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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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333
plugins/qsolocards_plugin/VCardStack.cpp
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333
plugins/qsolocards_plugin/VCardStack.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 "VCardStack.h"
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#include "CardPixmaps.h"
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#include <QtGui/QPainter>
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#include <QtGui/QGraphicsScene>
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#include <iostream>
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const qreal VCardStack::ExposedPrecentFaceUp=.23;
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const qreal VCardStack::ExposedPrecentFaceDown=.10;
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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VCardStack::VCardStack()
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:m_bRectVector(),
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m_compressValue(CompressNormal),
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m_percentScene(1)
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{
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}
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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VCardStack::~VCardStack()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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void VCardStack::setStackBottom(qreal percentScene)
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{
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if(percentScene>=0 && percentScene<=1)
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{
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m_percentScene=percentScene;
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}
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else
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{
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m_percentScene=1;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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QPointF VCardStack::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.ry()+=getOverlapIncrement(cardVector[m_bRectVector.size()-1],
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m_compressValue);
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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 VCardStack::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 VCardStack::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 VCardStack::updateStack()
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{
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QSize size;
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const PlayingCardVector & cardVector=this->getCardVector();
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// the compress value decresses how much of cards are exposed.
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// The preferred exposed value is normal. But we will decrease the
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// values down to a quarter of the desired to make the stack fit on
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// the screen. This function uses the m_precentScene value to determine
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// the bottom point of the stack
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for(m_compressValue=CompressNormal;m_compressValue<CompressMax;m_compressValue+=.05)
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{
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calcPixmapSize(cardVector,size,m_compressValue);
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// see if the stack is going to fit on the screen
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if ((this->scene()->sceneRect().bottom()*m_percentScene)>mapToScene(QPointF(0,size.height())).y())
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{
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break;
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}
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}
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QPixmap * pPixmap=NULL;
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// draw the card and calc the bounding rectangles while we are at it.
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if (this->isFlipAniRunning())
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{
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PlayingCardVector newCardVector(cardVector);
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// the stack should have at least one card ie the one being flipped
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// but make sure.
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if (cardVector.size()>0)
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{
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newCardVector.pop_back();
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}
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// draw the card and calc the bounding rectangles while we are at it.
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pPixmap=getStackPixmap(newCardVector,isHighlighted(),
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hintHighlightIndex(),m_compressValue,
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&m_bRectVector);
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}
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else
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{
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// draw the card and calc the bounding rectangles while we are at it.
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pPixmap=getStackPixmap(cardVector,isHighlighted(),
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hintHighlightIndex(),m_compressValue,
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&m_bRectVector);
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}
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if (NULL!=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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}
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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QPixmap * VCardStack::getStackPixmap(const PlayingCardVector & cardVector,
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bool highlighted,
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int hintHighlightIndex)
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{
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return getStackPixmap(cardVector,highlighted,
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hintHighlightIndex,CompressNormal,NULL);
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}
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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bool VCardStack::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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for(i=0;i<this->m_bRectVector.size();i++)
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{
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if (this->m_bRectVector[i].contains(pos))
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{
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index=i;
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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 VCardStack::calcPixmapSize(const PlayingCardVector & cardVector,
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QSize & size,qreal compressValue)
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{
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unsigned int i;
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if (0==cardVector.size())
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{
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size=CardPixmaps::getInst().getCardSize();
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}
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else
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{
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unsigned int sizeY=0;
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for (i=0;i<cardVector.size();i++)
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{
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// if it is the last card we just want the full size
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// of the card.
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if ((cardVector.size()-1)==i)
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{
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sizeY+=CardPixmaps::getInst().getCardSize().height();
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}
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else
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{
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sizeY+=getOverlapIncrement(cardVector[i],compressValue);
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}
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}
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size.setWidth(CardPixmaps::getInst().getCardSize().width());
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size.setHeight(sizeY);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////
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unsigned int VCardStack::getOverlapIncrement(const PlayingCard & card,
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qreal compressValue) const
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{
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unsigned int rc;
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if (card.isFaceUp())
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{
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rc=(CardPixmaps::getInst().getCardSize().height()*ExposedPrecentFaceUp)/compressValue;
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}
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else
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{
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rc=(CardPixmaps::getInst().getCardSize().height()*ExposedPrecentFaceDown)/compressValue;
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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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QPixmap * VCardStack::getStackPixmap(const PlayingCardVector & cardVector,
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bool highlighted,
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int hintHighlightIndex,
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qreal compressValue,
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CardBRectVect * pBRectVector)
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{
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QPixmap * pPixmap=NULL;
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if (pBRectVector)
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{
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pBRectVector->clear();
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}
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// first handle the case that there are no cards in the stack
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if (0==cardVector.size())
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{
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bool hl=(highlighted || HintHighlightNoCards==hintHighlightIndex);
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pPixmap=new QPixmap(CardPixmaps::getInst().getCardNonePixmap(hl,this->showRedealCircle()));
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}
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else
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{
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unsigned int i;
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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QSize pixmapSize(0,0);
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this->calcPixmapSize(cardVector,pixmapSize,compressValue);
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pPixmap =new QPixmap(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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pPixmap->fill(Qt::transparent);
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QPainter painter(pPixmap);
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QPoint pt(0,0);
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for (i=0;i<cardVector.size();i++)
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{
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bool hl=((hintHighlightIndex>=0 && hintHighlightIndex<=(int)i) ||
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((cardVector.size()-1==i) && highlighted));
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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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unsigned int incrementValue=getOverlapIncrement(cardVector[i],
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compressValue);
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if (pBRectVector)
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{
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// if it is the last card we just want the full size
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// of the card.
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if (cardVector.size()-1==i)
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{
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pBRectVector->push_back(QRectF(QPointF(0,pt.y()),cardSize));
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}
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else
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{
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pBRectVector->push_back(QRectF(QPointF(0,pt.y()),QSize(cardSize.width(),incrementValue)));
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}
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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.ry()+=incrementValue;
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}
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}
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return pPixmap;
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}
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