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
182 lines
6.2 KiB
C++
182 lines
6.2 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 "Spider3DeckBoard.h"
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#include "CardPixmaps.h"
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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Spider3DeckBoard::Spider3DeckBoard()
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:SpiderBoard()
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{
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this->setGameName(QString(tr("Three Deck Spider Solitaire")).trimmed());
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this->setGameId("ThreeDeckSpider");
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this->setHelpFile(":/help/Spider3DeckHelp.html");
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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Spider3DeckBoard::~Spider3DeckBoard()
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void Spider3DeckBoard::newGame()
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{
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// call the base class to do cleanup for us.
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GameBoard::newGame();
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CardDeck deck(3);
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// Put all cards in the m_pDeck stack. We will deal
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// from this stack.
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while(!deck.isEmpty())
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{
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this->m_pDeck->addCard(deck.next());
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}
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unsigned int i;
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unsigned int j;
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DealItemVector dealItemVector;
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// Create the dealItemVector to direct the DealAnimation object on
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// how to deal the cards.
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for (i=0;i<this->m_stackVector.size();i++)
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{
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unsigned int cardsInStack=((i<6)?5:4);
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dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
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for (j=0;j<cardsInStack;j++)
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{
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// add the items to tell how to deal the cards to the stack
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// we want to flip the last card.
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if (cardsInStack-1==j)
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{
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dealItemVector[i].addCard(true);
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}
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else
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{
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dealItemVector[i].addCard(false);
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}
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}
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}
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// ok now start the deal. We don't need a move record for this item.
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m_dealAni.dealCards(dealItemVector,false);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void Spider3DeckBoard::addGameMenuItems(QMenu & menu)
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{
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Q_UNUSED(menu);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void Spider3DeckBoard::loadSettings(const QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void Spider3DeckBoard::saveSettings(QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void Spider3DeckBoard::resizeEvent (QResizeEvent * event)
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{
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unsigned int i;
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GameBoard::resizeEvent(event);
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
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m_pDeck->setPos(currPos);
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currPos.rx()+=GameBoard::LayoutSpacing+cardSize.width();
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for (i=0;i<m_homeVector.size();i++)
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{
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m_homeVector[i]->setPos(currPos);
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currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
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}
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currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
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currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
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for (i=0;i<m_stackVector.size();i++)
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{
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m_stackVector[i]->setPos(currPos);
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currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////
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void Spider3DeckBoard::createStacks()
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{
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setCardResizeAlg(13,ResizeByWidth);
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unsigned int i;
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// create all the widgets for the board
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for(i=0;i<12;i++)
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{
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this->m_homeVector.push_back(new SpiderHomeStack);
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this->m_scene.addItem(m_homeVector[i]);
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// get signals when cards are added to the stack. So, we can add undo info and
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// see when the game is over.
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this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
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this,SLOT(slotCardsMoved(CardMoveRecord)));
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}
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for(i=0;i<12;i++)
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{
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this->m_stackVector.push_back(new SpiderStack);
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this->m_scene.addItem(m_stackVector[i]);
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// get signals when cards are added to the stack. So, we can add undo info and
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// see when the game is over.
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this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
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this,SLOT(slotCardsMoved(CardMoveRecord)));
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this->connect(this->m_stackVector[i],SIGNAL(sendSuitHome(SpiderStack *,PlayingCardVector,CardMoveRecord)),
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this,SLOT(slotSendSuitHome(SpiderStack*,PlayingCardVector,CardMoveRecord)));
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this->connect(this->m_stackVector[i],SIGNAL(moveCardsToDiffStack(SpiderStack *,PlayingCardVector,CardMoveRecord)),
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this,SLOT(slotMoveCardsToDiffStack(SpiderStack*,PlayingCardVector,CardMoveRecord)));
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}
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m_pDeck=new CardStack;
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this->m_scene.addItem(m_pDeck);
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// get signals when the deck is clicked on so we can deal the next set of cards
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this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
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this,SLOT(slotDealNextCards(CardStack*,uint)));
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}
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