mirror of
https://github.com/RetroShare/RetroShare.git
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082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
291 lines
8.4 KiB
C++
291 lines
8.4 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 "StackToStackAniMove.h"
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#include "CardAnimationLock.h"
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#include <QtGui/QGraphicsScene>
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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StackToStackAniMoveItem::StackToStackAniMoveItem(const CardMoveRecord & startMoveRecord,int duration)
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:m_pSrc(NULL),
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m_pDst(NULL),
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m_pFlipStack(NULL),
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m_flipIndex(-2),
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m_srcTopCardIndex(-1),
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m_cardVector(),
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m_duration(duration),
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m_moveRecord(startMoveRecord)
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{
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CardMoveRecord moveRecord(startMoveRecord);
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while(!moveRecord.empty())
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{
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CardMoveRecordItem currItem(moveRecord.back());
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CardStack * pStack=CardStack::getStackByName(currItem.stackName());
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const PlayingCardVector & cardVector=currItem.cardVector();
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CardMoveRecordItem::MoveType moveType=currItem.moveType();
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switch(moveType)
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{
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case CardMoveRecordItem::RemoveCards:
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{
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m_pSrc=pStack;
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if (NULL!=m_pSrc)
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{
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m_srcTopCardIndex=m_pSrc->getCardVector().size()-cardVector.size();
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}
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m_cardVector=cardVector;
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}
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break;
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case CardMoveRecordItem::AddCards:
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{
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m_pDst=pStack;
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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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m_flipIndex=currItem.flipIndex();
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m_pFlipStack=pStack;
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}
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break;
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};
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moveRecord.pop_back();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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StackToStackAniMoveItem::StackToStackAniMoveItem(const StackToStackAniMoveItem & rh)
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:m_pSrc(NULL),
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m_pDst(NULL),
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m_pFlipStack(NULL),
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m_flipIndex(-1),
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m_srcTopCardIndex(-1),
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m_cardVector(),
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m_duration(0),
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m_moveRecord()
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{
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*this=rh;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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StackToStackAniMoveItem::StackToStackAniMoveItem()
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:m_pSrc(NULL),
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m_pDst(NULL),
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m_pFlipStack(NULL),
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m_flipIndex(-1),
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m_srcTopCardIndex(-1),
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m_cardVector(),
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m_duration(0),
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m_moveRecord()
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{
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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StackToStackAniMoveItem::~StackToStackAniMoveItem()
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{
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}
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StackToStackAniMoveItem & StackToStackAniMoveItem::operator=(const StackToStackAniMoveItem & rh)
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{
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m_pSrc=rh.m_pSrc;
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m_pDst=rh.m_pDst;
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m_pFlipStack=rh.m_pFlipStack;
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m_flipIndex=rh.m_flipIndex;
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m_srcTopCardIndex=rh.m_srcTopCardIndex;
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m_cardVector=rh.m_cardVector;
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m_duration=rh.m_duration;
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m_moveRecord=rh.m_moveRecord;
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return *this;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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StackToStackAniMove::StackToStackAniMove()
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:m_pTimeLine(NULL),
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m_flipDelayTimer(),
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m_pItemAni(NULL),
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m_pPixmapItem(NULL),
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m_aniMoveItem(),
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m_aniRunning(false)
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{
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m_flipDelayTimer.setSingleShot(true);
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m_flipDelayTimer.setInterval(250);
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this->connect(&m_flipDelayTimer,SIGNAL(timeout()),
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this,SLOT(slotWaitForFlipComplete()));
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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StackToStackAniMove::~StackToStackAniMove()
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{
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delete m_pTimeLine;
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delete m_pItemAni;
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delete m_pPixmapItem;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void StackToStackAniMove::moveCards(const CardMoveRecord & moveRecord,int duration)
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{
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// if animation is off just process the move record as normal
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if (!CardAnimationLock::getInst().animationsEnabled())
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{
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CardStack::processCardMoveRecord(CardStack::RedoMove,moveRecord);
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emit cardsMoved(moveRecord);
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}
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else
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{
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// first if we have an animation running stop it.
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slotAniFinished();
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m_aniMoveItem=StackToStackAniMoveItem(moveRecord,duration);
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CardAnimationLock::getInst().lock();
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runAnimation();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void StackToStackAniMove::stopAni()
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{
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slotAniFinished(false);
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void StackToStackAniMove::slotAniFinished(bool emitSignal)
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{
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if (m_aniRunning)
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{
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m_pItemAni->timeLine()->stop();
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// add the cards to the destination
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m_aniMoveItem.dst()->addCards(m_aniMoveItem.getCardVector());
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// now update the destination
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m_aniMoveItem.dst()->updateStack();
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// remove the animation object
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m_aniMoveItem.dst()->scene()->removeItem(m_pPixmapItem);
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delete m_pPixmapItem;
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m_pPixmapItem=NULL;
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// use the emit signal to know whether or not to disable the animation.
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if (m_aniMoveItem.flipIndex()>-2)
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{
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m_aniMoveItem.flipStack()->flipCard(m_aniMoveItem.flipIndex(),emitSignal);
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}
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CardAnimationLock::getInst().unlock();
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m_aniRunning=false;
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if (emitSignal)
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{
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// emit a signal that the move is complete
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emit cardsMoved(m_aniMoveItem.moveRecord());
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void StackToStackAniMove::slotWaitForFlipComplete()
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{
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this->runAnimation();
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void StackToStackAniMove::runAnimation()
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{
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m_aniRunning=true;
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// if the flip animation is running for the src or dst
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// give it 1/2 a second to complete.
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if (m_aniMoveItem.src()->isFlipAniRunning() ||
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m_aniMoveItem.dst()->isFlipAniRunning())
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{
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m_flipDelayTimer.start();
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return;
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}
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delete m_pTimeLine;
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delete m_pItemAni;
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delete m_pPixmapItem;
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m_pTimeLine=new QTimeLine(m_aniMoveItem.duration());
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m_pItemAni=new QGraphicsItemAnimation;
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m_pPixmapItem=new QGraphicsPixmapItem;
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QPixmap * pPixmap=m_aniMoveItem.src()->getStackPixmap(m_aniMoveItem.getCardVector());
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if (pPixmap)
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{
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m_pPixmapItem->setPixmap(*pPixmap);
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delete pPixmap;
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}
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// set the z value to 2 so it will be on top of the
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// stacks.
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m_pPixmapItem->setZValue(2);
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// add the item to the scene and move it over the stack in the
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// place of the cards we are going to move
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m_aniMoveItem.src()->scene()->addItem(m_pPixmapItem);
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m_pPixmapItem->setPos(m_aniMoveItem.src()->getGlobalCardPt(m_aniMoveItem.srcTopCardIndex()));
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// setup the animation
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m_pItemAni->setItem(m_pPixmapItem);
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m_pItemAni->setTimeLine(m_pTimeLine);
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m_pItemAni->setPosAt (0, m_aniMoveItem.src()->getGlobalCardPt(m_aniMoveItem.srcTopCardIndex()));
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m_pItemAni->setPosAt (1, m_aniMoveItem.dst()->getGlobalCardAddPt());
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// connect up the slot so we will know when it is finished.
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this->connect(m_pTimeLine,SIGNAL(finished()),
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this,SLOT(slotAniFinished()));
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for (unsigned int i=0;i<m_aniMoveItem.getCardVector().size();i++)
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{
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m_aniMoveItem.src()->removeTopCard();
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}
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// redraw the source stack and start the animation.
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m_aniMoveItem.src()->updateStack();
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m_pTimeLine->start();
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}
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