eliot/qt/player_widget.cpp

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/*****************************************************************************
* Eliot
* Copyright (C) 2008 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include <QtGui/QLineEdit>
#include <QtGui/QHBoxLayout>
#include <QtGui/QValidator>
#include <QtCore/QStringList>
#include "player_widget.h"
#include "training_widget.h"
#include "play_word_mediator.h"
#include "qtcommon.h"
#include "public_game.h"
#include "player.h"
#include "pldrack.h"
#include "coord.h"
#include "coord_model.h"
#include "dic.h"
#include "debug.h"
#include "encoding.h"
/// Validator used for the "change letters" line edit
class ChangeValidator: public QValidator
{
public:
explicit ChangeValidator(QObject *parent,
const QLineEdit &iLineEdit,
const Dictionary &iDic);
virtual State validate(QString &input, int &pos) const;
private:
const QLineEdit &m_lineEdit;
const Dictionary &m_dic;
};
PlayerWidget::PlayerWidget(QWidget *parent, CoordModel &iCoordModel,
unsigned int iPlayerNb, PublicGame *iGame)
: QWidget(parent), m_game(iGame), m_player(iPlayerNb)
{
setupUi(this);
// Use the mediator
m_mediator = new PlayWordMediator(this, *lineEditPlay, *lineEditCoords,
*pushButtonPlay, iCoordModel, iGame);
QObject::connect(m_mediator, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
QObject::connect(m_mediator, SIGNAL(notifyProblem(QString)),
this, SIGNAL(notifyProblem(QString)));
if (m_game)
{
// Do not allow messing with AI players
if (!m_game->getPlayer(m_player).isHuman())
setEnabled(false);
// Changing the rack is authorized only in training mode
lineEditRack->setReadOnly(m_game->getMode() != PublicGame::kTRAINING);
}
if (m_game == NULL || m_game->getMode() != PublicGame::kFREEGAME)
{
// Hide the freegame-specific controls
labelChange->hide();
lineEditChange->hide();
pushButtonChange->hide();
pushButtonPass->hide();
}
else
{
lineEditChange->setValidator(new ChangeValidator(this, *lineEditRack,
m_game->getDic()));
}
refresh();
}
QSize PlayerWidget::sizeHint() const
{
return QSize(100, 100);
}
void PlayerWidget::refresh()
{
if (m_game == NULL)
{
lineEditRack->clear();
return;
}
const PlayedRack &pld = m_game->getPlayer(m_player).getCurrentRack();
lineEditRack->setText(qfw(pld.toString(PlayedRack::RACK_EXTRA)));
lineEditPlay->clear();
lineEditCoords->clear();
lineEditChange->clear();
if (!m_game->isLastTurn())
{
// Do not allow entering a move when displaying an old turn
setEnabled(false);
}
else
{
// Do not allow messing with AI players or with players
// who already played
setEnabled(!m_game->hasPlayed(m_player) &&
m_game->getPlayer(m_player).isHuman());
}
}
void PlayerWidget::on_pushButtonShuffle_clicked()
{
m_game->shuffleRack();
emit gameUpdated();
}
void PlayerWidget::on_lineEditChange_textChanged()
{
pushButtonChange->setEnabled(lineEditChange->hasAcceptableInput() &&
lineEditChange->text() != "");
// For the letters to be in upper case
lineEditChange->setText(lineEditChange->text().toUpper());
}
void PlayerWidget::on_lineEditChange_returnPressed()
{
ASSERT(m_game->getMode() == PublicGame::kFREEGAME,
"Trying to change letters while not in free game mode");
pass(lineEditChange->text());
}
void PlayerWidget::on_pushButtonPass_clicked()
{
ASSERT(m_game->getMode() == PublicGame::kFREEGAME,
"Trying to pass while not in free game mode");
pass("");
}
void PlayerWidget::pass(QString inputLetters)
{
// Convert the input string into an internal one
const wstring &letters =
m_game->getDic().convertFromInput(qtw(inputLetters));
// Pass the turn (and possibly change letters)
int res = m_game->freeGamePass(letters);
if (res == 0)
emit gameUpdated();
else
{
QString msg;
if (inputLetters == "")
msg = _q("Cannot pass turn:\n%1");
else
msg = _q("Cannot change letters '%1':\n%2").arg(inputLetters);
if (res == 1)
msg = msg.arg(_q("Changing letters is not allowed when there are less than 7 tiles left in the bag"));
else if (res == 2)
msg = msg.arg(_q("The rack of the current player does not contain all the listed letters"));
else if (res == 3)
msg = msg.arg(_q("The game is already finished!"));
else if (res == 3)
msg = msg.arg(_q("Some letters are invalid for the current dictionary"));
else
2011-01-15 17:35:36 +01:00
msg = msg.arg(_q("Unknown error"));
emit notifyProblem(msg);
}
}
ChangeValidator::ChangeValidator(QObject *parent,
const QLineEdit &iLineEdit,
const Dictionary &iDic)
: QValidator(parent), m_lineEdit(iLineEdit), m_dic(iDic)
{
}
QValidator::State ChangeValidator::validate(QString &input, int &) const
{
// The string is invalid if it contains invalid input characters
const wistring &winput = qtw(input);
if (!m_dic.validateInputChars(winput))
return Invalid;
// Convert the string to internal letters
const wstring &intInput = m_dic.convertFromInput(winput);
// The string is invalid if it contains characters not present
// in the dictionary
if (!m_dic.validateLetters(intInput))
return Intermediate;
const wstring &rack = m_dic.convertFromInput(qtw(m_lineEdit.text()));
if (intInput.size() > rack.size())
return Intermediate;
// The letters to change must be in the rack
// We convert back to QString objects, because their count() method is
// very practical...
QString qrack = qfw(rack);
QString qinput = qfw(intInput);
for (int i = 0; i < qinput.size(); ++i)
{
if (qinput.count(qinput[i], Qt::CaseInsensitive) >
qrack.count(qinput[i], Qt::CaseInsensitive))
{
return Intermediate;
}
}
return Acceptable;
}
PlayerTabWidget::PlayerTabWidget(CoordModel &iCoordModel, QWidget *parent)
: QTabWidget(parent), m_coordModel(iCoordModel)
{
QObject::connect(this, SIGNAL(currentChanged(int)),
this, SLOT(changeCurrentPlayer(int)));
}
void PlayerTabWidget::setGame(PublicGame *iGame)
{
m_game = iGame;
// Remove all the tabs
int nbTabs = count();
for (int i = 0; i < nbTabs; ++i)
{
setCurrentIndex(0);
// Cut all the connections with the page (needed because removeTab()
// doesn't really destroy the widget)
disconnect(currentWidget());
removeTab(0);
}
if (iGame != NULL)
{
// Training mode: use a dedicated widget
if (iGame->getMode() == PublicGame::kTRAINING)
{
const Player &player = iGame->getPlayer(0);
TrainingWidget *trWidget = new TrainingWidget(NULL, m_coordModel, iGame);
QObject::connect(this, SIGNAL(refreshSignal()),
trWidget, SLOT(refresh()));
// Forward signals to the outside
QObject::connect(trWidget, SIGNAL(notifyProblem(QString)),
this, SIGNAL(notifyProblem(QString)));
QObject::connect(trWidget, SIGNAL(notifyInfo(QString)),
this, SIGNAL(notifyInfo(QString)));
QObject::connect(trWidget, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
QObject::connect(trWidget, SIGNAL(rackUpdated(const QString&)),
this, SIGNAL(trainingRackUpdated(const QString&)));
addTab(trWidget, qfw(player.getName()));
}
else
{
// Add one tab per player
for (unsigned int i = 0; i < iGame->getNbPlayers(); ++i)
{
const Player &player = iGame->getPlayer(i);
PlayerWidget *p = new PlayerWidget(NULL, m_coordModel, i, iGame);
QObject::connect(this, SIGNAL(refreshSignal()), p, SLOT(refresh()));
// Forward signals to the outside
QObject::connect(p, SIGNAL(notifyProblem(QString)),
this, SIGNAL(notifyProblem(QString)));
QObject::connect(p, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
addTab(p, qfw(player.getName()));
// Switching to a tab corresponding to an AI player
// is forbidden
if (!player.isHuman())
setTabEnabled(i, false);
}
setCurrentIndex(iGame->getCurrentPlayer().getId());
}
}
}
void PlayerTabWidget::refresh()
{
if (m_game)
setCurrentIndex(m_game->getCurrentPlayer().getId());
emit refreshSignal();
}
void PlayerTabWidget::changeCurrentPlayer(int p)
{
// This method is triggered somehow when creating a Duplicate game
// after a FreeGame one. The next line avoids crashing in this case...
if (m_game == NULL)
return;
m_coordModel.clear();
// Change the active player when the active tab changes
// (only in duplicate mode)
if (m_game->getMode() == PublicGame::kDUPLICATE &&
widget(p)->isEnabled())
{
m_game->duplicateSetPlayer(p);
}
}