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added game plugin solocards
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
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193
plugins/qsolocards_plugin/FlipAnimation.cpp
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193
plugins/qsolocards_plugin/FlipAnimation.cpp
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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 "FlipAnimation.h"
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#include "CardStack.h"
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#include "CardAnimationLock.h"
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#include <QtGui/QGraphicsScene>
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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FlipAnimation::FlipAnimation()
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:m_pSrc(NULL),
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m_card(),
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m_timeLine(),
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m_pItemAni(NULL),
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m_pPixmapItem(NULL),
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m_flipPtReached(false),
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m_aniRunning(false)
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{
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// connect up the slot so we will know when it is finished.
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this->connect(&m_timeLine,SIGNAL(finished()),
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this,SLOT(slotAniFinished()));
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this->connect(&m_timeLine,SIGNAL(valueChanged(qreal)),
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this,SLOT(slotFlipAniProgress(qreal)));
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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FlipAnimation::~FlipAnimation()
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{
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delete m_pItemAni;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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void FlipAnimation::flipCard(CardStack * pSrc,int duration)
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{
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// if animation is off just immediately emit the flipComplete
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// signal
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if (!CardAnimationLock::getInst().animationsEnabled() ||
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pSrc->isEmpty())
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{
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emit flipComplete(pSrc);
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}
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else
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{
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// first if we have an animation running stop it.
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this->stopAni();
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m_pSrc=pSrc;
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runAnimation(duration);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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void FlipAnimation::stopAni()
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{
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if (this->isAniRunning())
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{
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m_aniRunning=false;
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this->m_timeLine.stop();
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// remove the animation object
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m_pSrc->scene()->removeItem(m_pPixmapItem);
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delete m_pPixmapItem;
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m_pPixmapItem=NULL;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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bool FlipAnimation::isAniRunning() const
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{
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return m_aniRunning;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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void FlipAnimation::slotAniFinished()
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{
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m_aniRunning=false;
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emit flipComplete(m_pSrc);
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// remove the animation object
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m_pSrc->scene()->removeItem(m_pPixmapItem);
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delete m_pPixmapItem;
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m_pPixmapItem=NULL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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void FlipAnimation::slotFlipAniProgress(qreal currProgress)
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{
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if (currProgress>=.5 && !m_flipPtReached)
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{
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m_flipPtReached=true;
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m_card.setFaceUp(!m_card.isFaceUp());
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PlayingCardVector cardVector;
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cardVector.push_back(m_card);
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QPixmap * pPixmap=m_pSrc->getStackPixmap(cardVector);
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if (pPixmap)
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{
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m_pPixmapItem->setPixmap(*pPixmap);
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delete pPixmap;
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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 FlipAnimation::runAnimation(int duration)
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{
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m_flipPtReached=false;
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delete m_pItemAni;
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delete m_pPixmapItem;
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m_timeLine.setDuration(duration);
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m_pItemAni=new QGraphicsItemAnimation;
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m_pPixmapItem=new QGraphicsPixmapItem;
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m_card=m_pSrc->getCardVector()[m_pSrc->getCardVector().size()-1];
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PlayingCardVector cardVector;
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cardVector.push_back(m_card);
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QPixmap * pPixmap=m_pSrc->getStackPixmap(cardVector);
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if (pPixmap)
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{
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m_pPixmapItem->setPixmap(*pPixmap);
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delete pPixmap;
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}
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m_pPixmapItem->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
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QPointF initPt(m_pSrc->getGlobalLastCardPt());
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QPoint halfWayPt(initPt.x()+pPixmap->width()/2,initPt.y()+pPixmap->height()/2);
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// set the z value to 2 so it will be on top of the
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// stacks.
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m_pPixmapItem->setZValue(2);
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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 card we are going to flip
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m_pSrc->scene()->addItem(m_pPixmapItem);
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m_pPixmapItem->setPos(initPt);
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// setup the animation
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m_pItemAni->setItem(m_pPixmapItem);
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m_pItemAni->setTimeLine(&m_timeLine);
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m_pItemAni->setPosAt (0, initPt);
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m_pItemAni->setPosAt (.5, halfWayPt);
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m_pItemAni->setPosAt (1, initPt);
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m_pItemAni->setScaleAt( 0, 1, 1 );
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m_pItemAni->setScaleAt( 0.5, 0.0, 1 );
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m_pItemAni->setScaleAt( 1, 1, 1 );
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m_aniRunning=true;
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m_timeLine.start();
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}
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