/* * Copyright (c) 2020, Till Mayer * Copyright (c) 2021, the SerenityOS developers. * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include ErrorOr serenity_main(Main::Arguments arguments) { TRY(Core::System::pledge("stdio recvfd sendfd rpath unix")); auto app = TRY(GUI::Application::try_create(arguments)); auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-solitaire"sv)); Config::pledge_domain("Solitaire"); TRY(Core::System::pledge("stdio recvfd sendfd rpath")); TRY(Core::System::unveil("/res", "r")); TRY(Core::System::unveil(nullptr, nullptr)); auto window = TRY(GUI::Window::try_create()); window->set_title("Solitaire"); auto mode = static_cast(Config::read_i32("Solitaire"sv, "Settings"sv, "Mode"sv, static_cast(Solitaire::Mode::SingleCardDraw))); auto update_mode = [&](Solitaire::Mode new_mode) { mode = new_mode; Config::write_i32("Solitaire"sv, "Settings"sv, "Mode"sv, static_cast(mode)); }; auto high_score = [&]() { switch (mode) { case Solitaire::Mode::SingleCardDraw: return static_cast(Config::read_i32("Solitaire"sv, "HighScores"sv, "SingleCardDraw"sv, 0)); case Solitaire::Mode::ThreeCardDraw: return static_cast(Config::read_i32("Solitaire"sv, "HighScores"sv, "ThreeCardDraw"sv, 0)); default: VERIFY_NOT_REACHED(); } }; auto update_high_score = [&](u32 new_high_score) { switch (mode) { case Solitaire::Mode::SingleCardDraw: Config::write_i32("Solitaire"sv, "HighScores"sv, "SingleCardDraw"sv, static_cast(new_high_score)); break; case Solitaire::Mode::ThreeCardDraw: Config::write_i32("Solitaire"sv, "HighScores"sv, "ThreeCardDraw"sv, static_cast(new_high_score)); break; default: VERIFY_NOT_REACHED(); } }; if (mode >= Solitaire::Mode::__Count) update_mode(Solitaire::Mode::SingleCardDraw); auto widget = TRY(window->try_set_main_widget()); widget->load_from_gml(solitaire_gml); auto& game = *widget->find_descendant_of_type_named("game"); game.set_focus(true); auto& statusbar = *widget->find_descendant_of_type_named("statusbar"); statusbar.set_text(0, "Score: 0"); statusbar.set_text(1, String::formatted("High Score: {}", high_score())); statusbar.set_text(2, "Time: 00:00:00"); app->on_action_enter = [&](GUI::Action& action) { auto text = action.status_tip(); if (text.is_empty()) text = Gfx::parse_ampersand_string(action.text()); statusbar.set_override_text(move(text)); }; app->on_action_leave = [&](GUI::Action&) { statusbar.set_override_text({}); }; game.on_score_update = [&](uint32_t score) { statusbar.set_text(0, String::formatted("Score: {}", score)); }; uint64_t seconds_elapsed = 0; auto timer = Core::Timer::create_repeating(1000, [&]() { ++seconds_elapsed; uint64_t hours = seconds_elapsed / 3600; uint64_t minutes = (seconds_elapsed / 60) % 60; uint64_t seconds = seconds_elapsed % 60; statusbar.set_text(2, String::formatted("Time: {:02}:{:02}:{:02}", hours, minutes, seconds)); }); game.on_game_start = [&]() { seconds_elapsed = 0; timer->start(); statusbar.set_text(2, "Time: 00:00:00"); }; game.on_game_end = [&](Solitaire::GameOverReason reason, uint32_t score) { if (timer->is_active()) timer->stop(); if (reason == Solitaire::GameOverReason::Victory) { if (seconds_elapsed >= 30) { uint32_t bonus = (20'000 / seconds_elapsed) * 35; statusbar.set_text(0, String::formatted("Score: {} (Bonus: {})", score, bonus)); score += bonus; } if (score > high_score()) { update_high_score(score); statusbar.set_text(1, String::formatted("High Score: {}", score)); } } statusbar.set_text(2, "Timer starts after your first move"); }; window->on_close_request = [&]() { auto game_in_progress = timer->is_active(); if (game_in_progress) { auto result = GUI::MessageBox::show(window, "A game is still in progress, are you sure you would like to quit?"sv, "Game in progress"sv, GUI::MessageBox::Type::Warning, GUI::MessageBox::InputType::YesNo); if (result == GUI::MessageBox::ExecResult::Yes) return GUI::Window::CloseRequestDecision::Close; else return GUI::Window::CloseRequestDecision::StayOpen; } return GUI::Window::CloseRequestDecision::Close; }; GUI::ActionGroup draw_setting_actions; draw_setting_actions.set_exclusive(true); auto single_card_draw_action = GUI::Action::create_checkable("&Single Card Draw", [&](auto&) { update_mode(Solitaire::Mode::SingleCardDraw); statusbar.set_text(1, String::formatted("High Score: {}", high_score())); game.setup(mode); }); single_card_draw_action->set_checked(mode == Solitaire::Mode::SingleCardDraw); single_card_draw_action->set_status_tip("Draw one card at a time"); draw_setting_actions.add_action(single_card_draw_action); auto three_card_draw_action = GUI::Action::create_checkable("&Three Card Draw", [&](auto&) { update_mode(Solitaire::Mode::ThreeCardDraw); statusbar.set_text(1, String::formatted("High Score: {}", high_score())); game.setup(mode); }); three_card_draw_action->set_checked(mode == Solitaire::Mode::ThreeCardDraw); three_card_draw_action->set_status_tip("Draw three cards at a time"); draw_setting_actions.add_action(three_card_draw_action); game.set_auto_collect(Config::read_bool("Solitaire"sv, "Settings"sv, "AutoCollect"sv, false)); auto toggle_auto_collect_action = GUI::Action::create_checkable("Auto-&Collect", [&](auto& action) { auto checked = action.is_checked(); game.set_auto_collect(checked); Config::write_bool("Solitaire"sv, "Settings"sv, "AutoCollect"sv, checked); }); toggle_auto_collect_action->set_checked(game.is_auto_collecting()); toggle_auto_collect_action->set_status_tip("Auto-collect to foundation piles"); auto game_menu = TRY(window->try_add_menu("&Game")); TRY(game_menu->try_add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, TRY(Gfx::Bitmap::try_load_from_file("/res/icons/16x16/reload.png"sv)), [&](auto&) { game.setup(mode); }))); TRY(game_menu->try_add_separator()); auto undo_action = GUI::CommonActions::make_undo_action([&](auto&) { game.perform_undo(); }); undo_action->set_enabled(false); TRY(game_menu->try_add_action(undo_action)); TRY(game_menu->try_add_separator()); TRY(game_menu->try_add_action(single_card_draw_action)); TRY(game_menu->try_add_action(three_card_draw_action)); TRY(game_menu->try_add_separator()); TRY(game_menu->try_add_action(toggle_auto_collect_action)); TRY(game_menu->try_add_separator()); TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([&](auto&) { app->quit(); }))); auto help_menu = TRY(window->try_add_menu("&Help")); TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Solitaire", app_icon, window))); window->set_resizable(false); window->resize(Solitaire::Game::width, Solitaire::Game::height + statusbar.max_height().as_int()); window->set_icon(app_icon.bitmap_for_size(16)); window->show(); game.on_undo_availability_change = [&](bool undo_available) { undo_action->set_enabled(undo_available); }; game.setup(mode); return app->exec(); }