mirror of
https://github.com/RetroShare/RetroShare.git
synced 2024-12-23 14:39:34 -05:00
082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
858 lines
23 KiB
C++
858 lines
23 KiB
C++
/*
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QSoloCards is a collection of Solitaire card games written using Qt
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Copyright (C) 2009 Steve Moore
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CardStack.h"
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#include <QtGui/QPainter>
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#include <QtCore/QTimer>
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#include <QtGui/QCursor>
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#include <QtGui/QGraphicsSceneHoverEvent>
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#include <QtGui/QGraphicsSceneMouseEvent>
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#include <QtGui/QApplication>
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#include "CardPixmaps.h"
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#include "CardAnimationLock.h"
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#include <iostream>
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CardStackMap CardStack::m_cardStackMap;
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bool CardStack::m_lockUserInteraction=false;
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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CardStack::CardStack()
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:QObject(),QGraphicsPixmapItem(),
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m_hintHighlightIndex(-1),
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m_stackName(),
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m_cardVector(),
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m_highlighted(false),
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m_showRedealCircle(false),
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m_autoFaceUp(false),
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m_mouseMoved(false),
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m_dragStartPos(0,0),
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m_flipAni(),
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m_dragStack(this)
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{
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// set the name of this stack and add it to the map of stacks.
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m_stackName=QString::number((qlonglong)this);
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m_cardStackMap[this->stackName()]=this;
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// accept drops and mouse hover events
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this->setAcceptDrops(true);
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this->setAcceptHoverEvents(true);
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this->setZValue(1);
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this->setCursor(Qt::PointingHandCursor);
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this->setShapeMode(QGraphicsPixmapItem::BoundingRectShape);
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// call update stack to set the initial view of the stack as empty.
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this->updateStack();
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this->connect(&m_flipAni,SIGNAL(flipComplete(CardStack *)),
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this,SLOT(slotFlipComplete(CardStack *)));
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this->connect(&m_dragStack,SIGNAL(cardsMoved(const CardMoveRecord &)),
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this,SLOT(slotDragCardsMoved(const CardMoveRecord &)));
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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CardStack::~CardStack()
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{
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// remove the pointer from the map of stacks to the class.
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m_cardStackMap.erase(this->stackName());
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::allCardsFaceUp()const
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{
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bool rc=true;
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unsigned int i;
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for(i=0;i<this->m_cardVector.size();i++)
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{
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if (!this->m_cardVector[i].isFaceUp())
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{
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rc=false;
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break;
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}
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::cardsAscendingTopToBottom()const
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{
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bool rc=true;
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const PlayingCardVector & cardVector=this->getCardVector();
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int i;
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// see if the cards are in descending order from
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// index 0 to n.
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for (i=cardVector.size()-1;i>0;i--)
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{
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if (cardVector[i]>cardVector[i-1])
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{
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rc=false;
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break;
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}
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::cardsDecendingTopToBottom()const
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{
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bool rc=true;
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const PlayingCardVector & cardVector=this->getCardVector();
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int i;
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// see if the cards are in descending order from
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// index 0 to n.
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for (i=cardVector.size()-1;i>0;i--)
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{
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if (cardVector[i]<cardVector[i-1])
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{
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rc=false;
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break;
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}
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void CardStack::setTopCardUp(bool faceUp)
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{
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if (this->m_cardVector.size()>0 && faceUp!=this->m_cardVector[this->m_cardVector.size()-1].isFaceUp())
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{
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flipCard(-1);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::flipCard(int index,bool aniIfEnabled)
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{
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bool rc=false;
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if (this->m_cardVector.size()>0)
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{
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// if index is less than 0 assume it is the last card.
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if (index<0)
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{
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index=this->m_cardVector.size()-1;
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}
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if (index<(int)this->m_cardVector.size())
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{
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if (aniIfEnabled)
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{
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m_flipAni.flipCard(this);
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}
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this->m_cardVector[index].setFaceUp(!this->m_cardVector[index].isFaceUp());
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this->updateStack();
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rc=true;
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}
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::flipCard(int index,CardMoveRecord & moveRecord,bool aniIfEnabled)
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{
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bool rc=flipCard(index,aniIfEnabled);
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if (rc)
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{
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// if index is less than 0 assume it is the last card.
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if (index<0)
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{
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index=this->m_cardVector.size()-1;
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}
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moveRecord.push_back(CardMoveRecordItem(this->stackName(),index));
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void CardStack::addCard(const PlayingCard & newCard)
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{
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m_cardVector.push_back(newCard);
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if (isFlipAniRunning())
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{
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m_flipAni.stopAni();
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this->updateStack();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void CardStack::addCards(const PlayingCardVector & cardVector)
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{
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for(unsigned int i=0;i<cardVector.size();i++)
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{
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m_cardVector.push_back(cardVector[i]);
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}
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if (isFlipAniRunning())
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{
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m_flipAni.stopAni();
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this->updateStack();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void CardStack::addCard(const PlayingCard & newCard,CardMoveRecord & moveRecord,bool justUpdateRec)
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{
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if (!justUpdateRec)
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{
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this->addCard(newCard);
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}
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PlayingCardVector cardVector;
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cardVector.push_back(newCard);
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moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::AddCards,cardVector));
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void CardStack::addCards(const PlayingCardVector & cardVector,CardMoveRecord & moveRecord,bool justUpdateRec)
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{
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if (!justUpdateRec)
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{
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this->addCards(cardVector);
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}
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moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::AddCards,cardVector));
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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PlayingCard CardStack::removeTopCard()
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{
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PlayingCard card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex);
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if (!this->m_cardVector.empty())
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{
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card=m_cardVector.back();
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this->m_cardVector.pop_back();
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}
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return card;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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PlayingCard CardStack::removeTopCard(CardMoveRecord & moveRecord)
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{
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PlayingCard card(PlayingCard::MaxSuit,PlayingCard::MaxCardIndex);
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card=this->removeTopCard();
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// if the card is valid update the moveRecord
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if (card.isValid())
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{
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PlayingCardVector cardVector;
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cardVector.push_back(card);
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moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::RemoveCards,cardVector));
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}
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return card;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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bool CardStack::removeCardsStartingAt(unsigned int index,PlayingCardVector & removedCards)
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{
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bool rc=false;
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if (index<this->m_cardVector.size())
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{
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rc=true;
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unsigned int i;
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removedCards.clear();
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for(i=index;i<this->m_cardVector.size();i++)
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{
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removedCards.push_back(this->m_cardVector[i]);
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}
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while(m_cardVector.size()>index)
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{
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this->m_cardVector.pop_back();
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}
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}
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return rc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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bool CardStack::removeCardsStartingAt(unsigned int index,
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PlayingCardVector & removedCards,
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CardMoveRecord & moveRecord,
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bool justUpdateRec)
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{
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bool rc=false;
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if (!justUpdateRec)
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{
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rc=this->removeCardsStartingAt(index,removedCards);
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}
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else if (index<this->m_cardVector.size())
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{
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rc=true;
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unsigned int i;
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removedCards.clear();
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for(i=index;i<this->m_cardVector.size();i++)
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{
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removedCards.push_back(this->m_cardVector[i]);
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}
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}
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if (rc)
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{
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// ok now add the move records for removal of the cards from this stack
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// it will be a remove and then a flip of the card before if it is face down
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moveRecord.push_back(CardMoveRecordItem(this->stackName(),CardMoveRecordItem::RemoveCards,removedCards));
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// also if we are in autoflip mode add that to the flip record.
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if (0!=index && this->m_autoFaceUp && !this->m_cardVector[index-1].isFaceUp())
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{
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moveRecord.push_back(CardMoveRecordItem(this->stackName(),index-1));
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}
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}
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return rc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void CardStack::removeAllCards()
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{
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// stop any flip animation we have going.
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m_flipAni.stopAni();
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m_cardVector.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::getMovableCards(PlayingCardVector & cardVector,
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unsigned int & index) const
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{
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bool rc=false;
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if (this->m_cardVector.size()>0)
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{
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int moveIndex=-1;
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// ok let's go up the stack and find the last card that we can move
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for (int i=this->m_cardVector.size()-1;i>=0;i--)
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{
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if (this->canMoveCard((unsigned int)i))
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{
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moveIndex=i;
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}
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else
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{
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break;
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}
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}
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// did we get an index of a card.
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if (moveIndex>=0)
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{
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rc=true;
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for(unsigned int j=(unsigned int)moveIndex;j<this->m_cardVector.size();j++)
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{
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cardVector.push_back(this->m_cardVector[j]);
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}
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index=(unsigned int)moveIndex;
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}
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}
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return rc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void CardStack::updateStack()
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{
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QPixmap * pPixmap=NULL;
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if (this->isFlipAniRunning())
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{
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PlayingCardVector cardVector(this->m_cardVector);
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// the stack should have at least one card ie the one being flipped
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// but make sure.
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if (this->m_cardVector.size()>0)
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{
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cardVector.pop_back();
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}
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pPixmap=getStackPixmap(cardVector,m_highlighted,m_hintHighlightIndex);
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}
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else
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{
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pPixmap=getStackPixmap(this->m_cardVector,m_highlighted,m_hintHighlightIndex);
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}
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if (NULL!=pPixmap)
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{
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this->setPixmap(*pPixmap);
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delete pPixmap;
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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QPixmap * CardStack::getStackPixmap(const PlayingCardVector & cardVector,
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bool highlighted,
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int hintHighlightIndex)
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{
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bool hl=((hintHighlightIndex>=0 ||
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(HintHighlightNoCards==hintHighlightIndex && 0==cardVector.size()))||
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highlighted);
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QPixmap * pPixmap=NULL;
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// if the stack is not empty either show a card or the card back
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if (cardVector.size()>0)
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{
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PlayingCard card(cardVector[cardVector.size()-1]);
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if (card.isFaceUp())
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{
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pPixmap=new QPixmap(CardPixmaps::getInst().getCardPixmap(card,hl));
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}
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else
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{
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pPixmap=new QPixmap(CardPixmaps::getInst().getCardBackPixmap(hl));
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}
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}
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// if the stack is empty show the empty pixmap.
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else
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{
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pPixmap=new QPixmap(CardPixmaps::getInst().getCardNonePixmap(hl,this->m_showRedealCircle));
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}
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return pPixmap;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void CardStack::updateAllStacks()
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{
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CardStackMap::iterator it;
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CardPixmaps::getInst().clearPixmapCache();
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for (it=m_cardStackMap.begin();it!=m_cardStackMap.end();it++)
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{
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it->second->updateStack();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void CardStack::clearAllStacks()
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{
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CardStackMap::iterator it;
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for (it=m_cardStackMap.begin();it!=m_cardStackMap.end();it++)
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{
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it->second->removeAllCards();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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CardStack * CardStack::getStackByName(const std::string & stackName)
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{
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CardStack * pStack=NULL;
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CardStackMap::iterator it=m_cardStackMap.find(stackName);
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if (m_cardStackMap.end()!=it)
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{
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pStack=it->second;
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}
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return pStack;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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bool CardStack::isCardStack(QGraphicsItem * pGraphicsItem)
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{
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CardStack * pCardStack=getStackByName(QString::number((qlonglong)pGraphicsItem).toStdString());
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bool rc=false;
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if (NULL!=pCardStack)
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{
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rc=true;
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}
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void CardStack::processCardMoveRecord(ProcessCardMoveRecordType type,
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CardMoveRecord moveRecord)
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{
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while(!moveRecord.empty())
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{
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CardMoveRecordItem currItem(((CardStack::RedoMove==type)?moveRecord.front():moveRecord.back()));
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CardStack * pStack=CardStack::m_cardStackMap[currItem.stackName()];
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const PlayingCardVector & cardVector=currItem.cardVector();
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unsigned int i;
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CardMoveRecordItem::MoveType moveType=currItem.moveType();
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// for undo we are actually undoing something that was done
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// so we need to AddCards if they were removed or RemoveCards
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// if they were added
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if (CardStack::UndoMove==type)
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{
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if (CardMoveRecordItem::RemoveCards==moveType)
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{
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moveType=CardMoveRecordItem::AddCards;
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}
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else if (CardMoveRecordItem::AddCards==moveType)
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{
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moveType=CardMoveRecordItem::RemoveCards;
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}
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}
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switch(moveType)
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{
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// remove cards to a stack
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case CardMoveRecordItem::RemoveCards:
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{
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for (i=0;i<cardVector.size();i++)
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{
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pStack->removeTopCard();
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}
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pStack->updateStack();
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}
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break;
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// add cards to a stack
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case CardMoveRecordItem::AddCards:
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{
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pStack->addCards(cardVector);
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pStack->updateStack();
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}
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break;
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// for this case we are just going to flip the card over
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case CardMoveRecordItem::FlipCard:
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{
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// in this case we just want to flip the last card
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if (pStack->m_cardVector.size()>0)
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{
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unsigned int flipIndex=0;
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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);
|
|
}
|