RetroShare/plugins/qsolocards_plugin/DealAnimation.h
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

150 lines
4.7 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/>.
*/
#ifndef __DEALANIMATION_H__
#define __DEALANIMATION_H__
#include <QtCore/QObject>
#include "CardStack.h"
#include "CardMoveRecord.h"
#include <list>
#include <vector>
#include <QtCore/QTimer>
#include <QtGui/QGraphicsPixmapItem>
#include <QtGui/QGraphicsItemAnimation>
// DealItems can be used to define the cards that will be dealt to a stack.
// The DealItem can then be added to the DealItemVector which is the overall
// definition of the deal.
class DealItem
{
public:
DealItem(CardStack * pDst,CardStack * pSrc);
DealItem(const DealItem & rh);
~DealItem();
inline bool isEmpty()const{return (m_flipList.empty() || m_pSrc->isEmpty());}
inline void addCard(bool flip){m_flipList.push_back(flip);}
// returns the flip value of the next card and pops it off the list.
bool getNextCard();
inline CardStack * dst(){return m_pDst;}
inline CardStack * src(){return m_pSrc;}
DealItem & operator=(const DealItem & rh);
private:
CardStack * m_pDst;
CardStack * m_pSrc;
std::list<bool> m_flipList; // the list allows a record of how many cards to deal from the
// src to the dst and which ones need to be flipped.
// The cards will only be flipped once added to the dst stack.
};
typedef std::vector<DealItem> DealItemVector;
class DealGraphicsItem:public QObject,public QGraphicsPixmapItem
{
Q_OBJECT
public:
DealGraphicsItem(DealItem & dealItem,CardMoveRecord & moveRecord);
virtual ~DealGraphicsItem();
inline DealItem & getItem(){return m_dealItem;}
void setupAnimation(unsigned int duration,unsigned int delay,unsigned int zValue);
inline bool flipCard()const{return m_flipCard;}
inline const PlayingCard & card()const{return m_card;}
void stopAni();
signals:
void aniFinished(DealGraphicsItem *);
public slots:
void slotAniFinished();
void slotTimeToStart();
private:
DealItem & m_dealItem;
bool m_flipCard;
PlayingCard m_card;
QGraphicsItemAnimation * m_pGItemAni;
CardMoveRecord & m_moveRecord;
QTimeLine m_timeLine;
QTimer m_delayTimer;
bool m_emitFinished;
};
typedef std::vector<DealGraphicsItem *> DealGraphicsItemVector;
class DealAnimation: public QObject
{
Q_OBJECT
public:
enum
{
PerDealDuration=400,
PerCardDelay=60
};
DealAnimation();
virtual ~DealAnimation();
// this duration may not be the total for the entire deal. This the duration for one round.
// So, if you have ten stacks and are dealing 5 cards to eacy stack. The entire duration will
// be the duration x 5.
inline void setDuration(int durInMilSecs=PerDealDuration){m_duration=durInMilSecs;}
inline int getDuration()const{return m_duration;}
// the option of sending the complete signal is for cases like the initial deal of the cards.
// In that case the caller does not care when it is done as long as the user can't do anything
// until the deal is complete. The use of the CardAnimationLock will ensure this whether or not
// the caller wants to get the notification.
bool dealCards(const DealItemVector & itemVector,bool createMoveRecord=true);
void stopAni();
signals:
void cardsMoved(const CardMoveRecord & moveRecord);
public slots:
void slotAniFinished(DealGraphicsItem * pDealGraphicsItem);
private:
bool cardsRemaining();
void cleanUpGraphicsItem(DealGraphicsItem * pDealGraphicsItem);
void cleanUpGraphicsItems();
void noAniStackUdpates();
void buildAniStackUpdates();
CardMoveRecord m_moveRecord;
DealItemVector m_dealItemVector;
DealGraphicsItemVector m_graphicsItemVector;
bool m_aniRunning;
bool m_stopAni;
int m_duration;
bool m_createMoveRecord;
};
#endif