240 lines
7.4 KiB
C++
240 lines
7.4 KiB
C++
#include <iostream>
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#include "../include/PlayGuiObject.h"
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#include "../include/CardGui.h"
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#include "../include/CardSelector.h"
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#include "../include/GuiHand.h"
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#include "Closest.cpp"
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using std::cout;
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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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template<>
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CardSelector::ObjectSelector(DuelLayers* duel) : active(NULL), duel(duel), limitor(NULL), bigpos(300, 150, 1.0, 0.0, 220), bigMode(BIG_MODE_SHOW) {}
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template<>
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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 = 1.0;
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c = dynamic_cast<CardView*>(active);
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if (c) c->zoom = 1.4;
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cards.push_back(target);
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}
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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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{
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CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.0;
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active = closest<Diff>(cards, limitor, active);
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c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4;
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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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}
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template <>
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CardSelector::Target* CardSelector::fetchMemory(SelectorMemory& memory)
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{
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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 ((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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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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Target* oldactive = active;
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if (!memoryStack.empty())
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{
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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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{ 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(0);
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if (active) active->Entering();
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}
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}
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template<>
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bool CardSelector::CheckUserInput(u32 key)
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{
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if (!active)
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{
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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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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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{
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case PSP_CTRL_CROSS:
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GameObserver::GetInstance()->cancelCurrentAction();
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return true;
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case PSP_CTRL_CIRCLE:
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GameObserver::GetInstance()->ButtonPressed(active);
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return true;
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break;
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case PSP_CTRL_LEFT:
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active = closest<Left>(cards, limitor, active);
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break;
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case PSP_CTRL_RIGHT:
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active = closest<Right>(cards, limitor, active);
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break;
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case PSP_CTRL_UP:
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active = closest<Up>(cards, limitor, active);
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break;
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case PSP_CTRL_DOWN:
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active = closest<Down>(cards, limitor, active);
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break;
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case PSP_CTRL_TRIANGLE:
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bigMode = (bigMode+1) % NB_BIG_MODES;
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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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{
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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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if (PlayGuiObject* old = fetchMemory(lasts[owner]))
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active = old;
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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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{ 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(0);
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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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template<>
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void CardSelector::Update(float dt)
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{
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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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bigpos.x = position;
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bigpos.Update(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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active->Render();
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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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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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template<>
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void CardSelector::Limit(LimitorFunctor<Target>* limitor, SelectorZone destzone)
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{
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this->limitor = limitor;
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if (limitor && !limitor->select(active))
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{
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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 (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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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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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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{ 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(0);
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if (active) active->Entering();
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}
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}
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}
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