eliot/qt/player_widget.cpp
Olivier Teulière a9626975e0 - Support shuffling the rack of the current player
- More intuitive players management (in particular when there are several
   human players)
2008-09-14 17:56:18 +00:00

456 lines
13 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2008 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 <QtGui/QLineEdit>
#include <QtGui/QHBoxLayout>
#include <QtGui/QValidator>
#include <QtCore/QStringList>
#include "player_widget.h"
#include "training_widget.h"
#include "qtcommon.h"
#include "game.h"
#include "freegame.h"
#include "duplicate.h"
#include "player.h"
#include "pldrack.h"
#include "coord.h"
#include "dic.h"
#include "debug.h"
#include "encoding.h"
/// Validator used for the "change letters" line edit
class ChangeValidator: public QValidator
{
public:
explicit ChangeValidator(QObject *parent,
const QLineEdit &iLineEdit);
virtual State validate(QString &input, int &pos) const;
private:
const QLineEdit &m_lineEdit;
};
/// Validator used for the "play word" line edit
class PlayWordValidator: public QValidator
{
public:
explicit PlayWordValidator(QObject *parent,
const Dictionary &iDic);
virtual State validate(QString &input, int &pos) const;
private:
const Dictionary &m_dic;
};
/// Validator used for the "coords" line edit
class CoordsValidator: public QValidator
{
public:
explicit CoordsValidator(QObject *parent);
virtual State validate(QString &input, int &pos) const;
};
PlayerWidget::PlayerWidget(QWidget *parent, unsigned int iPlayerNb, Game *iGame)
: QWidget(parent), m_game(iGame), m_player(iPlayerNb)
{
setupUi(this);
lineEditPlay->setFocus();
// These strings cannot be in the .ui file, because of the newlines
lineEditPlay->setToolTip(_q("Enter the word to play (case-insensitive).\n"
"A joker from the rack must be written in parentheses.\n"
"E.g.: w(o)rd or W(O)RD"));
lineEditCoords->setToolTip(_q("Enter the coordinates of the word.\n"
"Specify the row before the column for horizontal words,\n"
"and the column before the row for vertical words.\n"
"E.g.: H4 or 4H"));
if (m_game)
{
lineEditPlay->setValidator(new PlayWordValidator(this, m_game->getDic()));
lineEditCoords->setValidator(new CoordsValidator(this));
// Do not allow messing with AI players
if (!m_game->getPlayer(m_player).isHuman())
setEnabled(false);
// Changing the rack is authorized only in training mode
lineEditRack->setReadOnly(m_game->getMode() != Game::kTRAINING);
}
if (m_game == NULL || m_game->getMode() != Game::kFREEGAME)
{
// Hide the freegame-specific controls
labelChange->hide();
lineEditChange->hide();
pushButtonChange->hide();
pushButtonPass->hide();
}
else
{
lineEditChange->setValidator(new ChangeValidator(this, *lineEditRack));
}
refresh();
}
QSize PlayerWidget::sizeHint() const
{
return QSize(100, 100);
}
void PlayerWidget::refresh()
{
if (m_game == NULL)
{
lineEditRack->clear();
return;
}
const PlayedRack &pld = m_game->getPlayer(m_player).getCurrentRack();
lineEditRack->setText(qfw(pld.toString(PlayedRack::RACK_EXTRA)));
lineEditPlay->clear();
lineEditCoords->clear();
lineEditChange->clear();
// Do not allow messing with AI players or with players who already played
setEnabled(!m_game->hasPlayed(m_player) &&
m_game->getPlayer(m_player).isHuman());
}
void PlayerWidget::on_pushButtonShuffle_clicked()
{
m_game->shuffleRack();
emit gameUpdated();
}
void PlayerWidget::on_lineEditPlay_textChanged()
{
pushButtonPlay->setEnabled(lineEditPlay->hasAcceptableInput() &&
lineEditCoords->hasAcceptableInput());
}
void PlayerWidget::on_lineEditChange_textChanged()
{
pushButtonChange->setEnabled(lineEditChange->hasAcceptableInput() &&
lineEditChange->text() != "");
pushButtonPass->setEnabled(lineEditChange->text() == "");
}
void PlayerWidget::on_lineEditPlay_returnPressed()
{
if (!lineEditPlay->hasAcceptableInput() ||
!lineEditCoords->hasAcceptableInput())
return;
// Convert the jokers to lowercase
QString word = lineEditPlay->text().toUpper();
int pos;
while ((pos = word.indexOf('(')) != -1)
{
if (word.size() < pos + 3 || word[pos + 2] != ')' ||
!m_game->getDic().validateLetters(qtw(QString(word[pos + 1]))))
{
// Bug in validate()!
// This should never happen
QString msg = _q("Cannot play word: misplaced parentheses");
emit notifyProblem(msg);
break;
}
else
{
QChar chr = word[pos + 1].toLower();
word.remove(pos, 3);
word.insert(pos, chr);
}
}
QString coords = lineEditCoords->text();
int res = m_game->play(qtw(coords), qtw(word));
if (res == 0)
{
emit gameUpdated();
lineEditPlay->setFocus();
}
else
{
// Try to be as explicit as possible concerning the error
QString msg = _q("Cannot play '%1' at position '%2':\n")
.arg(lineEditPlay->text()).arg(coords);
switch (res)
{
case 1:
msg += _q("Some letters are not valid for the current dictionary");
break;
case 2:
msg += _q("Invalid coordinates");
break;
case 3:
msg += _q("The word does not exist");
break;
case 4:
msg += _q("The rack doesn't contain the letters needed to play this word");
break;
case 5:
msg += _q("The word is part of a longer one");
break;
case 6:
msg += _q("The word tries to replace an existing letter");
break;
case 7:
msg += _q("An orthogonal word is not valid");
break;
case 8:
msg += _q("The word is already present on the board at these coordinates");
break;
case 9:
msg += _q("A word cannot be isolated (not connected to the placed words)");
break;
case 10:
msg += _q("The first word of the game must be horizontal");
break;
case 11:
msg += _q("The first word of the game must cover the H8 square");
break;
case 12:
msg += _q("The word is going out of the board");
break;
default:
msg += _q("Incorrect or misplaced word (%1)").arg(1);
}
// FIXME: the error is too generic
emit notifyProblem(msg);
}
}
void PlayerWidget::on_lineEditChange_returnPressed()
{
FreeGame *free = dynamic_cast<FreeGame*>(m_game);
ASSERT(free != NULL,
"Trying to pass or change letters while not in free game mode");
// Pass the turn (and possibly change letters)
QString letters = lineEditChange->text();
int res = free->pass(qtw(letters));
if (res == 0)
emit gameUpdated();
else
{
// FIXME: the error is too generic
QString msg;
if (letters == "")
msg = _q("Cannot pass turn (%1)").arg(res);
else
msg = _q("Cannot change letters '%1' (%2)").arg(letters).arg(res);
emit notifyProblem(msg);
}
}
ChangeValidator::ChangeValidator(QObject *parent,
const QLineEdit &iLineEdit)
: QValidator(parent), m_lineEdit(iLineEdit)
{
}
QValidator::State ChangeValidator::validate(QString &input, int &) const
{
QString rack = m_lineEdit.text();
if (input.size() > rack.size())
return Intermediate;
// The letters to change must be in the rack
for (int i = 0; i < input.size(); ++i)
{
if (input.count(input[i], Qt::CaseInsensitive) >
rack.count(input[i], Qt::CaseInsensitive))
{
return Intermediate;
}
}
return Acceptable;
}
PlayWordValidator::PlayWordValidator(QObject *parent,
const Dictionary &iDic)
: QValidator(parent), m_dic(iDic)
{
}
QValidator::State PlayWordValidator::validate(QString &input, int &) const
{
if (input == "")
return Intermediate;
QString copy(input);
// Strip parentheses
copy.remove('(');
copy.remove(')');
// The string is invalid if it contains characters not present
// in the dictionary
if (!m_dic.validateLetters(qtw(copy)) || copy.contains('?'))
return Invalid;
// Check the parentheses pairs
copy = input;
int pos;
while ((pos = copy.indexOf('(')) != -1)
{
if (copy.size() < pos + 3 || copy[pos + 2] != ')' ||
!m_dic.validateLetters(qtw(QString(copy[pos + 1]))))
{
return Intermediate;
}
else
{
copy.remove(pos, 3);
}
}
if (copy.indexOf(')') != -1)
return Intermediate;
return Acceptable;
}
CoordsValidator::CoordsValidator(QObject *parent)
: QValidator(parent)
{
}
QValidator::State CoordsValidator::validate(QString &input, int &) const
{
// Only authorize characters part of a valid coordinate
wstring copy = qtw(input.toUpper());
wstring authorized = L"ABCDEFGHIJKLMNO1234567890";
if (copy.find_first_not_of(authorized) != wstring::npos)
return Invalid;
// Check coordinates
Coord c(qtw(input));
if (!c.isValid())
return Intermediate;
return Acceptable;
}
PlayerTabWidget::PlayerTabWidget(QWidget *parent)
: QTabWidget(parent)
{
QObject::connect(this, SIGNAL(currentChanged(int)),
this, SLOT(changeCurrentPlayer(int)));
}
void PlayerTabWidget::setGame(Game *iGame)
{
m_game = iGame;
// Remove all the tabs
int nbTabs = count();
for (int i = 0; i < nbTabs; ++i)
{
setCurrentIndex(0);
// Cut all the connections with the page (needed because removeTab()
// doesn't really destroy the widget)
disconnect(currentWidget());
removeTab(0);
}
if (iGame != NULL)
{
// Training mode: use a dedicated widget
if (iGame->getMode() == Game::kTRAINING)
{
const Player &player = iGame->getPlayer(0);
TrainingWidget *trWidget = new TrainingWidget;
trWidget->setGame(iGame);
QObject::connect(this, SIGNAL(refreshSignal()),
trWidget, SLOT(refresh()));
// Forward signals to the outside
QObject::connect(trWidget, SIGNAL(notifyProblem(QString)),
this, SIGNAL(notifyProblem(QString)));
QObject::connect(trWidget, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
addTab(trWidget, qfw(player.getName()));
}
else
{
// Add one tab per player
for (unsigned int i = 0; i < iGame->getNPlayers(); ++i)
{
const Player &player = iGame->getPlayer(i);
PlayerWidget *p = new PlayerWidget(NULL, i, iGame);
QObject::connect(this, SIGNAL(refreshSignal()), p, SLOT(refresh()));
// Forward signals to the outside
QObject::connect(p, SIGNAL(notifyProblem(QString)),
this, SIGNAL(notifyProblem(QString)));
QObject::connect(p, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
addTab(p, qfw(player.getName()));
// Switching to a tab corresponding to an AI player
// is forbidden
if (!player.isHuman())
setTabEnabled(i, false);
}
setCurrentIndex(iGame->currPlayer());
}
}
}
void PlayerTabWidget::refresh()
{
if (m_game)
setCurrentIndex(m_game->currPlayer());
emit refreshSignal();
}
void PlayerTabWidget::changeCurrentPlayer(int p)
{
// Change the active player when the active tab changes
// (only in duplicate mode)
Duplicate *dupli = dynamic_cast<Duplicate*>(m_game);
if (dupli && widget(p)->isEnabled())
{
dupli->setPlayer(p);
}
}