I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.) It's functional, but I want to do more testing before considering wiring it into the game options or something similar. (Also, note that it currently doesn't support the mouse functionality added by DJardin.) Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
38 lines
787 B
C++
38 lines
787 B
C++
#ifndef _GUIAVATARS_H_
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#define _GUIAVATARS_H_
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#include "GuiLayers.h"
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struct GuiAvatar;
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class GuiGraveyard;
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class GuiLibrary;
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class GuiOpponentHand;
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class GuiAvatars : public GuiLayer
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{
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protected:
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GuiAvatar* self, *opponent;
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GuiGraveyard* selfGraveyard, *opponentGraveyard;
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GuiLibrary* selfLibrary, *opponentLibrary;
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GuiOpponentHand *opponentHand;
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GuiAvatar* active;
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public:
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GuiAvatars();
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~GuiAvatars();
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GuiAvatar* GetSelf();
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GuiAvatar* GetOpponent();
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void Update(float dt);
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void Render();
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void Activate(PlayGuiObject* c);
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void Deactivate(PlayGuiObject* c);
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int receiveEventPlus(WEvent*);
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int receiveEventMinus(WEvent*);
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bool CheckUserInput(JButton key);
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bool CheckUserInput(int x, int y);
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float LeftBoundarySelf();
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};
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#endif // _GUIAVATARS_H_
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