added game plugin solocards

git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
This commit is contained in:
defnax 2010-02-17 01:14:52 +00:00
parent f2f23e7ece
commit 082d5732b0
92 changed files with 24978 additions and 0 deletions

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "About.h"
#include <QtGui/QHBoxLayout>
#include <QtGui/QVBoxLayout>
#include <QtGui/QPixmap>
#include <QtGui/QLabel>
#include <QtGui/QDialogButtonBox>
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
About::About(QWidget * pParent)
:QDialog(pParent)
{
this->setWindowTitle(tr("About QSoloCards").trimmed());
// Layout the dialog a Vbox that will be the top level. And contain the HBox that has the icon and text
// and then the dialogButtonBox for the close button.
QVBoxLayout * pLayout=new QVBoxLayout;
QHBoxLayout * pMainLayout=new QHBoxLayout;
QLabel * pIconLabel=new QLabel(this);
pIconLabel->setPixmap(QPixmap(":/images/sol128x128.png"));
pMainLayout->addWidget(pIconLabel,0,Qt::AlignTop|Qt::AlignLeft);
QLabel * pWordsLabel=new QLabel(this);
pWordsLabel->setWordWrap(true);
// set the text for the about box. The .pro file is setup to pass
// VER_MAJ, VER_MIN, VER_PAT as a param when the file is compiled
// So, version info is contained only in the .pro file and can be
// easily changed in one place.
pWordsLabel->setText(tr("<h3>QSoloCards %1.%2.%3</h3>"
"<p>A collection of Solitaire Games written in Qt.</p>"
"<p/>"
"<p/>"
"<p>Copyright 2009 Steve Moore</p>"
"<p/>"
"<p> License: <a href="":/help/gpl3.html"">GPLv3</a></p>"
"<p/>"
"<p/>"
"<p>Graphics: Playing cards are a modified version of the anglo_bitmap cards from Gnome-Games' AisleRiot.</p>"
).arg(QString::number(VER_MAJ)).arg(QString::number(VER_MIN)).arg(QString::number(VER_PAT)));
connect(pWordsLabel,SIGNAL(linkActivated(QString)),
this,SLOT(slotLinkActivated(QString)));
pMainLayout->addWidget(pWordsLabel,0,Qt::AlignTop|Qt::AlignHCenter);
pLayout->addLayout(pMainLayout,20);
QDialogButtonBox * pButtonBox=new QDialogButtonBox(this);
pButtonBox->addButton(QDialogButtonBox::Close);
pLayout->addWidget(pButtonBox,1);
connect(pButtonBox, SIGNAL(rejected()), this, SLOT(reject()));
// don't allow resizing the window.
pLayout->setSizeConstraint(QLayout::SetFixedSize);
this->setLayout(pLayout);
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
About::~About()
{
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
void About::slotLinkActivated(const QString & link)
{
emit showLink(link);
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ABOUT_H
#define ABOUT_H
#include <QtGui/QDialog>
class About: public QDialog
{
Q_OBJECT
public:
About(QWidget * pParent);
~About();
public slots:
void slotLinkActivated(const QString & link);
signals:
void showLink(const QString & link);
};
#endif // ABOUT_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CardAnimationLock.h"
#include "CardStack.h"
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
CardAnimationLock::~CardAnimationLock()
{
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
CardAnimationLock & CardAnimationLock::getInst()
{
static CardAnimationLock aniLock;
return aniLock;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void CardAnimationLock::lock()
{
if (m_aniEnabled && !m_demoStarted)
{
CardStack::lockUserInteration();
emit animationStarted();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void CardAnimationLock::unlock()
{
if (m_aniEnabled && !m_demoStarted)
{
CardStack::lockUserInteration(false);
emit animationComplete();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
CardAnimationLock::CardAnimationLock()
:m_aniEnabled(true),
m_demoStarted(false)
{
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CARDANIMATIONLOCK_H
#define CARDANIMATIONLOCK_H
#include <QtCore/QObject>
class CardAnimationLock:public QObject
{
Q_OBJECT
public:
virtual ~CardAnimationLock();
static CardAnimationLock & getInst();
inline void setDemoMode(bool isDemo){m_demoStarted=isDemo;}
inline bool isDemoRunning()const{return m_demoStarted;}
inline bool animationsEnabled()const{return m_aniEnabled;}
inline void enableAnimations(bool enabled){m_aniEnabled=enabled;}
// The lock just sends a single not to allow user interaction,
// and calls the static lockUserInteraction function of CardStack.
// The signal is used by mainwindow to know when not to allow menu
// items to be clicked.
void lock();
void unlock();
signals:
void animationStarted();
void animationComplete();
protected:
CardAnimationLock();
private:
bool m_aniEnabled;
bool m_demoStarted;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CardDeck.h"
#include <QtCore/QDateTime>
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
CardDeck::CardDeck(unsigned short numDecks)
:m_deckOfCards(),
m_shuffledCardVector(),
m_numDecks(numDecks)
{
// This creates the default deck of cards that will be used
for (unsigned short i=0;i<m_numDecks;i++)
{
for(unsigned short currSuit=0;currSuit<PlayingCard::MaxSuit;currSuit++)
{
for(unsigned short currCard=0;currCard<PlayingCard::MaxCardIndex;currCard++)
{
PlayingCard newCard((PlayingCard::Suit)currSuit,(PlayingCard::CardIndex)currCard);
m_deckOfCards.push_back(newCard);
}
}
}
this->shuffle();
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////
CardDeck::CardDeck(const PlayingCardVector & cardsForDeck, unsigned short numDecks)
:m_deckOfCards(),
m_shuffledCardVector(),
m_numDecks(numDecks)
{
for (unsigned short i=0;i<m_numDecks;i++)
{
for (unsigned short j=0;j<cardsForDeck.size();j++)
{
this->m_deckOfCards.push_back(cardsForDeck[j]);
}
}
this->shuffle();
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////
CardDeck::~CardDeck()
{
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Create a shuffled deck by generating a vector of playing cards. And then randomly generating an index
// into that vector. And then pull the card out of that vector and adding it to the end of another vector.
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
void CardDeck::shuffle()
{
PlayingCardVector cardVector;
cardVector=this->m_deckOfCards;
if (this->m_shuffledCardVector.size()>0)
{
this->m_shuffledCardVector.clear();
}
qsrand(QDateTime::currentDateTime().toTime_t());
while(cardVector.size()>0)
{
unsigned int index=qrand()%cardVector.size();
// make sure our random number is not off the end of the vector
if (index>=cardVector.size())
{
index=cardVector.size()-1;
}
this->m_shuffledCardVector.push_back(cardVector[index]);
cardVector.erase(cardVector.begin()+index);
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////
PlayingCard CardDeck::next()
{
// create an invalid card.
PlayingCard playingCard(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex);
// if we have any cards left get the first one and return it.
// then remove that card from the vector.
if (this->m_shuffledCardVector.size()>0)
{
playingCard=this->m_shuffledCardVector[0];
this->m_shuffledCardVector.erase(this->m_shuffledCardVector.begin());
}
return playingCard;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CARDDECK_H
#define CARDDECK_H
#include <vector>
#include "PlayingCard.h"
typedef std::vector<PlayingCard> PlayingCardVector;
class CardDeck
{
public:
// by default we just want to include one complete deck.
CardDeck(unsigned short numDecks=1);
// this constructor adds a little flexibility. So, that a deck of only certain cards
// can be built easily.
CardDeck(const PlayingCardVector & cardsForDeck, unsigned short numDecks=1);
~CardDeck();
// will clear any remaining cards in the shuffled deck and create a new shuffled deck
// this function is automatically called by the constructor.
void shuffle();
inline bool isEmpty() const {return m_shuffledCardVector.empty();}
// get the next card in the shuffled deck.
PlayingCard next();
private:
PlayingCardVector m_deckOfCards;
PlayingCardVector m_shuffledCardVector;
unsigned short m_numDecks;
};
#endif // CARDDECK_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CardMoveRecord.h"
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
CardMoveRecordItem::CardMoveRecordItem(const std::string & stackName,
int flipIndex)
:m_moveType(CardMoveRecordItem::FlipCard),
m_cardVector(),
m_flipIndex(flipIndex),
m_stackName(stackName)
{
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
CardMoveRecordItem::CardMoveRecordItem(const std::string & stackName,
MoveType m_type,
const PlayingCardVector & cardVector)
:m_moveType(m_type),
m_cardVector(cardVector),
m_flipIndex(-1),
m_stackName(stackName)
{
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
CardMoveRecordItem::CardMoveRecordItem(const CardMoveRecordItem & rh)
{
*this=rh;
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
CardMoveRecordItem::~CardMoveRecordItem()
{
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
CardMoveRecordItem & CardMoveRecordItem::operator=(const CardMoveRecordItem & rh)
{
m_moveType=rh.moveType();
m_cardVector=rh.cardVector();
m_flipIndex=rh.flipIndex();
m_stackName=rh.stackName();
return *this;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CARDMOVERECORD_H
#define CARDMOVERECORD_H
#include "CardDeck.h"
#include <list>
#include <string>
class CardMoveRecordItem
{
public:
enum MoveType
{
AddCards=0,
RemoveCards=1,
FlipCard=2
};
CardMoveRecordItem(const std::string & stackName,
int flipIndex=-1); // Case where we are just flipping a card
CardMoveRecordItem(const std::string & stackName,
MoveType m_type,
const PlayingCardVector & cardVector); // case where we are adding or removing cards
CardMoveRecordItem(const CardMoveRecordItem & rh);
virtual ~CardMoveRecordItem();
CardMoveRecordItem & operator=(const CardMoveRecordItem & rh);
inline MoveType moveType() const {return m_moveType;}
inline const PlayingCardVector & cardVector() const {return m_cardVector;}
inline int flipIndex() const {return m_flipIndex;}
inline const std::string & stackName() const{return m_stackName;}
private:
MoveType m_moveType;
PlayingCardVector m_cardVector;
int m_flipIndex;
std::string m_stackName;
};
typedef std::list<CardMoveRecordItem> CardMoveRecord;
#endif // CARDMOVERECORD_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CardPixmaps.h"
#include <QtGui/QPainter>
#include <QtGui/QImage>
const qreal CardPixmaps::CardWidthToHeight=.66;
const QString CardPixmaps::EmptyStackName("empty");
const QString CardPixmaps::EmptyStackRedealName("emtpy_redeal");
const QString CardPixmaps::CardBackName("back");
const QString CardPixmaps::TransparentNoCard("transparent");
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
CardPixmaps::~CardPixmaps()
{
delete m_pSvgRendCard;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
CardPixmaps & CardPixmaps::getInst()
{
static CardPixmaps cardPixmaps;
return cardPixmaps;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardPixmaps::setCardWidth(unsigned int width)
{
m_cardSize.setWidth(width);
m_cardSize.setHeight(width/CardWidthToHeight);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardPixmaps::setCardHeight(unsigned int height)
{
m_cardSize.setHeight(height);
m_cardSize.setWidth(height*CardWidthToHeight);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
CardPixmaps::CardPixmaps()
:m_pSvgRendCard(new QSvgRenderer(QString(":/images/anglo_bitmap.svg"))),
m_pixmapMap(),
m_cardSize(0,0)
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
const QPixmap & CardPixmaps::getCardPixmap(const QString & imageName,bool highlighted)
{
QString fullImageName("");
if (highlighted)
{
fullImageName+="hl_";
}
fullImageName+=imageName;
CardPixmapMap::iterator it=m_pixmapMap.find(fullImageName.toStdString());
if (m_pixmapMap.end()!=it)
{
return it->second;
}
QPainter painter;
QPixmap dummyPix(m_cardSize);
dummyPix.fill(Qt::transparent);
m_pixmapMap[fullImageName.toStdString()]=dummyPix;
painter.begin(&m_pixmapMap[fullImageName.toStdString()]);
if (imageName==EmptyStackName || imageName==EmptyStackRedealName)
{
drawEmptyStack(painter,highlighted,imageName==EmptyStackRedealName);
}
else if (imageName==TransparentNoCard)
{
}
else if (highlighted)
{
drawHighlightedCard(painter,imageName);
}
else
{
QRect pixRect(QPoint(0,0),m_cardSize);
m_pSvgRendCard->render(&painter,imageName,pixRect);
}
painter.end();
return m_pixmapMap[fullImageName.toStdString()];
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardPixmaps::drawEmptyStack(QPainter & painter,bool highlighted,bool redealCircle)
{
QPoint topLeft(0,0);
QPen pen;
pen.setColor(QColor("#006520"));
pen.setWidth(3);
painter.setPen(pen);
QRect rect(topLeft,m_cardSize);
painter.setRenderHint(QPainter::Antialiasing,true);
if (redealCircle)
{
QPoint ellipseCenter(rect.left()+rect.width()/2,
rect.top()+rect.height()/2);
pen.setWidth(10);
painter.setBrush(QColor("#006520"));
painter.drawEllipse(ellipseCenter,
rect.width()/3,rect.width()/3);
}
painter.setBrush(Qt::transparent);
// draw the highlight rect if necessary.
if (highlighted)
{
painter.setBrush(QBrush(QColor("#806000"),Qt::Dense4Pattern));
}
painter.drawRoundedRect(rect.adjusted(1,1,-1,-1),6.0,6.0);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardPixmaps::drawHighlightedCard(QPainter & painter,const QString & imageName)
{
// for the highlighted case we are going to manipulate the original
// image and change the background of the card to a yellowish color
// to highlight it.
// A QImage is necessary in Format_ARGB32_Premultiplied or Format_ARGB32
// is required to use the composite modes. So, draw the pixmap on the
// QImage. And then render the result in our pixmap.
QRect pixRect(QPoint(0,0),m_cardSize);
QImage image(m_cardSize,QImage::Format_ARGB32_Premultiplied);
image.fill(Qt::transparent);
QPainter imagePainter;
imagePainter.begin(&image);
imagePainter.setPen(Qt::NoPen);
imagePainter.setBrush(QColor("#ffff90"));
imagePainter.drawPixmap(QPoint(0,0),getCardPixmap(imageName));
imagePainter.setCompositionMode(QPainter::CompositionMode_Darken);
imagePainter.drawRoundedRect(pixRect.adjusted(0,0,-1,-1),4.0,4.0);
imagePainter.end();
painter.drawImage(QPoint(0,0),image);
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CARDPIXMAPS_H
#define CARDPIXMAPS_H
#include "PlayingCard.h"
#include <QtSvg/QSvgRenderer>
#include <QtGui/QPixmap>
#include <map>
#include <string>
typedef std::map<std::string,QPixmap> CardPixmapMap;
class CardPixmaps
{
public:
static const qreal CardWidthToHeight; // This is the percentage of the height to the width
// that is used to render a card.
static const QString EmptyStackName;
static const QString EmptyStackRedealName;
static const QString CardBackName;
static const QString TransparentNoCard;
~CardPixmaps();
static CardPixmaps & getInst();
void setCardWidth(unsigned int width);
void setCardHeight(unsigned int height);
inline const QSize & getCardSize() {return m_cardSize;}
inline void clearPixmapCache(){m_pixmapMap.clear();}
// functions to make it easier to get card pixmaps.
const QPixmap & getCardPixmap(const PlayingCard & card,bool highlighted=false)
{return getCardPixmap(card.asString(),highlighted);}
const QPixmap & getCardBackPixmap(bool highlighted=false)
{return getCardPixmap(CardBackName,highlighted);}
const QPixmap & getTransparentPixmap()
{return getCardPixmap(TransparentNoCard);}
// the redeal circle is just a circle in the middle of the empty stack that indicates that
// you can d-click on the stack to recycle the cards. Used in games like Klondike where
// can go through the flip stack multiple times
const QPixmap & getCardNonePixmap(bool highlighted=false,bool redealCircle=false)
{return getCardPixmap(redealCircle?EmptyStackRedealName:EmptyStackName,highlighted);}
protected:
CardPixmaps();
private:
const QPixmap & getCardPixmap(const QString & imageName, bool highlighted=false);
void drawEmptyStack(QPainter & painter,bool highlighted,bool redealCircle);
void drawHighlightedCard(QPainter & painter,const QString & imageName);
QSvgRenderer * m_pSvgRendCard; // the svg render will be created the first time
// it is needed. It has to be done after Qt is initialized.
// And we just want to create it once. Loading it is fairly
// expensive.
CardPixmapMap m_pixmapMap; // this is a map of cards that is built as a card is needed.
// It will also contain the card back. And highlighted
// versions of cards.
QSize m_cardSize; // this is the card size that is used for every card
// that is drawn. The height of a card is determined
// from the width. So, the value is set by calling
// setCardWidth.
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CardStack.h"
#include <QtGui/QPainter>
#include <QtCore/QTimer>
#include <QtGui/QCursor>
#include <QtGui/QGraphicsSceneHoverEvent>
#include <QtGui/QGraphicsSceneMouseEvent>
#include <QtGui/QApplication>
#include "CardPixmaps.h"
#include "CardAnimationLock.h"
#include <iostream>
CardStackMap CardStack::m_cardStackMap;
bool CardStack::m_lockUserInteraction=false;
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
CardStack::CardStack()
:QObject(),QGraphicsPixmapItem(),
m_hintHighlightIndex(-1),
m_stackName(),
m_cardVector(),
m_highlighted(false),
m_showRedealCircle(false),
m_autoFaceUp(false),
m_mouseMoved(false),
m_dragStartPos(0,0),
m_flipAni(),
m_dragStack(this)
{
// set the name of this stack and add it to the map of stacks.
m_stackName=QString::number((qlonglong)this);
m_cardStackMap[this->stackName()]=this;
// accept drops and mouse hover events
this->setAcceptDrops(true);
this->setAcceptHoverEvents(true);
this->setZValue(1);
this->setCursor(Qt::PointingHandCursor);
this->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
// call update stack to set the initial view of the stack as empty.
this->updateStack();
this->connect(&m_flipAni,SIGNAL(flipComplete(CardStack *)),
this,SLOT(slotFlipComplete(CardStack *)));
this->connect(&m_dragStack,SIGNAL(cardsMoved(const CardMoveRecord &)),
this,SLOT(slotDragCardsMoved(const CardMoveRecord &)));
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
CardStack::~CardStack()
{
// remove the pointer from the map of stacks to the class.
m_cardStackMap.erase(this->stackName());
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::allCardsFaceUp()const
{
bool rc=true;
unsigned int i;
for(i=0;i<this->m_cardVector.size();i++)
{
if (!this->m_cardVector[i].isFaceUp())
{
rc=false;
break;
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::cardsAscendingTopToBottom()const
{
bool rc=true;
const PlayingCardVector & cardVector=this->getCardVector();
int i;
// see if the cards are in descending order from
// index 0 to n.
for (i=cardVector.size()-1;i>0;i--)
{
if (cardVector[i]>cardVector[i-1])
{
rc=false;
break;
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::cardsDecendingTopToBottom()const
{
bool rc=true;
const PlayingCardVector & cardVector=this->getCardVector();
int i;
// see if the cards are in descending order from
// index 0 to n.
for (i=cardVector.size()-1;i>0;i--)
{
if (cardVector[i]<cardVector[i-1])
{
rc=false;
break;
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::setTopCardUp(bool faceUp)
{
if (this->m_cardVector.size()>0 && faceUp!=this->m_cardVector[this->m_cardVector.size()-1].isFaceUp())
{
flipCard(-1);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::flipCard(int index,bool aniIfEnabled)
{
bool rc=false;
if (this->m_cardVector.size()>0)
{
// if index is less than 0 assume it is the last card.
if (index<0)
{
index=this->m_cardVector.size()-1;
}
if (index<(int)this->m_cardVector.size())
{
if (aniIfEnabled)
{
m_flipAni.flipCard(this);
}
this->m_cardVector[index].setFaceUp(!this->m_cardVector[index].isFaceUp());
this->updateStack();
rc=true;
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::flipCard(int index,CardMoveRecord & moveRecord,bool aniIfEnabled)
{
bool rc=flipCard(index,aniIfEnabled);
if (rc)
{
// if index is less than 0 assume it is the last card.
if (index<0)
{
index=this->m_cardVector.size()-1;
}
moveRecord.push_back(CardMoveRecordItem(this->stackName(),index));
}
return rc;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::addCard(const PlayingCard & newCard)
{
m_cardVector.push_back(newCard);
if (isFlipAniRunning())
{
m_flipAni.stopAni();
this->updateStack();
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::addCards(const PlayingCardVector & cardVector)
{
for(unsigned int i=0;i<cardVector.size();i++)
{
m_cardVector.push_back(cardVector[i]);
}
if (isFlipAniRunning())
{
m_flipAni.stopAni();
this->updateStack();
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::addCard(const PlayingCard & newCard,CardMoveRecord & moveRecord,bool justUpdateRec)
{
if (!justUpdateRec)
{
this->addCard(newCard);
}
PlayingCardVector cardVector;
cardVector.push_back(newCard);
moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::AddCards,cardVector));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::addCards(const PlayingCardVector & cardVector,CardMoveRecord & moveRecord,bool justUpdateRec)
{
if (!justUpdateRec)
{
this->addCards(cardVector);
}
moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::AddCards,cardVector));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
PlayingCard CardStack::removeTopCard()
{
PlayingCard card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex);
if (!this->m_cardVector.empty())
{
card=m_cardVector.back();
this->m_cardVector.pop_back();
}
return card;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
PlayingCard CardStack::removeTopCard(CardMoveRecord & moveRecord)
{
PlayingCard card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex);
card=this->removeTopCard();
// if the card is valid update the moveRecord
if (card.isValid())
{
PlayingCardVector cardVector;
cardVector.push_back(card);
moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::RemoveCards,cardVector));
}
return card;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool CardStack::removeCardsStartingAt(unsigned int index,PlayingCardVector & removedCards)
{
bool rc=false;
if (index<this->m_cardVector.size())
{
rc=true;
unsigned int i;
removedCards.clear();
for(i=index;i<this->m_cardVector.size();i++)
{
removedCards.push_back(this->m_cardVector[i]);
}
while(m_cardVector.size()>index)
{
this->m_cardVector.pop_back();
}
}
return rc;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool CardStack::removeCardsStartingAt(unsigned int index,
PlayingCardVector & removedCards,
CardMoveRecord & moveRecord,
bool justUpdateRec)
{
bool rc=false;
if (!justUpdateRec)
{
rc=this->removeCardsStartingAt(index,removedCards);
}
else if (index<this->m_cardVector.size())
{
rc=true;
unsigned int i;
removedCards.clear();
for(i=index;i<this->m_cardVector.size();i++)
{
removedCards.push_back(this->m_cardVector[i]);
}
}
if (rc)
{
// ok now add the move records for removal of the cards from this stack
// it will be a remove and then a flip of the card before if it is face down
moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::RemoveCards,removedCards));
// also if we are in autoflip mode add that to the flip record.
if (0!=index && this->m_autoFaceUp && !this->m_cardVector[index-1].isFaceUp())
{
moveRecord.push_back(CardMoveRecordItem(this->stackName(),index-1));
}
}
return rc;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardStack::removeAllCards()
{
// stop any flip animation we have going.
m_flipAni.stopAni();
m_cardVector.clear();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::getMovableCards(PlayingCardVector & cardVector,
unsigned int & index) const
{
bool rc=false;
if (this->m_cardVector.size()>0)
{
int moveIndex=-1;
// ok let's go up the stack and find the last card that we can move
for (int i=this->m_cardVector.size()-1;i>=0;i--)
{
if (this->canMoveCard((unsigned int)i))
{
moveIndex=i;
}
else
{
break;
}
}
// did we get an index of a card.
if (moveIndex>=0)
{
rc=true;
for(unsigned int j=(unsigned int)moveIndex;j<this->m_cardVector.size();j++)
{
cardVector.push_back(this->m_cardVector[j]);
}
index=(unsigned int)moveIndex;
}
}
return rc;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardStack::updateStack()
{
QPixmap * pPixmap=NULL;
if (this->isFlipAniRunning())
{
PlayingCardVector cardVector(this->m_cardVector);
// the stack should have at least one card ie the one being flipped
// but make sure.
if (this->m_cardVector.size()>0)
{
cardVector.pop_back();
}
pPixmap=getStackPixmap(cardVector,m_highlighted,m_hintHighlightIndex);
}
else
{
pPixmap=getStackPixmap(this->m_cardVector,m_highlighted,m_hintHighlightIndex);
}
if (NULL!=pPixmap)
{
this->setPixmap(*pPixmap);
delete pPixmap;
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
QPixmap * CardStack::getStackPixmap(const PlayingCardVector & cardVector,
bool highlighted,
int hintHighlightIndex)
{
bool hl=((hintHighlightIndex>=0 ||
(HintHighlightNoCards==hintHighlightIndex && 0==cardVector.size()))||
highlighted);
QPixmap * pPixmap=NULL;
// if the stack is not empty either show a card or the card back
if (cardVector.size()>0)
{
PlayingCard card(cardVector[cardVector.size()-1]);
if (card.isFaceUp())
{
pPixmap=new QPixmap(CardPixmaps::getInst().getCardPixmap(card,hl));
}
else
{
pPixmap=new QPixmap(CardPixmaps::getInst().getCardBackPixmap(hl));
}
}
// if the stack is empty show the empty pixmap.
else
{
pPixmap=new QPixmap(CardPixmaps::getInst().getCardNonePixmap(hl,this->m_showRedealCircle));
}
return pPixmap;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardStack::updateAllStacks()
{
CardStackMap::iterator it;
CardPixmaps::getInst().clearPixmapCache();
for (it=m_cardStackMap.begin();it!=m_cardStackMap.end();it++)
{
it->second->updateStack();
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardStack::clearAllStacks()
{
CardStackMap::iterator it;
for (it=m_cardStackMap.begin();it!=m_cardStackMap.end();it++)
{
it->second->removeAllCards();
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
CardStack * CardStack::getStackByName(const std::string & stackName)
{
CardStack * pStack=NULL;
CardStackMap::iterator it=m_cardStackMap.find(stackName);
if (m_cardStackMap.end()!=it)
{
pStack=it->second;
}
return pStack;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
bool CardStack::isCardStack(QGraphicsItem * pGraphicsItem)
{
CardStack * pCardStack=getStackByName(QString::number((qlonglong)pGraphicsItem).toStdString());
bool rc=false;
if (NULL!=pCardStack)
{
rc=true;
}
return true;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardStack::processCardMoveRecord(ProcessCardMoveRecordType type,
CardMoveRecord moveRecord)
{
while(!moveRecord.empty())
{
CardMoveRecordItem currItem(((CardStack::RedoMove==type)?moveRecord.front():moveRecord.back()));
CardStack * pStack=CardStack::m_cardStackMap[currItem.stackName()];
const PlayingCardVector & cardVector=currItem.cardVector();
unsigned int i;
CardMoveRecordItem::MoveType moveType=currItem.moveType();
// for undo we are actually undoing something that was done
// so we need to AddCards if they were removed or RemoveCards
// if they were added
if (CardStack::UndoMove==type)
{
if (CardMoveRecordItem::RemoveCards==moveType)
{
moveType=CardMoveRecordItem::AddCards;
}
else if (CardMoveRecordItem::AddCards==moveType)
{
moveType=CardMoveRecordItem::RemoveCards;
}
}
switch(moveType)
{
// remove cards to a stack
case CardMoveRecordItem::RemoveCards:
{
for (i=0;i<cardVector.size();i++)
{
pStack->removeTopCard();
}
pStack->updateStack();
}
break;
// add cards to a stack
case CardMoveRecordItem::AddCards:
{
pStack->addCards(cardVector);
pStack->updateStack();
}
break;
// for this case we are just going to flip the card over
case CardMoveRecordItem::FlipCard:
{
// in this case we just want to flip the last card
if (pStack->m_cardVector.size()>0)
{
unsigned int flipIndex=0;
bool isValid=false;
if (currItem.flipIndex()<0)
{
flipIndex=pStack->m_cardVector.size()-1;
isValid=true;
}
else if (currItem.flipIndex()<(int)(pStack->m_cardVector.size()))
{
flipIndex=(unsigned int)currItem.flipIndex();
isValid=true;
}
if (isValid)
{
pStack->m_cardVector[flipIndex].setFaceUp(!pStack->m_cardVector[flipIndex].isFaceUp());
pStack->updateStack();
}
}
}
break;
};
if (CardStack::RedoMove==type)
{
moveRecord.pop_front();
}
else
{
moveRecord.pop_back();
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void CardStack::showHint(CardStack * pSrc,
unsigned int srcCardIndex,
CardStack * pDst)
{
if (NULL!=pSrc && NULL!=pDst)
{
pSrc->slotHintHighlight(srcCardIndex);
pDst->slotDelayedHintHighlight();
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::slotDelayedHintHighlight()
{
QTimer::singleShot(1000,this,SLOT(slotHintHighlight()));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::slotHintHighlight(int index)
{
// if the index is less than 0 then the last card should be highlighted
// or the card pad if no cards are in the stack.
if (index<0)
{
this->m_hintHighlightIndex=HintHighlightNoCards;
if (this->m_cardVector.size()>0)
{
this->m_hintHighlightIndex=this->m_cardVector.size()-1;
}
}
else if (index<(int)this->m_cardVector.size())
{
this->m_hintHighlightIndex=index;
}
this->updateStack();
QTimer::singleShot(1000,this,SLOT(slotHintHighlightComplete()));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::slotHintHighlightComplete()
{
this->m_hintHighlightIndex=-1;
this->updateStack();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::slotFlipComplete(CardStack * pSrc)
{
Q_UNUSED(pSrc);
this->updateStack();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::slotDragCardsMoved(const CardMoveRecord & initRecord)
{
CardMoveRecord moveRecord(initRecord);
// if we are in autotop card up flip the top card. and emit a signal
// that we moved the cards.
if (!this->isEmpty() && this->isAutoTopCardUp())
{
int lastIndex=this->m_cardVector.size()-1;
if (!this->m_cardVector[lastIndex].isFaceUp())
{
this->flipCard(lastIndex,moveRecord);
}
}
emit cardsMovedByDragDrop(moveRecord);
}
//////////////////////////////////////////////////////////////////////////
// for this case when all cards are directly stacked on top of each other
// if there are cards in the stack we will always just return the last card.
//////////////////////////////////////////////////////////////////////////
bool CardStack::getCardIndex(const QPointF & pos,unsigned int & index)
{
Q_UNUSED(pos);
bool rc=false;
if (this->m_cardVector.size()>0)
{
index=this->m_cardVector.size()-1;
rc=true;
}
return rc;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
if (m_lockUserInteraction || this->isFlipAniRunning() || CardAnimationLock::getInst().isDemoRunning())
{
QGraphicsPixmapItem::mousePressEvent(event);
return;
}
this->m_mouseMoved=false;
this->m_dragStartPos=event->pos();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
{
if (m_lockUserInteraction || this->isFlipAniRunning() || CardAnimationLock::getInst().isDemoRunning())
{
QGraphicsPixmapItem::mouseReleaseEvent(event);
return;
}
if (!m_mouseMoved)
{
unsigned int index;
if (this->isEmpty())
{
emit padClicked(this);
}
else if (this->getCardIndex(event->pos(),index))
{
if (this->canMoveCard(index))
{
PlayingCardVector moveCards;
CardMoveRecord moveRecord;
// create a move record and a vector containing the cards
// but don't remove them.
if (CardStack::removeCardsStartingAt(index,moveCards,
moveRecord,true))
{
emit movableCardsClicked(this,moveCards,moveRecord);
}
}
else
{
emit cardClicked(this,index);
}
}
}
else if (m_dragStack.cardDragStarted())
{
m_dragStack.mouseReleaseEvent(event);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
if (m_lockUserInteraction || this->isFlipAniRunning() || CardAnimationLock::getInst().isDemoRunning())
{
QGraphicsPixmapItem::mouseMoveEvent(event);
return;
}
QPointF posDiff=(event->pos()-this->m_dragStartPos);
if ( (qAbs(posDiff.x()) + qAbs((int)posDiff.y()))< QApplication::startDragDistance())
{
return;
}
m_mouseMoved=true;
if (!m_dragStack.cardDragStarted())
{
unsigned int index=0;
bool haveCardIndex=this->getCardIndex(event->pos(),index);
if (haveCardIndex && this->canMoveCard(index))
{
unsigned int i;
PlayingCardVector dragCardVector;
for (i=index;i<this->m_cardVector.size();i++)
{
dragCardVector.push_back(this->m_cardVector[i]);
}
m_dragStack.startCardMove(event->scenePos(),index,dragCardVector);
}
}
else
{
m_dragStack.mouseMoveEvent(event);
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void CardStack::hoverMoveEvent(QGraphicsSceneHoverEvent * event)
{
unsigned int index;
if (this->getCardIndex(event->pos(),index) &&
this->canMoveCard(index))
{
this->setCursor(Qt::OpenHandCursor);
}
else
{
this->setCursor(Qt::PointingHandCursor);
}
QGraphicsPixmapItem::hoverMoveEvent(event);
}

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@ -0,0 +1,238 @@
/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CARDSTACK_H
#define CARDSTACK_H
#include <QtCore/QObject>
#include <QtGui/QGraphicsPixmapItem>
#include "CardMoveRecord.h"
#include "FlipAnimation.h"
#include "DragCardStack.h"
#include <map>
#include <string>
class CardStack;
typedef std::map<std::string,CardStack *> CardStackMap;
class CardStack: public QObject,public QGraphicsPixmapItem
{
Q_OBJECT
public:
enum ProcessCardMoveRecordType
{
UndoMove=0,
RedoMove=1
};
enum
{
HintHighlightNoCards=-2
};
CardStack();
virtual ~CardStack();
inline const std::string stackName()const{return m_stackName.toStdString();}
inline bool isFlipAniRunning()const {return m_flipAni.isAniRunning();}
bool allCardsFaceUp()const;
// top is in this case the last card in the stack. bottom is index 0
bool cardsAscendingTopToBottom()const;
bool cardsDecendingTopToBottom()const;
void setTopCardUp(bool faceUp=true);
bool flipCard(int index,bool aniIfEnabled=true);
bool flipCard(int index,CardMoveRecord & moveRecord,bool aniIfEnabled=true);
inline void setAutoTopCardUp(bool autoFaceUp=true){this->m_autoFaceUp=autoFaceUp;}
inline bool isAutoTopCardUp()const {return m_autoFaceUp;}
inline bool isHighlighted() const {return m_highlighted;}
inline void setHighlighted(bool state=true){m_highlighted=state;}
inline int hintHighlightIndex() const {return m_hintHighlightIndex;}
inline bool showRedealCircle(){return m_showRedealCircle;}
inline void setShowRedealCircle(bool state=true){m_showRedealCircle=state;}
void addCard(const PlayingCard & newCard);
void addCards(const PlayingCardVector & cardVector);
void addCard(const PlayingCard & newCard,CardMoveRecord & moveRecord,bool justUpdateRec=false);
void addCards(const PlayingCardVector & cardVector,CardMoveRecord & moveRecord,bool justUpdateRec=false);
// pull the top card off of the stack
PlayingCard removeTopCard();
PlayingCard removeTopCard(CardMoveRecord & moveRecord);
// the cardVector contains the cards that were removed if the index is valid.
bool removeCardsStartingAt(unsigned int index,PlayingCardVector & removedCards);
bool removeCardsStartingAt(unsigned int index,PlayingCardVector & removedCards,
CardMoveRecord & moveRecord,bool justUpdateRec=false);
void removeAllCards();
inline bool isEmpty() const {return m_cardVector.empty();}
const PlayingCardVector & getCardVector()const{return m_cardVector;}
virtual bool canAddCards(const PlayingCardVector &){return false;}
// this function will return the cards at the end of the stack that can be moved.
// the function canMoveCards that can be overridden by subclasses controls the
// cards that can be moved. This function can also be overridden if something other
// than the default of just cards at the end of the stack is desired.
//
// the cards that can be moved will be added to the end of the card vector passed in
// the start index of the cards is also set if the function returns true
// the function returns true if it has cards that can be moved or false if it has none.
// this function has been added to aid in creating hints for moving cards
virtual bool getMovableCards(PlayingCardVector &, unsigned int & index) const;
// this function gets the point in the scene that a card would be added to this stack.
inline virtual QPointF getGlobalCardAddPt() const {return mapToScene(QPointF(0,0));};
inline virtual QPointF getGlobalLastCardPt() const {return mapToScene(QPointF(0,0));};
inline virtual QPointF getGlobalCardPt(int index) const {Q_UNUSED(index);return mapToScene(QPointF(0,0));};
// this function will update the bounding rectangle for the cards. And update the
// pixmap for the stack. The default implementation implementation just calls
// getStackPixmap. Subclasses may want to override this version to record bounding
// rectangles for cards and then call the base class.
virtual void updateStack();
// this function returns a pointer to a pixmap of the stack. The pixmap is the responsiblity
// of the caller to free. This function can be overridden in subclasses to create
// different look for the stack when drawn or cards from it are dragged to a different
// stack.
virtual QPixmap * getStackPixmap(const PlayingCardVector & cardVector,
bool highlighted=false,
int hintHighlightIndex=-1);
// override in subclasses for scoring per stack if desired.
virtual int score() const{return 0;}
///////////////////////////////////////////////////////////////////////////////
// public static functions
///////////////////////////////////////////////////////////////////////////////
static void updateAllStacks();
static void clearAllStacks();
static inline void lockUserInteration(bool lock=true){m_lockUserInteraction=lock;}
static inline bool isUserInteractionLocked() {return m_lockUserInteraction;}
static CardStack * getStackByName(const std::string & stackName);
static bool isCardStack(QGraphicsItem *);
static void processCardMoveRecord(ProcessCardMoveRecordType type,
CardMoveRecord moveRecord);
// this is a helper function that will show a move hint by highlighting the src widget starting with the
// srcCardIndex in the stack for one second. And then highlighting the last card in the dest stack for
// one second.
static void showHint(CardStack * pSrcWidget,unsigned int srcCardIndex,CardStack * pDstWidget);
public slots:
// the slotDelayedHintHighlight() allows you to call slotHintHighlight() for the src stack
// and slotDelayedHintHighlight() for the destination stack at the same time.
void slotDelayedHintHighlight(); // show a hint highlight delayed
void slotHintHighlight(int index=-1); // show the highlight hint immediately it will timeout in one second
void slotHintHighlightComplete();
void slotFlipComplete(CardStack * pSrc);
void slotDragCardsMoved(const CardMoveRecord & moveRecord);
signals:
// when a card is clicked this signal is emitted
void cardClicked(CardStack * pCardStackWidget,unsigned int index);
// This signal is emitted when there are no cards
// in the stack and the pad area where the first card would be is clicked
void padClicked(CardStack * pCardStackWidget);
// this signal indicates that cards where clicked, but they are also movable
// and it includes a move record of what would happen if the card was moved. This
// can be used to make the move by calling processCardMoveRecord. If the move is accepted
// the add move can be added to the move record. And then processCardMoveRecord can be
// called to perform the move. The index is the index of the card that was clicked.
void movableCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord &);
// the card record will contain all changes made by the drag and
// drop. The remove from one stack. The flip of the card if in
// autoCardUp mode and the card under the remove cards was face
// down. And then the add of the cards to the other stack.
// The signal will be emitted by the stack that started the drag
// operation.
void cardsMovedByDragDrop(const CardMoveRecord &);
protected:
int m_hintHighlightIndex;
// subclasses should reimplement canMoveCard and canAddCards
// for the rules of whatever game they are implementing.
virtual bool canMoveCard(unsigned int index) const{Q_UNUSED(index); return false;}
virtual bool getCardIndex(const QPointF & pos,unsigned int & index);
virtual void mousePressEvent(QGraphicsSceneMouseEvent *event);
virtual void mouseReleaseEvent(QGraphicsSceneMouseEvent *event);
virtual void mouseMoveEvent(QGraphicsSceneMouseEvent *event);
virtual void hoverMoveEvent ( QGraphicsSceneHoverEvent * event );
private:
QString m_stackName;
PlayingCardVector m_cardVector;
bool m_highlighted;
bool m_showRedealCircle;
bool m_autoFaceUp;
bool m_mouseMoved; // set to true if the mouse is moved while the button is down
// using this to determine a mouse click on the CardStack. The
// mouse should not move.
QPointF m_dragStartPos; // used to figure out when the mouse has been moved enough to
// start a drag operation
FlipAnimation m_flipAni;
DragCardStack m_dragStack;
///////////////////////////////////////////////////////////////////////////////
// static variables
///////////////////////////////////////////////////////////////////////////////
static CardStackMap m_cardStackMap; // this is a map that contains all of the current instances
// of CardStack. They are mapped by a unique name to a
// pointer to the instance.
static bool m_lockUserInteraction;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "DealAnimation.h"
#include "CardAnimationLock.h"
#include <QtGui/QPixmap>
#include <QtGui/QGraphicsScene>
#include <QtCore/QTimeLine>
#include <QtCore/QTimer>
#include <iostream>
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealItem::DealItem(CardStack * pDst,CardStack * pSrc)
:m_pDst(pDst),
m_pSrc(pSrc),
m_flipList()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealItem::DealItem(const DealItem & rh)
:m_pDst(NULL),
m_pSrc(NULL),
m_flipList()
{
*this=rh;
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealItem::~DealItem()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
bool DealItem::getNextCard()
{
bool rc=false;
if (!m_flipList.empty())
{
rc=m_flipList.front();
m_flipList.pop_front();
}
return rc;
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealItem & DealItem::operator=(const DealItem & rh)
{
m_pSrc=rh.m_pSrc;
m_pDst=rh.m_pDst;
m_flipList=rh.m_flipList;
return *this;
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealGraphicsItem::DealGraphicsItem(DealItem & dealItem,CardMoveRecord &moveRecord)
:QObject(),
QGraphicsPixmapItem(),
m_dealItem(dealItem),
m_flipCard(dealItem.getNextCard()),
m_card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex),
m_pGItemAni(new QGraphicsItemAnimation),
m_moveRecord(moveRecord),
m_timeLine(),
m_delayTimer(),
m_emitFinished(true)
{
this->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealGraphicsItem::~DealGraphicsItem()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealGraphicsItem::slotAniFinished()
{
// add the card
m_dealItem.dst()->addCard(m_card,m_moveRecord);
// now update the destination
m_dealItem.dst()->updateStack();
// remove the item from the scene
m_dealItem.src()->scene()->removeItem(this);
// now if the card needs to be flipped. Flip it. If we are not
// emitting a finish signal. Then disable animation for the flip.
if (m_flipCard)
{
m_dealItem.dst()->flipCard(m_dealItem.dst()->getCardVector().size()-1,m_moveRecord,m_emitFinished);
}
delete m_pGItemAni;
m_pGItemAni=NULL;
if (m_emitFinished)
{
emit aniFinished(this);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealGraphicsItem::slotTimeToStart()
{
m_timeLine.start();
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealGraphicsItem::setupAnimation(unsigned int duration,unsigned int delay,unsigned int zValue)
{
m_timeLine.setDuration(duration);
this->connect(&m_timeLine,SIGNAL(finished()),
this,SLOT(slotAniFinished()));
QPointF startPt(m_dealItem.src()->getGlobalLastCardPt());
this->m_card=m_dealItem.src()->removeTopCard(m_moveRecord);
PlayingCardVector cardVector;
cardVector.push_back(this->m_card);
QPixmap * pPixmap=m_dealItem.src()->getStackPixmap(cardVector);
if (pPixmap)
{
this->setPixmap(*pPixmap);
delete pPixmap;
}
// set the z value passed in
this->setZValue(zValue);
// add the item to the scene and move it over the stack in the
// place of the cards we are going to move
m_dealItem.src()->scene()->addItem(this);
this->setPos(startPt);
// setup the animation
m_pGItemAni->setItem(this);
m_pGItemAni->setTimeLine(&m_timeLine);
m_pGItemAni->setPosAt (0, startPt);
m_pGItemAni->setPosAt (1, m_dealItem.dst()->getGlobalCardAddPt());
m_pGItemAni->setRotationAt (0, 0);
// change the rotation slightly depending on how far apart in the
// x direction that stacks are apart.
if (qAbs((int)(startPt.x()-m_dealItem.dst()->getGlobalCardAddPt().x()))<5)
{
}
else if (startPt.x()>=m_dealItem.dst()->getGlobalCardAddPt().x())
{
m_pGItemAni->setRotationAt (.5, 90);
}
else
{
m_pGItemAni->setRotationAt (.5, -90);
}
m_pGItemAni->setRotationAt (1, 0);
// redraw the source stack.
m_dealItem.src()->updateStack();
if (delay>0)
{
m_delayTimer.setSingleShot(true);
m_delayTimer.setInterval(delay);
this->connect(&m_delayTimer,SIGNAL(timeout()),
this,SLOT(slotTimeToStart()));
m_delayTimer.start();
}
else
{
this->slotTimeToStart();
}
}
void DealGraphicsItem::stopAni()
{
bool stopping=false;
if (QTimeLine::Running==m_timeLine.state())
{
m_timeLine.stop();
stopping=true;
}
if (m_delayTimer.isActive())
{
m_delayTimer.stop();
stopping=true;
}
if (stopping)
{
m_emitFinished=false;
this->slotAniFinished();
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealAnimation::DealAnimation()
:m_moveRecord(),
m_dealItemVector(),
m_graphicsItemVector(),
m_aniRunning(false),
m_stopAni(false),
m_duration(DealAnimation::PerDealDuration),
m_createMoveRecord(true)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
DealAnimation::~DealAnimation()
{
this->stopAni();
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
bool DealAnimation::dealCards(const DealItemVector & itemVector, bool createMoveRecord)
{
if (m_aniRunning)
{
return false;
}
m_createMoveRecord=createMoveRecord;
// clear any previous items in the move record.
m_moveRecord.clear();
// clear any previous items in the dealItemVector
// and set it equal to the new one.
m_dealItemVector.clear();
m_dealItemVector=itemVector;
if (!CardAnimationLock::getInst().animationsEnabled())
{
this->noAniStackUdpates();
}
else
{
this->buildAniStackUpdates();
CardAnimationLock::getInst().lock();
this->m_aniRunning=true;
}
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealAnimation::stopAni()
{
// ok we only want to do this if animation is running.
if (m_aniRunning)
{
m_aniRunning=false;
unsigned int i;
// different from the case when we are cleaning these up as we go we want a hard update, and then
// delete of the objects.
for (i=0;i<m_graphicsItemVector.size();i++)
{
m_graphicsItemVector[i]->stopAni();
delete m_graphicsItemVector[i];
}
m_graphicsItemVector.clear();
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealAnimation::slotAniFinished(DealGraphicsItem * pDealGraphicsItem)
{
if (m_aniRunning)
{
// cleanup and finialize addition of items to new stacks.
this->cleanUpGraphicsItem(pDealGraphicsItem);
if (m_graphicsItemVector.empty())
{
m_aniRunning=false;
CardAnimationLock::getInst().unlock();
if (!m_createMoveRecord)
{
m_moveRecord.clear();
}
emit cardsMoved(m_moveRecord);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
bool DealAnimation::cardsRemaining()
{
bool rc=false;
unsigned int i;
for (i=0;i<m_dealItemVector.size();i++)
{
if(!m_dealItemVector[i].isEmpty())
{
rc=true;
break;
}
}
return rc;
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealAnimation::cleanUpGraphicsItem(DealGraphicsItem * pDealGraphicsItem)
{
unsigned int i;
for (i=0;i<m_graphicsItemVector.size();i++)
{
if (m_graphicsItemVector[i]==pDealGraphicsItem)
{
m_graphicsItemVector.erase (m_graphicsItemVector.begin()+i);
pDealGraphicsItem->deleteLater();
break;
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealAnimation::cleanUpGraphicsItems()
{
unsigned int i;
for (i=0;i<m_graphicsItemVector.size();i++)
{
m_graphicsItemVector[i]->deleteLater();
}
m_graphicsItemVector.clear();
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealAnimation::noAniStackUdpates()
{
unsigned int i;
bool oneNotEmpty=true;
while (oneNotEmpty)
{
oneNotEmpty=false;
for (i=0;i<m_dealItemVector.size();i++)
{
if (!m_dealItemVector[i].isEmpty())
{
bool flip=m_dealItemVector[i].getNextCard();
PlayingCard card(m_dealItemVector[i].src()->removeTopCard(m_moveRecord));
m_dealItemVector[i].dst()->addCard(card,m_moveRecord);
if (flip)
{
m_dealItemVector[i].dst()->flipCard(-1,m_moveRecord);
}
m_dealItemVector[i].src()->updateStack();
m_dealItemVector[i].dst()->updateStack();
oneNotEmpty=true;
}
}
}
if (!m_createMoveRecord)
{
m_moveRecord.clear();
}
if (m_aniRunning)
{
emit cardsMoved(m_moveRecord);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
void DealAnimation::buildAniStackUpdates()
{
unsigned int i;
unsigned int j=0;
bool oneNotEmpty=true;
while (oneNotEmpty)
{
oneNotEmpty=false;
for (i=0;i<m_dealItemVector.size();i++)
{
if (!m_dealItemVector[i].isEmpty())
{
DealGraphicsItem * pCurrGraphicsItem=new DealGraphicsItem(m_dealItemVector[i],m_moveRecord);
// we want these cards to be above that of any stack and the stacks
// have a zValue of 1. And we want the cards to be of different values.
// So, cards that are going
// to dealt first will be on top of the ones that are delayed. A separate var
// is used for the delay. Because we may not have cards for all stacks. And
// we want the delay between each card to be the same. And we don't want a delay
// before dealing the first card.
pCurrGraphicsItem->setupAnimation(m_duration,j*PerCardDelay,j+2);
this->connect(pCurrGraphicsItem,SIGNAL(aniFinished(DealGraphicsItem *)),
this,SLOT(slotAniFinished(DealGraphicsItem *)));
m_graphicsItemVector.push_back(pCurrGraphicsItem);
oneNotEmpty=true;
j++;
}
}
}
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __DEALANIMATION_H__
#define __DEALANIMATION_H__
#include <QtCore/QObject>
#include "CardStack.h"
#include "CardMoveRecord.h"
#include <list>
#include <vector>
#include <QtCore/QTimer>
#include <QtGui/QGraphicsPixmapItem>
#include <QtGui/QGraphicsItemAnimation>
// DealItems can be used to define the cards that will be dealt to a stack.
// The DealItem can then be added to the DealItemVector which is the overall
// definition of the deal.
class DealItem
{
public:
DealItem(CardStack * pDst,CardStack * pSrc);
DealItem(const DealItem & rh);
~DealItem();
inline bool isEmpty()const{return (m_flipList.empty() || m_pSrc->isEmpty());}
inline void addCard(bool flip){m_flipList.push_back(flip);}
// returns the flip value of the next card and pops it off the list.
bool getNextCard();
inline CardStack * dst(){return m_pDst;}
inline CardStack * src(){return m_pSrc;}
DealItem & operator=(const DealItem & rh);
private:
CardStack * m_pDst;
CardStack * m_pSrc;
std::list<bool> m_flipList; // the list allows a record of how many cards to deal from the
// src to the dst and which ones need to be flipped.
// The cards will only be flipped once added to the dst stack.
};
typedef std::vector<DealItem> DealItemVector;
class DealGraphicsItem:public QObject,public QGraphicsPixmapItem
{
Q_OBJECT
public:
DealGraphicsItem(DealItem & dealItem,CardMoveRecord & moveRecord);
virtual ~DealGraphicsItem();
inline DealItem & getItem(){return m_dealItem;}
void setupAnimation(unsigned int duration,unsigned int delay,unsigned int zValue);
inline bool flipCard()const{return m_flipCard;}
inline const PlayingCard & card()const{return m_card;}
void stopAni();
signals:
void aniFinished(DealGraphicsItem *);
public slots:
void slotAniFinished();
void slotTimeToStart();
private:
DealItem & m_dealItem;
bool m_flipCard;
PlayingCard m_card;
QGraphicsItemAnimation * m_pGItemAni;
CardMoveRecord & m_moveRecord;
QTimeLine m_timeLine;
QTimer m_delayTimer;
bool m_emitFinished;
};
typedef std::vector<DealGraphicsItem *> DealGraphicsItemVector;
class DealAnimation: public QObject
{
Q_OBJECT
public:
enum
{
PerDealDuration=400,
PerCardDelay=60
};
DealAnimation();
virtual ~DealAnimation();
// this duration may not be the total for the entire deal. This the duration for one round.
// So, if you have ten stacks and are dealing 5 cards to eacy stack. The entire duration will
// be the duration x 5.
inline void setDuration(int durInMilSecs=PerDealDuration){m_duration=durInMilSecs;}
inline int getDuration()const{return m_duration;}
// the option of sending the complete signal is for cases like the initial deal of the cards.
// In that case the caller does not care when it is done as long as the user can't do anything
// until the deal is complete. The use of the CardAnimationLock will ensure this whether or not
// the caller wants to get the notification.
bool dealCards(const DealItemVector & itemVector,bool createMoveRecord=true);
void stopAni();
signals:
void cardsMoved(const CardMoveRecord & moveRecord);
public slots:
void slotAniFinished(DealGraphicsItem * pDealGraphicsItem);
private:
bool cardsRemaining();
void cleanUpGraphicsItem(DealGraphicsItem * pDealGraphicsItem);
void cleanUpGraphicsItems();
void noAniStackUdpates();
void buildAniStackUpdates();
CardMoveRecord m_moveRecord;
DealItemVector m_dealItemVector;
DealGraphicsItemVector m_graphicsItemVector;
bool m_aniRunning;
bool m_stopAni;
int m_duration;
bool m_createMoveRecord;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "DragCardStack.h"
#include "CardStack.h"
#include <QtGui/QCursor>
#include <QtGui/QGraphicsScene>
#include <QtGui/QPixmap>
#include <QtGui/QGraphicsSceneMouseEvent>
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
DragCardStack::DragCardStack(CardStack * pSrc)
:QObject(),QGraphicsPixmapItem(),
m_cardVector(),
m_pSrc(pSrc),
m_size(0,0),
m_cursorPt(0,0),
m_dragStarted(false),
m_pDst(NULL)
{
this->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
this->setCursor(Qt::ClosedHandCursor);
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
DragCardStack::~DragCardStack()
{
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
void DragCardStack::startCardMove(const QPointF & globalMousePt,
unsigned int startCardIndex,
const PlayingCardVector & moveCards)
{
if (startCardIndex<m_pSrc->getCardVector().size() &&
moveCards.size()>0)
{
this->m_cardVector.clear();
this->m_cardVector=moveCards;
QPixmap * pPixmap=m_pSrc->getStackPixmap(this->m_cardVector);
if (NULL!=pPixmap)
{
this->setPixmap(*pPixmap);
m_size=pPixmap->size();
delete pPixmap;
}
// set the z value to 2 so it will be on top of the
// stacks.
this->setZValue(2);
QPointF startPt=m_pSrc->getGlobalCardPt(startCardIndex);
// this gets the relative position of the mouse on the new object.
m_cursorPt.setX(globalMousePt.x()-startPt.x());
m_cursorPt.setY(globalMousePt.y()-startPt.y());
// add the item to the scene and move it over the stack in the
// place of the cards that we want to move
m_pSrc->scene()->addItem(this);
this->setPos(startPt);
// remove the cards from the stack and repaint
unsigned int i;
for(i=m_pSrc->getCardVector().size()-1;i>=startCardIndex && !m_pSrc->isEmpty();i--)
{
m_pSrc->removeTopCard();
}
m_pSrc->updateStack();
m_pSrc->setCursor(Qt::ClosedHandCursor);
m_dragStarted=true;
m_pDst=NULL;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
void DragCardStack::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
{
Q_UNUSED(event);
if (m_dragStarted)
{
m_dragStarted=false;
m_pSrc->scene()->removeItem(this);
if (NULL!=m_pDst &&
this->m_pDst->canAddCards(this->m_cardVector))
{
CardMoveRecord moveRecord;
moveRecord.push_back(CardMoveRecordItem(this->m_pSrc->stackName(),
CardMoveRecordItem::RemoveCards,
this->m_cardVector));
m_pDst->addCards(this->m_cardVector,moveRecord);
m_pDst->setHighlighted(false);
m_pDst->updateStack();
emit cardsMoved(moveRecord);
m_pDst=NULL;
}
else
{
m_pSrc->addCards(this->m_cardVector);
m_pSrc->updateStack();
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
void DragCardStack::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
if (m_dragStarted)
{
// get the topleft from the mouse pos and then adjust for where the mouse
// is positioned on the card.
QPointF topLeft(event->scenePos());
topLeft.rx()-=m_cursorPt.x();
topLeft.ry()-=m_cursorPt.y();
// move the card to it's new place.
this->setPos(topLeft);
// calc our bounding rect.
QRectF boundingRect(topLeft,QSizeF(m_size.width(),m_size.height()));
// now find which items this item intersects with.
QList<QGraphicsItem *> intersectItems=this->scene()->items(boundingRect);
CardStack * pNewDst=NULL;
qreal largestArea=0;
for(int i=0;i<intersectItems.size();i++)
{
if (intersectItems[i]!=this &&
CardStack::isCardStack(intersectItems[i]))
{
CardStack * pCurrDst=(CardStack *)intersectItems[i];
QRectF boundingCurr=pCurrDst->sceneBoundingRect();
if (boundingCurr.contains(event->scenePos()))
{
pNewDst=pCurrDst;
break;
}
else
{
QRectF commonRect(boundingRect.intersected(boundingCurr));
qreal currArea=commonRect.width()*commonRect.height();
if (currArea>largestArea)
{
largestArea=currArea;
pNewDst=pCurrDst;
}
}
}
}
if (pNewDst!=this->m_pDst)
{
if (NULL!=this->m_pDst)
{
this->m_pDst->setHighlighted(false);
this->m_pDst->updateStack();
}
this->m_pDst=pNewDst;
if (NULL!=this->m_pDst &&
this->m_pDst->canAddCards(this->m_cardVector))
{
this->m_pDst->setHighlighted(true);
this->m_pDst->updateStack();
}
}
}
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __DRAGCARDSTACK_H__
#define __DRAGCARDSTACK_H__
#include <QtCore/QObject>
#include <QtGui/QGraphicsPixmapItem>
#include "CardDeck.h"
#include "CardMoveRecord.h"
class CardStack;
class DragCardStack:public QObject,public QGraphicsPixmapItem
{
Q_OBJECT
public:
DragCardStack(CardStack * pSrc);
virtual ~DragCardStack();
inline bool cardDragStarted()const{return m_dragStarted;}
void startCardMove(const QPointF & globalMousePt,
unsigned int startCardIndex,
const PlayingCardVector & moveCards);
signals:
void cardsMoved(const CardMoveRecord & moveRecord);
protected:
friend class CardStack;
virtual void mouseReleaseEvent(QGraphicsSceneMouseEvent *event);
virtual void mouseMoveEvent(QGraphicsSceneMouseEvent *event);
private:
PlayingCardVector m_cardVector;
CardStack * m_pSrc;
QSize m_size;
QPoint m_cursorPt;
bool m_dragStarted;
CardStack * m_pDst;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FlipAnimation.h"
#include "CardStack.h"
#include "CardAnimationLock.h"
#include <QtGui/QGraphicsScene>
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
FlipAnimation::FlipAnimation()
:m_pSrc(NULL),
m_card(),
m_timeLine(),
m_pItemAni(NULL),
m_pPixmapItem(NULL),
m_flipPtReached(false),
m_aniRunning(false)
{
// connect up the slot so we will know when it is finished.
this->connect(&m_timeLine,SIGNAL(finished()),
this,SLOT(slotAniFinished()));
this->connect(&m_timeLine,SIGNAL(valueChanged(qreal)),
this,SLOT(slotFlipAniProgress(qreal)));
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
FlipAnimation::~FlipAnimation()
{
delete m_pItemAni;
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
void FlipAnimation::flipCard(CardStack * pSrc,int duration)
{
// if animation is off just immediately emit the flipComplete
// signal
if (!CardAnimationLock::getInst().animationsEnabled() ||
pSrc->isEmpty())
{
emit flipComplete(pSrc);
}
else
{
// first if we have an animation running stop it.
this->stopAni();
m_pSrc=pSrc;
runAnimation(duration);
}
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
void FlipAnimation::stopAni()
{
if (this->isAniRunning())
{
m_aniRunning=false;
this->m_timeLine.stop();
// remove the animation object
m_pSrc->scene()->removeItem(m_pPixmapItem);
delete m_pPixmapItem;
m_pPixmapItem=NULL;
}
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
bool FlipAnimation::isAniRunning() const
{
return m_aniRunning;
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
void FlipAnimation::slotAniFinished()
{
m_aniRunning=false;
emit flipComplete(m_pSrc);
// remove the animation object
m_pSrc->scene()->removeItem(m_pPixmapItem);
delete m_pPixmapItem;
m_pPixmapItem=NULL;
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
void FlipAnimation::slotFlipAniProgress(qreal currProgress)
{
if (currProgress>=.5 && !m_flipPtReached)
{
m_flipPtReached=true;
m_card.setFaceUp(!m_card.isFaceUp());
PlayingCardVector cardVector;
cardVector.push_back(m_card);
QPixmap * pPixmap=m_pSrc->getStackPixmap(cardVector);
if (pPixmap)
{
m_pPixmapItem->setPixmap(*pPixmap);
delete pPixmap;
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
void FlipAnimation::runAnimation(int duration)
{
m_flipPtReached=false;
delete m_pItemAni;
delete m_pPixmapItem;
m_timeLine.setDuration(duration);
m_pItemAni=new QGraphicsItemAnimation;
m_pPixmapItem=new QGraphicsPixmapItem;
m_card=m_pSrc->getCardVector()[m_pSrc->getCardVector().size()-1];
PlayingCardVector cardVector;
cardVector.push_back(m_card);
QPixmap * pPixmap=m_pSrc->getStackPixmap(cardVector);
if (pPixmap)
{
m_pPixmapItem->setPixmap(*pPixmap);
delete pPixmap;
}
m_pPixmapItem->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
QPointF initPt(m_pSrc->getGlobalLastCardPt());
QPoint halfWayPt(initPt.x()+pPixmap->width()/2,initPt.y()+pPixmap->height()/2);
// set the z value to 2 so it will be on top of the
// stacks.
m_pPixmapItem->setZValue(2);
// add the item to the scene and move it over the stack in the
// place of the card we are going to flip
m_pSrc->scene()->addItem(m_pPixmapItem);
m_pPixmapItem->setPos(initPt);
// setup the animation
m_pItemAni->setItem(m_pPixmapItem);
m_pItemAni->setTimeLine(&m_timeLine);
m_pItemAni->setPosAt (0, initPt);
m_pItemAni->setPosAt (.5, halfWayPt);
m_pItemAni->setPosAt (1, initPt);
m_pItemAni->setScaleAt( 0, 1, 1 );
m_pItemAni->setScaleAt( 0.5, 0.0, 1 );
m_pItemAni->setScaleAt( 1, 1, 1 );
m_aniRunning=true;
m_timeLine.start();
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __FLIPANIMATION_H__
#define __FLIPANIMATION_H__
#include "CardMoveRecord.h"
#include <QtCore/QObject>
#include <QtCore/QTimeLine>
#include <QtGui/QGraphicsItemAnimation>
#include <QtGui/QGraphicsPixmapItem>
#include <QtGui/QPixmap>
class CardStack;
// This animation is different from the DealAnimation and StackToStackAniMove in that
// it will require the stack to change during the animation. Since, the effect of the
// animation is to show a card flipping the stack below it will be shown. And the stack
// needs to be shown without the card in it when it is exposed by the animation. So, the
// animation is a combination of the FlipAnimation object and CardStack object to get the
// flip effect.
class FlipAnimation: public QObject
{
Q_OBJECT
public:
FlipAnimation();
virtual ~FlipAnimation();
// This animation is specifically for flipping the last card in a
// stack. Cases where a card is flipped that is under other cards
// is not covered. If needed it can be added later. Something where
// the cards on top of it are pivoted out of the way, doing
// a flip of the desired card, and pivoting the cards back down on
// top of the flip card would be a very nice effect.
void flipCard(CardStack * pSrc,int duration=300);
void stopAni();
bool isAniRunning() const;
signals:
void flipComplete(CardStack * pSrc);
public slots:
void slotAniFinished();
void slotFlipAniProgress(qreal currProgress);
private:
void runAnimation(int duration);
CardStack * m_pSrc;
PlayingCard m_card;
QTimeLine m_timeLine;
QGraphicsItemAnimation * m_pItemAni;
QGraphicsPixmapItem * m_pPixmapItem;
bool m_flipPtReached;
bool m_aniRunning;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FreeCellBoard.h"
#include "CardPixmaps.h"
#include "CardDeck.h"
#include "CardAnimationLock.h"
#include <iostream>
#include <QtGui/QMessageBox>
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
FreeCellBoard::FreeCellBoard()
:GameBoard(NULL,QString(tr("Freecell")).trimmed(),QString("Freecell")),
m_pDeck(NULL),
m_freeVector(),
m_stackVector(),
m_homeVector(),
m_cheat(false)
{
this->setHelpFile(":/help/FreeCellHelp.html");
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
FreeCellBoard::~FreeCellBoard()
{
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::undoMove()
{
GameBoard::undoMove();
this->setNumStackMoveCards();
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::redoMove()
{
GameBoard::redoMove();
this->setNumStackMoveCards();
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
bool FreeCellBoard::getHint(CardStack * & pSrc,
unsigned int & srcIndex,
CardStack * & pDst)
{
bool rc=false;
unsigned int i;
unsigned int j;
// first see if we have any cards from the free cells to move
// home
for (i=0;i<this->m_freeVector.size() && !rc;i++)
{
if (!this->m_freeVector[i]->isEmpty())
{
const PlayingCardVector & cardVector=this->m_freeVector[i]->getCardVector();
PlayingCardVector moveCards;
srcIndex=cardVector.size()-1;
moveCards.push_back(cardVector[srcIndex]);
for (j=0;j<this->m_homeVector.size();j++)
{
if (this->m_homeVector[j]->canAddCards(moveCards))
{
pSrc=this->m_freeVector[i];
pDst=this->m_homeVector[j];
rc=true;
break;
}
}
}
}
// now see if there are any cards in the stacks to move home
if (!rc)
{
for (i=0;i<this->m_stackVector.size() && !rc;i++)
{
if (!this->m_stackVector[i]->isEmpty())
{
const PlayingCardVector & cardVector=this->m_stackVector[i]->getCardVector();
PlayingCardVector moveCards;
srcIndex=cardVector.size()-1;
moveCards.push_back(cardVector[srcIndex]);
for (j=0;j<this->m_homeVector.size();j++)
{
if (this->m_homeVector[j]->canAddCards(moveCards))
{
pSrc=this->m_stackVector[i];
pDst=this->m_homeVector[j];
rc=true;
break;
}
}
}
}
}
// now see if we can move cards from the free cells to the stacks
if (!rc)
{
for (i=0;i<this->m_freeVector.size() && !rc;i++)
{
if (!this->m_freeVector[i]->isEmpty())
{
PlayingCardVector moveCards;
if (this->m_freeVector[i]->getMovableCards(moveCards,srcIndex))
{
for (j=0;j<this->m_stackVector.size();j++)
{
if (this->m_stackVector[j]->canAddCards(moveCards))
{
pSrc=this->m_freeVector[i];
pDst=this->m_stackVector[j];
rc=true;
break;
}
}
}
}
}
}
// now look for stack to stack moves
if (!rc)
{
for (i=0;i<this->m_stackVector.size() && !rc;i++)
{
if (!this->m_stackVector[i]->isEmpty())
{
PlayingCardVector moveCards;
if (this->m_stackVector[i]->getMovableCards(moveCards,srcIndex))
{
// look through the stacks if we couldn't move the card home
for (j=0;j<this->m_stackVector.size();j++)
{
// make sure not the same stackVector and that we are not moving
// the last card in a stack to an empty stack. Moving the last
// card in a stack to an empty stack doesn't do anything. And lastly
// if the cards can be added we have a match.
if (i!=j &&
!(0==srcIndex && this->m_stackVector[j]->isEmpty()) &&
this->m_stackVector[j]->canAddCards(moveCards))
{
pSrc=this->m_stackVector[i];
pDst=this->m_stackVector[j];
rc=true;
break;
}
}
}
}
}
}
// now look to move something to a free cell if all else has failed
// for now just going to be a basic move an available card from the first
// stack with cards in it to the free cell.
if (!rc)
{
// first find an open free cell. If we don't have one no need to continue.
pDst=NULL;
for (i=0;i<this->m_freeVector.size();i++)
{
if (this->m_freeVector[i]->isEmpty())
{
pDst=this->m_freeVector[i];
break;
}
}
if (NULL!=pDst)
{
for (i=0;i<this->m_stackVector.size();i++)
{
if (!this->m_stackVector[i]->isEmpty())
{
PlayingCardVector moveCards;
if (this->m_stackVector[i]->getMovableCards(moveCards,srcIndex) &&
pDst->canAddCards(moveCards))
{
pSrc=this->m_stackVector[i];
rc=true;
break;
}
}
}
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::newGame()
{
// call the base class to clean up
GameBoard::newGame();
CardDeck deck;
unsigned int i;
// add all the cards to the deck
while(!deck.isEmpty())
{
this->m_pDeck->addCard(deck.next());
}
// setup the deal of cards
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
unsigned int j;
unsigned int cardsInStack=((i<4)?7:6);
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
for (j=0;j<cardsInStack;j++)
{
dealItemVector[i].addCard(true);
}
}
// ok now start the deal. We don't need a move record for this item.
m_dealAni.dealCards(dealItemVector,false);
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::addGameMenuItems(QMenu & menu)
{
Q_UNUSED(menu);
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::loadSettings(const QSettings & settings)
{
Q_UNUSED(settings);
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::saveSettings(QSettings & settings)
{
Q_UNUSED(settings);
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::setCheat(bool cheat)
{
unsigned int i;
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setCheat(cheat);
}
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::slotCardsMoved(const CardMoveRecord & moveRecord)
{
GameBoard::slotCardsMoved(moveRecord);
this->setNumStackMoveCards();
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::slotFreeCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
Q_UNUSED(pCardStack);
CardStack * pEmptyStack=NULL;
CardStack * pMoveStack=NULL;
unsigned int i;
// ok look for where we would move the cards to. We will look first at the home stacks.
// After the home stacks the next priority will be a non-empty stack and then lastly
// an empty stack.
for (i=0;i<this->m_homeVector.size();i++)
{
if (this->m_homeVector[i]->canAddCards(cardVector))
{
pMoveStack=this->m_homeVector[i];
break;
}
}
// if we did not find a match continue to look
if (NULL==pMoveStack)
{
for (i=0;i<this->m_stackVector.size();i++)
{
if (this->m_stackVector[i]->canAddCards(cardVector))
{
if (this->m_stackVector[i]->isEmpty())
{
pEmptyStack=this->m_stackVector[i];
}
else
{
pMoveStack=this->m_stackVector[i];
break;
}
}
}
}
if (NULL!=pMoveStack || NULL!=pEmptyStack)
{
if (NULL==pMoveStack)
{
pMoveStack=pEmptyStack;
}
CardMoveRecord moveRecord(startMoveRecord);
pMoveStack->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::slotStackCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
CardStack * pEmptyStack=NULL;
CardStack * pMoveStack=NULL;
unsigned int i;
// ok look for where we would move the cards to. We will look first at the home stacks.
// After the home stacks the next priority will be a non-empty stack then an empty stack.
// And lastly a free cell.
for (i=0;i<this->m_homeVector.size();i++)
{
if (this->m_homeVector[i]->canAddCards(cardVector))
{
pMoveStack=this->m_homeVector[i];
break;
}
}
// if we did not find a match continue to look
if (NULL==pMoveStack)
{
for (i=0;i<this->m_stackVector.size();i++)
{
if (this->m_stackVector[i]!=pCardStack)
{
if (this->m_stackVector[i]->canAddCards(cardVector))
{
if (this->m_stackVector[i]->isEmpty())
{
pEmptyStack=this->m_stackVector[i];
}
else
{
pMoveStack=this->m_stackVector[i];
break;
}
}
}
}
}
// now look in the free cells
if (NULL==pMoveStack)
{
for (i=0;i<this->m_freeVector.size();i++)
{
if (this->m_freeVector[i]->canAddCards(cardVector))
{
pMoveStack=this->m_freeVector[i];
break;
}
}
}
if (NULL!=pMoveStack || NULL!=pEmptyStack)
{
if (NULL==pMoveStack)
{
pMoveStack=pEmptyStack;
}
CardMoveRecord moveRecord(startMoveRecord);
pMoveStack->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::calcScore()
{
int score=0;
for(unsigned int i=0;i<this->m_homeVector.size();i++)
{
score+=this->m_homeVector[i]->score();
}
emit scoreChanged(score,"");
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::resizeEvent (QResizeEvent * event)
{
unsigned int i;
GameBoard::resizeEvent(event);
QSize cardSize(CardPixmaps::getInst().getCardSize());
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
for (i=0;i<m_freeVector.size();i++)
{
m_freeVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
currPos.rx()+=(cardSize.width() + GameBoard::LayoutSpacing)/2;
m_pDeck->setPos(currPos);
currPos.setX(GameBoard::LayoutSpacing*7 + cardSize.width()*6);
for (i=0;i<m_homeVector.size();i++)
{
m_homeVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool FreeCellBoard::runDemo(bool stopWhenNoMore)
{
bool rc=true;
if (!GameBoard::runDemo(false))
{
// if we didn't find a move. Try to just move a card to a freecell.
CardStack * pDst=NULL;
bool foundMove=false;
CardStack * pSrc=NULL;
unsigned int srcIndex=0;
PlayingCardVector moveCards;
unsigned int i;
for (i=0;i<this->m_freeVector.size();i++)
{
if (this->m_freeVector[i]->isEmpty())
{
pDst=this->m_freeVector[i];
break;
}
}
if (NULL!=pDst)
{
for (i=0;i<this->m_stackVector.size();i++)
{
if (!this->m_stackVector[i]->isEmpty())
{
if (this->m_stackVector[i]->getMovableCards(moveCards,srcIndex) &&
pDst->canAddCards(moveCards))
{
pSrc=this->m_stackVector[i];
foundMove=true;
break;
}
}
}
}
// if we found a move create the move record. And call the stack to stack
// animation to move it.
if (foundMove)
{
CardMoveRecord moveRecord;
pSrc->removeCardsStartingAt(srcIndex,moveCards,moveRecord,true);
pDst->addCards(moveCards,moveRecord,true);
m_sToSAniMove.moveCards(moveRecord,this->getDemoCardAniTime());
}
else
{
if (stopWhenNoMore)
{
stopDemo();
rc=false;
}
else
{
rc=false;
}
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::createStacks()
{
this->setCardResizeAlg(10,ResizeByWidth);
unsigned int i;
// first create the home widgets where the cards need to be eventually stacked to
// win the game.
for(i=0;i<4;i++)
{
this->m_homeVector.push_back(new FreeCellHome);
this->m_scene.addItem(m_homeVector[i]);
}
// now create the free cells
for(i=0;i<4;i++)
{
this->m_freeVector.push_back(new FreeCellFree);
this->m_scene.addItem(m_freeVector[i]);
this->connect(this->m_freeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_freeVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotFreeCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
}
// now create the 8 rows for the stacks.
for (i=0;i<8;i++)
{
this->m_stackVector.push_back(new FreeCellStack);
this->m_scene.addItem(m_stackVector[i]);
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotStackCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
}
this->m_pDeck=new FreeCellDeck;
this->m_scene.addItem(this->m_pDeck);
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
bool FreeCellBoard::isGameWon()const
{
bool rc=true;
for (unsigned int i=0;i<this->m_homeVector.size();i++)
{
if (!this->m_homeVector[i]->isStackComplete())
{
rc=false;
break;
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
bool FreeCellBoard::isGameWonNotComplete()const
{
bool rc=true;
for (unsigned int i=0;i<this->m_stackVector.size();i++)
{
if (!this->m_stackVector[i]->cardsAscendingTopToBottom())
{
rc=false;
break;
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
void FreeCellBoard::setNumStackMoveCards()
{
// as a convience allow dragging of cards if there would be enough
// freecells to move the cards
unsigned int numDragCards=1;
unsigned int i;
for (i=0;i<m_stackVector.size();i++)
{
if (m_stackVector[i]->isEmpty())
{
numDragCards++;
}
}
// in the case that we might be dragging the cards to a free
// space, we don't want the free space to count. It would not
// be a free space to dump a card. So, it can't be counted.
if (numDragCards>1)
{
numDragCards--;
}
for (i=0;i<m_freeVector.size();i++)
{
if (m_freeVector[i]->isEmpty())
{
numDragCards++;
}
}
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setMaxMoveCards(numDragCards);
}
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __FREECELLBOARD_H__
#define __FREECELLBOARD_H__
#include "GameBoard.h"
#include "FreeCellDeck.h"
#include "FreeCellFree.h"
#include "FreeCellStack.h"
#include "FreeCellHome.h"
#include "VCardStack.h"
#include <vector>
class FreeCellBoard: public GameBoard
{
Q_OBJECT
public:
FreeCellBoard();
virtual ~FreeCellBoard();
virtual void undoMove();
virtual void redoMove();
bool getHint(CardStack * & pSrc,
unsigned int & srcIndex,
CardStack * & pDst);
inline bool hasDemo() const {return true;}
void newGame();
void addGameMenuItems(QMenu & menu);
void loadSettings(const QSettings & settings);
void saveSettings(QSettings & settings);
inline bool isCheating() const {return m_cheat;}
void setCheat(bool cheat);
inline bool supportsScore() const{return true;}
public slots:
virtual void slotCardsMoved(const CardMoveRecord &);
void slotFreeCardsClicked(CardStack * pCardStackWidget,
const PlayingCardVector & cardVector,
const CardMoveRecord &);
void slotStackCardsClicked(CardStack * pCardStackWidget,
const PlayingCardVector & cardVector,
const CardMoveRecord &);
protected:
void calcScore();
virtual void resizeEvent (QResizeEvent * event);
bool runDemo(bool stopWhenNoMore=true);
void createStacks();
bool isGameWon()const;
bool isGameWonNotComplete()const;
void setNumStackMoveCards();
private:
FreeCellDeck * m_pDeck; // the deck will only be used for the initial deal of cards
std::vector<FreeCellFree *> m_freeVector; // free cells that any card can be placed in there will be 4
std::vector<FreeCellStack *> m_stackVector; // we will have 8 items in this vector
std::vector<FreeCellHome *> m_homeVector; // we will have 4 items in this vector one for each suit
bool m_cheat;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FreeCellDeck.h"
#include "CardPixmaps.h"
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
FreeCellDeck::FreeCellDeck()
:CardStack()
{
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
FreeCellDeck::~FreeCellDeck()
{
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void FreeCellDeck::updateStack()
{
// after the initial deal of cards we want this
// stack to be transparent. So, if the stack
// is empty use the transparent card pixmap.
if (this->isEmpty())
{
this->setPixmap(CardPixmaps::getInst().getTransparentPixmap());
}
else
{
CardStack::updateStack();
}
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __FREECELLDECK_H__
#define __FREECELLDECK_H__
#include "CardStack.h"
class FreeCellDeck: public CardStack
{
Q_OBJECT
public:
FreeCellDeck();
virtual ~FreeCellDeck();
virtual void updateStack();
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FreeCellFree.h"
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
FreeCellFree::FreeCellFree()
:CardStack()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
FreeCellFree::~FreeCellFree()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
bool FreeCellFree::canAddCards(const PlayingCardVector & newCardVector)
{
bool rc=false;
if (1==newCardVector.size() && this->isEmpty())
{
rc=true;
}
return rc;
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
bool FreeCellFree::canMoveCard(unsigned int index) const
{
bool rc=false;
if (0==index && this->getCardVector().size()==1)
{
rc=true;
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __FREECELLFREE_H__
#define __FREECELLFREE_H__
#include "CardStack.h"
class FreeCellFree : public CardStack
{
Q_OBJECT
public:
FreeCellFree();
~FreeCellFree();
bool canAddCards(const PlayingCardVector &);
protected:
bool canMoveCard(unsigned int index) const;
};
#endif // __FREECELLFREE_H__

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FreeCellHome.h"
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
FreeCellHome::FreeCellHome()
:CardStack()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
FreeCellHome::~FreeCellHome()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
bool FreeCellHome::canAddCards(const PlayingCardVector & newCardVector)
{
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
if (1==newCardVector.size())
{
if (this->isEmpty() && PlayingCard::Ace==newCardVector[0].getIndex())
{
rc=true;
}
else if (!this->isEmpty() &&
cardVector[cardVector.size()-1].isSameSuit(newCardVector[0]) &&
cardVector[cardVector.size()-1].isNextCardIndex(newCardVector[0]))
{
rc=true;
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __FREECELLHOME_H__
#define __FREECELLHOME_H__
#include "CardStack.h"
class FreeCellHome : public CardStack
{
Q_OBJECT
public:
FreeCellHome();
~FreeCellHome();
inline bool isStackComplete(){return getCardVector().size()==PlayingCard::MaxCardIndex;}
inline int score() const {return getCardVector().size();}
bool canAddCards(const PlayingCardVector &);
};
#endif // __FREECELLHOME_H__

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FreeCellStack.h"
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
FreeCellStack::FreeCellStack()
:m_cheat(false),
m_maxMoveCards(1)
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
FreeCellStack::~FreeCellStack()
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool FreeCellStack::canAddCards(const PlayingCardVector & newCardVector)
{
if (m_cheat)
{
return true;
}
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
if (newCardVector.size()>0)
{
// if there are no cards in the stack then we will accept any cards
if (0==cardVector.size())
{
rc=true;
}
else if (cardVector.size()>0 &&
(cardVector[cardVector.size()-1].isRed() ^ newCardVector[0].isRed()) &&
cardVector[cardVector.size()-1].isPrevCardIndex(newCardVector[0]))
{
rc=true;
}
}
return rc;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool FreeCellStack::canMoveCard(unsigned int index) const
{
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
if (index<cardVector.size())
{
if (cardVector.size()-index<=m_maxMoveCards)
{
unsigned int i;
rc=true;
for(i=index+1;i<cardVector.size();i++)
{
if (!((cardVector[i-1].isRed() ^ cardVector[i].isRed()) &&
(cardVector[i-1].isPrevCardIndex(cardVector[i]))))
{
rc=false;
break;
}
}
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __FREECELLSTACK_H__
#define __FREECELLSTACK_H__
#include "VCardStack.h"
class FreeCellStack : public VCardStack
{
Q_OBJECT
public:
FreeCellStack();
~FreeCellStack();
inline bool isCheating() const{return m_cheat;}
inline void setCheat(bool cheat=true){m_cheat=cheat;}
bool canAddCards(const PlayingCardVector &);
inline void setMaxMoveCards(unsigned int maxMoveCards){m_maxMoveCards=((maxMoveCards>1)?(maxMoveCards):(1));}
protected:
bool canMoveCard(unsigned int index) const;
private:
bool m_cheat;
unsigned int m_maxMoveCards;
};
#endif // __FREECELLSTACK_H__

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameBoard.h"
#include <QtGui/QImage>
#include "CardPixmaps.h"
#include <QtGui/QResizeEvent>
#include <QtGui/QCursor>
#include <QtGui/QMessageBox>
#include "CardAnimationLock.h"
#include <iostream>
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
GameBoard::GameBoard(QWidget * pParent,
const QString & gameName,
const QString & gameSettingsId)
:QGraphicsView(pParent),
m_scene(),
m_sToSAniMove(),
m_dealAni(),
m_gameName(gameName),
m_gameSettingsId(gameSettingsId),
m_gamePixmap(":/images/sol32x32.png"),
m_undoStack(),
m_redoStack(),
m_helpFile(""),
m_numColsOrRows(1),
m_resizeType(ResizeByWidth),
m_demoRunning(false),
m_pDemoSrcPrev(NULL),
m_pDemoDstPrev(NULL),
m_demoCardsPrev(),
m_demoCardAniTime(GameBoard::DemoNormalCardAniTime),
m_stacksCreated(false)
{
// set the background image
this->setBackgroundBrush(QImage(":/images/greenfelt.png"));
this->setCacheMode(QGraphicsView::CacheBackground);
// add the scene to the view.
// and set it to rescale.
this->setScene(&m_scene);
// turnoff the scroll bars on the view
setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
// hook up the animation signal for stack to stack moves. This will enable us
// to update things just like it was a drag and drop move
this->connect(&m_sToSAniMove,SIGNAL(cardsMoved(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(&m_dealAni,SIGNAL(cardsMoved(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
}
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
GameBoard::~GameBoard()
{
CardAnimationLock::getInst().setDemoMode(false);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::setCardResizeAlg(unsigned int colsOrRows,CardResizeType resizeType)
{
if (colsOrRows<1)
{
colsOrRows=1;
}
m_numColsOrRows=colsOrRows;
m_resizeType=resizeType;
this->updateCardSize(this->size());
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::updateCardSize(const QSize & newSize)
{
if (GameBoard::ResizeByHeight==m_resizeType)
{
CardPixmaps::getInst().setCardHeight((newSize.height()-(LayoutSpacing*(m_numColsOrRows+1)))/m_numColsOrRows);
}
else
{
CardPixmaps::getInst().setCardWidth((newSize.width()-(LayoutSpacing*(m_numColsOrRows+1)))/m_numColsOrRows);
}
}
////////////////////////////////////////////////////////////////////////////////
// ok go through and restore the last state of all stacks
////////////////////////////////////////////////////////////////////////////////
void GameBoard::undoMove()
{
if (!this->m_undoStack.empty())
{
CardMoveRecord moveRecord(m_undoStack.top());
CardStack::processCardMoveRecord(CardStack::UndoMove,m_undoStack.top());
m_undoStack.pop();
// if we no longer have any undo info let users know.
if (!this->canUndoMove())
{
emit undoAvail(false);
}
bool canRedo=this->canRedoMove();
m_redoStack.push(moveRecord);
// if we didn't have a redo previously and now have one
// emit a signal to tell listeners about it.
if (!canRedo)
{
emit redoAvail(true);
}
// calc the score with the changes
this->calcScore();
}
}
////////////////////////////////////////////////////////////////////////////////
// ok go through and redo the last state of all stacks
////////////////////////////////////////////////////////////////////////////////
void GameBoard::redoMove()
{
if (!this->m_redoStack.empty())
{
CardMoveRecord moveRecord(m_redoStack.top());
CardStack::processCardMoveRecord(CardStack::RedoMove,m_redoStack.top());
m_redoStack.pop();
// emit a signal that we are out of redo info
if (!this->canRedoMove())
{
emit redoAvail(false);
}
bool canUndo=this->canUndoMove();
m_undoStack.push(moveRecord);
// emit a signal that we now have undo info
if (!canUndo)
{
emit undoAvail(true);
}
// calc the score with the changes
this->calcScore();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool GameBoard::canUndoMove() const
{
return !m_undoStack.empty();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool GameBoard::canRedoMove() const
{
return !m_redoStack.empty();
}
////////////////////////////////////////////////////////////////////////////////
// adding some to the undo stack also means that the redo stack is cleared.
// since
////////////////////////////////////////////////////////////////////////////////
void GameBoard::addUndoMove(const CardMoveRecord &moveRecord)
{
bool canUndo=this->canUndoMove();
m_undoStack.push(moveRecord);
// send a signal that we now have undo info
if (!canUndo)
{
emit undoAvail(true);
}
// clear the redo stack because we have made a move
while(!m_redoStack.empty())
{
m_redoStack.pop();
}
// since we have made a move the redo stack is now gone.
emit redoAvail(false);
// calc the score with the changes
this->calcScore();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::clearUndoRedoStacks()
{
while (!this->m_undoStack.empty())
{
m_undoStack.pop();
}
while (!this->m_redoStack.empty())
{
m_redoStack.pop();
}
emit undoAvail(false);
emit redoAvail(false);
// calc the score with the changes
this->calcScore();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::restartGame()
{
this->stopDemo();
while (!this->m_undoStack.empty())
{
CardMoveRecord moveRecord(m_undoStack.top());
CardStack::processCardMoveRecord(CardStack::UndoMove,m_undoStack.top());
m_undoStack.pop();
}
this->clearUndoRedoStacks();
// update the screen for the new layout
this->update();
// calc the score with the changes
this->calcScore();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::showHint()
{
unsigned int index;
CardStack * pFromStack=NULL;
CardStack * pToStack=NULL;
// show hint if we found one.
if (this->getHint(pFromStack,index,pToStack) && pToStack && pFromStack)
{
CardStack::showHint(pFromStack,index,pToStack);
}
else
{
QMessageBox::critical(this,this->gameName(),
tr("No move found involving full sets of movable cards. "
"It might be possible to make a move not using the full set of movable cards.").trimmed());
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::startDemo(GameBoard::DemoCardAniTime demoCardAniTime)
{
if (!m_demoRunning)
{
m_pDemoSrcPrev=NULL;
m_pDemoDstPrev=NULL;
m_demoCardsPrev.clear();
m_demoCardAniTime=demoCardAniTime;
m_demoRunning=true;
CardAnimationLock::getInst().setDemoMode(true);
emit demoStarted();
runDemo();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::stopDemo()
{
if (m_demoRunning)
{
m_demoRunning=false;
CardAnimationLock::getInst().setDemoMode(false);
emit demoStopped();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::newGame()
{
m_dealAni.stopAni();
m_sToSAniMove.stopAni();
stopDemo();
CardStack::clearAllStacks();
CardStack::updateAllStacks();
// clear the undo and redo info
this->clearUndoRedoStacks();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::slotCardsMoved(const CardMoveRecord & moveRecord)
{
// calc the score with the changes
this->calcScore();
// if the move record is not empty add it.
if (!moveRecord.empty())
{
this->addUndoMove(moveRecord);
}
if (this->hasDemo()&& this->isDemoRunning())
{
runDemo();
}
// if all suits are sent home the game is over. Show a dialog stating that
// and start the game over.
if (this->isGameWon())
{
QMessageBox::information(this,this->gameName(),tr("Congratulations you won!").trimmed());
this->newGame();
}
else if (CardAnimationLock::getInst().animationsEnabled() &&
this->hasDemo() && !this->isDemoRunning() &&
this->isGameWonNotComplete())
{
this->startDemo(DemoEndGameCardAniTime);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void GameBoard::resizeEvent (QResizeEvent * event)
{
QGraphicsView::resizeEvent(event);
this->updateCardSize(event->size());
this->m_scene.setSceneRect(QRectF(QPointF(0,0),event->size()));
if (!m_stacksCreated)
{
m_stacksCreated=true;
this->createStacks();
}
CardStack::updateAllStacks();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool GameBoard::runDemo(bool stopWhenNoMore)
{
bool rc=false;
unsigned int index;
CardStack * pFromStack=NULL;
CardStack * pToStack=NULL;
PlayingCardVector moveCards;
CardMoveRecord moveRecord;
// here we are looking to stop moving cards back and forth over and over
// between two stacks
if (this->getHint(pFromStack,index,pToStack) && pToStack && pFromStack)
{
rc=true;
if (pFromStack->removeCardsStartingAt(index,moveCards,moveRecord,true))
{
if (m_pDemoSrcPrev==pToStack &&
m_pDemoDstPrev==pFromStack &&
m_demoCardsPrev==moveCards)
{
rc=false;
}
}
}
// if there is a hint perform the move
if (rc)
{
pToStack->addCards(moveCards,moveRecord,true);
m_pDemoSrcPrev=pFromStack;
m_pDemoDstPrev=pToStack;
m_demoCardsPrev=moveCards;
this->m_sToSAniMove.moveCards(moveRecord,m_demoCardAniTime);
}
else if (stopWhenNoMore)
{
stopDemo();
rc=false;
}
else
{
rc=false;
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAMEBOARD_H
#define GAMEBOARD_H
#include <QtGui/QGraphicsView>
#include <QtCore/QString>
#include <QtGui/QPixmap>
#include <QtGui/QMenu>
#include <QtCore/QSettings>
#include <QtGui/QGraphicsScene>
#include <stack>
#include "CardStack.h"
#include "CardMoveRecord.h"
#include "StackToStackAniMove.h"
#include "DealAnimation.h"
// Generic base class for a games board
class GameBoard : public QGraphicsView
{
Q_OBJECT
public:
enum
{
LayoutSpacing=10
};
enum CardResizeType
{
ResizeByWidth=0,
ResizeByHeight=1
};
enum DemoCardAniTime
{
DemoEndGameCardAniTime=100,
DemoNormalCardAniTime=400
};
GameBoard(QWidget * pWidget,
const QString & gameName,
const QString & gameSettingsId);
virtual ~GameBoard();
virtual void setGameName(const QString & gameName){m_gameName=gameName;}
virtual void setGameId(const QString & gameId){ m_gameSettingsId=gameId;}
// this function show be called in the constructor of classes inheriting from this
// class to set the way that cards will be resized.
virtual void setCardResizeAlg(unsigned int colsOrRows,CardResizeType resizeType);
// this function is called when setCardResizeAlg is called or when the GameBoard is resized.
virtual void updateCardSize(const QSize & newSize);
// undoMove and redoMove pop items off there respective stacks
// and process the move. They also call calcScore to update the
// score.
// signals undoAvail and redoAvail are also emitted if necessary
virtual void undoMove();
virtual void redoMove();
virtual bool canUndoMove() const;
virtual bool canRedoMove() const;
// addUndoMove will add the move to the undo stack. clear the redo stack
// and call calcScore.
// signals undoAvail and redoAvail are also emitted if necessary
virtual void addUndoMove(const CardMoveRecord &);
// will clear all contents of both the redo and undo stacks, call calcScore, and
// signals undoAvail and redoAvail are also emitted if necessary
virtual void clearUndoRedoStacks();
virtual void restartGame();
virtual void showHint();
// this function is split into a separate virtual function
// it will allow the function to be used both for showing a
// hint and for demo mode.
virtual bool getHint(CardStack * & pSrcWidget,
unsigned int & srcStackIndex,
CardStack * & pDstWidget)=0;
virtual void startDemo(DemoCardAniTime demoCardAniTime=DemoNormalCardAniTime);
virtual void stopDemo();
inline bool isDemoRunning() const { return m_demoRunning;}
inline DemoCardAniTime getDemoCardAniTime()const{return m_demoCardAniTime;}
// override this function if the game is implementing demo mode.
// The runDemo() function will need to be called after
// each move. Bestway would be to add something at the end of the slot
// that catches the cardsMoved signal from the move animations.
// By default runDemo will call getHint and if a move is returned it will
// perform the move. If something else is desired the function can be overridden.
// it also returns a bool. So, if it is overridden the base class can be called
// first to see if there is a basic move. If not something else can be done.
virtual bool hasDemo() const {return false;}
virtual void newGame();
virtual bool isCheating() const=0;
virtual void setCheat(bool cheat)=0;
virtual void addGameMenuItems(QMenu &)=0;
virtual void loadSettings(const QSettings & settings)=0;
virtual void saveSettings(QSettings & settings)=0;
virtual bool supportsScore() const=0;
virtual const QString & helpFile() const { return m_helpFile;}
const QPixmap & getGamePixmap() const{return m_gamePixmap;}
const QString & gameName() const{return m_gameName;}
const QString & gameSettingsId() const {return m_gameSettingsId;}
public slots:
virtual void slotCardsMoved(const CardMoveRecord &);
signals:
// this signal should be emitted on a state change of undo from available
// to unavailable or unavailable to available by sub classes
void undoAvail(bool avail);
// this signal should be emitted on a state change of redo from available
// to unavailable or unavailable to available by sub classes
void redoAvail(bool avail);
// signal emitted by a game when its score changed.
// The string is extra info the game can pass to show
// additional info.
void scoreChanged(int score,const QString &);
void demoStarted();
void demoStopped();
protected:
virtual void calcScore()=0; // called when the score is changed by add to rewinding the undo and redo stacks
// subclasses should override for customizing score calculations
virtual void setHelpFile(const QString & helpFile){m_helpFile=helpFile;}
virtual void resizeEvent (QResizeEvent * event);
// called to create the CardStacks for the game.
virtual void createStacks()=0;
// this function can be overloaded for more complex behavior for the demo. By default it
// will just peform the hint returned if it found one.
virtual bool runDemo(bool stopWhenNoMore=true);
// implement in subclasses to determine if the game is won.
virtual bool isGameWon()const=0;
// implement in subclasses when cards are in position that the
// game will be won. When this function returns true the demo
// will be started if it is available to move the remaining cards
virtual bool isGameWonNotComplete()const=0;
QGraphicsScene m_scene;
StackToStackAniMove m_sToSAniMove;
DealAnimation m_dealAni;
private:
QString m_gameName;
QString m_gameSettingsId;
QPixmap m_gamePixmap;
std::stack <CardMoveRecord> m_undoStack; // stack to keep track of moves
std::stack <CardMoveRecord> m_redoStack; // stack to keep track of moves
QString m_helpFile;
unsigned int m_numColsOrRows;
CardResizeType m_resizeType;
bool m_demoRunning;
CardStack * m_pDemoSrcPrev;
CardStack * m_pDemoDstPrev;
PlayingCardVector m_demoCardsPrev;
DemoCardAniTime m_demoCardAniTime;
bool m_stacksCreated; // variable to keep track if we have called createStacks
};
#endif // GAMEBOARD_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameMgr.h"
#include "SpiderBoard.h"
#include "Spider3DeckBoard.h"
#include "SpideretteBoard.h"
#include "KlondikeBoard.h"
#include "FreeCellBoard.h"
#include "YukonBoard.h"
#include <QtGui/QActionGroup>
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
GameMgr::GameMgr()
:m_lastGameId(GameMgr::NoGame)
{
// build the list of games
m_gameDspNameList<<QObject::tr("Spider").trimmed()
<<QObject::tr("Klondike").trimmed()
<<QObject::tr("Freecell").trimmed()
<<QObject::tr("Three Deck Spider").trimmed()
<<QObject::tr("Spiderette").trimmed()
<<QObject::tr("Yukon").trimmed();
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
GameMgr::~GameMgr()
{
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void GameMgr::buildGameListMenu(QMenu & menu) const
{
QActionGroup * pGameGroup=new QActionGroup(&menu);
for (int i=0;i<GameMgr::NoGame;i++)
{
QAction * pCurrAction=new QAction(this->m_gameDspNameList.at(i),pGameGroup);
pCurrAction->setData(QVariant(i));
pCurrAction->setCheckable(true);
if (i==this->m_lastGameId)
{
pCurrAction->setChecked(true);
}
menu.addAction(pCurrAction);
}
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
GameBoard * GameMgr::getGame(GameId gameId)
{
GameBoard * pGame=NULL;
switch(gameId)
{
case GameMgr::Spider:
pGame=new SpiderBoard(NULL);
break;
case GameMgr::Klondike:
pGame=new KlondikeBoard(NULL);
break;
case GameMgr::FreeCell:
pGame=new FreeCellBoard;
break;
case GameMgr::ThreeDeckSpider:
pGame=new Spider3DeckBoard;
break;
case GameMgr::Spiderette:
pGame=new SpideretteBoard;
break;
case GameMgr::Yukon:
pGame=new YukonBoard;
break;
case GameMgr::NoGame:
default:
pGame=NULL;
break;
};
// if we were able to create a valid game board. Set the last
// game id
if (NULL!=pGame)
{
this->m_lastGameId=gameId;
}
return pGame;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAMEMGR_H
#define GAMEMGR_H
#include "GameBoard.h"
#include <QtGui/QMenu>
#include <QtCore/QStringList>
class GameMgr
{
public:
enum GameId
{
Spider=0,
Klondike=1,
FreeCell=2,
ThreeDeckSpider=3,
Spiderette=4,
Yukon=5,
NoGame=6,
DefaultGame=Spider
};
GameMgr();
virtual ~GameMgr();
// Add menu items for the games. A menu item will be created with the data object set
// as an integer with the GameId value. The caller can connect to the menus triggered
// signal and then get the data object from the QAction and call getGame with the id
// to create a game board.
void buildGameListMenu(QMenu & menu) const;
// get a game based on the gameId. The returned GameBoard ptr
// is the responsibility of the caller to delete. If the game id is not valid
// NULL is returned.
GameBoard * getGame(GameId gameId=DefaultGame);
GameId getGameId() const {return m_lastGameId;}
private:
GameId m_lastGameId; // the game id of the game requested at the last call to
// getGame. The default is NoGame.
QStringList m_gameDspNameList;
};
#endif // GAMEMGR_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Help.h"
#include <QtCore/QFile>
#include <QtCore/QTextStream>
#include <QtGui/QHBoxLayout>
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
Help::Help(QWidget * pParent,const QString & helpFile)
:QDialog(pParent),
m_pBrowser(NULL)
{
this->setWindowTitle(tr("QSoloCards: Game Help").trimmed());
this->setAttribute(Qt::WA_DeleteOnClose,true);
m_pBrowser=new QTextBrowser;
QHBoxLayout * pLayout=new QHBoxLayout;
pLayout->addWidget(m_pBrowser,20);
this->setLayout(pLayout);
this->setHelpFile(helpFile);
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
Help::~Help()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
void Help::setHelpFile(const QString & helpFile)
{
QFile file(helpFile);
if (!file.open(QIODevice::ReadOnly | QIODevice::Text))
{
return;
}
QTextStream in(&file);
QString line = in.readLine();
QString text;
while (!line.isNull())
{
text.append(line);
text.append(" ");
line = in.readLine();
}
m_pBrowser->setHtml(text);
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef HELP_H
#define HELP_H
#include <QtGui/QDialog>
#include <QtCore/QString>
#include <QtGui/QTextBrowser>
class Help: public QDialog
{
Q_OBJECT
public:
Help(QWidget * pParent,const QString & helpFile);
~Help();
void setHelpFile(const QString &);
private:
QTextBrowser * m_pBrowser;
};
#endif // HELP_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "KlondikeBoard.h"
#include <QtGui/QMessageBox>
#include "CardDeck.h"
#include "CardPixmaps.h"
#include "CardAnimationLock.h"
const QString KlondikeBoard::GameTypeKeyStr("GameType");
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
KlondikeBoard::KlondikeBoard(QWidget * pWidget)
:GameBoard(pWidget,QString(tr("Klondike Solitaire")).trimmed(),QString("Klondike")),
m_pDeck(NULL),
m_pFlipDeck(NULL),
m_homeVector(),
m_stackVector(),
m_cheat(false),
m_gameType(KlondikeBoard::FlipOne),
m_flipNum(0),
m_sToSFlipAni()
{
this->setHelpFile(":/help/KlondikeHelp.html");
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
KlondikeBoard::~KlondikeBoard()
{
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::undoMove()
{
bool emptyBefore=false;
bool emptyAfter=false;
emptyBefore=m_pDeck->isEmpty();
GameBoard::undoMove();
emptyAfter=m_pDeck->isEmpty();
// if we undone a redeal decrement the flip count
if (!emptyBefore && emptyAfter)
{
this->m_flipNum--;
if (!(KlondikeBoard::FlipOne==this->m_gameType &&
this->m_flipNum<2) &&
!(KlondikeBoard::FlipThree==this->m_gameType))
{
this->m_pDeck->setShowRedealCircle(false);
this->m_pDeck->updateStack();
}
else
{
this->m_pDeck->setShowRedealCircle(true);
this->m_pDeck->updateStack();
}
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::redoMove()
{
bool emptyBefore=false;
bool emptyAfter=false;
emptyBefore=m_pDeck->isEmpty();
GameBoard::redoMove();
emptyAfter=m_pDeck->isEmpty();
// if we are redoing a redeal increment the flip count
if (emptyBefore && !emptyAfter)
{
this->m_flipNum++;
if (!(KlondikeBoard::FlipOne==this->m_gameType &&
this->m_flipNum<2) &&
!(KlondikeBoard::FlipThree==this->m_gameType))
{
this->m_pDeck->setShowRedealCircle(false);
this->m_pDeck->updateStack();
}
else
{
this->m_pDeck->setShowRedealCircle(true);
this->m_pDeck->updateStack();
}
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::restartGame()
{
// call the base class to rewind the undo stack
GameBoard::restartGame();
// reset the flip count
this->m_flipNum=0;
// and set the redeal circle depending on game type
if (KlondikeBoard::NoRedeals==this->m_gameType)
{
this->m_pDeck->setShowRedealCircle(false);
}
else
{
this->m_pDeck->setShowRedealCircle(true);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool KlondikeBoard::getHint(CardStack * & pFromStack,
unsigned int & index,
CardStack * & pToStack)
{
// first see if we can move anything to one of the home stacks.
PlayingCardVector moveCards;
unsigned int i;
bool matchFound=false;
// ok check to see if we have a card from the stacks that can
// be added to a home stack
for (i=0;i<this->m_stackVector.size() && !matchFound;i++)
{
if (!this->m_stackVector[i]->isEmpty())
{
const PlayingCardVector & currCards=this->m_stackVector[i]->getCardVector();
moveCards.clear();
moveCards.push_back(currCards[currCards.size()-1]); // just get the last card since we are moving to the home stack
index=currCards.size()-1;
for (unsigned int j=0;j<this->m_homeVector.size();j++)
{
if (this->m_homeVector[j]->canAddCards(moveCards))
{
pToStack=this->m_homeVector[j];
pFromStack=this->m_stackVector[i];
matchFound=true;
break;
}
}
}
}
// next check for stack to stack moves.
if (!matchFound)
{
moveCards.clear();
pToStack=NULL;
pFromStack=NULL;
for (i=0;i<this->m_stackVector.size() && !matchFound;i++)
{
moveCards.clear();
if (!this->m_stackVector[i]->isEmpty() &&
this->m_stackVector[i]->getMovableCards(moveCards,index))
{
// we want to eliminate a move that starts with a stack that
// has a faceup king as the first card. We will just end up
// suggesting to move it to another empty row. Which is not
// really a move.
if (PlayingCard::King==moveCards[0].getIndex() &&
moveCards.size()== this->m_stackVector[i]->getCardVector().size())
{
continue;
}
for (unsigned int j=0;j<this->m_stackVector.size();j++)
{
if (this->m_stackVector[i]!=this->m_stackVector[j] &&
this->m_stackVector[j]->canAddCards(moveCards))
{
pToStack=this->m_stackVector[j];
pFromStack=this->m_stackVector[i];
matchFound=true;
break;
}
}
}
}
}
// check the flip deck. We can just call getMovableCards for it
// since, it will always be just one card.
if (!matchFound)
{
moveCards.clear();
pToStack=NULL;
pFromStack=NULL;
if (!this->m_pFlipDeck->isEmpty() &&
this->m_pFlipDeck->getMovableCards(moveCards,index))
{
// first see if we can send a card to one of the home
// stacks
for(i=0;i<this->m_homeVector.size();i++)
{
if (this->m_homeVector[i]->canAddCards(moveCards))
{
pToStack=this->m_homeVector[i];
pFromStack=this->m_pFlipDeck;
matchFound=true;
break;
}
}
// if no match now check to see if we can add the card to the
// normal stacks
if (!matchFound)
{
for(i=0;i<this->m_stackVector.size();i++)
{
if (this->m_stackVector[i]->canAddCards(moveCards))
{
pToStack=this->m_stackVector[i];
pFromStack=this->m_pFlipDeck;
matchFound=true;
break;
}
}
}
}
}
return matchFound;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::newGame()
{
// stop any animation of flipping cards
m_sToSFlipAni.stopAni();
// call the base class
GameBoard::newGame();
CardDeck deck;
unsigned int i;
this->m_flipNum=0;
// only show the redeal circle in the cases that we can redeal
if (KlondikeBoard::NoRedeals==this->m_gameType)
{
this->m_pDeck->setShowRedealCircle(false);
}
else
{
this->m_pDeck->setShowRedealCircle(true);
}
this->m_pFlipDeck->cardsToShow(((KlondikeBoard::FlipThree==this->m_gameType)?3:1));
while(!deck.isEmpty())
{
this->m_pDeck->addCard(deck.next());
}
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
unsigned int j;
for (j=0;j<i+1;j++)
{
// add the items to tell how to deal the cards to the stack
// we want to flip the last card in each stack.
if (i==j)
{
dealItemVector[i].addCard(true);
}
else
{
dealItemVector[i].addCard(false);
}
}
}
// ok now start the deal. We don't need a move record for this item.
m_dealAni.dealCards(dealItemVector,false);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::addGameMenuItems(QMenu & menu)
{
QActionGroup * pFlipCardsGroup=new QActionGroup(&menu);
QAction * pFlipOneAction=new QAction(tr("Flip one").trimmed(),pFlipCardsGroup);
pFlipOneAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_1));
pFlipOneAction->setCheckable(true);
connect(pFlipOneAction,SIGNAL(triggered()),
this,SLOT(slotSetFlipOne()));
QAction * pFlipThreeAction=new QAction(tr("Flip three").trimmed(),pFlipCardsGroup);
pFlipThreeAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_3));
pFlipThreeAction->setCheckable(true);
connect(pFlipThreeAction,SIGNAL(triggered()),
this,SLOT(slotSetFlipThree()));
QAction * pNoRedealsAction=new QAction(tr("No redeals (flip one)").trimmed(),pFlipCardsGroup);
pNoRedealsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_0));
pNoRedealsAction->setCheckable(true);
connect(pNoRedealsAction,SIGNAL(triggered()),
this,SLOT(slotSetNoRedeals()));
// select the correct item in the list
switch (this->m_gameType)
{
case KlondikeBoard::FlipOne:
pFlipOneAction->setChecked(true);
break;
case KlondikeBoard::FlipThree:
pFlipThreeAction->setChecked(true);
break;
case KlondikeBoard::NoRedeals:
pNoRedealsAction->setChecked(true);
break;
};
menu.addAction(pFlipOneAction);
menu.addAction(pFlipThreeAction);
menu.addAction(pNoRedealsAction);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::loadSettings(const QSettings & settings)
{
int gameType=settings.value(this->GameTypeKeyStr,KlondikeBoard::FlipOne).toInt();
switch (gameType)
{
case KlondikeBoard::NoRedeals:
this->m_gameType=KlondikeBoard::NoRedeals;
break;
case KlondikeBoard::FlipThree:
this->m_gameType=KlondikeBoard::FlipThree;
break;
case KlondikeBoard::FlipOne:
default:
this->m_gameType=KlondikeBoard::FlipOne;
break;
};
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::saveSettings(QSettings & settings)
{
settings.setValue(this->GameTypeKeyStr,this->m_gameType);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::setCheat(bool cheat)
{
this->m_cheat=cheat;
for(unsigned int i=0;i<this->m_stackVector.size();i++)
{
m_stackVector[i]->setCheat(cheat);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotFlipCards(CardStack * pCardStack,
unsigned int index)
{
Q_UNUSED(pCardStack);
Q_UNUSED(index);
// just use the game type to indicate the number of flip cards
// the enum is assigned the number of cards that will be flipped
// the exception is the NoRedeals in that case we are just flipping
// one card.
unsigned int numFlipCards=this->m_gameType;
if (KlondikeBoard::NoRedeals==this->m_gameType)
{
numFlipCards=KlondikeBoard::FlipOne;
}
m_sToSFlipAni.moveCards(m_pFlipDeck,m_pDeck,numFlipCards);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotRedealCards(CardStack * pCardStack)
{
Q_UNUSED(pCardStack);
// ignore an attempt to redeal if the game type is NoRedeals.
// otherwise take all the cards from the Flip stack and put them back
// in the deal stack
if (KlondikeBoard::NoRedeals!=this->m_gameType &&
((KlondikeBoard::FlipOne==this->m_gameType &&
this->m_flipNum<2) ||
KlondikeBoard::FlipThree==this->m_gameType))
{
unsigned int numFlipCards=this->m_gameType;
if (KlondikeBoard::NoRedeals==this->m_gameType)
{
numFlipCards=KlondikeBoard::FlipOne;
}
// flip the cards back. Flip the cards back over. Show the bottom 3 if in FlipThree mode. Otherwise
// just show one.
m_sToSFlipAni.moveCards(m_pDeck,m_pFlipDeck,this->m_pFlipDeck->getCardVector().size(),numFlipCards);
this->m_flipNum++;
if (!(KlondikeBoard::FlipOne==this->m_gameType &&
this->m_flipNum<2) &&
!(KlondikeBoard::FlipThree==this->m_gameType))
{
this->m_pDeck->setShowRedealCircle(false);
}
}
else
{
// if a demo is running stop it. Can't redeal any more.
this->stopDemo();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotStackCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
unsigned int i=0;
CardStack * pFoundStack=NULL;
if (NULL==pCardStack)
{
return;
}
// first see if the card can be added to the sent home stack
if (cardVector.size()==1)
{
for(i=0;i<this->m_homeVector.size();i++)
{
if (pCardStack!=this->m_homeVector[i] &&
this->m_homeVector[i]->canAddCards(cardVector))
{
pFoundStack=this->m_homeVector[i];
break;
}
}
}
// if we did not find a match look at the stacks.
// the home will use the same logic so just call that slot
if (NULL==pFoundStack)
{
this->slotHomeCardsClicked(pCardStack,cardVector,startMoveRecord);
}
if (pFoundStack)
{
CardMoveRecord moveRecord(startMoveRecord);
pFoundStack->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotHomeCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
unsigned int i=0;
CardStack * pFoundStack=NULL;
if (NULL==pCardStack)
{
return;
}
for(i=0;i<this->m_stackVector.size();i++)
{
if (pCardStack!=this->m_stackVector[i] &&
this->m_stackVector[i]->canAddCards(cardVector))
{
pFoundStack=this->m_stackVector[i];
break;
}
}
if (pFoundStack)
{
CardMoveRecord moveRecord(startMoveRecord);
pFoundStack->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotSetNoRedeals()
{
this->m_gameType=KlondikeBoard::NoRedeals;
this->newGame();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotSetFlipOne()
{
this->m_gameType=KlondikeBoard::FlipOne;
this->newGame();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::slotSetFlipThree()
{
this->m_gameType=KlondikeBoard::FlipThree;
this->newGame();
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::calcScore()
{
int score=0;
for(unsigned int i=0;i<this->m_homeVector.size();i++)
{
score+=this->m_homeVector[i]->score();
}
emit scoreChanged(score,"");
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::resizeEvent (QResizeEvent * event)
{
unsigned int i;
GameBoard::resizeEvent(event);
QSize cardSize(CardPixmaps::getInst().getCardSize());
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
m_pDeck->setPos(currPos);
currPos.rx()+=GameBoard::LayoutSpacing + cardSize.width();
m_pFlipDeck->setPos(currPos);
currPos.rx()+=GameBoard::LayoutSpacing*3 + cardSize.width()*3;
for (i=0;i<m_homeVector.size();i++)
{
m_homeVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool KlondikeBoard::runDemo(bool stopWhenNoMore)
{
bool rc=true;
if (!GameBoard::runDemo(false))
{
if (!m_pDeck->isEmpty())
{
this->slotFlipCards();
}
else if (!m_pFlipDeck->isEmpty())
{
this->slotRedealCards();
}
else if (stopWhenNoMore)
{
stopDemo();
rc=false;
}
else
{
rc=false;
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void KlondikeBoard::createStacks()
{
setCardResizeAlg(8,ResizeByWidth);
unsigned int i;
// first create the home widgets where the cards need to be eventually stacked to
// win the game.
for(i=0;i<4;i++)
{
this->m_homeVector.push_back(new KlondikeHomeStack);
this->m_scene.addItem(m_homeVector[i]);
this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_homeVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotHomeCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
}
// now create the 7 rows for the stacks.
for (i=0;i<7;i++)
{
this->m_stackVector.push_back(new KlondikeStack);
this->m_scene.addItem(m_stackVector[i]);
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotStackCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
}
this->m_pDeck=new CardStack;
this->m_scene.addItem(this->m_pDeck);
this->m_pDeck->setShowRedealCircle();
// if a card is double clicked that means we need to flip over the next set of cards
this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
this,SLOT(slotFlipCards(CardStack*,uint)));
// if there are no cards in the deck and the pad is clicked that means we need
// to flip the deck back over. If the version of the game is not No redeals.
this->connect(this->m_pDeck,SIGNAL(padClicked(CardStack*)),
this,SLOT(slotRedealCards(CardStack*)));
this->m_pFlipDeck=new KlondikeFlipStack;
this->m_scene.addItem(this->m_pFlipDeck);
this->connect(this->m_pFlipDeck,SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_pFlipDeck,SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotStackCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
// hook up the animation signal for flipping cards over from the deck to the flip
// stack. And then back.
this->connect(&m_sToSFlipAni,SIGNAL(cardsMoved(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool KlondikeBoard::isGameWon()const
{
bool rc=true;
for (unsigned int i=0;i<this->m_homeVector.size();i++)
{
if (!this->m_homeVector[i]->isStackComplete())
{
rc=false;
break;
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool KlondikeBoard::isGameWonNotComplete()const
{
bool rc=false;
rc=m_pDeck->isEmpty();
if (rc)
{
rc=this->m_pFlipDeck->cardsAscendingTopToBottom();
}
if (rc)
{
for (unsigned int i=0;i<this->m_stackVector.size();i++)
{
if (!(this->m_stackVector[i]->cardsAscendingTopToBottom() &&
this->m_stackVector[i]->allCardsFaceUp()))
{
rc=false;
break;
}
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KLONDIKEBOARD_H
#define KLONDIKEBOARD_H
#include "GameBoard.h"
#include "KlondikeStack.h"
#include "KlondikeHomeStack.h"
#include "KlondikeFlipStack.h"
#include "CardStack.h"
#include "StackToStackFlipAni.h"
#include <vector>
class KlondikeBoard : public GameBoard
{
Q_OBJECT
public:
enum GameType
{
NoRedeals=0,
FlipOne=1,
FlipThree=3
};
static const QString GameTypeKeyStr;
KlondikeBoard(QWidget * pParent=NULL);
~KlondikeBoard();
virtual void undoMove();
virtual void redoMove();
void restartGame();
bool getHint(CardStack * & pSrcWidget,
unsigned int & srcStackIndex,
CardStack * & pDstWidget);
inline bool hasDemo() const {return true;}
void newGame();
void addGameMenuItems(QMenu & menu);
void loadSettings(const QSettings & settings);
void saveSettings(QSettings & settings);
inline bool isCheating() const {return m_cheat;}
void setCheat(bool cheat);
inline bool supportsScore() const{return true;}
public slots:
void slotFlipCards(CardStack * pCardStackWidget=NULL,unsigned int index=0);
void slotRedealCards(CardStack * pCardStackWidget=NULL);
void slotStackCardsClicked(CardStack * pCardStackWidget,
const PlayingCardVector & cardVector,
const CardMoveRecord &);
void slotHomeCardsClicked(CardStack * pCardStackWidget,
const PlayingCardVector & cardVector,
const CardMoveRecord &);
void slotSetNoRedeals();
void slotSetFlipOne();
void slotSetFlipThree();
protected:
void calcScore();
virtual void resizeEvent (QResizeEvent * event);
bool runDemo(bool stopWhenNoMore=true);
virtual void createStacks();
bool isGameWon()const;
bool isGameWonNotComplete()const;
private:
CardStack * m_pDeck;
KlondikeFlipStack * m_pFlipDeck;
std::vector<KlondikeHomeStack *> m_homeVector; // we will have 4 items in this vector one for each suit
std::vector<KlondikeStack *> m_stackVector; // we will have 7 items in this vector
bool m_cheat;
GameType m_gameType;
unsigned int m_flipNum;
StackToStackFlipAni m_sToSFlipAni;
};
#endif // KLONDIKEBOARD_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "KlondikeFlipStack.h"
#include "CardPixmaps.h"
#include <QtGui/QPainter>
#include <QtGui/QPixmap>
const qreal KlondikeFlipStack::ExposedPrecent=.18;
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
KlondikeFlipStack::KlondikeFlipStack()
:CardStack(),
m_bRectVector(),
m_cardsShown(1),
m_firstShowCard(0)
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
KlondikeFlipStack::~KlondikeFlipStack()
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
QPointF KlondikeFlipStack::getGlobalCardAddPt() const
{
QPointF pt(0,0);
const PlayingCardVector & cardVector=this->getCardVector();
// We are going to do this by the bounding rects and not by actual cards
// in the stacks. That way we can add something before doing animations
// and then update the display when the animation is complete
if (m_bRectVector.size()>0 && cardVector.size()>=m_bRectVector.size())
{
pt=m_bRectVector[m_bRectVector.size()-1].topLeft();
pt.rx()+=this->getOverlapIncrement(cardVector,m_bRectVector.size()-1,m_firstShowCard);
}
return mapToScene(pt);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
QPointF KlondikeFlipStack::getGlobalLastCardPt() const
{
QPointF pt(0,0);
const PlayingCardVector & cardVector=this->getCardVector();
// We are going to do this by the bounding rects and not by actual cards
// in the stacks. That way we can add something before doing animations
// and then update the display when the animation is complete
if (m_bRectVector.size()>0 && cardVector.size()>=m_bRectVector.size())
{
pt=m_bRectVector[m_bRectVector.size()-1].topLeft();
}
return mapToScene(pt);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
QPointF KlondikeFlipStack::getGlobalCardPt(int index) const
{
QPointF pt(0,0);
if (index>=0 && index<(int)m_bRectVector.size())
{
pt=m_bRectVector[index].topLeft();
}
return mapToScene(pt);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void KlondikeFlipStack::updateStack()
{
PlayingCardVector cardVector=this->getCardVector();
m_bRectVector.clear();
// if the stack has no cards in it just call the base
// class to render the empty stack.
if (0==cardVector.size())
{
CardStack::updateStack();
return;
}
// figure out the index of the first card to show
if (m_cardsShown>=cardVector.size())
{
m_firstShowCard=0;
}
else
{
m_firstShowCard=cardVector.size()-m_cardsShown;
}
// now calc the size of the pixmap we will need
QSize pixmapSize;
this->calcPixmapSize(cardVector,pixmapSize,m_firstShowCard);
QPixmap pixmap(pixmapSize);
// for linux the transparent fill must be done before
// we associate the pixmap with the painter
pixmap.fill(Qt::transparent);
QPainter painter;
painter.begin(&pixmap);
QPoint pt(0,0);
QSize cardSize(CardPixmaps::getInst().getCardSize());
unsigned int i;
for (i=0;i<cardVector.size();i++)
{
unsigned int incrementValue=getOverlapIncrement(cardVector,i,
m_firstShowCard);
if (i>=m_firstShowCard)
{
bool hl=((hintHighlightIndex()>=0 && hintHighlightIndex()<=(int)i) ||
((cardVector.size()-1==i) && isHighlighted()));
if (cardVector[i].isFaceUp())
{
painter.drawPixmap(pt,CardPixmaps::getInst().getCardPixmap(cardVector[i],hl));
}
else
{
painter.drawPixmap(pt,CardPixmaps::getInst().getCardBackPixmap(hl));
}
}
if (cardVector.size()-1==i)
{
m_bRectVector.push_back(QRectF(QPoint(pt.x(),0),
cardSize));
}
else
{
m_bRectVector.push_back(QRectF(QPoint(pt.x(),0),
QSize(incrementValue,cardSize.height())));
}
// increment the point that we are going to paint the
// card pixmap onto this pixmap
pt.rx()+=incrementValue;
}
painter.end();
this->setPixmap(pixmap);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool KlondikeFlipStack::getCardIndex(const QPointF & pos,unsigned int & index)
{
bool rc=false;
unsigned int i;
// go through the bounding rect backwards. The ones lower for cards that are
// not visible are just place holders.
for(i=m_bRectVector.size();i>0;i--)
{
if (m_bRectVector[i-1].contains(pos))
{
index=i-1;
rc=true;
break;
}
}
return rc;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void KlondikeFlipStack::calcPixmapSize(const PlayingCardVector & cardVector,
QSize & size,unsigned int showIndex)
{
QSize cardSize(CardPixmaps::getInst().getCardSize());
unsigned int i;
size.setWidth(0);
size.setHeight(cardSize.height());
for(i=0;i<cardVector.size();i++)
{
if (cardVector.size()-1==i)
{
size.rwidth()+=cardSize.width();
}
else
{
size.rwidth()+=this->getOverlapIncrement(cardVector,i,showIndex);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
int KlondikeFlipStack::getOverlapIncrement(const PlayingCardVector & cardVector,
unsigned int index,unsigned int showIndex) const
{
int increment=0;
if (index<cardVector.size())
{
if (index>=showIndex)
{
increment=CardPixmaps::getInst().getCardSize().width()*ExposedPrecent;
}
}
return increment;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool KlondikeFlipStack::canMoveCard(unsigned int index) const
{
bool rc=false;
// ok the only time a card can be moved is if the card is the last in the stack.
if (!this->isEmpty() && (index==(this->getCardVector().size()-1)))
{
rc=true;
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KLONDIKEFLIPSTACK_H
#define KLONDIKEFLIPSTACK_H
#include "CardStack.h"
#include <vector>
#include <QtCore/QRectF>
class KlondikeFlipStack : public CardStack
{
Q_OBJECT
public:
static const qreal ExposedPrecent;
KlondikeFlipStack();
virtual ~KlondikeFlipStack();
inline void cardsToShow(unsigned int cardsToShow=1){m_cardsShown=((0==cardsToShow)?1:cardsToShow);}
// this function gets the point in the scene that a card would be added to this stack.
virtual QPointF getGlobalCardAddPt() const;
virtual QPointF getGlobalLastCardPt() const;
virtual QPointF getGlobalCardPt(int index) const;
virtual void updateStack();
protected:
virtual bool getCardIndex(const QPointF & pos,unsigned int & index);
void calcPixmapSize(const PlayingCardVector & cardVector,
QSize & size,unsigned int showIndex);
int getOverlapIncrement(const PlayingCardVector & cardVector,
unsigned int index,
unsigned int showIndex) const;
bool canMoveCard(unsigned int index) const;
private:
std::vector<QRectF> m_bRectVector;
unsigned int m_cardsShown;
unsigned int m_firstShowCard;
};
#endif // KLONDIKEFLIPSTACK_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "KlondikeHomeStack.h"
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
KlondikeHomeStack::KlondikeHomeStack()
:CardStack()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
KlondikeHomeStack::~KlondikeHomeStack()
{
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
bool KlondikeHomeStack::canAddCards(const PlayingCardVector & newCardVector)
{
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
if (1==newCardVector.size())
{
if (this->isEmpty() && PlayingCard::Ace==newCardVector[0].getIndex())
{
rc=true;
}
else if (!this->isEmpty() &&
cardVector[cardVector.size()-1].isSameSuit(newCardVector[0]) &&
cardVector[cardVector.size()-1].isNextCardIndex(newCardVector[0]))
{
rc=true;
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
bool KlondikeHomeStack::canMoveCard(unsigned int index) const
{
bool rc=false;
if (!this->isEmpty())
{
const PlayingCardVector & cardVector=this->getCardVector();
if ((cardVector.size()-1)==index)
{
rc=true;
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KLONDIKEHOMESTACK_H
#define KLONDIKEHOMESTACK_H
#include "CardStack.h"
class KlondikeHomeStack : public CardStack
{
Q_OBJECT
public:
KlondikeHomeStack();
~KlondikeHomeStack();
inline bool isStackComplete(){return getCardVector().size()==PlayingCard::MaxCardIndex;}
inline int score() const {return getCardVector().size();}
bool canAddCards(const PlayingCardVector &);
protected:
bool canMoveCard(unsigned int index) const;
};
#endif // KLONDIKEHOMESTACK_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "KlondikeStack.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
KlondikeStack::KlondikeStack()
:VCardStack(),
m_cheat(false)
{
this->setAutoTopCardUp();
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
KlondikeStack::~KlondikeStack()
{
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
bool KlondikeStack::canAddCards(const PlayingCardVector & newCardVector)
{
if (m_cheat)
{
return true;
}
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
if (newCardVector.size()>0)
{
// if there are no cards in the stack then the first card
// must be a king.
if (0==cardVector.size() &&
PlayingCard::King==newCardVector[0].getIndex())
{
rc=true;
}
else if (cardVector.size()>0 &&
(cardVector[cardVector.size()-1].isRed() ^ newCardVector[0].isRed()) &&
cardVector[cardVector.size()-1].isPrevCardIndex(newCardVector[0]) &&
cardVector[cardVector.size()-1].isFaceUp())
{
rc=true;
}
}
return rc;
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
bool KlondikeStack::canMoveCard(unsigned int index) const
{
if (m_cheat)
{
return true;
}
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
// ok if we have cards in the stack and the index is valid
// see if we can move it.
// For klondike as long as the card is faceup we should be able to move the
// card and all cards after it in the stack.
if (cardVector.size()>0 && index<cardVector.size() && cardVector[index].isFaceUp())
{
rc=true;
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KLONDIKESTACK_H
#define KLONDIKESTACK_H
#include "VCardStack.h"
class KlondikeStack : public VCardStack
{
Q_OBJECT
public:
KlondikeStack();
~KlondikeStack();
inline bool isCheating() const{return m_cheat;}
inline void setCheat(bool cheat=true){m_cheat=cheat;}
bool canAddCards(const PlayingCardVector &);
protected:
bool canMoveCard(unsigned int index) const;
private:
bool m_cheat;
};
#endif // KLONDIKESTACK_H

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#############################################################################
# Makefile for building: qsolocards_plugin
# Generated by qmake (2.01a) (Qt 4.6.1) on: Mo 15. Feb 12:18:27 2010
# Project: qsolocards_plugin.pro
# Template: lib
# Command: d:\qt\2010.01\qt\bin\qmake.exe -win32 -o Makefile qsolocards_plugin.pro
#############################################################################
first: release
install: release-install
uninstall: release-uninstall
MAKEFILE = Makefile
QMAKE = d:\qt\2010.01\qt\bin\qmake.exe
DEL_FILE = del
CHK_DIR_EXISTS= if not exist
MKDIR = mkdir
COPY = copy /y
COPY_FILE = $(COPY)
COPY_DIR = xcopy /s /q /y /i
INSTALL_FILE = $(COPY_FILE)
INSTALL_PROGRAM = $(COPY_FILE)
INSTALL_DIR = $(COPY_DIR)
DEL_FILE = del
SYMLINK =
DEL_DIR = rmdir
MOVE = move
CHK_DIR_EXISTS= if not exist
MKDIR = mkdir
SUBTARGETS = \
release \
debug
release: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release
release-make_default: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release
release-make_first: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release first
release-all: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release all
release-clean: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release clean
release-distclean: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release distclean
release-install: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release install
release-uninstall: $(MAKEFILE).Release FORCE
$(MAKE) -f $(MAKEFILE).Release uninstall
debug: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug
debug-make_default: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug
debug-make_first: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug first
debug-all: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug all
debug-clean: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug clean
debug-distclean: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug distclean
debug-install: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug install
debug-uninstall: $(MAKEFILE).Debug FORCE
$(MAKE) -f $(MAKEFILE).Debug uninstall
Makefile: qsolocards_plugin.pro d:/Qt/2010.01/qt/mkspecs/default/qmake.conf d:/Qt/2010.01/qt/mkspecs/qconfig.pri \
d:/Qt/2010.01/qt/mkspecs/features/qt_functions.prf \
d:/Qt/2010.01/qt/mkspecs/features/qt_config.prf \
d:/Qt/2010.01/qt/mkspecs/features/exclusive_builds.prf \
d:/Qt/2010.01/qt/mkspecs/features/default_pre.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/default_pre.prf \
d:/Qt/2010.01/qt/mkspecs/features/release.prf \
d:/Qt/2010.01/qt/mkspecs/features/debug_and_release.prf \
d:/Qt/2010.01/qt/mkspecs/features/default_post.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/default_post.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/rtti.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/exceptions.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/stl.prf \
d:/Qt/2010.01/qt/mkspecs/features/shared.prf \
d:/Qt/2010.01/qt/mkspecs/features/dll.prf \
d:/Qt/2010.01/qt/mkspecs/features/warn_on.prf \
d:/Qt/2010.01/qt/mkspecs/features/qt.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/thread.prf \
d:/Qt/2010.01/qt/mkspecs/features/moc.prf \
d:/Qt/2010.01/qt/mkspecs/features/win32/windows.prf \
d:/Qt/2010.01/qt/mkspecs/features/resources.prf \
d:/Qt/2010.01/qt/mkspecs/features/uic.prf \
d:/Qt/2010.01/qt/mkspecs/features/yacc.prf \
d:/Qt/2010.01/qt/mkspecs/features/lex.prf
$(QMAKE) -win32 -o Makefile qsolocards_plugin.pro
d:\Qt\2010.01\qt\mkspecs\qconfig.pri:
d:\Qt\2010.01\qt\mkspecs\features\qt_functions.prf:
d:\Qt\2010.01\qt\mkspecs\features\qt_config.prf:
d:\Qt\2010.01\qt\mkspecs\features\exclusive_builds.prf:
d:\Qt\2010.01\qt\mkspecs\features\default_pre.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\default_pre.prf:
d:\Qt\2010.01\qt\mkspecs\features\release.prf:
d:\Qt\2010.01\qt\mkspecs\features\debug_and_release.prf:
d:\Qt\2010.01\qt\mkspecs\features\default_post.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\default_post.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\rtti.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\exceptions.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\stl.prf:
d:\Qt\2010.01\qt\mkspecs\features\shared.prf:
d:\Qt\2010.01\qt\mkspecs\features\dll.prf:
d:\Qt\2010.01\qt\mkspecs\features\warn_on.prf:
d:\Qt\2010.01\qt\mkspecs\features\qt.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\thread.prf:
d:\Qt\2010.01\qt\mkspecs\features\moc.prf:
d:\Qt\2010.01\qt\mkspecs\features\win32\windows.prf:
d:\Qt\2010.01\qt\mkspecs\features\resources.prf:
d:\Qt\2010.01\qt\mkspecs\features\uic.prf:
d:\Qt\2010.01\qt\mkspecs\features\yacc.prf:
d:\Qt\2010.01\qt\mkspecs\features\lex.prf:
qmake: qmake_all FORCE
@$(QMAKE) -win32 -o Makefile qsolocards_plugin.pro
qmake_all: FORCE
make_default: release-make_default debug-make_default FORCE
make_first: release-make_first debug-make_first FORCE
all: release-all debug-all FORCE
clean: release-clean debug-clean FORCE
-$(DEL_FILE) ..\..\bin\libqsolocards_plugin0.a
distclean: release-distclean debug-distclean FORCE
-$(DEL_FILE) Makefile
release-mocclean: $(MAKEFILE).Release
$(MAKE) -f $(MAKEFILE).Release mocclean
debug-mocclean: $(MAKEFILE).Debug
$(MAKE) -f $(MAKEFILE).Debug mocclean
mocclean: release-mocclean debug-mocclean
release-mocables: $(MAKEFILE).Release
$(MAKE) -f $(MAKEFILE).Release mocables
debug-mocables: $(MAKEFILE).Debug
$(MAKE) -f $(MAKEFILE).Debug mocables
mocables: release-mocables debug-mocables
FORCE:
$(MAKEFILE).Release: Makefile
$(MAKEFILE).Debug: Makefile

View File

@ -0,0 +1,991 @@
#############################################################################
# Makefile for building: qsolocards_plugin
# Generated by qmake (2.01a) (Qt 4.6.1) on: Mo 15. Feb 12:18:27 2010
# Project: qsolocards_plugin.pro
# Template: lib
#############################################################################
####### Compiler, tools and options
CC = gcc
CXX = g++
DEFINES = -DUNICODE -DQT_LARGEFILE_SUPPORT -DQT_DLL -DQT_PLUGIN -DQT_SVG_LIB -DQT_GUI_LIB -DQT_CORE_LIB -DQT_THREAD_SUPPORT
CFLAGS = -g -Wall $(DEFINES)
CXXFLAGS = -DVER_MAJ=0 -DVER_MIN=99 -DVER_PAT=1 -frtti -fexceptions -mthreads -Wall $(DEFINES)
INCPATH = -I"d:\Qt\2010.01\qt\include\QtCore" -I"d:\Qt\2010.01\qt\include\QtGui" -I"d:\Qt\2010.01\qt\include\QtSvg" -I"d:\Qt\2010.01\qt\include" -I".." -I"d:\Qt\2010.01\qt\include\ActiveQt" -I"temp\moc" -I"d:\Qt\2010.01\qt\mkspecs\default"
LINK = g++
LFLAGS = -enable-stdcall-fixup -Wl,-enable-auto-import -Wl,-enable-runtime-pseudo-reloc -mthreads -Wl -shared -Wl,--out-implib,..\..\bin\libqsolocards_plugin0.a
LIBS = -L"d:\Qt\2010.01\qt\lib" -lQtSvgd4 -lQtGuid4 -lQtCored4
QMAKE = d:\qt\2010.01\qt\bin\qmake.exe
IDC = d:\Qt\2010.01\qt\bin\idc.exe
IDL = midl
ZIP = zip -r -9
DEF_FILE =
RES_FILE =
COPY = copy /y
COPY_FILE = $(COPY)
COPY_DIR = xcopy /s /q /y /i
DEL_FILE = del
DEL_DIR = rmdir
MOVE = move
CHK_DIR_EXISTS= if not exist
MKDIR = mkdir
INSTALL_FILE = $(COPY_FILE)
INSTALL_PROGRAM = $(COPY_FILE)
INSTALL_DIR = $(COPY_DIR)
####### Output directory
OBJECTS_DIR = temp\obj
####### Files
SOURCES = QSoloCardsPlugin.cpp \
main.cpp \
mainwindow.cpp \
PlayingCard.cpp \
CardDeck.cpp \
CardPixmaps.cpp \
CardStack.cpp \
DragCardStack.cpp \
VCardStack.cpp \
CardAnimationLock.cpp \
StackToStackAniMove.cpp \
DealAnimation.cpp \
FlipAnimation.cpp \
StackToStackFlipAni.cpp \
GameBoard.cpp \
CardMoveRecord.cpp \
About.cpp \
Help.cpp \
GameMgr.cpp \
SpiderBoard.cpp \
SpiderHomeStack.cpp \
SpiderStack.cpp \
KlondikeStack.cpp \
KlondikeFlipStack.cpp \
KlondikeHomeStack.cpp \
KlondikeBoard.cpp \
FreeCellBoard.cpp \
FreeCellDeck.cpp \
FreeCellStack.cpp \
FreeCellHome.cpp \
FreeCellFree.cpp \
Spider3DeckBoard.cpp \
SpideretteBoard.cpp \
YukonBoard.cpp temp\moc\moc_QSoloCardsPlugin.cpp \
temp\moc\moc_mainwindow.cpp \
temp\moc\moc_CardStack.cpp \
temp\moc\moc_DragCardStack.cpp \
temp\moc\moc_VCardStack.cpp \
temp\moc\moc_CardAnimationLock.cpp \
temp\moc\moc_StackToStackAniMove.cpp \
temp\moc\moc_DealAnimation.cpp \
temp\moc\moc_FlipAnimation.cpp \
temp\moc\moc_StackToStackFlipAni.cpp \
temp\moc\moc_GameBoard.cpp \
temp\moc\moc_About.cpp \
temp\moc\moc_Help.cpp \
temp\moc\moc_SpiderBoard.cpp \
temp\moc\moc_SpiderStack.cpp \
temp\moc\moc_KlondikeStack.cpp \
temp\moc\moc_KlondikeFlipStack.cpp \
temp\moc\moc_KlondikeHomeStack.cpp \
temp\moc\moc_KlondikeBoard.cpp \
temp\moc\moc_FreeCellBoard.cpp \
temp\moc\moc_FreeCellDeck.cpp \
temp\moc\moc_FreeCellStack.cpp \
temp\moc\moc_FreeCellHome.cpp \
temp\moc\moc_FreeCellFree.cpp \
temp\moc\moc_Spider3DeckBoard.cpp \
temp\moc\moc_SpideretteBoard.cpp \
temp\moc\moc_YukonBoard.cpp \
temp\qrc\qrc_QSoloCards.cpp
OBJECTS = temp/obj/QSoloCardsPlugin.o \
temp/obj/main.o \
temp/obj/mainwindow.o \
temp/obj/PlayingCard.o \
temp/obj/CardDeck.o \
temp/obj/CardPixmaps.o \
temp/obj/CardStack.o \
temp/obj/DragCardStack.o \
temp/obj/VCardStack.o \
temp/obj/CardAnimationLock.o \
temp/obj/StackToStackAniMove.o \
temp/obj/DealAnimation.o \
temp/obj/FlipAnimation.o \
temp/obj/StackToStackFlipAni.o \
temp/obj/GameBoard.o \
temp/obj/CardMoveRecord.o \
temp/obj/About.o \
temp/obj/Help.o \
temp/obj/GameMgr.o \
temp/obj/SpiderBoard.o \
temp/obj/SpiderHomeStack.o \
temp/obj/SpiderStack.o \
temp/obj/KlondikeStack.o \
temp/obj/KlondikeFlipStack.o \
temp/obj/KlondikeHomeStack.o \
temp/obj/KlondikeBoard.o \
temp/obj/FreeCellBoard.o \
temp/obj/FreeCellDeck.o \
temp/obj/FreeCellStack.o \
temp/obj/FreeCellHome.o \
temp/obj/FreeCellFree.o \
temp/obj/Spider3DeckBoard.o \
temp/obj/SpideretteBoard.o \
temp/obj/YukonBoard.o \
temp/obj/moc_QSoloCardsPlugin.o \
temp/obj/moc_mainwindow.o \
temp/obj/moc_CardStack.o \
temp/obj/moc_DragCardStack.o \
temp/obj/moc_VCardStack.o \
temp/obj/moc_CardAnimationLock.o \
temp/obj/moc_StackToStackAniMove.o \
temp/obj/moc_DealAnimation.o \
temp/obj/moc_FlipAnimation.o \
temp/obj/moc_StackToStackFlipAni.o \
temp/obj/moc_GameBoard.o \
temp/obj/moc_About.o \
temp/obj/moc_Help.o \
temp/obj/moc_SpiderBoard.o \
temp/obj/moc_SpiderStack.o \
temp/obj/moc_KlondikeStack.o \
temp/obj/moc_KlondikeFlipStack.o \
temp/obj/moc_KlondikeHomeStack.o \
temp/obj/moc_KlondikeBoard.o \
temp/obj/moc_FreeCellBoard.o \
temp/obj/moc_FreeCellDeck.o \
temp/obj/moc_FreeCellStack.o \
temp/obj/moc_FreeCellHome.o \
temp/obj/moc_FreeCellFree.o \
temp/obj/moc_Spider3DeckBoard.o \
temp/obj/moc_SpideretteBoard.o \
temp/obj/moc_YukonBoard.o \
temp/obj/qrc_QSoloCards.o
DIST =
QMAKE_TARGET = qsolocards_plugin
DESTDIR = ..\..\bin\ #avoid trailing-slash linebreak
TARGET = qsolocards_plugin0.dll
DESTDIR_TARGET = ..\..\bin\qsolocards_plugin0.dll
####### Implicit rules
.SUFFIXES: .cpp .cc .cxx .c
.cpp.o:
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o $@ $<
.cc.o:
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o $@ $<
.cxx.o:
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o $@ $<
.c.o:
$(CC) -c $(CFLAGS) $(INCPATH) -o $@ $<
####### Build rules
first: all
all: Makefile.Debug $(DESTDIR_TARGET)
$(DESTDIR_TARGET): $(OBJECTS)
$(LINK) $(LFLAGS) -o $(DESTDIR_TARGET) object_script.qsolocards_plugin.Debug $(LIBS)
qmake: FORCE
@$(QMAKE) -win32 -o Makefile.Debug qsolocards_plugin.pro
dist:
$(ZIP) qsolocards_plugin.zip $(SOURCES) $(DIST) qsolocards_plugin.pro d:\Qt\2010.01\qt\mkspecs\qconfig.pri d:\Qt\2010.01\qt\mkspecs\features\qt_functions.prf d:\Qt\2010.01\qt\mkspecs\features\qt_config.prf d:\Qt\2010.01\qt\mkspecs\features\exclusive_builds.prf d:\Qt\2010.01\qt\mkspecs\features\default_pre.prf d:\Qt\2010.01\qt\mkspecs\features\win32\default_pre.prf d:\Qt\2010.01\qt\mkspecs\features\debug.prf d:\Qt\2010.01\qt\mkspecs\features\debug_and_release.prf d:\Qt\2010.01\qt\mkspecs\features\default_post.prf d:\Qt\2010.01\qt\mkspecs\features\win32\default_post.prf d:\Qt\2010.01\qt\mkspecs\features\build_pass.prf d:\Qt\2010.01\qt\mkspecs\features\win32\rtti.prf d:\Qt\2010.01\qt\mkspecs\features\win32\exceptions.prf d:\Qt\2010.01\qt\mkspecs\features\win32\stl.prf d:\Qt\2010.01\qt\mkspecs\features\shared.prf d:\Qt\2010.01\qt\mkspecs\features\dll.prf d:\Qt\2010.01\qt\mkspecs\features\warn_on.prf d:\Qt\2010.01\qt\mkspecs\features\qt.prf d:\Qt\2010.01\qt\mkspecs\features\win32\thread.prf d:\Qt\2010.01\qt\mkspecs\features\moc.prf d:\Qt\2010.01\qt\mkspecs\features\win32\windows.prf d:\Qt\2010.01\qt\mkspecs\features\resources.prf d:\Qt\2010.01\qt\mkspecs\features\uic.prf d:\Qt\2010.01\qt\mkspecs\features\yacc.prf d:\Qt\2010.01\qt\mkspecs\features\lex.prf HEADERS RESOURCES IMAGES SOURCES OBJECTIVE_SOURCES FORMS YACCSOURCES YACCSOURCES LEXSOURCES
clean: compiler_clean
-$(DEL_FILE) temp\obj\QSoloCardsPlugin.o temp\obj\main.o temp\obj\mainwindow.o temp\obj\PlayingCard.o temp\obj\CardDeck.o temp\obj\CardPixmaps.o temp\obj\CardStack.o temp\obj\DragCardStack.o temp\obj\VCardStack.o temp\obj\CardAnimationLock.o temp\obj\StackToStackAniMove.o temp\obj\DealAnimation.o temp\obj\FlipAnimation.o temp\obj\StackToStackFlipAni.o temp\obj\GameBoard.o temp\obj\CardMoveRecord.o temp\obj\About.o temp\obj\Help.o temp\obj\GameMgr.o temp\obj\SpiderBoard.o temp\obj\SpiderHomeStack.o temp\obj\SpiderStack.o temp\obj\KlondikeStack.o temp\obj\KlondikeFlipStack.o temp\obj\KlondikeHomeStack.o temp\obj\KlondikeBoard.o temp\obj\FreeCellBoard.o temp\obj\FreeCellDeck.o temp\obj\FreeCellStack.o temp\obj\FreeCellHome.o temp\obj\FreeCellFree.o temp\obj\Spider3DeckBoard.o temp\obj\SpideretteBoard.o temp\obj\YukonBoard.o temp\obj\moc_QSoloCardsPlugin.o temp\obj\moc_mainwindow.o temp\obj\moc_CardStack.o temp\obj\moc_DragCardStack.o temp\obj\moc_VCardStack.o temp\obj\moc_CardAnimationLock.o temp\obj\moc_StackToStackAniMove.o temp\obj\moc_DealAnimation.o temp\obj\moc_FlipAnimation.o temp\obj\moc_StackToStackFlipAni.o temp\obj\moc_GameBoard.o temp\obj\moc_About.o temp\obj\moc_Help.o temp\obj\moc_SpiderBoard.o temp\obj\moc_SpiderStack.o temp\obj\moc_KlondikeStack.o temp\obj\moc_KlondikeFlipStack.o temp\obj\moc_KlondikeHomeStack.o temp\obj\moc_KlondikeBoard.o temp\obj\moc_FreeCellBoard.o temp\obj\moc_FreeCellDeck.o temp\obj\moc_FreeCellStack.o temp\obj\moc_FreeCellHome.o temp\obj\moc_FreeCellFree.o temp\obj\moc_Spider3DeckBoard.o temp\obj\moc_SpideretteBoard.o temp\obj\moc_YukonBoard.o temp\obj\qrc_QSoloCards.o
-$(DEL_FILE) ..\..\bin\libqsolocards_plugin0.a
distclean: clean
-$(DEL_FILE) $(DESTDIR_TARGET)
-$(DEL_FILE) Makefile.Debug
mocclean: compiler_moc_header_clean compiler_moc_source_clean
mocables: compiler_moc_header_make_all compiler_moc_source_make_all
compiler_moc_header_make_all: temp/moc/moc_QSoloCardsPlugin.cpp temp/moc/moc_mainwindow.cpp temp/moc/moc_CardStack.cpp temp/moc/moc_DragCardStack.cpp temp/moc/moc_VCardStack.cpp temp/moc/moc_CardAnimationLock.cpp temp/moc/moc_StackToStackAniMove.cpp temp/moc/moc_DealAnimation.cpp temp/moc/moc_FlipAnimation.cpp temp/moc/moc_StackToStackFlipAni.cpp temp/moc/moc_GameBoard.cpp temp/moc/moc_About.cpp temp/moc/moc_Help.cpp temp/moc/moc_SpiderBoard.cpp temp/moc/moc_SpiderStack.cpp temp/moc/moc_KlondikeStack.cpp temp/moc/moc_KlondikeFlipStack.cpp temp/moc/moc_KlondikeHomeStack.cpp temp/moc/moc_KlondikeBoard.cpp temp/moc/moc_FreeCellBoard.cpp temp/moc/moc_FreeCellDeck.cpp temp/moc/moc_FreeCellStack.cpp temp/moc/moc_FreeCellHome.cpp temp/moc/moc_FreeCellFree.cpp temp/moc/moc_Spider3DeckBoard.cpp temp/moc/moc_SpideretteBoard.cpp temp/moc/moc_YukonBoard.cpp
compiler_moc_header_clean:
-$(DEL_FILE) temp\moc\moc_QSoloCardsPlugin.cpp temp\moc\moc_mainwindow.cpp temp\moc\moc_CardStack.cpp temp\moc\moc_DragCardStack.cpp temp\moc\moc_VCardStack.cpp temp\moc\moc_CardAnimationLock.cpp temp\moc\moc_StackToStackAniMove.cpp temp\moc\moc_DealAnimation.cpp temp\moc\moc_FlipAnimation.cpp temp\moc\moc_StackToStackFlipAni.cpp temp\moc\moc_GameBoard.cpp temp\moc\moc_About.cpp temp\moc\moc_Help.cpp temp\moc\moc_SpiderBoard.cpp temp\moc\moc_SpiderStack.cpp temp\moc\moc_KlondikeStack.cpp temp\moc\moc_KlondikeFlipStack.cpp temp\moc\moc_KlondikeHomeStack.cpp temp\moc\moc_KlondikeBoard.cpp temp\moc\moc_FreeCellBoard.cpp temp\moc\moc_FreeCellDeck.cpp temp\moc\moc_FreeCellStack.cpp temp\moc\moc_FreeCellHome.cpp temp\moc\moc_FreeCellFree.cpp temp\moc\moc_Spider3DeckBoard.cpp temp\moc\moc_SpideretteBoard.cpp temp\moc\moc_YukonBoard.cpp
temp/moc/moc_QSoloCardsPlugin.cpp: QSoloCardsPlugin.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 QSoloCardsPlugin.h -o temp\moc\moc_QSoloCardsPlugin.cpp
temp/moc/moc_mainwindow.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h \
mainwindow.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 mainwindow.h -o temp\moc\moc_mainwindow.cpp
temp/moc/moc_CardStack.cpp: CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 CardStack.h -o temp\moc\moc_CardStack.cpp
temp/moc/moc_DragCardStack.cpp: CardDeck.h \
PlayingCard.h \
CardMoveRecord.h \
DragCardStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 DragCardStack.h -o temp\moc\moc_DragCardStack.cpp
temp/moc/moc_VCardStack.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
VCardStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 VCardStack.h -o temp\moc\moc_VCardStack.cpp
temp/moc/moc_CardAnimationLock.cpp: CardAnimationLock.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 CardAnimationLock.h -o temp\moc\moc_CardAnimationLock.cpp
temp/moc/moc_StackToStackAniMove.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 StackToStackAniMove.h -o temp\moc\moc_StackToStackAniMove.cpp
temp/moc/moc_DealAnimation.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
DealAnimation.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 DealAnimation.h -o temp\moc\moc_DealAnimation.cpp
temp/moc/moc_FlipAnimation.cpp: CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FlipAnimation.h -o temp\moc\moc_FlipAnimation.cpp
temp/moc/moc_StackToStackFlipAni.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackFlipAni.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 StackToStackFlipAni.h -o temp\moc\moc_StackToStackFlipAni.cpp
temp/moc/moc_GameBoard.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
GameBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 GameBoard.h -o temp\moc\moc_GameBoard.cpp
temp/moc/moc_About.cpp: About.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 About.h -o temp\moc\moc_About.cpp
temp/moc/moc_Help.cpp: Help.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 Help.h -o temp\moc\moc_Help.cpp
temp/moc/moc_SpiderBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
SpiderBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 SpiderBoard.h -o temp\moc\moc_SpiderBoard.cpp
temp/moc/moc_SpiderStack.cpp: VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
SpiderStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 SpiderStack.h -o temp\moc\moc_SpiderStack.cpp
temp/moc/moc_KlondikeStack.cpp: VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
KlondikeStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeStack.h -o temp\moc\moc_KlondikeStack.cpp
temp/moc/moc_KlondikeFlipStack.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
KlondikeFlipStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeFlipStack.h -o temp\moc\moc_KlondikeFlipStack.cpp
temp/moc/moc_KlondikeHomeStack.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
KlondikeHomeStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeHomeStack.h -o temp\moc\moc_KlondikeHomeStack.cpp
temp/moc/moc_KlondikeBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
KlondikeStack.h \
VCardStack.h \
KlondikeHomeStack.h \
KlondikeFlipStack.h \
StackToStackFlipAni.h \
KlondikeBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeBoard.h -o temp\moc\moc_KlondikeBoard.cpp
temp/moc/moc_FreeCellBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellDeck.h \
FreeCellFree.h \
FreeCellStack.h \
VCardStack.h \
FreeCellHome.h \
FreeCellBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellBoard.h -o temp\moc\moc_FreeCellBoard.cpp
temp/moc/moc_FreeCellDeck.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellDeck.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellDeck.h -o temp\moc\moc_FreeCellDeck.cpp
temp/moc/moc_FreeCellStack.cpp: VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellStack.h -o temp\moc\moc_FreeCellStack.cpp
temp/moc/moc_FreeCellHome.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellHome.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellHome.h -o temp\moc\moc_FreeCellHome.cpp
temp/moc/moc_FreeCellFree.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellFree.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellFree.h -o temp\moc\moc_FreeCellFree.cpp
temp/moc/moc_Spider3DeckBoard.cpp: SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
Spider3DeckBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 Spider3DeckBoard.h -o temp\moc\moc_Spider3DeckBoard.cpp
temp/moc/moc_SpideretteBoard.cpp: SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
SpideretteBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 SpideretteBoard.h -o temp\moc\moc_SpideretteBoard.cpp
temp/moc/moc_YukonBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellHome.h \
FreeCellDeck.h \
KlondikeStack.h \
VCardStack.h \
YukonBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 YukonBoard.h -o temp\moc\moc_YukonBoard.cpp
compiler_rcc_make_all: temp/qrc/qrc_QSoloCards.cpp
compiler_rcc_clean:
-$(DEL_FILE) temp\qrc\qrc_QSoloCards.cpp
temp/qrc/qrc_QSoloCards.cpp: QSoloCards.qrc \
images/greenfelt.png \
images/anglo_bitmap.svg \
images/sol128x128.png \
images/sol32x32.png \
help/FreeCellHelp.html \
help/SpideretteHelp.html \
help/YukonHelp.html \
help/SpiderHelp.html \
help/Spider3DeckHelp.html \
help/KlondikeHelp.html \
help/gpl3.html
d:\Qt\2010.01\qt\bin\rcc.exe -name QSoloCards QSoloCards.qrc -o temp\qrc\qrc_QSoloCards.cpp
compiler_image_collection_make_all: qmake_image_collection.cpp
compiler_image_collection_clean:
-$(DEL_FILE) qmake_image_collection.cpp
compiler_moc_source_make_all:
compiler_moc_source_clean:
compiler_uic_make_all:
compiler_uic_clean:
compiler_yacc_decl_make_all:
compiler_yacc_decl_clean:
compiler_yacc_impl_make_all:
compiler_yacc_impl_clean:
compiler_lex_make_all:
compiler_lex_clean:
compiler_clean: compiler_moc_header_clean compiler_rcc_clean
####### Compile
temp/obj/QSoloCardsPlugin.o: QSoloCardsPlugin.cpp QSoloCardsPlugin.h \
mainwindow.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\QSoloCardsPlugin.o QSoloCardsPlugin.cpp
temp/obj/main.o: main.cpp mainwindow.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\main.o main.cpp
temp/obj/mainwindow.o: mainwindow.cpp mainwindow.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\mainwindow.o mainwindow.cpp
temp/obj/PlayingCard.o: PlayingCard.cpp PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\PlayingCard.o PlayingCard.cpp
temp/obj/CardDeck.o: CardDeck.cpp CardDeck.h \
PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardDeck.o CardDeck.cpp
temp/obj/CardPixmaps.o: CardPixmaps.cpp CardPixmaps.h \
PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardPixmaps.o CardPixmaps.cpp
temp/obj/CardStack.o: CardStack.cpp CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardStack.o CardStack.cpp
temp/obj/DragCardStack.o: DragCardStack.cpp DragCardStack.h \
CardDeck.h \
PlayingCard.h \
CardMoveRecord.h \
CardStack.h \
FlipAnimation.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\DragCardStack.o DragCardStack.cpp
temp/obj/VCardStack.o: VCardStack.cpp VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\VCardStack.o VCardStack.cpp
temp/obj/CardAnimationLock.o: CardAnimationLock.cpp CardAnimationLock.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardAnimationLock.o CardAnimationLock.cpp
temp/obj/StackToStackAniMove.o: StackToStackAniMove.cpp StackToStackAniMove.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\StackToStackAniMove.o StackToStackAniMove.cpp
temp/obj/DealAnimation.o: DealAnimation.cpp DealAnimation.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\DealAnimation.o DealAnimation.cpp
temp/obj/FlipAnimation.o: FlipAnimation.cpp FlipAnimation.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
CardStack.h \
DragCardStack.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FlipAnimation.o FlipAnimation.cpp
temp/obj/StackToStackFlipAni.o: StackToStackFlipAni.cpp StackToStackFlipAni.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardAnimationLock.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\StackToStackFlipAni.o StackToStackFlipAni.cpp
temp/obj/GameBoard.o: GameBoard.cpp GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\GameBoard.o GameBoard.cpp
temp/obj/CardMoveRecord.o: CardMoveRecord.cpp CardMoveRecord.h \
CardDeck.h \
PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardMoveRecord.o CardMoveRecord.cpp
temp/obj/About.o: About.cpp About.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\About.o About.cpp
temp/obj/Help.o: Help.cpp Help.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\Help.o Help.cpp
temp/obj/GameMgr.o: GameMgr.cpp GameMgr.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderBoard.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
Spider3DeckBoard.h \
SpideretteBoard.h \
KlondikeBoard.h \
KlondikeStack.h \
KlondikeHomeStack.h \
KlondikeFlipStack.h \
StackToStackFlipAni.h \
FreeCellBoard.h \
FreeCellDeck.h \
FreeCellFree.h \
FreeCellStack.h \
FreeCellHome.h \
YukonBoard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\GameMgr.o GameMgr.cpp
temp/obj/SpiderBoard.o: SpiderBoard.cpp SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpiderBoard.o SpiderBoard.cpp
temp/obj/SpiderHomeStack.o: SpiderHomeStack.cpp SpiderHomeStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpiderHomeStack.o SpiderHomeStack.cpp
temp/obj/SpiderStack.o: SpiderStack.cpp SpiderStack.h \
VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
SpiderHomeStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpiderStack.o SpiderStack.cpp
temp/obj/KlondikeStack.o: KlondikeStack.cpp KlondikeStack.h \
VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeStack.o KlondikeStack.cpp
temp/obj/KlondikeFlipStack.o: KlondikeFlipStack.cpp KlondikeFlipStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeFlipStack.o KlondikeFlipStack.cpp
temp/obj/KlondikeHomeStack.o: KlondikeHomeStack.cpp KlondikeHomeStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeHomeStack.o KlondikeHomeStack.cpp
temp/obj/KlondikeBoard.o: KlondikeBoard.cpp KlondikeBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
KlondikeStack.h \
VCardStack.h \
KlondikeHomeStack.h \
KlondikeFlipStack.h \
StackToStackFlipAni.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeBoard.o KlondikeBoard.cpp
temp/obj/FreeCellBoard.o: FreeCellBoard.cpp FreeCellBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellDeck.h \
FreeCellFree.h \
FreeCellStack.h \
VCardStack.h \
FreeCellHome.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellBoard.o FreeCellBoard.cpp
temp/obj/FreeCellDeck.o: FreeCellDeck.cpp FreeCellDeck.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellDeck.o FreeCellDeck.cpp
temp/obj/FreeCellStack.o: FreeCellStack.cpp FreeCellStack.h \
VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellStack.o FreeCellStack.cpp
temp/obj/FreeCellHome.o: FreeCellHome.cpp FreeCellHome.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellHome.o FreeCellHome.cpp
temp/obj/FreeCellFree.o: FreeCellFree.cpp FreeCellFree.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellFree.o FreeCellFree.cpp
temp/obj/Spider3DeckBoard.o: Spider3DeckBoard.cpp Spider3DeckBoard.h \
SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\Spider3DeckBoard.o Spider3DeckBoard.cpp
temp/obj/SpideretteBoard.o: SpideretteBoard.cpp SpideretteBoard.h \
SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpideretteBoard.o SpideretteBoard.cpp
temp/obj/YukonBoard.o: YukonBoard.cpp YukonBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellHome.h \
FreeCellDeck.h \
KlondikeStack.h \
VCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\YukonBoard.o YukonBoard.cpp
temp/obj/moc_QSoloCardsPlugin.o: temp/moc/moc_QSoloCardsPlugin.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_QSoloCardsPlugin.o temp\moc\moc_QSoloCardsPlugin.cpp
temp/obj/moc_mainwindow.o: temp/moc/moc_mainwindow.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_mainwindow.o temp\moc\moc_mainwindow.cpp
temp/obj/moc_CardStack.o: temp/moc/moc_CardStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_CardStack.o temp\moc\moc_CardStack.cpp
temp/obj/moc_DragCardStack.o: temp/moc/moc_DragCardStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_DragCardStack.o temp\moc\moc_DragCardStack.cpp
temp/obj/moc_VCardStack.o: temp/moc/moc_VCardStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_VCardStack.o temp\moc\moc_VCardStack.cpp
temp/obj/moc_CardAnimationLock.o: temp/moc/moc_CardAnimationLock.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_CardAnimationLock.o temp\moc\moc_CardAnimationLock.cpp
temp/obj/moc_StackToStackAniMove.o: temp/moc/moc_StackToStackAniMove.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_StackToStackAniMove.o temp\moc\moc_StackToStackAniMove.cpp
temp/obj/moc_DealAnimation.o: temp/moc/moc_DealAnimation.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_DealAnimation.o temp\moc\moc_DealAnimation.cpp
temp/obj/moc_FlipAnimation.o: temp/moc/moc_FlipAnimation.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FlipAnimation.o temp\moc\moc_FlipAnimation.cpp
temp/obj/moc_StackToStackFlipAni.o: temp/moc/moc_StackToStackFlipAni.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_StackToStackFlipAni.o temp\moc\moc_StackToStackFlipAni.cpp
temp/obj/moc_GameBoard.o: temp/moc/moc_GameBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_GameBoard.o temp\moc\moc_GameBoard.cpp
temp/obj/moc_About.o: temp/moc/moc_About.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_About.o temp\moc\moc_About.cpp
temp/obj/moc_Help.o: temp/moc/moc_Help.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_Help.o temp\moc\moc_Help.cpp
temp/obj/moc_SpiderBoard.o: temp/moc/moc_SpiderBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_SpiderBoard.o temp\moc\moc_SpiderBoard.cpp
temp/obj/moc_SpiderStack.o: temp/moc/moc_SpiderStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_SpiderStack.o temp\moc\moc_SpiderStack.cpp
temp/obj/moc_KlondikeStack.o: temp/moc/moc_KlondikeStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeStack.o temp\moc\moc_KlondikeStack.cpp
temp/obj/moc_KlondikeFlipStack.o: temp/moc/moc_KlondikeFlipStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeFlipStack.o temp\moc\moc_KlondikeFlipStack.cpp
temp/obj/moc_KlondikeHomeStack.o: temp/moc/moc_KlondikeHomeStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeHomeStack.o temp\moc\moc_KlondikeHomeStack.cpp
temp/obj/moc_KlondikeBoard.o: temp/moc/moc_KlondikeBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeBoard.o temp\moc\moc_KlondikeBoard.cpp
temp/obj/moc_FreeCellBoard.o: temp/moc/moc_FreeCellBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellBoard.o temp\moc\moc_FreeCellBoard.cpp
temp/obj/moc_FreeCellDeck.o: temp/moc/moc_FreeCellDeck.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellDeck.o temp\moc\moc_FreeCellDeck.cpp
temp/obj/moc_FreeCellStack.o: temp/moc/moc_FreeCellStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellStack.o temp\moc\moc_FreeCellStack.cpp
temp/obj/moc_FreeCellHome.o: temp/moc/moc_FreeCellHome.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellHome.o temp\moc\moc_FreeCellHome.cpp
temp/obj/moc_FreeCellFree.o: temp/moc/moc_FreeCellFree.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellFree.o temp\moc\moc_FreeCellFree.cpp
temp/obj/moc_Spider3DeckBoard.o: temp/moc/moc_Spider3DeckBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_Spider3DeckBoard.o temp\moc\moc_Spider3DeckBoard.cpp
temp/obj/moc_SpideretteBoard.o: temp/moc/moc_SpideretteBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_SpideretteBoard.o temp\moc\moc_SpideretteBoard.cpp
temp/obj/moc_YukonBoard.o: temp/moc/moc_YukonBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_YukonBoard.o temp\moc\moc_YukonBoard.cpp
temp/obj/qrc_QSoloCards.o: temp/qrc/qrc_QSoloCards.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\qrc_QSoloCards.o temp\qrc\qrc_QSoloCards.cpp
####### Install
install: FORCE
uninstall: FORCE
FORCE:

View File

@ -0,0 +1,991 @@
#############################################################################
# Makefile for building: qsolocards_plugin
# Generated by qmake (2.01a) (Qt 4.6.1) on: Mo 15. Feb 12:18:26 2010
# Project: qsolocards_plugin.pro
# Template: lib
#############################################################################
####### Compiler, tools and options
CC = gcc
CXX = g++
DEFINES = -DUNICODE -DQT_LARGEFILE_SUPPORT -DQT_DLL -DQT_NO_DEBUG -DQT_PLUGIN -DQT_SVG_LIB -DQT_GUI_LIB -DQT_CORE_LIB -DQT_THREAD_SUPPORT
CFLAGS = -O2 -Wall $(DEFINES)
CXXFLAGS = -DVER_MAJ=0 -DVER_MIN=99 -DVER_PAT=1 -frtti -fexceptions -mthreads -Wall $(DEFINES)
INCPATH = -I"d:\Qt\2010.01\qt\include\QtCore" -I"d:\Qt\2010.01\qt\include\QtGui" -I"d:\Qt\2010.01\qt\include\QtSvg" -I"d:\Qt\2010.01\qt\include" -I".." -I"d:\Qt\2010.01\qt\include\ActiveQt" -I"temp\moc" -I"d:\Qt\2010.01\qt\mkspecs\default"
LINK = g++
LFLAGS = -enable-stdcall-fixup -Wl,-enable-auto-import -Wl,-enable-runtime-pseudo-reloc -Wl,-s -mthreads -Wl -shared -Wl,--out-implib,..\..\bin\libqsolocards_plugin0.a
LIBS = -L"d:\Qt\2010.01\qt\lib" -lQtSvg4 -lQtGui4 -lQtCore4
QMAKE = d:\qt\2010.01\qt\bin\qmake.exe
IDC = d:\Qt\2010.01\qt\bin\idc.exe
IDL = midl
ZIP = zip -r -9
DEF_FILE =
RES_FILE =
COPY = copy /y
COPY_FILE = $(COPY)
COPY_DIR = xcopy /s /q /y /i
DEL_FILE = del
DEL_DIR = rmdir
MOVE = move
CHK_DIR_EXISTS= if not exist
MKDIR = mkdir
INSTALL_FILE = $(COPY_FILE)
INSTALL_PROGRAM = $(COPY_FILE)
INSTALL_DIR = $(COPY_DIR)
####### Output directory
OBJECTS_DIR = temp\obj
####### Files
SOURCES = QSoloCardsPlugin.cpp \
main.cpp \
mainwindow.cpp \
PlayingCard.cpp \
CardDeck.cpp \
CardPixmaps.cpp \
CardStack.cpp \
DragCardStack.cpp \
VCardStack.cpp \
CardAnimationLock.cpp \
StackToStackAniMove.cpp \
DealAnimation.cpp \
FlipAnimation.cpp \
StackToStackFlipAni.cpp \
GameBoard.cpp \
CardMoveRecord.cpp \
About.cpp \
Help.cpp \
GameMgr.cpp \
SpiderBoard.cpp \
SpiderHomeStack.cpp \
SpiderStack.cpp \
KlondikeStack.cpp \
KlondikeFlipStack.cpp \
KlondikeHomeStack.cpp \
KlondikeBoard.cpp \
FreeCellBoard.cpp \
FreeCellDeck.cpp \
FreeCellStack.cpp \
FreeCellHome.cpp \
FreeCellFree.cpp \
Spider3DeckBoard.cpp \
SpideretteBoard.cpp \
YukonBoard.cpp temp\moc\moc_QSoloCardsPlugin.cpp \
temp\moc\moc_mainwindow.cpp \
temp\moc\moc_CardStack.cpp \
temp\moc\moc_DragCardStack.cpp \
temp\moc\moc_VCardStack.cpp \
temp\moc\moc_CardAnimationLock.cpp \
temp\moc\moc_StackToStackAniMove.cpp \
temp\moc\moc_DealAnimation.cpp \
temp\moc\moc_FlipAnimation.cpp \
temp\moc\moc_StackToStackFlipAni.cpp \
temp\moc\moc_GameBoard.cpp \
temp\moc\moc_About.cpp \
temp\moc\moc_Help.cpp \
temp\moc\moc_SpiderBoard.cpp \
temp\moc\moc_SpiderStack.cpp \
temp\moc\moc_KlondikeStack.cpp \
temp\moc\moc_KlondikeFlipStack.cpp \
temp\moc\moc_KlondikeHomeStack.cpp \
temp\moc\moc_KlondikeBoard.cpp \
temp\moc\moc_FreeCellBoard.cpp \
temp\moc\moc_FreeCellDeck.cpp \
temp\moc\moc_FreeCellStack.cpp \
temp\moc\moc_FreeCellHome.cpp \
temp\moc\moc_FreeCellFree.cpp \
temp\moc\moc_Spider3DeckBoard.cpp \
temp\moc\moc_SpideretteBoard.cpp \
temp\moc\moc_YukonBoard.cpp \
temp\qrc\qrc_QSoloCards.cpp
OBJECTS = temp/obj/QSoloCardsPlugin.o \
temp/obj/main.o \
temp/obj/mainwindow.o \
temp/obj/PlayingCard.o \
temp/obj/CardDeck.o \
temp/obj/CardPixmaps.o \
temp/obj/CardStack.o \
temp/obj/DragCardStack.o \
temp/obj/VCardStack.o \
temp/obj/CardAnimationLock.o \
temp/obj/StackToStackAniMove.o \
temp/obj/DealAnimation.o \
temp/obj/FlipAnimation.o \
temp/obj/StackToStackFlipAni.o \
temp/obj/GameBoard.o \
temp/obj/CardMoveRecord.o \
temp/obj/About.o \
temp/obj/Help.o \
temp/obj/GameMgr.o \
temp/obj/SpiderBoard.o \
temp/obj/SpiderHomeStack.o \
temp/obj/SpiderStack.o \
temp/obj/KlondikeStack.o \
temp/obj/KlondikeFlipStack.o \
temp/obj/KlondikeHomeStack.o \
temp/obj/KlondikeBoard.o \
temp/obj/FreeCellBoard.o \
temp/obj/FreeCellDeck.o \
temp/obj/FreeCellStack.o \
temp/obj/FreeCellHome.o \
temp/obj/FreeCellFree.o \
temp/obj/Spider3DeckBoard.o \
temp/obj/SpideretteBoard.o \
temp/obj/YukonBoard.o \
temp/obj/moc_QSoloCardsPlugin.o \
temp/obj/moc_mainwindow.o \
temp/obj/moc_CardStack.o \
temp/obj/moc_DragCardStack.o \
temp/obj/moc_VCardStack.o \
temp/obj/moc_CardAnimationLock.o \
temp/obj/moc_StackToStackAniMove.o \
temp/obj/moc_DealAnimation.o \
temp/obj/moc_FlipAnimation.o \
temp/obj/moc_StackToStackFlipAni.o \
temp/obj/moc_GameBoard.o \
temp/obj/moc_About.o \
temp/obj/moc_Help.o \
temp/obj/moc_SpiderBoard.o \
temp/obj/moc_SpiderStack.o \
temp/obj/moc_KlondikeStack.o \
temp/obj/moc_KlondikeFlipStack.o \
temp/obj/moc_KlondikeHomeStack.o \
temp/obj/moc_KlondikeBoard.o \
temp/obj/moc_FreeCellBoard.o \
temp/obj/moc_FreeCellDeck.o \
temp/obj/moc_FreeCellStack.o \
temp/obj/moc_FreeCellHome.o \
temp/obj/moc_FreeCellFree.o \
temp/obj/moc_Spider3DeckBoard.o \
temp/obj/moc_SpideretteBoard.o \
temp/obj/moc_YukonBoard.o \
temp/obj/qrc_QSoloCards.o
DIST =
QMAKE_TARGET = qsolocards_plugin
DESTDIR = ..\..\bin\ #avoid trailing-slash linebreak
TARGET = qsolocards_plugin0.dll
DESTDIR_TARGET = ..\..\bin\qsolocards_plugin0.dll
####### Implicit rules
.SUFFIXES: .cpp .cc .cxx .c
.cpp.o:
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o $@ $<
.cc.o:
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o $@ $<
.cxx.o:
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o $@ $<
.c.o:
$(CC) -c $(CFLAGS) $(INCPATH) -o $@ $<
####### Build rules
first: all
all: Makefile.Release $(DESTDIR_TARGET)
$(DESTDIR_TARGET): $(OBJECTS)
$(LINK) $(LFLAGS) -o $(DESTDIR_TARGET) object_script.qsolocards_plugin.Release $(LIBS)
qmake: FORCE
@$(QMAKE) -win32 -o Makefile.Release qsolocards_plugin.pro
dist:
$(ZIP) qsolocards_plugin.zip $(SOURCES) $(DIST) qsolocards_plugin.pro d:\Qt\2010.01\qt\mkspecs\qconfig.pri d:\Qt\2010.01\qt\mkspecs\features\qt_functions.prf d:\Qt\2010.01\qt\mkspecs\features\qt_config.prf d:\Qt\2010.01\qt\mkspecs\features\exclusive_builds.prf d:\Qt\2010.01\qt\mkspecs\features\default_pre.prf d:\Qt\2010.01\qt\mkspecs\features\win32\default_pre.prf d:\Qt\2010.01\qt\mkspecs\features\release.prf d:\Qt\2010.01\qt\mkspecs\features\debug_and_release.prf d:\Qt\2010.01\qt\mkspecs\features\default_post.prf d:\Qt\2010.01\qt\mkspecs\features\win32\default_post.prf d:\Qt\2010.01\qt\mkspecs\features\build_pass.prf d:\Qt\2010.01\qt\mkspecs\features\win32\rtti.prf d:\Qt\2010.01\qt\mkspecs\features\win32\exceptions.prf d:\Qt\2010.01\qt\mkspecs\features\win32\stl.prf d:\Qt\2010.01\qt\mkspecs\features\shared.prf d:\Qt\2010.01\qt\mkspecs\features\dll.prf d:\Qt\2010.01\qt\mkspecs\features\warn_on.prf d:\Qt\2010.01\qt\mkspecs\features\qt.prf d:\Qt\2010.01\qt\mkspecs\features\win32\thread.prf d:\Qt\2010.01\qt\mkspecs\features\moc.prf d:\Qt\2010.01\qt\mkspecs\features\win32\windows.prf d:\Qt\2010.01\qt\mkspecs\features\resources.prf d:\Qt\2010.01\qt\mkspecs\features\uic.prf d:\Qt\2010.01\qt\mkspecs\features\yacc.prf d:\Qt\2010.01\qt\mkspecs\features\lex.prf HEADERS RESOURCES IMAGES SOURCES OBJECTIVE_SOURCES FORMS YACCSOURCES YACCSOURCES LEXSOURCES
clean: compiler_clean
-$(DEL_FILE) temp\obj\QSoloCardsPlugin.o temp\obj\main.o temp\obj\mainwindow.o temp\obj\PlayingCard.o temp\obj\CardDeck.o temp\obj\CardPixmaps.o temp\obj\CardStack.o temp\obj\DragCardStack.o temp\obj\VCardStack.o temp\obj\CardAnimationLock.o temp\obj\StackToStackAniMove.o temp\obj\DealAnimation.o temp\obj\FlipAnimation.o temp\obj\StackToStackFlipAni.o temp\obj\GameBoard.o temp\obj\CardMoveRecord.o temp\obj\About.o temp\obj\Help.o temp\obj\GameMgr.o temp\obj\SpiderBoard.o temp\obj\SpiderHomeStack.o temp\obj\SpiderStack.o temp\obj\KlondikeStack.o temp\obj\KlondikeFlipStack.o temp\obj\KlondikeHomeStack.o temp\obj\KlondikeBoard.o temp\obj\FreeCellBoard.o temp\obj\FreeCellDeck.o temp\obj\FreeCellStack.o temp\obj\FreeCellHome.o temp\obj\FreeCellFree.o temp\obj\Spider3DeckBoard.o temp\obj\SpideretteBoard.o temp\obj\YukonBoard.o temp\obj\moc_QSoloCardsPlugin.o temp\obj\moc_mainwindow.o temp\obj\moc_CardStack.o temp\obj\moc_DragCardStack.o temp\obj\moc_VCardStack.o temp\obj\moc_CardAnimationLock.o temp\obj\moc_StackToStackAniMove.o temp\obj\moc_DealAnimation.o temp\obj\moc_FlipAnimation.o temp\obj\moc_StackToStackFlipAni.o temp\obj\moc_GameBoard.o temp\obj\moc_About.o temp\obj\moc_Help.o temp\obj\moc_SpiderBoard.o temp\obj\moc_SpiderStack.o temp\obj\moc_KlondikeStack.o temp\obj\moc_KlondikeFlipStack.o temp\obj\moc_KlondikeHomeStack.o temp\obj\moc_KlondikeBoard.o temp\obj\moc_FreeCellBoard.o temp\obj\moc_FreeCellDeck.o temp\obj\moc_FreeCellStack.o temp\obj\moc_FreeCellHome.o temp\obj\moc_FreeCellFree.o temp\obj\moc_Spider3DeckBoard.o temp\obj\moc_SpideretteBoard.o temp\obj\moc_YukonBoard.o temp\obj\qrc_QSoloCards.o
-$(DEL_FILE) ..\..\bin\libqsolocards_plugin0.a
distclean: clean
-$(DEL_FILE) $(DESTDIR_TARGET)
-$(DEL_FILE) Makefile.Release
mocclean: compiler_moc_header_clean compiler_moc_source_clean
mocables: compiler_moc_header_make_all compiler_moc_source_make_all
compiler_moc_header_make_all: temp/moc/moc_QSoloCardsPlugin.cpp temp/moc/moc_mainwindow.cpp temp/moc/moc_CardStack.cpp temp/moc/moc_DragCardStack.cpp temp/moc/moc_VCardStack.cpp temp/moc/moc_CardAnimationLock.cpp temp/moc/moc_StackToStackAniMove.cpp temp/moc/moc_DealAnimation.cpp temp/moc/moc_FlipAnimation.cpp temp/moc/moc_StackToStackFlipAni.cpp temp/moc/moc_GameBoard.cpp temp/moc/moc_About.cpp temp/moc/moc_Help.cpp temp/moc/moc_SpiderBoard.cpp temp/moc/moc_SpiderStack.cpp temp/moc/moc_KlondikeStack.cpp temp/moc/moc_KlondikeFlipStack.cpp temp/moc/moc_KlondikeHomeStack.cpp temp/moc/moc_KlondikeBoard.cpp temp/moc/moc_FreeCellBoard.cpp temp/moc/moc_FreeCellDeck.cpp temp/moc/moc_FreeCellStack.cpp temp/moc/moc_FreeCellHome.cpp temp/moc/moc_FreeCellFree.cpp temp/moc/moc_Spider3DeckBoard.cpp temp/moc/moc_SpideretteBoard.cpp temp/moc/moc_YukonBoard.cpp
compiler_moc_header_clean:
-$(DEL_FILE) temp\moc\moc_QSoloCardsPlugin.cpp temp\moc\moc_mainwindow.cpp temp\moc\moc_CardStack.cpp temp\moc\moc_DragCardStack.cpp temp\moc\moc_VCardStack.cpp temp\moc\moc_CardAnimationLock.cpp temp\moc\moc_StackToStackAniMove.cpp temp\moc\moc_DealAnimation.cpp temp\moc\moc_FlipAnimation.cpp temp\moc\moc_StackToStackFlipAni.cpp temp\moc\moc_GameBoard.cpp temp\moc\moc_About.cpp temp\moc\moc_Help.cpp temp\moc\moc_SpiderBoard.cpp temp\moc\moc_SpiderStack.cpp temp\moc\moc_KlondikeStack.cpp temp\moc\moc_KlondikeFlipStack.cpp temp\moc\moc_KlondikeHomeStack.cpp temp\moc\moc_KlondikeBoard.cpp temp\moc\moc_FreeCellBoard.cpp temp\moc\moc_FreeCellDeck.cpp temp\moc\moc_FreeCellStack.cpp temp\moc\moc_FreeCellHome.cpp temp\moc\moc_FreeCellFree.cpp temp\moc\moc_Spider3DeckBoard.cpp temp\moc\moc_SpideretteBoard.cpp temp\moc\moc_YukonBoard.cpp
temp/moc/moc_QSoloCardsPlugin.cpp: QSoloCardsPlugin.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 QSoloCardsPlugin.h -o temp\moc\moc_QSoloCardsPlugin.cpp
temp/moc/moc_mainwindow.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h \
mainwindow.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 mainwindow.h -o temp\moc\moc_mainwindow.cpp
temp/moc/moc_CardStack.cpp: CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 CardStack.h -o temp\moc\moc_CardStack.cpp
temp/moc/moc_DragCardStack.cpp: CardDeck.h \
PlayingCard.h \
CardMoveRecord.h \
DragCardStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 DragCardStack.h -o temp\moc\moc_DragCardStack.cpp
temp/moc/moc_VCardStack.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
VCardStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 VCardStack.h -o temp\moc\moc_VCardStack.cpp
temp/moc/moc_CardAnimationLock.cpp: CardAnimationLock.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 CardAnimationLock.h -o temp\moc\moc_CardAnimationLock.cpp
temp/moc/moc_StackToStackAniMove.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 StackToStackAniMove.h -o temp\moc\moc_StackToStackAniMove.cpp
temp/moc/moc_DealAnimation.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
DealAnimation.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 DealAnimation.h -o temp\moc\moc_DealAnimation.cpp
temp/moc/moc_FlipAnimation.cpp: CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FlipAnimation.h -o temp\moc\moc_FlipAnimation.cpp
temp/moc/moc_StackToStackFlipAni.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackFlipAni.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 StackToStackFlipAni.h -o temp\moc\moc_StackToStackFlipAni.cpp
temp/moc/moc_GameBoard.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
GameBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 GameBoard.h -o temp\moc\moc_GameBoard.cpp
temp/moc/moc_About.cpp: About.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 About.h -o temp\moc\moc_About.cpp
temp/moc/moc_Help.cpp: Help.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 Help.h -o temp\moc\moc_Help.cpp
temp/moc/moc_SpiderBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
SpiderBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 SpiderBoard.h -o temp\moc\moc_SpiderBoard.cpp
temp/moc/moc_SpiderStack.cpp: VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
SpiderStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 SpiderStack.h -o temp\moc\moc_SpiderStack.cpp
temp/moc/moc_KlondikeStack.cpp: VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
KlondikeStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeStack.h -o temp\moc\moc_KlondikeStack.cpp
temp/moc/moc_KlondikeFlipStack.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
KlondikeFlipStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeFlipStack.h -o temp\moc\moc_KlondikeFlipStack.cpp
temp/moc/moc_KlondikeHomeStack.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
KlondikeHomeStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeHomeStack.h -o temp\moc\moc_KlondikeHomeStack.cpp
temp/moc/moc_KlondikeBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
KlondikeStack.h \
VCardStack.h \
KlondikeHomeStack.h \
KlondikeFlipStack.h \
StackToStackFlipAni.h \
KlondikeBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 KlondikeBoard.h -o temp\moc\moc_KlondikeBoard.cpp
temp/moc/moc_FreeCellBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellDeck.h \
FreeCellFree.h \
FreeCellStack.h \
VCardStack.h \
FreeCellHome.h \
FreeCellBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellBoard.h -o temp\moc\moc_FreeCellBoard.cpp
temp/moc/moc_FreeCellDeck.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellDeck.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellDeck.h -o temp\moc\moc_FreeCellDeck.cpp
temp/moc/moc_FreeCellStack.cpp: VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellStack.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellStack.h -o temp\moc\moc_FreeCellStack.cpp
temp/moc/moc_FreeCellHome.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellHome.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellHome.h -o temp\moc\moc_FreeCellHome.cpp
temp/moc/moc_FreeCellFree.cpp: CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
FreeCellFree.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 FreeCellFree.h -o temp\moc\moc_FreeCellFree.cpp
temp/moc/moc_Spider3DeckBoard.cpp: SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
Spider3DeckBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 Spider3DeckBoard.h -o temp\moc\moc_Spider3DeckBoard.cpp
temp/moc/moc_SpideretteBoard.cpp: SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
SpideretteBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 SpideretteBoard.h -o temp\moc\moc_SpideretteBoard.cpp
temp/moc/moc_YukonBoard.cpp: GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellHome.h \
FreeCellDeck.h \
KlondikeStack.h \
VCardStack.h \
YukonBoard.h
d:/Qt/2010.01/qt/bin\moc.exe $(DEFINES) $(INCPATH) -D__GNUC__ -DWIN32 YukonBoard.h -o temp\moc\moc_YukonBoard.cpp
compiler_rcc_make_all: temp/qrc/qrc_QSoloCards.cpp
compiler_rcc_clean:
-$(DEL_FILE) temp\qrc\qrc_QSoloCards.cpp
temp/qrc/qrc_QSoloCards.cpp: QSoloCards.qrc \
images/greenfelt.png \
images/anglo_bitmap.svg \
images/sol128x128.png \
images/sol32x32.png \
help/FreeCellHelp.html \
help/SpideretteHelp.html \
help/YukonHelp.html \
help/SpiderHelp.html \
help/Spider3DeckHelp.html \
help/KlondikeHelp.html \
help/gpl3.html
d:\Qt\2010.01\qt\bin\rcc.exe -name QSoloCards QSoloCards.qrc -o temp\qrc\qrc_QSoloCards.cpp
compiler_image_collection_make_all: qmake_image_collection.cpp
compiler_image_collection_clean:
-$(DEL_FILE) qmake_image_collection.cpp
compiler_moc_source_make_all:
compiler_moc_source_clean:
compiler_uic_make_all:
compiler_uic_clean:
compiler_yacc_decl_make_all:
compiler_yacc_decl_clean:
compiler_yacc_impl_make_all:
compiler_yacc_impl_clean:
compiler_lex_make_all:
compiler_lex_clean:
compiler_clean: compiler_moc_header_clean compiler_rcc_clean
####### Compile
temp/obj/QSoloCardsPlugin.o: QSoloCardsPlugin.cpp QSoloCardsPlugin.h \
mainwindow.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\QSoloCardsPlugin.o QSoloCardsPlugin.cpp
temp/obj/main.o: main.cpp mainwindow.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\main.o main.cpp
temp/obj/mainwindow.o: mainwindow.cpp mainwindow.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
Help.h \
About.h \
GameMgr.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\mainwindow.o mainwindow.cpp
temp/obj/PlayingCard.o: PlayingCard.cpp PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\PlayingCard.o PlayingCard.cpp
temp/obj/CardDeck.o: CardDeck.cpp CardDeck.h \
PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardDeck.o CardDeck.cpp
temp/obj/CardPixmaps.o: CardPixmaps.cpp CardPixmaps.h \
PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardPixmaps.o CardPixmaps.cpp
temp/obj/CardStack.o: CardStack.cpp CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardStack.o CardStack.cpp
temp/obj/DragCardStack.o: DragCardStack.cpp DragCardStack.h \
CardDeck.h \
PlayingCard.h \
CardMoveRecord.h \
CardStack.h \
FlipAnimation.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\DragCardStack.o DragCardStack.cpp
temp/obj/VCardStack.o: VCardStack.cpp VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\VCardStack.o VCardStack.cpp
temp/obj/CardAnimationLock.o: CardAnimationLock.cpp CardAnimationLock.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardAnimationLock.o CardAnimationLock.cpp
temp/obj/StackToStackAniMove.o: StackToStackAniMove.cpp StackToStackAniMove.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\StackToStackAniMove.o StackToStackAniMove.cpp
temp/obj/DealAnimation.o: DealAnimation.cpp DealAnimation.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\DealAnimation.o DealAnimation.cpp
temp/obj/FlipAnimation.o: FlipAnimation.cpp FlipAnimation.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
CardStack.h \
DragCardStack.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FlipAnimation.o FlipAnimation.cpp
temp/obj/StackToStackFlipAni.o: StackToStackFlipAni.cpp StackToStackFlipAni.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardAnimationLock.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\StackToStackFlipAni.o StackToStackFlipAni.cpp
temp/obj/GameBoard.o: GameBoard.cpp GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\GameBoard.o GameBoard.cpp
temp/obj/CardMoveRecord.o: CardMoveRecord.cpp CardMoveRecord.h \
CardDeck.h \
PlayingCard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\CardMoveRecord.o CardMoveRecord.cpp
temp/obj/About.o: About.cpp About.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\About.o About.cpp
temp/obj/Help.o: Help.cpp Help.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\Help.o Help.cpp
temp/obj/GameMgr.o: GameMgr.cpp GameMgr.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderBoard.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
Spider3DeckBoard.h \
SpideretteBoard.h \
KlondikeBoard.h \
KlondikeStack.h \
KlondikeHomeStack.h \
KlondikeFlipStack.h \
StackToStackFlipAni.h \
FreeCellBoard.h \
FreeCellDeck.h \
FreeCellFree.h \
FreeCellStack.h \
FreeCellHome.h \
YukonBoard.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\GameMgr.o GameMgr.cpp
temp/obj/SpiderBoard.o: SpiderBoard.cpp SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpiderBoard.o SpiderBoard.cpp
temp/obj/SpiderHomeStack.o: SpiderHomeStack.cpp SpiderHomeStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpiderHomeStack.o SpiderHomeStack.cpp
temp/obj/SpiderStack.o: SpiderStack.cpp SpiderStack.h \
VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
SpiderHomeStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpiderStack.o SpiderStack.cpp
temp/obj/KlondikeStack.o: KlondikeStack.cpp KlondikeStack.h \
VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeStack.o KlondikeStack.cpp
temp/obj/KlondikeFlipStack.o: KlondikeFlipStack.cpp KlondikeFlipStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeFlipStack.o KlondikeFlipStack.cpp
temp/obj/KlondikeHomeStack.o: KlondikeHomeStack.cpp KlondikeHomeStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeHomeStack.o KlondikeHomeStack.cpp
temp/obj/KlondikeBoard.o: KlondikeBoard.cpp KlondikeBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
KlondikeStack.h \
VCardStack.h \
KlondikeHomeStack.h \
KlondikeFlipStack.h \
StackToStackFlipAni.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\KlondikeBoard.o KlondikeBoard.cpp
temp/obj/FreeCellBoard.o: FreeCellBoard.cpp FreeCellBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellDeck.h \
FreeCellFree.h \
FreeCellStack.h \
VCardStack.h \
FreeCellHome.h \
CardPixmaps.h \
CardAnimationLock.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellBoard.o FreeCellBoard.cpp
temp/obj/FreeCellDeck.o: FreeCellDeck.cpp FreeCellDeck.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellDeck.o FreeCellDeck.cpp
temp/obj/FreeCellStack.o: FreeCellStack.cpp FreeCellStack.h \
VCardStack.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellStack.o FreeCellStack.cpp
temp/obj/FreeCellHome.o: FreeCellHome.cpp FreeCellHome.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellHome.o FreeCellHome.cpp
temp/obj/FreeCellFree.o: FreeCellFree.cpp FreeCellFree.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\FreeCellFree.o FreeCellFree.cpp
temp/obj/Spider3DeckBoard.o: Spider3DeckBoard.cpp Spider3DeckBoard.h \
SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\Spider3DeckBoard.o Spider3DeckBoard.cpp
temp/obj/SpideretteBoard.o: SpideretteBoard.cpp SpideretteBoard.h \
SpiderBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
SpiderStack.h \
VCardStack.h \
SpiderHomeStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\SpideretteBoard.o SpideretteBoard.cpp
temp/obj/YukonBoard.o: YukonBoard.cpp YukonBoard.h \
GameBoard.h \
CardStack.h \
CardMoveRecord.h \
CardDeck.h \
PlayingCard.h \
FlipAnimation.h \
DragCardStack.h \
StackToStackAniMove.h \
DealAnimation.h \
FreeCellHome.h \
FreeCellDeck.h \
KlondikeStack.h \
VCardStack.h \
CardPixmaps.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\YukonBoard.o YukonBoard.cpp
temp/obj/moc_QSoloCardsPlugin.o: temp/moc/moc_QSoloCardsPlugin.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_QSoloCardsPlugin.o temp\moc\moc_QSoloCardsPlugin.cpp
temp/obj/moc_mainwindow.o: temp/moc/moc_mainwindow.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_mainwindow.o temp\moc\moc_mainwindow.cpp
temp/obj/moc_CardStack.o: temp/moc/moc_CardStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_CardStack.o temp\moc\moc_CardStack.cpp
temp/obj/moc_DragCardStack.o: temp/moc/moc_DragCardStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_DragCardStack.o temp\moc\moc_DragCardStack.cpp
temp/obj/moc_VCardStack.o: temp/moc/moc_VCardStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_VCardStack.o temp\moc\moc_VCardStack.cpp
temp/obj/moc_CardAnimationLock.o: temp/moc/moc_CardAnimationLock.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_CardAnimationLock.o temp\moc\moc_CardAnimationLock.cpp
temp/obj/moc_StackToStackAniMove.o: temp/moc/moc_StackToStackAniMove.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_StackToStackAniMove.o temp\moc\moc_StackToStackAniMove.cpp
temp/obj/moc_DealAnimation.o: temp/moc/moc_DealAnimation.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_DealAnimation.o temp\moc\moc_DealAnimation.cpp
temp/obj/moc_FlipAnimation.o: temp/moc/moc_FlipAnimation.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FlipAnimation.o temp\moc\moc_FlipAnimation.cpp
temp/obj/moc_StackToStackFlipAni.o: temp/moc/moc_StackToStackFlipAni.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_StackToStackFlipAni.o temp\moc\moc_StackToStackFlipAni.cpp
temp/obj/moc_GameBoard.o: temp/moc/moc_GameBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_GameBoard.o temp\moc\moc_GameBoard.cpp
temp/obj/moc_About.o: temp/moc/moc_About.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_About.o temp\moc\moc_About.cpp
temp/obj/moc_Help.o: temp/moc/moc_Help.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_Help.o temp\moc\moc_Help.cpp
temp/obj/moc_SpiderBoard.o: temp/moc/moc_SpiderBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_SpiderBoard.o temp\moc\moc_SpiderBoard.cpp
temp/obj/moc_SpiderStack.o: temp/moc/moc_SpiderStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_SpiderStack.o temp\moc\moc_SpiderStack.cpp
temp/obj/moc_KlondikeStack.o: temp/moc/moc_KlondikeStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeStack.o temp\moc\moc_KlondikeStack.cpp
temp/obj/moc_KlondikeFlipStack.o: temp/moc/moc_KlondikeFlipStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeFlipStack.o temp\moc\moc_KlondikeFlipStack.cpp
temp/obj/moc_KlondikeHomeStack.o: temp/moc/moc_KlondikeHomeStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeHomeStack.o temp\moc\moc_KlondikeHomeStack.cpp
temp/obj/moc_KlondikeBoard.o: temp/moc/moc_KlondikeBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_KlondikeBoard.o temp\moc\moc_KlondikeBoard.cpp
temp/obj/moc_FreeCellBoard.o: temp/moc/moc_FreeCellBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellBoard.o temp\moc\moc_FreeCellBoard.cpp
temp/obj/moc_FreeCellDeck.o: temp/moc/moc_FreeCellDeck.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellDeck.o temp\moc\moc_FreeCellDeck.cpp
temp/obj/moc_FreeCellStack.o: temp/moc/moc_FreeCellStack.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellStack.o temp\moc\moc_FreeCellStack.cpp
temp/obj/moc_FreeCellHome.o: temp/moc/moc_FreeCellHome.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellHome.o temp\moc\moc_FreeCellHome.cpp
temp/obj/moc_FreeCellFree.o: temp/moc/moc_FreeCellFree.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_FreeCellFree.o temp\moc\moc_FreeCellFree.cpp
temp/obj/moc_Spider3DeckBoard.o: temp/moc/moc_Spider3DeckBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_Spider3DeckBoard.o temp\moc\moc_Spider3DeckBoard.cpp
temp/obj/moc_SpideretteBoard.o: temp/moc/moc_SpideretteBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_SpideretteBoard.o temp\moc\moc_SpideretteBoard.cpp
temp/obj/moc_YukonBoard.o: temp/moc/moc_YukonBoard.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\moc_YukonBoard.o temp\moc\moc_YukonBoard.cpp
temp/obj/qrc_QSoloCards.o: temp/qrc/qrc_QSoloCards.cpp
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o temp\obj\qrc_QSoloCards.o temp\qrc\qrc_QSoloCards.cpp
####### Install
install: FORCE
uninstall: FORCE
FORCE:

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@ -0,0 +1,174 @@
/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "PlayingCard.h"
#include <stdio.h>
#include <string.h>
#include <string>
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
PlayingCard::PlayingCard(PlayingCard::Suit suit,
PlayingCard::CardIndex index,
bool isFaceUp)
:m_suit(suit),
m_index(index),
m_isFaceUp(isFaceUp),
m_textStr(NULL)
{
this->setTextStr();
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
PlayingCard::PlayingCard(const PlayingCard & playingCard)
:m_textStr(NULL)
{
*this=playingCard;
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
PlayingCard::~PlayingCard()
{
delete []m_textStr;
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
unsigned short PlayingCard::hashValue() const
{
return m_suit*MaxCardIndex + m_index;
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
PlayingCard PlayingCard::cardFromHashValue(unsigned short value)
{
PlayingCard card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex);
// if the value is valid set the suit and index
if (value<PlayingCard::MaxSuit*PlayingCard::MaxCardIndex)
{
card=PlayingCard((PlayingCard::Suit)(value/MaxCardIndex),
(PlayingCard::CardIndex)(value%MaxCardIndex));
}
return card;
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
bool PlayingCard::operator<(const PlayingCard & rh) const
{
return m_index<rh.getIndex();
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
bool PlayingCard::operator>(const PlayingCard & rh) const
{
return m_index>rh.getIndex();
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
PlayingCard & PlayingCard::operator=(const PlayingCard & rh)
{
m_suit=rh.getSuit();
m_index=rh.getIndex();
this->setFaceUp(rh.isFaceUp());
setTextStr();
return *this;
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
bool PlayingCard::isNextCardIndex(const PlayingCard & rh) const
{
return m_index+1==rh.getIndex();
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
bool PlayingCard::isPrevCardIndex(const PlayingCard & rh) const
{
return m_index-1==rh.getIndex();
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
void PlayingCard::setTextStr()
{
std::string cardValue;
switch (m_index)
{
case Ace:
cardValue="1";
break;
case Jack:
cardValue="jack";
break;
case Queen:
cardValue="queen";
break;
case King:
cardValue="king";
break;
case MaxCardIndex:
cardValue="invalid";
break;
default:
{
char cardNumStr[20];
sprintf(cardNumStr,"%i",(int)m_index+1);
cardValue=cardNumStr;
};
break;
};
cardValue+="_";
switch (m_suit)
{
case Clubs:
cardValue+="club";
break;
case Spades:
cardValue+="spade";
break;
case Hearts:
cardValue+="heart";
break;
case Diamonds:
cardValue+="diamond";
break;
default:
cardValue+="Invalid Suit";
break;
};
delete []m_textStr;
this->m_textStr=new char[cardValue.size()+1];
strcpy(this->m_textStr,cardValue.c_str());
}

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@ -0,0 +1,100 @@
/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef PLAYINGCARD_H
#define PLAYINGCARD_H
class PlayingCard
{
public:
enum Suit
{
Clubs=0,
Diamonds=1,
Hearts=2,
Spades=3,
MaxSuit=4
};
enum CardIndex
{
Ace=0,
Two=1,
Three=2,
Four=3,
Five=4,
Six=5,
Seven=6,
Eight=7,
Nine=8,
Ten=9,
Jack=10,
Queen=11,
King=12,
MaxCardIndex=13
};
PlayingCard(Suit suit=PlayingCard::MaxSuit,
CardIndex index=PlayingCard::MaxCardIndex,
bool isFaceUp=false);
PlayingCard(const PlayingCard & playingCard);
virtual ~PlayingCard();
// a value to uniquely id the card
unsigned short hashValue() const;
static PlayingCard cardFromHashValue(unsigned short value);
Suit getSuit() const {return m_suit;}
CardIndex getIndex() const {return m_index;}
inline bool isValid() const{return (MaxSuit!=m_suit && MaxCardIndex!=m_index);}
inline bool isSameSuit(const PlayingCard & cmp) const{return cmp.getSuit()==m_suit;}
inline bool isSameIndex(const PlayingCard & cmp) const{return cmp.getIndex()==m_index;}
inline bool isRed() const{return ((PlayingCard::Diamonds==m_suit || PlayingCard::Hearts==m_suit)?true:false);}
inline bool isBlack() const{return ((PlayingCard::Spades==m_suit || PlayingCard::Clubs==m_suit)?true:false);}
inline bool isFaceUp() const {return m_isFaceUp;}
inline void setFaceUp(bool state=true) {m_isFaceUp=state;}
inline bool operator==(const PlayingCard & rh) const {return (isSameSuit(rh) && isSameIndex(rh));}
PlayingCard & operator=(const PlayingCard & rh);
virtual bool operator<(const PlayingCard & rh) const;
virtual bool operator>(const PlayingCard & rh) const;
virtual bool isNextCardIndex(const PlayingCard & rh) const;
virtual bool isPrevCardIndex(const PlayingCard & rh) const;
inline const char * asString() const{return m_textStr;}
private:
void setTextStr();
Suit m_suit;
CardIndex m_index;
bool m_isFaceUp;
char * m_textStr;
};
#endif // PLAYINGCARD_H

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<RCC>
<qresource prefix="/" >
<file>images/greenfelt.png</file>
<file>images/anglo_bitmap.svg</file>
<file>images/sol32x32.png</file>
<file>images/sol128x128.png</file>
<file>help/SpiderHelp.html</file>
<file>help/Spider3DeckHelp.html</file>
<file>help/SpideretteHelp.html</file>
<file>help/KlondikeHelp.html</file>
<file>help/FreeCellHelp.html</file>
<file>help/YukonHelp.html</file>
<file>help/gpl3.html</file>
</qresource>
</RCC>

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/****************************************************************
* RetroShare is distributed under the following license:
*
* Copyright (C) 2010 RetroShare Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
****************************************************************/
//#include <QApplication>
//#include <QString>
//#include <QPushButton>
#include "QSoloCardsPlugin.h"
#include "mainwindow.h"
QString
QSoloCardsPlugin::pluginDescription() const
{
QString res;
res = "a QSoloCards plugin" ;
return res;
}
QString
QSoloCardsPlugin::pluginName() const
{
return "QSoloCards" ;
}
QWidget*
QSoloCardsPlugin::pluginWidget(QWidget * parent )
{
MainWindow* window = new MainWindow();
return window;
}
Q_EXPORT_PLUGIN2(qsolocards_plugin, QSoloCardsPlugin)

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/****************************************************************
* RetroShare is distributed under the following license:
*
* Copyright (C) 2010 RetroShare Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
****************************************************************/
#ifndef _QSOLOCARDS_PLUGIN_H_
#define _QSOLOCARDS_PLUGIN_H_
#include <QObject>
#include <QString>
#include <QWidget>
#include <PluginInterface.h>
#include <QDebug>
class QSoloCardsPlugin: public QObject, public PluginInterface
{
Q_OBJECT
Q_INTERFACES(PluginInterface)
public slots:
virtual QString pluginDescription() const ;
virtual QString pluginName() const ;
virtual QWidget* pluginWidget(QWidget * parent = 0) ;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Spider3DeckBoard.h"
#include "CardPixmaps.h"
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
Spider3DeckBoard::Spider3DeckBoard()
:SpiderBoard()
{
this->setGameName(QString(tr("Three Deck Spider Solitaire")).trimmed());
this->setGameId("ThreeDeckSpider");
this->setHelpFile(":/help/Spider3DeckHelp.html");
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
Spider3DeckBoard::~Spider3DeckBoard()
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::newGame()
{
// call the base class to do cleanup for us.
GameBoard::newGame();
CardDeck deck(3);
// Put all cards in the m_pDeck stack. We will deal
// from this stack.
while(!deck.isEmpty())
{
this->m_pDeck->addCard(deck.next());
}
unsigned int i;
unsigned int j;
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
unsigned int cardsInStack=((i<6)?5:4);
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
for (j=0;j<cardsInStack;j++)
{
// add the items to tell how to deal the cards to the stack
// we want to flip the last card.
if (cardsInStack-1==j)
{
dealItemVector[i].addCard(true);
}
else
{
dealItemVector[i].addCard(false);
}
}
}
// ok now start the deal. We don't need a move record for this item.
m_dealAni.dealCards(dealItemVector,false);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::addGameMenuItems(QMenu & menu)
{
Q_UNUSED(menu);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::loadSettings(const QSettings & settings)
{
Q_UNUSED(settings);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::saveSettings(QSettings & settings)
{
Q_UNUSED(settings);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::resizeEvent (QResizeEvent * event)
{
unsigned int i;
GameBoard::resizeEvent(event);
QSize cardSize(CardPixmaps::getInst().getCardSize());
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
m_pDeck->setPos(currPos);
currPos.rx()+=GameBoard::LayoutSpacing+cardSize.width();
for (i=0;i<m_homeVector.size();i++)
{
m_homeVector[i]->setPos(currPos);
currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
}
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setPos(currPos);
currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
}
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::createStacks()
{
setCardResizeAlg(13,ResizeByWidth);
unsigned int i;
// create all the widgets for the board
for(i=0;i<12;i++)
{
this->m_homeVector.push_back(new SpiderHomeStack);
this->m_scene.addItem(m_homeVector[i]);
// get signals when cards are added to the stack. So, we can add undo info and
// see when the game is over.
this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
}
for(i=0;i<12;i++)
{
this->m_stackVector.push_back(new SpiderStack);
this->m_scene.addItem(m_stackVector[i]);
// get signals when cards are added to the stack. So, we can add undo info and
// see when the game is over.
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(sendSuitHome(SpiderStack *,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotSendSuitHome(SpiderStack*,PlayingCardVector,CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(moveCardsToDiffStack(SpiderStack *,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotMoveCardsToDiffStack(SpiderStack*,PlayingCardVector,CardMoveRecord)));
}
m_pDeck=new CardStack;
this->m_scene.addItem(m_pDeck);
// get signals when the deck is clicked on so we can deal the next set of cards
this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
this,SLOT(slotDealNextCards(CardStack*,uint)));
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __SPIDER3DECKBOARD_H__
#define __SPIDER3DECKBOARD_H__
#include "SpiderBoard.h"
class Spider3DeckBoard:public SpiderBoard
{
Q_OBJECT
public:
Spider3DeckBoard();
virtual ~Spider3DeckBoard();
virtual void newGame();
virtual void addGameMenuItems(QMenu & menu);
virtual void loadSettings(const QSettings & settings);
virtual void saveSettings(QSettings & settings);
protected:
virtual void resizeEvent (QResizeEvent * event);
virtual void createStacks();
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SpiderBoard.h"
#include <QtGui/QMessageBox>
#include <QtGui/QAction>
#include <QtGui/QActionGroup>
#include <QtGui/QResizeEvent>
#include <QtCore/QDateTime>
#include "CardPixmaps.h"
#include "CardDeck.h"
#include <iostream>
const QString SpiderBoard::GameTypeKeyStr("GameType");
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
SpiderBoard::SpiderBoard(QWidget * pWidget)
:GameBoard(pWidget,QString(tr("Spider Solitaire")).trimmed(),QString("Spider")),
m_pDeck(NULL),
m_homeVector(),
m_stackVector(),
m_cheat(false),
m_gameType(SpiderBoard::FourSuits)
{
this->setHelpFile(":/help/SpiderHelp.html");
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
SpiderBoard::~SpiderBoard()
{
}
////////////////////////////////////////////////////////////////////////////////
// ok this is an attempt to offer hint moves. It will prefer same suit moves, then
// consecutive index matches, and then card to empty stack moves. It will try to
// move all cards that are movable in a stack. So, there are possibilities for
// tweaks.
////////////////////////////////////////////////////////////////////////////////
bool SpiderBoard::getHint(CardStack * & pSrcWidget,
unsigned int & srcStackIndex,
CardStack * & pDstWidget)
{
bool moveFound=false;
bool sameSuitFound=false;
bool nonSameSuitFound=false;
CardStack * pCanMoveToEmpty=NULL;
CardStack * pCanMoveTo=NULL;
CardStack * pCanMoveToSameSuit=NULL;
bool newMoveFound=false;
int j;
qsrand(QDateTime::currentDateTime().toTime_t());
bool fromZero=((0==qrand()%2 ^ 1==qrand()%3)?true:false); // this introduces some randomness by selecting whether we are going
// to go through the stacks forward or backwards.
for ((fromZero?(j=0):(j=this->m_stackVector.size()-1));
((fromZero)?(j<(int)this->m_stackVector.size()):(j>=0))&& !sameSuitFound ;((fromZero)?(j++):(j--)))
{
PlayingCardVector cardVector;
unsigned int currSrcStackIndex;
bool fromZeroInner=((0==qrand()%2 ^ 1==qrand()%3)?true:false); // this introduces some randomness by selecting whether we are going
// to go through the stacks forward or backwards.
int i;
newMoveFound=false;
if (this->m_stackVector[j]->getMovableCards(cardVector,currSrcStackIndex))
{
// first see if the cards can be sent home
// the priority will be the same as a move to
// cards of the same suit
if (SpiderHomeStack::canSendHome(cardVector))
{
// find an open home widget
for(unsigned int k=0;k<this->m_homeVector.size();k++)
{
if (this->m_homeVector[k]->isEmpty())
{
pDstWidget=this->m_homeVector[k];
break;
}
}
if (NULL!=pDstWidget)
{
pSrcWidget=this->m_stackVector[j];
srcStackIndex=currSrcStackIndex;
moveFound=true;
break;
}
}
for ((fromZeroInner?(i=0):(i=this->m_stackVector.size()-1));
((fromZeroInner)?(i<(int)this->m_stackVector.size()):(i>=0));
((fromZeroInner)?(i++):(i--)))
{
// ok we are only moving the cards if the hit is not on the same
// stack they are already located in
if (this->m_stackVector[i]!=this->m_stackVector[j])
{
// see if we have a perferred move to a stack that has the same suit
// we will break out if we find a perferred match
if (this->m_stackVector[i]->canAddCardsSameSuit(cardVector))
{
pCanMoveToSameSuit=this->m_stackVector[i];
newMoveFound=true;
break;
}
// otherwise see if we can move the cards to the stack at all
else if (this->m_stackVector[i]->canAddCards(cardVector))
{
if (this->m_stackVector[i]->isEmpty())
{
pCanMoveToEmpty=this->m_stackVector[i];
}
else
{
pCanMoveTo=this->m_stackVector[i];
}
newMoveFound=true;
}
}
}
if (newMoveFound)
{
// ok the best move is to a matching suit and consecutive
// next best is to a consecutive
// and lastly to an empty stack.
if (NULL!=pCanMoveToSameSuit)
{
pDstWidget=pCanMoveToSameSuit;
pSrcWidget=this->m_stackVector[j];
srcStackIndex=currSrcStackIndex;
sameSuitFound=true;
}
else if (NULL!=pCanMoveTo && !nonSameSuitFound)
{
pDstWidget=pCanMoveTo;
pSrcWidget=this->m_stackVector[j];
srcStackIndex=currSrcStackIndex;
nonSameSuitFound=true;
}
else if (NULL!=pCanMoveToEmpty && !nonSameSuitFound)
{
pDstWidget=pCanMoveToEmpty;
pSrcWidget=this->m_stackVector[j];
srcStackIndex=currSrcStackIndex;
}
moveFound=true;
}
}
}
return moveFound;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::newGame()
{
// call the base class to do cleanup for us.
GameBoard::newGame();
CardDeck * pDeck=NULL;
unsigned int i;
unsigned int j;
switch(this->m_gameType)
{
case SpiderBoard::FourSuits:
pDeck=new CardDeck(2);
break;
case SpiderBoard::TwoSuits:
{
PlayingCardVector cardVector;
// use hearts and spades as the two suits
for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
{
cardVector.push_back(PlayingCard(PlayingCard::Hearts,(PlayingCard::CardIndex)i));
}
for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
{
cardVector.push_back(PlayingCard(PlayingCard::Spades,(PlayingCard::CardIndex)i));
}
pDeck=new CardDeck(cardVector,4);
}
break;
case SpiderBoard::OneSuit:
{
PlayingCardVector cardVector;
// use spades as the suit
for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
{
cardVector.push_back(PlayingCard(PlayingCard::Spades,(PlayingCard::CardIndex)i));
}
pDeck=new CardDeck(cardVector,8);
}
break;
};
// if this happens something is very wrong just return
if (NULL==pDeck)
{
return;
}
// Put all cards in the m_pDeck stack. We will deal
// from this stack.
while(!pDeck->isEmpty())
{
this->m_pDeck->addCard(pDeck->next());
}
delete pDeck;
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
unsigned int cardsInStack=((i<4)?6:5);
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
for (j=0;j<cardsInStack;j++)
{
// add the items to tell how to deal the cards to the stack
// we want to flip the last card.
if (cardsInStack-1==j)
{
dealItemVector[i].addCard(true);
}
else
{
dealItemVector[i].addCard(false);
}
}
}
// ok now start the deal. We don't need a move record for this item.
m_dealAni.dealCards(dealItemVector,false);
}
////////////////////////////////////////////////////////////////////////////////
// The actions and the groups are create on the stack and then added to the QMenu
// Since, the QMenu is the owner it will clean up the memory.
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::addGameMenuItems(QMenu & menu)
{
QActionGroup * pNumSuitsGroup=new QActionGroup(&menu);
QAction * pFourSuitsAction=new QAction(tr("Four Suits").trimmed(),pNumSuitsGroup);
pFourSuitsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_4));
pFourSuitsAction->setCheckable(true);
connect(pFourSuitsAction,SIGNAL(triggered()),
this,SLOT(slotSetFourSuits()));
QAction * pTwoSuitsAction=new QAction(tr("Two Suits").trimmed(),pNumSuitsGroup);
pTwoSuitsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_2));
pTwoSuitsAction->setCheckable(true);
connect(pTwoSuitsAction,SIGNAL(triggered()),
this,SLOT(slotSetTwoSuits()));
QAction * pOneSuitAction=new QAction(tr("One Suit").trimmed(),pNumSuitsGroup);
pOneSuitAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_1));
pOneSuitAction->setCheckable(true);
connect(pOneSuitAction,SIGNAL(triggered()),
this,SLOT(slotSetOneSuit()));
// select the correct item in the list
switch (this->m_gameType)
{
case SpiderBoard::FourSuits:
pFourSuitsAction->setChecked(true);
break;
case SpiderBoard::TwoSuits:
pTwoSuitsAction->setChecked(true);
break;
case SpiderBoard::OneSuit:
pOneSuitAction->setChecked(true);
break;
};
menu.addAction(pFourSuitsAction);
menu.addAction(pTwoSuitsAction);
menu.addAction(pOneSuitAction);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::loadSettings(const QSettings & settings)
{
int gameType=settings.value(this->GameTypeKeyStr,SpiderBoard::FourSuits).toInt();
switch (gameType)
{
case SpiderBoard::OneSuit:
this->m_gameType=SpiderBoard::OneSuit;
break;
case SpiderBoard::TwoSuits:
this->m_gameType=SpiderBoard::TwoSuits;
break;
case SpiderBoard::FourSuits:
default:
this->m_gameType=SpiderBoard::FourSuits;
break;
};
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::saveSettings(QSettings & settings)
{
settings.setValue(this->GameTypeKeyStr,this->m_gameType);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::setCheat(bool cheat)
{
this->m_cheat=cheat;
for(unsigned int i=0;i<this->m_stackVector.size();i++)
{
this->m_stackVector[i]->setCheat(cheat);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::slotDealNextCards(CardStack * pCardStackWidget,
unsigned int index)
{
bool aStackIsEmpty=false;
unsigned int i;
Q_UNUSED(pCardStackWidget);
Q_UNUSED(index);
// if the deck has cards to deal make sure all the stacks have cards
// and deal them out
if (!this->m_pDeck->isEmpty())
{
// first make sure none of the 10 stacks is empty. All must have at least one card.
// to be able to deal the cards.
for(i=0;i<this->m_stackVector.size();i++)
{
if (this->m_stackVector[i]->isEmpty())
{
aStackIsEmpty=true;
break;
}
}
if (aStackIsEmpty)
{
QMessageBox::critical(this,this->gameName(),
tr("All stacks must contain at least one card before the next set of cards can be dealt!").trimmed());
this->stopDemo();
return;
}
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
dealItemVector[i].addCard(true);
}
// ok now start the deal.
m_dealAni.dealCards(dealItemVector);
}
}
////////////////////////////////////////////////////////////////////////////////
// ok we need to perform the move from the stackWidget to the sentHome widget
// and create the CardMoveRecord. Then just call slotCardsMoved and let the
// move be processed as if it was a drag and drop
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::slotSendSuitHome(SpiderStack * pStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
if (NULL!=pStack)
{
// ok first find an empty sentHome widget to add the cards too.
SpiderHomeStack * pHome=NULL;
unsigned int i;
for (i=0;i<this->m_homeVector.size();i++)
{
if (this->m_homeVector[i]->isEmpty())
{
pHome=this->m_homeVector[i];
break;
}
}
// we should always find an empty home widget. But check just in case
if (pHome)
{
CardMoveRecord moveRecord(startMoveRecord);
// add the cards to the update record. But don't move the
// cards
pHome->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::slotMoveCardsToDiffStack(SpiderStack * pStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
if (NULL!=pStack)
{
SpiderStack * pCanMoveToEmpty=NULL;
SpiderStack * pCanMoveTo=NULL;
SpiderStack * pCanMoveToSameSuit=NULL;
bool cardsWillMove=false;
for (unsigned int i=0;i<this->m_stackVector.size();i++)
{
// ok we are only moving the cards if the hit is not on the same
// stack they are already located in
if (this->m_stackVector[i]!=pStack)
{
// see if we have a perferred move to a stack that has the same suit
// we will break out if we find a perferred match
if (this->m_stackVector[i]->canAddCardsSameSuit(cardVector))
{
pCanMoveToSameSuit=this->m_stackVector[i];
cardsWillMove=true;
break;
}
// otherwise see if we can move the cards to the stack at all
else if (this->m_stackVector[i]->canAddCards(cardVector))
{
if (this->m_stackVector[i]->isEmpty())
{
pCanMoveToEmpty=this->m_stackVector[i];
}
else
{
pCanMoveTo=this->m_stackVector[i];
}
cardsWillMove=true;
}
}
}
// if we are going to move the cards
if (cardsWillMove)
{
SpiderStack * pNewStack=NULL;
// ok the best move is to a matching suit and consecutive
// next best is to a consecutive
// and lastly to an empty stack.
if (NULL!=pCanMoveToSameSuit)
{
pNewStack=pCanMoveToSameSuit;
}
else if (NULL!=pCanMoveTo)
{
pNewStack=pCanMoveTo;
}
else
{
pNewStack=pCanMoveToEmpty;
}
CardMoveRecord moveRecord(startMoveRecord);
pNewStack->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::slotSetFourSuits()
{
if (SpiderBoard::FourSuits!=this->m_gameType)
{
this->m_gameType=SpiderBoard::FourSuits;
this->newGame();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::slotSetTwoSuits()
{
if (SpiderBoard::TwoSuits!=this->m_gameType)
{
this->m_gameType=SpiderBoard::TwoSuits;
this->newGame();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::slotSetOneSuit()
{
if (SpiderBoard::OneSuit!=this->m_gameType)
{
this->m_gameType=SpiderBoard::OneSuit;
this->newGame();
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::calcScore()
{
int score=0;
unsigned int i;
for(i=0;i<this->m_homeVector.size();i++)
{
score+=this->m_homeVector[i]->score();
}
for(i=0;i<this->m_stackVector.size();i++)
{
score+=this->m_stackVector[i]->score();
}
int deals=0;
// The number of deals left is the number of cards in the deck widget divided by the number of stack widgets
if (!this->m_pDeck->isEmpty() && this->m_stackVector.size()>0)
{
const PlayingCardVector & cardVector=this->m_pDeck->getCardVector();
deals=cardVector.size()/this->m_stackVector.size();
if (cardVector.size()%this->m_stackVector.size())
{
deals++;
}
}
QString dealsLeft(tr("Deals remaining: %1").arg(QString::number(deals)).trimmed());
emit scoreChanged(score,dealsLeft);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::resizeEvent (QResizeEvent * event)
{
unsigned int i;
GameBoard::resizeEvent(event);
QSize cardSize(CardPixmaps::getInst().getCardSize());
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
m_pDeck->setPos(currPos);
currPos.setX(GameBoard::LayoutSpacing*3 + cardSize.width()*2);
for (i=0;i<m_homeVector.size();i++)
{
m_homeVector[i]->setPos(currPos);
currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
}
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
currPos.setX(GameBoard::LayoutSpacing);
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setPos(currPos);
currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
}
std::cout<<__FUNCTION__<<std::endl;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool SpiderBoard::runDemo(bool stopWhenNoMore)
{
bool rc=true;
if (!GameBoard::runDemo(false))
{
if (!m_pDeck->isEmpty())
{
slotDealNextCards();
}
else if (stopWhenNoMore)
{
stopDemo();
rc=false;
}
else
{
rc=false;
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void SpiderBoard::createStacks()
{
setCardResizeAlg(10,ResizeByWidth);
unsigned int i;
// create all the widgets for the board
for(i=0;i<8;i++)
{
this->m_homeVector.push_back(new SpiderHomeStack);
this->m_scene.addItem(m_homeVector[i]);
// get signals when cards are added to the stack. So, we can add undo info and
// see when the game is over.
this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
}
for(i=0;i<10;i++)
{
this->m_stackVector.push_back(new SpiderStack);
this->m_scene.addItem(m_stackVector[i]);
// get signals when cards are added to the stack. So, we can add undo info and
// see when the game is over.
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(sendSuitHome(SpiderStack *,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotSendSuitHome(SpiderStack*,PlayingCardVector,CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(moveCardsToDiffStack(SpiderStack *,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotMoveCardsToDiffStack(SpiderStack*,PlayingCardVector,CardMoveRecord)));
}
m_pDeck=new CardStack;
this->m_scene.addItem(m_pDeck);
// get signals when the deck is clicked on so we can deal the next set of cards
this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
this,SLOT(slotDealNextCards(CardStack*,uint)));
std::cout<<__FUNCTION__<<__FILE__<<std::endl;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool SpiderBoard::isGameWon()const
{
bool allSuitsSentHome=true;
for(unsigned int i=0;i<this->m_homeVector.size();i++)
{
if (this->m_homeVector[i]->isEmpty())
{
allSuitsSentHome=false;
break;
}
}
return allSuitsSentHome;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
bool SpiderBoard::isGameWonNotComplete()const
{
bool rc=m_pDeck->isEmpty();
if (rc)
{
for (unsigned int i=0;i<this->m_stackVector.size();i++)
{
if (!(this->m_stackVector[i]->cardsAscendingTopToBottom() &&
this->m_stackVector[i]->allCardsFaceUp()))
{
rc=false;
break;
}
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SPIDERBOARD_H
#define SPIDERBOARD_H
#include "GameBoard.h"
#include "CardStack.h"
#include "SpiderStack.h"
#include "SpiderHomeStack.h"
#include <vector>
class SpiderBoard : public GameBoard
{
Q_OBJECT
public:
enum GameType
{
FourSuits=4,
TwoSuits=2,
OneSuit=1
};
static const QString GameTypeKeyStr;
SpiderBoard(QWidget * pParent=NULL);
virtual ~SpiderBoard();
bool getHint(CardStack * & pSrcWidget,
unsigned int & srcStackIndex,
CardStack * & pDstWidget);
inline bool hasDemo() const {return true;}
virtual void newGame();
virtual void addGameMenuItems(QMenu & menu);
virtual void loadSettings(const QSettings & settings);
virtual void saveSettings(QSettings & settings);
inline bool isCheating() const {return m_cheat;}
void setCheat(bool cheat);
inline bool supportsScore() const{return true;}
public slots:
virtual void slotDealNextCards(CardStack * pCardStackWidget=NULL,unsigned int index=0);
// these slot catch the signals from the SpiderStacks that are started by
// a click on a card instead of a drag
virtual void slotSendSuitHome(SpiderStack *,const PlayingCardVector &,const CardMoveRecord &);
virtual void slotMoveCardsToDiffStack(SpiderStack *,const PlayingCardVector &,const CardMoveRecord &);
void slotSetFourSuits();
void slotSetTwoSuits();
void slotSetOneSuit();
protected:
void calcScore();
virtual void resizeEvent (QResizeEvent * event);
bool runDemo(bool stopWhenNoMore=true);
virtual void createStacks();
virtual bool isGameWon()const;
virtual bool isGameWonNotComplete()const;
CardStack * m_pDeck;
std::vector<SpiderHomeStack *> m_homeVector; // we will have 8 items in this
//vector one for each suit (2 decks)
std::vector<SpiderStack *> m_stackVector; // we will have 10 items in this vector
bool m_cheat;
GameType m_gameType;
};
#endif // SPIDERBOARD_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SpiderHomeStack.h"
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
SpiderHomeStack::SpiderHomeStack()
:CardStack()
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
SpiderHomeStack::~SpiderHomeStack()
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool SpiderHomeStack::canSendHome(const PlayingCardVector & cardVector)
{
bool rc=false;
if (PlayingCard::MaxCardIndex==cardVector.size() &&
PlayingCard::King==cardVector[0].getIndex() &&
PlayingCard::Ace==cardVector[cardVector.size()-1].getIndex())
{
rc=true;
for(unsigned int i=1;i<cardVector.size();i++)
{
if (!(cardVector[i-1].isPrevCardIndex(cardVector[i]) &&
cardVector[i-1].isSameSuit(cardVector[i])))
{
rc=false;
break;
}
}
}
return rc;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
bool SpiderHomeStack::canAddCards(const PlayingCardVector & newCards)
{
bool rc=false;
if (this->isEmpty())
{
rc=SpiderHomeStack::canSendHome(newCards);
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SPIDERHOMESTACK_H
#define SPIDERHOMESTACK_H
#include "CardStack.h"
// When a suit is together from King to Ace it can be "sent home" or moved off the
// main board to a separate set stack. When all 8 sets of suits are "sent home" the
// game is won.
class SpiderHomeStack: public CardStack
{
public:
SpiderHomeStack();
~SpiderHomeStack();
// this function just tests if the cardVector is complete
// King to Ace of the same suit
static bool canSendHome(const PlayingCardVector &);
// for this type of stack the score will be 0 or 12
// or one less than the number of cards in a suit.
// ie we have a sent home suit or nothing.
inline int score() const {return ((isEmpty())?0:PlayingCard::MaxCardIndex-1);}
bool canAddCards(const PlayingCardVector &);
};
#endif // SPIDERHOMESTACK_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SpiderStack.h"
#include "SpiderHomeStack.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
SpiderStack::SpiderStack()
:VCardStack(),
m_cheat(false)
{
this->setAutoTopCardUp();
// connect a slot to get the signal when a movable card is clicked
this->connect(this,SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotMovableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
SpiderStack::~SpiderStack()
{
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
int SpiderStack::score() const
{
const PlayingCardVector & cardVector=this->getCardVector();
int score=0;
for (unsigned int i=1;i<cardVector.size();i++)
{
if (cardVector[i].isNextCardIndex(cardVector[i-1]) &&
cardVector[i].isSameSuit(cardVector[i-1]) &&
cardVector[i].isFaceUp() && cardVector[i-1].isFaceUp())
{
score++;
}
}
return score;
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
bool SpiderStack::canAddCards(const PlayingCardVector & newCardVector)
{
if (m_cheat)
{
return true;
}
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
if (newCardVector.size()>0)
{
// if there are no cards in the stack then we will accept any cards
if (0==cardVector.size())
{
rc=true;
}
else if (cardVector[cardVector.size()-1].isPrevCardIndex(newCardVector[0]) &&
cardVector[cardVector.size()-1].isFaceUp())
{
rc=true;
}
}
return rc;
}
///////////////////////////////////////////////////////////////////////////////////
// similar to can Add cards. But in this case the
// suit of the last card in this stack is the same as
// the first suit of the cardVector
///////////////////////////////////////////////////////////////////////////////////
bool SpiderStack::canAddCardsSameSuit(const PlayingCardVector & newCardVector)
{
bool rc=false;
if (this->canAddCards(newCardVector) && !this->isEmpty() && newCardVector.size()>0)
{
const PlayingCardVector & cardVector=this->getCardVector();
rc=cardVector[cardVector.size()-1].isSameSuit(newCardVector[0]);
}
return rc;
}
///////////////////////////////////////////////////////////////////////////////////
// if a card is clicked on see if it needs to be sent home or can just be moved
// to another stack.
///////////////////////////////////////////////////////////////////////////////////
void SpiderStack::slotMovableCardsClicked(CardStack * pCardStack,
const PlayingCardVector & moveCards,
const CardMoveRecord & moveRecord)
{
bool isSentHome=false;
Q_UNUSED(pCardStack);
// first see if the item needs to be sent home
if (SpiderHomeStack::canSendHome(moveCards))
{
emit sendSuitHome(this,moveCards,moveRecord);
isSentHome=true;
}
// if this is not a case when the suit can be sent home
// Then we will just emit a signal to try to move the
// set of cards.
if (!isSentHome)
{
emit moveCardsToDiffStack(this,moveCards,moveRecord);
}
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
bool SpiderStack::canMoveCard(unsigned int index) const
{
if (m_cheat)
{
return true;
}
bool rc=false;
const PlayingCardVector & cardVector=this->getCardVector();
// ok if we have cards in the stack and the index is valid
// see if we can move it.
if (cardVector.size()>0 && index<cardVector.size() && cardVector[index].isFaceUp())
{
// if the card is the last in the stack, it is movable
if (cardVector.size()-1==index)
{
rc=true;
}
else
{
rc=true;
for(unsigned int i=index+1;i<cardVector.size();i++)
{
if (!(cardVector[i].isNextCardIndex(cardVector[i-1]) &&
cardVector[i].isSameSuit(cardVector[i-1])))
{
rc=false;
break;
}
}
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SPIDERSTACK_H
#define SPIDERSTACK_H
#include "VCardStack.h"
// This is the stack of cards that are used for the main game play
// There are ten of these stacks.
class SpiderStack: public VCardStack
{
Q_OBJECT
public:
SpiderStack();
~SpiderStack();
inline bool isCheating() const{return m_cheat;}
inline void setCheat(bool cheat=true){m_cheat=cheat;}
int score() const;
bool canAddCards(const PlayingCardVector &);
// similar to can Add cards. But in this case the
// suit of the last card in this stack is the same as
// the first suit of the cardVector
bool canAddCardsSameSuit(const PlayingCardVector &);
signals:
// signals that are emitted when a card that can be moved is clicked on
// the move record created will have the Remove and flip actions (if the flip of the
// card before the cards is necessary.)
void sendSuitHome(SpiderStack *,const PlayingCardVector &,const CardMoveRecord &);
void moveCardsToDiffStack(SpiderStack *,const PlayingCardVector &,const CardMoveRecord &);
public slots:
void slotMovableCardsClicked(CardStack * pCardStack,
const PlayingCardVector &,
const CardMoveRecord &);
protected:
bool canMoveCard(unsigned int index) const;
private:
bool m_cheat;
};
#endif // SPIDERSTACK_H

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SpideretteBoard.h"
#include "CardPixmaps.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
SpideretteBoard::SpideretteBoard()
{
this->setGameName(QString(tr("Spiderette Solitaire")).trimmed());
this->setGameId("Spiderette");
this->setHelpFile(":/help/SpideretteHelp.html");
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
SpideretteBoard::~SpideretteBoard()
{
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::newGame()
{
// call the base class
GameBoard::newGame();
CardDeck deck;
unsigned int i;
while(!deck.isEmpty())
{
this->m_pDeck->addCard(deck.next());
}
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
unsigned int j;
for (j=0;j<i+1;j++)
{
// add the items to tell how to deal the cards to the stack
// we want to flip the last card in each stack.
if (i==j)
{
dealItemVector[i].addCard(true);
}
else
{
dealItemVector[i].addCard(false);
}
}
}
// ok now start the deal. We don't need a move record for this item.
m_dealAni.dealCards(dealItemVector,false);
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::addGameMenuItems(QMenu & menu)
{
Q_UNUSED(menu);
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::loadSettings(const QSettings & settings)
{
Q_UNUSED(settings);
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::saveSettings(QSettings & settings)
{
Q_UNUSED(settings);
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::resizeEvent (QResizeEvent * event)
{
unsigned int i;
GameBoard::resizeEvent(event);
QSize cardSize(CardPixmaps::getInst().getCardSize());
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
m_pDeck->setPos(currPos);
currPos.rx()+=GameBoard::LayoutSpacing*4 + cardSize.width()*4;
for (i=0;i<m_homeVector.size();i++)
{
m_homeVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
for (i=0;i<m_stackVector.size();i++)
{
m_stackVector[i]->setPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::createStacks()
{
setCardResizeAlg(8,ResizeByWidth);
unsigned int i;
// first create the home widgets where the cards need to be eventually stacked to
// win the game.
for(i=0;i<4;i++)
{
this->m_homeVector.push_back(new SpiderHomeStack);
this->m_scene.addItem(m_homeVector[i]);
// get signals when cards are added to the stack. So, we can add undo info and
// see when the game is over.
this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
}
// now create the 7 rows for the stacks.
for (i=0;i<7;i++)
{
this->m_stackVector.push_back(new SpiderStack);
this->m_scene.addItem(m_stackVector[i]);
// get signals when cards are added to the stack. So, we can add undo info and
// see when the game is over.
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(sendSuitHome(SpiderStack *,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotSendSuitHome(SpiderStack*,PlayingCardVector,CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(moveCardsToDiffStack(SpiderStack *,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotMoveCardsToDiffStack(SpiderStack*,PlayingCardVector,CardMoveRecord)));
}
this->m_pDeck=new CardStack;
this->m_scene.addItem(this->m_pDeck);
// get signals when the deck is clicked on so we can deal the next set of cards
this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
this,SLOT(slotDealNextCards(CardStack*,uint)));
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __SPIDERETTEBOARD_H__
#define __SPIDERETTEBOARD_H__
#include "SpiderBoard.h"
class SpideretteBoard:public SpiderBoard
{
Q_OBJECT
public:
SpideretteBoard();
virtual ~SpideretteBoard();
virtual void newGame();
virtual void addGameMenuItems(QMenu & menu);
virtual void loadSettings(const QSettings & settings);
virtual void saveSettings(QSettings & settings);
protected:
virtual void resizeEvent (QResizeEvent * event);
virtual void createStacks();
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "StackToStackAniMove.h"
#include "CardAnimationLock.h"
#include <QtGui/QGraphicsScene>
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
StackToStackAniMoveItem::StackToStackAniMoveItem(const CardMoveRecord & startMoveRecord,int duration)
:m_pSrc(NULL),
m_pDst(NULL),
m_pFlipStack(NULL),
m_flipIndex(-2),
m_srcTopCardIndex(-1),
m_cardVector(),
m_duration(duration),
m_moveRecord(startMoveRecord)
{
CardMoveRecord moveRecord(startMoveRecord);
while(!moveRecord.empty())
{
CardMoveRecordItem currItem(moveRecord.back());
CardStack * pStack=CardStack::getStackByName(currItem.stackName());
const PlayingCardVector & cardVector=currItem.cardVector();
CardMoveRecordItem::MoveType moveType=currItem.moveType();
switch(moveType)
{
case CardMoveRecordItem::RemoveCards:
{
m_pSrc=pStack;
if (NULL!=m_pSrc)
{
m_srcTopCardIndex=m_pSrc->getCardVector().size()-cardVector.size();
}
m_cardVector=cardVector;
}
break;
case CardMoveRecordItem::AddCards:
{
m_pDst=pStack;
}
break;
// for this case we are just going to flip the card over
case CardMoveRecordItem::FlipCard:
{
m_flipIndex=currItem.flipIndex();
m_pFlipStack=pStack;
}
break;
};
moveRecord.pop_back();
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
StackToStackAniMoveItem::StackToStackAniMoveItem(const StackToStackAniMoveItem & rh)
:m_pSrc(NULL),
m_pDst(NULL),
m_pFlipStack(NULL),
m_flipIndex(-1),
m_srcTopCardIndex(-1),
m_cardVector(),
m_duration(0),
m_moveRecord()
{
*this=rh;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
StackToStackAniMoveItem::StackToStackAniMoveItem()
:m_pSrc(NULL),
m_pDst(NULL),
m_pFlipStack(NULL),
m_flipIndex(-1),
m_srcTopCardIndex(-1),
m_cardVector(),
m_duration(0),
m_moveRecord()
{
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
StackToStackAniMoveItem::~StackToStackAniMoveItem()
{
}
StackToStackAniMoveItem & StackToStackAniMoveItem::operator=(const StackToStackAniMoveItem & rh)
{
m_pSrc=rh.m_pSrc;
m_pDst=rh.m_pDst;
m_pFlipStack=rh.m_pFlipStack;
m_flipIndex=rh.m_flipIndex;
m_srcTopCardIndex=rh.m_srcTopCardIndex;
m_cardVector=rh.m_cardVector;
m_duration=rh.m_duration;
m_moveRecord=rh.m_moveRecord;
return *this;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
StackToStackAniMove::StackToStackAniMove()
:m_pTimeLine(NULL),
m_flipDelayTimer(),
m_pItemAni(NULL),
m_pPixmapItem(NULL),
m_aniMoveItem(),
m_aniRunning(false)
{
m_flipDelayTimer.setSingleShot(true);
m_flipDelayTimer.setInterval(250);
this->connect(&m_flipDelayTimer,SIGNAL(timeout()),
this,SLOT(slotWaitForFlipComplete()));
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
StackToStackAniMove::~StackToStackAniMove()
{
delete m_pTimeLine;
delete m_pItemAni;
delete m_pPixmapItem;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void StackToStackAniMove::moveCards(const CardMoveRecord & moveRecord,int duration)
{
// if animation is off just process the move record as normal
if (!CardAnimationLock::getInst().animationsEnabled())
{
CardStack::processCardMoveRecord(CardStack::RedoMove,moveRecord);
emit cardsMoved(moveRecord);
}
else
{
// first if we have an animation running stop it.
slotAniFinished();
m_aniMoveItem=StackToStackAniMoveItem(moveRecord,duration);
CardAnimationLock::getInst().lock();
runAnimation();
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void StackToStackAniMove::stopAni()
{
slotAniFinished(false);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void StackToStackAniMove::slotAniFinished(bool emitSignal)
{
if (m_aniRunning)
{
m_pItemAni->timeLine()->stop();
// add the cards to the destination
m_aniMoveItem.dst()->addCards(m_aniMoveItem.getCardVector());
// now update the destination
m_aniMoveItem.dst()->updateStack();
// remove the animation object
m_aniMoveItem.dst()->scene()->removeItem(m_pPixmapItem);
delete m_pPixmapItem;
m_pPixmapItem=NULL;
// use the emit signal to know whether or not to disable the animation.
if (m_aniMoveItem.flipIndex()>-2)
{
m_aniMoveItem.flipStack()->flipCard(m_aniMoveItem.flipIndex(),emitSignal);
}
CardAnimationLock::getInst().unlock();
m_aniRunning=false;
if (emitSignal)
{
// emit a signal that the move is complete
emit cardsMoved(m_aniMoveItem.moveRecord());
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void StackToStackAniMove::slotWaitForFlipComplete()
{
this->runAnimation();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void StackToStackAniMove::runAnimation()
{
m_aniRunning=true;
// if the flip animation is running for the src or dst
// give it 1/2 a second to complete.
if (m_aniMoveItem.src()->isFlipAniRunning() ||
m_aniMoveItem.dst()->isFlipAniRunning())
{
m_flipDelayTimer.start();
return;
}
delete m_pTimeLine;
delete m_pItemAni;
delete m_pPixmapItem;
m_pTimeLine=new QTimeLine(m_aniMoveItem.duration());
m_pItemAni=new QGraphicsItemAnimation;
m_pPixmapItem=new QGraphicsPixmapItem;
QPixmap * pPixmap=m_aniMoveItem.src()->getStackPixmap(m_aniMoveItem.getCardVector());
if (pPixmap)
{
m_pPixmapItem->setPixmap(*pPixmap);
delete pPixmap;
}
// set the z value to 2 so it will be on top of the
// stacks.
m_pPixmapItem->setZValue(2);
// add the item to the scene and move it over the stack in the
// place of the cards we are going to move
m_aniMoveItem.src()->scene()->addItem(m_pPixmapItem);
m_pPixmapItem->setPos(m_aniMoveItem.src()->getGlobalCardPt(m_aniMoveItem.srcTopCardIndex()));
// setup the animation
m_pItemAni->setItem(m_pPixmapItem);
m_pItemAni->setTimeLine(m_pTimeLine);
m_pItemAni->setPosAt (0, m_aniMoveItem.src()->getGlobalCardPt(m_aniMoveItem.srcTopCardIndex()));
m_pItemAni->setPosAt (1, m_aniMoveItem.dst()->getGlobalCardAddPt());
// connect up the slot so we will know when it is finished.
this->connect(m_pTimeLine,SIGNAL(finished()),
this,SLOT(slotAniFinished()));
for (unsigned int i=0;i<m_aniMoveItem.getCardVector().size();i++)
{
m_aniMoveItem.src()->removeTopCard();
}
// redraw the source stack and start the animation.
m_aniMoveItem.src()->updateStack();
m_pTimeLine->start();
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __STACKTOSTACKANIMOVE_H__
#define __STACKTOSTACKANIMOVE_H__
#include "CardStack.h"
#include "CardMoveRecord.h"
#include <QtCore/QObject>
#include <QtCore/QTimeLine>
#include <QtCore/QTimer>
#include <QtGui/QGraphicsItemAnimation>
#include <QtGui/QGraphicsPixmapItem>
/*
StackToStackAniMove is just for moving one set of cards to another stack. Normal usage is
when a card in one stack is clicked on and then it is determined that this should result
in moving the card(s) to a different stack. (Auto)flipping
a card when the move is complete is also done if included in the moveRecord.
*/
class StackToStackAniMoveItem
{
public:
StackToStackAniMoveItem(const CardMoveRecord & startMoveRecord,int duration);
StackToStackAniMoveItem(const StackToStackAniMoveItem & rh);
StackToStackAniMoveItem();
virtual ~StackToStackAniMoveItem();
inline CardStack * src() {return m_pSrc;}
inline CardStack * dst() {return m_pDst;}
inline CardStack * flipStack() {return m_pFlipStack;}
inline int flipIndex()const{return m_flipIndex;}
inline int srcTopCardIndex()const {return m_srcTopCardIndex;}
inline const PlayingCardVector & getCardVector() const{return m_cardVector;}
inline int duration()const{return m_duration;}
inline const CardMoveRecord & moveRecord(){return m_moveRecord;}
StackToStackAniMoveItem & operator=(const StackToStackAniMoveItem & rh);
private:
CardStack * m_pSrc;
CardStack * m_pDst;
CardStack * m_pFlipStack;
int m_flipIndex;
int m_srcTopCardIndex;
PlayingCardVector m_cardVector;
int m_duration;
CardMoveRecord m_moveRecord;
};
class StackToStackAniMove:public QObject
{
Q_OBJECT
public:
StackToStackAniMove();
virtual ~StackToStackAniMove();
void moveCards(const CardMoveRecord & startMoveRecord,int duration=400);
void stopAni();
signals:
void cardsMoved(const CardMoveRecord & moveRecord);
public slots:
void slotAniFinished(bool emitSignal=true);
void slotWaitForFlipComplete();
protected:
void runAnimation();
private:
QTimeLine * m_pTimeLine;
QTimer m_flipDelayTimer;
QGraphicsItemAnimation * m_pItemAni;
QGraphicsPixmapItem * m_pPixmapItem;
StackToStackAniMoveItem m_aniMoveItem;
bool m_aniRunning;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "StackToStackFlipAni.h"
#include "CardAnimationLock.h"
#include "CardPixmaps.h"
#include <QtGui/QGraphicsScene>
#include <QtGui/QPainter>
#include <iostream>
const qreal StackToStackFlipAni::ExposedPrecentShownCards=.18;
const qreal StackToStackFlipAni::ExposedPrecentHiddenCards=.02;
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
StackToStackFlipAni::StackToStackFlipAni()
:m_pDst(NULL),
m_pSrc(NULL),
m_cardVector(),
m_firstCardToShow(0),
m_flipPtReached(false),
m_moveRecord(),
m_pTimeLine(NULL),
m_pItemAni(NULL),
m_pPixmapItem(NULL),
m_aniRunning(false)
{
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
StackToStackFlipAni::~StackToStackFlipAni()
{
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
void StackToStackFlipAni::moveCards(CardStack * pDst,CardStack * pSrc,
int numCards,int cardsShown,
int duration)
{
// first if we have an animation running stop it.
this->stopAni();
// setup the next animation.
m_pDst=pDst;
m_pSrc=pSrc;
m_cardVector.clear();
m_moveRecord.clear();
m_flipPtReached=false;
while( !m_pSrc->isEmpty() && numCards>0)
{
PlayingCard card(m_pSrc->removeTopCard(m_moveRecord));
m_cardVector.insert(m_cardVector.begin(),card);
numCards--;
}
// by default we will show all cards
m_firstCardToShow=0;
// if we are not showing all cards starting with index 0
// then figure out the index of the first card that will
// be shown.
if (m_cardVector.size()>0 && cardsShown>=0 &&
cardsShown<(int)m_cardVector.size())
{
// ok if the value is 0 or 1. We will just show
// the last card. 0 doesn't make any sense if you
// are flipping cards. So, we will assume one for
// that case as well.
if (cardsShown<=1)
{
m_firstCardToShow=m_cardVector.size()-1;
}
else
{
m_firstCardToShow=m_cardVector.size()-cardsShown;
}
}
// if animation is off just immediately add the cards to the new
// stack. Call updateStack to redraw the stacks. And emit the
// signal that the cards have been moved.
if (!CardAnimationLock::getInst().animationsEnabled())
{
this->flipCards();
m_pSrc->updateStack();
m_pDst->addCards(m_cardVector,m_moveRecord);
m_pDst->updateStack();
emit cardsMoved(m_moveRecord);
}
else
{
CardAnimationLock::getInst().lock();
runAnimation(duration);
}
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
void StackToStackFlipAni::slotAniFinished(bool emitSignal)
{
if (m_aniRunning)
{
m_aniRunning=false;
this->m_pTimeLine->stop();
m_pDst->addCards(m_cardVector,m_moveRecord);
m_pDst->updateStack();
// remove the animation object
m_pSrc->scene()->removeItem(m_pPixmapItem);
delete m_pPixmapItem;
m_pPixmapItem=NULL;
CardAnimationLock::getInst().unlock();
if (emitSignal)
{
emit cardsMoved(m_moveRecord);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
void StackToStackFlipAni::slotAniProgress(qreal currProgress)
{
if (currProgress>=.6 && !m_flipPtReached)
{
m_flipPtReached=true;
this->flipCards();
QPixmap * pPixmap=this->getAniPixmap();
if (pPixmap)
{
m_pPixmapItem->setPixmap(*pPixmap);
delete pPixmap;
}
}
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
void StackToStackFlipAni::runAnimation(int duration)
{
m_aniRunning=true;
delete m_pTimeLine;
delete m_pItemAni;
delete m_pPixmapItem;
m_pTimeLine=new QTimeLine(duration);
m_pItemAni=new QGraphicsItemAnimation;
m_pPixmapItem=new QGraphicsPixmapItem;
QPixmap * pPixmap=this->getAniPixmap();
if (pPixmap)
{
m_pPixmapItem->setPixmap(*pPixmap);
delete pPixmap;
}
// set the z value to 2 so it will be on top of the
// stacks.
m_pPixmapItem->setZValue(2);
// add the item to the scene and move it over the stack in the
// place of the cards we are going to move
m_pSrc->scene()->addItem(m_pPixmapItem);
m_pPixmapItem->setPos(m_pSrc->getGlobalLastCardPt());
// setup the animation
m_pItemAni->setItem(m_pPixmapItem);
m_pItemAni->setTimeLine(m_pTimeLine);
// set the start and end point
m_pItemAni->setPosAt (0, m_pSrc->getGlobalLastCardPt());
m_pItemAni->setPosAt (1, m_pDst->getGlobalCardAddPt());
// set the scaling to give the flipping effect.
m_pItemAni->setScaleAt( 0, 1, 1 );
m_pItemAni->setScaleAt( 0.6, 0, 1 );
m_pItemAni->setScaleAt( 1, 1, 1 );
// connect up the slot so we will know when it is finished.
this->connect(m_pTimeLine,SIGNAL(finished()),
this,SLOT(slotAniFinished()));
this->connect(m_pTimeLine,SIGNAL(valueChanged(qreal)),
this,SLOT(slotAniProgress(qreal)));
// update the src stack behind the flip item we just added
m_pSrc->updateStack();
m_pTimeLine->start();
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
QPixmap * StackToStackFlipAni::getAniPixmap()
{
QPixmap * pPixmap=NULL;
if (m_cardVector.size()>0)
{
unsigned int i;
pPixmap =new QPixmap(this->calcPixmapSize());
// for linux the transparent fill must be done before
// we associate the pixmap with the painter
pPixmap->fill(Qt::transparent);
QPainter painter(pPixmap);
QPoint pt(0,0);
for (i=0;i<m_cardVector.size();i++)
{
if (m_cardVector[i].isFaceUp())
{
painter.drawPixmap(pt,CardPixmaps::getInst().getCardPixmap(m_cardVector[i]));
}
else
{
painter.drawPixmap(pt,CardPixmaps::getInst().getCardBackPixmap());
}
pt.rx()+=getOverlapIncrement(i);
}
}
else
{
pPixmap=new QPixmap(CardPixmaps::getInst().getTransparentPixmap());
}
return pPixmap;
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
QSize StackToStackFlipAni::calcPixmapSize()
{
QSize cardSize(CardPixmaps::getInst().getCardSize());
QSize size(0,cardSize.height());
unsigned int i;
for(i=0;i<m_cardVector.size();i++)
{
if (m_cardVector.size()-1==i)
{
size.rwidth()+=cardSize.width();
}
else
{
size.rwidth()+=getOverlapIncrement(i);
}
}
return size;
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
int StackToStackFlipAni::getOverlapIncrement(unsigned int index)
{
int increment=0;
if (index<m_cardVector.size())
{
if (index>=m_firstCardToShow && m_cardVector[index].isFaceUp())
{
increment=CardPixmaps::getInst().getCardSize().width()*ExposedPrecentShownCards;
}
else
{
increment=CardPixmaps::getInst().getCardSize().width()*ExposedPrecentHiddenCards;
}
}
return increment;
}
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
void StackToStackFlipAni::flipCards()
{
if (m_cardVector.size()>0)
{
int i;
PlayingCardVector flipVector;
for(i=m_cardVector.size()-1;i>=0;i--)
{
m_cardVector[i].setFaceUp(!m_cardVector[i].isFaceUp());
flipVector.push_back(m_cardVector[i]);
}
m_cardVector.clear();
m_cardVector=flipVector;
}
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __STACKTOSTACKFLIPANI_H__
#define __STACKTOSTACKFLIPANI_H__
#include "CardStack.h"
#include "CardMoveRecord.h"
#include <QtCore/QObject>
#include <QtCore/QTimeLine>
#include <QtGui/QGraphicsItemAnimation>
#include <QtGui/QGraphicsPixmapItem>
#include <QtGui/QPixmap>
class StackToStackFlipAni: public QObject
{
Q_OBJECT
public:
static const qreal ExposedPrecentShownCards;
static const qreal ExposedPrecentHiddenCards;
StackToStackFlipAni();
virtual ~StackToStackFlipAni();
inline bool isAniRunning() const{return m_aniRunning;}
inline void stopAni(){if (m_aniRunning){slotAniFinished(false);m_aniRunning=false;}}
void moveCards(CardStack * pDst,CardStack * pSrc,
int numCards=1,int cardsShown=-1,
int duration=500);
signals:
void cardsMoved(const CardMoveRecord & moveRecord);
public slots:
void slotAniFinished(bool emitSignal=true);
void slotAniProgress(qreal currProgress);
protected:
virtual void runAnimation(int duration);
virtual QPixmap * getAniPixmap();
QSize calcPixmapSize();
int getOverlapIncrement(unsigned int index);
void flipCards();
private:
CardStack * m_pDst;
CardStack * m_pSrc;
PlayingCardVector m_cardVector;
unsigned int m_firstCardToShow; // first index into m_cardVector to show
bool m_flipPtReached;
CardMoveRecord m_moveRecord;
QTimeLine * m_pTimeLine;
QGraphicsItemAnimation * m_pItemAni;
QGraphicsPixmapItem * m_pPixmapItem;
bool m_aniRunning;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "VCardStack.h"
#include "CardPixmaps.h"
#include <QtGui/QPainter>
#include <QtGui/QGraphicsScene>
#include <iostream>
const qreal VCardStack::ExposedPrecentFaceUp=.23;
const qreal VCardStack::ExposedPrecentFaceDown=.10;
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
VCardStack::VCardStack()
:m_bRectVector(),
m_compressValue(CompressNormal),
m_percentScene(1)
{
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
VCardStack::~VCardStack()
{
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
void VCardStack::setStackBottom(qreal percentScene)
{
if(percentScene>=0 && percentScene<=1)
{
m_percentScene=percentScene;
}
else
{
m_percentScene=1;
}
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
QPointF VCardStack::getGlobalCardAddPt() const
{
QPointF pt(0,0);
const PlayingCardVector & cardVector=this->getCardVector();
// We are going to do this by the bounding rects and not by actual cards
// in the stacks. That way we can add something before doing animations
// and then update the display when the animation is complete
if (m_bRectVector.size()>0 && cardVector.size()>=m_bRectVector.size())
{
pt=m_bRectVector[m_bRectVector.size()-1].topLeft();
pt.ry()+=getOverlapIncrement(cardVector[m_bRectVector.size()-1],
m_compressValue);
}
return mapToScene(pt);
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
QPointF VCardStack::getGlobalLastCardPt() const
{
QPointF pt(0,0);
const PlayingCardVector & cardVector=this->getCardVector();
// We are going to do this by the bounding rects and not by actual cards
// in the stacks. That way we can add something before doing animations
// and then update the display when the animation is complete
if (m_bRectVector.size()>0 && cardVector.size()>=m_bRectVector.size())
{
pt=m_bRectVector[m_bRectVector.size()-1].topLeft();
}
return mapToScene(pt);
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
QPointF VCardStack::getGlobalCardPt(int index) const
{
QPointF pt(0,0);
if (index>=0 && index<(int)m_bRectVector.size())
{
pt=m_bRectVector[index].topLeft();
}
return mapToScene(pt);
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
void VCardStack::updateStack()
{
QSize size;
const PlayingCardVector & cardVector=this->getCardVector();
// the compress value decresses how much of cards are exposed.
// The preferred exposed value is normal. But we will decrease the
// values down to a quarter of the desired to make the stack fit on
// the screen. This function uses the m_precentScene value to determine
// the bottom point of the stack
for(m_compressValue=CompressNormal;m_compressValue<CompressMax;m_compressValue+=.05)
{
calcPixmapSize(cardVector,size,m_compressValue);
// see if the stack is going to fit on the screen
if ((this->scene()->sceneRect().bottom()*m_percentScene)>mapToScene(QPointF(0,size.height())).y())
{
break;
}
}
QPixmap * pPixmap=NULL;
// draw the card and calc the bounding rectangles while we are at it.
if (this->isFlipAniRunning())
{
PlayingCardVector newCardVector(cardVector);
// the stack should have at least one card ie the one being flipped
// but make sure.
if (cardVector.size()>0)
{
newCardVector.pop_back();
}
// draw the card and calc the bounding rectangles while we are at it.
pPixmap=getStackPixmap(newCardVector,isHighlighted(),
hintHighlightIndex(),m_compressValue,
&m_bRectVector);
}
else
{
// draw the card and calc the bounding rectangles while we are at it.
pPixmap=getStackPixmap(cardVector,isHighlighted(),
hintHighlightIndex(),m_compressValue,
&m_bRectVector);
}
if (NULL!=pPixmap)
{
this->setPixmap(*pPixmap);
delete pPixmap;
}
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
QPixmap * VCardStack::getStackPixmap(const PlayingCardVector & cardVector,
bool highlighted,
int hintHighlightIndex)
{
return getStackPixmap(cardVector,highlighted,
hintHighlightIndex,CompressNormal,NULL);
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
bool VCardStack::getCardIndex(const QPointF & pos,unsigned int & index)
{
bool rc=false;
unsigned int i;
for(i=0;i<this->m_bRectVector.size();i++)
{
if (this->m_bRectVector[i].contains(pos))
{
index=i;
rc=true;
break;
}
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
void VCardStack::calcPixmapSize(const PlayingCardVector & cardVector,
QSize & size,qreal compressValue)
{
unsigned int i;
if (0==cardVector.size())
{
size=CardPixmaps::getInst().getCardSize();
}
else
{
unsigned int sizeY=0;
for (i=0;i<cardVector.size();i++)
{
// if it is the last card we just want the full size
// of the card.
if ((cardVector.size()-1)==i)
{
sizeY+=CardPixmaps::getInst().getCardSize().height();
}
else
{
sizeY+=getOverlapIncrement(cardVector[i],compressValue);
}
}
size.setWidth(CardPixmaps::getInst().getCardSize().width());
size.setHeight(sizeY);
}
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
unsigned int VCardStack::getOverlapIncrement(const PlayingCard & card,
qreal compressValue) const
{
unsigned int rc;
if (card.isFaceUp())
{
rc=(CardPixmaps::getInst().getCardSize().height()*ExposedPrecentFaceUp)/compressValue;
}
else
{
rc=(CardPixmaps::getInst().getCardSize().height()*ExposedPrecentFaceDown)/compressValue;
}
return rc;
}
////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
QPixmap * VCardStack::getStackPixmap(const PlayingCardVector & cardVector,
bool highlighted,
int hintHighlightIndex,
qreal compressValue,
CardBRectVect * pBRectVector)
{
QPixmap * pPixmap=NULL;
if (pBRectVector)
{
pBRectVector->clear();
}
// first handle the case that there are no cards in the stack
if (0==cardVector.size())
{
bool hl=(highlighted || HintHighlightNoCards==hintHighlightIndex);
pPixmap=new QPixmap(CardPixmaps::getInst().getCardNonePixmap(hl,this->showRedealCircle()));
}
else
{
unsigned int i;
QSize cardSize(CardPixmaps::getInst().getCardSize());
QSize pixmapSize(0,0);
this->calcPixmapSize(cardVector,pixmapSize,compressValue);
pPixmap =new QPixmap(pixmapSize);
// for linux the transparent fill must be done before
// we associate the pixmap with the painter
pPixmap->fill(Qt::transparent);
QPainter painter(pPixmap);
QPoint pt(0,0);
for (i=0;i<cardVector.size();i++)
{
bool hl=((hintHighlightIndex>=0 && hintHighlightIndex<=(int)i) ||
((cardVector.size()-1==i) && highlighted));
if (cardVector[i].isFaceUp())
{
painter.drawPixmap(pt,CardPixmaps::getInst().getCardPixmap(cardVector[i],hl));
}
else
{
painter.drawPixmap(pt,CardPixmaps::getInst().getCardBackPixmap(hl));
}
unsigned int incrementValue=getOverlapIncrement(cardVector[i],
compressValue);
if (pBRectVector)
{
// if it is the last card we just want the full size
// of the card.
if (cardVector.size()-1==i)
{
pBRectVector->push_back(QRectF(QPointF(0,pt.y()),cardSize));
}
else
{
pBRectVector->push_back(QRectF(QPointF(0,pt.y()),QSize(cardSize.width(),incrementValue)));
}
}
// increment the point that we are going to paint the
// card pixmap onto this pixmap
pt.ry()+=incrementValue;
}
}
return pPixmap;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef VCARDSTACK_H
#define VCARDSTACK_H
#include "CardStack.h"
#include <vector>
#include <QtCore/QRectF>
typedef std::vector<QRectF> CardBRectVect;
// this class will show cards stacked but all cards
// will be partly visible with a card on top of a card revealing
// a portion of the top of the card beneath it.
class VCardStack: public CardStack
{
Q_OBJECT
public:
static const qreal ExposedPrecentFaceUp; // the precentage show for a face up card will be more than
// that for a card that is face down. Since, we want to be
// able to see the value of the card if it is face up.
static const qreal ExposedPrecentFaceDown;
enum
{
CompressNormal=1,
CompressMax=4
};
VCardStack();
virtual ~VCardStack();
// this function allows the caller to set the preportion of the screen that the
// stack can decend too. For example, 1 is the default which means to the bottom
// of the scene. To make the bottom 3/4 of the scene use .75 etc... 1 is the maximum
// value.
void setStackBottom(qreal percentScene);
qreal stackBottom() const{return m_percentScene;}
// this function gets the point in the scene that a card would be added to this stack.
virtual QPointF getGlobalCardAddPt() const;
virtual QPointF getGlobalLastCardPt() const;
virtual QPointF getGlobalCardPt(int index) const;
virtual void updateStack();
virtual QPixmap * getStackPixmap(const PlayingCardVector & cardVector,
bool highlighted=false,
int hintHighlightIndex=-1);
protected:
virtual bool getCardIndex(const QPointF & pos,unsigned int & index);
void calcPixmapSize(const PlayingCardVector & cardVector,
QSize & size,qreal compressValue);
virtual unsigned int getOverlapIncrement(const PlayingCard & card,qreal compressValue) const;
virtual QPixmap * getStackPixmap(const PlayingCardVector & cardVector,
bool highlighted,
int hintHighlightIndex,
qreal compressValue,
CardBRectVect * pBRectVector);
private:
CardBRectVect m_bRectVector;
qreal m_compressValue;
qreal m_percentScene;
};
#endif

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "YukonBoard.h"
#include "CardPixmaps.h"
#include <QtGui/QResizeEvent>
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
YukonBoard::YukonBoard()
:GameBoard(NULL,QString(tr("Yukon Solitaire")).trimmed(),QString("Yukon")),
m_pDeck(NULL),
m_homeVector(),
m_stackVector(),
m_cheat(false)
{
this->setHelpFile(":/help/YukonHelp.html");
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
YukonBoard::~YukonBoard()
{
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
bool YukonBoard::getHint(CardStack * & pSrc,
unsigned int & srcStackIndex,
CardStack * & pDst)
{
bool rc=false;
unsigned int i;
// ok we will look for a move based on trying to move the first faceup
// card in a stack. The basic strategy for this game is to get all cards turned
// over.
if (!rc)
{
for (i=0;i<this->m_stackVector.size() && !rc;i++)
{
unsigned int j;
for (j=0;j<this->m_stackVector.size() && !rc;j++)
{
// can't move a stack to itself
if (i!=j)
{
PlayingCardVector addCardVector(this->m_stackVector[j]->getCardVector());
unsigned int k=0;
while (!rc && addCardVector.size()>0)
{
// ok find the first card that is faceup.
if (!addCardVector[0].isFaceUp())
{
addCardVector.erase(addCardVector.begin());
}
// no need to do this if a king is already face up and the first card in the stack.
else if (!(PlayingCard::King==addCardVector[0].getIndex() && 0==k &&
this->m_stackVector[i]->isEmpty()) &&
this->m_stackVector[i]->canAddCards(addCardVector))
{
pDst=this->m_stackVector[i];
srcStackIndex=k;
pSrc=this->m_stackVector[j];
rc=true;
}
else
{
break;
}
k++;
}
}
}
}
}
// ok let's see if we have an empty stack
// and a face up king.
if (!rc)
{
CardStack * pEmptyStack=NULL;
CardStack * pFaceUpKingStack=NULL;
unsigned int faceUpKingIndex=0;
for (i=0;i<this->m_stackVector.size() && !rc;i++)
{
if (NULL==pEmptyStack && this->m_stackVector[i]->isEmpty())
{
pEmptyStack=this->m_stackVector[i];
}
if (NULL==pFaceUpKingStack)
{
const PlayingCardVector cardVector=this->m_stackVector[i]->getCardVector();
unsigned int j;
for(j=0;j<cardVector.size();j++)
{
// look for a king that is not already face up and first in it's stack.
if (PlayingCard::King==cardVector[j].getIndex() &&
cardVector[j].isFaceUp() && 0!=j)
{
pFaceUpKingStack=m_stackVector[i];
faceUpKingIndex=j;
}
}
}
if (NULL!=pEmptyStack && NULL!=pFaceUpKingStack)
{
pSrc=pFaceUpKingStack;
srcStackIndex=faceUpKingIndex;
pDst=pEmptyStack;
rc=true;
}
}
}
// try to move cards to home stacks.
if (!rc)
{
for (i=0;i<this->m_homeVector.size() && !rc;i++)
{
unsigned int j;
for (j=0;j<this->m_stackVector.size() && !rc;j++)
{
const PlayingCardVector cardVector=this->m_stackVector[j]->getCardVector();
if (cardVector.size()>0)
{
PlayingCardVector addCardVector;
addCardVector.push_back(cardVector[cardVector.size()-1]);
if (this->m_homeVector[i]->canAddCards(addCardVector))
{
pDst=this->m_homeVector[i];
srcStackIndex=cardVector.size()-1;
pSrc=this->m_stackVector[j];
rc=true;
}
}
}
}
}
// look at each stack and try to find the first available card that from another
// stack that can be moved to the stack.
if (!rc)
{
for (i=0;i<this->m_stackVector.size() && !rc;i++)
{
unsigned int j;
for (j=0;j<this->m_stackVector.size() && !rc;j++)
{
// can't move a stack to itself
if (i!=j)
{
PlayingCardVector addCardVector(this->m_stackVector[j]->getCardVector());
unsigned int k=0;
while (!rc && addCardVector.size()>0)
{
// ok find the first card that is faceup.
if (!addCardVector[0].isFaceUp())
{
addCardVector.erase(addCardVector.begin());
}
else if (this->m_stackVector[i]->canAddCards(addCardVector))
{
pDst=this->m_stackVector[i];
srcStackIndex=k;
pSrc=this->m_stackVector[j];
rc=true;
}
else
{
addCardVector.erase(addCardVector.begin());
}
k++;
}
}
}
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::newGame()
{
// call the base class
GameBoard::newGame();
CardDeck deck;
unsigned int i;
while(!deck.isEmpty())
{
this->m_pDeck->addCard(deck.next());
}
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;i<this->m_stackVector.size();i++)
{
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
unsigned int j;
for (j=0;j<i+1;j++)
{
// add the items to tell how to deal the cards to the stack
// we want to flip the last card in each stack.
if (i==j)
{
dealItemVector[i].addCard(true);
}
else
{
dealItemVector[i].addCard(false);
}
}
// for yukon all but the first stack get 4 more face up cards
if (i>0)
{
for (j=0;j<4;j++)
{
dealItemVector[i].addCard(true);
}
}
}
// ok now start the deal. We don't need a move record for this item.
m_dealAni.dealCards(dealItemVector,false);
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::addGameMenuItems(QMenu & menu)
{
Q_UNUSED(menu);
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::loadSettings(const QSettings & settings)
{
Q_UNUSED(settings);
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::saveSettings(QSettings & settings)
{
Q_UNUSED(settings);
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::setCheat(bool cheat)
{
this->m_cheat=cheat;
for(unsigned int i=0;i<this->m_stackVector.size();i++)
{
m_stackVector[i]->setCheat(cheat);
}
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::slotStackCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord & startMoveRecord)
{
unsigned int i=0;
CardStack * pFoundStack=NULL;
if (NULL==pCardStack)
{
return;
}
// first see if the card can be added to the sent home stack
if (cardVector.size()==1)
{
for(i=0;i<this->m_homeVector.size();i++)
{
if (pCardStack!=this->m_homeVector[i] &&
this->m_homeVector[i]->canAddCards(cardVector))
{
pFoundStack=this->m_homeVector[i];
break;
}
}
}
// if we did not find a match look at the stacks.
if (NULL==pFoundStack)
{
for(i=0;i<this->m_stackVector.size();i++)
{
if (pCardStack!=this->m_stackVector[i] &&
this->m_stackVector[i]->canAddCards(cardVector))
{
pFoundStack=this->m_stackVector[i];
break;
}
}
}
if (pFoundStack)
{
CardMoveRecord moveRecord(startMoveRecord);
pFoundStack->addCards(cardVector,moveRecord,true);
// perform the move of the cards and animate it if animations
// are enabled
m_sToSAniMove.moveCards(moveRecord);
}
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::calcScore()
{
int score=0;
for(unsigned int i=0;i<this->m_homeVector.size();i++)
{
score+=this->m_homeVector[i]->score();
}
emit scoreChanged(score,"");
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::resizeEvent (QResizeEvent * event)
{
int i;
this->setCardResizeAlg(8,ResizeByWidth);
GameBoard::resizeEvent(event);
QSize cardSize(CardPixmaps::getInst().getCardSize());
// ok let's see if it fits when we size things by width
// basically we just need to check if we have room to draw
// 4 cards vertically. If we don't have enough room we
// will try to draw by height.
if (cardSize.height()*4+GameBoard::LayoutSpacing*5>event->size().height())
{
this->setCardResizeAlg(4,ResizeByHeight);
GameBoard::resizeEvent(event);
cardSize=CardPixmaps::getInst().getCardSize();
}
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
for (i=0;i<static_cast<int>(m_homeVector.size());i++)
{
m_homeVector[i]->setPos(currPos);
currPos.ry()+=GameBoard::LayoutSpacing+cardSize.height();
}
currPos.setX(event->size().width()-GameBoard::LayoutSpacing-cardSize.width());
currPos.setY(GameBoard::LayoutSpacing);
for (i=m_stackVector.size()-1;i>=0;i--)
{
m_stackVector[i]->setPos(currPos);
currPos.rx()-=cardSize.width()+GameBoard::LayoutSpacing;
}
currPos.setX(GameBoard::LayoutSpacing*4+cardSize.width()*4);
currPos.setY(event->size().height()-GameBoard::LayoutSpacing-cardSize.height());
m_pDeck->setPos(currPos);
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void YukonBoard::createStacks()
{
unsigned int i;
// first create the home widgets where the cards need to be eventually stacked to
// win the game.
for(i=0;i<4;i++)
{
this->m_homeVector.push_back(new FreeCellHome);
this->m_scene.addItem(m_homeVector[i]);
}
// now create the 7 rows for the stacks.
for (i=0;i<7;i++)
{
this->m_stackVector.push_back(new KlondikeStack);
this->m_scene.addItem(m_stackVector[i]);
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
this,SLOT(slotCardsMoved(CardMoveRecord)));
this->connect(this->m_stackVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
this,SLOT(slotStackCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
}
this->m_pDeck=new FreeCellDeck;
this->m_scene.addItem(this->m_pDeck);
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
bool YukonBoard::isGameWon()const
{
bool rc=true;
for (unsigned int i=0;i<this->m_homeVector.size();i++)
{
if (!this->m_homeVector[i]->isStackComplete())
{
rc=false;
break;
}
}
return rc;
}
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
bool YukonBoard::isGameWonNotComplete()const
{
bool rc=true;
for (unsigned int i=0;i<this->m_stackVector.size();i++)
{
if (!(this->m_stackVector[i]->cardsAscendingTopToBottom() &&
this->m_stackVector[i]->allCardsFaceUp()))
{
rc=false;
break;
}
}
return rc;
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __YUKONBOARD_H__
#define __YUKONBOARD_H__
#include "GameBoard.h"
#include "FreeCellHome.h"
#include "FreeCellDeck.h"
#include "KlondikeStack.h"
#include <vector>
class YukonBoard : public GameBoard
{
Q_OBJECT
public:
YukonBoard();
~YukonBoard();
bool getHint(CardStack * & pSrc,
unsigned int & srcStackIndex,
CardStack * & pDst);
inline bool hasDemo() const {return true;}
void newGame();
void addGameMenuItems(QMenu & menu);
void loadSettings(const QSettings & settings);
void saveSettings(QSettings & settings);
inline bool isCheating() const {return m_cheat;}
void setCheat(bool cheat);
inline bool supportsScore() const{return true;}
public slots:
void slotStackCardsClicked(CardStack * pCardStack,
const PlayingCardVector & cardVector,
const CardMoveRecord &);
protected:
void calcScore();
virtual void resizeEvent (QResizeEvent * event);
virtual void createStacks();
bool isGameWon()const;
bool isGameWonNotComplete()const;
private:
FreeCellDeck * m_pDeck;
std::vector<FreeCellHome *> m_homeVector; // we will have 4 items in this vector one for each suit
std::vector<KlondikeStack *> m_stackVector; // we will have 7 items in this vector
bool m_cheat;
};
#endif // YUKONBOARD_H

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=utf-8">
<TITLE></TITLE>
<META NAME="GENERATOR" CONTENT="OpenOffice.org 3.1 (Unix)">
<META NAME="CREATED" CONTENT="20090410;14342600">
<META NAME="CHANGED" CONTENT="20090605;15332000">
<META NAME="Info 1" CONTENT="">
<META NAME="Info 2" CONTENT="">
<META NAME="Info 3" CONTENT="">
<META NAME="Info 4" CONTENT="">
<STYLE TYPE="text/css">
<!--
@page { margin: 0.79in }
P { margin-bottom: 0.08in }
A:link { so-language: zxx }
-->
</STYLE>
</HEAD>
<BODY LANG="en-US" DIR="LTR">
<P STYLE="margin-bottom: 0in"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=5><B>Freecell
Solitaire</B></FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Written
by Steve Moore</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Overview</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Freecell
Solitaire is a solitaire game played with the standard 52 card deck.
The object is to arrange cards of the same suit from ace to king.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Rules</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
board is setup with eight stacks of cards, four “freecells”, and
four home stacks. The goal is to move all cards to the home stacks in
ascending order from ace to king of the same suit. Cards are placed
one at a time in order on the home stacks. The eight stacks of cards
are dealt with the first four stacks containing seven cards and the
last four contains size cards. All cards in the eight stacks are
dealt face up. Cards can be moved between the stacks by placing red
cards on black cards in descending order from king to ace. But only
one card can be moved to a stack or freecell at a time. A card can
also be played on the home stack, if it is an ace or the next card in
ascending order of a suit in one of the home stacks. Any card can be
placed in an empty freecell or an empty stack. Play will continue
until all moves are exhausted or until all cards are moved to the
home stacks and the game is won. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Scoring</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">A
point is scored when a card is moved to one of the home stacks. A
total of 52 points can be scored, one for each card in the deck. The
current score is indicated in the status bar at the bottom of the
game window.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Game
Play</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Cards
that are movable will be indicated when the mouse is over them with
the open hand icon. Cards with the open hand icon displayed over them
can be dragged and dropped to another stack or clicked to move them
to another stack. Hints of possible moves are available from the menu
select Control-&gt;Hint.</FONT></FONT></P>
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=utf-8">
<TITLE></TITLE>
<META NAME="GENERATOR" CONTENT="OpenOffice.org 3.0 (Unix)">
<META NAME="CREATED" CONTENT="20090410;14342600">
<META NAME="CHANGED" CONTENT="20090422;10252600">
<META NAME="Info 1" CONTENT="">
<META NAME="Info 2" CONTENT="">
<META NAME="Info 3" CONTENT="">
<META NAME="Info 4" CONTENT="">
<STYLE TYPE="text/css">
<!--
@page { margin: 0.79in }
P { margin-bottom: 0.08in }
A:link { so-language: zxx }
-->
</STYLE>
</HEAD>
<BODY LANG="en-US" DIR="LTR">
<P STYLE="margin-bottom: 0in"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=5><B>Klondike
Solitaire</B></FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Written
by Steve Moore</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Overview</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Klondike
Solitaire is a solitaire game played with the standard 52 card deck.
The variations of the game all deal with how many cards are flipped
at once from the deck, and how many times the deck of cards can be
cycled through. The variations are:</FONT></FONT></P>
<UL>
<LI><P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Flip
one one card is flipped over from the deck at a time, and the
deck can be recycled two times.</FONT></FONT></P>
<LI><P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Flip
three three cards are flipped over from the deck at a time, and
the there is no limit on the number of times the deck can be
recycled. </FONT></FONT>
</P>
<LI><P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">No
redeals (flip one) one card is flipped over from the deck at a
time, and the deck cannot be recycled.</FONT></FONT></P>
</UL>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Rules</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
board is setup with seven stacks of cards, a deck of the remaining
cards, and four home stacks. The goal is to move all cards to the
home stacks in ascending order from ace to king of the same suit.
Cards are placed one at a time in order on the home stacks. The
seven stacks of cards are dealt with each stack containing one more
card than the previous stack. The first stack will contain one card
and the last of the seven will contain seven cards. All cards in the
seven stacks are face down accept the top card. Cards can be moved
between the stacks by placing red cards on black cards in descending
order from king to ace. When a card is moved of a stack with a face
down card being exposed it will be flipped over automatically. A
card can also be played on the home stack, if it is an ace or the
next card in ascending order of a suit in one of the home stacks.
Once moves are exhausted on the board the next set of cards can be
flipped over from the deck. The top card in the flipped over cards
from the deck can be played using the same rules described for the
stacks. Play will continue until all moves are exhausted or until
all cards are moved to the home stacks and the game is won. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Scoring</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">A
point is scored when a card is moved to one of the home stacks. A
total of 52 points can be scored, one for each card in the deck. The
current score is indicated in the status bar at the bottom of the
game window.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Game
Play</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Cards
that are movable will be indicated when the mouse is over them with
the open hand icon. Cards with the open hand icon displayed over them
can be dragged and dropped to another stack or clicked to move
them to another stack. Hints of possible moves are available from the
menu select Control-&gt;Hint.</FONT></FONT></P>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=utf-8">
<TITLE></TITLE>
<META NAME="GENERATOR" CONTENT="OpenOffice.org 3.1 (Unix)">
<META NAME="CREATED" CONTENT="20090410;14342600">
<META NAME="CHANGED" CONTENT="20090605;14011200">
<META NAME="Info 1" CONTENT="">
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<STYLE TYPE="text/css">
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<BODY LANG="en-US" DIR="LTR">
<P STYLE="margin-bottom: 0in"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=5><B>Three
Deck Spider Solitaire</B></FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Written
by Steve Moore</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Overview</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Three
Deck Spider Solitaire is a variation of Spider Solitaire played with
156 cards or three full decks of playing cards. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Rules</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
cards are dealt into six rows of six cards, and six rows of five
cards. All the cards are face down except the last card in each
stack. A card can be moved from one stack to another if it is the
next card in descending order with King being high and Ace being low
regardless of suit. But a stack of cards can only be moved if they
are in descending order and the same suit. Once moves are exhausted
twelve cards can be dealt one on top of each stack ( The last deal is
an exception cards are only added to the first six stacks. ). Cards
cannot be dealt if there is an empty stack.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
object of the game is to get all twelve suits in descending order
from King to Ace. Once a suit is complete it can be sent home or
moved to one of the twelve empty slots at the top of the board. Once
all twelve suits are sent home the game is over.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Scoring</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">A
point is scored when cards in descending order of the same suit are
stacked on one another. So, the total number of points available is
144 or 12 for each suit. The score along with the number of deals
remaining are indicated in the status bar at the bottom of the game
window.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Game
Play</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Cards
that are movable will be indicated when the mouse is over them with
the open hand icon. Cards with the open hand icon displayed over them
can be dragged and dropped to another stack or clicked to move them
to another stack ( For the click case the cards are moved to a
matching suit, non-matching suit, or an empty stack in that order. In
some cases it might be necessary to drag and drop the cards to move
them to the exact stack desired. ). When all moves are exhausted, the
next set of cards can be dealt on top of the current cards by
clicking on the deck in the upper left corner of the board. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Hints
of possible moves are available from the menu select Control-&gt;Hint.</FONT></FONT></P>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=utf-8">
<TITLE></TITLE>
<META NAME="GENERATOR" CONTENT="OpenOffice.org 3.1 (Unix)">
<META NAME="CREATED" CONTENT="20090410;14342600">
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</HEAD>
<BODY LANG="en-US" DIR="LTR">
<P STYLE="margin-bottom: 0in"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=5><B>Spider
Solitaire</B></FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Written
by Steve Moore</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Overview</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Spider
Solitaire is a solitaire game played with 104 cards. It has three
different variations.</FONT></FONT></P>
<UL>
<LI><P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Four
suits two complete 52 card decks are used.</FONT></FONT></P>
<LI><P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Two
suits four sets each of hearts and spades are used.</FONT></FONT></P>
<LI><P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">One
suit eight sets of spades are used.</FONT></FONT></P>
</UL>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Rules</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
game is played the same regardless of the variation. The cards are
dealt into four rows of six cards, and six rows of five cards. All
the cards are face down except the last card in each stack. A card
can be moved from one stack to another if it is the next card in
descending order with King being high and Ace being low regardless of
suit. But a stack of cards can only be moved if they are in
descending order and the same suit. Once moves are exhausted ten
cards can be dealt one on top of each stack. Cards cannot be dealt if
there is an empty stack.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
object of the game is to get all eight sets of suits ( There are
eight sets regardless of the variation. ) in descending order from
King to Ace. Once a suit is complete it can be sent home or moved to
one of the eight empty slots at the top of the board. Once all eight
suits are sent home the game is over.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Scoring</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">A
point is scored when cards in descending order of the same suit are
stacked on one another. So, the total number of points available is
96 or 12 for each suit. The score along with the number of deals
remaining are indicated in the status bar at the bottom of the game
window.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Game
Play</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Cards
that are movable will be indicated when the mouse is over them with
the open hand icon. Cards with the open hand icon displayed over them
can be dragged and dropped to another stack or clicked to move them
to another stack ( For the click case the cards are moved to a
matching suit, non-matching suit, or an empty stack in that order. In
some cases it might be necessary to drag and drop the cards to move
them to the exact stack desired. ). When all moves are exhausted, the
next set of cards can be dealt on top of the current cards by
clicking on the deck in the upper left corner of the board. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Hints
of possible moves are available from the menu select Control-&gt;Hint.</FONT></FONT></P>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=utf-8">
<TITLE></TITLE>
<META NAME="GENERATOR" CONTENT="OpenOffice.org 3.1 (Unix)">
<META NAME="CREATED" CONTENT="20090410;14342600">
<META NAME="CHANGED" CONTENT="20090605;13540400">
<META NAME="Info 1" CONTENT="">
<META NAME="Info 2" CONTENT="">
<META NAME="Info 3" CONTENT="">
<META NAME="Info 4" CONTENT="">
<STYLE TYPE="text/css">
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<BODY LANG="en-US" DIR="LTR">
<P STYLE="margin-bottom: 0in"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=5><B>Spiderette
Solitaire</B></FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Written
by Steve Moore</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Overview</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Spiderette
Solitaire is a solitaire game played with a standard 52 card deck.
It is a variation of Spider Solitaire that is played with a board
layout similar to that of Klondike Solitaire.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Rules</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
cards are dealt into seven stacks. The number of cards increases by
one for each stack. The first stack contains one card and the last
contains seven. All the cards are face down except the last card in
each stack. A card can be moved from one stack to another if it is
the next card in descending order with King being high and Ace being
low regardless of suit. But a stack of cards can only be moved if
they are in descending order and the same suit. Once moves are
exhausted seven cards can be dealt one on top of each stack ( The
last deal is an exception cards are only added to the first three
stacks. ). Cards cannot be dealt if there is an empty stack.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
object of the game is to get all four suits in descending order from
King to Ace. Once a suit is complete it can be sent home or moved to
one of the four empty slots at the top of the board. Once all fourxs
suits are sent home the game is over.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Scoring</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">A
point is scored when cards in descending order of the same suit are
stacked on one another. So, the total number of points available is
48 or 12 for each suit. The score along with the number of deals
remaining are indicated in the status bar at the bottom of the game
window.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Game
Play</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Cards
that are movable will be indicated when the mouse is over them with
the open hand icon. Cards with the open hand icon displayed over them
can be dragged and dropped to another stack or clicked to move them
to another stack ( For the click case the cards are moved to a
matching suit, non-matching suit, or an empty stack in that order. In
some cases it might be necessary to drag and drop the cards to move
them to the exact stack desired. ). When all moves are exhausted, the
next set of cards can be dealt on top of the current cards by
clicking on the deck in the upper left corner of the board. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Hints
of possible moves are available from the menu select Control-&gt;Hint.</FONT></FONT></P>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=utf-8">
<TITLE></TITLE>
<META NAME="GENERATOR" CONTENT="OpenOffice.org 3.1 (Unix)">
<META NAME="CREATED" CONTENT="20090410;14342600">
<META NAME="CHANGED" CONTENT="20090701;11531000">
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<BODY LANG="en-US" DIR="LTR">
<P STYLE="margin-bottom: 0in"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=5><B>Yukon
Solitaire</B></FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Written
by Steve Moore</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Overview</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Yukon
Solitaire is a solitaire game played with the standard 52 card deck.
The object is to arrange cards of the same suit from ace to king.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Rules</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">The
board is setup with seven stacks of cards, and four home stacks. The
goal is to move all cards to the home stacks in ascending order from
ace to king of the same suit. Cards are placed one at a time in order
on the home stacks. The seven stacks of cards are dealt. The first
stack has just one face up card. The remaining have one ( second
stack ) increasing to six ( seventh stack ) cards face down and five
cards face up. Cards can be moved between the stacks by placing red
cards on black cards in ascending order ( You can move cards as deep
in the a stack as you wish. The red to black ascending relationship
only applies to the top card being moved and the last card in the
stack to which it is moved. ). When a card is moved of a stack with
a face down card being exposed it will be flipped over automatically.
A card can also be played on the home stack, if it is an ace or the
next card in ascending order of a suit in one of the home stacks.
Once moves are exhausted on the board the next set of cards can be
flipped over from the deck. The top card in the flipped over cards
from the deck can be played using the same rules described for the
stacks. Play will continue until all moves are exhausted or until all
cards are moved to the home stacks and the game is won. </FONT></FONT>
</P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Scoring</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">A
point is scored when a card is moved to one of the home stacks. A
total of 52 points can be scored, one for each card in the deck. The
current score is indicated in the status bar at the bottom of the
game window.</FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT COLOR="#666666"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=4>Game
Play</FONT></FONT></FONT></P>
<P STYLE="margin-bottom: 0in; font-weight: normal"><FONT FACE="Trebuchet MS, sans-serif"><FONT SIZE=3 STYLE="font-size: 13pt">Cards
that are movable will be indicated when the mouse is over them with
the open hand icon. Cards with the open hand icon displayed over them
can be dragged and dropped to another stack or clicked to move them
to another stack. Hints of possible moves are available from the menu
select Control-&gt;Hint.</FONT></FONT></P>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>GNU General Public License - GNU Project - Free Software Foundation (FSF)</title>
</head><body>
<h3 style="text-align: center;">GNU GENERAL PUBLIC LICENSE</h3>
<p style="text-align: center;">Version 3, 29 June 2007</p>
<p>Copyright © 2007 Free Software Foundation, Inc. &lt;http://fsf.org/&gt;</p><p>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.</p>
<h3><a name="preamble"></a>Preamble</h3>
<p>The GNU General Public License is a free, copyleft license for
software and other kinds of works.</p>
<p>The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.</p>
<p>When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
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<p>To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
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you modify it: responsibilities to respect the freedom of others.</p>
<p>For example, if you distribute copies of such a program, whether
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or can get the source code. And you must show them these terms so they
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<p>Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.</p>
<p>For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.</p>
<p>Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
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<p>Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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<p>The precise terms and conditions for copying, distribution and
modification follow.</p>
<h3><a name="terms"></a>TERMS AND CONDITIONS</h3>
<h4><a name="section0"></a>0. Definitions.</h4>
<p>“This License” refers to version 3 of the GNU General Public License.</p>
<p>“Copyright” also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.</p>
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<p>To “propagate” a work means to do anything with it that, without
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distribution (with or without modification), making available to the
public, and in some countries other activities as well.</p>
<p>To “convey” a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.</p>
<p>An interactive user interface displays “Appropriate Legal Notices”
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.</p>
<h4><a name="section1"></a>1. Source Code.</h4>
<p>The “source code” for a work means the preferred form of the work
for making modifications to it. “Object code” means any non-source
form of a work.</p>
<p>A “Standard Interface” means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.</p>
<p>The “System Libraries” of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
“Major Component”, in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.</p>
<p>The “Corresponding Source” for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.</p>
<p>The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.</p>
<p>The Corresponding Source for a work in source code form is that
same work.</p>
<h4><a name="section2"></a>2. Basic Permissions.</h4>
<p>All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.</p>
<p>You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.</p>
<p>Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.</p>
<h4><a name="section3"></a>3. Protecting Users' Legal Rights From Anti-Circumvention Law.</h4>
<p>No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.</p>
<p>When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.</p>
<h4><a name="section4"></a>4. Conveying Verbatim Copies.</h4>
<p>You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.</p>
<p>You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.</p>
<h4><a name="section5"></a>5. Conveying Modified Source Versions.</h4>
<p>You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:</p>
<ul>
<li>a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.</li>
<li>b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
“keep intact all notices”.</li>
<li>c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.</li>
<li>d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.</li>
</ul>
<p>A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
“aggregate” if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.</p>
<h4><a name="section6"></a>6. Conveying Non-Source Forms.</h4>
<p>You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:</p>
<ul>
<li>a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.</li>
<li>b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.</li>
<li>c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.</li>
<li>d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.</li>
<li>e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.</li>
</ul>
<p>A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.</p>
<p>A “User Product” is either (1) a “consumer product”, which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, “normally used” refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.</p>
<p>“Installation Information” for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.</p>
<p>If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).</p>
<p>The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.</p>
<p>Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.</p>
<h4><a name="section7"></a>7. Additional Terms.</h4>
<p>“Additional permissions” are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.</p>
<p>When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.</p>
<p>Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:</p>
<ul>
<li>a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or</li>
<li>b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or</li>
<li>c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or</li>
<li>d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or</li>
<li>e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or</li>
<li>f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.</li>
</ul>
<p>All other non-permissive additional terms are considered “further
restrictions” within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.</p>
<p>If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.</p>
<p>Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.</p>
<h4><a name="section8"></a>8. Termination.</h4>
<p>You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).</p>
<p>However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.</p>
<p>Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.</p>
<p>Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.</p>
<h4><a name="section9"></a>9. Acceptance Not Required for Having Copies.</h4>
<p>You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.</p>
<h4><a name="section10"></a>10. Automatic Licensing of Downstream Recipients.</h4>
<p>Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.</p>
<p>An “entity transaction” is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.</p>
<p>You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.</p>
<h4><a name="section11"></a>11. Patents.</h4>
<p>A “contributor” is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's “contributor version”.</p>
<p>A contributor's “essential patent claims” are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, “control” includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.</p>
<p>Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.</p>
<p>In the following three paragraphs, a “patent license” is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To “grant” such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.</p>
<p>If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. “Knowingly relying” means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.</p>
<p>If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.</p>
<p>A patent license is “discriminatory” if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.</p>
<p>Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.</p>
<h4><a name="section12"></a>12. No Surrender of Others' Freedom.</h4>
<p>If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.</p>
<h4><a name="section13"></a>13. Use with the GNU Affero General Public License.</h4>
<p>Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.</p>
<h4><a name="section14"></a>14. Revised Versions of this License.</h4>
<p>The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.</p>
<p>Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License “or any later version” applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.</p>
<p>If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.</p>
<p>Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.</p>
<h4><a name="section15"></a>15. Disclaimer of Warranty.</h4>
<p>THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.</p>
<h4><a name="section16"></a>16. Limitation of Liability.</h4>
<p>IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.</p>
<h4><a name="section17"></a>17. Interpretation of Sections 15 and 16.</h4>
<p>If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.</p>
<p>END OF TERMS AND CONDITIONS</p>
<h3><a name="howto"></a>How to Apply These Terms to Your New Programs</h3>
<p>If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.</p>
<p>To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the “copyright” line and a pointer to where the full notice is found.</p>
<pre> &lt;one line to give the program's name and a brief idea of what it does.&gt;
Copyright (C) &lt;year&gt; &lt;name of author&gt;
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see &lt;http://www.gnu.org/licenses/&gt;.
</pre>
<p>Also add information on how to contact you by electronic and paper mail.</p>
<p>If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:</p>
<pre> &lt;program&gt; Copyright (C) &lt;year&gt; &lt;name of author&gt;
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
</pre>
<p>The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an “about box”.</p>
<p>You should also get your employer (if you work as a programmer) or school,
if any, to sign a “copyright disclaimer” for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
&lt;http://www.gnu.org/licenses/&gt;.</p>
<p>The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
&lt;http://www.gnu.org/philosophy/why-not-lgpl.html&gt;.</p>
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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <QtGui/QApplication>
#include "mainwindow.h"
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
return a.exec();
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "mainwindow.h"
#include <QtGui/QApplication>
#include <QtGui/QDesktopWidget>
#include <QtGui/QMenu>
#include <QtGui/QAction>
#include <QtGui/QMessageBox>
#include <QtCore/QTimer>
#include "CardAnimationLock.h"
const unsigned int MainWindow::MaxWidth=780;
const unsigned int MainWindow::MaxHeight=900;
const QString MainWindow::SizeStr("size");
const QString MainWindow::PtStr("point");
const QString MainWindow::HelpStr("help");
const QString MainWindow::GameIdStr("LastGame");
const QString MainWindow::AnimationStr("EnableAnimations");
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent),
m_pGameBoard(NULL),
m_pMenuBar(NULL),
m_pGameOptionsMenu(NULL),
m_pHelpMenu(NULL),
m_settings("QSoloCards","QSoloCards"),
m_pNewGameAction(NULL),
m_pRestartAction(NULL),
m_pUndoAction(NULL),
m_pRedoAction(NULL),
m_pHintAction(NULL),
m_pAnimationAction(NULL),
m_pDemoAction(NULL),
m_pCheatAction(NULL),
m_pStatusBar(NULL),
m_pStatusBarLabel(NULL),
m_helpWindow(NULL),
m_aboutWindow(NULL),
m_gameMgr(),
m_firstShow(false)
{
// make the window a nice size and make sure it is on the screen
QSize deskSize(QApplication::desktop()->size());
unsigned int width=MaxWidth<(unsigned int)deskSize.width()?MaxWidth:deskSize.width()-100;
unsigned int height=MaxHeight<(unsigned int)deskSize.height()?MaxHeight:deskSize.height()-100;
int locX=(deskSize.width()-width)/2;
int locY=(deskSize.height()-height)/2;
this->resize(m_settings.value(SizeStr, QSize(width, height)).toSize());
this->move(m_settings.value(PtStr, QPoint(locX, locY)).toPoint());
// create the status bar we will use to show the score and game info.
this->m_pStatusBar=new QStatusBar;
this->m_pStatusBarLabel=new QLabel;
this->m_pStatusBar->addPermanentWidget(m_pStatusBarLabel);
this->setStatusBar(this->m_pStatusBar);
// show the last game played or the default game if we don't have a last played.
// we need to create the board before adding the menus. This is done. So, the
// initial check state of the game selected will reflect the initial game.
int gameId=m_settings.value(GameIdStr, GameMgr::DefaultGame).toInt();
GameBoard * pGameBoard=m_gameMgr.getGame((GameMgr::GameId)gameId);
// add the menus for the window
this->addMenuItems();
// finally setup the board.
this->setupGameBoard(pGameBoard);
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
MainWindow::~MainWindow()
{
// save the current settings for the game
this->m_settings.beginGroup(this->m_pGameBoard->gameSettingsId());
this->m_pGameBoard->saveSettings(this->m_settings);
this->m_settings.endGroup();
// save the position of the game window
this->m_settings.setValue(SizeStr,this->size());
this->m_settings.setValue(PtStr,this->pos());
// save the current game being played
this->m_settings.setValue(GameIdStr,this->m_gameMgr.getGameId());
// save if animation is enabled or not
this->m_settings.setValue(AnimationStr,this->m_pAnimationAction->isChecked());
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotNewGame()
{
if (NULL!=this->m_pGameBoard)
{
this->m_pGameBoard->newGame();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotRestartGame()
{
if (NULL!=this->m_pGameBoard)
{
this->m_pGameBoard->restartGame();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotSelectGame(QAction * pAction)
{
if (NULL!=pAction)
{
bool ok=false;
int gameId=pAction->data().toInt(&ok);
// if we got the gameid and it is not the same as the current game
// set the game as the current.
if (ok && gameId!=this->m_gameMgr.getGameId())
{
this->setupGameBoard(this->m_gameMgr.getGame((GameMgr::GameId)gameId));
}
}
}
void MainWindow::slotAnimation(bool checked)
{
CardAnimationLock::getInst().enableAnimations(checked);
if (this->m_pGameBoard->hasDemo() && checked)
{
this->m_pDemoAction->setEnabled(true);
}
else
{
this->m_pDemoAction->setEnabled(false);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotCheat(bool checked)
{
if (NULL!=this->m_pGameBoard)
{
this->m_pGameBoard->setCheat(checked);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotUndo()
{
if (NULL!=this->m_pGameBoard)
{
if (this->m_pGameBoard->canUndoMove())
{
this->m_pGameBoard->undoMove();
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotRedo()
{
if (NULL!=this->m_pGameBoard)
{
if (this->m_pGameBoard->canRedoMove())
{
this->m_pGameBoard->redoMove();
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotHint()
{
if (NULL!=this->m_pGameBoard)
{
this->m_pGameBoard->showHint();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotUndoAvail(bool avail)
{
if (this->m_pUndoAction && !m_pDemoAction->isChecked())
{
this->m_pRestartAction->setEnabled(avail);
this->m_pUndoAction->setEnabled(avail);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotRedoAvail(bool avail)
{
if (this->m_pRedoAction)
{
this->m_pRedoAction->setEnabled(avail);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotScoreChanged(int score,const QString & info)
{
if (this->m_pStatusBar && !m_pDemoAction->isChecked())
{
QString statusMsg(tr("%1 Score: %2").arg(info).arg(QString::number(score)).trimmed());
this->m_pStatusBarLabel->setText(statusMsg);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotAbout()
{
if (NULL==this->m_aboutWindow)
{
this->m_aboutWindow=new About(this);
connect(this->m_aboutWindow.data(),SIGNAL(showLink(QString)),
this,SLOT(slotShowHelp(QString)));
}
this->m_aboutWindow->show();
this->m_aboutWindow->activateWindow();
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotHelp()
{
if (this->m_pGameBoard)
{
this->slotShowHelp(this->m_pGameBoard->helpFile());
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotHelpClosed(int finishCode)
{
Q_UNUSED(finishCode);
this->m_settings.beginGroup(HelpStr);
this->m_settings.setValue(SizeStr,this->m_helpWindow->size());
this->m_settings.setValue(PtStr,this->m_helpWindow->pos());
this->m_settings.endGroup();
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotShowHelp(const QString & helpFile)
{
if (NULL==this->m_helpWindow)
{
this->m_helpWindow=new Help(this,helpFile);
this->m_settings.beginGroup(HelpStr);
this->m_helpWindow->resize(this->m_settings.value(SizeStr,QSize(640,480)).toSize());
this->m_helpWindow->move(this->m_settings.value(PtStr,QPoint(200,200)).toPoint());
this->m_settings.endGroup();
this->connect(this->m_helpWindow,SIGNAL(finished(int)),this,SLOT(slotHelpClosed(int)));
this->m_helpWindow->show();
}
else
{
this->m_helpWindow->setHelpFile(helpFile);
this->m_helpWindow->show();
this->m_helpWindow->activateWindow();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotAnimationStarted()
{
m_pRestartAction->setEnabled(false);
m_pDemoAction->setEnabled(false);
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotAnimationComplete()
{
m_pRestartAction->setEnabled(true);
m_pDemoAction->setEnabled(true);
}
/////////////////////////////////////////////////////////////////////////////////////////////
// this timeout is just to delay slightly calling newGame for a board. So, the
// animation will start with the QGraphicsScene visible and the board will already be
// completely drawn.
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotNewGameTimer()
{
if (this->m_pGameBoard)
{
this->m_pMenuBar->setEnabled(true);
this->m_pGameBoard->newGame();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotDemoStarted()
{
m_pNewGameAction->setEnabled(false);
m_pRestartAction->setEnabled(false);
m_pUndoAction->setEnabled(false);
m_pRedoAction->setEnabled(false);
m_pHintAction->setEnabled(false);
m_pAnimationAction->setEnabled(false);
m_pGameSelectMenu->setEnabled(false);
m_pGameOptionsMenu->setEnabled(false);
m_pCheatAction->setEnabled(false);
m_pDemoAction->setChecked(true);
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotDemoStopped()
{
m_pNewGameAction->setEnabled(true);
m_pRestartAction->setEnabled(true);
m_pHintAction->setEnabled(true);
m_pAnimationAction->setEnabled(true);
m_pGameSelectMenu->setEnabled(true);
m_pGameOptionsMenu->setEnabled(true);
m_pCheatAction->setEnabled(true);
if (this->m_pGameBoard->canUndoMove())
{
m_pUndoAction->setEnabled(true);
}
if (this->m_pGameBoard->canRedoMove())
{
m_pRedoAction->setEnabled(true);
}
m_pDemoAction->setChecked(false);
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::slotDemoActionItem(bool checked)
{
if (this->m_pGameBoard)
{
if (checked)
{
this->m_pGameBoard->startDemo();
}
else
{
this->m_pGameBoard->stopDemo();
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
// we are just using the showEvent to make sure that we don't start the animation of the dealing
// of cards for the game until the window has been shown.
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::showEvent(QShowEvent * pShowEvent)
{
Q_UNUSED(pShowEvent);
if (!m_firstShow && NULL!=this->m_pGameBoard)
{
this->m_pGameBoard->newGame();
m_firstShow=true;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::addMenuItems()
{
// create the menu for the app.
this->m_pMenuBar=new QMenuBar(this);
// create a game menu
QMenu * pGameMenu=new QMenu(tr("Game").trimmed(),this->m_pMenuBar);
m_pNewGameAction=new QAction(tr("New Game").trimmed(),pGameMenu);
m_pNewGameAction->setShortcuts(QKeySequence::New);
this->connect(m_pNewGameAction,SIGNAL(triggered()),
this,SLOT(slotNewGame()));
pGameMenu->addAction(m_pNewGameAction);
this->m_pRestartAction=new QAction(tr("Restart Game").trimmed(),pGameMenu);
this->m_pRestartAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_R));
this->connect(this->m_pRestartAction,SIGNAL(triggered()),
this,SLOT(slotRestartGame()));
pGameMenu->addAction(this->m_pRestartAction);
pGameMenu->addSeparator();
this->m_pGameSelectMenu=new QMenu(tr("Select Game").trimmed(),pGameMenu);
// add the available games to the menu.
this->m_gameMgr.buildGameListMenu(*this->m_pGameSelectMenu);
// connecting this one up a little different. Since, we are building
// a generic menu where we don't know what the contents are connect up
// to the menus triggered event. We can then get the action and from it's
// user data the id of the game selected.
this->connect(this->m_pGameSelectMenu,SIGNAL(triggered(QAction*)),
this,SLOT(slotSelectGame(QAction*)));
pGameMenu->addMenu(this->m_pGameSelectMenu);
#if !(defined Q_WS_MAC)
pGameMenu->addSeparator();
#endif
QAction * pQuit=new QAction(tr("Quit").trimmed(),pGameMenu);
pQuit->setMenuRole(QAction::QuitRole);
pQuit->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_Q));
this->connect(pQuit,SIGNAL(triggered()),
this,SLOT(close()));
pGameMenu->addAction(pQuit);
this->m_pMenuBar->addMenu(pGameMenu);
///////////////////////////////////////////////////////////////////////////
// create a control menu
// for the cheat and undo menu items
///////////////////////////////////////////////////////////////////////////
QMenu * pCtrlMenu=new QMenu(tr("Control").trimmed(),this->m_pMenuBar);
m_pUndoAction=new QAction(tr("Undo").trimmed(),pCtrlMenu);
m_pUndoAction->setShortcuts(QKeySequence::Undo);
this->connect(m_pUndoAction,SIGNAL(triggered()),
this,SLOT(slotUndo()));
pCtrlMenu->addAction(m_pUndoAction);
m_pRedoAction=new QAction(tr("Redo").trimmed(),pCtrlMenu);
m_pRedoAction->setShortcuts(QKeySequence::Redo);
this->connect(m_pRedoAction,SIGNAL(triggered()),
this,SLOT(slotRedo()));
pCtrlMenu->addAction(m_pRedoAction);
m_pHintAction=new QAction(tr("Hint").trimmed(),pCtrlMenu);
m_pHintAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_H));
this->connect(m_pHintAction,SIGNAL(triggered()),
this,SLOT(slotHint()));
pCtrlMenu->addAction(m_pHintAction);
pCtrlMenu->addSeparator();
m_pAnimationAction=new QAction(tr("Animation").trimmed(),pCtrlMenu);
m_pAnimationAction->setCheckable(true);
this->connect(m_pAnimationAction,SIGNAL(triggered(bool)),
this,SLOT(slotAnimation(bool)));
pCtrlMenu->addAction(m_pAnimationAction);
m_pAnimationAction->setChecked(m_settings.value(AnimationStr, true).toBool());
CardAnimationLock::getInst().enableAnimations(m_pAnimationAction->isChecked());
m_pDemoAction=new QAction(tr("Demo").trimmed(),pCtrlMenu);
m_pDemoAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_D));
m_pDemoAction->setCheckable(true);
this->connect(m_pDemoAction,SIGNAL(triggered(bool)),
this,SLOT(slotDemoActionItem(bool)));
pCtrlMenu->addAction(m_pDemoAction);
pCtrlMenu->addSeparator();
m_pCheatAction=new QAction(tr("Cheat").trimmed(),pCtrlMenu);
m_pCheatAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_C));
m_pCheatAction->setCheckable(true);
this->connect(m_pCheatAction,SIGNAL(triggered(bool)),
this,SLOT(slotCheat(bool)));
pCtrlMenu->addAction(m_pCheatAction);
this->m_pMenuBar->addMenu(pCtrlMenu);
///////////////////////////////////////////////////////////////////////////
// create a game options menu
// this menu will get the specific game option settings to add to the menu
// from the GameBoard class. We will not add it to the menu at this time.
// It will be added and/or removed when the game board is setup. It will
// only be added if it is needed.
///////////////////////////////////////////////////////////////////////////
m_pGameOptionsMenu=new QMenu(tr("&Options").trimmed(),this->m_pMenuBar);
////////////////////////////////////////////////////////////////////////////
// add the help menu
////////////////////////////////////////////////////////////////////////////
this->m_pHelpMenu=new QMenu(tr("&Help").trimmed(),this->m_pMenuBar);
QAction * pHelp=new QAction(tr("Game Help").trimmed(),this->m_pHelpMenu);
pHelp->setShortcut(QKeySequence(Qt::Key_F1));
this->connect(pHelp,SIGNAL(triggered()),
this,SLOT(slotHelp()));
this->m_pHelpMenu->addAction(pHelp);
#if !(defined Q_WS_MAC)
this->m_pHelpMenu->addSeparator();
#endif
QAction * pAbout=new QAction(tr("&About").trimmed(),this->m_pHelpMenu);
pAbout->setMenuRole(QAction::AboutRole);
this->connect(pAbout,SIGNAL(triggered()),
this,SLOT(slotAbout()));
this->m_pHelpMenu->addAction(pAbout);
this->m_pMenuBar->addMenu(this->m_pHelpMenu);
this->setMenuBar(this->m_pMenuBar);
// also go ahead and hook up the slots for the signals that animation is in progress
// now only used by the restart game menu item. Need the undo stack to be updated before
// we can restart a game.
connect(&CardAnimationLock::getInst(),SIGNAL(animationStarted()),
this,SLOT(slotAnimationStarted()));
connect(&CardAnimationLock::getInst(),SIGNAL(animationComplete()),
this,SLOT(slotAnimationComplete()));
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Set a gameboard and hook up the menus, set the icon, etc... for the new board
// if there was a previous gameboard. When the QMainWindow::setCentralWidget function is called
// the old game board will be deleted by Qt.
/////////////////////////////////////////////////////////////////////////////////////////////
void MainWindow::setupGameBoard(GameBoard * pGameBoard)
{
if (pGameBoard)
{
// save settings of the current game if we have one
if (NULL!=this->m_pGameBoard)
{
this->m_settings.beginGroup(this->m_pGameBoard->gameSettingsId());
this->m_pGameBoard->saveSettings(this->m_settings);
this->m_settings.endGroup();
}
this->m_pGameBoard=pGameBoard;
// connect the gameboards score changed signal to our slot so we
// can get score changes and display them. But first clear the
// current contents of the statusbar to get ride of old info if necessary.
this->m_pStatusBar->showMessage("");
this->m_pStatusBarLabel->setText("");
this->connect(this->m_pGameBoard,SIGNAL(scoreChanged(int,QString)),
this,SLOT(slotScoreChanged(int,QString)));
this->m_settings.beginGroup(this->m_pGameBoard->gameSettingsId());
this->m_pGameBoard->loadSettings(m_settings);
this->m_settings.endGroup();
this->setCentralWidget(this->m_pGameBoard);
this->setWindowTitle(tr("QSoloCards: %1").arg(this->m_pGameBoard->gameName()).trimmed());
// connect up the game board to the menus
m_pUndoAction->setEnabled(this->m_pGameBoard->canUndoMove());
m_pRedoAction->setEnabled(this->m_pGameBoard->canRedoMove());
m_pRestartAction->setEnabled(this->m_pGameBoard->canUndoMove());
this->m_pMenuBar->removeAction(this->m_pGameOptionsMenu->menuAction());
this->m_pGameOptionsMenu->clear();
this->m_pGameBoard->addGameMenuItems(*this->m_pGameOptionsMenu);
if (!this->m_pGameOptionsMenu->isEmpty())
{
this->m_pMenuBar->insertMenu(this->m_pHelpMenu->menuAction(),this->m_pGameOptionsMenu);
}
// set the window icon for the game.
this->setWindowIcon(this->m_pGameBoard->getGamePixmap());
///////////////////////////////////////////////////////////////////////////
// connect up the slots so we will know when undo and redo actions are available
///////////////////////////////////////////////////////////////////////////
this->connect(this->m_pGameBoard,SIGNAL(undoAvail(bool)),
this,SLOT(slotUndoAvail(bool)));
this->connect(this->m_pGameBoard,SIGNAL(redoAvail(bool)),
this,SLOT(slotRedoAvail(bool)));
if (this->isVisible())
{
// disable the menus while we wait for the timer to pop.
this->m_pMenuBar->setEnabled(false);
QTimer::singleShot(100,this,SLOT(slotNewGameTimer()));
}
this->m_pDemoAction->setChecked(false);
if (this->m_pGameBoard->hasDemo() && CardAnimationLock::getInst().animationsEnabled())
{
this->m_pDemoAction->setEnabled(true);
this->connect(this->m_pGameBoard,SIGNAL(demoStarted()),
this,SLOT(slotDemoStarted()));
this->connect(this->m_pGameBoard,SIGNAL(demoStopped()),
this,SLOT(slotDemoStopped()));
}
else
{
this->m_pDemoAction->setEnabled(false);
}
}
}

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/*
QSoloCards is a collection of Solitaire card games written using Qt
Copyright (C) 2009 Steve Moore
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QtGui/QMainWindow>
#include <QtGui/QMenuBar>
#include <QtGui/QMenu>
#include <QtCore/QSettings>
#include <QtGui/QStatusBar>
#include <QtGui/QLabel>
#include <QtCore/QPointer>
#include "GameBoard.h"
#include "Help.h"
#include "About.h"
#include "GameMgr.h"
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
static const unsigned int MaxWidth;
static const unsigned int MaxHeight;
static const QString SizeStr;
static const QString PtStr;
static const QString HelpStr;
static const QString GameIdStr;
static const QString AnimationStr;
MainWindow(QWidget *parent = 0);
~MainWindow();
public slots:
void slotNewGame();
void slotRestartGame();
void slotSelectGame(QAction *);
void slotAnimation(bool);
void slotCheat(bool);
void slotUndo();
void slotRedo();
void slotHint();
void slotUndoAvail(bool avail);
void slotRedoAvail(bool avail);
void slotScoreChanged(int score,const QString &);
void slotHelp();
void slotAbout();
void slotHelpClosed(int);
void slotShowHelp(const QString & helpFile);
void slotAnimationStarted();
void slotAnimationComplete();
void slotNewGameTimer();
void slotDemoStarted();
void slotDemoStopped();
void slotDemoActionItem(bool);
protected:
void showEvent(QShowEvent * pShowEvent);
private:
void addMenuItems();
void setupGameBoard(GameBoard * pGameBoard);
GameBoard * m_pGameBoard;
QMenuBar * m_pMenuBar;
QMenu * m_pGameSelectMenu;
QMenu * m_pGameOptionsMenu;
QMenu * m_pHelpMenu;
QSettings m_settings;
QAction * m_pNewGameAction;
QAction * m_pRestartAction;
QAction * m_pUndoAction;
QAction * m_pRedoAction;
QAction * m_pHintAction;
QAction * m_pAnimationAction;
QAction * m_pDemoAction;
QAction * m_pCheatAction;
QStatusBar * m_pStatusBar;
QLabel * m_pStatusBarLabel;
QPointer<Help> m_helpWindow; // use a QPointer so we don't have to worry about knowing if
// the help window has been deleted. The Window auto deletes
// when closes.
QPointer<About> m_aboutWindow;
GameMgr m_gameMgr;
bool m_firstShow;
};
#endif // MAINWINDOW_H

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INPUT(
./temp\obj\QSoloCardsPlugin.o
./temp\obj\main.o
./temp\obj\mainwindow.o
./temp\obj\PlayingCard.o
./temp\obj\CardDeck.o
./temp\obj\CardPixmaps.o
./temp\obj\CardStack.o
./temp\obj\DragCardStack.o
./temp\obj\VCardStack.o
./temp\obj\CardAnimationLock.o
./temp\obj\StackToStackAniMove.o
./temp\obj\DealAnimation.o
./temp\obj\FlipAnimation.o
./temp\obj\StackToStackFlipAni.o
./temp\obj\GameBoard.o
./temp\obj\CardMoveRecord.o
./temp\obj\About.o
./temp\obj\Help.o
./temp\obj\GameMgr.o
./temp\obj\SpiderBoard.o
./temp\obj\SpiderHomeStack.o
./temp\obj\SpiderStack.o
./temp\obj\KlondikeStack.o
./temp\obj\KlondikeFlipStack.o
./temp\obj\KlondikeHomeStack.o
./temp\obj\KlondikeBoard.o
./temp\obj\FreeCellBoard.o
./temp\obj\FreeCellDeck.o
./temp\obj\FreeCellStack.o
./temp\obj\FreeCellHome.o
./temp\obj\FreeCellFree.o
./temp\obj\Spider3DeckBoard.o
./temp\obj\SpideretteBoard.o
./temp\obj\YukonBoard.o
./temp\obj\moc_QSoloCardsPlugin.o
./temp\obj\moc_mainwindow.o
./temp\obj\moc_CardStack.o
./temp\obj\moc_DragCardStack.o
./temp\obj\moc_VCardStack.o
./temp\obj\moc_CardAnimationLock.o
./temp\obj\moc_StackToStackAniMove.o
./temp\obj\moc_DealAnimation.o
./temp\obj\moc_FlipAnimation.o
./temp\obj\moc_StackToStackFlipAni.o
./temp\obj\moc_GameBoard.o
./temp\obj\moc_About.o
./temp\obj\moc_Help.o
./temp\obj\moc_SpiderBoard.o
./temp\obj\moc_SpiderStack.o
./temp\obj\moc_KlondikeStack.o
./temp\obj\moc_KlondikeFlipStack.o
./temp\obj\moc_KlondikeHomeStack.o
./temp\obj\moc_KlondikeBoard.o
./temp\obj\moc_FreeCellBoard.o
./temp\obj\moc_FreeCellDeck.o
./temp\obj\moc_FreeCellStack.o
./temp\obj\moc_FreeCellHome.o
./temp\obj\moc_FreeCellFree.o
./temp\obj\moc_Spider3DeckBoard.o
./temp\obj\moc_SpideretteBoard.o
./temp\obj\moc_YukonBoard.o
./temp\obj\qrc_QSoloCards.o
);

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INPUT(
./temp\obj\QSoloCardsPlugin.o
./temp\obj\main.o
./temp\obj\mainwindow.o
./temp\obj\PlayingCard.o
./temp\obj\CardDeck.o
./temp\obj\CardPixmaps.o
./temp\obj\CardStack.o
./temp\obj\DragCardStack.o
./temp\obj\VCardStack.o
./temp\obj\CardAnimationLock.o
./temp\obj\StackToStackAniMove.o
./temp\obj\DealAnimation.o
./temp\obj\FlipAnimation.o
./temp\obj\StackToStackFlipAni.o
./temp\obj\GameBoard.o
./temp\obj\CardMoveRecord.o
./temp\obj\About.o
./temp\obj\Help.o
./temp\obj\GameMgr.o
./temp\obj\SpiderBoard.o
./temp\obj\SpiderHomeStack.o
./temp\obj\SpiderStack.o
./temp\obj\KlondikeStack.o
./temp\obj\KlondikeFlipStack.o
./temp\obj\KlondikeHomeStack.o
./temp\obj\KlondikeBoard.o
./temp\obj\FreeCellBoard.o
./temp\obj\FreeCellDeck.o
./temp\obj\FreeCellStack.o
./temp\obj\FreeCellHome.o
./temp\obj\FreeCellFree.o
./temp\obj\Spider3DeckBoard.o
./temp\obj\SpideretteBoard.o
./temp\obj\YukonBoard.o
./temp\obj\moc_QSoloCardsPlugin.o
./temp\obj\moc_mainwindow.o
./temp\obj\moc_CardStack.o
./temp\obj\moc_DragCardStack.o
./temp\obj\moc_VCardStack.o
./temp\obj\moc_CardAnimationLock.o
./temp\obj\moc_StackToStackAniMove.o
./temp\obj\moc_DealAnimation.o
./temp\obj\moc_FlipAnimation.o
./temp\obj\moc_StackToStackFlipAni.o
./temp\obj\moc_GameBoard.o
./temp\obj\moc_About.o
./temp\obj\moc_Help.o
./temp\obj\moc_SpiderBoard.o
./temp\obj\moc_SpiderStack.o
./temp\obj\moc_KlondikeStack.o
./temp\obj\moc_KlondikeFlipStack.o
./temp\obj\moc_KlondikeHomeStack.o
./temp\obj\moc_KlondikeBoard.o
./temp\obj\moc_FreeCellBoard.o
./temp\obj\moc_FreeCellDeck.o
./temp\obj\moc_FreeCellStack.o
./temp\obj\moc_FreeCellHome.o
./temp\obj\moc_FreeCellFree.o
./temp\obj\moc_Spider3DeckBoard.o
./temp\obj\moc_SpideretteBoard.o
./temp\obj\moc_YukonBoard.o
./temp\obj\qrc_QSoloCards.o
);

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# -------------------------------------------------
# Project created by QtCreator 2009-03-07T14:27:09
# -------------------------------------------------
#=== this part is common (similar) for all plugin projects =====================
TEMPLATE = lib
CONFIG += plugin release
# this is directory, where PluginInterface.h is located
INCLUDEPATH += ../
# and, the result (*.so or *.dll) should appear in this directory
DESTDIR = ../bin
OBJECTS_DIR = temp/obj
RCC_DIR = temp/qrc
UI_DIR = temp/ui
MOC_DIR = temp/moc
# the name of the result file;
TARGET = $$qtLibraryTarget(qsolocards_plugin)
HEADERS += ../PluginInterface.h \
QSoloCardsPlugin.h
SOURCES += QSoloCardsPlugin.cpp
#===============================================================================
SOURCES += main.cpp \
mainwindow.cpp \
PlayingCard.cpp \
CardDeck.cpp \
CardPixmaps.cpp \
CardStack.cpp \
DragCardStack.cpp \
VCardStack.cpp \
CardAnimationLock.cpp \
StackToStackAniMove.cpp \
DealAnimation.cpp \
FlipAnimation.cpp \
StackToStackFlipAni.cpp \
GameBoard.cpp \
CardMoveRecord.cpp \
About.cpp \
Help.cpp \
GameMgr.cpp \
SpiderBoard.cpp \
SpiderHomeStack.cpp \
SpiderStack.cpp \
KlondikeStack.cpp \
KlondikeFlipStack.cpp \
KlondikeHomeStack.cpp \
KlondikeBoard.cpp \
FreeCellBoard.cpp \
FreeCellDeck.cpp \
FreeCellStack.cpp \
FreeCellHome.cpp \
FreeCellFree.cpp \
Spider3DeckBoard.cpp \
SpideretteBoard.cpp \
YukonBoard.cpp
HEADERS += mainwindow.h \
PlayingCard.h \
CardDeck.h \
CardPixmaps.h \
CardStack.h \
DragCardStack.h \
VCardStack.h \
CardAnimationLock.h \
StackToStackAniMove.h \
DealAnimation.h \
FlipAnimation.h \
StackToStackFlipAni.h \
GameBoard.h \
CardMoveRecord.h \
About.h \
Help.h \
GameMgr.h \
SpiderBoard.h \
SpiderHomeStack.h \
SpiderStack.h \
KlondikeStack.h \
KlondikeFlipStack.h \
KlondikeHomeStack.h \
KlondikeBoard.h \
FreeCellBoard.h \
FreeCellDeck.h \
FreeCellStack.h \
FreeCellHome.h \
FreeCellFree.h \
Spider3DeckBoard.h \
SpideretteBoard.h \
YukonBoard.h
QT += svg
RESOURCES = QSoloCards.qrc
mac:QMAKE_MAC_SDK=/Developer/SDKs/MacOSX10.4u.sdk
mac:CONFIG+=x86 ppc
VER_MAJ = 0
VER_MIN = 99
VER_PAT = 1
QMAKE_CXXFLAGS_DEBUG = -DVER_MAJ=$$VER_MAJ \
-DVER_MIN=$$VER_MIN \
-DVER_PAT=$$VER_PAT
QMAKE_CXXFLAGS_RELEASE = $$QMAKE_CXXFLAGS_DEBUG
mac:ICON = QSoloCards.icns