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
335 lines
8.8 KiB
C++
335 lines
8.8 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 "StackToStackFlipAni.h"
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#include "CardAnimationLock.h"
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#include "CardPixmaps.h"
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#include <QtGui/QGraphicsScene>
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#include <QtGui/QPainter>
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#include <iostream>
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const qreal StackToStackFlipAni::ExposedPrecentShownCards=.18;
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const qreal StackToStackFlipAni::ExposedPrecentHiddenCards=.02;
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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StackToStackFlipAni::StackToStackFlipAni()
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:m_pDst(NULL),
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m_pSrc(NULL),
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m_cardVector(),
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m_firstCardToShow(0),
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m_flipPtReached(false),
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m_moveRecord(),
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m_pTimeLine(NULL),
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m_pItemAni(NULL),
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m_pPixmapItem(NULL),
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m_aniRunning(false)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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StackToStackFlipAni::~StackToStackFlipAni()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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void StackToStackFlipAni::moveCards(CardStack * pDst,CardStack * pSrc,
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int numCards,int cardsShown,
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int duration)
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{
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// first if we have an animation running stop it.
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this->stopAni();
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// setup the next animation.
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m_pDst=pDst;
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m_pSrc=pSrc;
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m_cardVector.clear();
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m_moveRecord.clear();
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m_flipPtReached=false;
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while( !m_pSrc->isEmpty() && numCards>0)
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{
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PlayingCard card(m_pSrc->removeTopCard(m_moveRecord));
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m_cardVector.insert(m_cardVector.begin(),card);
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numCards--;
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}
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// by default we will show all cards
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m_firstCardToShow=0;
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// if we are not showing all cards starting with index 0
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// then figure out the index of the first card that will
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// be shown.
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if (m_cardVector.size()>0 && cardsShown>=0 &&
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cardsShown<(int)m_cardVector.size())
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{
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// ok if the value is 0 or 1. We will just show
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// the last card. 0 doesn't make any sense if you
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// are flipping cards. So, we will assume one for
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// that case as well.
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if (cardsShown<=1)
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{
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m_firstCardToShow=m_cardVector.size()-1;
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}
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else
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{
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m_firstCardToShow=m_cardVector.size()-cardsShown;
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}
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}
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// if animation is off just immediately add the cards to the new
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// stack. Call updateStack to redraw the stacks. And emit the
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// signal that the cards have been moved.
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if (!CardAnimationLock::getInst().animationsEnabled())
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{
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this->flipCards();
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m_pSrc->updateStack();
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m_pDst->addCards(m_cardVector,m_moveRecord);
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m_pDst->updateStack();
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emit cardsMoved(m_moveRecord);
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}
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else
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{
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CardAnimationLock::getInst().lock();
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runAnimation(duration);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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void StackToStackFlipAni::slotAniFinished(bool emitSignal)
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{
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if (m_aniRunning)
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{
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m_aniRunning=false;
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this->m_pTimeLine->stop();
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m_pDst->addCards(m_cardVector,m_moveRecord);
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m_pDst->updateStack();
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// remove the animation object
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m_pSrc->scene()->removeItem(m_pPixmapItem);
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delete m_pPixmapItem;
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m_pPixmapItem=NULL;
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CardAnimationLock::getInst().unlock();
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if (emitSignal)
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{
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emit cardsMoved(m_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 StackToStackFlipAni::slotAniProgress(qreal currProgress)
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{
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if (currProgress>=.6 && !m_flipPtReached)
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{
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m_flipPtReached=true;
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this->flipCards();
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QPixmap * pPixmap=this->getAniPixmap();
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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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}
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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void StackToStackFlipAni::runAnimation(int duration)
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{
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m_aniRunning=true;
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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(duration);
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m_pItemAni=new QGraphicsItemAnimation;
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m_pPixmapItem=new QGraphicsPixmapItem;
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QPixmap * pPixmap=this->getAniPixmap();
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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_pSrc->scene()->addItem(m_pPixmapItem);
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m_pPixmapItem->setPos(m_pSrc->getGlobalLastCardPt());
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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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// set the start and end point
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m_pItemAni->setPosAt (0, m_pSrc->getGlobalLastCardPt());
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m_pItemAni->setPosAt (1, m_pDst->getGlobalCardAddPt());
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// set the scaling to give the flipping effect.
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m_pItemAni->setScaleAt( 0, 1, 1 );
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m_pItemAni->setScaleAt( 0.6, 0, 1 );
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m_pItemAni->setScaleAt( 1, 1, 1 );
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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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this->connect(m_pTimeLine,SIGNAL(valueChanged(qreal)),
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this,SLOT(slotAniProgress(qreal)));
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// update the src stack behind the flip item we just added
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m_pSrc->updateStack();
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m_pTimeLine->start();
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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QPixmap * StackToStackFlipAni::getAniPixmap()
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{
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QPixmap * pPixmap=NULL;
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if (m_cardVector.size()>0)
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{
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unsigned int i;
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pPixmap =new QPixmap(this->calcPixmapSize());
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// for linux the transparent fill must be done before
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// we associate the pixmap with the painter
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pPixmap->fill(Qt::transparent);
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QPainter painter(pPixmap);
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QPoint pt(0,0);
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for (i=0;i<m_cardVector.size();i++)
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{
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if (m_cardVector[i].isFaceUp())
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{
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painter.drawPixmap(pt,CardPixmaps::getInst().getCardPixmap(m_cardVector[i]));
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}
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else
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{
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painter.drawPixmap(pt,CardPixmaps::getInst().getCardBackPixmap());
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}
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pt.rx()+=getOverlapIncrement(i);
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}
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}
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else
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{
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pPixmap=new QPixmap(CardPixmaps::getInst().getTransparentPixmap());
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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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QSize StackToStackFlipAni::calcPixmapSize()
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{
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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QSize size(0,cardSize.height());
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unsigned int i;
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for(i=0;i<m_cardVector.size();i++)
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{
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if (m_cardVector.size()-1==i)
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{
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size.rwidth()+=cardSize.width();
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}
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else
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{
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size.rwidth()+=getOverlapIncrement(i);
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}
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}
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return size;
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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int StackToStackFlipAni::getOverlapIncrement(unsigned int index)
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{
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int increment=0;
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if (index<m_cardVector.size())
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{
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if (index>=m_firstCardToShow && m_cardVector[index].isFaceUp())
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{
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increment=CardPixmaps::getInst().getCardSize().width()*ExposedPrecentShownCards;
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}
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else
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{
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increment=CardPixmaps::getInst().getCardSize().width()*ExposedPrecentHiddenCards;
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}
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}
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return increment;
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}
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///////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////
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void StackToStackFlipAni::flipCards()
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{
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if (m_cardVector.size()>0)
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{
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int i;
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PlayingCardVector flipVector;
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for(i=m_cardVector.size()-1;i>=0;i--)
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{
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m_cardVector[i].setFaceUp(!m_cardVector[i].isFaceUp());
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flipVector.push_back(m_cardVector[i]);
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}
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m_cardVector.clear();
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m_cardVector=flipVector;
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}
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}
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