mirror of
https://github.com/RetroShare/RetroShare.git
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260 lines
7.4 KiB
C++
260 lines
7.4 KiB
C++
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/*
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QSoloCards is a collection of Solitaire card games written using Qt
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Copyright (C) 2009 Steve Moore
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "KlondikeFlipStack.h"
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#include "CardPixmaps.h"
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#include <QtGui/QPainter>
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#include <QtGui/QPixmap>
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const qreal KlondikeFlipStack::ExposedPrecent=.18;
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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KlondikeFlipStack::KlondikeFlipStack()
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:CardStack(),
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m_bRectVector(),
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m_cardsShown(1),
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m_firstShowCard(0)
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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KlondikeFlipStack::~KlondikeFlipStack()
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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QPointF KlondikeFlipStack::getGlobalCardAddPt() const
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{
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QPointF pt(0,0);
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const PlayingCardVector & cardVector=this->getCardVector();
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// We are going to do this by the bounding rects and not by actual cards
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// in the stacks. That way we can add something before doing animations
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// and then update the display when the animation is complete
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if (m_bRectVector.size()>0 && cardVector.size()>=m_bRectVector.size())
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{
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pt=m_bRectVector[m_bRectVector.size()-1].topLeft();
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pt.rx()+=this->getOverlapIncrement(cardVector,m_bRectVector.size()-1,m_firstShowCard);
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}
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return mapToScene(pt);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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QPointF KlondikeFlipStack::getGlobalLastCardPt() const
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{
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QPointF pt(0,0);
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const PlayingCardVector & cardVector=this->getCardVector();
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// We are going to do this by the bounding rects and not by actual cards
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// in the stacks. That way we can add something before doing animations
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// and then update the display when the animation is complete
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if (m_bRectVector.size()>0 && cardVector.size()>=m_bRectVector.size())
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{
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pt=m_bRectVector[m_bRectVector.size()-1].topLeft();
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}
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return mapToScene(pt);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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QPointF KlondikeFlipStack::getGlobalCardPt(int index) const
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{
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QPointF pt(0,0);
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if (index>=0 && index<(int)m_bRectVector.size())
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{
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pt=m_bRectVector[index].topLeft();
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}
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return mapToScene(pt);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void KlondikeFlipStack::updateStack()
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{
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PlayingCardVector cardVector=this->getCardVector();
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m_bRectVector.clear();
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// if the stack has no cards in it just call the base
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// class to render the empty stack.
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if (0==cardVector.size())
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{
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CardStack::updateStack();
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return;
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}
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// figure out the index of the first card to show
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if (m_cardsShown>=cardVector.size())
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{
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m_firstShowCard=0;
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}
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else
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{
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m_firstShowCard=cardVector.size()-m_cardsShown;
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}
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// now calc the size of the pixmap we will need
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QSize pixmapSize;
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this->calcPixmapSize(cardVector,pixmapSize,m_firstShowCard);
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QPixmap pixmap(pixmapSize);
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// for linux the transparent fill must be done before
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// we associate the pixmap with the painter
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pixmap.fill(Qt::transparent);
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QPainter painter;
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painter.begin(&pixmap);
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QPoint pt(0,0);
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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unsigned int i;
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for (i=0;i<cardVector.size();i++)
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{
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unsigned int incrementValue=getOverlapIncrement(cardVector,i,
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m_firstShowCard);
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if (i>=m_firstShowCard)
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{
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bool hl=((hintHighlightIndex()>=0 && hintHighlightIndex()<=(int)i) ||
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((cardVector.size()-1==i) && isHighlighted()));
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if (cardVector[i].isFaceUp())
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{
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painter.drawPixmap(pt,CardPixmaps::getInst().getCardPixmap(cardVector[i],hl));
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}
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else
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{
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painter.drawPixmap(pt,CardPixmaps::getInst().getCardBackPixmap(hl));
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}
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}
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if (cardVector.size()-1==i)
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{
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m_bRectVector.push_back(QRectF(QPoint(pt.x(),0),
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cardSize));
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}
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else
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{
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m_bRectVector.push_back(QRectF(QPoint(pt.x(),0),
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QSize(incrementValue,cardSize.height())));
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}
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// increment the point that we are going to paint the
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// card pixmap onto this pixmap
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pt.rx()+=incrementValue;
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}
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painter.end();
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this->setPixmap(pixmap);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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bool KlondikeFlipStack::getCardIndex(const QPointF & pos,unsigned int & index)
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{
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bool rc=false;
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unsigned int i;
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// go through the bounding rect backwards. The ones lower for cards that are
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// not visible are just place holders.
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for(i=m_bRectVector.size();i>0;i--)
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{
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if (m_bRectVector[i-1].contains(pos))
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{
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index=i-1;
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rc=true;
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break;
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}
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}
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return rc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void KlondikeFlipStack::calcPixmapSize(const PlayingCardVector & cardVector,
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QSize & size,unsigned int showIndex)
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{
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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unsigned int i;
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size.setWidth(0);
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size.setHeight(cardSize.height());
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for(i=0;i<cardVector.size();i++)
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{
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if (cardVector.size()-1==i)
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{
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size.rwidth()+=cardSize.width();
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}
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else
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{
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size.rwidth()+=this->getOverlapIncrement(cardVector,i,showIndex);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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int KlondikeFlipStack::getOverlapIncrement(const PlayingCardVector & cardVector,
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unsigned int index,unsigned int showIndex) const
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{
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int increment=0;
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if (index<cardVector.size())
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{
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if (index>=showIndex)
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{
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increment=CardPixmaps::getInst().getCardSize().width()*ExposedPrecent;
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}
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}
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return increment;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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bool KlondikeFlipStack::canMoveCard(unsigned int index) const
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{
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bool rc=false;
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// ok the only time a card can be moved is if the card is the last in the stack.
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if (!this->isEmpty() && (index==(this->getCardVector().size()-1)))
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{
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rc=true;
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}
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return rc;
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}
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