/***************************************************************************** * Eliot * Copyright (C) 2012 Olivier Teulière * Authors: Olivier Teulière * * 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 RACK_WIDGET_H_ #define RACK_WIDGET_H_ #include #include #include "tile.h" #include "logging.h" using std::vector; class PublicGame; class TileWidget; class PlayedRack; class PlayModel; /** * Widget used to display a rack with big letters */ class RackWidget: public QFrame { Q_OBJECT; DEFINE_LOGGER(); public: explicit RackWidget(QWidget *parent = 0); void setShowOnlyLastTurn(bool iShow) { m_showOnlyLastTurn = iShow; } void setPlayModel(PlayModel *iPlayModel); public slots: void setGame(const PublicGame *iGame); void setRack(const PlayedRack &iRack); signals: void gameUpdated(); protected: virtual void dragEnterEvent(QDragEnterEvent *event); virtual void dragLeaveEvent(QDragLeaveEvent *event); virtual void dragMoveEvent(QDragMoveEvent *event); virtual void dropEvent(QDropEvent *event); private slots: /** * Refresh the widget, using m_tiles as a reference. */ void refresh(); /// Set the tiles and refresh the widget void setTiles(const vector &iTiles); private: /// Tiles from which widgets are created vector m_tiles; /// Tiles after filtering (removing from m_tiles the ones in the word being played) vector m_filteredTiles; /** * Encapsulated tiles. * Always in sync with m_tiles, except maybe during a drag & drop operation. */ vector m_tilesVect; /// Encapsulated game, can be NULL const PublicGame *m_game; /// Word being played PlayModel *m_playModel; /** * Indicate whether to show only the last rack * (useful on the external board, in particular in arbitration mode) */ bool m_showOnlyLastTurn; int m_dragOrigin; /** * If the play model is not NULL and contains a valid move, this method * returns a vector of tiles filtered from the tiles in the move. * Otherwise, the given tiles are returned without any change. */ vector filterRack(const vector &iTiles) const; bool canStartDragDrop() const; /** * Return the 0-based index of the tile found at the given (relative) * position. If there is no such tile, return -1. */ int findTile(const QPoint &iPos) const; int findClosestTile(const QPoint &iPos) const; void moveTile(int fromPos, int toPos, bool shaded = false); private slots: void tilePressed(int row, int col, QMouseEvent *event); }; #endif