Boom - it's landed.

Draggable layout for match UI.
This commit is contained in:
Doublestrike
2012-04-14 08:29:21 +00:00
parent 12a3bf8d5a
commit 7faff76b3f
122 changed files with 4161 additions and 5792 deletions

View File

@@ -26,11 +26,10 @@ import forge.CardList;
import forge.CardListFilter;
import forge.Singletons;
import forge.card.trigger.TriggerType;
import forge.control.ControlMatchUI;
import forge.game.phase.PhaseType;
import forge.game.player.Player;
import forge.game.zone.ZoneType;
import forge.view.match.ViewField.PhaseLabel;
import forge.gui.match.CMatchUI;
import forge.gui.match.nonsingleton.VField.PhaseLabel;
/**
* <p>
@@ -386,13 +385,12 @@ public class PhaseUtil {
public static void visuallyActivatePhase(final PhaseType s) {
PhaseLabel lbl = null;
final Player p = Singletons.getModel().getGameState().getPhaseHandler().getPlayerTurn();
final ControlMatchUI t = Singletons.getControl().getControlMatch();
final CMatchUI t = CMatchUI.SINGLETON_INSTANCE;
// Index of field; computer is 0, human is 1
int i = p.isComputer() ? 0 : 1;
switch(s) {
case UPKEEP:
lbl = t.getFieldControls().get(i).getView().getLblUpkeep();
break;
@@ -434,7 +432,6 @@ public class PhaseUtil {
}
t.resetAllPhaseButtons();
Singletons.getView().getViewMatch().repaint();
lbl.setActive(true);
}
}