eliot/qt/main_window.cpp

1521 lines
52 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2008-2012 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
*****************************************************************************/
#include "config.h"
#include <QtGui/QLabel>
#include <QtGui/QFrame>
#include <QtGui/QMessageBox>
#include <QtGui/QFileDialog>
#include <QtGui/QDockWidget>
#include <QtGui/QCloseEvent>
#include <QtGui/QPrintPreviewDialog>
#include <QtGui/QPrintDialog>
#include <QtGui/QPrinter>
#include <QtGui/QPainter>
#include <QtGui/QDesktopServices>
#include <QtGui/QDesktopWidget>
#include <QtCore/QSettings>
#include <QtCore/QUrl>
#include "main_window.h"
#include "dic.h"
#include "dic_exception.h"
#include "encoding.h"
#include "header.h"
#include "game_factory.h"
#include "game.h"
#include "public_game.h"
#include "player.h"
#include "history.h"
#include "turn_data.h"
#include "move.h"
#include "debug.h"
#include "round.h"
#include "settings.h"
#include "game_signals.h"
#include "new_game.h"
#include "tables_dialog.h"
#include "prefs_dialog.h"
#include "bag_widget.h"
#include "board_widget.h"
#include "rack_widget.h"
#include "score_widget.h"
#include "player_widget.h"
#include "training_widget.h"
#include "topping_widget.h"
#include "arbitration_widget.h"
#include "history_widget.h"
#include "stats_widget.h"
#include "dic_tools_widget.h"
#include "fav_players.h"
#include "timer_widget.h"
#include "dic_wizard.h"
#include "aux_window.h"
#include "update_checker.h"
#include "qtcommon.h"
INIT_LOGGER(qt, MainWindow);
const char *MainWindow::m_windowName = "MainWindow";
MainWindow::MainWindow(QWidget *iParent)
: QMainWindow(iParent), m_dic(NULL), m_game(NULL),
m_gameSignals(new GameSignals),
m_playersWidget(NULL), m_trainingWidget(NULL),
m_toppingWidget(NULL),
m_arbitrationWidget(NULL), m_scoresWidget(NULL),
m_bagWindow(NULL), m_boardWindow(NULL),
m_historyWindow(NULL), m_statsWindow(NULL), m_timerWindow(NULL),
m_dicToolsWindow(NULL), m_dicNameLabel(NULL), m_timerModel(NULL)
{
#ifdef DEBUG
// Check that the string conversion routines are not buggy
QtCommon::CheckConversions();
#endif
// Path to the auto-saved game
m_autoSaveGame = Settings::GetConfigFileDir() + "autosave.xml";
LOG_DEBUG("Creating main window");
m_ui.setupUi(this);
createMenu();
readSettings();
// Initialize the random numbers generator
// Note: This must be done _after_ creating the QMenuBar object,
// because on Gnome QMenuBar calls gconftool2, which for some reason
// calls srand() internally...
// This could be disabled using QApplication::setDesktopSettingsAware(),
// but we would lose the desktop integration...
unsigned int val = time(NULL);
srand(val);
// Make it easier to reproduce bugs
LOG_DEBUG("Rand seed: " << val);
QSettings qs;
int timerTotal = qs.value(PrefsDialog::kINTF_TIMER_TOTAL_DURATION, 180).toInt();
int timerAlert = qs.value(PrefsDialog::kINTF_TIMER_ALERT_DURATION, 30).toInt();
m_timerModel = new TimerModel(timerTotal, timerAlert);
QObject::connect(m_timerModel, SIGNAL(alert(int)),
this, SLOT(beep()));
QObject::connect(m_timerModel, SIGNAL(expired()),
this, SLOT(beep()));
linkRackChangesAndTimer();
QObject::connect(m_gameSignals, SIGNAL(gameChangedNonConst(PublicGame*)),
this, SLOT(updateForGame(PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
this, SLOT(refresh()));
// Status bar
statusBar()->addWidget(new QLabel, 1);
// First widget, not added yet
m_lettersLabel = new QLabel(statusBar());
m_lettersLabel->setVisible(false);
// Second widget, not added yet
m_turnLabel = new QLabel(statusBar());
m_turnLabel->setVisible(false);
// Third widget
m_dicNameLabel = new QLabel(this);
statusBar()->addPermanentWidget(m_dicNameLabel);
QObject::connect(this, SIGNAL(dicChanged(const Dictionary*)),
this, SLOT(updateStatusBar(const Dictionary*)));
// Board
BoardWidget *boardWidget = new BoardWidget(m_playModel);
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
boardWidget, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
boardWidget, SLOT(refresh()));
QHBoxLayout *hlayout = new QHBoxLayout;
QSplitter *vSplitter = new QSplitter(Qt::Vertical);
#if 0
QDockWidget *dock = new QDockWidget;
dock->setWidget(boardWidget);
boardWidget->setWindowTitle(_q("Board"));
vSplitter->addWidget(dock);
#else
vSplitter->addWidget(boardWidget);
#endif
// Rack widget below the board (hidden until there is a game)
m_rackWidget = new RackWidget;
m_rackWidget->setPlayModel(&m_playModel);
QObject::connect(m_rackWidget, SIGNAL(gameUpdated()),
m_gameSignals, SLOT(notifyGameUpdated()));
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
m_rackWidget, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(currPlayerRackChanged(const PlayedRack&)),
m_rackWidget, SLOT(setRack(const PlayedRack&)));
m_rackWidget->hide();
vSplitter->addWidget(m_rackWidget);
hlayout->addWidget(vSplitter);
m_ui.groupBoxTest->setLayout(hlayout);
#if 1
// History
m_historyTabWidget = new HistoryTabWidget;
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
m_historyTabWidget, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_historyTabWidget, SLOT(refresh()));
QObject::connect(m_historyTabWidget, SIGNAL(requestDefinition(QString)),
this, SLOT(showDefinition(QString)));
QHBoxLayout *hlayout2 = new QHBoxLayout;
hlayout2->addWidget(m_historyTabWidget);
m_ui.groupBoxHistory->setLayout(hlayout2);
#else
m_ui.groupBoxHistory->hide();
#endif
// Hide the players group box
m_ui.groupBoxPlayers->hide();
// Notify everyone that we have no game yet
m_gameSignals->notifyGameChanged(NULL);
// Load dictionary
QString dicPath = qs.value(PrefsDialog::kINTF_DIC_PATH, "").toString();
if (dicPath != "")
{
LOG_INFO("Using dictionary " << lfq(dicPath));
try
{
m_dic = new Dictionary(lfq(dicPath));
}
catch (const std::exception &e)
{
displayErrorMsg(_q("Cannot load dictionary '%1' indicated in the "
"preferences.\nReason: %2").arg(dicPath).arg(e.what()));
return;
}
}
emit dicChanged(m_dic);
// Check for updates
UpdateChecker *checker = new UpdateChecker(this);
QObject::connect(checker, SIGNAL(notifyInfo(QString)),
this, SLOT(displayInfoMsg(QString)));
checker->checkForUpdate();
}
MainWindow::~MainWindow()
{
delete m_bagWindow;
delete m_boardWindow;
delete m_historyWindow;
delete m_statsWindow;
delete m_timerWindow;
delete m_dicToolsWindow;
delete m_game;
delete m_dic;
delete m_timerModel;
delete m_gameSignals;
// Destroy singletons
GameFactory::Destroy();
Settings::Destroy();
}
void MainWindow::destroyCurrentGame()
{
if (m_game == NULL)
return;
LOG_DEBUG("Destroying current game");
// 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.
m_gameSignals->notifyGameChanged(NULL);
m_ui.groupBoxPlayers->hide();
delete m_game;
m_game = NULL;
LOG_DEBUG("Game destroyed");
}
void MainWindow::refresh()
{
if (m_game != NULL)
{
const Bag &bag = m_game->getBag();
m_lettersLabel->setText(_q("Consonants: %1 | Vowels: %2 | Jokers: %3")
.arg(bag.getNbConsonants())
.arg(bag.getNbVowels())
.arg(bag.count(Tile::Joker())));
unsigned currTurn = m_game->getCurrTurn();
m_turnLabel->setText(_q("Turn %1/%2")
.arg(currTurn)
.arg(m_game->getNbTurns()));
bool isFirstTurn = m_game->isFirstTurn();
bool isLastTurn = m_game->isLastTurn();
m_actionHistoryFirstTurn->setEnabled(!isFirstTurn);
m_actionHistoryPrevTurn->setEnabled(!isFirstTurn);
m_actionHistoryNextTurn->setEnabled(!isLastTurn);
m_actionHistoryLastTurn->setEnabled(!isLastTurn);
m_actionHistoryReplayTurn->setEnabled(!isLastTurn);
if (m_game->isFinished())
displayInfoMsg(_q("End of the game"));
// Update the auto-saved game
try
{
m_game->save(m_autoSaveGame);
}
catch (const std::exception &e)
{
LOG_ERROR("Error during auto-save: " << e.what());
displayErrorMsg(_q("Error during auto-save of the game: %1").arg(e.what()));
}
#ifdef DEBUG
m_game->printTurns();
#endif
}
}
void MainWindow::beep()
{
QSettings qs;
if (!qs.value(PrefsDialog::kINTF_TIMER_BEEPS, true).toBool())
return;
LOG_DEBUG("Beep!")
// FIXME: doesn't seem to be working on Ubuntu
// (even after 'modprobe pcspkr' and when the 'beep' application works)
QApplication::beep();
}
void MainWindow::linkArbitrationAnd7P1()
{
if (m_arbitrationWidget == NULL || m_dicToolsWindow == NULL)
return;
// Disconnect the arbitration rack updates from the "Plus 1" tab of the
// dictionary tools
m_arbitrationWidget->disconnect(SIGNAL(rackUpdated(const QString&)));
// Reconnect it only if needed
QSettings qs;
if (qs.value(PrefsDialog::kARBIT_LINK_7P1, false).toBool())
{
QObject::connect(m_arbitrationWidget,
SIGNAL(rackUpdated(const QString&)),
&m_dicToolsWindow->getWidget(),
SLOT(setPlus1Rack(const QString&)));
}
}
void MainWindow::linkRackChangesAndTimer()
{
if (m_timerModel == NULL)
return;
// Disable the timer auto-start mechanism
m_gameSignals->disconnect(SIGNAL(gameRackChanged(const PlayedRack&)), m_timerModel);
// Reconnect if needed
QSettings qs;
if (qs.value(PrefsDialog::kINTF_TIMER_AUTO_START, false).toBool())
{
QObject::connect(m_gameSignals, SIGNAL(gameRackChanged(const PlayedRack&)),
m_timerModel, SLOT(resetTimer()));
QObject::connect(m_gameSignals, SIGNAL(gameRackChanged(const PlayedRack&)),
m_timerModel, SLOT(startTimer()));
}
}
void MainWindow::prefsUpdated()
{
LOG_DEBUG("Preferences updated");
// Refresh one signal/slot connection
linkArbitrationAnd7P1();
// Idem
linkRackChangesAndTimer();
// Refresh the timer values
QSettings qs;
int timerTotal = qs.value(PrefsDialog::kINTF_TIMER_TOTAL_DURATION, 180).toInt();
int timerAlert = qs.value(PrefsDialog::kINTF_TIMER_ALERT_DURATION, 30).toInt();
m_timerModel->setTotalDuration(timerTotal);
m_timerModel->setAlertDuration(timerAlert);
// Probably useless in most cases (currently only used for
// the History alignment)
m_gameSignals->notifyGameUpdated();
}
void MainWindow::updateForGame(PublicGame *iGame)
{
// Try to reduce flicker
setUpdatesEnabled(false);
if (iGame == NULL)
{
m_actionGameSaveAs->setEnabled(false);
m_actionGamePrintPreview->setEnabled(false);
m_actionGamePrint->setEnabled(false);
m_actionHistoryFirstTurn->setEnabled(false);
m_actionHistoryPrevTurn->setEnabled(false);
m_actionHistoryNextTurn->setEnabled(false);
m_actionHistoryLastTurn->setEnabled(false);
m_actionHistoryReplayTurn->setEnabled(false);
m_actionSettingsDefineTables->setEnabled(false);
setWindowTitle(_q("No game") + " - Eliot");
statusBar()->removeWidget(m_lettersLabel);
statusBar()->removeWidget(m_turnLabel);
m_playModel.disconnect(this);
m_timerModel->resetTimer();
// Destroy the players widget
QtCommon::DestroyObject(m_playersWidget, m_gameSignals);
m_playersWidget = NULL;
// Destroy the training widget
QtCommon::DestroyObject(m_trainingWidget, m_gameSignals);
m_trainingWidget = NULL;
// Destroy the topping widget
QtCommon::DestroyObject(m_toppingWidget, m_gameSignals);
m_toppingWidget = NULL;
// Destroy the arbitration widget
QtCommon::DestroyObject(m_arbitrationWidget, m_gameSignals);
m_arbitrationWidget = NULL;
// Destroy the scores widget
QtCommon::DestroyObject(m_scoresWidget, m_gameSignals);
m_scoresWidget = NULL;
}
else
{
m_actionGamePrintPreview->setEnabled(true);
m_actionGamePrint->setEnabled(true);
m_actionGameSaveAs->setEnabled(true);
m_actionSettingsDefineTables->setEnabled(iGame->getMode() == PublicGame::kARBITRATION);
m_rackWidget->show();
statusBar()->addWidget(m_lettersLabel);
m_lettersLabel->show();
statusBar()->addWidget(m_turnLabel);
m_turnLabel->show();
// Handle played moves
QObject::connect(&m_playModel, SIGNAL(movePlayed(const wstring&, const wstring&)),
this, SLOT(playWord(const wstring&, const wstring&)));
if (iGame->getMode() == PublicGame::kTRAINING)
{
setWindowTitle(_q("Training mode") + " - Eliot");
m_ui.groupBoxPlayers->setTitle(_q("Training"));
// Training widget
m_trainingWidget = new TrainingWidget(NULL, m_playModel, iGame);
m_ui.groupBoxPlayers->layout()->addWidget(m_trainingWidget);
QObject::connect(m_trainingWidget, SIGNAL(gameUpdated()),
m_gameSignals, SLOT(notifyGameUpdated()));
QObject::connect(m_trainingWidget, SIGNAL(notifyInfo(QString)),
this, SLOT(displayInfoMsg(QString)));
QObject::connect(m_trainingWidget, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
QObject::connect(m_trainingWidget, SIGNAL(requestDefinition(QString)),
this, SLOT(showDefinition(QString)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_trainingWidget, SLOT(refresh()));
// Players score
m_scoresWidget = new ScoreWidget(NULL, iGame);
m_ui.groupBoxPlayers->layout()->addWidget(m_scoresWidget);
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_scoresWidget, SLOT(refresh()));
}
else if (iGame->getMode() == PublicGame::kARBITRATION)
{
setWindowTitle(_q("Arbitration game") + " - Eliot");
m_ui.groupBoxPlayers->setTitle(_q("Arbitration"));
// Note: we specify the parent immediately, otherwise the
// reparenting creates focus issues
m_arbitrationWidget = new ArbitrationWidget(m_ui.groupBoxPlayers, iGame, m_playModel);
m_ui.groupBoxPlayers->layout()->addWidget(m_arbitrationWidget);
QObject::connect(m_arbitrationWidget, SIGNAL(gameUpdated()),
m_gameSignals, SLOT(notifyGameUpdated()));
QObject::connect(m_arbitrationWidget, SIGNAL(notifyInfo(QString)),
this, SLOT(displayInfoMsg(QString)));
QObject::connect(m_arbitrationWidget, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
QObject::connect(m_arbitrationWidget, SIGNAL(requestDefinition(QString)),
this, SLOT(showDefinition(QString)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_arbitrationWidget, SLOT(refresh()));
// Connect with the dictionary tools only if needed
linkArbitrationAnd7P1();
// When a player is selected, show his history
QObject::connect(m_arbitrationWidget, SIGNAL(playerSelected(unsigned)),
this, SLOT(onPlayerSelected(unsigned)));
}
else if (iGame->getMode() == PublicGame::kTOPPING)
{
setWindowTitle(_q("Topping mode") + " - Eliot");
m_ui.groupBoxPlayers->setTitle(_q("Topping"));
// Players widget
m_toppingWidget = new ToppingWidget(NULL, m_playModel, *m_timerModel, iGame);
m_ui.groupBoxPlayers->layout()->addWidget(m_toppingWidget);
QObject::connect(m_toppingWidget, SIGNAL(gameUpdated()),
m_gameSignals, SLOT(notifyGameUpdated()));
QObject::connect(m_toppingWidget, SIGNAL(notifyInfo(QString)),
this, SLOT(displayInfoMsg(QString)));
QObject::connect(m_toppingWidget, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
QObject::connect(m_gameSignals, SIGNAL(newTurn(int)),
m_toppingWidget, SLOT(onNewTurn()));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_toppingWidget, SLOT(refresh()));
}
else
{
if (iGame->getMode() == PublicGame::kDUPLICATE)
setWindowTitle(_q("Duplicate game") + " - Eliot");
else
setWindowTitle(_q("Free game") + " - Eliot");
m_ui.groupBoxPlayers->setTitle(_q("Players"));
// Players widget
m_playersWidget = new PlayerTabWidget(m_playModel, NULL);
m_ui.groupBoxPlayers->layout()->addWidget(m_playersWidget);
QObject::connect(m_playersWidget, SIGNAL(gameUpdated()),
m_gameSignals, SLOT(notifyGameUpdated()));
QObject::connect(m_playersWidget, SIGNAL(notifyInfo(QString)),
this, SLOT(displayInfoMsg(QString)));
QObject::connect(m_playersWidget, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
QObject::connect(m_playersWidget, SIGNAL(requestDefinition(QString)),
this, SLOT(showDefinition(QString)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_playersWidget, SLOT(refresh()));
m_playersWidget->setGame(iGame);
// Players score
m_scoresWidget = new ScoreWidget(NULL, iGame);
m_ui.groupBoxPlayers->layout()->addWidget(m_scoresWidget);
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
m_scoresWidget, SLOT(refresh()));
}
}
// Restore visual updates
setUpdatesEnabled(true);
}
void MainWindow::updateStatusBar(const Dictionary *iDic)
{
if (iDic == NULL)
m_dicNameLabel->setText(_q("No dictionary"));
else {
QString dicName = qfw(m_dic->getHeader().getName());
m_dicNameLabel->setText(_q("Dictionary: %1").arg(dicName));
m_dicNameLabel->setToolTip("");
}
}
void MainWindow::displayErrorMsg(QString iMsg, QString iContext)
{
LOG_ERROR("Displayed error: " << lfq(iMsg));
if (iContext == "")
iContext = _q("Eliot - Error");
QMessageBox::warning(this, iContext, iMsg);
}
void MainWindow::displayInfoMsg(QString iMsg)
{
LOG_INFO("Displayed message: " << lfq(iMsg));
statusBar()->showMessage(iMsg, 2000);
}
void MainWindow::showDefinition(QString iWord)
{
QSettings qs;
QString url = qs.value(PrefsDialog::kINTF_DEFINITIONS_SITE_URL,
PrefsDialog::kDEFAULT_DEF_SITE).toString();
if (url == "")
{
displayErrorMsg(_q("No definitions site defined.\n"
"Please define one in the preferences."));
return;
}
url = url.replace("%w", iWord.toLower());
url = url.replace("%W", iWord.toUpper());
bool res = QDesktopServices::openUrl(QUrl(url));
if (!res)
{
LOG_ERROR("Could not open URL: " << lfq(url));
}
}
void MainWindow::onPlayerSelected(unsigned iPlayerId)
{
// Select the corresponding tab in the history widget
// Note: we don't do the same for the external history widget...
m_historyTabWidget->setCurrentIndex(1 + iPlayerId);
}
void MainWindow::closeEvent(QCloseEvent *event)
{
if (m_game && !m_game->isFinished())
{
QString msg = _q("A game has been started.");
QString question = _q("Do you really want to quit?");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_QUIT_GAME,
msg, question, this))
{
event->ignore();
return;
}
}
LOG_INFO("Exiting");
// Make sure auxiliary windows don't survive after the main one
if (m_bagWindow)
m_bagWindow->close();
if (m_boardWindow)
m_boardWindow->close();
if (m_historyWindow)
m_historyWindow->close();
if (m_statsWindow)
m_statsWindow->close();
if (m_timerWindow)
m_timerWindow->close();
if (m_dicToolsWindow)
m_dicToolsWindow->close();
writeSettings();
event->accept();
}
void MainWindow::writeSettings() const
{
QSettings settings;
settings.beginGroup(m_windowName);
settings.setValue("size", size());
settings.setValue("pos", pos());
// Do not save this splitter when no game is present, because the players
// group is hidden and the splitter is not in its normal place
if (m_game)
settings.setValue("splitterHoriz", m_ui.splitterHoriz->saveState());
settings.setValue("splitterVert", m_ui.splitterVert->saveState());
settings.endGroup();
}
void MainWindow::readSettings()
{
QSettings settings;
settings.beginGroup(m_windowName);
QSize size = settings.value("size").toSize();
if (size.isValid())
resize(size);
const QRect &desktopRect = QApplication::desktop()->screenGeometry();
QPoint point = settings.value("pos", QPoint(20, 20)).toPoint();
// If the position was saved when an external monitor was plugged, and
// is restored when the monitor is not there anymore, the window could
// be off screen...
if (point.x() < 0 || point.x() > desktopRect.right())
point.setX(20);
if (point.y() < 0 || point.y() > desktopRect.bottom())
point.setY(20);
move(point);
m_ui.splitterHoriz->restoreState(settings.value("splitterHoriz").toByteArray());
m_ui.splitterVert->restoreState(settings.value("splitterVert").toByteArray());
settings.endGroup();
}
void MainWindow::changeDictionary(QString iFileName)
{
if (!iFileName.isEmpty())
{
if (m_game && !m_game->isFinished())
{
QString msg = _q("Loading a dictionary will stop the current game.");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_LOAD_DIC,
msg, "", this))
{
return;
}
}
LOG_INFO("Loading new dictionary file: " << lfq(iFileName));
destroyCurrentGame();
try
{
Dictionary *dic = new Dictionary(lfq(iFileName));
delete m_dic;
m_dic = dic;
emit dicChanged(m_dic);
displayInfoMsg(_q("Loaded dictionary '%1'").arg(iFileName));
// Save the location of the dictionary in the preferences
QSettings qs;
qs.setValue(PrefsDialog::kINTF_DIC_PATH, iFileName);
}
catch (const std::exception &e)
{
displayErrorMsg(e.what());
}
}
}
void MainWindow::playWord(const wstring &iWord, const wstring &iCoord)
{
ASSERT(m_game != NULL, "No game in progress");
// Do nothing in Topping mode: this is already handled
// in the ToppingWidget class
if (m_game->getMode() == PublicGame::kTOPPING)
return;
int res = m_game->play(iWord, iCoord);
if (res == 0)
{
m_gameSignals->notifyGameUpdated();
}
else
{
// Try to be as explicit as possible concerning the error
QString msg = _q("Cannot play '%1' at position '%2':\n%3")
.arg(qfw(iWord)).arg(qfw(iCoord));
switch (res)
{
case 1:
msg = msg.arg(_q("Some letters are not valid for the current dictionary"));
break;
case 2:
msg = msg.arg(_q("Invalid coordinates"));
break;
case 3:
msg = msg.arg(_q("The word does not exist"));
break;
case 4:
msg = msg.arg(_q("The rack doesn't contain the letters needed to play this word"));
break;
case 5:
msg = msg.arg(_q("The word is part of a longer one"));
break;
case 6:
msg = msg.arg(_q("The word tries to replace an existing letter"));
break;
case 7:
msg = msg.arg(_q("An orthogonal word is not valid"));
break;
case 8:
msg = msg.arg(_q("The word is already present on the board at these coordinates"));
break;
case 9:
msg = msg.arg(_q("A word cannot be isolated (not connected to the placed words)"));
break;
case 10:
msg = msg.arg(_q("The first word of the game must be horizontal"));
break;
case 11:
msg = msg.arg(_q("The first word of the game must cover the H8 square"));
break;
case 12:
msg = msg.arg(_q("The word is going out of the board"));
break;
case 13:
msg = msg.arg(_q("The word contains too many letters from the rack"));
break;
default:
msg = msg.arg(_q("Incorrect or misplaced word"));
}
displayErrorMsg(msg);
}
}
QAction * MainWindow::addMenuAction(QMenu *menu, QString iText,
const QKeySequence &iShortcut,
QString iStatusTip, const char *iMember,
bool iCheckable, QIcon icon)
{
QAction *action = new QAction(iText, this);
action->setShortcut(iShortcut);
action->setStatusTip(iStatusTip);
action->setCheckable(iCheckable);
action->setIcon(icon);
QObject::connect(action, SIGNAL(triggered()), this, iMember);
menu->addAction(action);
return action;
}
void MainWindow::createMenu()
{
// Decide whether to show the toolbar
QSettings qs;
bool showToolBar = qs.value(PrefsDialog::kINTF_SHOW_TOOLBAR, true).toBool();
m_ui.toolBar->setVisible(showToolBar);
QMenu *menuFile = new QMenu(m_ui.menubar);
m_ui.menubar->addAction(menuFile->menuAction());
menuFile->setTitle(_q("&Game"));
addMenuAction(menuFile, _q("&New..."), _q("Ctrl+N"),
_q("Start a new game"), SLOT(onGameNew()));
menuFile->addSeparator();
addMenuAction(menuFile, _q("&Load..."), _q("Ctrl+O"),
_q("Load an existing game"), SLOT(onGameLoad()));
addMenuAction(menuFile, _q("Load the auto-saved game"), QString(""),
_q("Load the automatically saved game (useful after a crash)"),
SLOT(onGameLoadAutoSave()));
m_actionGameSaveAs = addMenuAction(menuFile, _q("&Save as..."), _q("Ctrl+S"),
_q("Save the current game"), SLOT(onGameSaveAs()));
menuFile->addSeparator();
m_actionGamePrintPreview = addMenuAction(menuFile, _q("&Print preview..."), QString(""),
_q("Print preview"), SLOT(onGamePrintPreview()),
false, QIcon(":/images/print-preview.png"));
m_actionGamePrint = addMenuAction(menuFile, _q("&Print..."), _q("Ctrl+P"),
_q("Print the current game"), SLOT(onGamePrint()),
false, QIcon(":/images/printer.png"));
menuFile->addSeparator();
addMenuAction(menuFile, _q("&Quit"), _q("Ctrl+Q"),
_q("Quit Eliot"), SLOT(onGameQuit()),
false, QIcon(":/images/quit_16px.png"));
QMenu *menuHistory = new QMenu(m_ui.menubar);
m_ui.menubar->addAction(menuHistory->menuAction());
menuHistory->setTitle(_q("&History"));
m_actionHistoryFirstTurn = addMenuAction(menuHistory, _q("&First turn"), _q("Ctrl+Home"),
_q("Go to the first turn of the game"), SLOT(onHistoryFirstTurn()),
false, QIcon(":/images/go-first.png"));
m_actionHistoryPrevTurn = addMenuAction(menuHistory, _q("&Previous turn"), _q("Ctrl+Left"),
_q("Go to the previous turn of the game"), SLOT(onHistoryPrevTurn()),
false, QIcon(":/images/go-previous.png"));
m_actionHistoryNextTurn = addMenuAction(menuHistory, _q("&Next turn"), _q("Ctrl+Right"),
_q("Go to the next turn of the game"), SLOT(onHistoryNextTurn()),
false, QIcon(":/images/go-next.png"));
m_actionHistoryLastTurn = addMenuAction(menuHistory, _q("&Last turn"), _q("Ctrl+End"),
_q("Go to the last turn of the game"), SLOT(onHistoryLastTurn()),
false, QIcon(":/images/go-last.png"));
m_actionHistoryReplayTurn = addMenuAction(menuHistory, _q("&Replay turn"), _q("Ctrl+R"),
_q("Play the game from the current position, "
"replacing what was really played"), SLOT(onHistoryReplayTurn()),
false, QIcon(":/images/go-jump.png"));
// Add actions to the toolbar
m_ui.toolBar->addAction(m_actionHistoryFirstTurn);
m_ui.toolBar->addAction(m_actionHistoryPrevTurn);
m_ui.toolBar->addAction(m_actionHistoryNextTurn);
m_ui.toolBar->addAction(m_actionHistoryLastTurn);
m_ui.toolBar->addAction(m_actionHistoryReplayTurn);
QMenu *menuSettings = new QMenu(m_ui.menubar);
m_ui.menubar->addAction(menuSettings->menuAction());
menuSettings->setTitle(_q("&Settings"));
addMenuAction(menuSettings, _q("&Choose dictionary..."), _q("Ctrl+I"),
_q("Select a new dictionary"), SLOT(onSettingsChooseDic()));
addMenuAction(menuSettings, _q("Create &new dictionary..."), QString(""),
_q("Start the wizard for creating a new dictionary "
"from an existing word list"), SLOT(onSettingsCreateDic()));
menuSettings->addSeparator();
addMenuAction(menuSettings, _q("&Favorite players..."), QString(""),
_q("Define frequently used players for faster game creation"),
SLOT(onSettingsFavPlayers()));
m_actionSettingsDefineTables =
addMenuAction(menuSettings, _q("&Define players tables..."), QString(""),
_q("Define the tables where the players are sitting, in arbitration mode"),
SLOT(onSettingsDefineTables()));
addMenuAction(menuSettings, _q("&Preferences..."), _q("Ctrl+F"),
_q("Edit the preferences"), SLOT(onSettingsPreferences()),
false, QIcon(":/images/preferences.png"));
QMenu *menuWindows = new QMenu(m_ui.menubar);
m_ui.menubar->addAction(menuWindows->menuAction());
menuWindows->setTitle(_q("&Windows"));
m_actionWindowsToolbar = addMenuAction(menuWindows, _q("&Toolbar"), _q("Ctrl+T"),
_q("Show/hide the toolbar"), SLOT(onWindowsToolbar()), true);
m_actionWindowsToolbar->setChecked(showToolBar);
m_actionWindowsBag = addMenuAction(menuWindows, _q("&Bag"), _q("Ctrl+B"),
_q("Show/hide the remaining tiles in the bag"), SLOT(onWindowsBag()), true);
m_actionWindowsBoard = addMenuAction(menuWindows, _q("&External board"), _q("Ctrl+E"),
_q("Show/hide the external board"), SLOT(onWindowsBoard()), true);
m_actionWindowsHistory = addMenuAction(menuWindows, _q("&History"), _q("Ctrl+H"),
_q("Show/hide the game history"), SLOT(onWindowsHistory()),
true, QIcon(":/images/playlist_16px.png"));
m_actionWindowsStats = addMenuAction(menuWindows, _q("&Statistics"), QString(""),
_q("Show/hide the statistics"), SLOT(onWindowsStatistics()), true);
m_actionWindowsTimer = addMenuAction(menuWindows, _q("Ti&mer"), QString(""),
_q("Show/hide the timer"), SLOT(onWindowsTimer()), true);
m_actionWindowsDicTools = addMenuAction(menuWindows, _q("&Dictionary tools"), _q("Ctrl+D"),
_q("Show/hide the dictionary tools"), SLOT(onWindowsDicTools()), true);
QMenu *menuHelp = new QMenu(m_ui.menubar);
m_ui.menubar->addAction(menuHelp->menuAction());
menuHelp->setTitle(_q("He&lp"));
addMenuAction(menuHelp, _q("&About..."), QString(""),
_q("About Eliot"), SLOT(onHelpAbout()),
false, QIcon(":/images/info_16px.png"));
}
void MainWindow::onGameNew()
{
LOG_DEBUG("Starting a new game (unconfirmed)");
if (m_dic == NULL)
{
displayErrorMsg(_q("You have to select a dictionary (.dawg file) "
"before starting a game. This can be done in the "
"\"Settings\" menu."
"\n\nYou can download dictionary files on Eliot web site."));
return;
}
if (m_game && !m_game->isFinished())
{
QString msg = _q("Starting a new game will stop the current one.");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_START_GAME,
msg, "", this))
{
return;
}
}
NewGame newGameDialog(*m_dic);
QObject::connect(&newGameDialog, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
int res = newGameDialog.exec();
if (res == QDialog::Rejected)
return;
// Destroy the game and the associated controls
destroyCurrentGame();
// Create a new game
m_game = newGameDialog.createGame();
if (m_game == NULL)
return;
m_ui.groupBoxPlayers->show();
displayInfoMsg(_q("Game started"));
m_game->start();
m_gameSignals->notifyGameChanged(m_game);
}
void MainWindow::onGameLoad()
{
loadGame("");
}
void MainWindow::onGameLoadAutoSave()
{
loadGame(qfl(m_autoSaveGame));
}
void MainWindow::loadGame(QString fileName)
{
if (m_dic == NULL)
{
displayErrorMsg(_q("You have to select a dictionary first!"));
return;
}
if (m_game && !m_game->isFinished())
{
QString msg = _q("Loading a saved game will stop the current game.");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_LOAD_GAME,
msg, "", this))
{
return;
}
}
if (fileName == "")
fileName = QFileDialog::getOpenFileName(this, _q("Load a game"));
if (fileName != "")
{
try
{
PublicGame *tmpGame = PublicGame::load(lfq(fileName), *m_dic);
destroyCurrentGame();
m_game = tmpGame;
}
catch (const std::exception &e)
{
displayErrorMsg(_q("Error while loading the game:\n") + e.what());
return;
}
m_ui.groupBoxPlayers->show();
m_gameSignals->notifyGameChanged(m_game);
displayInfoMsg(_q("Game loaded"));
}
}
void MainWindow::onGameSaveAs()
{
if (m_game == NULL)
return;
QString fileName = QFileDialog::getSaveFileName(this, _q("Save a game"));
if (fileName != "")
{
try
{
m_game->save(lfq(fileName));
displayInfoMsg(_q("Game saved"));
}
catch (const std::exception &e)
{
displayErrorMsg(_q("Error saving game: %1").arg(e.what()));
}
}
}
void MainWindow::onGamePrint()
{
LOG_DEBUG("Printing game (unconfirmed)");
if (m_game == NULL)
return;
QPrinter printer(QPrinter::HighResolution);
QPrintDialog printDialog(&printer, this);
if (printDialog.exec() != QDialog::Accepted)
return;
LOG_INFO("Printing game");
print(&printer);
}
void MainWindow::onGamePrintPreview()
{
LOG_INFO("Print preview");
QPrintPreviewDialog previewDialog;
QObject::connect(&previewDialog, SIGNAL(paintRequested(QPrinter *)),
this, SLOT(print(QPrinter*)));
previewDialog.exec();
}
void MainWindow::print(QPrinter *printer)
{
ASSERT(m_game != NULL, "No game in progress");
QPainter painter(printer);
const History &history = m_game->getHistory();
// Printing parameters (XXX: these could be configurable by the users)
// Number of pixels virtually present on the page width. The bigger
// this number, the smaller the print result
static const int TOTAL_WIDTH = 700;
// Distance between 2 horizontal lines
static const int LINE_HEIGHT = 16;
// Font size, in pixels
static const int FONT_SIZE = 10;
// Width of the pen used to draw the grid lines
static const int PEN_WIDTH = 1;
// Offset of the text from the previous vertical line, in pixels
static const int TEXT_OFFSET = 10;
// Indicate whether the rack and the solution should be aligned
static const bool SHOULD_ALIGN = false;
// Columns widths
static const int colWidths[] = { 30, 120, 120, 35, 35 };
// Columns titles
static const char *colTitles[] = { _("N."), _("RACK"), _("SOLUTION"), _("REF"), _("PTS") };
static const unsigned int nbCols = sizeof(colWidths) / sizeof(int);
const unsigned int nbRows = history.getSize() + (SHOULD_ALIGN ? 1 : 2);
double scale = printer->pageRect().width() / double(TOTAL_WIDTH);
painter.scale(scale, scale);
QPen pen(painter.pen());
pen.setWidth(PEN_WIDTH);
painter.setPen(pen);
QFont font;
font.setPixelSize(FONT_SIZE);
painter.setFont(font);
int maxRight = 0;
for (unsigned int i = 0; i < nbCols; ++i)
maxRight += colWidths[i];
int maxBottom = LINE_HEIGHT * (nbRows + 1);
// Draw the horizontal lines
for (unsigned int i = 0; i <= nbRows + 1; ++i)
painter.drawLine(0, LINE_HEIGHT * i, maxRight, LINE_HEIGHT * i);
// Draw the vertical lines
painter.drawLine(0, 0, 0, maxBottom);
int curWidth = 0;
for (unsigned int i = 0; i < nbCols; ++i)
{
curWidth += colWidths[i];
painter.drawLine(curWidth, 0, curWidth, maxBottom);
}
// Draw the titles
QFontMetrics fm = painter.fontMetrics();
int textHeight = fm.boundingRect('A').height();
curWidth = 0;
int curHeight = (LINE_HEIGHT + textHeight + 1) / 2;
for (unsigned int i = 0; i < nbCols; ++i)
{
int textWidth = fm.width(colTitles[i]);
painter.drawText(curWidth + (colWidths[i] - textWidth) / 2,
curHeight, colTitles[i]);
curWidth += colWidths[i];
}
// Draw the history of the game
int score = 0;
int nextHeight;
if (SHOULD_ALIGN)
nextHeight = curHeight;
else
nextHeight = curHeight + LINE_HEIGHT;
for (unsigned int i = 0; i < history.getSize(); ++i)
{
const TurnData &t = history.getTurn(i);
const Move &m = t.getMove();
curWidth = TEXT_OFFSET;
curHeight += LINE_HEIGHT;
nextHeight += LINE_HEIGHT;
// Turn number
painter.drawText(curWidth, curHeight, QString("%1").arg(i + 1));
curWidth += colWidths[0];
// Rack
painter.drawText(curWidth, curHeight,
qfw(t.getPlayedRack().toString()));
curWidth += colWidths[1];
// Word and coordinates
if (m.isValid())
{
const Round &r = m.getRound();
painter.drawText(curWidth, nextHeight, qfw(r.getWord()));
curWidth += colWidths[2];
painter.drawText(curWidth, nextHeight,
qfw(r.getCoord().toString()));
curWidth += colWidths[3];
}
else if (m.isInvalid())
{
painter.drawText(curWidth, nextHeight,
"<" + qfw(m.getBadWord()) + ">");
curWidth += colWidths[2];
painter.drawText(curWidth, nextHeight, qfw(m.getBadCoord()));
curWidth += colWidths[3];
}
else if (m.isNull())
{
painter.drawText(curWidth, nextHeight, _q("(NO MOVE)"));
curWidth += colWidths[2];
curWidth += colWidths[3];
}
else if (m.isPass())
{
painter.drawText(curWidth, nextHeight, _q("(PASS)"));
curWidth += colWidths[2];
curWidth += colWidths[3];
}
else
{
painter.drawText(curWidth, nextHeight,
"[-" + qfw(m.getChangedLetters()) + "]");
curWidth += colWidths[2];
curWidth += colWidths[3];
}
// Score
painter.drawText(curWidth, nextHeight,
QString("%1").arg(m.getScore()));
score += m.getScore();
}
// Total score
nextHeight += LINE_HEIGHT;
painter.drawText(curWidth, nextHeight, QString("%1").arg(score));
LOG_INFO("Game printed");
}
void MainWindow::onGameQuit()
{
close();
}
void MainWindow::onSettingsPreferences()
{
PrefsDialog *prefsDialog = new PrefsDialog(this);
QObject::connect(prefsDialog, SIGNAL(prefsUpdated()),
this, SLOT(prefsUpdated()));
prefsDialog->exec();
}
void MainWindow::onSettingsChooseDic()
{
QString fileName =
QFileDialog::getOpenFileName(this, _q("Choose a dictionary"), "", "*.dawg");
changeDictionary(fileName);
}
void MainWindow::onSettingsCreateDic()
{
DicWizard *wizard = new DicWizard(this, m_dic);
wizard->setWindowTitle(_q("Dictionary creation wizard"));
connect(wizard, SIGNAL(notifyInfo(QString)),
this, SLOT(displayInfoMsg(QString)));
connect(wizard, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
connect(wizard, SIGNAL(loadDictionary(QString)),
this, SLOT(changeDictionary(QString)));
wizard->show();
}
void MainWindow::onSettingsFavPlayers()
{
FavPlayersDialog *dialog = new FavPlayersDialog(this);
QObject::connect(dialog, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
dialog->exec();
}
void MainWindow::onSettingsDefineTables()
{
ASSERT(m_game != NULL, "A game should have been started");
TablesDialog *dialog = new TablesDialog(this, *m_game);
QObject::connect(dialog, SIGNAL(notifyProblem(QString)),
this, SLOT(displayErrorMsg(QString)));
if (dialog->exec() == QDialog::Accepted)
{
m_gameSignals->notifyGameUpdated();
}
}
void MainWindow::onWindowsToolbar()
{
if (m_ui.toolBar->isVisible())
m_ui.toolBar->hide();
else
m_ui.toolBar->show();
QSettings qs;
qs.setValue(PrefsDialog::kINTF_SHOW_TOOLBAR, m_ui.toolBar->isVisible());
}
void MainWindow::onWindowsBag()
{
if (m_bagWindow == NULL)
{
// Create the window
BagWidget2 *bag = new BagWidget2(NULL);
bag->setGame(m_game);
m_bagWindow = new AuxWindow(*bag, _q("Bag"), "BagWindow",
m_actionWindowsBag);
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
bag, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
bag, SLOT(refresh()));
}
m_bagWindow->toggleVisibility();
}
void MainWindow::onWindowsBoard()
{
if (m_boardWindow == NULL)
{
// Create the window
QFrame *frame = new QFrame;
QLayout *hLayout = new QHBoxLayout;
frame->setLayout(hLayout);
QSplitter *vSplitter = new QSplitter(Qt::Vertical);
hLayout->addWidget(vSplitter);
QSplitter *hSplitter = new QSplitter(Qt::Horizontal);
vSplitter->addWidget(hSplitter);
RackWidget *rackWidget = new RackWidget;
rackWidget->setShowOnlyLastTurn(true);
rackWidget->setGame(m_game);
QObject::connect(rackWidget, SIGNAL(gameUpdated()),
m_gameSignals, SLOT(notifyGameUpdated()));
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
rackWidget, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(currPlayerRackChanged(const PlayedRack&)),
rackWidget, SLOT(setRack(const PlayedRack&)));
hSplitter->addWidget(rackWidget);
hSplitter->addWidget(new QWidget);
TimerWidget *timerWidget = new TimerWidget(NULL, *m_timerModel);
hSplitter->addWidget(timerWidget);
vSplitter->addWidget(new QWidget);
BoardWidget *board = new BoardWidget(m_playModel);
board->setShowTempSigns(false);
board->setShowOnlyLastTurn(true);
board->setGame(m_game);
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
board, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
board, SLOT(refresh()));
vSplitter->addWidget(board);
m_boardWindow = new AuxWindow(*frame, _q("Board"), "BoardWindow",
m_actionWindowsBoard);
// Try to have decent initial sizes
QList<int> sizesVertical;
sizesVertical << 80 << 20 << 1;
vSplitter->setSizes(sizesVertical);
vSplitter->setStretchFactor(0, 0);
vSplitter->setStretchFactor(1, 0);
vSplitter->setStretchFactor(2, 1);
QList<int> sizesHorizontal;
sizesHorizontal << 1 << 40 << 150;
hSplitter->setSizes(sizesHorizontal);
hSplitter->setStretchFactor(0, 1);
hSplitter->setStretchFactor(1, 0);
hSplitter->setStretchFactor(2, 0);
}
m_boardWindow->toggleVisibility();
}
void MainWindow::onWindowsHistory()
{
if (m_historyWindow == NULL)
{
// Create the window
HistoryTabWidget *history = new HistoryTabWidget(NULL);
history->setGame(m_game);
m_historyWindow = new AuxWindow(*history, _q("History"), "HistoryWindow",
m_actionWindowsHistory);
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
history, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
history, SLOT(refresh()));
}
m_historyWindow->toggleVisibility();
}
void MainWindow::onWindowsStatistics()
{
if (m_statsWindow == NULL)
{
// Create the window
StatsWidget *stats = new StatsWidget;
stats->setGame(m_game);
m_statsWindow = new AuxWindow(*stats, _q("Statistics"), "StatsWindow",
m_actionWindowsStats);
QObject::connect(m_gameSignals, SIGNAL(gameChanged(const PublicGame*)),
stats, SLOT(setGame(const PublicGame*)));
QObject::connect(m_gameSignals, SIGNAL(gameUpdated()),
stats, SLOT(refresh()));
}
m_statsWindow->toggleVisibility();
}
void MainWindow::onWindowsTimer()
{
if (m_timerWindow == NULL)
{
// Create the window
TimerWidget *timer = new TimerWidget(NULL, *m_timerModel);
m_timerWindow = new AuxWindow(*timer, _q("Timer"), "TimerWindow",
m_actionWindowsTimer);
}
m_timerWindow->toggleVisibility();
}
void MainWindow::onWindowsDicTools()
{
if (m_dicToolsWindow == NULL)
{
// Create the window
DicToolsWidget *dicTools = new DicToolsWidget(NULL);
m_dicToolsWindow = new AuxWindow(*dicTools, _q("Dictionary tools"), "DicTools",
m_actionWindowsDicTools);
QObject::connect(this, SIGNAL(dicChanged(const Dictionary*)),
dicTools, SLOT(setDic(const Dictionary*)));
QObject::connect(dicTools, SIGNAL(requestDefinition(QString)),
this, SLOT(showDefinition(QString)));
// Link the arbitration rack with the "Plus 1" one
linkArbitrationAnd7P1();
// Fake a dictionary selection
dicTools->setDic(m_dic);
dicTools->setFocus();
}
m_dicToolsWindow->toggleVisibility();
}
void MainWindow::onHelpAbout()
{
QString msg = QString("Eliot %1<br><br>").arg(VERSION);
msg += _q("Copyright (C) 1999-2012 - Antoine Fraboulet & Olivier Teuliere.");
msg += "<br><br>";
msg += _q( \
"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.");
msg += "<br><br>";
// TRANSLATORS: If the website is translated in your language,
// feel free to adapt the URL.
QString url = _q("http://www.nongnu.org/eliot/en/");
msg += _q("Web site: %1").arg(QString("<a href=\"%1\">%2</a>").arg(url).arg(url));
// QMessageBox::about() doesn't add the nice information icon, so we create
// the box manually (not much work...)
QMessageBox aboutBox(QMessageBox::Information, _q("About Eliot"),
msg, QMessageBox::Ok, this);
aboutBox.setTextFormat(Qt::RichText);
aboutBox.exec();
}
void MainWindow::onHistoryFirstTurn()
{
if (m_game == NULL)
return;
m_game->firstTurn();
m_gameSignals->notifyGameUpdated();
unsigned int currTurn = m_game->getCurrTurn();
unsigned int nbTurns = m_game->getNbTurns();
displayInfoMsg(_q("Turn %1/%2").arg(currTurn).arg(nbTurns));
}
void MainWindow::onHistoryPrevTurn()
{
if (m_game == NULL)
return;
m_game->prevTurn();
m_gameSignals->notifyGameUpdated();
unsigned int currTurn = m_game->getCurrTurn();
unsigned int nbTurns = m_game->getNbTurns();
displayInfoMsg(_q("Turn %1/%2").arg(currTurn).arg(nbTurns));
}
void MainWindow::onHistoryNextTurn()
{
if (m_game == NULL)
return;
m_game->nextTurn();
m_gameSignals->notifyGameUpdated();
unsigned int currTurn = m_game->getCurrTurn();
unsigned int nbTurns = m_game->getNbTurns();
displayInfoMsg(_q("Turn %1/%2").arg(currTurn).arg(nbTurns));
}
void MainWindow::onHistoryLastTurn()
{
if (m_game == NULL)
return;
m_game->lastTurn();
m_gameSignals->notifyGameUpdated();
unsigned int currTurn = m_game->getCurrTurn();
unsigned int nbTurns = m_game->getNbTurns();
displayInfoMsg(_q("Turn %1/%2").arg(currTurn).arg(nbTurns));
}
void MainWindow::onHistoryReplayTurn()
{
if (m_game == NULL)
return;
// Ask for a confirmation, because this may lead to data loss
QString msg = _q("Replaying this turn will modify the game history "
"by deleting the turns after the displayed one (i.e. "
"turns \"in the future\").");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_REPLAY_TURN,
msg, "", this))
{
return;
}
unsigned int currTurn = m_game->getCurrTurn();
m_game->clearFuture();
m_gameSignals->notifyGameUpdated();
displayInfoMsg(_q("Replaying from turn %1").arg(currTurn));
}