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Solitaire: Refactor CardStack layout code

Till Mayer 4 년 전
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ef458f7b66
6개의 변경된 파일64개의 추가작업 그리고 52개의 파일을 삭제
  1. 1 1
      Games/Solitaire/Card.cpp
  2. 1 1
      Games/Solitaire/Card.h
  3. 17 23
      Games/Solitaire/CardStack.cpp
  4. 24 4
      Games/Solitaire/CardStack.h
  5. 18 19
      Games/Solitaire/SolitaireWidget.cpp
  6. 3 4
      Games/Solitaire/SolitaireWidget.h

+ 1 - 1
Games/Solitaire/Card.cpp

@@ -166,7 +166,7 @@ void Card::save_old_position()
     m_old_position_valid = true;
 }
 
-void Card::draw_complete(GUI::Painter& painter, const Color& background_color)
+void Card::clear_and_draw(GUI::Painter& painter, const Color& background_color)
 {
     if (is_old_position_valid())
         clear(painter, background_color);

+ 1 - 1
Games/Solitaire/Card.h

@@ -69,7 +69,7 @@ public:
 
     void draw(GUI::Painter&) const;
     void clear(GUI::Painter&, const Color& background_color) const;
-    void draw_complete(GUI::Painter&, const Color& background_color);
+    void clear_and_draw(GUI::Painter&, const Color& background_color);
 
 private:
     Card(Type type, uint8_t value);

+ 17 - 23
Games/Solitaire/CardStack.cpp

@@ -29,22 +29,17 @@
 CardStack::CardStack()
     : m_position({ 0, 0 })
     , m_type(Invalid)
-    , m_shift_x(0)
-    , m_shift_y(0)
-    , m_step(1)
     , m_base(m_position, { Card::width, Card::height })
 {
 }
 
-CardStack::CardStack(const Gfx::IntPoint& position, Type type, uint8_t shift_x, uint8_t shift_y, uint8_t step)
+CardStack::CardStack(const Gfx::IntPoint& position, Type type)
     : m_position(position)
     , m_type(type)
-    , m_shift_x(shift_x)
-    , m_shift_y(shift_y)
-    , m_step(step)
+    , m_rules(rules_for_type(type))
     , m_base(m_position, { Card::width, Card::height })
 {
-    ASSERT(step && type != Invalid);
+    ASSERT(type != Invalid);
     calculate_bounding_box();
 }
 
@@ -88,7 +83,7 @@ void CardStack::draw(GUI::Painter& painter, const Gfx::Color& background_color)
     if (is_empty())
         return;
 
-    if (m_shift_x == 0 && m_shift_y == 0) {
+    if (m_rules.shift_x == 0 && m_rules.shift_y == 0) {
         auto& card = peek();
         card.draw(painter);
         return;
@@ -96,11 +91,12 @@ void CardStack::draw(GUI::Painter& painter, const Gfx::Color& background_color)
 
     for (auto& card : m_stack) {
         if (!card.is_moving())
-            card.draw_complete(painter, background_color);
+            card.clear_and_draw(painter, background_color);
     }
 
     m_dirty = false;
 }
+
 void CardStack::rebound_cards()
 {
     ASSERT(m_stack_positions.size() == m_stack.size());
@@ -183,15 +179,14 @@ bool CardStack::is_allowed_to_push(const Card& card) const
 
 void CardStack::push(NonnullRefPtr<Card> card)
 {
-    int size = m_stack.size();
-    int ud_shift = (m_type == Normal) ? 3 : 1;
+    auto size = m_stack.size();
     auto top_most_position = m_stack_positions.is_empty() ? m_position : m_stack_positions.last();
 
-    if (size && size % m_step == 0) {
+    if (size && size % m_rules.step == 0) {
         if (peek().is_upside_down())
-            top_most_position.move_by(m_shift_x, ((m_shift_y == 0) ? 0 : ud_shift));
+            top_most_position.move_by(m_rules.shift_x, m_rules.shift_y_upside_down);
         else
-            top_most_position.move_by(m_shift_x, m_shift_y);
+            top_most_position.move_by(m_rules.shift_x, m_rules.shift_y);
     }
 
     if (m_type == Stock)
@@ -225,16 +220,15 @@ void CardStack::calculate_bounding_box()
 
     uint16_t width = 0;
     uint16_t height = 0;
-    int card_position = 0;
+    size_t card_position = 0;
     for (auto& card : m_stack) {
-        if (card_position % m_step == 0 && card_position) {
-            if (card.is_upside_down() && m_type != Stock) {
-                int ud_shift = (m_type == Normal) ? 3 : 1;
-                width += m_shift_x;
-                height += (m_shift_y == 0) ? 0 : ud_shift;
+        if (card_position % m_rules.step == 0 && card_position) {
+            if (card.is_upside_down()) {
+                width += m_rules.shift_x;
+                height += m_rules.shift_y_upside_down;
             } else {
-                width += m_shift_x;
-                height += m_shift_y;
+                width += m_rules.shift_x;
+                height += m_rules.shift_y;
             }
         }
         ++card_position;

+ 24 - 4
Games/Solitaire/CardStack.h

@@ -40,7 +40,7 @@ public:
     };
 
     CardStack();
-    CardStack(const Gfx::IntPoint& position, Type type, uint8_t shift_x, uint8_t shift_y, uint8_t step = 1);
+    CardStack(const Gfx::IntPoint& position, Type type);
 
     bool is_dirty() const { return m_dirty; }
     bool is_empty() const { return m_stack.is_empty(); }
@@ -64,6 +64,28 @@ public:
     void clear();
 
 private:
+    struct StackRules {
+        uint8_t shift_x { 0 };
+        uint8_t shift_y { 0 };
+        uint8_t step { 1 };
+        uint8_t shift_y_upside_down { 0 };
+    };
+
+    constexpr StackRules rules_for_type(Type stack_type)
+    {
+        switch (stack_type) {
+        case Foundation:
+            return { 2, 1, 4, 1 };
+        case Normal:
+            return { 0, 15, 1, 3 };
+        case Stock:
+        case Waste:
+            return { 2, 1, 8, 1 };
+        default:
+            return {};
+        }
+    }
+
     void calculate_bounding_box();
 
     NonnullRefPtrVector<Card> m_stack;
@@ -71,9 +93,7 @@ private:
     Gfx::IntPoint m_position;
     Gfx::IntRect m_bounding_box;
     Type m_type { Invalid };
-    uint8_t m_shift_x { 0 };
-    uint8_t m_shift_y { 0 };
-    uint8_t m_step {};
+    StackRules m_rules;
     bool m_focused { false };
     bool m_dirty { false };
     Gfx::IntRect m_base;

+ 18 - 19
Games/Solitaire/SolitaireWidget.cpp

@@ -37,19 +37,19 @@ SolitaireWidget::SolitaireWidget(GUI::Window& window, Function<void(uint32_t)>&&
 {
     set_fill_with_background_color(false);
 
-    m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock, 2, 1, 8);
-    m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste, 2, 1, 8);
-    m_stacks[Foundation4] = CardStack({ SolitaireWidget::width - Card::width - 10, 10 }, CardStack::Type::Foundation, 2, 1, 4);
-    m_stacks[Foundation3] = CardStack({ SolitaireWidget::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation, 2, 1, 4);
-    m_stacks[Foundation2] = CardStack({ SolitaireWidget::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation, 2, 1, 4);
-    m_stacks[Foundation1] = CardStack({ SolitaireWidget::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation, 2, 1, 4);
-    m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
-    m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
-    m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
-    m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
-    m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
-    m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
-    m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal, 0, 15);
+    m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock);
+    m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste);
+    m_stacks[Foundation4] = CardStack({ SolitaireWidget::width - Card::width - 10, 10 }, CardStack::Type::Foundation);
+    m_stacks[Foundation3] = CardStack({ SolitaireWidget::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation);
+    m_stacks[Foundation2] = CardStack({ SolitaireWidget::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation);
+    m_stacks[Foundation1] = CardStack({ SolitaireWidget::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation);
+    m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
+    m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
+    m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal);
+    m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal);
+    m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal);
+    m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal);
+    m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal);
 
     m_timer = Core::Timer::construct(1000 / 60, [&]() { tick(window); });
     m_timer->stop();
@@ -66,7 +66,7 @@ static float rand_float()
 
 static void make_pile(NonnullRefPtrVector<Card>& cards, CardStack& stack, uint8_t count)
 {
-    for (int i = 1; i < count; ++i) {
+    for (uint8_t i = 1; i < count; ++i) {
         auto card = cards.take_last();
         card->set_upside_down(true);
         stack.push(card);
@@ -81,10 +81,9 @@ void SolitaireWidget::tick(GUI::Window& window)
         return;
 
     if (m_game_over_animation) {
-        if (m_animation.card()->position().x() > SolitaireWidget::width
-            || m_animation.card()->rect().right() < 0) {
+        ASSERT(!m_animation.card().is_null());
+        if (m_animation.card()->position().x() > SolitaireWidget::width || m_animation.card()->rect().right() < 0)
             create_new_animation_card();
-        }
 
         m_animation.tick();
     }
@@ -141,7 +140,7 @@ void SolitaireWidget::setup()
     }
 
     srand(time(nullptr));
-    for (int i = 0; i < 200; ++i)
+    for (uint8_t i = 0; i < 200; ++i)
         cards.append(cards.take(rand() % cards.size()));
 
     make_pile(cards, stack(Pile1), 1);
@@ -415,7 +414,7 @@ void SolitaireWidget::paint_event(GUI::PaintEvent& event)
                 focused_card.save_old_position();
             }
         }
-    } else if (m_animation.card() != nullptr)
+    } else if (!m_animation.card().is_null())
         m_animation.card()->draw(painter);
 
     m_repaint_all = true;

+ 3 - 4
Games/Solitaire/SolitaireWidget.h

@@ -56,15 +56,14 @@ private:
         {
         }
 
-        Card* card() { return m_animation_card; }
+        RefPtr<Card> card() { return m_animation_card; }
 
         void tick()
         {
             ASSERT(!m_animation_card.is_null());
             m_y_velocity += m_gravity;
 
-            if (m_animation_card->position().y() + Card::height + m_y_velocity > SolitaireWidget::height + 1
-                && m_y_velocity > 0) {
+            if (m_animation_card->position().y() + Card::height + m_y_velocity > SolitaireWidget::height + 1 && m_y_velocity > 0) {
                 m_y_velocity = min((m_y_velocity * -m_bouncyness), -8.f);
                 m_animation_card->rect().set_y(SolitaireWidget::height - Card::height);
                 m_animation_card->rect().move_by(m_x_velocity, 0);
@@ -107,7 +106,7 @@ private:
     void check_for_game_over();
     void tick(GUI::Window&);
 
-    inline CardStack& stack(StackLocation location)
+    ALWAYS_INLINE CardStack& stack(StackLocation location)
     {
         return m_stacks[location];
     }