Commit 817d49bf authored by mercury233's avatar mercury233

don't use inline on ShowBigCard

parent 07a49e50
...@@ -58,52 +58,6 @@ static bool check_set_code(const CardDataC& data, int set_code) { ...@@ -58,52 +58,6 @@ static bool check_set_code(const CardDataC& data, int set_code) {
return res; return res;
} }
inline void ShowBigCard(int code, float zoom) {
mainGame->deckBuilder.bigcard_code = code;
mainGame->deckBuilder.bigcard_zoom = zoom;
ITexture* img = imageManager.GetBigPicture(code, zoom);
mainGame->imgBigCard->setImage(img);
auto size = img->getSize();
s32 left = mainGame->window_size.Width / 2 - size.Width / 2;
s32 top = mainGame->window_size.Height / 2 - size.Height / 2;
mainGame->imgBigCard->setRelativePosition(recti(0, 0, size.Width, size.Height));
mainGame->wBigCard->setRelativePosition(recti(left, top, left + size.Width, top + size.Height));
mainGame->gMutex.lock();
mainGame->btnBigCardOriginalSize->setVisible(true);
mainGame->btnBigCardZoomIn->setVisible(true);
mainGame->btnBigCardZoomOut->setVisible(true);
mainGame->btnBigCardClose->setVisible(true);
mainGame->ShowElement(mainGame->wBigCard);
mainGame->env->getRootGUIElement()->bringToFront(mainGame->wBigCard);
mainGame->gMutex.unlock();
}
inline void ZoomBigCard(s32 centerx = -1, s32 centery = -1) {
if(mainGame->deckBuilder.bigcard_zoom >= 4)
mainGame->deckBuilder.bigcard_zoom = 4;
if(mainGame->deckBuilder.bigcard_zoom <= 0.2f)
mainGame->deckBuilder.bigcard_zoom = 0.2f;
ITexture* img = imageManager.GetBigPicture(mainGame->deckBuilder.bigcard_code, mainGame->deckBuilder.bigcard_zoom);
mainGame->imgBigCard->setImage(img);
auto size = img->getSize();
auto pos = mainGame->wBigCard->getRelativePosition();
if(centerx == -1) {
centerx = pos.UpperLeftCorner.X + pos.getWidth() / 2;
centery = pos.UpperLeftCorner.Y + pos.getHeight() * 0.444f;
}
float posx = (float)(centerx - pos.UpperLeftCorner.X) / pos.getWidth();
float posy = (float)(centery - pos.UpperLeftCorner.Y) / pos.getHeight();
s32 left = centerx - size.Width * posx;
s32 top = centery - size.Height * posy;
mainGame->imgBigCard->setRelativePosition(recti(0, 0, size.Width, size.Height));
mainGame->wBigCard->setRelativePosition(recti(left, top, left + size.Width, top + size.Height));
}
inline void CloseBigCard() {
mainGame->HideElement(mainGame->wBigCard);
mainGame->btnBigCardOriginalSize->setVisible(false);
mainGame->btnBigCardZoomIn->setVisible(false);
mainGame->btnBigCardZoomOut->setVisible(false);
mainGame->btnBigCardClose->setVisible(false);
}
void DeckBuilder::Initialize() { void DeckBuilder::Initialize() {
mainGame->is_building = true; mainGame->is_building = true;
mainGame->is_siding = false; mainGame->is_siding = false;
...@@ -1126,6 +1080,54 @@ void DeckBuilder::SortList() { ...@@ -1126,6 +1080,54 @@ void DeckBuilder::SortList() {
break; break;
} }
} }
void DeckBuilder::ShowBigCard(int code, float zoom) {
bigcard_code = code;
bigcard_zoom = zoom;
ITexture* img = imageManager.GetBigPicture(code, zoom);
mainGame->imgBigCard->setImage(img);
auto size = img->getSize();
s32 left = mainGame->window_size.Width / 2 - size.Width / 2;
s32 top = mainGame->window_size.Height / 2 - size.Height / 2;
mainGame->imgBigCard->setRelativePosition(recti(0, 0, size.Width, size.Height));
mainGame->wBigCard->setRelativePosition(recti(left, top, left + size.Width, top + size.Height));
mainGame->gMutex.lock();
mainGame->btnBigCardOriginalSize->setVisible(true);
mainGame->btnBigCardZoomIn->setVisible(true);
mainGame->btnBigCardZoomOut->setVisible(true);
mainGame->btnBigCardClose->setVisible(true);
mainGame->ShowElement(mainGame->wBigCard);
mainGame->env->getRootGUIElement()->bringToFront(mainGame->wBigCard);
mainGame->gMutex.unlock();
}
void DeckBuilder::ZoomBigCard(s32 centerx, s32 centery) {
if(bigcard_zoom >= 4)
bigcard_zoom = 4;
if(bigcard_zoom <= 0.2f)
bigcard_zoom = 0.2f;
ITexture* img = imageManager.GetBigPicture(bigcard_code, bigcard_zoom);
mainGame->imgBigCard->setImage(img);
auto size = img->getSize();
auto pos = mainGame->wBigCard->getRelativePosition();
if(centerx == -1) {
centerx = pos.UpperLeftCorner.X + pos.getWidth() / 2;
centery = pos.UpperLeftCorner.Y + pos.getHeight() * 0.444f;
}
float posx = (float)(centerx - pos.UpperLeftCorner.X) / pos.getWidth();
float posy = (float)(centery - pos.UpperLeftCorner.Y) / pos.getHeight();
s32 left = centerx - size.Width * posx;
s32 top = centery - size.Height * posy;
mainGame->imgBigCard->setRelativePosition(recti(0, 0, size.Width, size.Height));
mainGame->wBigCard->setRelativePosition(recti(left, top, left + size.Width, top + size.Height));
}
void DeckBuilder::CloseBigCard() {
mainGame->HideElement(mainGame->wBigCard);
mainGame->btnBigCardOriginalSize->setVisible(false);
mainGame->btnBigCardZoomIn->setVisible(false);
mainGame->btnBigCardZoomOut->setVisible(false);
mainGame->btnBigCardClose->setVisible(false);
}
static inline wchar_t NormalizeChar(wchar_t c) { static inline wchar_t NormalizeChar(wchar_t c) {
/* /*
// Convert all symbols and punctuations to space. // Convert all symbols and punctuations to space.
......
...@@ -21,6 +21,10 @@ public: ...@@ -21,6 +21,10 @@ public:
void ClearSearch(); void ClearSearch();
void SortList(); void SortList();
void ShowBigCard(int code, float zoom);
void ZoomBigCard(s32 centerx = -1, s32 centery = -1);
void CloseBigCard();
bool CardNameContains(const wchar_t *haystack, const wchar_t *needle); bool CardNameContains(const wchar_t *haystack, const wchar_t *needle);
bool push_main(code_pointer pointer, int seq = -1); bool push_main(code_pointer pointer, int seq = -1);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment