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📄 patiencecardgame.cpp

📁 Trolltech公司发布的图形界面操作系统。可在qt-embedded-2.3.10平台上编译为嵌入式图形界面操作系统。
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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS.  All rights reserved.**** This file is part of the Qtopia Environment.** ** 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 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** 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.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#include "patiencecardgame.h"#include "canvascardpile.h"PatienceCardGame::PatienceCardGame(QCanvas *c, QCanvasView *view, bool snap, bool casinoRules) :    CanvasCardGame(c, view, snap, casinoRules){    int interCardSize = CardMetrics::width() + CardMetrics::interCardGap();    int newXOff = CardMetrics::xOffset() - 6;    int i;    numberOfTimesThroughDeck = 0;    faceDownDealingPile = new PatienceFaceDownDeck(QPoint(newXOff, 10), "FaceUpDealingPile", canvas());    faceUpDealingPile   = new PatienceFaceUpDeck(QPoint(newXOff + interCardSize, 10), "FaceDownDealingPile", canvas());    faceDownDealingPile->setDropTarget(false);    faceUpDealingPile->setDropTarget(false);    append(faceDownDealingPile);    append(faceUpDealingPile);    QString pile;    for ( i = 0; i < 4; i++) {	pile.sprintf("DiscardPile%i", i);	discardPiles[i] = new PatienceDiscardPile(QPoint(newXOff + 10 + (i + 3) * interCardSize, 10), pile, canvas());	append(discardPiles[i]);    }    for ( i = 0; i < 7; i++) {	pile.sprintf("WorkingPile%i", i);	workingPiles[i] = new PatienceWorkingPile(QPoint(newXOff + 5 + i * interCardSize, CardMetrics::height() + 15), pile, canvas());	append(workingPiles[i]);    }    int radius = CardMetrics::width() * 80 / 100; // 80% of card width    circleCross = new CanvasCircleOrCross(QPoint(newXOff + CardMetrics::width() / 10, 10 + (CardMetrics::height() - radius) / 2), radius, canvas());}PatienceCardGame::~PatienceCardGame(){    delete circleCross;}void PatienceCardGame::deal(void){    int t = 0;    for (int i = 0; i < 7; i++) {	undealtPile->at(t)->setFacing(true);	for (int k = i; k < 7; k++, t++) {	    Card *card = undealtPile->at(t);	    workingPiles[k]->addCardToTop(card);	    card->setVisible(true);	}    }        for ( ; t < 52; t++) {	Card *card = undealtPile->at(t);	faceDownDealingPile->addCardToTop(card);	card->setVisible(true);    }}void PatienceCardGame::readConfig( Config& cfg ){    cfg.setGroup("GameState");    // Do we have a config file to read in?    if ( !cfg.hasKey("NumberOfTimesThroughDeck") ) {	// if not, create a new game	newGame();	return;    }    // We have a config file, lets read it in and use it    // Create Cards, but don't shuffle or deal them yet    createCards();    // How many times through the deck have we been    numberOfTimesThroughDeck = cfg.readNumEntry("NumberOfTimesThroughDeck");    // restore state to the circle/cross under the dealing pile    setCircleCrossState();    // Move the cards to their piles (deal them to their previous places)    beginDealing();    readPiles(cfg);    endDealing();}void PatienceCardGame::writeConfig( Config& cfg ){    cfg.setGroup("GameState");    if ( haveWeWon() ) {	cfg.clearGroup();	return;    }        cfg.writeEntry("NumberOfTimesThroughDeck", numberOfTimesThroughDeck);    writePiles(cfg);}#ifdef QTOPIA_PHONE static const int animDuration = 150;#elsestatic const int animDuration = 150;#endifvoid PatienceCardGame::flipOverCards(){    int height = 1;    // Tidy pile in to neat stack as you would in real life!    for (Card *c = faceUpDealingPile->first(); c != 0; c = faceUpDealingPile->next()) {	c->setFacing(true);	c->setHeight(height++);	if ( c->pos() != faceUpDealingPile->pos() )	    c->moveTo(faceUpDealingPile->pos(), animDuration/2);    }    // flip 1 or 3 cards depending on cardsDrawn()    for ( int flipped = 0; flipped != cardsDrawn(); flipped++ ) {	Card *item = faceDownDealingPile->cardOnTop();	if ( item ) {	    // Added Code	    faceDownDealingPile->removeCard(item);	    faceUpDealingPile->addCardToTop(item);	    QPoint p = faceUpDealingPile->pos();	    QPoint p2(p.x() + flipped*8, p.y());	    item->setPos(faceDownDealingPile->pos());	    item->setHeight(QMAX(item->height(),height++));	    item->flipTo(p2, animDuration*(flipped+1));	}    }}void PatienceCardGame::turnOverDeck(){    if ( canTurnOverDeck() ) {	beginDealing();	Card *card = faceUpDealingPile->cardOnTop();	while ( card ) {	    card->setFacing(false);	    faceUpDealingPile->removeCard( card );	    faceDownDealingPile->addCardToTop( card );	    card->moveTo(faceDownDealingPile->pos(), 0);	    card = faceUpDealingPile->cardOnTop();	}	endDealing();	throughDeck();    }}bool PatienceCardGame::pileSelected(CardPile *pile){    if (pile == faceDownDealingPile) {	if (faceDownDealingPile->cardOnTop()) 	    flipOverCards();	else 	    turnOverDeck();	return true;    }    return false;}bool PatienceCardGame::cardSelected(Card *card){    if (!card->isFacing()) {	// From facedown stack	if (card->cardPile() == faceDownDealingPile) 	    flipOverCards();	return true;    }    return !card->canBeMoved();}// Cursor movement tables// Selects the pile to move a card from according to which arrow key is pressedstatic int leftSelectingTab[]  = { 12, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 };static int rightSelectingTab[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 0 };static int upSelectingTab[]    = { 12, 6, 8, 9, 10, 11, 0, 1, 7, 2, 3, 4, 5 };static int downSelectingTab[]  = { 6, 7, 9, 10, 11, 12, 1, 8, 2, 3, 4, 5, 0 };// Selects the pile a card can be moved tostatic int leftSelectingPileTab[]   = { 6, 6, 12, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 };static int rightSelectingPileTab[]  = { 6, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 2 };static int upSelectingPileTab[]     = { 6, 6, 8, 9, 10, 11, 12, 6, 7, 2, 3, 4, 5 };static int downSelectingPileTab[]   = { 6, 6, 9, 10, 11, 12, 7, 8, 2, 3, 4, 5, 6 };static int selectSelectingPileTab[] = { 6, 6, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };static int *pileForCursorMovement[9] = { leftSelectingTab, rightSelectingTab,				    upSelectingTab, downSelectingTab,				    leftSelectingPileTab, rightSelectingPileTab,				    upSelectingPileTab, downSelectingPileTab,				    selectSelectingPileTab };int PatienceCardGame::pileForKey(int curPile, int key){    if ( curPile >= 0 && curPile < 13 && key >= 0 && key < 9 )	return pileForCursorMovement[key][curPile];    else	return 0;}

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