| // Copyright 2015 The Vanadium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style |
| // license that can be found in the LICENSE file. |
| |
| import 'card_collection.dart' show CardCollectionComponent, CardCollectionOrientation; |
| import '../logic/card.dart' as logic_card; |
| import '../logic/game/game.dart' show Game, GameType; |
| import '../logic/hearts/hearts.dart' show HeartsGame; |
| |
| import 'dart:math' as math; |
| |
| import 'package:flutter/material.dart'; |
| |
| const double defaultBoardHeight = 400.0; |
| const double defaultBoardWidth = 400.0; |
| const double defaultCardHeight = 40.0; |
| const double defaultCardWidth = 40.0; |
| |
| /// A Board represents a fixed-size canvas for drawing a Game's UI. |
| /// While other Widgets may be drawn to accomodate space, a Board is meant to |
| /// consume a specific amount of space on the screen, which allows for more |
| /// control when positioning elements within the Board's area. |
| abstract class Board extends StatelessComponent { |
| final Game game; |
| final double _height; |
| final double _width; |
| final double _cardHeight; |
| final double _cardWidth; |
| |
| double get height => _height ?? defaultBoardHeight; |
| double get width => _width ?? defaultBoardWidth; |
| double get cardHeight => _cardHeight ?? defaultCardHeight; |
| double get cardWidth => _cardWidth ?? defaultCardWidth; |
| |
| Board(this.game, |
| {double height, double width, double cardHeight, double cardWidth}) |
| : _height = height, |
| _width = width, |
| _cardHeight = cardHeight, |
| _cardWidth = cardWidth; |
| } |
| |
| /// The HeartsBoard represents the Hearts table view, which shows the number of |
| /// cards each player has, and the cards they are currently playing. |
| class HeartsBoard extends Board { |
| HeartsBoard(HeartsGame game, |
| {double height, double width, double cardHeight, double cardWidth}) |
| : super(game, |
| height: height, |
| width: width, |
| cardHeight: cardHeight, |
| cardWidth: cardWidth); |
| |
| Widget build(BuildContext context) { |
| List<Widget> pile = new List<Widget>(); |
| |
| _addHandsToPile(pile); |
| _addProfilesToPile(pile); |
| _addPlaysToPile(pile); |
| |
| return new Container( |
| height: this.height, width: this.width, child: new Stack(pile)); |
| } |
| |
| // Show the hands of each player (facedown) around the perimeter of the board. |
| void _addHandsToPile(List<Widget> pile) { |
| HeartsGame game = this.game; |
| |
| for (int i = 0; i < 4; i++) { |
| List<logic_card.Card> cards = |
| game.cardCollections[i + HeartsGame.OFFSET_HAND]; |
| CardCollectionOrientation ori = i % 2 == 0 ? CardCollectionOrientation.horz : CardCollectionOrientation.vert; |
| |
| bool wide = (this.width >= this.height); |
| double smallerSide = wide ? this.height : this.width; |
| double sizeRatio = 0.60; |
| double cccSize = sizeRatio * smallerSide; |
| |
| CardCollectionComponent ccc = new CardCollectionComponent( |
| cards, false, ori, |
| width: i % 2 == 0 ? cccSize : null, |
| height: i % 2 != 0 ? cccSize : null, |
| rotation: -math.PI / 2 * i); |
| Widget w; |
| switch (i) { |
| case 2: |
| w = new Positioned( |
| top: 0.0, left: (this.width - cccSize) / 2.0, child: ccc); |
| break; |
| case 3: |
| w = new Positioned( |
| top: (this.height - cccSize) / 2.0, left: 0.0, child: ccc); |
| break; |
| case 0: |
| w = new Positioned( |
| // TODO(alexfandrianto): 1.7 is a magic number, but it just looks right somehow. |
| // This could be due to the margins from each card collection. |
| top: this.height - 1.7 * this.cardHeight, |
| left: (this.width - cccSize) / 2.0, |
| child: ccc); |
| break; |
| case 1: |
| w = new Positioned( |
| top: (this.height - cccSize) / 2.0, |
| left: this.width - 1.7 * this.cardWidth, |
| child: ccc); |
| break; |
| default: |
| assert(false); |
| } |
| pile.add(w); |
| } |
| } |
| |
| // Create and add Player Profile widgets to the board. |
| void _addProfilesToPile(List<Widget> pile) { |
| // TODO(alexfandrianto): Show player profiles. |
| // I need to access each player's CroupierSettings here. |
| } |
| |
| // Add 4 play slots. If the board is wider than it is tall, we need to have |
| // A flat diamond (where the center 2 cards are stacked on top of each other). |
| // If the board is taller than it is wide, then we want a tall diamond. The |
| // center 2 cards should be horizontally adjacent. |
| // TODO(alexfandrianto): Once I get the player profile settings, I can set |
| // the background color of each play slot. |
| void _addPlaysToPile(List<Widget> pile) { |
| HeartsGame game = this.game; |
| |
| for (int i = 0; i < 4; i++) { |
| List<logic_card.Card> cards = |
| game.cardCollections[i + HeartsGame.OFFSET_PLAY]; |
| |
| double MARGIN = 10.0; |
| CardCollectionComponent ccc = new CardCollectionComponent( |
| cards, true, CardCollectionOrientation.show1, |
| width: this.cardWidth, |
| widthCard: this.cardWidth, |
| height: this.cardHeight, |
| heightCard: this.cardHeight, |
| rotation: -math.PI / 2 * i); |
| Widget w; |
| |
| double left02 = (this.width - this.cardWidth) / 2; |
| double top13 = (this.height - this.cardHeight) / 2.0; |
| |
| double baseTop = (this.height - (this.cardHeight * 2 + MARGIN)) / 2; |
| double baseLeft = (this.width - (this.cardWidth * 2 + MARGIN)) / 2; |
| double dHeight = (this.cardHeight + MARGIN) / 2; |
| double dWidth = (this.cardWidth + MARGIN) / 2; |
| |
| if (this.width >= this.height) { |
| switch (i) { |
| case 2: |
| w = new Positioned(top: baseTop, left: left02, child: ccc); |
| break; |
| case 3: |
| w = new Positioned(top: top13, left: baseLeft - dWidth, child: ccc); |
| break; |
| case 0: |
| w = new Positioned( |
| top: baseTop + dHeight * 2, left: left02, child: ccc); |
| break; |
| case 1: |
| w = new Positioned( |
| top: top13, left: baseLeft + dWidth * 3, child: ccc); |
| break; |
| default: |
| assert(false); |
| } |
| } else { |
| switch (i) { |
| case 2: |
| w = new Positioned( |
| top: baseTop - dHeight, left: left02, child: ccc); |
| break; |
| case 3: |
| w = new Positioned(top: top13, left: baseLeft, child: ccc); |
| break; |
| case 0: |
| w = new Positioned( |
| top: baseTop + dHeight * 3, left: left02, child: ccc); |
| break; |
| case 1: |
| w = new Positioned( |
| top: top13, left: baseLeft + dHeight * 2, child: ccc); |
| break; |
| default: |
| assert(false); |
| } |
| } |
| |
| pile.add(w); |
| } |
| } |
| } |