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The purpose is to allow the Solitaire widget to be used in GML. The macro to register a widget requires a namespace, so this moves all files in the application to the Solitaire namespace. This also renames the SolitaireWidget class to Game - this is to avoid the redundancy / verbosity of typing "Solitaire::SolitaireWidget", and matches many other games in Serenity (Breakout, 2048, etc.).
70 lines
1.9 KiB
C++
70 lines
1.9 KiB
C++
/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibCore/Object.h>
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#include <LibGUI/Painter.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/CharacterBitmap.h>
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#include <LibGfx/Rect.h>
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#include <ctype.h>
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namespace Solitaire {
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class Card final : public Core::Object {
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C_OBJECT(Card)
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public:
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static constexpr int width = 80;
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static constexpr int height = 100;
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static constexpr int card_count = 13;
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enum Type {
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Clubs,
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Diamonds,
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Hearts,
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Spades,
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__Count
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};
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virtual ~Card() override;
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Gfx::IntRect& rect() { return m_rect; }
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Gfx::IntPoint position() const { return m_rect.location(); }
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const Gfx::IntPoint& old_positon() const { return m_old_position; }
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uint8_t value() const { return m_value; };
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Type type() const { return m_type; }
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bool is_old_position_valid() const { return m_old_position_valid; }
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bool is_moving() const { return m_moving; }
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bool is_upside_down() const { return m_upside_down; }
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Gfx::Color color() const { return (m_type == Diamonds || m_type == Hearts) ? Color::Red : Color::Black; }
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void set_position(const Gfx::IntPoint p) { m_rect.set_location(p); }
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void set_moving(bool moving) { m_moving = moving; }
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void set_upside_down(bool upside_down) { m_upside_down = upside_down; }
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void save_old_position();
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void draw(GUI::Painter&) const;
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void clear(GUI::Painter&, const Color& background_color) const;
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void clear_and_draw(GUI::Painter&, const Color& background_color);
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private:
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Card(Type type, uint8_t value);
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Gfx::IntRect m_rect;
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NonnullRefPtr<Gfx::Bitmap> m_front;
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Gfx::IntPoint m_old_position;
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Type m_type;
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uint8_t m_value;
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bool m_old_position_valid { false };
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bool m_moving { false };
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bool m_upside_down { false };
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};
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}
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