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serenity/Userland/Games/Solitaire/CardStack.h
Timothy Flynn 4fc9c1d710 Solitaire: Refactor painting logic to accomodate to-be-added widgets
A series of events led to this change: The goal is to add more widgets
to the Solitaire GML, such as a GUI::Statusbar. To do so without this
change, the window ends up with some black artifacts between the main
Solitaire frame and the added elements, because the GML specifies the
main widget to have fill_with_background_color=false. However, setting
that property to true results in the background color of the widget
interferring with the Solitaire frame trying to manually paint its
background green. This results in flickering and some elements in the
Solitaire frame being painted over by the main background color.

To avoid all of that behavior, this sets fill_with_background_color=true
and the Solitaire frame's background color to green in the GML. Further,
the frame now only queues a paint update on the specific Gfx::Rect areas
that need to be updated. This also means we no longer need to track if a
stack of cards is dirty, because we only trigger a paint event for dirty
stacks.
2021-05-05 21:38:45 +02:00

81 lines
1.9 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Card.h"
#include <AK/Vector.h>
namespace Solitaire {
class CardStack final {
public:
enum Type {
Invalid,
Stock,
Normal,
Waste,
Foundation
};
CardStack();
CardStack(const Gfx::IntPoint& position, Type type);
bool is_empty() const { return m_stack.is_empty(); }
bool is_focused() const { return m_focused; }
Type type() const { return m_type; }
size_t count() const { return m_stack.size(); }
const Card& peek() const { return m_stack.last(); }
Card& peek() { return m_stack.last(); }
const Gfx::IntRect& bounding_box() const { return m_bounding_box; }
void set_focused(bool focused) { m_focused = focused; }
void push(NonnullRefPtr<Card> card);
NonnullRefPtr<Card> pop();
void rebound_cards();
bool is_allowed_to_push(const Card&) const;
void add_all_grabbed_cards(const Gfx::IntPoint& click_location, NonnullRefPtrVector<Card>& grabbed);
void draw(GUI::Painter&, const Gfx::Color& background_color);
void clear();
private:
struct StackRules {
uint8_t shift_x { 0 };
uint8_t shift_y { 0 };
uint8_t step { 1 };
uint8_t shift_y_upside_down { 0 };
};
constexpr StackRules rules_for_type(Type stack_type)
{
switch (stack_type) {
case Foundation:
return { 2, 1, 4, 1 };
case Normal:
return { 0, 20, 1, 3 };
case Stock:
case Waste:
return { 2, 1, 8, 1 };
default:
return {};
}
}
void calculate_bounding_box();
NonnullRefPtrVector<Card> m_stack;
Vector<Gfx::IntPoint> m_stack_positions;
Gfx::IntPoint m_position;
Gfx::IntRect m_bounding_box;
Type m_type { Invalid };
StackRules m_rules;
bool m_focused { false };
Gfx::IntRect m_base;
};
}