eliot/qt/arbit_assignments.h
2013-09-25 22:23:01 +02:00

114 lines
3.3 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 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 ARBIT_ASSIGNMENTS_H_
#define ARBIT_ASSIGNMENTS_H_
#include <QWidget>
#include <ui/arbit_assignments.ui.h>
#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 isSetMasterAllowed() 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 setMasterMove();
void setDefaultMasterMove();
void assignSelectedMove();
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<unsigned int> getSelectedPlayers() const;
/// Helper method to assign the given move to the selected player(s)
void helperAssignMove(const Move &iMove);
};
#endif