cards.end(); ++it)
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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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{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0f; }
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{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4f; }
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if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
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if (active) active->Entering();
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}
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}
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}
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void CardSelector::PushLimitor() {
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if (NULL == limitor) return;
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CardView::SelectorZone owner;
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if (CardView *q = dynamic_cast<CardView*>(active)) owner = q->owner; else owner = CardView::nullZone;
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limitorStack.push(make_pair(limitor, owner));
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}
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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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