#include "gamescene.h" #include "player.h" #include "zoneviewwidget.h" #include "zoneviewzone.h" #include GameScene::GameScene(QObject *parent) : QGraphicsScene(parent) { } void GameScene::retranslateUi() { for (int i = 0; i < views.size(); ++i) views[i]->retranslateUi(); } void GameScene::addPlayer(Player *player) { qDebug("GameScene::addPlayer"); players << player; addItem(player); rearrange(); connect(player, SIGNAL(sizeChanged()), this, SLOT(rearrange())); } void GameScene::removePlayer(Player *player) { qDebug("GameScene::removePlayer"); players.removeAt(players.indexOf(player)); removeItem(player); rearrange(); } void GameScene::rearrange() { struct PlayerProcessor { static void processPlayer(Player *p, qreal &w, qreal &h, QPointF &b, bool singlePlayer) { const QRectF br = p->boundingRect(); if (br.width() > w) w = br.width(); if (h) h += playerAreaSpacing; h += br.height(); p->setPos(b); p->setMirrored((b.y() < playerAreaSpacing) && !singlePlayer); b += QPointF(0, br.height() + playerAreaSpacing); } }; QPointF base; qreal sceneWidth = 0; qreal sceneHeight = 0; QList localPlayers; for (int i = 0; i < players.size(); ++i) if (!players[i]->getLocal()) PlayerProcessor::processPlayer(players[i], sceneWidth, sceneHeight, base, players.size() == 1); else localPlayers.append(players[i]); for (int i = 0; i < localPlayers.size(); ++i) PlayerProcessor::processPlayer(localPlayers[i], sceneWidth, sceneHeight, base, players.size() == 1); playersRect = QRectF(0, 0, sceneWidth, sceneHeight); setSceneRect(sceneRect().x(), sceneRect().y(), sceneWidth, sceneHeight); processViewSizeChange(viewSize); qDebug(QString("rearrange(): w=%1 h=%2").arg(sceneWidth).arg(sceneHeight).toLatin1()); } void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numberCards) { for (int i = 0; i < views.size(); i++) { ZoneViewZone *temp = views[i]->getZone(); if ((temp->getName() == zoneName) && (temp->getPlayer() == player)) { // view is already open views[i]->close(); if (temp->getNumberCards() == numberCards) return; } } ZoneViewWidget *item = new ZoneViewWidget(player, player->getZones().value(zoneName), numberCards); views.append(item); connect(item, SIGNAL(closePressed(ZoneViewWidget *)), this, SLOT(removeZoneView(ZoneViewWidget *))); addItem(item); item->setPos(100, 100); } void GameScene::addRevealedZoneView(Player *player, CardZone *zone, const QList &cardList) { ZoneViewWidget *item = new ZoneViewWidget(player, zone, -2, cardList); views.append(item); connect(item, SIGNAL(closePressed(ZoneViewWidget *)), this, SLOT(removeZoneView(ZoneViewWidget *))); addItem(item); item->setPos(100, 100); } void GameScene::removeZoneView(ZoneViewWidget *item) { views.removeAt(views.indexOf(item)); removeItem(item); } void GameScene::clearViews() { for (int i = 0; i < views.size(); ++i) views[i]->close(); } void GameScene::closeMostRecentZoneView() { if (!views.isEmpty()) views.last()->close(); } void GameScene::processViewSizeChange(const QSize &newSize) { viewSize = newSize; qreal newRatio = ((qreal) newSize.width()) / newSize.height(); qreal minWidth = 0; for (int i = 0; i < players.size(); ++i) { qreal w = players[i]->getMinimumWidth(); if (w > minWidth) minWidth = w; } qreal minRatio = minWidth / sceneRect().height(); if (minRatio > newRatio) { // Aspect ratio is dominated by table width. setSceneRect(sceneRect().x(), sceneRect().y(), minWidth, sceneRect().height()); } else { // Aspect ratio is dominated by window dimensions. setSceneRect(sceneRect().x(), sceneRect().y(), newRatio * sceneRect().height(), sceneRect().height()); } for (int i = 0; i < players.size(); ++i) players[i]->processSceneSizeChange(sceneRect().size()); }