diff --git a/app/src/main/java/net/pokeranalytics/android/ui/modules/handhistory/replayer/ReplayerAnimator.kt b/app/src/main/java/net/pokeranalytics/android/ui/modules/handhistory/replayer/ReplayerAnimator.kt index 0410828b..5b6932bc 100644 --- a/app/src/main/java/net/pokeranalytics/android/ui/modules/handhistory/replayer/ReplayerAnimator.kt +++ b/app/src/main/java/net/pokeranalytics/android/ui/modules/handhistory/replayer/ReplayerAnimator.kt @@ -105,14 +105,6 @@ class ReplayerAnimator(var handHistory: HandHistory, var export: Boolean) { } - /*** - * Returns if the animator has more steps to display - */ - private val hasMoreSteps: Boolean - get() { - return this.currentStepIndex < this.steps.size - 1 - } - /*** * Returns if the animator has more frame to show */ @@ -132,11 +124,6 @@ class ReplayerAnimator(var handHistory: HandHistory, var export: Boolean) { */ private var steps: List = listOf() - /*** - * The index of the last blind in the action list - */ -// private var lastBlindIndex: Int = 0 - private var currentStepIndex: Int = 0 set(value) { val backwards = value < field @@ -168,12 +155,9 @@ class ReplayerAnimator(var handHistory: HandHistory, var export: Boolean) { * Let the animator know when a frame has been drawn */ fun frameDrawn() { -// Timber.d("a>frameDrawn: ${this.currentFrameIndex}, total: ${this.numberOfFramesForCurrentStep}") if (this.currentFrameIndex < this.numberOfFramesForCurrentStep - 1) { this.currentFrameIndex += 1 } -// Timber.d("b>frameDrawn: ${this.currentFrameIndex}") - } /*** @@ -272,9 +256,6 @@ class ReplayerAnimator(var handHistory: HandHistory, var export: Boolean) { this.tableCornerXRadius = this.tableRect.width() / 3 this.tableCornerYRadius = this.tableRect.height() / 3 - -// this.tableCornerRadius = (if (portrait) width else height) / 8 - this.tableStrokeWidth = tableHPadding / 5f this.playerStrokeWidth = this.tableStrokeWidth / 4f this.cardStrokeWidth = this.tableStrokeWidth / 4f @@ -323,9 +304,6 @@ class ReplayerAnimator(var handHistory: HandHistory, var export: Boolean) { val pRect = RectF(left, top, right, bottom) this.playerStackRects.add(pRect) - -// val chipCircleY = rectCenterY + chipYOffset - chipTextYOffsetCoef * chipRadius - val line = MathUtils.Line(point.x, point.y, tableRect.centerX(), tableRect.centerY()) val prp = line.intersects(pRect) ?: throw PAIllegalStateException("should not happen") @@ -368,143 +346,6 @@ class ReplayerAnimator(var handHistory: HandHistory, var export: Boolean) { } - - - // number of players in this order: bottom / left / top / right -// val repartition = when (playerCount) { -// 2 -> mutableListOf(1, 0, 1, 0) -// 3 -> mutableListOf(1, 1, 0, 1) -// 4 -> mutableListOf(1, 1, 1, 1) -// 5 -> mutableListOf(1, 1, 2, 1) -// 6 -> mutableListOf(2, 1, 2, 1) -// 7 -> mutableListOf(2, 1, 3, 1) -// 8 -> mutableListOf(3, 1, 3, 1) -// 9 -> mutableListOf(3, 1, 4, 1) -// 10 -> mutableListOf(4, 1, 4, 1) -// else -> throw PAIllegalStateException("can't happen") -// } -// if (repartition.sum() != playerCount) { -// throw PAIllegalStateException("Problem in the $playerCount players repartition: $repartition") -// } -// if (portrait && playerCount > 4) { repartition.reverse() } // adjustment for portrait vs landscape -// -// val chipsVerticalOffsetFromStackCenter = this.playerItemsHeight * 0.9f -// val chipsHorizontalOffsetFromStackCenter = this.tableHPadding * 1.2f -// -// var pIndex = -1 -// repartition.forEachIndexed { index, count -> -// -// val xItemSpacing = width / (count + 1) -// val yItemSpacing = height / (count + 1) -// -// var rectCenterX: Float -// var rectCenterY: Float -// var chipXOffset: Float -// var chipYOffset: Float -// var chipTextYOffsetCoef = 0f -// var circleOffset = playerItemsHeight * 1.75f -// -// for (i in 1..count) { -// -// pIndex += 1 -// Timber.d("Creating dimensions for player $pIndex") -// -// // when the position is in a corner, because we have 3/4 players -// // we need an additional offset direction to display the chips -// val cornerDirection = when { -// count > 2 && i == 1 -> { 1 } -// count > 2 && i == count -> { - 1 } -// else -> { 0 } -// } -// -// when (index) { -// 0 -> { // bottom -// rectCenterX = xItemSpacing * i -// rectCenterY = height - this.tableVPadding -// circleOffset *= -1 -// chipXOffset = cornerDirection * chipsHorizontalOffsetFromStackCenter -// chipYOffset = -1 * chipsVerticalOffsetFromStackCenter -// chipTextYOffsetCoef = 1f -// } -// 1 -> { // left -// rectCenterY = if (count == 4 && (i == 2 || i == 3)) { -// height - yItemSpacing - this.playerItemsHeight * 1.2f - pzHeight * (i - 2) -// } else { -// height - yItemSpacing * i -// } -// rectCenterX = this.tableHPadding -//// rectCenterY = height - yItemSpacing * i -// chipXOffset = 1 * chipsHorizontalOffsetFromStackCenter -// chipYOffset = cornerDirection * -1 * chipsVerticalOffsetFromStackCenter -// chipTextYOffsetCoef = 1f * (i - 1) / count -// -// if (count == 4 && i == 1) { -// circleOffset *= -1 -// } else { -// circleOffset = abs(circleOffset) -// } -// -// } -// 2 -> { // top -// rectCenterX = xItemSpacing * i -// rectCenterY = this.tableVPadding -// chipXOffset = cornerDirection * -1 * chipsHorizontalOffsetFromStackCenter -// chipYOffset = 1 * chipsVerticalOffsetFromStackCenter -// } -// 3 -> { // right -// rectCenterX = width - this.tableHPadding -// rectCenterY = yItemSpacing * i -// chipXOffset = -1 * chipsHorizontalOffsetFromStackCenter -// chipYOffset = cornerDirection * chipsVerticalOffsetFromStackCenter -// chipTextYOffsetCoef = 1f * (count - i + 1) / count -// } -// else -> throw PAIllegalStateException("can't happen") -// } -// -// val left = rectCenterX - this.playerItemsWidth / 2 -// val top = rectCenterY - this.playerItemsHeight / 2 -// val right = rectCenterX + this.playerItemsWidth / 2 -// val bottom = rectCenterY + this.playerItemsHeight / 2 -// this.playerStackRects.add(RectF(left, top, right, bottom)) -// -// -// val chipCircleY = rectCenterY + chipYOffset - chipTextYOffsetCoef * chipRadius -// -// this.chipCircles.add(Circle(rectCenterX + chipXOffset, chipCircleY, chipRadius)) -// -// this.chipTextPoints.add(TextPoint(rectCenterX + chipXOffset, chipCircleY + 2 * chipTextSize, chipTextSize)) -// -// // we give each text zone 1/3rd of the box height, leaving 1/3 for space -// // the y given is the bottom of the text rect, giving 1/18th as the offset -// // 1 / (3_total_space * 3_each_space * 2_center) -// -// val bottomOffset = this.playerItemsHeight / (3 * 3 * 2) -// val fontSize = this.playerItemsHeight / 3 -// this.playerNamePoints.add(TextPoint(rectCenterX, rectCenterY - bottomOffset, fontSize)) -// this.playerStackPoints.add(TextPoint(rectCenterX, rectCenterY + this.playerItemsHeight / 3, fontSize)) -// this.playerActionPoints.add(TextPoint(rectCenterX, rectCenterY + this.playerItemsHeight / 9, fontSize)) -// -// this.playerCircles.add(Circle(rectCenterX, rectCenterY - circleOffset, this.playerItemsHeight / 2)) -// -// val cardsUsed = this.handHistory.playerSetupForPosition(pIndex)?.cards?.size ?: maxPlayerCards -// val cardsRectangles = mutableListOf() -// if (cardsUsed > 0) { -// val offSet = (cardsUsed / 2 - 0.5f) * cardWPaddingWidth -// -// val cardCenterY = rectCenterY - circleOffset / 2 -// for (c in 0 until cardsUsed) { -// -// val cardCenterX = rectCenterX - offSet + c * cardWPaddingWidth -// val cardRect = RectF(cardCenterX - cardSpecs.width / 2, cardCenterY - cardSpecs.height / 2, cardCenterX + cardSpecs.width / 2, cardCenterY + cardSpecs.height / 2) -// cardsRectangles.add(cardRect) -// } -// } -// this.playerCardRects.add(cardsRectangles) -// -// } -// -// } - } fun stackRectForPlayer(positionIndex: Int): RectF {