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; } }
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); }
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(); }
virtual void addToggleButton(char* label, MYFLT* zone) { addZone(zone); }
virtual void addNumEntry(char* label, MYFLT* zone, MYFLT init, MYFLT min, MYFLT max, MYFLT step) { addZone(zone); }
virtual void addHorizontalSlider(char* label, MYFLT* zone, MYFLT init, MYFLT min, MYFLT max, MYFLT step) { addZone(zone); }
virtual void addCheckButton(char* label, MYFLT* zone) { addZone(zone); }
virtual void addVerticalBargraph(const char* label, float* zone, float min, float max) { addZone(zone); num_in_zones--;}
virtual void addTextDisplay(const char* label, float* zone, const char* names[], float min, float max) { addZone(zone); num_in_zones--;}
virtual void addNumDisplay(const char* label, float* zone, int precision) { addZone(zone); num_in_zones--; }
virtual void addNumEntry(const char* label, float* zone, float init, float min, float max, float step) { addZone(zone); }
virtual void addHorizontalSlider(const char* label, float* zone, float init, float min, float max, float step) { addZone(zone); }
virtual void addCheckButton(const char* label, float* zone) { addZone(zone); }
virtual void addToggleButton(const char* label, float* zone) { addZone(zone); }