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/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2022, the SerenityOS developers.
* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Card.h"
#include <AK/Random.h>
#include <LibCards/CardPainter.h>
namespace Cards {
Card::Card(Suit suit, Rank rank)
: m_rect(Gfx::IntRect({}, { width, height }))
, m_suit(suit)
, m_rank(rank)
{
VERIFY(to_underlying(rank) < card_count);
}
void Card::paint(GUI::Painter& painter) const
{
auto& card_painter = CardPainter::the();
auto bitmap = [&]() {
if (m_inverted)
return m_upside_down ? card_painter.card_back_inverted() : card_painter.card_front_inverted(m_suit, m_rank);
return m_upside_down ? card_painter.card_back() : card_painter.card_front(m_suit, m_rank);
}();
painter.blit(position(), bitmap, bitmap->rect());
}
void Card::clear(GUI::Painter& painter, Color background_color) const
{
painter.fill_rect({ old_position(), { width, height } }, background_color);
}
void Card::save_old_position()
{
m_old_position = m_rect.location();
m_old_position_valid = true;
}
void Card::clear_and_paint(GUI::Painter& painter, Color background_color)
{
if (is_old_position_valid())
clear(painter, background_color);
paint(painter);
save_old_position();
}
NonnullRefPtrVector<Card> create_standard_deck(Shuffle shuffle)
{
return create_deck(1, 1, 1, 1, shuffle);
}
NonnullRefPtrVector<Card> create_deck(unsigned full_club_suit_count, unsigned full_diamond_suit_count, unsigned full_heart_suit_count, unsigned full_spade_suit_count, Shuffle shuffle)
{
NonnullRefPtrVector<Card> deck;
deck.ensure_capacity(Card::card_count * (full_club_suit_count + full_diamond_suit_count + full_heart_suit_count + full_spade_suit_count));
auto add_cards_for_suit = [&deck](Cards::Suit suit, unsigned number_of_suits) {
for (auto i = 0u; i < number_of_suits; ++i) {
for (auto rank = 0; rank < Card::card_count; ++rank) {
deck.append(Card::construct(suit, static_cast<Cards::Rank>(rank)));
}
}
};
add_cards_for_suit(Cards::Suit::Clubs, full_club_suit_count);
add_cards_for_suit(Cards::Suit::Diamonds, full_diamond_suit_count);
add_cards_for_suit(Cards::Suit::Hearts, full_heart_suit_count);
add_cards_for_suit(Cards::Suit::Spades, full_spade_suit_count);
if (shuffle == Shuffle::Yes)
shuffle_deck(deck);
return deck;
}
void shuffle_deck(NonnullRefPtrVector<Card>& deck)
{
auto iteration_count = deck.size() * 4;
for (auto i = 0u; i < iteration_count; ++i)
deck.append(deck.take(get_random_uniform(deck.size())));
}
}
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