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082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
214 lines
6.9 KiB
C++
214 lines
6.9 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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#ifndef GAMEBOARD_H
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#define GAMEBOARD_H
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#include <QtGui/QGraphicsView>
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#include <QtCore/QString>
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#include <QtGui/QPixmap>
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#include <QtGui/QMenu>
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#include <QtCore/QSettings>
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#include <QtGui/QGraphicsScene>
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#include <stack>
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#include "CardStack.h"
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#include "CardMoveRecord.h"
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#include "StackToStackAniMove.h"
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#include "DealAnimation.h"
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// Generic base class for a games board
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class GameBoard : public QGraphicsView
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{
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Q_OBJECT
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public:
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enum
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{
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LayoutSpacing=10
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};
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enum CardResizeType
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{
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ResizeByWidth=0,
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ResizeByHeight=1
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};
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enum DemoCardAniTime
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{
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DemoEndGameCardAniTime=100,
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DemoNormalCardAniTime=400
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};
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GameBoard(QWidget * pWidget,
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const QString & gameName,
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const QString & gameSettingsId);
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virtual ~GameBoard();
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virtual void setGameName(const QString & gameName){m_gameName=gameName;}
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virtual void setGameId(const QString & gameId){ m_gameSettingsId=gameId;}
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// this function show be called in the constructor of classes inheriting from this
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// class to set the way that cards will be resized.
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virtual void setCardResizeAlg(unsigned int colsOrRows,CardResizeType resizeType);
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// this function is called when setCardResizeAlg is called or when the GameBoard is resized.
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virtual void updateCardSize(const QSize & newSize);
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// undoMove and redoMove pop items off there respective stacks
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// and process the move. They also call calcScore to update the
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// score.
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// signals undoAvail and redoAvail are also emitted if necessary
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virtual void undoMove();
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virtual void redoMove();
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virtual bool canUndoMove() const;
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virtual bool canRedoMove() const;
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// addUndoMove will add the move to the undo stack. clear the redo stack
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// and call calcScore.
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// signals undoAvail and redoAvail are also emitted if necessary
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virtual void addUndoMove(const CardMoveRecord &);
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// will clear all contents of both the redo and undo stacks, call calcScore, and
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// signals undoAvail and redoAvail are also emitted if necessary
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virtual void clearUndoRedoStacks();
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virtual void restartGame();
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virtual void showHint();
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// this function is split into a separate virtual function
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// it will allow the function to be used both for showing a
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// hint and for demo mode.
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virtual bool getHint(CardStack * & pSrcWidget,
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unsigned int & srcStackIndex,
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CardStack * & pDstWidget)=0;
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virtual void startDemo(DemoCardAniTime demoCardAniTime=DemoNormalCardAniTime);
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virtual void stopDemo();
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inline bool isDemoRunning() const { return m_demoRunning;}
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inline DemoCardAniTime getDemoCardAniTime()const{return m_demoCardAniTime;}
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// override this function if the game is implementing demo mode.
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// The runDemo() function will need to be called after
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// each move. Bestway would be to add something at the end of the slot
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// that catches the cardsMoved signal from the move animations.
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// By default runDemo will call getHint and if a move is returned it will
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// perform the move. If something else is desired the function can be overridden.
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// it also returns a bool. So, if it is overridden the base class can be called
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// first to see if there is a basic move. If not something else can be done.
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virtual bool hasDemo() const {return false;}
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virtual void newGame();
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virtual bool isCheating() const=0;
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virtual void setCheat(bool cheat)=0;
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virtual void addGameMenuItems(QMenu &)=0;
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virtual void loadSettings(const QSettings & settings)=0;
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virtual void saveSettings(QSettings & settings)=0;
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virtual bool supportsScore() const=0;
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virtual const QString & helpFile() const { return m_helpFile;}
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const QPixmap & getGamePixmap() const{return m_gamePixmap;}
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const QString & gameName() const{return m_gameName;}
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const QString & gameSettingsId() const {return m_gameSettingsId;}
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public slots:
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virtual void slotCardsMoved(const CardMoveRecord &);
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signals:
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// this signal should be emitted on a state change of undo from available
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// to unavailable or unavailable to available by sub classes
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void undoAvail(bool avail);
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// this signal should be emitted on a state change of redo from available
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// to unavailable or unavailable to available by sub classes
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void redoAvail(bool avail);
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// signal emitted by a game when its score changed.
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// The string is extra info the game can pass to show
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// additional info.
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void scoreChanged(int score,const QString &);
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void demoStarted();
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void demoStopped();
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protected:
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virtual void calcScore()=0; // called when the score is changed by add to rewinding the undo and redo stacks
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// subclasses should override for customizing score calculations
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virtual void setHelpFile(const QString & helpFile){m_helpFile=helpFile;}
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virtual void resizeEvent (QResizeEvent * event);
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// called to create the CardStacks for the game.
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virtual void createStacks()=0;
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// this function can be overloaded for more complex behavior for the demo. By default it
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// will just peform the hint returned if it found one.
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virtual bool runDemo(bool stopWhenNoMore=true);
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// implement in subclasses to determine if the game is won.
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virtual bool isGameWon()const=0;
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// implement in subclasses when cards are in position that the
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// game will be won. When this function returns true the demo
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// will be started if it is available to move the remaining cards
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virtual bool isGameWonNotComplete()const=0;
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QGraphicsScene m_scene;
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StackToStackAniMove m_sToSAniMove;
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DealAnimation m_dealAni;
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private:
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QString m_gameName;
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QString m_gameSettingsId;
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QPixmap m_gamePixmap;
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std::stack <CardMoveRecord> m_undoStack; // stack to keep track of moves
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std::stack <CardMoveRecord> m_redoStack; // stack to keep track of moves
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QString m_helpFile;
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unsigned int m_numColsOrRows;
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CardResizeType m_resizeType;
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bool m_demoRunning;
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CardStack * m_pDemoSrcPrev;
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CardStack * m_pDemoDstPrev;
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PlayingCardVector m_demoCardsPrev;
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DemoCardAniTime m_demoCardAniTime;
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bool m_stacksCreated; // variable to keep track if we have called createStacks
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};
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#endif // GAMEBOARD_H
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