#include #include "handzone.h" #include "settingscache.h" #include "player.h" #include "protocol_items.h" HandZone::HandZone(Player *_p, bool _contentsKnown, int _zoneHeight, QGraphicsItem *parent) : CardZone(_p, "hand", false, false, _contentsKnown, parent), zoneHeight(_zoneHeight) { connect(settingsCache, SIGNAL(handBgPathChanged()), this, SLOT(updateBgPixmap())); updateBgPixmap(); setCacheMode(DeviceCoordinateCache); } void HandZone::updateBgPixmap() { QString bgPath = settingsCache->getHandBgPath(); if (!bgPath.isEmpty()) bgPixmap.load(bgPath); update(); } void HandZone::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(); } void HandZone::handleDropEvent(int cardId, CardZone *startZone, const QPoint &/*dropPoint*/, bool /*faceDown*/) { player->sendGameCommand(new Command_MoveCard(-1, startZone->getName(), cardId, getName(), cards.size(), -1, false)); } QRectF HandZone::boundingRect() const { if (settingsCache->getHorizontalHand()) return QRectF(0, 0, width, CARD_HEIGHT + 10); else return QRectF(0, 0, 100, zoneHeight); } void HandZone::paint(QPainter *painter, const QStyleOptionGraphicsItem */*option*/, QWidget */*widget*/) { if (bgPixmap.isNull()) painter->fillRect(boundingRect(), Qt::darkGreen); else painter->fillRect(boundingRect(), QBrush(bgPixmap)); } void HandZone::reorganizeCards() { if (!cards.isEmpty()) { const int cardCount = cards.size(); if (settingsCache->getHorizontalHand()) { const int xPadding = 5; qreal totalWidth = boundingRect().width() - 2 * xPadding; qreal cardWidth = cards.at(0)->boundingRect().width(); for (int i = 0; i < cardCount; i++) { CardItem *c = cards.at(i); // If the total width of the cards is smaller than the available width, // the cards do not need to overlap and are displayed in the center of the area. if (cardWidth * cardCount > totalWidth) c->setPos(xPadding + ((qreal) i) * (totalWidth - cardWidth) / (cardCount - 1), 5); else c->setPos(xPadding + ((qreal) i) * cardWidth + (totalWidth - cardCount * cardWidth) / 2, 5); c->setZValue(i); } } else { 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->setZValue(i); } } } update(); } void HandZone::setWidth(qreal _width) { if (settingsCache->getHorizontalHand()) { prepareGeometryChange(); width = _width; reorganizeCards(); } } void HandZone::updateOrientation() { prepareGeometryChange(); reorganizeCards(); }