2 Copyright (c) 2006 Paolo Capriotti <p.capriotti@sns.it>
3 (c) 2006 Maurizio Monge <maurizio.monge@kdemail.net>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
13 #include "animation.h"
14 #include "piecepool.h"
16 /*****************************************************************************************/
17 PiecePool::PiecePool(int num
, Board
* b
, KGameCanvasAbstract
* parent
)
18 : ClickableCanvas(parent
)
24 , m_dragged_index(-1) {
25 m_main_animation
= new MainAnimation( 1.0 );
29 /*****************************************************************************************/
30 PiecePool::~PiecePool() {
31 delete m_main_animation
;
34 /*****************************************************************************************/
35 QPoint
PiecePool::toReal(int i
) {
43 return QPoint(m_square_size
*x
, m_square_size
*y
);
46 /*****************************************************************************************/
47 int PiecePool::toLogical(const QPoint
& p
) {
48 int x
= p
.x()/m_square_size
;
49 int y
= p
.y()/m_square_size
;
51 if(x
<0 || x
>= m_width
)
58 int retv
= y
*m_width
+ x
;
59 if(retv
< 0 || retv
>= (int)m_sprites
.size())
64 /*****************************************************************************************/
65 void PiecePool::settingsChanged() {
66 //PieceGroup::settingsChanged();
69 /*****************************************************************************************/
70 void PiecePool::setGridWidth(int w
) {
74 /*****************************************************************************************/
75 int PiecePool::fill() {
76 return m_sprites
.size();
79 /*****************************************************************************************/
80 void PiecePool::clear() {
84 /*****************************************************************************************/
85 void PiecePool::insertSprite(int index
, const NamedSprite
& nsprite
) {
86 if(m_dragged
&& index
> m_dragged_index
)
89 if(index
< 0 || index
> fill() ) {
90 ERROR("invalid index " << index
); TRAP();
94 m_sprites
.resize(m_sprites
.size()+1);
96 for(int i
= m_sprites
.size()-1; i
> index
; i
--) {
97 double speed
= (1.0+1.0/(i
- index
+ 1))*0.4;
98 m_sprites
[i
] = m_sprites
[i
-1];
99 m_sprites
[i
].sprite()->moveTo(toReal(i
)); //BROKEN animate to that point?
102 m_sprites
[index
] = nsprite
;
103 m_sprites
[index
].sprite()->show();
104 m_sprites
[index
].sprite()->moveTo(toReal(index
));
105 //BROKEN fadeIn(index);
108 /*****************************************************************************************/
109 NamedSprite
PiecePool::getSprite(int index
) {
110 if(m_dragged
&& index
== m_dragged_index
)
113 if(m_dragged
&& index
> m_dragged_index
)
116 if(index
< 0 || index
>= (int)m_sprites
.size() ) {
117 ERROR("invalid index " << index
);
118 return NamedSprite();
121 return m_sprites
[index
];
124 /*****************************************************************************************/
125 NamedSprite
PiecePool::takeSprite(int index
) {
126 if(m_dragged
&& index
== m_dragged_index
) {
127 NamedSprite retv
= m_dragged
;
128 m_dragged
= NamedSprite();
129 m_dragged_index
= -1;
134 if(m_dragged
&& index
> m_dragged_index
)
137 if(index
< 0 || index
>= (int)m_sprites
.size() ) {
138 ERROR("invalid index " << index
);
139 return NamedSprite();
142 return takeSpriteAt(index
);
145 /*****************************************************************************************/
146 NamedSprite
PiecePool::takeSpriteAt(int index
) {
147 if(index
< 0 || index
>= (int)m_sprites
.size() ) {
148 ERROR("invalid index " << index
); TRAP();
149 return NamedSprite();
152 NamedSprite retv
= m_sprites
[index
];
154 return NamedSprite();
156 for(int i
= index
; i
< (int)m_sprites
.size()-1; i
++) {
157 double speed
= (1.0+1.0/(i
- index
+ 1))*0.4;
158 m_sprites
[i
] = m_sprites
[i
+1];
159 m_sprites
[i
].sprite()->moveTo(toReal(i
)); //BROKEN animate to that point?
161 m_sprites
.resize(m_sprites
.size()-1);
166 /*****************************************************************************************/
167 KGameCanvasAbstract
* PiecePool::piecesGroup() {
171 /*****************************************************************************************/
172 void PiecePool::cancelDragging(bool fadeOff
) {
176 m_dragged
.sprite()->setPixmap( m_loader( m_dragged
.name() ) );
177 m_dragged
.sprite()->putInCanvas(piecesGroup());
180 SpritePtr phantom
= SpritePtr(m_dragged
.sprite()->duplicate());
181 if(1/*BROKEN m_anim_fade*/)
182 m_main_animation
->addAnimation( AnimationPtr(new FadeAnimation(phantom
, phantom
->pos(), 255, 0)) );
184 m_main_animation
->addAnimation( AnimationPtr(new CaptureAnimation(phantom
)) );
187 insertSprite(m_dragged_index
, m_dragged
);
189 m_dragged
= NamedSprite();
190 m_dragged_index
= -1;
193 /*****************************************************************************************/
194 void PiecePool::flipAndMoveBy(QPoint p
) {
195 QPoint deltapos
= m_flipped
? -p
: p
;
196 moveTo(pos() + deltapos
);
197 m_flipped
= !m_flipped
;
199 for(int i
=0;i
<(int)m_sprites
.size(); i
++)
200 if(1/*BROKEN m_anim_movement*/) {
201 m_main_animation
->addAnimation(AnimationPtr(new InstantAnimation(m_sprites
[i
].sprite(),
202 m_sprites
[i
].sprite()->pos() - deltapos
)));
203 m_main_animation
->addAnimation(AnimationPtr(new MovementAnimation(m_sprites
[i
].sprite(),
207 m_main_animation
->addAnimation(AnimationPtr(new InstantAnimation(m_sprites
[i
].sprite(),
211 /*****************************************************************************************/
212 void PiecePool::onResize(int new_size
, bool force_reload
) {
213 if(m_square_size
== new_size
&& !force_reload
)
216 m_square_size
= new_size
;
217 m_loader
.setSize(m_square_size
);
219 // update the sprites
220 for (int i
=0;i
<(int)m_sprites
.size(); i
++) {
221 m_sprites
[i
].sprite()->setPixmap( m_loader( m_sprites
[i
].name() ) );
222 m_main_animation
->addAnimation(AnimationPtr(new InstantAnimation(m_sprites
[i
].sprite(), toReal(i
))));
226 /*****************************************************************************************/
227 void PiecePool::onMouseRelease(const QPoint
& pos
, int button
) {
228 if (button
!= Qt::LeftButton
|| !m_dragged
)
231 m_board
->m_dropped_pool
= m_pool_num
;
232 m_board
->m_dropped_index
= m_dragged_index
;
234 /* did the board take this sprite? */
235 m_board
->dropOn( m_pool_num
, m_dragged_index
, pos
+ this->pos() - m_board
->pos() );
237 m_board
->m_dropped_pool
= -1;
238 m_board
->m_dropped_index
= -1;
240 cancelDragging(true);
243 /*****************************************************************************************/
244 void PiecePool::onMousePress(const QPoint
& pos
, int button
) {
245 if (button
!= Qt::LeftButton
)
249 std::cout
<< "Eh? We are already dragging?" << std::endl
;
250 cancelDragging(); //never remove implicitly a piece from the pool
253 int index
= toLogical(pos
);
254 NamedSprite got
= takeSpriteAt(index
);
258 got
.sprite()->hide();
260 /* recreate the sprite, as "got" may be being animated */
261 QPixmap px
= m_board
->m_loader( got
.name() );
262 QPoint at
= pos
+ this->pos() - m_board
->pos() - QPoint(px
.width(), px
.height())/2;
263 m_dragged
= NamedSprite( got
.name(), SpritePtr(new Sprite(px
, m_board
->piecesGroup(), at
) ) );
264 m_dragged
.sprite()->raise();
265 m_dragged
.sprite()->show();
266 m_dragged_index
= index
;
269 /*****************************************************************************************/
270 void PiecePool::onMouseMove(const QPoint
& pos
, int /*button*/) {
272 m_dragged
.sprite()->moveTo(pos
+ this->pos() - m_board
->pos()
273 - QPoint(m_dragged
.sprite()->pixmap().width(),
274 m_dragged
.sprite()->pixmap().height() ) / 2 );
275 m_board
->draggingOn( m_pool_num
, m_dragged_index
, pos
+ this->pos() - m_board
->pos() );