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Gfx::Color is always 4 bytes (it's just a wrapper over u32) it's less work just to pass the color directly. This also updates IPCCompiler to prevent from generating Gfx::Color const &, which makes replacement easier.
91 lines
2.7 KiB
C++
91 lines
2.7 KiB
C++
/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
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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 <AK/Random.h>
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#include <LibCards/CardPainter.h>
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namespace Cards {
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Card::Card(Suit suit, Rank rank)
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: m_rect(Gfx::IntRect({}, { width, height }))
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, m_suit(suit)
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, m_rank(rank)
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{
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VERIFY(to_underlying(rank) < card_count);
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}
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void Card::paint(GUI::Painter& painter) const
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{
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auto& card_painter = CardPainter::the();
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auto bitmap = [&]() {
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if (m_inverted)
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return m_upside_down ? card_painter.card_back_inverted() : card_painter.card_front_inverted(m_suit, m_rank);
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return m_upside_down ? card_painter.card_back() : card_painter.card_front(m_suit, m_rank);
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}();
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painter.blit(position(), bitmap, bitmap->rect());
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}
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void Card::clear(GUI::Painter& painter, 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_paint(GUI::Painter& painter, 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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paint(painter);
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save_old_position();
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}
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NonnullRefPtrVector<Card> create_standard_deck(Shuffle shuffle)
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{
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return create_deck(1, 1, 1, 1, shuffle);
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}
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NonnullRefPtrVector<Card> create_deck(unsigned full_club_suit_count, unsigned full_diamond_suit_count, unsigned full_heart_suit_count, unsigned full_spade_suit_count, Shuffle shuffle)
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{
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NonnullRefPtrVector<Card> deck;
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deck.ensure_capacity(Card::card_count * (full_club_suit_count + full_diamond_suit_count + full_heart_suit_count + full_spade_suit_count));
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auto add_cards_for_suit = [&deck](Cards::Suit suit, unsigned number_of_suits) {
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for (auto i = 0u; i < number_of_suits; ++i) {
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for (auto rank = 0; rank < Card::card_count; ++rank) {
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deck.append(Card::construct(suit, static_cast<Cards::Rank>(rank)));
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}
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}
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};
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add_cards_for_suit(Cards::Suit::Clubs, full_club_suit_count);
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add_cards_for_suit(Cards::Suit::Diamonds, full_diamond_suit_count);
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add_cards_for_suit(Cards::Suit::Hearts, full_heart_suit_count);
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add_cards_for_suit(Cards::Suit::Spades, full_spade_suit_count);
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if (shuffle == Shuffle::Yes)
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shuffle_deck(deck);
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return deck;
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}
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void shuffle_deck(NonnullRefPtrVector<Card>& deck)
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{
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auto iteration_count = deck.size() * 4;
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for (auto i = 0u; i < iteration_count; ++i)
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deck.append(deck.take(get_random_uniform(deck.size())));
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}
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}
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