import QtQuick import Solitare Item { id: drawPile required property real cardWidth required property real cardHeight width: cardWidth height: cardHeight CardModel { id: drawPileCard anchors.fill: drawPile visible: GameState.drawPile.length > 0 card: GameState.drawPile.length > 0 ? GameState.drawPile[GameState.drawPile.length - 1] : null isFaceDown: GameState.drawPile.length > 0 ? true : false } Rectangle { id: emptyPileRect anchors.fill: parent visible: GameState.drawPile.length === 0 color: "gray" border.color: "white" border.width: width * 0.03 opacity: 0.4 radius: width * 0.125 Image { id: flipIcon anchors.centerIn: parent visible: GameState.throwawayPile.length > 0 source: "qrc:/img/flip_icon.svg" width: parent.width * 0.5 height: width // This makes sure the SVG scales properly, otherwise it would // attempt to scale the image from the original source size, which // can end up being blurry. sourceSize: Qt.size(width, height) fillMode: Image.Stretch } } Rectangle { id: cardCountBackground color: "black" opacity: 0.7 property real padding: Math.max(cardCountText.width, cardCountText.height) * 0.3 width: cardCountText.width + padding height: cardCountText.height + padding visible: drawPileCard.visible anchors.bottom: parent.bottom anchors.left: parent.left anchors.margins: parent.width * 0.05 radius: parent.width * 0.1 z: 1 // Behind the text, but above the card } Text { id: cardCountText text: GameState.drawPile.length color: "white" font.pixelSize: parent.width * 0.2 font.bold: true visible: drawPileCard.visible anchors.centerIn: cardCountBackground z: 2 } MouseArea { anchors.fill: parent onClicked: GameState.drawNextCard() } }