ladybird/Userland/Games/Solitaire/main.cpp
Thitat Auareesuksakul 95ff65e211 Solitaire: Add Auto-Collect gameplay option
Add the option for players to enable automatic collection of eligible
cards to their foundation pile with a single click of that card.
2021-09-06 21:39:24 +02:00

233 lines
8.1 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <Games/Solitaire/SolitaireGML.h>
#include <LibConfig/Client.h>
#include <LibCore/Timer.h>
#include <LibGUI/Action.h>
#include <LibGUI/ActionGroup.h>
#include <LibGUI/Application.h>
#include <LibGUI/Icon.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Menubar.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Statusbar.h>
#include <LibGUI/Window.h>
#include <stdio.h>
#include <unistd.h>
int main(int argc, char** argv)
{
if (pledge("stdio recvfd sendfd rpath unix", nullptr) < 0) {
perror("pledge");
return 1;
}
auto app = GUI::Application::construct(argc, argv);
auto app_icon = GUI::Icon::default_icon("app-solitaire");
Config::pledge_domains("Solitaire");
if (pledge("stdio recvfd sendfd rpath", nullptr) < 0) {
perror("pledge");
return 1;
}
if (unveil("/res", "r") < 0) {
perror("unveil");
return 1;
}
if (unveil(nullptr, nullptr) < 0) {
perror("unveil");
return 1;
}
auto window = GUI::Window::construct();
window->set_title("Solitaire");
auto mode = static_cast<Solitaire::Mode>(Config::read_i32("Solitaire", "Settings", "Mode", static_cast<int>(Solitaire::Mode::SingleCardDraw)));
auto update_mode = [&](Solitaire::Mode new_mode) {
mode = new_mode;
Config::write_i32("Solitaire", "Settings", "Mode", static_cast<int>(mode));
};
auto high_score = [&]() {
switch (mode) {
case Solitaire::Mode::SingleCardDraw:
return static_cast<u32>(Config::read_i32("Solitaire", "HighScores", "SingleCardDraw", 0));
case Solitaire::Mode::ThreeCardDraw:
return static_cast<u32>(Config::read_i32("Solitaire", "HighScores", "ThreeCardDraw", 0));
default:
VERIFY_NOT_REACHED();
}
};
auto update_high_score = [&](u32 new_high_score) {
switch (mode) {
case Solitaire::Mode::SingleCardDraw:
Config::write_i32("Solitaire", "HighScores", "SingleCardDraw", static_cast<int>(new_high_score));
break;
case Solitaire::Mode::ThreeCardDraw:
Config::write_i32("Solitaire", "HighScores", "ThreeCardDraw", static_cast<int>(new_high_score));
break;
default:
VERIFY_NOT_REACHED();
}
};
if (mode >= Solitaire::Mode::__Count)
update_mode(Solitaire::Mode::SingleCardDraw);
auto& widget = window->set_main_widget<GUI::Widget>();
widget.load_from_gml(solitaire_gml);
auto& game = *widget.find_descendant_of_type_named<Solitaire::Game>("game");
game.set_focus(true);
auto& statusbar = *widget.find_descendant_of_type_named<GUI::Statusbar>("statusbar");
statusbar.set_text(0, "Score: 0");
statusbar.set_text(1, String::formatted("High Score: {}", high_score()));
statusbar.set_text(2, "Time: 00:00:00");
app->on_action_enter = [&](GUI::Action& action) {
auto text = action.status_tip();
if (text.is_empty())
text = Gfx::parse_ampersand_string(action.text());
statusbar.set_override_text(move(text));
};
app->on_action_leave = [&](GUI::Action&) {
statusbar.set_override_text({});
};
game.on_score_update = [&](uint32_t score) {
statusbar.set_text(0, String::formatted("Score: {}", score));
};
uint64_t seconds_elapsed = 0;
auto timer = Core::Timer::create_repeating(1000, [&]() {
++seconds_elapsed;
uint64_t hours = seconds_elapsed / 3600;
uint64_t minutes = (seconds_elapsed / 60) % 60;
uint64_t seconds = seconds_elapsed % 60;
statusbar.set_text(2, String::formatted("Time: {:02}:{:02}:{:02}", hours, minutes, seconds));
});
game.on_game_start = [&]() {
seconds_elapsed = 0;
timer->start();
statusbar.set_text(2, "Time: 00:00:00");
};
game.on_game_end = [&](Solitaire::GameOverReason reason, uint32_t score) {
if (timer->is_active())
timer->stop();
if (reason == Solitaire::GameOverReason::Victory) {
if (seconds_elapsed >= 30) {
uint32_t bonus = (20'000 / seconds_elapsed) * 35;
statusbar.set_text(0, String::formatted("Score: {} (Bonus: {})", score, bonus));
score += bonus;
}
if (score > high_score()) {
update_high_score(score);
statusbar.set_text(1, String::formatted("High Score: {}", score));
}
}
statusbar.set_text(2, "Timer starts after your first move");
};
window->on_close_request = [&]() {
auto game_in_progress = timer->is_active();
if (game_in_progress) {
auto result = GUI::MessageBox::show(window,
"A game is still in progress, are you sure you would like to quit?",
"Game in progress",
GUI::MessageBox::Type::Warning,
GUI::MessageBox::InputType::YesNo);
if (result == GUI::MessageBox::ExecYes)
return GUI::Window::CloseRequestDecision::Close;
else
return GUI::Window::CloseRequestDecision::StayOpen;
}
return GUI::Window::CloseRequestDecision::Close;
};
GUI::ActionGroup draw_setting_actions;
draw_setting_actions.set_exclusive(true);
auto single_card_draw_action = GUI::Action::create_checkable("&Single Card Draw", [&](auto&) {
update_mode(Solitaire::Mode::SingleCardDraw);
statusbar.set_text(1, String::formatted("High Score: {}", high_score()));
game.setup(mode);
});
single_card_draw_action->set_checked(mode == Solitaire::Mode::SingleCardDraw);
single_card_draw_action->set_status_tip("Draw one card at a time");
draw_setting_actions.add_action(single_card_draw_action);
auto three_card_draw_action = GUI::Action::create_checkable("&Three Card Draw", [&](auto&) {
update_mode(Solitaire::Mode::ThreeCardDraw);
statusbar.set_text(1, String::formatted("High Score: {}", high_score()));
game.setup(mode);
});
three_card_draw_action->set_checked(mode == Solitaire::Mode::ThreeCardDraw);
three_card_draw_action->set_status_tip("Draw three cards at a time");
draw_setting_actions.add_action(three_card_draw_action);
game.set_auto_collect(Config::read_bool("Solitaire", "Settings", "AutoCollect", false));
auto toggle_auto_collect_action = GUI::Action::create_checkable("Auto-&Collect", [&](auto& action) {
auto checked = action.is_checked();
game.set_auto_collect(checked);
Config::write_bool("Solitaire", "Settings", "AutoCollect", checked);
});
toggle_auto_collect_action->set_checked(game.is_auto_collecting());
toggle_auto_collect_action->set_status_tip("Auto-collect to foundation piles");
auto& game_menu = window->add_menu("&Game");
game_menu.add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, [&](auto&) {
game.setup(mode);
}));
game_menu.add_separator();
auto undo_action = GUI::CommonActions::make_undo_action([&](auto&) {
game.perform_undo();
});
undo_action->set_enabled(false);
game_menu.add_action(undo_action);
game_menu.add_separator();
game_menu.add_action(single_card_draw_action);
game_menu.add_action(three_card_draw_action);
game_menu.add_separator();
game_menu.add_action(toggle_auto_collect_action);
game_menu.add_separator();
game_menu.add_action(GUI::CommonActions::make_quit_action([&](auto&) { app->quit(); }));
auto& help_menu = window->add_menu("&Help");
help_menu.add_action(GUI::CommonActions::make_about_action("Solitaire", app_icon, window));
window->set_resizable(false);
window->resize(Solitaire::Game::width, Solitaire::Game::height + statusbar.max_height());
window->set_icon(app_icon.bitmap_for_size(16));
window->show();
game.on_undo_availability_change = [&](bool undo_available) {
undo_action->set_enabled(undo_available);
};
game.setup(mode);
return app->exec();
}