eliot/qt/main_window.h

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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
*****************************************************************************/
#ifndef MAIN_WINDOW_H_
#define MAIN_WINDOW_H_
#include <string>
#include <QMainWindow>
#include <ui/main_window.ui.h>
#include "logging.h"
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#include "play_model.h"
using std::string;
class GameSignals;
class Dictionary;
class Bag;
class Board;
class History;
class PublicGame;
class HistoryTabWidget;
class RackWidget;
class PlayerTabWidget;
class ScoreWidget;
class TrainingWidget;
class ToppingWidget;
class ArbitrationWidget;
class AuxWindow;
class TimerModel;
class QLabel;
class QAction;
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class QPrinter;
class MainWindow: public QMainWindow
{
DEFINE_LOGGER();
Q_OBJECT;
public:
MainWindow(QWidget *iParent = 0);
~MainWindow();
signals:
void dicChanged(const Dictionary *iDic);
public slots:
/// Display an error message to the user
void displayErrorMsg(QString iMsg, QString iContext = "");
void displayInfoMsg(QString iMsg);
protected:
/// Handler for close events
virtual void closeEvent(QCloseEvent * e);
private slots:
void onGameNew();
void onGameLoad();
void onGameLoadAutoSave();
void onGameSaveAs();
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void onGamePrintPreview();
void onGamePrint();
void onGameQuit();
void onSettingsChooseDic();
void onSettingsCreateDic();
void onSettingsFavPlayers();
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void onSettingsDefineTables();
void onSettingsPreferences();
void onWindowsToolbar();
void onWindowsBag();
void onWindowsBoard();
void onWindowsHistory();
void onWindowsStatistics();
void onWindowsTimer();
void onWindowsDicTools();
void onHelpAbout();
void onHistoryFirstTurn();
void onHistoryPrevTurn();
void onHistoryNextTurn();
void onHistoryLastTurn();
void onHistoryReplayTurn();
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/// Print the game using the given printer
void print(QPrinter *printer);
/// Simply emit a beep with the system speakers
void beep();
/** Load a new dictionary */
void changeDictionary(QString);
/// Play the given word (all modes except topping)
void playWord(const wstring &iWord, const wstring &iCoord);
/** Perform some updates when the game is updated */
void refresh();
/** Perform work when the preferences were updated */
void prefsUpdated();
/** Select the correct tab in the history widget when the player changes */
void onPlayerSelected(unsigned iPlayerId);
/**
* Perform several updates when the game changes (title bar, status bar,
* grey out some menu items, ...)
*/
void updateForGame(PublicGame *iGame);
/// Update the status bar contents
void updateStatusBar(const Dictionary *iDic);
/** Show the definition of the given word */
void showDefinition(QString iWord);
private:
/// Current dictionary
const Dictionary *m_dic;
/// Current game
PublicGame *m_game;
GameSignals *m_gameSignals;
/// The UI file generated with Qt Designer
Ui::MainWindow m_ui;
/// Widget for the game history
HistoryTabWidget *m_historyTabWidget;
/// Widget for the visual rack
RackWidget *m_rackWidget;
/// Widget for the players
PlayerTabWidget *m_playersWidget;
/// Widget for the training mode
TrainingWidget *m_trainingWidget;
/// Widget for the topping mode
ToppingWidget *m_toppingWidget;
/// Widget for the arbitration mode
ArbitrationWidget *m_arbitrationWidget;
/// Widget for the scores
ScoreWidget *m_scoresWidget;
/// Actions enabled or disabled depending on the game state
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QAction *m_actionGamePrintPreview;
QAction *m_actionGamePrint;
QAction *m_actionGameSaveAs;
QAction *m_actionHistoryPrevTurn;
QAction *m_actionHistoryNextTurn;
QAction *m_actionHistoryFirstTurn;
QAction *m_actionHistoryLastTurn;
QAction *m_actionHistoryReplayTurn;
QAction *m_actionWindowsToolbar;
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QAction *m_actionSettingsDefineTables;
static const char * m_windowName;
string m_autoSaveGame;
/// Auxiliary windows
//@{
QAction *m_actionWindowsBag;
AuxWindow *m_bagWindow;
QAction *m_actionWindowsBoard;
AuxWindow *m_boardWindow;
QAction *m_actionWindowsHistory;
AuxWindow *m_historyWindow;
QAction *m_actionWindowsStats;
AuxWindow *m_statsWindow;
QAction *m_actionWindowsTimer;
AuxWindow *m_timerWindow;
QAction *m_actionWindowsDicTools;
AuxWindow *m_dicToolsWindow;
//@}
/// Status bar label indicating the current turn (when there is a game)
QLabel *m_turnLabel;
/// Status bar label indicating the remaining letters (when there is a game)
QLabel *m_lettersLabel;
/// Status bar label indicating the name of the current dictionary
QLabel *m_dicNameLabel;
/// Model for the coordinates of the word to play
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PlayModel m_playModel;
/// Model for the timer widgets
TimerModel *m_timerModel;
/// Save window state
void writeSettings() const;
/// Restore window state
void readSettings();
/// Helper function to easemenu creation
QAction * addMenuAction(QMenu *menu, QString iText,
const QKeySequence &iShortcut,
QString iStatusTip, const char *iMember,
bool iCheckable = false, QIcon icon = QIcon());
/// Create the menu bar and the actions
void createMenu();
/// Destroy the current game (if any) and the associated widgets
void destroyCurrentGame();
/**
* Handle correctly the signal/slot connection between the Arbitration
* widget and the 7+1 dictionary tool
*/
void linkArbitrationAnd7P1();
/// Handle the timer auto-start mechanism, depending on the preferences
void linkRackChangesAndTimer();
/**
* Load the game saved in the given file. If iFileName is an empty string,
* the auto-saved game will be loaded.
*/
void loadGame(QString iFileName);
};
#endif