This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
101 lines
2.0 KiB
C++
101 lines
2.0 KiB
C++
#ifndef _MTGDECK_H_
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#define _MTGDECK_H_
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#define MTG_ERROR -1
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#include "../include/MTGDefinitions.h"
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#include "../include/GameApp.h"
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#include "../include/WResourceManager.h"
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#include <string>
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using std::string;
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class GameApp;
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class MTGCard;
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#define MAX_SETS 100
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class MtgSets{
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protected:
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public:
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int nb_items;
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string values[MAX_SETS];
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public:
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static MtgSets * SetsList;
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MtgSets();
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int Add(const char * subtype);
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int find(string value);
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};
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class MTGAllCards {
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private:
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MTGCard * tempCard;
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protected:
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int conf_read_mode;
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int colorsCount[Constants::MTG_NB_COLORS];
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int total_cards;
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GameApp * parent;
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void init();
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void initCounters();
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public:
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vector<int> ids;
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map<int, MTGCard *> collection;
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MTGAllCards();
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~MTGAllCards();
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MTGCard * _(int id);
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void destroyAllCards();
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MTGAllCards(const char * config_file, const char * set_name);
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MTGCard * getCardById(int id);
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MTGCard * getCardByName(string name);
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int load(const char * config_file, const char * setName, int autoload = 1);
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int countByType(const char * _type);
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int countByColor(int color);
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int countBySet(int setId);
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int readConfLine(ifstream &file, int set_id);
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int totalCards();
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int randomCardId();
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private:
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int processConfLine(string s, MTGCard* card);
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};
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class MTGDeck{
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protected:
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string filename;
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int total_cards;
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public:
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MTGAllCards * database;
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map <int,int> cards;
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string meta_desc;
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string meta_name;
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int totalCards();
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MTGDeck(MTGAllCards * _allcards);
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MTGDeck(const char * config_file, MTGAllCards * _allcards, int meta_only = 0);
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int addRandomCards(int howmany, int * setIds = NULL, int nbSets = 0, int rarity = -1, const char * subtype = NULL, int * colors = NULL, int nbcolors = 0);
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int add(int cardid);
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int add(MTGDeck * deck); // adds the contents of "deck" into myself
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int remove(int cardid);
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int removeAll();
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int add(MTGCard * card);
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int remove(MTGCard * card);
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int save();
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MTGCard * getCardById(int id);
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};
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#endif
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