/***************************************************************************** * Copyright (C) 2005 Eliot * Authors: Olivier Teuliere * * 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 _NCURSES_H_ #define _NCURSES_H_ #include #include class Game; class Training; class Duplicate; class FreeGame; using std::string; using std::wstring; class Box { public: // Create a titled box with the specified position and size, // containing iHeadingLines non-scrolling lines. // The number of data to display (with the printLine() method) // can be set later using the setDataSize() method. Box(WINDOW *win, int y, int x, int h, int w, unsigned int iHeadingLines = 0); // Simply draw the box (without any content) void draw(const string& iTitle = "") const; // Print data line number n (starting at 0), taking care of // the current scrolling state void printDataLine(int n, int x, const char *fmt, ...) const; // Set the number of lines of the data to display void setDataSize(unsigned int iNbLines) { m_dataSize = iNbLines; } // Control scrolling // Return true if redrawing is needed, false otherwise bool scrollOneLineUp(); bool scrollOneLineDown(); bool scrollOnePageUp(); bool scrollOnePageDown(); bool scrollBeginning(); bool scrollEnd(); // Clear the box completely void clear() const { clearRect(m_win, m_y, m_x, m_h, m_w); } // Clear the scrolling zone of the box void clearData() const { clearRect(m_win, m_topLine, m_x + 1, m_nbLines, getWidth()); } // Clear an arbitrary rectangular zone static void clearRect(WINDOW *win, int y, int x, int h, int w); // First line of data to display (included) int getFirstLine() const { return m_dataStart; } // Last line of data to display (excluded) int getLastLine() const { return m_dataStart + m_nbLines; } // First line inside the box int getTop() const { return m_y + 1; } // First column available for writing int getLeft() const { return m_x + 1; } // Client width int getWidth() const { return m_w - 2; } private: WINDOW *m_win; int m_x; int m_y; int m_w; int m_h; string m_title; int m_topLine; int m_nbLines; int m_dataStart; int m_dataSize; }; /** * This class implements the ncurses interface. */ class CursesIntf { public: // Pre-requisite: the given Game object MUST have been allocated with new // (in particular: not on the stack) // This class also takes the responsability of destroying the Game object. CursesIntf(WINDOW *win, Game& iGame); ~CursesIntf(); bool isDying() const { return m_dying; } int handleKey(int iKey); void redraw(WINDOW *win); private: enum State { DEFAULT, // Default state HELP, // Help panel is shown HISTORY, // Game history panel is shown RESULTS, // Search results panel is shown BAG // Bag contents panel is shown }; // Write a message in the "status line" void drawStatus(WINDOW *win, const string& iMessage, bool error = true); // Draw the board, with the coordinates void drawBoard(WINDOW *win, int y, int x) const; // Draw the boxes for scores and racks void drawScoresRacks(WINDOW *win, int y, int x) const; // Draw the results panel void drawResults(Box &ioBox) const; // Draw the history panel void drawHistory(Box &ioBox) const; // Draw the help panel void drawHelp(Box &ioBox) const; // Draw the bag panel void drawBag(Box &ioBox) const; // Change the inner state, and initialize the corresponding box void setState(State iState); // Draw the "Play word" box, and handle the played word void playWord(WINDOW *win, int y, int x); void checkWord(WINDOW *win, int y, int x); void saveGame(WINDOW *win, int y, int x); void loadGame(WINDOW *win, int y, int x); void passTurn(WINDOW *win, int y, int x, FreeGame &iGame); void setRack(WINDOW *win, int y, int x, Training &iGame); // Get a string from the user, with a maximum length // The string is validated if the user presses Enter (return value: true) // and it is cancelled if the user presses Esc (return value: false) bool readString(WINDOW *win, int y, int x, int n, wstring &oString, unsigned int flag = 0); // Any combination of the following constants can be used as the "flag" // parameter of the readString() method. // Indicate that the '?' character is accepted static const unsigned int kJOKER = 1 << 0; // Accept characters for a file name static const unsigned int kFILENAME = 1 << 1; // Handle the key in Training mode int handleKeyForGame(int iKey, Training &iGame); // Handle the key in Duplicate mode int handleKeyForGame(int iKey, Duplicate &iGame); // Handle the key in FreeGame mode int handleKeyForGame(int iKey, FreeGame &iGame); // Main window for drawing WINDOW *m_win; // Current game // Invariant: the pointer will always point to a valid Game object Game *m_game; // Interface state State m_state; // True when the user requested to quit bool m_dying; // Scrolling box for the current panel Box m_box; // True if dots must be shown on empty squares bool m_showDots; }; #endif