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183 lines
6.0 KiB
C++
183 lines
6.0 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 "SpideretteBoard.h"
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#include "CardPixmaps.h"
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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SpideretteBoard::SpideretteBoard()
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{
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this->setGameName(QString(tr("Spiderette Solitaire")).trimmed());
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this->setGameId("Spiderette");
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this->setHelpFile(":/help/SpideretteHelp.html");
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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SpideretteBoard::~SpideretteBoard()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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void SpideretteBoard::newGame()
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{
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// call the base class
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GameBoard::newGame();
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CardDeck deck;
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unsigned int i;
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while(!deck.isEmpty())
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{
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this->m_pDeck->addCard(deck.next());
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}
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DealItemVector dealItemVector;
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// Create the dealItemVector to direct the DealAnimation object on
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// how to deal the cards.
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for (i=0;i<this->m_stackVector.size();i++)
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{
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dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
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unsigned int j;
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for (j=0;j<i+1;j++)
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{
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// add the items to tell how to deal the cards to the stack
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// we want to flip the last card in each stack.
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if (i==j)
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{
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dealItemVector[i].addCard(true);
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}
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else
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{
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dealItemVector[i].addCard(false);
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}
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}
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}
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// ok now start the deal. We don't need a move record for this item.
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m_dealAni.dealCards(dealItemVector,false);
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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void SpideretteBoard::addGameMenuItems(QMenu & menu)
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{
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Q_UNUSED(menu);
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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void SpideretteBoard::loadSettings(const QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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void SpideretteBoard::saveSettings(QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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void SpideretteBoard::resizeEvent (QResizeEvent * event)
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{
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unsigned int i;
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GameBoard::resizeEvent(event);
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
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m_pDeck->setPos(currPos);
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currPos.rx()+=GameBoard::LayoutSpacing*4 + cardSize.width()*4;
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for (i=0;i<m_homeVector.size();i++)
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{
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m_homeVector[i]->setPos(currPos);
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currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
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}
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currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
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currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
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for (i=0;i<m_stackVector.size();i++)
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{
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m_stackVector[i]->setPos(currPos);
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currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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void SpideretteBoard::createStacks()
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{
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setCardResizeAlg(8,ResizeByWidth);
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unsigned int i;
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// first create the home widgets where the cards need to be eventually stacked to
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// win the game.
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for(i=0;i<4;i++)
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{
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this->m_homeVector.push_back(new SpiderHomeStack);
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this->m_scene.addItem(m_homeVector[i]);
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// get signals when cards are added to the stack. So, we can add undo info and
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// see when the game is over.
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this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
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this,SLOT(slotCardsMoved(CardMoveRecord)));
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}
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// now create the 7 rows for the stacks.
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for (i=0;i<7;i++)
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{
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this->m_stackVector.push_back(new SpiderStack);
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this->m_scene.addItem(m_stackVector[i]);
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// get signals when cards are added to the stack. So, we can add undo info and
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// see when the game is over.
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this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
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this,SLOT(slotCardsMoved(CardMoveRecord)));
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this->connect(this->m_stackVector[i],SIGNAL(sendSuitHome(SpiderStack *,PlayingCardVector,CardMoveRecord)),
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this,SLOT(slotSendSuitHome(SpiderStack*,PlayingCardVector,CardMoveRecord)));
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this->connect(this->m_stackVector[i],SIGNAL(moveCardsToDiffStack(SpiderStack *,PlayingCardVector,CardMoveRecord)),
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this,SLOT(slotMoveCardsToDiffStack(SpiderStack*,PlayingCardVector,CardMoveRecord)));
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}
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this->m_pDeck=new CardStack;
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this->m_scene.addItem(this->m_pDeck);
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// get signals when the deck is clicked on so we can deal the next set of cards
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this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
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this,SLOT(slotDealNextCards(CardStack*,uint)));
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}
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