eliot/qt/main_window.cpp
Olivier Teulière 457b368ae7 Qt interface:
- Ensure unicity of players names (in the interface only, not the core)
 - Update the main window title with the game type
 - Display the player name in the history
 - The history widget is now able not to align the rack and the corresponding word
 - The dictionary path is remembered in the preferences
 - Ask for confirmation when loading a dictionary in the middle of a game
 - Preview tiles are coloured differently, and joker characters are in lowercase
2008-01-26 16:58:46 +00:00

364 lines
10 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 "config.h"
#include <iostream>
#include <fstream>
#include <QtGui/QMessageBox>
#include <QtGui/QFileDialog>
#include <QtGui/QDockWidget>
#include <QtCore/QSettings>
#include "main_window.h"
#include "dic.h"
#include "encoding.h"
#include "header.h"
#include "game_factory.h"
#include "game.h"
#include "freegame.h"
#include "player.h"
#include "debug.h"
#include "new_game.h"
#include "prefs_dialog.h"
#include "bag_widget.h"
#include "board_widget.h"
#include "score_widget.h"
#include "player_widget.h"
#include "history_widget.h"
#include "training_widget.h"
#include "aux_window.h"
#include "qtcommon.h"
#include "round.h"
#include "coord.h"
MainWindow::MainWindow(QWidget *iParent)
: QMainWindow(iParent), m_dic(NULL), m_game(NULL), m_newGameDialog(NULL),
m_prefsDialog(NULL), m_bagWindow(NULL)
{
m_ui.setupUi(this);
QObject::connect(this, SIGNAL(gameChanged(const Game*)),
this, SLOT(updateForGame(const Game*)));
// Board
BoardWidget *boardWidget = new BoardWidget;
QObject::connect(this, SIGNAL(gameChanged(const Game*)),
boardWidget, SLOT(setGame(const Game*)));
QObject::connect(this, SIGNAL(gameUpdated()),
boardWidget, SLOT(refresh()));
QDockWidget *dock = new QDockWidget;
dock->setWidget(boardWidget);
boardWidget->setWindowTitle(_q("Board"));
QHBoxLayout *hlayout = new QHBoxLayout;
hlayout->addWidget(dock);
m_ui.groupBoxTest->setLayout(hlayout);
// History
HistoryTabWidget *historyTab = new HistoryTabWidget;
QObject::connect(this, SIGNAL(gameChanged(const Game*)),
historyTab, SLOT(setGame(const Game*)));
QObject::connect(this, SIGNAL(gameUpdated()),
historyTab, SLOT(refresh()));
QHBoxLayout *hlayout2 = new QHBoxLayout;
hlayout2->addWidget(historyTab);
m_ui.groupBoxHistory->setLayout(hlayout2);
// Players racks
m_ui.groupBoxPlayers->hide();
PlayerTabWidget *players = new PlayerTabWidget(NULL);
m_ui.groupBoxPlayers->layout()->addWidget(players);
QObject::connect(this, SIGNAL(gameChangedNonConst(Game*)),
players, SLOT(setGame(Game*)));
QObject::connect(this, SIGNAL(gameUpdated()), players, SLOT(refresh()));
QObject::connect(players, SIGNAL(gameUpdated()), this, SIGNAL(gameUpdated()));
QObject::connect(players, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
// Players score
ScoreWidget *scores = new ScoreWidget;
QObject::connect(this, SIGNAL(gameChanged(const Game*)),
scores, SLOT(setGame(const Game*)));
QObject::connect(this, SIGNAL(gameUpdated()),
scores, SLOT(refresh()));
m_ui.groupBoxPlayers->layout()->addWidget(scores);
emit gameChangedNonConst(NULL);
emit gameChanged(NULL);
// Load dictionary
QSettings qs;
QString dicPath = qs.value(PrefsDialog::kINTF_DIC_PATH, "").toString();
// FIXME: the messages are not displayed anymore when the window is shown
if (dicPath == "")
{
displayInfoMsg(_q("No dictionary selected"));
}
else
{
try
{
m_dic = new Dictionary(qtl(dicPath));
}
catch (...)
{
displayInfoMsg(_q("No dictionary selected"));
displayErrorMsg(_q("Cannot load dictionary '%1' indicated in the preferences").arg(dicPath));
}
}
}
MainWindow::~MainWindow()
{
delete m_bagWindow;
delete m_game;
delete m_dic;
}
void MainWindow::destroyCurrentGame()
{
if (m_game == NULL)
return;
// Some controls, like the board, can live when there is no game.
// We only have to give them a NULL handler instead of the current one.
emit gameChangedNonConst(NULL);
emit gameChanged(NULL);
m_ui.groupBoxPlayers->hide();
delete m_game;
m_game = NULL;
}
void MainWindow::updateForGame(const Game *iGame)
{
if (iGame == NULL)
{
m_ui.action_GameSaveAs->setEnabled(false);
setWindowTitle(_q("No game") + " - Eliot");
}
else
{
m_ui.action_GameSaveAs->setEnabled(true);
if (iGame->getMode() == Game::kTRAINING)
{
setWindowTitle(_q("Training mode") + " - Eliot");
}
else if (iGame->getMode() == Game::kDUPLICATE)
{
setWindowTitle(_q("Duplicate game") + " - Eliot");
}
else
{
setWindowTitle(_q("Free game") + " - Eliot");
}
}
}
void MainWindow::displayErrorMsg(QString iMsg, QString iContext)
{
if (iContext == "")
iContext = PACKAGE_NAME;
QMessageBox::warning(this, iContext, iMsg);
}
void MainWindow::displayInfoMsg(QString iMsg)
{
statusBar()->showMessage(iMsg);
}
void MainWindow::on_action_GameNew_triggered()
{
if (m_dic == NULL)
{
displayErrorMsg(_q("You have to select a dictionary first!"));
return;
}
if (m_newGameDialog == NULL)
m_newGameDialog = new NewGame(this);
int res = m_newGameDialog->exec();
if (res == QDialog::Rejected)
return;
// Destroy the game and the associated controls
destroyCurrentGame();
// Create a new game
m_game = m_newGameDialog->createGame(*m_dic);
if (m_game == NULL)
return;
m_ui.groupBoxPlayers->show();
m_game->start();
emit gameChangedNonConst(m_game);
emit gameChanged(m_game);
emit gameUpdated();
displayInfoMsg(_q("Game started"));
}
void MainWindow::on_action_GameLoad_triggered()
{
if (m_dic == NULL)
{
displayErrorMsg(_q("You have to select a dictionary first!"));
return;
}
QString fileName = QFileDialog::getOpenFileName(this, _q("Load a game"));
if (fileName != "")
{
destroyCurrentGame();
m_game = GameFactory::Instance()->load(qtl(fileName), *m_dic);
if (m_game == NULL)
{
displayErrorMsg(_q("Error while loading the game"));
return;
}
m_ui.groupBoxPlayers->show();
emit gameChangedNonConst(m_game);
emit gameChanged(m_game);
emit gameUpdated();
displayInfoMsg(_q("Game loaded"));
}
}
void MainWindow::on_action_GameSaveAs_triggered()
{
if (m_game == NULL)
return;
QString fileName = QFileDialog::getSaveFileName(this, _q("Save a game"));
if (fileName != "")
{
ofstream fout(qtl(fileName));
m_game->save(fout);
displayInfoMsg(_q("Game saved"));
}
}
void MainWindow::on_action_SettingsPreferences_triggered()
{
if (m_prefsDialog == NULL)
{
m_prefsDialog = new PrefsDialog(this);
QObject::connect(m_prefsDialog, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
}
m_prefsDialog->exec();
}
void MainWindow::on_action_SettingsChooseDic_triggered()
{
if (m_game)
{
int res = QMessageBox::question(this, _q("Stop current game?"),
_q("Loading a dictionary will stop the current game. Do you want to continue?"),
QMessageBox::Yes | QMessageBox::Default,
QMessageBox::No | QMessageBox::Escape);
if (res == QMessageBox::No)
return;
}
QString fileName =
QFileDialog::getOpenFileName(this, _q("Choose a dictionary"), "", "*.dawg");
if (!fileName.isEmpty())
{
destroyCurrentGame();
try
{
Dictionary *dic = new Dictionary(qtl(fileName));
delete m_dic;
m_dic = dic;
emit dicChanged(fileName, qfw(m_dic->getHeader().getName()));
displayInfoMsg(QString("Loaded dictionary '%1'").arg(fileName));
// Save the location of the dictionary in the preferences
QSettings qs;
QString dicPath = qs.value(PrefsDialog::kINTF_DIC_PATH, "").toString();
qs.setValue(PrefsDialog::kINTF_DIC_PATH, fileName);
}
catch (std::exception &e)
{
displayErrorMsg(e.what());
}
}
}
void MainWindow::on_action_WindowsBag_triggered()
{
if (m_bagWindow == NULL)
{
// Create the bag window
BagWidget *bagWidget = new BagWidget(NULL);
bagWidget->setGame(m_game);
m_bagWindow = new AuxWindow(*bagWidget, m_ui.action_WindowsBag);
QObject::connect(this, SIGNAL(gameChanged(const Game*)),
bagWidget, SLOT(setGame(const Game*)));
QObject::connect(this, SIGNAL(gameUpdated()),
bagWidget, SLOT(refresh()));
// XXX
m_bagWindow->move(20, 20);
}
if (m_bagWindow->isVisible())
m_bagWindow->hide();
else
m_bagWindow->show();
}
void MainWindow::on_action_HelpAbout_triggered()
{
QString msg;
msg.sprintf("Eliot %s\n\n", VERSION);
msg += _q( \
"Copyright (C) 1999-2008 - Antoine Fraboulet & Olivier Teuliere\n\n" \
"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.");
// QMessageBox::about() doesn't add the nice information icon, so we create
// the box manually (not much work...)
QMessageBox *aboutBox = new QMessageBox(QMessageBox::Information,
_q("About Eliot"), msg, QMessageBox::Ok, this);
aboutBox->exec();
}