RetroShare/plugins/qsolocards_plugin/SpideretteBoard.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

183 lines
6.0 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 "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)));
}