% \iffalse % <*chit> % -------------------------------------------------------------------- % \fi % \subsubsection{Some utilities} % % This style allows us to add a fading drop-shadow to chits. % % \begin{macrocode} \usetikzlibrary{shadows.blur} \newif\ifwg@chit@drop\wg@chit@dropfalse \tikzset{ chit has drop/.is if=wg@chit@drop, chit has drop/.default=true, chit has drop/.initial=false, /tikz/render blur shadow/.add code={% \chit@dbg{2}{Number of blur steps: \pgfbs@steps}% \ifnum\pgfbs@steps=0\else \chit@dbg{2}{Making shadow blur}% }{\fi}} \tikzset{% chit drop/.code={% %% \message{^^J Args `#1'}% \pgfkeysalso{% chit has drop=true, /tikz/blur shadow={shadow blur steps=5, shadow opacity=25, shadow xshift=.05cm, shadow yshift=-.05cm, shadow blur radius=.05cm, #1}}% \ifnum\pgfbs@steps=0% \gdef\wg@drop@margin{0pt}% \else% \ifwg@chit@drop% \pgfmathparse{ \pgfbs@radius+ veclen( \pgfkeysvalueof{/tikz/shadow xshift}, \pgfkeysvalueof{/tikz/shadow yshift})} \xdef\wg@drop@margin{\pgfmathresult pt}% \else% \gdef\wg@drop@margin{0pt}% \fi %% \message{^^J Drop margin is `\wg@drop@margin' %% `\pgfbs@radius' %% `\pgfkeysvalueof{/tikz/shadow xshift}', %% `\pgfkeysvalueof{/tikz/shadow yshift}'}% \fi% },% chit drop/.default=,% no chit drop/.code={% \pgfkeysalso{ /tikz/blur shadow={shadow blur steps=0}} \gdef\wg@drop@margin{0pt}% } }% % \end{macrocode} % % Game turn marker % % \begin{macrocode} \tikzset{ chit/text base/.style={ shape=rectangle, inner sep=0pt, align=center, text width=1.1cm}, chit/number/.style={ chit/text base, font=\sffamily\bfseries\fontsize{12}{14}\selectfont}, chit/game turn/.style={ chit/text base, font=\sffamily\bfseries}, chit/text/.style={ chit/text base, font=\sffamily\bfseries}, chit/small text/.style={ chit/text base, font=\sffamily\bfseries\fontsize{9}{10}\selectfont}, chit/number/.pic={\node[chit/number]{#1};}, chit/game turn/.pic={\node[chit/game turn]{Game\\Turn};}, chit/text/.pic={\node[chit/text]{#1};}, chit/small text/.pic={\node[chit/small text]{#1};}, game turn chit/.style={ /chit/full={chit/game turn}, color=black, fill=white}, game turn chit flipped/.style={game turn chit}, dummy chit/.style={fill=white}, } % \end{macrocode} % % Marks of chits % % \begin{macrocode} \providecommand\chitmark[2][]{\tikz[scale=.25,#1]{\chit[#2]}} % \end{macrocode} % % Stacking mark % % \begin{macrocode} \tikzset{ wg stacking/.style={fill=white, /chit/symbol={[faction=friendly,command=land]}}, } \DeclareRobustCommand\stackmark[1][]{% \tikz[baseline=(current bounding box.center),scale=.3,#1]{ \stackchits(0,0)(.3,-.3){% \noexpand\chit[wg stacking], \noexpand\chit[wg stacking], \noexpand\chit[wg stacking]}}} % \end{macrocode} % % ZOC mark % % \begin{macrocode} \DeclareRobustCommand\zocmark[1][]{% \tikz[baseline=($(current bounding box.center)!.5!(current bounding box.south)$),scale=.1,#1]{% \begin{scope}[hex/first row and column are=0, hex/row direction is=normal, hex/column direction is=normal, hex/short columns=none] \hex[label=,fill=gray](c=1,r=1)% \hex[label=,fill=white](c=1,r=2)% \hex[label=,fill=white](c=1,r=0)% \hex[label=,fill=white](c=0,r=0)% \hex[label=,fill=white](c=0,r=1)% \hex[label=,fill=white](c=2,r=1)% \hex[label=,fill=white](c=2,r=0) \end{scope}}} % \end{macrocode} % % Dummy implementations of zones hooks when exporting. Here, these do % nothing, but in the \textsf{wgexport} class these are % re-implemented. % % \begin{macrocode} \tikzset{ zone point/.code n args={3}{}, zone oob point/.code n args={3}{}} % \end{macrocode} % % \iffalse % % \fi