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path: root/noncore/games/solitaire/patiencecardgame.h
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Diffstat (limited to 'noncore/games/solitaire/patiencecardgame.h') (more/less context) (ignore whitespace changes)
-rw-r--r--noncore/games/solitaire/patiencecardgame.h7
1 files changed, 5 insertions, 2 deletions
diff --git a/noncore/games/solitaire/patiencecardgame.h b/noncore/games/solitaire/patiencecardgame.h
index c4f6c48..0d0e3d5 100644
--- a/noncore/games/solitaire/patiencecardgame.h
+++ b/noncore/games/solitaire/patiencecardgame.h
@@ -25,6 +25,7 @@
25#include <qmainwindow.h> 25#include <qmainwindow.h>
26#include <qintdict.h> 26#include <qintdict.h>
27#include <qcanvas.h> 27#include <qcanvas.h>
28#include <qgfx_qws.h>
28// #include "canvascardshapes.h" 29// #include "canvascardshapes.h"
29// #include "canvascard.h" 30// #include "canvascard.h"
30#include "canvascardgame.h" 31#include "canvascardgame.h"
@@ -130,11 +131,12 @@ public:
130 } else { 131 } else {
131 top = getCardPos(NULL); 132 top = getCardPos(NULL);
132 if ( newTopCard->isFacing() == FALSE ) { 133 if ( newTopCard->isFacing() == FALSE ) {
134 int offsetDown = ( qt_screen->deviceWidth() < 200 ) ? 9 : 13;
133 // correct the position taking in to account the card is not 135 // correct the position taking in to account the card is not
134 // yet flipped, but will become flipped 136 // yet flipped, but will become flipped
135 top = QPoint( top.x() - 1, top.y() - 3 ); 137 top = QPoint( top.x() - 1, top.y() - 3 );
136 newTopCard->flipTo( top.x(), top.y() ); 138 newTopCard->flipTo( top.x(), top.y() );
137 top = QPoint( top.x(), top.y() + 13 ); 139 top = QPoint( top.x(), top.y() + offsetDown );
138 } 140 }
139 setNextX( top.x() ); 141 setNextX( top.x() );
140 setNextY( top.y() ); 142 setNextY( top.y() );
@@ -145,7 +147,8 @@ public:
145 Card *card = cardOnBottom(); 147 Card *card = cardOnBottom();
146 while ((card != c) && (card != NULL)) { 148 while ((card != c) && (card != NULL)) {
147 if (card->isFacing()) { 149 if (card->isFacing()) {
148 y += 13; 150 int offsetDown = ( qt_screen->deviceWidth() < 200 ) ? 9 : 13;
151 y += offsetDown;
149 } else { 152 } else {
150 x += 1; 153 x += 1;
151 y += 3; 154 y += 3;