/***************************************************************************** * 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 ARBIT_ASSIGNMENTS_H_ #define ARBIT_ASSIGNMENTS_H_ #include #include #include "move.h" #include "logging.h" class PublicGame; class QStandardItemModel; class QSortFilterProxyModel; class QMenu; class QPoint; class QString; class ArbitAssignments: public QWidget, private Ui::ArbitAssignments { Q_OBJECT; DEFINE_LOGGER(); public: ArbitAssignments(QWidget *parent, PublicGame *iGame); /// Format the given move under the format WORD - Ref - Pts QString formatMove(const Move &iMove) const; /** * Select the player with the given table number. * Return true if the player was found, false otherwise. * If the player is found, the oName parameter is filled * with the player name. */ bool selectPlayerByTable(unsigned tabNb, QString *oName); bool isAssignMasterAllowed() const; bool isAssignMoveAllowed() const; bool isSuppressMoveAllowed() const; bool isEndTurnAllowed() const; signals: void gameUpdated(); void notifyProblem(QString iMsg); void notifyInfo(QString iMsg); void endOfTurn(); void playerSelected(unsigned playerId); public slots: void refresh(); void enableAssignmentButtons(); void selectAllPlayers(); void assignMasterMove(); void assignSelectedMove(); void assignDefaultMasterMove(); void selectedMoveChanged(const Move&); private slots: void emitPlayerSelected(); void showMasterPreview(); void populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint); void assignTopMove(); void suppressMove(); void addRemoveSolo(); void addRemoveWarning(); void addRemovePenalty(); void endTurn(); /// Force synchronizing the model with the players void updatePlayersModel(); private: /// Encapsulated game, can be NULL PublicGame *m_game; /// Model for the players list QStandardItemModel *m_playersModel; /// Proxy for the players model QSortFilterProxyModel *m_proxyPlayersModel; // Move currently selected (in the Results table) Move m_selectedMove; /// Return true iff the automatic solos handling is active bool useSoloAuto() const; /// Helper method to return the ID of the selected player(s) QSet getSelectedPlayers() const; /// Helper method to assign the given move to the selected player(s) void helperAssignMove(const Move &iMove); }; #endif