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https://github.com/RGBCube/serenity
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Currently, it is possible for the player to drag an entire stack of cards to the foundation stack, provided the top card of the stack (i.e the "root" card) can be dropped onto the foundation stack. This causes an invalid state where, e.g, red cards end up in a black foundation stack, or vice versa.
126 lines
3.3 KiB
C++
126 lines
3.3 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 "Card.h"
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#include <AK/Format.h>
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#include <AK/Vector.h>
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namespace Solitaire {
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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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Play,
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Foundation
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};
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CardStack();
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CardStack(const Gfx::IntPoint& position, Type type);
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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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const NonnullRefPtrVector<Card>& stack() const { return m_stack; }
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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::IntRect& bounding_box() const { return m_bounding_box; }
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void set_focused(bool focused) { m_focused = focused; }
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void push(NonnullRefPtr<Card> card);
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NonnullRefPtr<Card> pop();
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void move_to_stack(CardStack&);
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void rebound_cards();
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bool is_allowed_to_push(const Card&, size_t stack_size = 1) const;
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void add_all_grabbed_cards(const Gfx::IntPoint& 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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struct StackRules {
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uint8_t shift_x { 0 };
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uint8_t shift_y { 0 };
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uint8_t step { 1 };
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uint8_t shift_y_upside_down { 0 };
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};
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constexpr StackRules rules_for_type(Type stack_type)
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{
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switch (stack_type) {
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case Foundation:
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return { 2, 1, 4, 1 };
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case Normal:
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return { 0, 20, 1, 3 };
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case Stock:
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return { 2, 1, 8, 1 };
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case Waste:
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return { 0, 0, 1, 0 };
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case Play:
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return { 20, 0, 1, 0 };
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default:
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return {};
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}
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}
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void calculate_bounding_box();
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NonnullRefPtrVector<Card> m_stack;
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Vector<Gfx::IntPoint> m_stack_positions;
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Gfx::IntPoint m_position;
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Gfx::IntRect m_bounding_box;
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Type m_type { Invalid };
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StackRules m_rules;
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bool m_focused { false };
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Gfx::IntRect m_base;
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};
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}
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template<>
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struct AK::Formatter<Solitaire::CardStack> : Formatter<FormatString> {
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void format(FormatBuilder& builder, const Solitaire::CardStack& stack)
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{
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StringView type;
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switch (stack.type()) {
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case Solitaire::CardStack::Type::Stock:
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type = "Stock"sv;
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break;
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case Solitaire::CardStack::Type::Normal:
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type = "Normal"sv;
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break;
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case Solitaire::CardStack::Type::Foundation:
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type = "Foundation"sv;
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break;
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case Solitaire::CardStack::Type::Waste:
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type = "Waste"sv;
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break;
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case Solitaire::CardStack::Type::Play:
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type = "Play"sv;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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StringBuilder cards;
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bool first_card = true;
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for (const auto& card : stack.stack()) {
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cards.appendff("{}{}", (first_card ? "" : " "), card);
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first_card = false;
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}
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Formatter<FormatString>::format(builder, "{:<10} {:>16}: {}", type, stack.bounding_box(), cards.build());
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}
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};
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