Esempio n. 1
0
void scene::startAtZone(entry *zone)
{
  reset();
  if (cam->getMode() != 3)
    cam->setMode(1);
  
  addZone(zone);  
  
  if (!(*viewMode & SCENE_VIEWMODE_VIEWZONESCUMULATIVE))
  {
    viewToZone(0);
    *viewMode = SCENE_VIEWMODE_VIEWZONESCUMULATIVE;
  }
}
Esempio n. 2
0
void ZInstrument::addRegion(SfzRegion& r)
      {
      for (int i = 0; i < 128; ++i) {
            if (r.on_locc[i] != -1 || r.on_hicc[i] != -1) {
                  r.trigger = Trigger::CC;
                  break;
                  }
            }
      Zone* z = new Zone;
      z->sample = readSample(r.sample, 0);
      if (z->sample) {
            qDebug("Sample Loop - start %d, end %d, mode %d", z->sample->loopStart(), z->sample->loopEnd(), z->sample->loopMode());
            // if there is no opcode defining loop ranges, use sample definitions as fallback (according to spec)
            if (r.loopStart == -1)
                  r.loopStart = z->sample->loopStart();
            if (r.loopEnd == -1)
                  r.loopEnd = z->sample->loopEnd();
            }
      r.setZone(z);
      if (z->sample)
            addZone(z);
      }
Esempio n. 3
0
void Server_Player::setupZones()
{
	// This may need to be customized according to the game rules.
	// ------------------------------------------------------------------

	// Create zones
	Server_CardZone *deckZone = new Server_CardZone(this, "deck", false, HiddenZone);
	addZone(deckZone);
	Server_CardZone *sbZone = new Server_CardZone(this, "sb", false, HiddenZone);
	addZone(sbZone);
	addZone(new Server_CardZone(this, "table", true, PublicZone));
	addZone(new Server_CardZone(this, "hand", false, PrivateZone));
	addZone(new Server_CardZone(this, "stack", false, PublicZone));
	addZone(new Server_CardZone(this, "grave", false, PublicZone));
	addZone(new Server_CardZone(this, "rfg", false, PublicZone));

	addCounter(new Server_Counter(0, "life", Color(255, 255, 255), 25, 20));
	addCounter(new Server_Counter(1, "w", Color(255, 255, 150), 20, 0));
	addCounter(new Server_Counter(2, "u", Color(150, 150, 255), 20, 0));
	addCounter(new Server_Counter(3, "b", Color(150, 150, 150), 20, 0));
	addCounter(new Server_Counter(4, "r", Color(250, 150, 150), 20, 0));
	addCounter(new Server_Counter(5, "g", Color(150, 255, 150), 20, 0));
	addCounter(new Server_Counter(6, "x", Color(255, 255, 255), 20, 0));
	addCounter(new Server_Counter(7, "storm", Color(255, 255, 255), 20, 0));

	initialCards = 7;

	// ------------------------------------------------------------------

	// Assign card ids and create deck from decklist
	InnerDecklistNode *listRoot = deck->getRoot();
	nextCardId = 0;
	for (int i = 0; i < listRoot->size(); ++i) {
		InnerDecklistNode *currentZone = dynamic_cast<InnerDecklistNode *>(listRoot->at(i));
		Server_CardZone *z;
		if (currentZone->getName() == "main")
			z = deckZone;
		else if (currentZone->getName() == "side")
			z = sbZone;
		else
			continue;
		
		for (int j = 0; j < currentZone->size(); ++j) {
			DecklistCardNode *currentCard = dynamic_cast<DecklistCardNode *>(currentZone->at(j));
			if (!currentCard)
				continue;
			for (int k = 0; k < currentCard->getNumber(); ++k)
				z->cards.append(new Server_Card(currentCard->getName(), nextCardId++, 0, 0));
		}
	}
	
	const QList<MoveCardToZone *> &sideboardPlan = deck->getCurrentSideboardPlan();
	for (int i = 0; i < sideboardPlan.size(); ++i) {
		MoveCardToZone *m = sideboardPlan[i];
		
		Server_CardZone *start, *target;
		if (m->getStartZone() == "main")
			start = deckZone;
		else if (m->getStartZone() == "side")
			start = sbZone;
		else
			continue;
		if (m->getTargetZone() == "main")
			target = deckZone;
		else if (m->getTargetZone() == "side")
			target = sbZone;
		else
			continue;
		
		for (int j = 0; j < start->cards.size(); ++j)
			if (start->cards[j]->getName() == m->getCardName()) {
				Server_Card *card = start->cards[j];
				start->cards.removeAt(j);
				target->cards.append(card);
				break;
			}
	}
	
	deckZone->shuffle();
}
Esempio n. 4
0
 virtual void addToggleButton(char* label, MYFLT* zone)
 {
     addZone(zone);
 }
Esempio n. 5
0
 virtual void addNumEntry(char* label, MYFLT* zone, MYFLT init,
                          MYFLT min, MYFLT max, MYFLT step)
 {
     addZone(zone);
 }
Esempio n. 6
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 virtual void addHorizontalSlider(char* label, MYFLT* zone, MYFLT init,
                                  MYFLT min, MYFLT max, MYFLT step)
 {
     addZone(zone);
 }
Esempio n. 7
0
 virtual void addCheckButton(char* label, MYFLT* zone)
 {
     addZone(zone);
 }
Esempio n. 8
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	virtual void addVerticalBargraph(const char* label, float* zone, float min, float max)			{ addZone(zone); num_in_zones--;}
Esempio n. 9
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	virtual void addTextDisplay(const char* label, float* zone, const char* names[], float min, float max) 	{ addZone(zone); num_in_zones--;}
Esempio n. 10
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 virtual void addNumDisplay(const char* label, float* zone, int precision) 						{ addZone(zone);                num_in_zones--; }
Esempio n. 11
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	virtual void addNumEntry(const char* label, float* zone, float init, float min, float max, float step)  			{ addZone(zone); }
Esempio n. 12
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	virtual void addHorizontalSlider(const char* label, float* zone, float init, float min, float max, float step) 	{ addZone(zone); }
Esempio n. 13
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	virtual void addCheckButton(const char* label, float* zone)  		{ addZone(zone); }
Esempio n. 14
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	virtual void addToggleButton(const char* label, float* zone)  	{ addZone(zone); }