eliot/qt/arbitration_widget.h
Olivier Teulière 820cd1509c Remove all uses of KeyEventFilter.
Use the standard QShortcut instead (possibly combined with a
QSignalMapper).
2013-01-15 19:51:27 +01:00

161 lines
4.7 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 ARBITRATION_WIDGET_H_
#define ARBITRATION_WIDGET_H_
#include <QtGui/QWidget>
#include <ui/arbitration_widget.ui.h>
#include "results.h"
#include "move.h"
#include "logging.h"
class PublicGame;
class ArbitAssignments;
class PlayModel;
class CustomPopup;
class KeyAccumulator;
class QStandardItemModel;
class QSortFilterProxyModel;
class QMenu;
class QPoint;
class QValidator;
class QSignalMapper;
class ArbitrationWidget: public QWidget, private Ui::ArbitrationWidget
{
Q_OBJECT;
DEFINE_LOGGER();
public:
ArbitrationWidget(QWidget *parent,
PublicGame *iGame,
PlayModel &iPlayModel);
signals:
void gameUpdated();
void notifyProblem(QString iMsg);
void notifyInfo(QString iMsg);
void rackUpdated(const QString &iRack);
void requestDefinition(QString iWord);
void playerSelected(unsigned playerId);
public slots:
void refresh();
private slots:
void setRackRandom();
void rackEdited(const QString &);
void rackChanged();
void searchResults();
void resultsFilterWordChanged(const QString &);
void resultsFilterPointsChanged(const QString &);
void enableCheckWordButton();
void checkWord();
void updateSelectedMove();
void showPreview(const QItemSelection &);
void updateCoordText(const Coord&);
void updatePlayModel(const QString&);
void populateResultsMenu(QMenu &iMenu, const QPoint &iPoint);
void selectTableNumber(const QString &iKey);
void endOfTurnRefresh();
private:
/// Encapsulated game, can be NULL
PublicGame *m_game;
/// Assignments widget (right part of the splitter)
ArbitAssignments * m_assignmentsWidget;
/// Coordinates of the next word to play
PlayModel &m_playModel;
/// Search results
LimitResults m_results;
/// Model for the search results
QStandardItemModel *m_resultsModel;
/// Proxy for the results model
QSortFilterProxyModel *m_proxyResultsModel;
/// Popup menu for the search results
CustomPopup *m_resultsPopup;
/// Container for the moves manually entered in the interface
QVector<Move> m_addedMoves;
/// Signal mapper used to react to some shortcuts (digits for the table number)
QSignalMapper *m_signalMapper;
/// Accumulator used to build the table number
KeyAccumulator *m_keyAccum;
/**
* Validator less strict than the default one
* (it doesn't check duplicate constraints)
*/
QValidator *m_unstrictRackValidator;
/// Palette to write text in black
QPalette blackPalette;
/// Palette to write text in red
QPalette redPalette;
/// Force synchronizing the model with the search results
void updateResultsModel();
/**
* Request a confirmation before changing the rack,
* if a player has already played.
* Return true if the user confirms, false otherwise.
*/
bool confirmRackChange() const;
/// Clear search results
void clearResults();
/**
* Give the focus to the result corresponding to the given row number.
* If logical is true, the row number is adapted to respect a possible
* user-defined ordering of the table, otherwise it is used unmodified
* (in the latter case, the row number corresponds to visible rows).
*/
void selectAndFocusResult(int iRowNum, bool logical = true);
/**
* Add the given move to the results list.
* Return the row number of the added item.
*/
int addSingleMove(const Move &iMove, int moveType,
unsigned int index, int bestScore);
int getBestScore() const;
/// Helper method to return a structured move for the selected result
Move getSelectedMove() const;
/// Format the given move under the format WORD - Ref - Pts
QString formatMove(const Move &iMove) const;
};
#endif