Commit e7891669 authored by nanahira's avatar nanahira

Merge commit '817d49bf'

parents 9e3ebe79 817d49bf
......@@ -58,116 +58,6 @@ static bool check_set_code(const CardDataC& data, int set_code) {
return res;
}
inline bool havePopupWindow() {
return mainGame->wQuery->isVisible() || mainGame->wCategories->isVisible() || mainGame->wLinkMarks->isVisible() || mainGame->wDeckManage->isVisible() || mainGame->wDMQuery->isVisible();
}
inline void refreshDeckList() {
irr::gui::IGUIListBox* lstCategories = mainGame->lstCategories;
irr::gui::IGUIListBox* lstDecks = mainGame->lstDecks;
wchar_t catepath[256];
deckManager.GetCategoryPath(catepath, lstCategories->getSelected(), lstCategories->getListItem(lstCategories->getSelected()));
lstDecks->clear();
FileSystem::TraversalDir(catepath, [lstDecks](const wchar_t* name, bool isdir) {
if(!isdir && wcsrchr(name, '.') && !mywcsncasecmp(wcsrchr(name, '.'), L".ydk", 4)) {
size_t len = wcslen(name);
wchar_t deckname[256];
wcsncpy(deckname, name, len - 4);
deckname[len - 4] = 0;
lstDecks->addItem(deckname);
}
});
}
inline void refreshReadonly(int catesel) {
bool hasDeck = mainGame->cbDBDecks->getItemCount() != 0;
mainGame->deckBuilder.readonly = catesel < 2;
mainGame->btnSaveDeck->setEnabled(!mainGame->deckBuilder.readonly);
mainGame->btnDeleteDeck->setEnabled(hasDeck && !mainGame->deckBuilder.readonly);
mainGame->btnRenameCategory->setEnabled(catesel > 3);
mainGame->btnDeleteCategory->setEnabled(catesel > 3);
mainGame->btnNewDeck->setEnabled(!mainGame->deckBuilder.readonly);
mainGame->btnRenameDeck->setEnabled(hasDeck && !mainGame->deckBuilder.readonly);
mainGame->btnDMDeleteDeck->setEnabled(hasDeck && !mainGame->deckBuilder.readonly);
mainGame->btnMoveDeck->setEnabled(hasDeck && !mainGame->deckBuilder.readonly);
mainGame->btnCopyDeck->setEnabled(hasDeck);
}
inline void changeCategory(int catesel) {
mainGame->RefreshDeck(mainGame->cbDBCategory, mainGame->cbDBDecks);
mainGame->cbDBDecks->setSelected(0);
deckManager.LoadDeck(mainGame->cbDBCategory, mainGame->cbDBDecks);
refreshReadonly(catesel);
mainGame->deckBuilder.is_modified = false;
mainGame->deckBuilder.prev_category = catesel;
mainGame->deckBuilder.prev_deck = 0;
}
inline void showDeckManage() {
mainGame->RefreshCategoryDeck(mainGame->cbDBCategory, mainGame->cbDBDecks, false);
mainGame->cbDBCategory->setSelected(mainGame->deckBuilder.prev_category);
mainGame->RefreshDeck(mainGame->cbDBCategory, mainGame->cbDBDecks);
mainGame->cbDBDecks->setSelected(mainGame->deckBuilder.prev_deck);
irr::gui::IGUIListBox* lstCategories = mainGame->lstCategories;
lstCategories->clear();
lstCategories->addItem(dataManager.GetSysString(1450));
lstCategories->addItem(dataManager.GetSysString(1451));
lstCategories->addItem(dataManager.GetSysString(1452));
lstCategories->addItem(dataManager.GetSysString(1453));
FileSystem::TraversalDir(L"./deck", [lstCategories](const wchar_t* name, bool isdir) {
if(isdir) {
lstCategories->addItem(name);
}
});
lstCategories->setSelected(mainGame->deckBuilder.prev_category);
refreshDeckList();
refreshReadonly(mainGame->deckBuilder.prev_category);
mainGame->lstDecks->setSelected(mainGame->deckBuilder.prev_deck);
mainGame->PopupElement(mainGame->wDeckManage);
}
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() {
mainGame->is_building = true;
mainGame->is_siding = false;
......@@ -1706,6 +1596,54 @@ void DeckBuilder::SortList() {
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) {
/*
// Convert all symbols and punctuations to space.
......
......@@ -21,6 +21,10 @@ public:
void ClearSearch();
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 push_main(code_pointer pointer, int seq = -1);
......
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