/* * Copyright (c) 2020, Till Mayer * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "SolitaireWidget.h" #include #include #include #include static const Color s_background_color { Color::from_rgb(0x008000) }; static constexpr uint8_t new_game_animation_delay = 5; SolitaireWidget::SolitaireWidget(GUI::Window& window, Function&& on_score_update) : m_on_score_update(move(on_score_update)) { set_fill_with_background_color(false); m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock); m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste); m_stacks[Foundation4] = CardStack({ SolitaireWidget::width - Card::width - 10, 10 }, CardStack::Type::Foundation); m_stacks[Foundation3] = CardStack({ SolitaireWidget::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation); m_stacks[Foundation2] = CardStack({ SolitaireWidget::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation); m_stacks[Foundation1] = CardStack({ SolitaireWidget::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation); m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal); m_timer = Core::Timer::construct(1000 / 60, [&]() { tick(window); }); m_timer->stop(); } SolitaireWidget::~SolitaireWidget() { } static float rand_float() { return rand() / static_cast(RAND_MAX); } void SolitaireWidget::tick(GUI::Window& window) { if (!is_visible() || !updates_enabled() || !window.is_visible_for_timer_purposes()) return; if (m_game_over_animation) { VERIFY(!m_animation.card().is_null()); if (m_animation.card()->position().x() > SolitaireWidget::width || m_animation.card()->rect().right() < 0) create_new_animation_card(); m_animation.tick(); } if (m_has_to_repaint || m_game_over_animation || m_new_game_animation) { m_repaint_all = false; update(); } } void SolitaireWidget::create_new_animation_card() { srand(time(nullptr)); auto card = Card::construct(static_cast(rand() % Card::Type::__Count), rand() % Card::card_count); card->set_position({ rand() % (SolitaireWidget::width - Card::width), rand() % (SolitaireWidget::height / 8) }); int x_sgn = card->position().x() > (SolitaireWidget::width / 2) ? -1 : 1; m_animation = Animation(card, rand_float() + .4, x_sgn * ((rand() % 3) + 2), .6 + rand_float() * .4); } void SolitaireWidget::start_game_over_animation() { if (m_game_over_animation) return; create_new_animation_card(); m_game_over_animation = true; } void SolitaireWidget::stop_game_over_animation() { if (!m_game_over_animation) return; m_game_over_animation = false; update(); } void SolitaireWidget::setup() { stop_game_over_animation(); m_timer->stop(); for (auto& stack : m_stacks) stack.clear(); m_new_deck.clear(); m_new_game_animation_pile = 0; m_score = 0; update_score(0); for (int i = 0; i < Card::card_count; ++i) { m_new_deck.append(Card::construct(Card::Type::Clubs, i)); m_new_deck.append(Card::construct(Card::Type::Spades, i)); m_new_deck.append(Card::construct(Card::Type::Hearts, i)); m_new_deck.append(Card::construct(Card::Type::Diamonds, i)); } srand(time(nullptr)); for (uint8_t i = 0; i < 200; ++i) m_new_deck.append(m_new_deck.take(rand() % m_new_deck.size())); m_new_game_animation = true; m_timer->start(); update(); } void SolitaireWidget::update_score(int to_add) { m_score = max(static_cast(m_score) + to_add, 0); m_on_score_update(m_score); } void SolitaireWidget::keydown_event(GUI::KeyEvent& event) { if (m_new_game_animation || m_game_over_animation) return; if (event.key() == KeyCode::Key_F12) start_game_over_animation(); } void SolitaireWidget::mousedown_event(GUI::MouseEvent& event) { GUI::Widget::mousedown_event(event); if (m_new_game_animation || m_game_over_animation) return; auto click_location = event.position(); for (auto& to_check : m_stacks) { if (to_check.bounding_box().contains(click_location)) { if (to_check.type() == CardStack::Type::Stock) { auto& waste = stack(Waste); auto& stock = stack(Stock); if (stock.is_empty()) { if (waste.is_empty()) return; while (!waste.is_empty()) { auto card = waste.pop(); stock.push(card); } stock.set_dirty(); waste.set_dirty(); m_has_to_repaint = true; update_score(-100); } else { move_card(stock, waste); } } else if (!to_check.is_empty()) { auto& top_card = to_check.peek(); if (top_card.is_upside_down()) { if (top_card.rect().contains(click_location)) { top_card.set_upside_down(false); to_check.set_dirty(); update_score(5); m_has_to_repaint = true; } } else if (m_focused_cards.is_empty()) { to_check.add_all_grabbed_cards(click_location, m_focused_cards); m_mouse_down_location = click_location; to_check.set_focused(true); m_focused_stack = &to_check; m_mouse_down = true; } } break; } } } void SolitaireWidget::mouseup_event(GUI::MouseEvent& event) { GUI::Widget::mouseup_event(event); if (!m_focused_stack || m_focused_cards.is_empty() || m_game_over_animation || m_new_game_animation) return; bool rebound = true; for (auto& stack : m_stacks) { if (stack.is_focused()) continue; for (auto& focused_card : m_focused_cards) { if (stack.bounding_box().intersects(focused_card.rect())) { if (stack.is_allowed_to_push(m_focused_cards.at(0))) { for (auto& to_intersect : m_focused_cards) { mark_intersecting_stacks_dirty(to_intersect); stack.push(to_intersect); m_focused_stack->pop(); } m_focused_stack->set_dirty(); stack.set_dirty(); if (m_focused_stack->type() == CardStack::Type::Waste && stack.type() == CardStack::Type::Normal) { update_score(5); } else if (m_focused_stack->type() == CardStack::Type::Waste && stack.type() == CardStack::Type::Foundation) { update_score(10); } else if (m_focused_stack->type() == CardStack::Type::Normal && stack.type() == CardStack::Type::Foundation) { update_score(10); } else if (m_focused_stack->type() == CardStack::Type::Foundation && stack.type() == CardStack::Type::Normal) { update_score(-15); } rebound = false; break; } } } } if (rebound) { for (auto& to_intersect : m_focused_cards) mark_intersecting_stacks_dirty(to_intersect); m_focused_stack->rebound_cards(); m_focused_stack->set_dirty(); } m_mouse_down = false; m_has_to_repaint = true; } void SolitaireWidget::mousemove_event(GUI::MouseEvent& event) { GUI::Widget::mousemove_event(event); if (!m_mouse_down || m_game_over_animation || m_new_game_animation) return; auto click_location = event.position(); int dx = click_location.dx_relative_to(m_mouse_down_location); int dy = click_location.dy_relative_to(m_mouse_down_location); for (auto& to_intersect : m_focused_cards) { mark_intersecting_stacks_dirty(to_intersect); to_intersect.rect().move_by(dx, dy); } m_mouse_down_location = click_location; m_has_to_repaint = true; } void SolitaireWidget::doubleclick_event(GUI::MouseEvent& event) { GUI::Widget::doubleclick_event(event); if (m_game_over_animation) { start_game_over_animation(); setup(); return; } if (m_new_game_animation) return; auto click_location = event.position(); for (auto& to_check : m_stacks) { if (to_check.type() == CardStack::Type::Foundation || to_check.type() == CardStack::Type::Stock) continue; if (to_check.bounding_box().contains(click_location) && !to_check.is_empty()) { auto& top_card = to_check.peek(); if (!top_card.is_upside_down() && top_card.rect().contains(click_location)) { if (stack(Foundation1).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation1)); else if (stack(Foundation2).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation2)); else if (stack(Foundation3).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation3)); else if (stack(Foundation4).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation4)); else break; update_score(10); } break; } } m_has_to_repaint = true; } void SolitaireWidget::check_for_game_over() { for (auto& stack : m_stacks) { if (stack.type() != CardStack::Type::Foundation) continue; if (stack.count() != Card::card_count) return; } start_game_over_animation(); } void SolitaireWidget::move_card(CardStack& from, CardStack& to) { auto card = from.pop(); card->set_moving(true); m_focused_cards.clear(); m_focused_cards.append(card); mark_intersecting_stacks_dirty(card); to.push(card); from.set_dirty(); to.set_dirty(); m_has_to_repaint = true; } void SolitaireWidget::mark_intersecting_stacks_dirty(Card& intersecting_card) { for (auto& stack : m_stacks) { if (intersecting_card.rect().intersects(stack.bounding_box())) { stack.set_dirty(); m_has_to_repaint = true; } } } void SolitaireWidget::paint_event(GUI::PaintEvent& event) { GUI::Widget::paint_event(event); m_has_to_repaint = false; if (m_game_over_animation && m_repaint_all) return; GUI::Painter painter(*this); if (m_repaint_all) { /* Only start the timer when update() got called from the window manager, or else we might end up with a blank screen */ if (!m_timer->is_active()) m_timer->start(); painter.fill_rect(event.rect(), s_background_color); for (auto& stack : m_stacks) stack.draw(painter, s_background_color); } else if (m_game_over_animation && !m_animation.card().is_null()) { m_animation.card()->draw(painter); } else if (m_new_game_animation) { if (m_new_game_animation_delay < new_game_animation_delay) { ++m_new_game_animation_delay; } else { m_new_game_animation_delay = 0; auto& current_pile = stack(piles.at(m_new_game_animation_pile)); if (current_pile.count() < m_new_game_animation_pile) { auto card = m_new_deck.take_last(); card->set_upside_down(true); current_pile.push(card); } else { current_pile.push(m_new_deck.take_last()); ++m_new_game_animation_pile; } current_pile.set_dirty(); if (m_new_game_animation_pile == piles.size()) { while (!m_new_deck.is_empty()) stack(Stock).push(m_new_deck.take_last()); stack(Stock).set_dirty(); m_new_game_animation = false; } } } if (!m_game_over_animation && !m_repaint_all) { if (!m_focused_cards.is_empty()) { for (auto& focused_card : m_focused_cards) focused_card.clear(painter, s_background_color); } for (auto& stack : m_stacks) { if (stack.is_dirty()) stack.draw(painter, s_background_color); } if (!m_focused_cards.is_empty()) { for (auto& focused_card : m_focused_cards) { focused_card.draw(painter); focused_card.save_old_position(); } } } m_repaint_all = true; if (!m_mouse_down) { if (!m_focused_cards.is_empty()) { check_for_game_over(); for (auto& card : m_focused_cards) card.set_moving(false); m_focused_cards.clear(); } if (m_focused_stack) { m_focused_stack->set_focused(false); m_focused_stack = nullptr; } } }