RetroShare/plugins/qsolocards_plugin/StackToStackAniMove.cpp
defnax 082d5732b0 added game plugin solocards
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
2010-02-17 01:14:52 +00:00

291 lines
8.4 KiB
C++

/*
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();
}