eliot/qt/board_widget.cpp
Olivier Teulière 5441007db1 New BoardLayout class to wrap the board layout (size and special squares).
Until now there is no user-visible change, but it should make it much
easier to add custom layouts.
2012-12-29 17:50:18 +01:00

331 lines
10 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2008-2012 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
*****************************************************************************/
#include <cmath>
#include <QtGui/QMouseEvent>
#include <QtGui/QPainter>
#include "board_widget.h"
#include "tile_layout.h"
#include "tile_widget.h"
#include "qtcommon.h"
#include "public_game.h"
#include "tile.h"
#include "board_layout.h"
#include "board.h"
#include "play_model.h"
#include "move.h"
using namespace std;
INIT_LOGGER(qt, BoardWidget);
BoardWidget::BoardWidget(PlayModel &iPlayModel, QWidget *parent)
: QFrame(parent), m_game(NULL),
m_playModel(iPlayModel), m_showTemporarySigns(true),
m_showOnlyLastTurn(false)
{
const BoardLayout & boardLayout = BoardLayout::GetDefault();
const unsigned nbRows = boardLayout.getRowCount();
const unsigned nbCols = boardLayout.getColCount();
m_widgetsMatrix.resize(nbRows + 1, nbCols + 1, 0);
// Try to have a black background... FIXME: not working well!
QPalette pal = palette();
for (int i = 0; i <= 19; ++i)
pal.setColor((QPalette::ColorRole)i, Qt::black);
setPalette(pal);
setForegroundRole(QPalette::Window);
setBackgroundRole(QPalette::Window);
TileLayout *layout = new TileLayout(nbRows + 1, nbCols + 1);
layout->setSpacing(1);
layout->setAlignment(Qt::AlignHCenter);
// Line full of coordinates
TileWidget *cornerTile = new TileWidget;
cornerTile->setCoordText("");
layout->addWidget(cornerTile);
for (unsigned int col = 1; col <= nbCols; ++col)
{
TileWidget *coordTile = new TileWidget;
coordTile->setCoordText(QString("%1").arg(col));
layout->addWidget(coordTile);
}
// Rest of the board
for (unsigned int row = 1; row <= nbRows; ++row)
{
// Add the coordinate
TileWidget *coordTile = new TileWidget;
coordTile->setCoordText(QString(QChar('A' + row - 1)));
layout->addWidget(coordTile);
// Add the squares
for (unsigned int col = 1; col <= nbCols; ++col)
{
TileWidget::Multiplier mult = TileWidget::NONE;
if (boardLayout.getWordMultiplier(row, col) == 3)
mult = TileWidget::WORD_TRIPLE;
else if (boardLayout.getWordMultiplier(row, col) == 2)
mult = TileWidget::WORD_DOUBLE;
else if (boardLayout.getLetterMultiplier(row, col) == 3)
mult = TileWidget::LETTER_TRIPLE;
else if (boardLayout.getLetterMultiplier(row, col) == 2)
mult = TileWidget::LETTER_DOUBLE;
TileWidget *t = new TileWidget(this, mult, row, col);
m_widgetsMatrix[row][col] = t;
layout->addWidget(t);
// Listen to mouse events on the tile
connect(t, SIGNAL(mousePressed(int, int, QMouseEvent*)),
this, SLOT(tileClicked(int, int, QMouseEvent*)));
}
}
setLayout(layout);
setFrameStyle(QFrame::Panel);
// Use as much space as possible
setSizePolicy(QSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding));
// Listen to changes in the coordinates
QObject::connect(&m_playModel, SIGNAL(coordChanged(const Coord&, const Coord&)),
this, SLOT(updateArrow(const Coord&, const Coord&)));
QObject::connect(&m_playModel, SIGNAL(moveChanged(const Move&, const Move&)),
this, SLOT(onMoveChanged(const Move&)));
}
void BoardWidget::setGame(const PublicGame *iGame)
{
m_game = iGame;
refresh();
}
void BoardWidget::updateArrow(const Coord &iNewCoord, const Coord &iOldCoord)
{
// Refresh only the 2 involved squares
if (iOldCoord.isValid())
{
TileWidget *t = m_widgetsMatrix[iOldCoord.getRow()][iOldCoord.getCol()];
t->arrowChanged(false, false);
}
if (!m_showTemporarySigns)
return;
if (iNewCoord.isValid())
{
TileWidget *t = m_widgetsMatrix[iNewCoord.getRow()][iNewCoord.getCol()];
t->arrowChanged(iNewCoord.isValid(), iNewCoord.getDir() == Coord::VERTICAL);
}
}
void BoardWidget::onMoveChanged(const Move &iMove)
{
if (m_game == NULL)
return;
// FIXME
Board &board = const_cast<Board&>(m_game->getBoard());
board.removeTestRound();
if (iMove.isValid())
{
board.testRound(iMove.getRound());
}
refresh();
}
void BoardWidget::refresh()
{
if (m_game != NULL)
{
if (m_showOnlyLastTurn && !m_game->isLastTurn())
return;
// Note: the TileWidget class will redraw the tile only if something
// has changed, to avoid useless repainting.
const Board &board = m_game->getBoard();
const unsigned nbRows = board.getLayout().getRowCount();
const unsigned nbCols = board.getLayout().getColCount();
for (unsigned row = 1; row <= nbRows; ++row)
{
for (unsigned col = 1; col <= nbCols; ++col)
{
if (board.isTestChar(row, col) && m_showTemporarySigns)
{
const Tile &tile = board.getTestTile(row, col);
m_widgetsMatrix[row][col]->tileChanged(
TileWidget::PREVIEW,
tile, tile.isJoker());
}
else
{
if (board.isVacant(row, col))
{
// Force an empty square.
m_widgetsMatrix[row][col]->tileChanged(TileWidget::BOARD_EMPTY);
}
else
{
m_widgetsMatrix[row][col]->tileChanged(
TileWidget::NORMAL,
board.getTile(row, col),
board.isJoker(row, col));
}
}
}
}
}
else
{
// Clear the board
for (unsigned row = 1; row < m_widgetsMatrix.size(); ++row)
{
for (unsigned col = 1; col < m_widgetsMatrix[1].size(); ++col)
{
m_widgetsMatrix[row][col]->tileChanged(TileWidget::BOARD_EMPTY);
}
}
}
update();
}
QSize BoardWidget::sizeHint() const
{
return QSize(400, 400);
}
void BoardWidget::paintEvent(QPaintEvent *)
{
const TileLayout *boardLayout = (TileLayout*)layout();
QPainter painter(this);
QRect rect = boardLayout->getBoardRect();
const int size = boardLayout->getSquareSize();
const int spacing = boardLayout->spacing();
// Draw lines between tiles
QLine hLine(0, 0, rect.width() + 1, 0);
QLine vLine(0, 0, 0, rect.height() + 1);
hLine.translate(rect.left() - 1, rect.top() - 1);
vLine.translate(rect.left() - 1, rect.top() - 1);
for (unsigned i = 0; i < m_widgetsMatrix.size(); ++i)
{
painter.drawLine(hLine);
painter.drawLine(vLine);
hLine.translate(0, size + spacing);
vLine.translate(size + spacing, 0);
}
// Draw a second line around the board, so that it looks nicer
painter.drawRect(rect.adjusted(-2, -2, 1, 1));
}
void BoardWidget::tileClicked(int row, int col, QMouseEvent *iEvent)
{
if (m_game == NULL)
{
m_playModel.clear();
return;
}
#if 0
// First version:
// - a left click toggles between horizontal and vertical arrows
// - a right click clears any arrow
if (iEvent->button() == Qt::LeftButton)
{
// Change the direction if this is exactly the same as the current one
Coord coord(row, col, Coord::HORIZONTAL);
if (m_playModel.getCoord() == coord)
coord.setDir(Coord::VERTICAL);
// Take into acount the new coordinates
m_playModel.setCoord(coord);
}
else if (iEvent->button() == Qt::RightButton)
{
// On a right click anywhere on the board, remove the arrow
m_playModel.clear();
}
#endif
#if 1
// Second version:
// - a left click cycles between horizontal arrow, vertical arrow and no arrow
// - a right click clears any arrow
if (iEvent->button() == Qt::LeftButton)
{
// Change the direction if this is exactly the same as the current one
Coord coord(row, col, Coord::HORIZONTAL);
if (m_playModel.getCoord().getRow() == coord.getRow() &&
m_playModel.getCoord().getCol() == coord.getCol())
{
if (m_playModel.getCoord().getDir() == Coord::VERTICAL)
{
// Third click: clear the arrow
m_playModel.clear();
return;
}
coord.setDir(Coord::VERTICAL);
}
// Take into acount the new coordinates
m_playModel.setCoord(coord);
}
else if (iEvent->button() == Qt::RightButton)
{
// On a right click anywhere on the board, remove the arrow
m_playModel.clear();
}
#endif
#if 0
// Third version:
// - a left click toggles between horizontal arrow and no arrow
// - a right click toggles between vertical arrow and no arrow
if (iEvent->button() == Qt::LeftButton)
{
Coord coord(row, col, Coord::HORIZONTAL);
// Remove the coordinates if they are exactly the same as the current ones,
// otherwise set the coordinates;
if (m_playModel.getCoord() == coord)
m_playModel.clear();
else
m_playModel.setCoord(coord);
}
else if (iEvent->button() == Qt::RightButton)
{
Coord coord(row, col, Coord::VERTICAL);
// Remove the coordinates if they are exactly the same as the current ones,
// otherwise set the coordinates;
if (m_playModel.getCoord() == coord)
m_playModel.clear();
else
m_playModel.setCoord(coord);
}
else
m_playModel.clear();
#endif
}