#include #include #include "arrowitem.h" #include "stackzone.h" #include "settingscache.h" #include "player.h" #include "protocol_items.h" #include "carddragitem.h" StackZone::StackZone(Player *_p, int _zoneHeight, QGraphicsItem *parent) : SelectZone(_p, "stack", false, false, true, parent), zoneHeight(_zoneHeight) { connect(settingsCache, SIGNAL(stackBgPathChanged()), this, SLOT(updateBgPixmap())); updateBgPixmap(); setCacheMode(DeviceCoordinateCache); } void StackZone::updateBgPixmap() { QString bgPath = settingsCache->getStackBgPath(); if (!bgPath.isEmpty()) bgPixmap.load(bgPath); update(); } void StackZone::addCardImpl(CardItem *card, int x, int /*y*/) { if (x == -1) x = cards.size(); cards.insert(x, card); if (!cards.getContentsKnown()) { card->setId(-1); card->setName(); } card->setParentItem(this); card->resetState(); card->setVisible(true); card->update(); } QRectF StackZone::boundingRect() const { return QRectF(0, 0, 100, zoneHeight); } void StackZone::paint(QPainter *painter, const QStyleOptionGraphicsItem */*option*/, QWidget */*widget*/) { if (bgPixmap.isNull()) painter->fillRect(boundingRect(), QColor(113, 43, 43)); else painter->fillRect(boundingRect(), QBrush(bgPixmap)); } void StackZone::handleDropEvent(const QList &dragItems, CardZone *startZone, const QPoint &/*dropPoint*/, bool /*faceDown*/) { if (startZone == this) return; QList idList; for (int i = 0; i < dragItems.size(); ++i) idList.append(new CardToMove(dragItems[i]->getId())); player->sendGameCommand(new Command_MoveCard(-1, startZone->getName(), idList, player->getId(), getName(), 0, 0, false)); } void StackZone::reorganizeCards() { if (!cards.isEmpty()) { QList arrowsToUpdate; const int cardCount = cards.size(); qreal totalWidth = boundingRect().width(); qreal totalHeight = boundingRect().height(); qreal cardWidth = cards.at(0)->boundingRect().width(); qreal cardHeight = cards.at(0)->boundingRect().height(); qreal xspace = 5; qreal x1 = xspace; qreal x2 = totalWidth - xspace - cardWidth; for (int i = 0; i < cardCount; i++) { CardItem *c = cards.at(i); qreal x = i % 2 ? x2 : x1; // If the total height of the cards is smaller than the available height, // the cards do not need to overlap and are displayed in the center of the area. if (cardHeight * cardCount > totalHeight) c->setPos(x, ((qreal) i) * (totalHeight - cardHeight) / (cardCount - 1)); else c->setPos(x, ((qreal) i) * cardHeight + (totalHeight - cardCount * cardHeight) / 2); c->setRealZValue(i); arrowsToUpdate.append(c->getArrowsFrom()); arrowsToUpdate.append(c->getArrowsTo()); } QSetIterator arrowIterator(QSet::fromList(arrowsToUpdate)); while (arrowIterator.hasNext()) arrowIterator.next()->updatePath(); } update(); }