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/*
This file is part of the KDE games lskat program
Copyright (c) 2006 Martin Heni <kde@heni-online.de>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#include "display_intro.h"
// General includes
#include <cmath>
// Qt includes
#include <QPoint>
// KDE includes
#include <KLocalizedString>
#include <KConfigGroup>
// Local includes
#include "cardsprite.h"
#include "lskat_debug.h"
#include "textsprite.h"
#define WAIT_CNT 100 /* Wait this [ms] before clearing board */
// Constructor for the display
DisplayIntro::DisplayIntro(Deck *deck, QGraphicsScene *theScene, ThemeManager *theme,
int advancePeriod, QGraphicsView *parent)
: Themable(QLatin1String("display_intro"), theme), AbstractDisplay(deck, theScene, theme, advancePeriod, parent)
{
mTextShown = false;
// Choose a background color
scene()->setBackgroundBrush(QColor(0, 0, 128));
mTimer = new QTimer(this);
connect(mTimer, &QTimer::timeout, this, &DisplayIntro::loop);
mTimer->stop();
// Redraw
if (theme) theme->updateTheme(this);
}
// Called by thememanager when theme or theme geometry changes. Redraw and resize
// this display.
void DisplayIntro::changeTheme()
{
// Retrieve theme data
KConfigGroup config = thememanager()->config(id());
// Retrieve background pixmap
QString bgsvgid = config.readEntry("background-svgid");
QPixmap pixmap = thememanager()->getPixmap(bgsvgid, scene()->sceneRect().size().toSize());
scene()->setBackgroundBrush(pixmap);
mView->update();
}
// Start the intro.
void DisplayIntro::start()
{
mAnimCnt = 0;
mState = Putting;
mTimer->start(50);
// Stop all card sprites
for (int i = 0; i < mCards.size(); i++)
{
mCards[i]->stop();
}
}
// Animation loop
void DisplayIntro::loop()
{
int no = mCards.size();
// Catch no card error
if (no < 1) return;
// Retrieve theme data
KConfigGroup cardconfig = thememanager()->config(QLatin1String("card"));
double card_width = cardconfig.readEntry("width", 1.0);
KConfigGroup config = thememanager()->config(id());
QPointF start_shift = config.readEntry("start-shift", QPointF(1.0, 1.0));
QPointF start_pos = config.readEntry("start-pos", QPointF(1.0, 1.0));
double time_clear_in = config.readEntry("time-clear-in", 1.0);
double time_clear_out = config.readEntry("time-clear-out", 1.0);
double aspectRatio = thememanager()->aspectRatio();
// Display the intro text delayed
if (mAnimCnt == 2 && mState == Putting && !mTextShown)
{
mTextShown = true;
QString s1 = i18nc("Title of the game - line 1", "Lieutenant Skat");
QString s2 = i18nc("Title of the game - line 2", "for");
QString s3 = i18nc("Title of the game - line 3", "K D E");
// Text sprite title foreground
TextSprite *text1a = new TextSprite(s1, QLatin1String("name-front"), mTheme, scene());
mSprites.append(text1a);
text1a->show();
// Text sprite title background
TextSprite *text1b = new TextSprite(s1, QLatin1String("name-back"), mTheme, scene());
mSprites.append(text1b);
text1b->show();
// Text sprite title foreground
TextSprite *text2a = new TextSprite(s2, QLatin1String("for-front"), mTheme, scene());
mSprites.append(text2a);
text2a->show();
// Text sprite title background
TextSprite *text2b = new TextSprite(s2, QLatin1String("for-back"), mTheme, scene());
mSprites.append(text2b);
text2b->show();
// Text sprite title foreground
TextSprite *text3a = new TextSprite(s3, QLatin1String("kde-front"), mTheme, scene());
mSprites.append(text3a);
text3a->show();
// Text sprite title background
TextSprite *text3b = new TextSprite(s3, QLatin1String("kde-back"), mTheme, scene());
mSprites.append(text3b);
text3b->show();
}
// Display a card
if (mAnimCnt < no && mState == Putting)
{
double factor = double(mAnimCnt) / double(no - 1);
double fsin = sin(factor * M_PI);
CardSprite *sprite = mCards[mAnimCnt];
QPointF pos;
if (mAnimCnt % 2 == 0)
{
pos = QPointF(start_pos.x(), start_pos.y());
pos += QPointF(start_shift.x() * fsin, start_shift.y() * factor);
}
else
{
pos = QPointF(1.0 - start_pos.x() - card_width, start_pos.y());
pos += QPointF(-start_shift.x() * fsin, start_shift.y() * factor);
}
sprite->setBackside();
sprite->setPosition(pos);
sprite->setZValue(50 + mAnimCnt);
sprite->show();
mAnimCnt++;
}
// Change state to turning
else if (mState == Putting)
{
mState = Turning;
mAnimCnt = 0;
}
// Turn cards
else if (mAnimCnt < no && mState == Turning)
{
CardSprite *sprite = mCards[mAnimCnt];
sprite->setTurning(true);
mAnimCnt++;
}
// Change state to waiting
else if (mState == Turning)
{
mState = Waiting;
mAnimCnt = 0;
}
// Wait
else if (mAnimCnt < WAIT_CNT && mState == Waiting)
{
mAnimCnt++;
}
// Change state to clearing the board
else if (mState == Waiting)
{
mState = Clearing;
mAnimCnt = 0;
}
// Clear the board, step 1
else if (mAnimCnt == 0 && mState == Clearing)
{
for (int i = 0; i < no; i++)
{
CardSprite *sprite = mCards[i];
sprite->setMove(QPointF((1.0 - card_width) / 2.0, (1.0 / aspectRatio - card_width) / 2.0), time_clear_in);
}
mAnimCnt++;
}
// Clear the board, step 2
else if (mAnimCnt < 30 && mState == Clearing)
{
mAnimCnt++;
}
// Clear the board, step 3 and change state to waiting
else if (mState == Clearing)
{
for (int i = 0; i < no; i++)
{
double r = 1.0;
double x = r * cos(double(i) / double(no - 1) * M_PI * 2.0) + 0.5;
double y = r * sin(double(i) / double(no - 1) * M_PI * 2.0) + 0.5;
CardSprite *sprite = mCards[i];
sprite->setMove(QPointF(x, y / aspectRatio), time_clear_out);
}
mState = Waiting2;
mAnimCnt = 0;
}
// Wait
else if (mAnimCnt < WAIT_CNT && mState == Waiting2)
{
mAnimCnt++;
}
// Restart cycle
else if (mState == Waiting2)
{
for (int i = 0; i < no; i++)
{
CardSprite *sprite = mCards[i];
sprite->stop();
}
mState = Putting;
mAnimCnt = 0;
}
}
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