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114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2012 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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#ifndef ARBIT_ASSIGNMENTS_H_
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#define ARBIT_ASSIGNMENTS_H_
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#include <QWidget>
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#include <ui/arbit_assignments.ui.h>
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#include "move.h"
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#include "logging.h"
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class PublicGame;
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class QStandardItemModel;
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class QSortFilterProxyModel;
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class QMenu;
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class QPoint;
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class QString;
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class ArbitAssignments: public QWidget, private Ui::ArbitAssignments
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{
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Q_OBJECT;
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DEFINE_LOGGER();
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public:
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ArbitAssignments(QWidget *parent, PublicGame *iGame);
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/// Format the given move under the format WORD - Ref - Pts
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QString formatMove(const Move &iMove) const;
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/**
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* Select the player with the given table number.
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* Return true if the player was found, false otherwise.
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* If the player is found, the oName parameter is filled
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* with the player name.
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*/
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bool selectPlayerByTable(unsigned tabNb, QString *oName);
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bool isSetMasterAllowed() const;
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bool isAssignMoveAllowed() const;
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bool isSuppressMoveAllowed() const;
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bool isEndTurnAllowed() const;
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signals:
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void gameUpdated();
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void notifyProblem(QString iMsg);
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void notifyInfo(QString iMsg);
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void endOfTurn();
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void playerSelected(unsigned playerId);
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public slots:
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void refresh();
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void enableAssignmentButtons();
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void selectAllPlayers();
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void setMasterMove();
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void setDefaultMasterMove();
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void assignSelectedMove();
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void selectedMoveChanged(const Move&);
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private slots:
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void emitPlayerSelected();
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void showMasterPreview();
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void populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint);
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void assignTopMove();
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void suppressMove();
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void addRemoveSolo();
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void addRemoveWarning();
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void addRemovePenalty();
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void endTurn();
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/// Force synchronizing the model with the players
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void updatePlayersModel();
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private:
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/// Encapsulated game, can be NULL
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PublicGame *m_game;
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/// Model for the players list
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QStandardItemModel *m_playersModel;
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/// Proxy for the players model
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QSortFilterProxyModel *m_proxyPlayersModel;
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// Move currently selected (in the Results table)
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Move m_selectedMove;
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/// Return true iff the automatic solos handling is active
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bool useSoloAuto() const;
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/// Helper method to return the ID of the selected player(s)
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QSet<unsigned int> getSelectedPlayers() const;
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/// Helper method to assign the given move to the selected player(s)
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void helperAssignMove(const Move &iMove);
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};
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#endif
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