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ed2a20a3e3
- New PlayWordMediator class, to encapsulate the behaviour of the controls used to play a word - The Training mode now has input fields to play words directly, without choosing them in the search results
314 lines
9.7 KiB
C++
314 lines
9.7 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008 Olivier Teulière
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include <QtGui/QStandardItemModel>
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#include <QtGui/QValidator>
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#include "training_widget.h"
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#include "qtcommon.h"
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#include "play_word_mediator.h"
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#include "dic.h"
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#include "bag.h"
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#include "public_game.h"
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#include "game_exception.h"
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#include "player.h"
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#include "results.h"
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using namespace std;
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/// Validator used for the rack line edit
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class RackValidator: public QValidator
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{
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public:
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explicit RackValidator(QObject *parent, const Bag *iBag);
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virtual State validate(QString &input, int &pos) const;
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private:
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const Bag *m_bag;
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};
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TrainingWidget::TrainingWidget(QWidget *parent, CoordModel &iCoordModel, PublicGame *iGame)
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: QWidget(parent), m_game(iGame)
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{
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setupUi(this);
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// Use the mediator
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m_mediator = new PlayWordMediator(this, *lineEditPlay, *lineEditCoords,
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*pushButtonPlay, iCoordModel, m_game);
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QObject::connect(m_mediator, SIGNAL(gameUpdated()),
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this, SIGNAL(gameUpdated()));
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QObject::connect(m_mediator, SIGNAL(notifyProblem(QString)),
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this, SIGNAL(notifyProblem(QString)));
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// Associate the model to the view
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m_model = new QStandardItemModel(this);
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treeViewResults->setModel(m_model);
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m_model->setColumnCount(6);
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m_model->setHeaderData(0, Qt::Horizontal, _q("Word"), Qt::DisplayRole);
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m_model->setHeaderData(1, Qt::Horizontal, _q("Ref"), Qt::DisplayRole);
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m_model->setHeaderData(2, Qt::Horizontal, _q("Points"), Qt::DisplayRole);
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m_model->setHeaderData(3, Qt::Horizontal, "*", Qt::DisplayRole);
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m_model->setHeaderData(4, Qt::Horizontal, "", Qt::DisplayRole);
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// Hidden column, used to store internal data
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m_model->setHeaderData(5, Qt::Horizontal, "", Qt::DisplayRole);
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treeViewResults->setColumnHidden(5, true);
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// Enable the Play button only when there is a selection in the tree
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QObject::connect(treeViewResults->selectionModel(),
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SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
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this,
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SLOT(enablePlayButton(const QItemSelection&, const QItemSelection&)));
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// Display a preview of the selected word on the board
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QObject::connect(treeViewResults->selectionModel(),
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SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
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this,
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SLOT(showPreview(const QItemSelection&, const QItemSelection&)));
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if (m_game)
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lineEditRack->setValidator(new RackValidator(this, &m_game->getBag()));
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// Notify that the rack changed
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QObject::connect(lineEditRack, SIGNAL(textChanged(const QString&)),
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this, SIGNAL(rackUpdated(const QString&)));
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refresh();
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}
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void TrainingWidget::refresh()
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{
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updateModel();
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if (m_game == NULL)
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{
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lineEditRack->setText("");
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lineEditRack->setEnabled(false);
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pushButtonRack->setEnabled(false);
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pushButtonComplement->setEnabled(false);
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pushButtonSearch->setEnabled(false);
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pushButtonPlay->setEnabled(false);
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}
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else
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{
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wstring rack = m_game->getPlayer(0).getCurrentRack().toString(PlayedRack::RACK_SIMPLE);
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// Update the rack only if it is needed, to avoid losing cursor position
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if (qfw(rack) != lineEditRack->text())
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lineEditRack->setText(qfw(rack));
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lineEditPlay->clear();
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lineEditCoords->clear();
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lineEditRack->setEnabled(true);
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pushButtonRack->setEnabled(true);
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pushButtonComplement->setEnabled(true);
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pushButtonSearch->setEnabled(m_model->rowCount() == 0 &&
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lineEditRack->text() != "");
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// Do not allow entering a move when displaying an old turn
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setEnabled(m_game->isLastTurn());
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}
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}
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void TrainingWidget::updateModel()
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{
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// Consider that there is nothing to do if the number of lines is correct
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// This avoids problems when the game is updated for a test play
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if (m_game != NULL &&
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m_game->trainingGetResults().size() == (unsigned int)m_model->rowCount())
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{
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return;
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}
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m_model->removeRows(0, m_model->rowCount());
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if (m_game == NULL)
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return;
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const Results &results = m_game->trainingGetResults();
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for (unsigned int i = 0; i < results.size(); ++i)
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{
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const Round &r = results.get(i);
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int rowNum = m_model->rowCount();
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m_model->insertRow(rowNum);
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m_model->setData(m_model->index(rowNum, 0), qfw(r.getWord()));
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m_model->setData(m_model->index(rowNum, 1),
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qfw(r.getCoord().toString()));
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m_model->setData(m_model->index(rowNum, 2), r.getPoints());
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m_model->setData(m_model->index(rowNum, 3),
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r.getBonus() ? "*": "");
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// Hidden data, used to handle proper sorting in the tree view
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m_model->setData(m_model->index(rowNum, 5), i);
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}
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// Clear the status bar when there is no search result
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if (m_model->rowCount() == 0)
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emit notifyInfo("");
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treeViewResults->resizeColumnToContents(0);
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treeViewResults->resizeColumnToContents(1);
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treeViewResults->resizeColumnToContents(2);
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treeViewResults->resizeColumnToContents(3);
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}
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void TrainingWidget::enablePlayButton(const QItemSelection &iSelected,
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const QItemSelection &)
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{
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// Enable the "Play selected" button iff at least one line
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// in the tree view is selected
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pushButtonPlaySelected->setEnabled(!iSelected.indexes().empty());
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}
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void TrainingWidget::showPreview(const QItemSelection &iSelected,
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const QItemSelection &)
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{
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m_game->trainingRemoveTestPlay();
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if (!iSelected.indexes().empty())
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{
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// Use the hidden column to get the result number
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const QModelIndex &index =
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m_model->index(iSelected.indexes().first().row(), 5);
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m_game->trainingTestPlay(m_model->data(index).toUInt());
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emit gameUpdated();
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}
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}
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void TrainingWidget::on_lineEditRack_textEdited(const QString &iText)
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{
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// FIXME: first parameter is hardcoded
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m_game->trainingRemoveTestPlay();
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try
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{
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m_game->trainingSetRackManual(false, qtw(iText));
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pushButtonSearch->setEnabled(m_model->rowCount() == 0 &&
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lineEditRack->text() != "");
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emit gameUpdated();
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}
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catch (GameException &e)
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{
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emit notifyProblem(_q("Warning: Cannot set the rack to '%1'").arg(iText));
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}
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}
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void TrainingWidget::on_pushButtonRack_clicked()
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{
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// FIXME: first parameter is hardcoded
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m_game->trainingRemoveTestPlay();
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try
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{
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m_game->trainingSetRackRandom(true, PublicGame::kRACK_ALL);
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emit gameUpdated();
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}
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catch (GameException &e)
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{
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emit notifyProblem(e.what());
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}
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}
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void TrainingWidget::on_pushButtonComplement_clicked()
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{
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// FIXME: first parameter is hardcoded
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m_game->trainingRemoveTestPlay();
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try
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{
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m_game->trainingSetRackRandom(true, PublicGame::kRACK_NEW);
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emit gameUpdated();
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}
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catch (GameException &e)
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{
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emit notifyProblem(e.what());
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}
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}
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void TrainingWidget::on_pushButtonSearch_clicked()
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{
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m_game->trainingRemoveTestPlay();
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emit notifyInfo(_q("Searching with rack '%1'...").arg(lineEditRack->text()));
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m_game->trainingSearch();
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emit notifyInfo(_q("Search done"));
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emit gameUpdated();
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}
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void TrainingWidget::on_pushButtonPlaySelected_clicked()
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{
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QModelIndexList indexList = treeViewResults->selectionModel()->selectedIndexes();
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if (indexList.empty())
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return;
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// Forward the work to another slot
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on_treeViewResults_doubleClicked(indexList.front());
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}
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void TrainingWidget::on_treeViewResults_doubleClicked(const QModelIndex &iIndex)
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{
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if (!iIndex.isValid())
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return;
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m_game->trainingRemoveTestPlay();
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// Use the hidden column to get the result number
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const QModelIndex &index = m_model->index(iIndex.row(), 5);
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m_game->trainingPlayResult(m_model->data(index).toUInt());
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emit gameUpdated();
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}
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QSize TrainingWidget::sizeHint() const
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{
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return QSize(160, 300);
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}
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RackValidator::RackValidator(QObject *parent, const Bag *iBag)
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: QValidator(parent), m_bag(iBag)
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{
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}
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QValidator::State RackValidator::validate(QString &input, int &) const
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{
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// This should never happen, since the control should be disabled in
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// such a case, but checking doesn't hurt...
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if (m_bag == NULL)
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return Invalid;
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input = input.toUpper();
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if (!m_bag->getDic().validateLetters(qtw(input)))
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return Invalid;
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// The letters must be in the bag
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for (int i = 0; i < input.size(); ++i)
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{
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if ((unsigned int)input.count(input[i], Qt::CaseInsensitive) >
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m_bag->in(qtw(input.mid(i, 1))[0]))
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{
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return Invalid;
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}
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}
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return Acceptable;
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}
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