Format qml files

This commit is contained in:
ItsDrike 2024-12-05 03:24:09 +01:00
parent 36a010d5aa
commit ad690429a4
Signed by: ItsDrike
GPG key ID: FA2745890B7048C0
7 changed files with 47 additions and 40 deletions

View file

@ -3,16 +3,19 @@ import Solitare
Item { Item {
id: cardModel id: cardModel
width: 80
height: width * 1.4 // Maintian the aspect ratio of a playing card
required property PlayingCard card required property PlayingCard card
required property bool isFaceDown required property bool isFaceDown
property string backStyle: "red" property string backStyle: "red"
signal clicked signal clicked
width: 80
height: width * 1.4 // Maintian the aspect ratio of a playing card
Image { Image {
id: cardImage id: cardImage
anchors.fill: parent anchors.fill: parent
source: cardModel.isFaceDown ? "qrc:/img/playing_cards/backs/" + cardModel.backStyle + ".svg" : cardModel.card ? "qrc:/img/playing_cards/fronts/" + cardModel.card.suitString + "_" + cardModel.card.valueString + ".svg" : "qrc:/img/playing_cards/backs/blue.svg" source: cardModel.isFaceDown ? "qrc:/img/playing_cards/backs/" + cardModel.backStyle + ".svg" : cardModel.card ? "qrc:/img/playing_cards/fronts/" + cardModel.card.suitString + "_" + cardModel.card.valueString + ".svg" : "qrc:/img/playing_cards/backs/blue.svg"
fillMode: Image.PreserveAspectFit fillMode: Image.PreserveAspectFit

View file

@ -3,7 +3,6 @@ import Solitare
// Shows the top card facing down // Shows the top card facing down
// (or a blank card if the pile is empty) // (or a blank card if the pile is empty)
CardModel { CardModel {
card: GameState.drawPile.length > 0 ? GameState.drawPile[GameState.drawPile.length - 1] : null card: GameState.drawPile.length > 0 ? GameState.drawPile[GameState.drawPile.length - 1] : null
isFaceDown: GameState.drawPile.length > 0 ? true : false isFaceDown: GameState.drawPile.length > 0 ? true : false

View file

@ -6,8 +6,10 @@ Row {
Repeater { Repeater {
model: 4 // Each of the 4 suits model: 4 // Each of the 4 suits
CardModel { CardModel {
required property int index // passed from repeater required property int index // passed from repeater
card: GameState.foundation[index].length > 0 ? GameState.foundation[index][0] : null card: GameState.foundation[index].length > 0 ? GameState.foundation[index][0] : null
isFaceDown: false isFaceDown: false
} }

View file

@ -12,6 +12,7 @@ ApplicationWindow {
ScoreBar { ScoreBar {
id: scoreBar id: scoreBar
height: 50 height: 50
anchors.top: parent.top anchors.top: parent.top
anchors.left: parent.left anchors.left: parent.left
@ -21,6 +22,7 @@ ApplicationWindow {
// Show the foundation piles, throwaway pile & the draw stack on the first row // Show the foundation piles, throwaway pile & the draw stack on the first row
Rectangle { Rectangle {
id: firstRow id: firstRow
height: 135 height: 135
anchors.top: scoreBar.bottom anchors.top: scoreBar.bottom
anchors.left: parent.left anchors.left: parent.left
@ -42,6 +44,7 @@ ApplicationWindow {
anchors.right: parent.right anchors.right: parent.right
ThrowawayPile {} ThrowawayPile {}
DrawPile {} DrawPile {}
} }
} }

View file

@ -2,41 +2,19 @@ import QtQuick
Rectangle { Rectangle {
id: scoreBarRoot id: scoreBarRoot
width: parent.width
height: 60
color: "lightgray"
property int score: 0 property int score: 0
property int time: 0 property int time: 0
property int moves: 0 property int moves: 0
property int dynamicFontSize: Math.round(height * 0.35) property int dynamicFontSize: Math.round(height * 0.35)
component ScoreItem: Column { width: parent.width
anchors.verticalCenter: parent.verticalCenter height: 60
spacing: 4 color: "lightgray"
required property string title
required property string value
required property int fontPixelSize
Text {
text: parent.title
font.pixelSize: Math.round(parent.fontPixelSize * 0.4) // 40% of the dynamic font size
font.bold: true
horizontalAlignment: Text.AlignHCenter
anchors.horizontalCenter: parent.horizontalCenter
}
Text {
text: parent.value
font.pixelSize: parent.fontPixelSize // 100% of the dynamic font size
horizontalAlignment: Text.AlignHCenter
anchors.horizontalCenter: parent.horizontalCenter
}
}
Row { Row {
id: scoreContainer id: scoreContainer
anchors.horizontalCenter: parent.horizontalCenter anchors.horizontalCenter: parent.horizontalCenter
anchors.verticalCenter: parent.verticalCenter anchors.verticalCenter: parent.verticalCenter
spacing: 40 spacing: 40
@ -59,14 +37,12 @@ Rectangle {
var hours = Math.floor(seconds / 3600); var hours = Math.floor(seconds / 3600);
var minutes = Math.floor((seconds % 3600) / 60); var minutes = Math.floor((seconds % 3600) / 60);
var remainingSeconds = seconds % 60; var remainingSeconds = seconds % 60;
// Format with leading zeros // Format with leading zeros
var formattedTime = ""; var formattedTime = "";
if (hours > 0) { if (hours > 0)
formattedTime = (hours < 10 ? "0" : "") + hours + ":"; // include hours if > 0 formattedTime = (hours < 10 ? "0" : "") + hours + ":";
}
formattedTime += (minutes < 10 ? "0" : "") + minutes + ":" + (remainingSeconds < 10 ? "0" : "") + remainingSeconds;
formattedTime += (minutes < 10 ? "0" : "") + minutes + ":" + (remainingSeconds < 10 ? "0" : "") + remainingSeconds;
return formattedTime; return formattedTime;
} }
@ -81,4 +57,28 @@ Rectangle {
fontPixelSize: scoreBarRoot.dynamicFontSize fontPixelSize: scoreBarRoot.dynamicFontSize
} }
} }
component ScoreItem: Column {
required property string title
required property string value
required property int fontPixelSize
anchors.verticalCenter: parent.verticalCenter
spacing: 4
Text {
text: parent.title
font.pixelSize: Math.round(parent.fontPixelSize * 0.4) // 40% of the dynamic font size
font.bold: true
horizontalAlignment: Text.AlignHCenter
anchors.horizontalCenter: parent.horizontalCenter
}
Text {
text: parent.value
font.pixelSize: parent.fontPixelSize // 100% of the dynamic font size
horizontalAlignment: Text.AlignHCenter
anchors.horizontalCenter: parent.horizontalCenter
}
}
} }

View file

@ -2,7 +2,6 @@ import QtQuick
import Solitare import Solitare
// In solitare, Tableau refers to the part of the board where all of the columns are placed // In solitare, Tableau refers to the part of the board where all of the columns are placed
Row { Row {
spacing: 10 spacing: 10
@ -11,10 +10,12 @@ Row {
delegate: Column { delegate: Column {
required property int index // passed from repeater required property int index // passed from repeater
spacing: -80 // Overlap spacing: -80 // Overlap
Repeater { Repeater {
model: GameState.columns[parent.index].length > 0 ? GameState.columns[parent.index].length : 1 // Render an empty slot for an empty column model: GameState.columns[parent.index].length > 0 ? GameState.columns[parent.index].length : 1 // Render an empty slot for an empty column
delegate: CardModel { delegate: CardModel {
required property int index required property int index
property ColumnSlot col: GameState.columns[parent.index].length > 0 ? GameState.columns[parent.index][index] : null // empty column (single empty slot) property ColumnSlot col: GameState.columns[parent.index].length > 0 ? GameState.columns[parent.index][index] : null // empty column (single empty slot)
@ -22,9 +23,8 @@ Row {
card: col ? col.card : null card: col ? col.card : null
isFaceDown: col ? !col.revealed : false isFaceDown: col ? !col.revealed : false
onClicked: { onClicked: {
if (col && col.revealed) { if (col && col.revealed)
GameState.autoMoveColumnCard(parent.index, index); GameState.autoMoveColumnCard(parent.index, index);
}
} }
} }
} }

View file

@ -2,24 +2,24 @@ import QtQuick
import Solitare import Solitare
// The throwaway pile (shows last 3 cards) // The throwaway pile (shows last 3 cards)
Row { Row {
// This allows makes the cards overlap // This allows makes the cards overlap
spacing: -60 spacing: -60
Repeater { Repeater {
model: Math.min(GameState.throwawayPile.length, 3) model: Math.min(GameState.throwawayPile.length, 3)
delegate: CardModel { delegate: CardModel {
required property int index // passed from repeater required property int index // passed from repeater
property int reversedIndex: Math.min(GameState.throwawayPile.length, 3) - 1 - index property int reversedIndex: Math.min(GameState.throwawayPile.length, 3) - 1 - index
card: GameState.throwawayPile[GameState.throwawayPile.length - 1 - reversedIndex] card: GameState.throwawayPile[GameState.throwawayPile.length - 1 - reversedIndex]
isFaceDown: false isFaceDown: false
onClicked: { onClicked: {
// Only auto-move the last card in the throwaway pile // Only auto-move the last card in the throwaway pile
// cards below it are shown, but shouldn't have a click effect // cards below it are shown, but shouldn't have a click effect
if (reversedIndex == 0) { if (reversedIndex == 0)
GameState.autoMoveThrownCard(); GameState.autoMoveThrownCard();
}
} }
} }
} }