eliot/qt/training_widget.cpp
Olivier Teulière b7fff8b4a1 - Removed various C-style casts
- Factorized code in the Bag class
2010-03-06 16:54:20 +00:00

339 lines
11 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2010 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 <QtGui/QStandardItemModel>
#include <QtGui/QValidator>
#include "training_widget.h"
#include "qtcommon.h"
#include "play_word_mediator.h"
#include "dic.h"
#include "bag.h"
#include "public_game.h"
#include "game_exception.h"
#include "player.h"
#include "results.h"
using namespace std;
/// Validator used for the rack line edit
class RackValidator: public QValidator
{
public:
explicit RackValidator(QObject *parent, const Bag *iBag);
virtual State validate(QString &input, int &pos) const;
private:
const Bag *m_bag;
};
TrainingWidget::TrainingWidget(QWidget *parent, CoordModel &iCoordModel, PublicGame *iGame)
: QWidget(parent), m_game(iGame)
{
setupUi(this);
redPalette = lineEditRack->palette();
redPalette.setColor(QPalette::Text, Qt::red);
blackPalette = lineEditRack->palette();
blackPalette.setColor(QPalette::Text, Qt::black);
// Use the mediator
m_mediator = new PlayWordMediator(this, *lineEditPlay, *lineEditCoords,
*pushButtonPlay, iCoordModel, m_game);
QObject::connect(m_mediator, SIGNAL(gameUpdated()),
this, SIGNAL(gameUpdated()));
QObject::connect(m_mediator, SIGNAL(notifyProblem(QString)),
this, SIGNAL(notifyProblem(QString)));
// Associate the model to the view
m_model = new QStandardItemModel(this);
treeViewResults->setModel(m_model);
m_model->setColumnCount(6);
m_model->setHeaderData(0, Qt::Horizontal, _q("Word"), Qt::DisplayRole);
m_model->setHeaderData(1, Qt::Horizontal, _q("Ref"), Qt::DisplayRole);
m_model->setHeaderData(2, Qt::Horizontal, _q("Points"), Qt::DisplayRole);
m_model->setHeaderData(3, Qt::Horizontal, "*", Qt::DisplayRole);
m_model->setHeaderData(4, Qt::Horizontal, "", Qt::DisplayRole);
// Hidden column, used to store internal data
m_model->setHeaderData(5, Qt::Horizontal, "", Qt::DisplayRole);
treeViewResults->setColumnHidden(5, true);
// Enable the Play button only when there is a selection in the tree
QObject::connect(treeViewResults->selectionModel(),
SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
this,
SLOT(enablePlayButton(const QItemSelection&, const QItemSelection&)));
// Display a preview of the selected word on the board
QObject::connect(treeViewResults->selectionModel(),
SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
this,
SLOT(showPreview(const QItemSelection&, const QItemSelection&)));
if (m_game)
lineEditRack->setValidator(new RackValidator(this, &m_game->getBag()));
// Notify that the rack changed
QObject::connect(lineEditRack, SIGNAL(textChanged(const QString&)),
this, SIGNAL(rackUpdated(const QString&)));
refresh();
}
void TrainingWidget::refresh()
{
updateModel();
if (m_game == NULL)
{
lineEditRack->setText("");
lineEditRack->setEnabled(false);
pushButtonRack->setEnabled(false);
pushButtonComplement->setEnabled(false);
pushButtonSearch->setEnabled(false);
pushButtonPlay->setEnabled(false);
}
else
{
wstring rack = m_game->getPlayer(0).getCurrentRack().toString(PlayedRack::RACK_SIMPLE);
// Update the rack only if it is needed, to avoid losing cursor position
if (qfw(rack) != lineEditRack->text())
lineEditRack->setText(qfw(rack));
lineEditPlay->clear();
lineEditCoords->clear();
lineEditRack->setEnabled(true);
pushButtonRack->setEnabled(true);
pushButtonComplement->setEnabled(true);
pushButtonSearch->setEnabled(m_model->rowCount() == 0 &&
lineEditRack->text() != "");
// Do not allow entering a move when displaying an old turn
setEnabled(m_game->isLastTurn());
}
}
void TrainingWidget::updateModel()
{
// Consider that there is nothing to do if the number of lines is correct
// This avoids problems when the game is updated for a test play
if (m_game != NULL &&
m_game->trainingGetResults().size() == static_cast<unsigned int>(m_model->rowCount()))
{
return;
}
m_model->removeRows(0, m_model->rowCount());
if (m_game == NULL)
return;
const Results &results = m_game->trainingGetResults();
for (unsigned int i = 0; i < results.size(); ++i)
{
const Round &r = results.get(i);
int rowNum = m_model->rowCount();
m_model->insertRow(rowNum);
m_model->setData(m_model->index(rowNum, 0), qfw(r.getWord()));
m_model->setData(m_model->index(rowNum, 1),
qfw(r.getCoord().toString()));
m_model->setData(m_model->index(rowNum, 2), r.getPoints());
m_model->setData(m_model->index(rowNum, 3),
r.getBonus() ? "*": "");
// Hidden data, used to handle proper sorting in the tree view
m_model->setData(m_model->index(rowNum, 5), i);
}
// Clear the status bar when there is no search result
if (m_model->rowCount() == 0)
emit notifyInfo("");
treeViewResults->resizeColumnToContents(0);
treeViewResults->resizeColumnToContents(1);
treeViewResults->resizeColumnToContents(2);
treeViewResults->resizeColumnToContents(3);
}
void TrainingWidget::enablePlayButton(const QItemSelection &iSelected,
const QItemSelection &)
{
// Enable the "Play selected" button iff at least one line
// in the tree view is selected
pushButtonPlaySelected->setEnabled(!iSelected.indexes().empty());
}
void TrainingWidget::showPreview(const QItemSelection &iSelected,
const QItemSelection &)
{
m_game->trainingRemoveTestPlay();
if (!iSelected.indexes().empty())
{
// Use the hidden column to get the result number
const QModelIndex &index =
m_model->index(iSelected.indexes().first().row(), 5);
m_game->trainingTestPlay(m_model->data(index).toUInt());
emit gameUpdated();
}
}
void TrainingWidget::on_lineEditRack_textEdited(const QString &iText)
{
// FIXME: first parameter is hardcoded
m_game->trainingRemoveTestPlay();
if (!lineEditRack->hasAcceptableInput())
{
lineEditRack->setPalette(redPalette);
return;
}
try
{
lineEditRack->setPalette(blackPalette);
const wstring &input = m_game->getDic().convertFromInput(qtw(iText));
m_game->trainingSetRackManual(false, input);
pushButtonSearch->setEnabled(m_model->rowCount() == 0 &&
lineEditRack->text() != "");
emit gameUpdated();
}
catch (std::exception &e)
{
lineEditRack->setPalette(redPalette);
emit notifyProblem(_q("Warning: Cannot set the rack to '%1'").arg(iText));
}
}
void TrainingWidget::on_pushButtonRack_clicked()
{
m_game->trainingRemoveTestPlay();
try
{
// FIXME: first parameter is hardcoded
m_game->trainingSetRackRandom(true, PublicGame::kRACK_ALL);
emit gameUpdated();
}
catch (std::exception &e)
{
emit notifyProblem(_q(e.what()));
}
}
void TrainingWidget::on_pushButtonComplement_clicked()
{
m_game->trainingRemoveTestPlay();
try
{
// FIXME: first parameter is hardcoded
m_game->trainingSetRackRandom(true, PublicGame::kRACK_NEW);
emit gameUpdated();
}
catch (std::exception &e)
{
emit notifyProblem(_q(e.what()));
}
}
void TrainingWidget::on_pushButtonSearch_clicked()
{
m_game->trainingRemoveTestPlay();
emit notifyInfo(_q("Searching with rack '%1'...").arg(lineEditRack->text()));
m_game->trainingSearch();
emit notifyInfo(_q("Search done"));
emit gameUpdated();
}
void TrainingWidget::on_pushButtonPlaySelected_clicked()
{
QModelIndexList indexList = treeViewResults->selectionModel()->selectedIndexes();
if (indexList.empty())
return;
// Forward the work to another slot
on_treeViewResults_doubleClicked(indexList.front());
}
void TrainingWidget::on_treeViewResults_doubleClicked(const QModelIndex &iIndex)
{
if (!iIndex.isValid())
return;
m_game->trainingRemoveTestPlay();
// Use the hidden column to get the result number
const QModelIndex &index = m_model->index(iIndex.row(), 5);
m_game->trainingPlayResult(m_model->data(index).toUInt());
emit gameUpdated();
}
QSize TrainingWidget::sizeHint() const
{
return QSize(160, 300);
}
RackValidator::RackValidator(QObject *parent, const Bag *iBag)
: QValidator(parent), m_bag(iBag)
{
}
QValidator::State RackValidator::validate(QString &input, int &) const
{
// This should never happen, since the control should be disabled in
// such a case, but checking doesn't hurt...
if (m_bag == NULL)
return Invalid;
input = input.toUpper();
const Dictionary &dic = m_bag->getDic();
// The string is invalid if it contains invalid input characters
const wistring &winput = qtw(input);
if (!dic.validateInputChars(winput))
return Invalid;
// Convert the string to internal letters
const wstring &intInput = dic.convertFromInput(winput);
// The string is invalid if it contains characters not present
// in the dictionary
if (!dic.validateLetters(intInput))
return Intermediate;
QString qinput = qfw(intInput);
// The letters must be in the bag
for (int i = 0; i < qinput.size(); ++i)
{
if ((unsigned int)qinput.count(qinput[i], Qt::CaseInsensitive) >
m_bag->in(intInput[i]))
{
return Invalid;
}
}
return Acceptable;
}