Files
wagic/projects/mtg/include/GameStateDeckViewer.h
wrenczes@gmail.com 6675a7da31 Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file.  This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically.  Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.

While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
2011-01-30 13:06:21 +00:00

151 lines
3.6 KiB
C++

#ifndef _GAME_STATE_DECK_VIEWER_H_
#define _GAME_STATE_DECK_VIEWER_H_
#include <math.h>
#include <iostream>
#include <JGE.h>
#include "GameState.h"
#include "DeckEditorMenu.h"
#include "SimpleMenu.h"
#include "WResourceManager.h"
#include "CardGui.h"
#include "GameOptions.h"
#include "PriceList.h"
#include "PlayerData.h"
#include "DeckDataWrapper.h"
#include "DeckStats.h"
#include "WDataSrc.h"
#include "WGui.h"
#define NO_USER_ACTIVITY_HELP_DELAY 10
#define NO_USER_ACTIVITY_SHOWCARD_DELAY 0.1
enum
{
STAGE_TRANSITION_RIGHT = 0,
STAGE_TRANSITION_LEFT = 1,
STAGE_WAITING = 2,
STAGE_TRANSITION_UP = 3,
STAGE_TRANSITION_DOWN = 4,
STAGE_ONSCREEN_MENU = 5,
STAGE_WELCOME = 6,
STAGE_MENU = 7,
STAGE_FILTERS = 8
};
// TODO: need a better name for MENU_FIRST_MENU, this is reused for the 1st submenu of
// available options in the duel menu
enum
{
MENU_CARD_PURCHASE = 2,
MENU_DECK_SELECTION = 10,
MENU_DECK_BUILDER = 11,
MENU_FIRST_DUEL_SUBMENU = 102,
MENU_LANGUAGE_SELECTION = 103,
};
// enums for menu options
// TODO: make these enums a little more descriptive. (ie should reflect what menu they are attached to )
enum DECK_VIEWER_MENU_ITEMS
{
MENU_ITEM_NEW_DECK = -30,
MENU_ITEM_CHEAT_MODE = -12,
MENU_ITEM_CANCEL = kCancelMenuID,
MENU_ITEM_SAVE_RETURN_MAIN_MENU = 0,
MENU_ITEM_SAVE_RENAME = 1,
MENU_ITEM_SWITCH_DECKS_NO_SAVE = 2,
MENU_ITEM_MAIN_MENU = 3,
MENU_ITEM_EDITOR_CANCEL = kCancelMenuID,
MENU_ITEM_SAVE_AS_AI_DECK = 5,
MENU_ITEM_YES = 20,
MENU_ITEM_NO = 21,
MENU_ITEM_FILTER_BY = 22,
MENUITEM_MORE_INFO = kInfoMenuID
};
#define ALL_COLORS -1
#define ROTATE_LEFT 1;
#define ROTATE_RIGHT 0;
#define HIGH_SPEED 15.0
#define MED_SPEED 5.0f
#define LOW_SPEED 1.5
#define MAX_SAVED_FILTERS 8
#define CARDS_DISPLAYED 7
class GameStateDeckViewer: public GameState, public JGuiListener
{
private:
JQuad * mIcons[CARDS_DISPLAYED];
JQuad * pspIcons[8];
JTexture * pspIconsTexture;
float last_user_activity;
float onScreenTransition;
float mRotation;
float mSlide;
int mAlpha;
int mStage;
int useFilter;
JMusic * bgMusic;
JQuad * backQuad;
int lastPos;
int lastTotal;
WGuiFilters * filterMenu;
WSrcDeckViewer * source;
DeckEditorMenu * welcome_menu;
SimpleMenu * subMenu;
DeckEditorMenu * menu;
PriceList* pricelist;
PlayerData * playerdata;
int price;
DeckDataWrapper * displayed_deck;
DeckDataWrapper * myDeck;
DeckDataWrapper * myCollection;
MTGCard * cardIndex[CARDS_DISPLAYED];
StatsWrapper *stw;
int hudAlpha;
string newDeckname;
bool isAIDeckSave;
bool mSwitching;
void saveDeck(); //Saves the deck and additional necessary information
void saveAsAIDeck(string deckName); // saves deck as an AI Deck
int getCurrentPos();
pair<float, float> cardsCoordinates[CARDS_DISPLAYED];
public:
GameStateDeckViewer(GameApp* parent);
virtual ~GameStateDeckViewer();
void updateDecks();
void rotateCards(int direction);
void loadIndexes();
void updateFilters();
void rebuildFilters();
void switchDisplay();
void Start();
virtual void End();
void addRemove(MTGCard * card);
virtual void Update(float dt);
void renderOnScreenBasicInfo();
void renderSlideBar();
void renderDeckBackground();
void renderOnScreenMenu();
virtual void renderCard(int id, float rotation);
virtual void renderCard(int id);
virtual void Render();
int loadDeck(int deckid);
void LoadDeckStatistics(int deckId);
void buildEditorMenu();
virtual void ButtonPressed(int controllerId, int controlId);
};
#endif