Files
wagic/projects/mtg/src/GuiStatic.cpp
T
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

318 lines
8.8 KiB
C++

#include "PrecompiledHeader.h"
#include "Trash.h"
#include "GuiStatic.h"
GuiStatic::GuiStatic(float desiredHeight, float x, float y, bool hasFocus, GuiAvatars* parent) : PlayGuiObject(desiredHeight, x, y, hasFocus), parent(parent) {}
void GuiStatic::Entering()
{
parent->Activate(this);
}
bool GuiStatic::Leaving(JButton key)
{
parent->Deactivate(this);
return false;
}
GuiAvatar::GuiAvatar(float x, float y, bool hasFocus, Player * player, Corner corner, GuiAvatars* parent) : GuiStatic(GuiAvatar::Height, x, y, hasFocus, parent), avatarRed(255), currentLife(player->life),currentpoisonCount(player->poisonCount), corner(corner), player(player) {
type = GUI_AVATAR;
}
void GuiAvatar::Render()
{
GameObserver * game = GameObserver::GetInstance();
JRenderer * r = JRenderer::GetInstance();
int life = player->life;
int poisonCount = player->poisonCount;
WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
//Avatar
int lifeDiff = life - currentLife;
if (lifeDiff < 0 && currentLife > 0){
avatarRed = 192 + (3* 255 * lifeDiff) / currentLife / 4;
if (avatarRed < 0) avatarRed = 0;
}
int poisonDiff = poisonCount - currentpoisonCount;
if (poisonDiff < 0 && currentpoisonCount > 0){
avatarRed = 192 + (3* 255 * poisonDiff) / currentpoisonCount / 4;
if (avatarRed < 0) avatarRed = 0;
}
currentpoisonCount = poisonCount;
currentLife = life;
r->FillRect(actX+2, actY+2, Width * actZ, Height *actZ, ARGB((int)(actA / 2), 0, 0, 0));
float x0 = actX;
float y0 = actY;
JQuad * quad = player->mAvatar;
if (quad)
{
if (corner == BOTTOM_RIGHT){
x0 -= quad->mWidth * actZ;
y0 -= quad->mHeight * actZ;
}
switch (corner)
{
case TOP_LEFT : quad->SetHotSpot(0, 0); break;
case BOTTOM_RIGHT : quad->SetHotSpot(35, 50); break;
}
quad->SetColor(ARGB((int)actA, 255, avatarRed, avatarRed));
r->RenderQuad(quad, actX, actY, actT, actZ, actZ);
if (mHasFocus){
r->FillRect(x0,x0,quad->mWidth * actZ,quad->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
}
}
if (avatarRed < 255){
avatarRed += 3;
if (avatarRed > 255)
avatarRed = 255;
}
if (game->currentPlayer == player)
r->DrawRect(x0-1, y0-1, 36 * actZ, 51*actZ, ARGB((int)actA, 0, 255, 0));
else if (game->currentActionPlayer == player)
r->DrawRect(x0, y0, 34 *actZ, 49 * actZ, ARGB((int)actA, 0, 0, 255));
if (game->isInterrupting == player)
r->DrawRect(x0, y0, 34 * actZ, 49*actZ, ARGB((int)actA, 255, 0, 0));
//Life
char buffer[5];
sprintf(buffer, "%i",life);
switch (corner)
{
case TOP_LEFT :
mFont->SetColor(ARGB((int)actA / 4, 0, 0, 0));
mFont->DrawString(buffer, actX+2, actY+2);
mFont->SetColor(ARGB((int)actA, 255, 255, 255));
mFont->DrawString(buffer, actX+1, actY+1);
break;
case BOTTOM_RIGHT :
mFont->SetColor(ARGB((int)actA, 255, 255, 255));
mFont->DrawString(buffer, actX, actY-10, JGETEXT_RIGHT);
break;
}
//poison
char poison[5];
if(poisonCount > 0){
sprintf(poison, "%i",poisonCount);
switch (corner)
{
case TOP_LEFT :
mFont->SetColor(ARGB((int)actA / 1, 0, 255, 0));
mFont->DrawString(poison, actX+2, actY+10);
break;
case BOTTOM_RIGHT :
mFont->SetColor(ARGB((int)actA / 1 ,0, 255, 0));
mFont->DrawString(poison, actX, actY-20, JGETEXT_RIGHT);
break;
}
}
PlayGuiObject::Render();
}
ostream& GuiAvatar::toString(ostream& out) const
{
return out << "GuiAvatar ::: avatarRed : " << avatarRed
<< " ; currentLife : " << currentLife
<< " ; currentpoisonCount : " << currentpoisonCount
<< " ; player : " << player;
}
void GuiGameZone::toggleDisplay(){
if (showCards)
showCards = 0;
else
{
showCards = 1;
cd->init(zone);
}
}
void GuiGameZone::Render(){
//Texture
JQuad * quad = resources.GetQuad("back_thumb");
float scale = defaultHeight / quad->mHeight;
quad->SetColor(ARGB((int)(actA),255,255,255));
JRenderer::GetInstance()->RenderQuad(quad, actX, actY, 0.0, scale * actZ, scale * actZ);
float x0 = actX;
if (x0 < SCREEN_WIDTH/2) {
x0+=7;
}
if (mHasFocus)
JRenderer::GetInstance()->FillRect(actX,actY,quad->mWidth * scale * actZ,quad->mHeight *scale * actZ, ARGB(abs(128 - wave),255,255,255));
//Number of cards
WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
char buffer[11];
int mAlpha = (int)(actA);
sprintf(buffer,"%i", zone->nb_cards);
mFont->SetColor(ARGB(mAlpha,0,0,0));
mFont->DrawString(buffer, x0+1, actY+1);
if (actA > 120) mAlpha = 255;
mFont->SetColor(ARGB(mAlpha,255,255,255));
mFont->DrawString(buffer, x0, actY);
if (showCards) cd->Render();
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
(*it)->Render();
PlayGuiObject::Render();
}
void GuiGameZone::ButtonPressed(int controllerId, int controlId){
GameObserver::GetInstance()->ButtonPressed(this);
}
bool GuiGameZone::CheckUserInput(JButton key){
if (showCards) return cd->CheckUserInput(key);
return false;
}
bool GuiGameZone::CheckUserInput(int x, int y){
if (showCards) return cd->CheckUserInput(x, y);
return false;
}
void GuiGameZone::Update(float dt){
if (showCards) cd->Update(dt);
PlayGuiObject::Update(dt);
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it){
CardView * c = (*it);
c->Update(dt);
//Dirty fix for http://code.google.com/p/wagic/issues/detail?id=113
if (fabs(c->actX - c->x) < 0.01 && fabs(c->actY - c->y)< 0.01){
cards.erase(it);
trash(c);
return;
}
}
}
GuiGameZone::GuiGameZone(float x, float y, bool hasFocus, MTGGameZone* zone, GuiAvatars* parent): GuiStatic(GuiGameZone::Height, x, y, hasFocus, parent), zone(zone){
cd = NEW CardDisplay(0, GameObserver::GetInstance(), x, y, this);
cd->zone = zone;
showCards = 0;
}
GuiGameZone::~GuiGameZone(){
if (cd) delete cd;
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
delete(*it);
}
ostream& GuiGameZone::toString(ostream& out) const
{
return out << "GuiGameZone ::: zone : " << zone
<< " ; cd : " << cd
<< " ; showCards : " << showCards;
}
GuiGraveyard::GuiGraveyard(float x, float y, bool hasFocus, Player * player, GuiAvatars* parent) : GuiGameZone(x, y, hasFocus, player->game->graveyard, parent), player(player) {
type = GUI_GRAVEYARD;
}
int GuiGraveyard::receiveEventPlus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (event->to == zone)
{
CardView* t;
if (event->card->view)
t = NEW CardView(CardSelector::nullZone, event->card, *(event->card->view));
else
t = NEW CardView(CardSelector::nullZone, event->card, x, y);
t->x = x + Width / 2; t->y = y + Height / 2; t->zoom = 0.6; t->alpha = 0;
cards.push_back(t);
return 1;
}
return 0;
}
int GuiGraveyard::receiveEventMinus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (event->from == zone)
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;
}
ostream& GuiGraveyard::toString(ostream& out) const
{
return out << "GuiGraveyard :::";
}
//opponenthand begins
GuiOpponentHand::GuiOpponentHand(float x, float y, bool hasFocus, Player * player, GuiAvatars* parent) : GuiGameZone(x, y, hasFocus, player->game->hand, parent), player(player) {
type = GUI_OPPONENTHAND;
}
int GuiOpponentHand::receiveEventPlus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (event->to == zone)
{
CardView* t;
if (event->card->view)
t = NEW CardView(CardSelector::nullZone, event->card, *(event->card->view));
else
t = NEW CardView(CardSelector::nullZone, event->card, x, y);
t->x = x + Width / 2; t->y = y + Height / 2; t->zoom = 0.6; t->alpha = 0;
cards.push_back(t);
return 1;
}
return 0;
}
int GuiOpponentHand::receiveEventMinus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (event->from == zone)
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;
}
ostream& GuiOpponentHand::toString(ostream& out) const
{
return out << "GuiOpponentHand :::";
}
GuiLibrary::GuiLibrary(float x, float y, bool hasFocus, Player * player, GuiAvatars* parent) : GuiGameZone(x, y, hasFocus,player->game->library, parent), player(player) {
type = GUI_LIBRARY;
}
ostream& GuiLibrary::toString(ostream& out) const
{
return out << "GuiLibrary :::";
}