eliot/qt/rack_widget.h
Olivier Teulière 4111afc04c RackWidget: after a drag & drop, notify the game that the rack has changed.
This allows synchronizing all the controls displaying the player rack
(visual and textual ones).
2013-01-09 18:56:25 +01:00

125 lines
3.4 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 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
*****************************************************************************/
#ifndef RACK_WIDGET_H_
#define RACK_WIDGET_H_
#include <vector>
#include <QtGui/QFrame>
#include "tile.h"
#include "logging.h"
using std::vector;
class PublicGame;
class TileWidget;
class PlayedRack;
class PlayModel;
/**
* Widget used to display a rack with big letters
*/
class RackWidget: public QFrame
{
Q_OBJECT;
DEFINE_LOGGER();
public:
explicit RackWidget(QWidget *parent = 0);
void setShowOnlyLastTurn(bool iShow) { m_showOnlyLastTurn = iShow; }
void setPlayModel(PlayModel *iPlayModel);
public slots:
void setGame(const PublicGame *iGame);
void setRack(const PlayedRack &iRack);
signals:
void gameUpdated();
protected:
virtual void dragEnterEvent(QDragEnterEvent *event);
virtual void dragLeaveEvent(QDragLeaveEvent *event);
virtual void dragMoveEvent(QDragMoveEvent *event);
virtual void dropEvent(QDropEvent *event);
private slots:
/**
* Refresh the widget, using m_tiles as a reference.
*/
void refresh();
/// Set the tiles and refresh the widget
void setTiles(const vector<Tile> &iTiles);
private:
/// Tiles from which widgets are created
vector<Tile> m_tiles;
/// Tiles after filtering (removing from m_tiles the ones in the word being played)
vector<Tile> m_filteredTiles;
/**
* Encapsulated tiles.
* Always in sync with m_tiles, except maybe during a drag & drop operation.
*/
vector<TileWidget *> m_tilesVect;
/// Encapsulated game, can be NULL
const PublicGame *m_game;
/// Word being played
PlayModel *m_playModel;
/**
* Indicate whether to show only the last rack
* (useful on the external board, in particular in arbitration mode)
*/
bool m_showOnlyLastTurn;
int m_dragOrigin;
/**
* If the play model is not NULL and contains a valid move, this method
* returns a vector of tiles filtered from the tiles in the move.
* Otherwise, the given tiles are returned without any change.
*/
vector<Tile> filterRack(const vector<Tile> &iTiles) const;
bool canStartDragDrop() const;
/**
* Return the 0-based index of the tile found at the given (relative)
* position. If there is no such tile, return -1.
*/
int findTile(const QPoint &iPos) const;
int findClosestTile(const QPoint &iPos) const;
void moveTile(int fromPos, int toPos, bool shaded = false);
private slots:
void tilePressed(int row, int col, QMouseEvent *event);
};
#endif