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5441007db1
Until now there is no user-visible change, but it should make it much easier to add custom layouts.
331 lines
10 KiB
C++
331 lines
10 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008-2012 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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#include <cmath>
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#include <QtGui/QMouseEvent>
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#include <QtGui/QPainter>
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#include "board_widget.h"
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#include "tile_layout.h"
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#include "tile_widget.h"
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#include "qtcommon.h"
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#include "public_game.h"
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#include "tile.h"
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#include "board_layout.h"
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#include "board.h"
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#include "play_model.h"
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#include "move.h"
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using namespace std;
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INIT_LOGGER(qt, BoardWidget);
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BoardWidget::BoardWidget(PlayModel &iPlayModel, QWidget *parent)
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: QFrame(parent), m_game(NULL),
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m_playModel(iPlayModel), m_showTemporarySigns(true),
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m_showOnlyLastTurn(false)
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{
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const BoardLayout & boardLayout = BoardLayout::GetDefault();
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const unsigned nbRows = boardLayout.getRowCount();
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const unsigned nbCols = boardLayout.getColCount();
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m_widgetsMatrix.resize(nbRows + 1, nbCols + 1, 0);
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// Try to have a black background... FIXME: not working well!
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QPalette pal = palette();
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for (int i = 0; i <= 19; ++i)
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pal.setColor((QPalette::ColorRole)i, Qt::black);
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setPalette(pal);
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setForegroundRole(QPalette::Window);
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setBackgroundRole(QPalette::Window);
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TileLayout *layout = new TileLayout(nbRows + 1, nbCols + 1);
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layout->setSpacing(1);
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layout->setAlignment(Qt::AlignHCenter);
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// Line full of coordinates
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TileWidget *cornerTile = new TileWidget;
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cornerTile->setCoordText("");
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layout->addWidget(cornerTile);
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for (unsigned int col = 1; col <= nbCols; ++col)
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{
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TileWidget *coordTile = new TileWidget;
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coordTile->setCoordText(QString("%1").arg(col));
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layout->addWidget(coordTile);
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}
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// Rest of the board
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for (unsigned int row = 1; row <= nbRows; ++row)
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{
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// Add the coordinate
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TileWidget *coordTile = new TileWidget;
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coordTile->setCoordText(QString(QChar('A' + row - 1)));
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layout->addWidget(coordTile);
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// Add the squares
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for (unsigned int col = 1; col <= nbCols; ++col)
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{
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TileWidget::Multiplier mult = TileWidget::NONE;
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if (boardLayout.getWordMultiplier(row, col) == 3)
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mult = TileWidget::WORD_TRIPLE;
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else if (boardLayout.getWordMultiplier(row, col) == 2)
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mult = TileWidget::WORD_DOUBLE;
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else if (boardLayout.getLetterMultiplier(row, col) == 3)
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mult = TileWidget::LETTER_TRIPLE;
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else if (boardLayout.getLetterMultiplier(row, col) == 2)
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mult = TileWidget::LETTER_DOUBLE;
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TileWidget *t = new TileWidget(this, mult, row, col);
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m_widgetsMatrix[row][col] = t;
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layout->addWidget(t);
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// Listen to mouse events on the tile
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connect(t, SIGNAL(mousePressed(int, int, QMouseEvent*)),
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this, SLOT(tileClicked(int, int, QMouseEvent*)));
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}
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}
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setLayout(layout);
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setFrameStyle(QFrame::Panel);
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// Use as much space as possible
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setSizePolicy(QSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding));
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// Listen to changes in the coordinates
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QObject::connect(&m_playModel, SIGNAL(coordChanged(const Coord&, const Coord&)),
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this, SLOT(updateArrow(const Coord&, const Coord&)));
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QObject::connect(&m_playModel, SIGNAL(moveChanged(const Move&, const Move&)),
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this, SLOT(onMoveChanged(const Move&)));
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}
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void BoardWidget::setGame(const PublicGame *iGame)
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{
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m_game = iGame;
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refresh();
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}
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void BoardWidget::updateArrow(const Coord &iNewCoord, const Coord &iOldCoord)
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{
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// Refresh only the 2 involved squares
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if (iOldCoord.isValid())
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{
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TileWidget *t = m_widgetsMatrix[iOldCoord.getRow()][iOldCoord.getCol()];
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t->arrowChanged(false, false);
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}
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if (!m_showTemporarySigns)
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return;
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if (iNewCoord.isValid())
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{
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TileWidget *t = m_widgetsMatrix[iNewCoord.getRow()][iNewCoord.getCol()];
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t->arrowChanged(iNewCoord.isValid(), iNewCoord.getDir() == Coord::VERTICAL);
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}
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}
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void BoardWidget::onMoveChanged(const Move &iMove)
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{
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if (m_game == NULL)
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return;
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// FIXME
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Board &board = const_cast<Board&>(m_game->getBoard());
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board.removeTestRound();
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if (iMove.isValid())
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{
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board.testRound(iMove.getRound());
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}
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refresh();
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}
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void BoardWidget::refresh()
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{
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if (m_game != NULL)
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{
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if (m_showOnlyLastTurn && !m_game->isLastTurn())
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return;
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// Note: the TileWidget class will redraw the tile only if something
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// has changed, to avoid useless repainting.
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const Board &board = m_game->getBoard();
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const unsigned nbRows = board.getLayout().getRowCount();
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const unsigned nbCols = board.getLayout().getColCount();
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for (unsigned row = 1; row <= nbRows; ++row)
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{
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for (unsigned col = 1; col <= nbCols; ++col)
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{
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if (board.isTestChar(row, col) && m_showTemporarySigns)
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{
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const Tile &tile = board.getTestTile(row, col);
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m_widgetsMatrix[row][col]->tileChanged(
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TileWidget::PREVIEW,
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tile, tile.isJoker());
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}
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else
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{
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if (board.isVacant(row, col))
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{
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// Force an empty square.
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m_widgetsMatrix[row][col]->tileChanged(TileWidget::BOARD_EMPTY);
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}
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else
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{
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m_widgetsMatrix[row][col]->tileChanged(
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TileWidget::NORMAL,
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board.getTile(row, col),
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board.isJoker(row, col));
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}
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}
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}
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}
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}
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else
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{
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// Clear the board
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for (unsigned row = 1; row < m_widgetsMatrix.size(); ++row)
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{
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for (unsigned col = 1; col < m_widgetsMatrix[1].size(); ++col)
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{
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m_widgetsMatrix[row][col]->tileChanged(TileWidget::BOARD_EMPTY);
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}
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}
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}
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update();
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}
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QSize BoardWidget::sizeHint() const
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{
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return QSize(400, 400);
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}
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void BoardWidget::paintEvent(QPaintEvent *)
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{
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const TileLayout *boardLayout = (TileLayout*)layout();
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QPainter painter(this);
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QRect rect = boardLayout->getBoardRect();
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const int size = boardLayout->getSquareSize();
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const int spacing = boardLayout->spacing();
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// Draw lines between tiles
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QLine hLine(0, 0, rect.width() + 1, 0);
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QLine vLine(0, 0, 0, rect.height() + 1);
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hLine.translate(rect.left() - 1, rect.top() - 1);
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vLine.translate(rect.left() - 1, rect.top() - 1);
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for (unsigned i = 0; i < m_widgetsMatrix.size(); ++i)
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{
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painter.drawLine(hLine);
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painter.drawLine(vLine);
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hLine.translate(0, size + spacing);
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vLine.translate(size + spacing, 0);
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}
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// Draw a second line around the board, so that it looks nicer
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painter.drawRect(rect.adjusted(-2, -2, 1, 1));
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}
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void BoardWidget::tileClicked(int row, int col, QMouseEvent *iEvent)
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{
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if (m_game == NULL)
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{
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m_playModel.clear();
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return;
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}
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#if 0
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// First version:
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// - a left click toggles between horizontal and vertical arrows
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// - a right click clears any arrow
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if (iEvent->button() == Qt::LeftButton)
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{
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// Change the direction if this is exactly the same as the current one
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Coord coord(row, col, Coord::HORIZONTAL);
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if (m_playModel.getCoord() == coord)
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coord.setDir(Coord::VERTICAL);
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// Take into acount the new coordinates
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m_playModel.setCoord(coord);
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}
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else if (iEvent->button() == Qt::RightButton)
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{
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// On a right click anywhere on the board, remove the arrow
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m_playModel.clear();
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}
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#endif
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#if 1
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// Second version:
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// - a left click cycles between horizontal arrow, vertical arrow and no arrow
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// - a right click clears any arrow
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if (iEvent->button() == Qt::LeftButton)
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{
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// Change the direction if this is exactly the same as the current one
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Coord coord(row, col, Coord::HORIZONTAL);
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if (m_playModel.getCoord().getRow() == coord.getRow() &&
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m_playModel.getCoord().getCol() == coord.getCol())
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{
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if (m_playModel.getCoord().getDir() == Coord::VERTICAL)
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{
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// Third click: clear the arrow
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m_playModel.clear();
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return;
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}
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coord.setDir(Coord::VERTICAL);
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}
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// Take into acount the new coordinates
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m_playModel.setCoord(coord);
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}
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else if (iEvent->button() == Qt::RightButton)
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{
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// On a right click anywhere on the board, remove the arrow
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m_playModel.clear();
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}
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#endif
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#if 0
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// Third version:
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// - a left click toggles between horizontal arrow and no arrow
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// - a right click toggles between vertical arrow and no arrow
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if (iEvent->button() == Qt::LeftButton)
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{
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Coord coord(row, col, Coord::HORIZONTAL);
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// Remove the coordinates if they are exactly the same as the current ones,
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// otherwise set the coordinates;
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if (m_playModel.getCoord() == coord)
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m_playModel.clear();
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else
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m_playModel.setCoord(coord);
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}
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else if (iEvent->button() == Qt::RightButton)
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{
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Coord coord(row, col, Coord::VERTICAL);
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// Remove the coordinates if they are exactly the same as the current ones,
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// otherwise set the coordinates;
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if (m_playModel.getCoord() == coord)
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m_playModel.clear();
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else
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m_playModel.setCoord(coord);
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}
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else
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m_playModel.clear();
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#endif
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}
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