import QtQuick Item { property var discardedCards: [] property alias cards: area.cards property bool toVanish: false id: root CardArea { id: area } InvisibleCardArea { id: invisibleArea } Timer { id: vanishTimer interval: 1500 repeat: true running: true triggeredOnStart: true onTriggered: { let i, card; if (toVanish) { for (i = 0; i < discardedCards.length; i++) { card = discardedCards[i]; if (card.busy) { discardedCards.splice(i, 1); continue; } card.origOpacity = 0; card.goBack(true); card.destroyOnStop() } cards = cards.filter((c) => discardedCards.indexOf(c) === -1); updateCardPosition(true); discardedCards = []; for (i = 0; i < cards.length; i++) { if (cards[i].busy) continue; discardedCards.push(cards[i]); } toVanish = false; } else { for (i = 0; i < discardedCards.length; i++) { discardedCards[i].selectable = false; } toVanish = true } } } function add(inputs) { area.add(inputs); // if (!inputs instanceof Array) for (let i = 0; i < inputs.length; i++) { let c = inputs[i]; c.footnoteVisible = true; c.selectable = true; c.height = c.height * 0.8; c.width = c.width * 0.8; c.rotation = (Math.random() - 0.5) * 5; } } function remove(outputs) { let i, j; let result = area.remove(outputs); for (let i = 0; i < result.length; i++) { let c = result[i]; c.footnoteVisible = false; c.selectable = false; c.height = c.height / 0.8; c.width = c.width / 0.8; c.rotation = 0; } let vanished = []; if (result.length < outputs.length) { for (i = 0; i < outputs.length; i++) { let exists = false; for (j = 0; j < result.length; j++) { if (result[j].cid === outputs[i]) { exists = true; break; } } if (!exists) vanished.push(outputs[i]); } } result = result.concat(invisibleArea.remove(vanished)); for (i = 0; i < result.length; i++) { for (j = 0; j < discardedCards.length; j++) { if (result[i].cid === discardedCards[j].cid) { discardedCards.splice(j, 1); break; } } } updateCardPosition(true); return result; } function updateCardPosition(animated) { if (cards.length <= 0) return; let i, card; let overflow = false; for (i = 0; i < cards.length; i++) { card = cards[i]; card.origX = i * card.width; if (card.origX + card.width >= root.width) { overflow = true; break; } card.origY = 0; } if (overflow) { //@to-do: Adjust cards in multiple lines if there are too many cards let xLimit = root.width - card.width; let spacing = xLimit / (cards.length - 1); for (i = 0; i < cards.length; i++) { card = cards[i]; card.origX = i * spacing; card.origY = 0; } } let offsetX = Math.max(0, (root.width - cards.length * card.width) / 2); let parentPos = roomScene.mapFromItem(root, 0, 0); for (i = 0; i < cards.length; i++) { card = cards[i]; card.origX += parentPos.x + offsetX; card.origY += parentPos.y; } if (animated) { for (i = 0; i < cards.length; i++) cards[i].goBack(true) } } }