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150 lines
4.7 KiB
C
150 lines
4.7 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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#ifndef __DEALANIMATION_H__
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#define __DEALANIMATION_H__
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#include <QtCore/QObject>
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#include "CardStack.h"
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#include "CardMoveRecord.h"
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#include <list>
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#include <vector>
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#include <QtCore/QTimer>
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#include <QtGui/QGraphicsPixmapItem>
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#include <QtGui/QGraphicsItemAnimation>
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// DealItems can be used to define the cards that will be dealt to a stack.
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// The DealItem can then be added to the DealItemVector which is the overall
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// definition of the deal.
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class DealItem
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{
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public:
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DealItem(CardStack * pDst,CardStack * pSrc);
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DealItem(const DealItem & rh);
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~DealItem();
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inline bool isEmpty()const{return (m_flipList.empty() || m_pSrc->isEmpty());}
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inline void addCard(bool flip){m_flipList.push_back(flip);}
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// returns the flip value of the next card and pops it off the list.
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bool getNextCard();
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inline CardStack * dst(){return m_pDst;}
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inline CardStack * src(){return m_pSrc;}
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DealItem & operator=(const DealItem & rh);
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private:
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CardStack * m_pDst;
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CardStack * m_pSrc;
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std::list<bool> m_flipList; // the list allows a record of how many cards to deal from the
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// src to the dst and which ones need to be flipped.
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// The cards will only be flipped once added to the dst stack.
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};
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typedef std::vector<DealItem> DealItemVector;
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class DealGraphicsItem:public QObject,public QGraphicsPixmapItem
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{
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Q_OBJECT
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public:
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DealGraphicsItem(DealItem & dealItem,CardMoveRecord & moveRecord);
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virtual ~DealGraphicsItem();
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inline DealItem & getItem(){return m_dealItem;}
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void setupAnimation(unsigned int duration,unsigned int delay,unsigned int zValue);
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inline bool flipCard()const{return m_flipCard;}
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inline const PlayingCard & card()const{return m_card;}
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void stopAni();
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signals:
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void aniFinished(DealGraphicsItem *);
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public slots:
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void slotAniFinished();
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void slotTimeToStart();
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private:
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DealItem & m_dealItem;
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bool m_flipCard;
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PlayingCard m_card;
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QGraphicsItemAnimation * m_pGItemAni;
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CardMoveRecord & m_moveRecord;
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QTimeLine m_timeLine;
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QTimer m_delayTimer;
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bool m_emitFinished;
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};
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typedef std::vector<DealGraphicsItem *> DealGraphicsItemVector;
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class DealAnimation: public QObject
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{
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Q_OBJECT
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public:
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enum
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{
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PerDealDuration=400,
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PerCardDelay=60
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};
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DealAnimation();
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virtual ~DealAnimation();
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// this duration may not be the total for the entire deal. This the duration for one round.
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// So, if you have ten stacks and are dealing 5 cards to eacy stack. The entire duration will
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// be the duration x 5.
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inline void setDuration(int durInMilSecs=PerDealDuration){m_duration=durInMilSecs;}
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inline int getDuration()const{return m_duration;}
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// the option of sending the complete signal is for cases like the initial deal of the cards.
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// In that case the caller does not care when it is done as long as the user can't do anything
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// until the deal is complete. The use of the CardAnimationLock will ensure this whether or not
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// the caller wants to get the notification.
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bool dealCards(const DealItemVector & itemVector,bool createMoveRecord=true);
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void stopAni();
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signals:
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void cardsMoved(const CardMoveRecord & moveRecord);
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public slots:
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void slotAniFinished(DealGraphicsItem * pDealGraphicsItem);
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private:
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bool cardsRemaining();
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void cleanUpGraphicsItem(DealGraphicsItem * pDealGraphicsItem);
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void cleanUpGraphicsItems();
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void noAniStackUdpates();
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void buildAniStackUpdates();
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CardMoveRecord m_moveRecord;
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DealItemVector m_dealItemVector;
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DealGraphicsItemVector m_graphicsItemVector;
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bool m_aniRunning;
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bool m_stopAni;
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int m_duration;
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bool m_createMoveRecord;
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};
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#endif
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