eliot/qt/history_widget.cpp

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/*****************************************************************************
* Eliot
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* Copyright (C) 2008-2012 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 "config.h"
#include <cmath>
#include <QtGui/QTreeView>
#include <QtGui/QTabWidget>
#include <QtGui/QStandardItemModel>
#include <QtCore/QSettings>
#include "history_widget.h"
#include "custom_popup.h"
#include "prefs_dialog.h"
#include "qtcommon.h"
#include "public_game.h"
#include "player.h"
#include "history.h"
#include "turn.h"
#include "move.h"
#include "game_params.h"
using namespace std;
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INIT_LOGGER(qt, HistoryWidget);
HistoryWidget::HistoryWidget(QWidget *parent)
: QTreeView(parent), m_history(NULL), m_forPlayer(false), m_isFreeGame(false)
{
// Create the tree view
setEditTriggers(QAbstractItemView::NoEditTriggers);
setRootIsDecorated(false);
// Add a context menu for the results
m_customPopup = new CustomPopup(this);
QObject::connect(m_customPopup, SIGNAL(popupCreated(QMenu&, const QPoint&)),
this, SLOT(populateMenu(QMenu&, const QPoint&)));
QObject::connect(m_customPopup, SIGNAL(requestDefinition(QString)),
this, SIGNAL(requestDefinition(QString)));
// Associate the model to the view
m_model = new QStandardItemModel(this);
setModel(m_model);
m_model->setColumnCount(7);
m_model->setHeaderData(0, Qt::Horizontal, _q("Turn"), Qt::DisplayRole);
m_model->setHeaderData(1, Qt::Horizontal, _q("Rack"), Qt::DisplayRole);
m_model->setHeaderData(2, Qt::Horizontal, _q("Word"), Qt::DisplayRole);
m_model->setHeaderData(3, Qt::Horizontal, _q("Ref"), Qt::DisplayRole);
m_model->setHeaderData(4, Qt::Horizontal, _q("Points"), Qt::DisplayRole);
updateModel();
}
void HistoryWidget::setHistory(const History *iHistory,
const PublicGame *iGame,
bool iIsForPlayer)
{
m_history = iHistory;
m_game = iGame;
m_forPlayer = iIsForPlayer;
m_isFreeGame = (iGame != 0 && iGame->getMode() == PublicGame::kFREEGAME);
updateModel();
}
void HistoryWidget::refresh()
{
updateModel();
}
void HistoryWidget::populateMenu(QMenu &iMenu, const QPoint &iPoint)
{
const QModelIndex &index = indexAt(iPoint);
if (!index.isValid())
return;
// Find the selected word
const QModelIndex &wordIndex = m_model->index(index.row(), 2);
QString selectedWord = m_model->data(wordIndex).toString();
if (selectedWord != "")
m_customPopup->addShowDefinitionEntry(iMenu, selectedWord);
}
void HistoryWidget::updateModel()
{
m_model->removeRows(0, m_model->rowCount());
if (m_forPlayer)
{
// Display the cumulative score and percentage
m_model->setHeaderData(5, Qt::Horizontal, _q("Total"), Qt::DisplayRole);
if (m_isFreeGame)
m_model->setHeaderData(6, Qt::Horizontal, "", Qt::DisplayRole);
else
m_model->setHeaderData(6, Qt::Horizontal, _q("Game %"), Qt::DisplayRole);
}
else
{
if (m_isFreeGame)
m_model->setHeaderData(5, Qt::Horizontal, _q("Player"), Qt::DisplayRole);
else
m_model->setHeaderData(5, Qt::Horizontal, _q("Total"), Qt::DisplayRole);
m_model->setHeaderData(6, Qt::Horizontal, "", Qt::DisplayRole);
}
if (m_history != NULL && m_history->getSize() != 0)
{
// Should we align the rack with its solution?
QSettings qs;
bool align = qs.value(PrefsDialog::kINTF_ALIGN_HISTORY).toBool();
if (!align)
m_model->insertRow(0);
int totalScore = 0;
int gameScore = 0;
for (unsigned int i = 0; i < m_history->getSize(); ++i)
{
int rowNum = m_model->rowCount();
m_model->insertRow(rowNum);
int prevRowNum;
if (align)
prevRowNum = rowNum;
else
prevRowNum = rowNum - 1;
QColor color = Qt::black;
const Turn& t = m_history->getTurn(i);
const Move& m = t.getMove();
// Set data common to all moves
m_model->setData(m_model->index(prevRowNum, 0), i + 1);
m_model->setData(m_model->index(prevRowNum, 1),
qfw(t.getPlayedRack().toString()));
m_model->setData(m_model->index(rowNum, 4), m.getScore());
totalScore += m.getScore();
if (m_game != NULL)
{
gameScore += m_game->getHistory().getTurn(i).getMove().getScore();
}
if (m_forPlayer)
{
m_model->setData(m_model->index(rowNum, 5), totalScore);
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if (!m_isFreeGame && gameScore != 0)
{
int percentage = totalScore * 100 / gameScore;
m_model->setData(m_model->index(rowNum, 6),
QString("%1%").arg(percentage));
}
}
else if (m_isFreeGame)
{
const wstring &name = m_game->getPlayer(t.getPlayer()).getName();
m_model->setData(m_model->index(rowNum, 5), qfw(name));
}
else
{
m_model->setData(m_model->index(rowNum, 5), totalScore);
}
// Set the rest
if (m.getType() == Move::VALID_ROUND)
{
const Round &r = m.getRound();
wstring coord = r.getCoord().toString();
m_model->setData(m_model->index(rowNum, 2), qfw(r.getWord()));
m_model->setData(m_model->index(rowNum, 3), qfw(coord));
color = Qt::black;
}
else if (m.getType() == Move::INVALID_WORD)
{
m_model->setData(m_model->index(rowNum, 2),
"<" + qfw(m.getBadWord()) + ">");
m_model->setData(m_model->index(rowNum, 3), qfw(m.getBadCoord()));
color = Qt::red;
}
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else if (m.getType() == Move::NO_MOVE)
{
m_model->setData(m_model->index(rowNum, 2), _q("(NO MOVE)"));
color = Qt::blue;
}
else if (m.getType() == Move::PASS)
{
m_model->setData(m_model->index(rowNum, 2), _q("(PASS)"));
color = Qt::blue;
}
else
{
m_model->setData(m_model->index(rowNum, 2),
"[-" + qfw(m.getChangedLetters()) + "]");
color = Qt::blue;
}
// Set the color of the text
for (int col = 0; col < 6; ++col)
{
int row = rowNum;
if (!align && col < 2)
row = prevRowNum;
m_model->setData(m_model->index(row, col),
QBrush(color), Qt::ForegroundRole);
}
}
}
resizeColumnToContents(0);
resizeColumnToContents(3);
resizeColumnToContents(4);
resizeColumnToContents(5);
}
HistoryTabWidget::HistoryTabWidget(QWidget *parent)
: QTabWidget(parent), m_game(NULL)
{
m_gameHistoryWidget = new HistoryWidget(NULL);
insertTab(0, m_gameHistoryWidget, _q("&Game"));
//setMinimalSize(300, 100);
setGame(m_game);
}
void HistoryTabWidget::setGame(const PublicGame *iGame)
{
m_game = iGame;
// Keep only the Game tab, because it is nicer to have something, even
// if it is empty
int nbTabs = count();
for (int i = nbTabs - 1; i > 0; --i)
{
setCurrentIndex(i);
// Cut all the connections with the page (needed because removeTab()
// doesn't really destroy the widget)
disconnect(currentWidget());
removeTab(i);
}
if (m_game == NULL)
{
// Tell the remaining tab that there is no more history to display
m_gameHistoryWidget->setHistory(NULL, NULL, false);
}
else
{
// Refresh the Game tab
m_gameHistoryWidget->setHistory(&m_game->getHistory(), m_game, false);
QObject::connect(this, SIGNAL(refreshSignal()),
m_gameHistoryWidget, SLOT(refresh()));
QObject::connect(m_gameHistoryWidget, SIGNAL(requestDefinition(QString)),
this, SIGNAL(requestDefinition(QString)));
// In training mode, the players history is completely useless
if (m_game->getMode() == PublicGame::kTRAINING)
return;
// Add one history tab per player
for (unsigned int i = 0; i < m_game->getNbPlayers(); ++i)
{
const Player &player = m_game->getPlayer(i);
HistoryWidget *h = new HistoryWidget(NULL);
h->setHistory(&player.getHistory(), m_game, true);
QObject::connect(this, SIGNAL(refreshSignal()), h, SLOT(refresh()));
QObject::connect(h, SIGNAL(requestDefinition(QString)),
this, SIGNAL(requestDefinition(QString)));
addTab(h, qfw(player.getName()));
}
}
}
void HistoryTabWidget::refresh()
{
emit refreshSignal();
}
QSize HistoryTabWidget::sizeHint() const
{
return QSize(500, 300);
}