/***************************************************************************** * Eliot * Copyright (C) 2008 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 HISTORY_WIDGET_H_ #define HISTORY_WIDGET_H_ #include #include class History; class Game; class QStandardItemModel; class QTabWidget; class HistoryWidget: public QTreeView { Q_OBJECT; public: explicit HistoryWidget(QWidget *parent = 0); void setHistory(const History *iHistory, const Game *iGame = NULL, bool iIsForPlayer = false); public slots: void refresh(); private: /// Encapsulated history, can be NULL const History *m_history; /// Corresponding game (used to retrieve the players names) can be NULL const Game *m_game; /** * Flag to avoid displaying the "players" column when the History object * is associated to a Player */ bool m_forPlayer; /// Model of the history QStandardItemModel *m_model; /// Force synchronizing the model with the contents of the history void updateModel(); }; class HistoryTabWidget: public QTabWidget { Q_OBJECT; public: explicit HistoryTabWidget(QWidget *parent = NULL); public slots: void setGame(const Game *iGame); void refresh(); signals: void refreshSignal(); protected: virtual QSize sizeHint() const; private: /// Encapsulated game, can be NULL const Game *m_game; /** * HistoryWidget for the game: we reuse it instead of creating and * destroying it every time */ HistoryWidget *m_gameHistoryWidget; }; #endif