eliot/qt/player_widget.cpp
Olivier Teulière 9afebca0c2 - Allow sorting the training results
- Added auxiliary windows for the history and the external board
 - Gave a title to auxiliary windows and remember their position (more or less) and size
 - Auxiliary windows do not survive anymore after the main one
 - Preferences are now stored in a sensible place
2008-01-26 23:03:32 +00:00

307 lines
8.3 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 "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 "change letters" 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;
};
PlayerWidget::PlayerWidget(QWidget *parent, unsigned int iPlayerNb, Game *iGame)
: QWidget(parent), m_game(iGame), m_player(iPlayerNb)
{
setupUi(this);
if (m_game)
{
lineEditPlay->setValidator(new PlayWordValidator(this, m_game->getDic()));
// 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()
{
lineEditPlay->clear();
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();
lineEditChange->clear();
}
void PlayerWidget::on_pushButtonShuffle_clicked()
{
// TODO: (not supported in the core yet)
}
void PlayerWidget::on_lineEditPlay_textChanged()
{
pushButtonPlay->setEnabled(lineEditPlay->hasAcceptableInput());
}
void PlayerWidget::on_lineEditChange_textChanged()
{
pushButtonChange->setEnabled(lineEditChange->hasAcceptableInput() &&
lineEditChange->text() != "");
pushButtonPass->setEnabled(lineEditChange->text() == "");
}
void PlayerWidget::on_lineEditPlay_returnPressed()
{
QStringList items = lineEditPlay->text().split(' ', QString::SkipEmptyParts);
ASSERT(items.size() == 2, "Bug found in the validator");
// Play the word
int res = m_game->play(qtw(items[1]), qtw(items[0]));
if (res == 0)
{
emit gameUpdated();
}
else
{
// FIXME: the error is too generic
QString msg = _q("Cannot play '%1' at position '%2': incorrect or misplaced word (%3)")
.arg(items[0]).arg(items[1]).arg(res);
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;
QStringList items = input.split(' ', QString::SkipEmptyParts);
// The string is invalid if it contains characters not present
// in the dictionary
if (!m_dic.validateLetters(qtw(items[0])))
return Invalid;
if (items.size() != 2 || items[0].size() < 2)
return Intermediate;
// Check coordinates
Coord c(qtw(items[1]));
if (!c.isValid())
return Intermediate;
return Acceptable;
}
PlayerTabWidget::PlayerTabWidget(QWidget *parent)
: QTabWidget(parent)
{
}
void PlayerTabWidget::setGame(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()));
}
}
}
}
void PlayerTabWidget::refresh()
{
emit refreshSignal();
}