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https://github.com/RetroShare/RetroShare.git
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481 lines
13 KiB
C++
481 lines
13 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 "DealAnimation.h"
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#include "CardAnimationLock.h"
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#include <QtGui/QPixmap>
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#include <QtGui/QGraphicsScene>
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#include <QtCore/QTimeLine>
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#include <QtCore/QTimer>
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#include <iostream>
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealItem::DealItem(CardStack * pDst,CardStack * pSrc)
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:m_pDst(pDst),
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m_pSrc(pSrc),
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m_flipList()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealItem::DealItem(const DealItem & rh)
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:m_pDst(NULL),
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m_pSrc(NULL),
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m_flipList()
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{
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*this=rh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealItem::~DealItem()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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bool DealItem::getNextCard()
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{
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bool rc=false;
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if (!m_flipList.empty())
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{
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rc=m_flipList.front();
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m_flipList.pop_front();
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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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DealItem & DealItem::operator=(const DealItem & rh)
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{
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m_pSrc=rh.m_pSrc;
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m_pDst=rh.m_pDst;
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m_flipList=rh.m_flipList;
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return *this;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealGraphicsItem::DealGraphicsItem(DealItem & dealItem,CardMoveRecord &moveRecord)
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:QObject(),
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QGraphicsPixmapItem(),
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m_dealItem(dealItem),
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m_flipCard(dealItem.getNextCard()),
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m_card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex),
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m_pGItemAni(new QGraphicsItemAnimation),
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m_moveRecord(moveRecord),
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m_timeLine(),
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m_delayTimer(),
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m_emitFinished(true)
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{
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this->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealGraphicsItem::~DealGraphicsItem()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealGraphicsItem::slotAniFinished()
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{
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// add the card
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m_dealItem.dst()->addCard(m_card,m_moveRecord);
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// now update the destination
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m_dealItem.dst()->updateStack();
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// remove the item from the scene
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m_dealItem.src()->scene()->removeItem(this);
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// now if the card needs to be flipped. Flip it. If we are not
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// emitting a finish signal. Then disable animation for the flip.
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if (m_flipCard)
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{
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m_dealItem.dst()->flipCard(m_dealItem.dst()->getCardVector().size()-1,m_moveRecord,m_emitFinished);
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}
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delete m_pGItemAni;
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m_pGItemAni=NULL;
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if (m_emitFinished)
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{
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emit aniFinished(this);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealGraphicsItem::slotTimeToStart()
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{
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m_timeLine.start();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealGraphicsItem::setupAnimation(unsigned int duration,unsigned int delay,unsigned int zValue)
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{
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m_timeLine.setDuration(duration);
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this->connect(&m_timeLine,SIGNAL(finished()),
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this,SLOT(slotAniFinished()));
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QPointF startPt(m_dealItem.src()->getGlobalLastCardPt());
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this->m_card=m_dealItem.src()->removeTopCard(m_moveRecord);
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PlayingCardVector cardVector;
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cardVector.push_back(this->m_card);
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QPixmap * pPixmap=m_dealItem.src()->getStackPixmap(cardVector);
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if (pPixmap)
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{
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this->setPixmap(*pPixmap);
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delete pPixmap;
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}
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// set the z value passed in
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this->setZValue(zValue);
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// add the item to the scene and move it over the stack in the
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// place of the cards we are going to move
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m_dealItem.src()->scene()->addItem(this);
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this->setPos(startPt);
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// setup the animation
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m_pGItemAni->setItem(this);
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m_pGItemAni->setTimeLine(&m_timeLine);
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m_pGItemAni->setPosAt (0, startPt);
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m_pGItemAni->setPosAt (1, m_dealItem.dst()->getGlobalCardAddPt());
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m_pGItemAni->setRotationAt (0, 0);
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// change the rotation slightly depending on how far apart in the
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// x direction that stacks are apart.
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if (qAbs((int)(startPt.x()-m_dealItem.dst()->getGlobalCardAddPt().x()))<5)
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{
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}
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else if (startPt.x()>=m_dealItem.dst()->getGlobalCardAddPt().x())
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{
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m_pGItemAni->setRotationAt (.5, 90);
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}
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else
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{
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m_pGItemAni->setRotationAt (.5, -90);
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}
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m_pGItemAni->setRotationAt (1, 0);
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// redraw the source stack.
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m_dealItem.src()->updateStack();
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if (delay>0)
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{
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m_delayTimer.setSingleShot(true);
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m_delayTimer.setInterval(delay);
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this->connect(&m_delayTimer,SIGNAL(timeout()),
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this,SLOT(slotTimeToStart()));
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m_delayTimer.start();
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}
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else
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{
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this->slotTimeToStart();
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}
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}
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void DealGraphicsItem::stopAni()
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{
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bool stopping=false;
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if (QTimeLine::Running==m_timeLine.state())
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{
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m_timeLine.stop();
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stopping=true;
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}
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if (m_delayTimer.isActive())
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{
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m_delayTimer.stop();
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stopping=true;
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}
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if (stopping)
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{
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m_emitFinished=false;
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this->slotAniFinished();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealAnimation::DealAnimation()
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:m_moveRecord(),
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m_dealItemVector(),
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m_graphicsItemVector(),
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m_aniRunning(false),
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m_stopAni(false),
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m_duration(DealAnimation::PerDealDuration),
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m_createMoveRecord(true)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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DealAnimation::~DealAnimation()
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{
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this->stopAni();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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bool DealAnimation::dealCards(const DealItemVector & itemVector, bool createMoveRecord)
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{
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if (m_aniRunning)
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{
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return false;
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}
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m_createMoveRecord=createMoveRecord;
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// clear any previous items in the move record.
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m_moveRecord.clear();
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// clear any previous items in the dealItemVector
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// and set it equal to the new one.
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m_dealItemVector.clear();
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m_dealItemVector=itemVector;
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if (!CardAnimationLock::getInst().animationsEnabled())
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{
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this->noAniStackUdpates();
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}
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else
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{
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this->buildAniStackUpdates();
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CardAnimationLock::getInst().lock();
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this->m_aniRunning=true;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealAnimation::stopAni()
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{
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// ok we only want to do this if animation is running.
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if (m_aniRunning)
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{
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m_aniRunning=false;
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unsigned int i;
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// different from the case when we are cleaning these up as we go we want a hard update, and then
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// delete of the objects.
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for (i=0;i<m_graphicsItemVector.size();i++)
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{
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m_graphicsItemVector[i]->stopAni();
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delete m_graphicsItemVector[i];
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}
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m_graphicsItemVector.clear();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealAnimation::slotAniFinished(DealGraphicsItem * pDealGraphicsItem)
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{
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if (m_aniRunning)
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{
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// cleanup and finialize addition of items to new stacks.
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this->cleanUpGraphicsItem(pDealGraphicsItem);
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if (m_graphicsItemVector.empty())
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{
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m_aniRunning=false;
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CardAnimationLock::getInst().unlock();
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if (!m_createMoveRecord)
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{
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m_moveRecord.clear();
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}
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emit cardsMoved(m_moveRecord);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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bool DealAnimation::cardsRemaining()
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{
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bool rc=false;
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unsigned int i;
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for (i=0;i<m_dealItemVector.size();i++)
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{
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if(!m_dealItemVector[i].isEmpty())
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{
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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 DealAnimation::cleanUpGraphicsItem(DealGraphicsItem * pDealGraphicsItem)
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{
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unsigned int i;
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for (i=0;i<m_graphicsItemVector.size();i++)
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{
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if (m_graphicsItemVector[i]==pDealGraphicsItem)
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{
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m_graphicsItemVector.erase (m_graphicsItemVector.begin()+i);
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pDealGraphicsItem->deleteLater();
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break;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealAnimation::cleanUpGraphicsItems()
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{
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unsigned int i;
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for (i=0;i<m_graphicsItemVector.size();i++)
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{
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m_graphicsItemVector[i]->deleteLater();
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}
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m_graphicsItemVector.clear();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealAnimation::noAniStackUdpates()
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{
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unsigned int i;
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bool oneNotEmpty=true;
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while (oneNotEmpty)
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{
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oneNotEmpty=false;
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for (i=0;i<m_dealItemVector.size();i++)
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{
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if (!m_dealItemVector[i].isEmpty())
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{
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bool flip=m_dealItemVector[i].getNextCard();
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PlayingCard card(m_dealItemVector[i].src()->removeTopCard(m_moveRecord));
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m_dealItemVector[i].dst()->addCard(card,m_moveRecord);
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if (flip)
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{
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m_dealItemVector[i].dst()->flipCard(-1,m_moveRecord);
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}
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m_dealItemVector[i].src()->updateStack();
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m_dealItemVector[i].dst()->updateStack();
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oneNotEmpty=true;
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}
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}
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}
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if (!m_createMoveRecord)
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{
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m_moveRecord.clear();
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}
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if (m_aniRunning)
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{
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emit cardsMoved(m_moveRecord);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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void DealAnimation::buildAniStackUpdates()
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{
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unsigned int i;
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unsigned int j=0;
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bool oneNotEmpty=true;
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while (oneNotEmpty)
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{
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oneNotEmpty=false;
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for (i=0;i<m_dealItemVector.size();i++)
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{
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if (!m_dealItemVector[i].isEmpty())
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{
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DealGraphicsItem * pCurrGraphicsItem=new DealGraphicsItem(m_dealItemVector[i],m_moveRecord);
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// we want these cards to be above that of any stack and the stacks
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// have a zValue of 1. And we want the cards to be of different values.
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// So, cards that are going
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// to dealt first will be on top of the ones that are delayed. A separate var
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// is used for the delay. Because we may not have cards for all stacks. And
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// we want the delay between each card to be the same. And we don't want a delay
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// before dealing the first card.
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pCurrGraphicsItem->setupAnimation(m_duration,j*PerCardDelay,j+2);
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this->connect(pCurrGraphicsItem,SIGNAL(aniFinished(DealGraphicsItem *)),
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this,SLOT(slotAniFinished(DealGraphicsItem *)));
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m_graphicsItemVector.push_back(pCurrGraphicsItem);
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oneNotEmpty=true;
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j++;
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}
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}
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}
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}
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