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2b762ef940
Now that the cards have rounded corners, draw the stack box behind the cards with rounded corners as well. This way, the corner of the stack box doesn't peek out from behind the cards. The caveat here is that the "play" card stack now needs to hold a reference to the "waste" stack beneath it so it knows when not to draw its background on top of the waste stack. To faciliate that, the array of card stacks is now a NonnullRefPtrVector so the play stack can store a smart pointer to the waste stack (instead of a raw pointer or reference).
185 lines
5.1 KiB
C++
185 lines
5.1 KiB
C++
/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Card.h"
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#include <LibGUI/Widget.h>
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#include <LibGfx/Font.h>
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#include <LibGfx/FontDatabase.h>
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namespace Cards {
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static const NonnullRefPtr<Gfx::CharacterBitmap> s_diamond = Gfx::CharacterBitmap::create_from_ascii(
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" # "
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" ### "
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" ##### "
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" ####### "
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"#########"
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" ####### "
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" ##### "
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" ### "
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" # ",
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9, 9);
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static const NonnullRefPtr<Gfx::CharacterBitmap> s_heart = Gfx::CharacterBitmap::create_from_ascii(
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" # # "
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" ### ### "
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"#########"
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"#########"
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"#########"
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" ####### "
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" ##### "
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" ### "
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" # ",
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9, 9);
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static const NonnullRefPtr<Gfx::CharacterBitmap> s_spade = Gfx::CharacterBitmap::create_from_ascii(
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" # "
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" ### "
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" ##### "
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" ####### "
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"#########"
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"#########"
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" ## # ## "
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" ### "
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" ### ",
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9, 9);
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static const NonnullRefPtr<Gfx::CharacterBitmap> s_club = Gfx::CharacterBitmap::create_from_ascii(
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" ### "
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" ##### "
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" ##### "
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" ## ### ## "
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"###########"
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"###########"
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"#### # ####"
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" ## ### ## "
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" ### ",
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11, 9);
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static RefPtr<Gfx::Bitmap> s_background;
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static RefPtr<Gfx::Bitmap> s_background_inverted;
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Card::Card(Type type, uint8_t value)
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: m_rect(Gfx::IntRect({}, { width, height }))
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, m_front(*Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, { width, height }))
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, m_type(type)
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, m_value(value)
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{
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VERIFY(value < card_count);
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Gfx::IntRect paint_rect({ 0, 0 }, { width, height });
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if (s_background.is_null()) {
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s_background = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, { width, height });
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Gfx::Painter bg_painter(*s_background);
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auto image = Gfx::Bitmap::load_from_file("/res/icons/cards/buggie-deck.png");
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VERIFY(!image.is_null());
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float aspect_ratio = image->width() / static_cast<float>(image->height());
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auto target_size = Gfx::IntSize(static_cast<int>(aspect_ratio * (height - 5)), height - 5);
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bg_painter.fill_rect_with_rounded_corners(paint_rect, Color::Black, card_radius);
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auto inner_paint_rect = paint_rect.shrunken(2, 2);
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bg_painter.fill_rect_with_rounded_corners(inner_paint_rect, Color::White, card_radius - 1);
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bg_painter.draw_scaled_bitmap(
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{ { (width - target_size.width()) / 2, (height - target_size.height()) / 2 }, target_size },
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*image, image->rect());
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s_background_inverted = invert_bitmap(*s_background);
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}
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Gfx::Painter painter(m_front);
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auto& font = Gfx::FontDatabase::default_font().bold_variant();
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auto label = labels[value];
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painter.fill_rect_with_rounded_corners(paint_rect, Color::Black, card_radius);
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paint_rect.shrink(2, 2);
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painter.fill_rect_with_rounded_corners(paint_rect, Color::White, card_radius - 1);
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paint_rect.set_height(paint_rect.height() / 2);
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paint_rect.shrink(10, 6);
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auto text_rect = Gfx::IntRect { 4, 6, font.width("10"), font.glyph_height() };
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painter.draw_text(text_rect, label, font, Gfx::TextAlignment::Center, color());
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NonnullRefPtr<Gfx::CharacterBitmap> symbol = s_diamond;
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switch (m_type) {
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case Diamonds:
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symbol = s_diamond;
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break;
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case Clubs:
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symbol = s_club;
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break;
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case Spades:
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symbol = s_spade;
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break;
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case Hearts:
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symbol = s_heart;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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painter.draw_bitmap(
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{ text_rect.x() + (text_rect.width() - symbol->size().width()) / 2, text_rect.bottom() + 5 },
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symbol, color());
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for (int y = height / 2; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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m_front->set_pixel(x, y, m_front->get_pixel(width - x - 1, height - y - 1));
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}
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}
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m_front_inverted = invert_bitmap(*m_front);
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}
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Card::~Card()
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{
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}
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void Card::draw(GUI::Painter& painter) const
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{
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VERIFY(!s_background.is_null());
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if (m_inverted)
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painter.blit(position(), m_upside_down ? *s_background_inverted : *m_front_inverted, m_front_inverted->rect());
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else
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painter.blit(position(), m_upside_down ? *s_background : *m_front, m_front->rect());
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}
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void Card::clear(GUI::Painter& painter, const Color& background_color) const
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{
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painter.fill_rect({ old_position(), { width, height } }, background_color);
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}
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void Card::save_old_position()
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{
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m_old_position = m_rect.location();
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m_old_position_valid = true;
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}
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void Card::clear_and_draw(GUI::Painter& painter, const Color& background_color)
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{
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if (is_old_position_valid())
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clear(painter, background_color);
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draw(painter);
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save_old_position();
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}
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NonnullRefPtr<Gfx::Bitmap> Card::invert_bitmap(Gfx::Bitmap& bitmap)
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{
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auto inverted_bitmap = bitmap.clone();
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VERIFY(inverted_bitmap);
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for (int y = 0; y < inverted_bitmap->height(); y++) {
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for (int x = 0; x < inverted_bitmap->width(); x++) {
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inverted_bitmap->set_pixel(x, y, inverted_bitmap->get_pixel(x, y).inverted());
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}
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}
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return *inverted_bitmap;
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}
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}
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