Files
wagic/projects/mtg/src/GuiHand.cpp
jean.chalard 28f93c035f J :
CAREFUL : this update REVERSES the triggers default actions.
* Make the right trigger opens the hand and the left trigger skips to
  next phase.
* Add an option to reverse triggers (and thus revert to old style).
2009-09-23 07:25:39 +00:00

265 lines
7.2 KiB
C++

#include "../include/config.h"
#include "../include/GameApp.h"
#include "../include/Trash.h"
#include "../include/GuiHand.h"
#include "../include/OptionItem.h"
const float GuiHand::ClosedRowX = 459;
const float GuiHand::LeftRowX = 420;
const float GuiHand::RightRowX = 460;
const float GuiHand::OpenX = 394;
const float GuiHand::ClosedX = 494;
const float GuiHand::OpenY = SCREEN_HEIGHT - 50;
const float GuiHand::ClosedY = SCREEN_HEIGHT;
bool HandLimitor::select(Target* t)
{
if (CardView* c = dynamic_cast<CardView*>(t))
return hand->isInHand(c);
else return false;
}
bool HandLimitor::greyout(Target* t)
{
return true;
}
HandLimitor::HandLimitor(GuiHand* hand) : hand(hand) {}
GuiHand::GuiHand(CardSelector* cs, MTGHand* hand) : GuiLayer(), hand(hand), cs(cs)
{
JTexture* texture = resources.GetTexture("handback.png");
if (texture)
{
back = NEW JQuad(texture, 0, 0, 101, 250);
back->SetTextureRect(1, 0, 100, 250);
}
else
{
back = NULL;
GameApp::systemError = "Error loading hand texture : " __FILE__;
}
}
GuiHand::~GuiHand()
{
delete(back);
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
delete(*it);
}
void GuiHand::Update(float dt)
{
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
(*it)->Update(dt);
}
bool GuiHand::isInHand(CardView* card)
{
vector<CardView*>::iterator it;
it = find(cards.begin(), cards.end(), card);
return (it != cards.end());
}
GuiHandOpponent::GuiHandOpponent(CardSelector* cs, MTGHand* hand) : GuiHand(cs, hand) {}
void GuiHandOpponent::Render()
{
JQuad * quad = resources.GetQuad("back_thumb");
float x = 45;
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
{
(*it)->x = x;
(*it)->y = 2;
(*it)->zoom = 0.3;
(*it)->Render(quad);
x += 18;
}
}
GuiHandSelf::GuiHandSelf(CardSelector* cs, MTGHand* hand) : GuiHand(cs, hand), state(Closed), backpos(ClosedX, SCREEN_HEIGHT - 250, 1.0, 0, 255)
{
limitor = NEW HandLimitor(this);
if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
{
backpos.t = M_PI/2;
backpos.y = ClosedY;
backpos.x = SCREEN_WIDTH - 30 * 7 - 14;
backpos.UpdateNow();
}
}
GuiHandSelf::~GuiHandSelf(){
SAFE_DELETE(limitor);
}
void GuiHandSelf::Repos()
{
float y = 48.0;
if (Closed == state && OptionClosedHand::VISIBLE == options[Options::CLOSEDHAND].number)
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
{
(*it)->x = ClosedRowX; (*it)->y = y;
y += 20;
}
else
{
bool q = (Closed == state);
if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
{
y = SCREEN_WIDTH - 30;
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
{
(*it)->x = y;
(*it)->y = SCREEN_HEIGHT - 30;
y -= 30;
(*it)->alpha = (q ? 0 : 255);
}
backpos.x = y + SCREEN_HEIGHT - 14;
}
else
{
bool flip = false;
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
{
(*it)->x = flip ? RightRowX : LeftRowX;
(*it)->y = y;
if (flip) y += 65;
flip = !flip;
(*it)->alpha = (q ? 0 : 255);
}
}
}
}
bool GuiHandSelf::CheckUserInput(u32 key)
{
u32 trigger = (options[Options::REVERSETRIGGERS].number ? PSP_CTRL_LTRIGGER : PSP_CTRL_RTRIGGER);
if (trigger == key)
{
state = (Open == state ? Closed : Open);
if (Open == state) cs->Push();
cs->Limit(Open == state ? limitor : NULL, CardSelector::handZone);
if (Closed == state) cs->Pop();
if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
backpos.y = Open == state ? OpenY : ClosedY;
else
backpos.x = Open == state ? OpenX : ClosedX;
if (Open == state && OptionClosedHand::INVISIBLE == options[Options::CLOSEDHAND].number)
{
if (OptionHandDirection::HORIZONTAL == options[Options::HANDDIRECTION].number)
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
{
(*it)->y = SCREEN_HEIGHT + 30; (*it)->UpdateNow();
}
else
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
{
(*it)->x = SCREEN_WIDTH + 30; (*it)->UpdateNow();
}
}
Repos();
return true;
}
return false;
}
void GuiHandSelf::Update(float dt)
{
backpos.Update(dt);
GuiHand::Update(dt);
}
void GuiHandSelf::Render()
{
backpos.Render(back);
if (OptionClosedHand::VISIBLE == options[Options::CLOSEDHAND].number || state == Open)
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
(*it)->Render();
}
float GuiHandSelf::LeftBoundary()
{
float min = SCREEN_WIDTH + 10;
if (OptionClosedHand::VISIBLE == options[Options::CLOSEDHAND].number || state == Open)
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
if ((*it)->x - CardGui::Width / 2 < min) min = (*it)->x - CardGui::Width / 2;
return min;
}
int GuiHandSelf::receiveEventPlus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (hand == event->to)
{
CardView* card;
if (event->card->view)
card = NEW CardView(CardSelector::handZone, event->card, *(event->card->view));
else
card = NEW CardView(CardSelector::handZone, event->card, ClosedRowX, 0);
card->t = 6*M_PI;
cards.push_back(card);
cs->Add(card);
Repos();
return 1;
}
return 0;
}
int GuiHandSelf::receiveEventMinus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
{
if (hand == event->from)
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
if (event->card->previous == (*it)->card)
{
CardView* cv = *it;
cs->Remove(cv);
cards.erase(it);
Repos();
trash(cv);
return 1;
}
return 1;
}
return 0;
}
int GuiHandOpponent::receiveEventPlus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (hand == event->to)
{
CardView* card;
if (event->card->view)
card = NEW CardView(CardSelector::handZone, event->card, *(event->card->view));
else
card = NEW CardView(CardSelector::handZone, event->card, ClosedRowX, 0);
card->alpha = 255; card->t = -4*M_PI;
cards.push_back(card);
return 1;
}
return 0;
}
int GuiHandOpponent::receiveEventMinus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
{
if (hand == event->from)
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
if (event->card->previous == (*it)->card)
{
CardView* cv = *it;
cards.erase(it);
trash(cv);
return 1;
}
return 0;
}
return 0;
}
// I wanna write it like that. GCC doesn't want me to without -O.
// I'm submitting a bug report.
// it->x = (it->x + (flip ? RightRowX : LeftRowX)) / 2;