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Games: Added solitaire
Added a solitaire game. Currently there are graphics missing on some of the cards, but the game is fully functional. Press F12 to show the game-over animation manually.
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Games/Solitaire/CardStack.h
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Games/Solitaire/CardStack.h
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/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include "Card.h"
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#include <AK/Vector.h>
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class CardStack final {
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public:
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enum Type {
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Invalid,
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Stock,
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Normal,
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Waste,
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Foundation
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};
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CardStack();
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CardStack(const Gfx::Point& position, Type type, uint8_t shift_x, uint8_t shift_y, uint8_t step = 1);
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bool is_dirty() const { return m_dirty; }
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bool is_empty() const { return m_stack.is_empty(); }
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bool is_focused() const { return m_focused; }
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Type type() const { return m_type; }
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size_t count() const { return m_stack.size(); }
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const Card& peek() const { return m_stack.last(); }
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Card& peek() { return m_stack.last(); }
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const Gfx::Rect& bounding_box() const { return m_bounding_box; }
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void set_focused(bool focused) { m_focused = focused; }
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void set_dirty() { m_dirty = true; };
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void push(NonnullRefPtr<Card> card);
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NonnullRefPtr<Card> pop();
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void rebound_cards();
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bool is_allowed_to_push(const Card&) const;
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void add_all_grabbed_cards(const Gfx::Point& click_location, NonnullRefPtrVector<Card>& grabbed);
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void draw(GUI::Painter&, const Gfx::Color& background_color);
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void clear();
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private:
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void calculate_bounding_box();
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NonnullRefPtrVector<Card> m_stack;
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Vector<Gfx::Point> m_stack_positions;
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Gfx::Point m_position;
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Gfx::Rect m_bounding_box;
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Type m_type { Invalid };
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uint8_t m_shift_x { 0 };
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uint8_t m_shift_y { 0 };
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uint8_t m_step {};
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bool m_focused { false };
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bool m_dirty { false };
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Gfx::Rect m_base;
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};
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