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686b896396
This allows moving the logic out of PlayWordMediator (it will make it easier to have a different behaviour for different mode types).
83 lines
2.6 KiB
C++
83 lines
2.6 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2009-2012 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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#ifndef PLAY_MODEL_H_
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#define PLAY_MODEL_H_
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#include <string>
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#include <QObject>
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#include "coord.h"
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#include "move.h"
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#include "logging.h"
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using std::wstring;
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/**
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* Encapsulate a move being played (possibly incomplete).
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* There is usually only one instance of this class.
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*
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* A PlayModel contains the word typed by the user and the coordinates of the word.
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* Signals are emitted every time one of these values changes: this allows various
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* useful things, such as:
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* - keeping the arrow on the board synchronized with the typed coordinates
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* - keeping the word preview on the board synchronized with the typed letters,
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* and with the remaining letters in the rack
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*/
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class PlayModel: public QObject
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{
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Q_OBJECT;
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DEFINE_LOGGER();
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public:
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PlayModel();
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/**
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* Remove the word and the coordinates.
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* This may emit both the wordChanged() and the coordChanged() signals.
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*/
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void clear();
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void setCoord(const Coord &iCoord);
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const Coord & getCoord() const { return m_currCoord; }
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void setMove(const Move &iMove);
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const Move &getMove() const { return m_currMove; }
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// FIXME: should probably take no argument, and use the current move instead
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void playWord(const wstring &iWord, const wstring &iCoord);
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signals:
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void coordChanged(const Coord &iNewCoord, const Coord &iOldCoord);
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void moveChanged(const Move &iMove, const Move &iOldMove);
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// FIXME: should probably use a Move object instead
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void movePlayed(const wstring &iWord, const wstring &iCoord);
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private:
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Coord m_currCoord;
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Coord m_prevCoord;
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Move m_currMove;
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Move m_prevMove;
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};
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#endif
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