Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Keyboard shortcuts
?
Submit feedback
Sign in / Register
Toggle navigation
Y
ygopro for rd
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Locked Files
Issues
0
Issues
0
List
Boards
Labels
Service Desk
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Security & Compliance
Security & Compliance
Dependency List
License Compliance
Packages
Packages
List
Container Registry
Analytics
Analytics
CI / CD
Code Review
Insights
Issues
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
苍蓝
ygopro for rd
Commits
e7891669
Commit
e7891669
authored
Mar 22, 2021
by
nanahira
Browse files
Options
Browse Files
Download
Plain Diff
Merge commit '
817d49bf
'
parents
9e3ebe79
817d49bf
Changes
2
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
52 additions
and
110 deletions
+52
-110
gframe/deck_con.cpp
gframe/deck_con.cpp
+48
-110
gframe/deck_con.h
gframe/deck_con.h
+4
-0
No files found.
gframe/deck_con.cpp
View file @
e7891669
...
...
@@ -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
<=
0.2
f
)
mainGame
->
deckBuilder
.
bigcard_zoom
=
0.2
f
;
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
()
*
0.444
f
;
}
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
<=
0.2
f
)
bigcard_zoom
=
0.2
f
;
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
()
*
0.444
f
;
}
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.
...
...
gframe/deck_con.h
View file @
e7891669
...
...
@@ -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
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment