mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-12-27 09:58:08 +01:00
3c7a84d543
Status: It works well, but there are still a few details to improve/fix More details about the changes: - New dependency on Arabica and Libxml2 to parse the XML - Loading the old format is still supported for this release, but won't be supported anymore in the next one - Games are now only saved in the new format - In training mode, the player is now created externally, like in the other modes - Avoid using GameIO (the one from game/) whenever possible - Do not use a FILE* argument anymore when loading a game - Throw and catch exceptions correctly when a game cannot be loaded or saved - The non-regression tests now use a new method to print the game history
180 lines
6.3 KiB
C++
180 lines
6.3 KiB
C++
/*****************************************************************************
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* Copyright (C) 2005 Eliot
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* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
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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 NCURSES_H_
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#define NCURSES_H_
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#include <ncursesw/curses.h>
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#include <string>
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class PublicGame;
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using std::string;
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using std::wstring;
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class Box
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{
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public:
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// Create a titled box with the specified position and size,
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// containing iHeadingLines non-scrolling lines.
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// The number of data to display (with the printLine() method)
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// can be set later using the setDataSize() method.
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Box(WINDOW *win, int y, int x, int h, int w,
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unsigned int iHeadingLines = 0);
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// Simply draw the box (without any content)
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void draw(const string& iTitle = "") const;
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// Print data line number n (starting at 0), taking care of
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// the current scrolling state
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void printDataLine(int n, int x, const char *fmt, ...) const;
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// Set the number of lines of the data to display
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void setDataSize(unsigned int iNbLines) { m_dataSize = iNbLines; }
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// Control scrolling
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// Return true if redrawing is needed, false otherwise
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bool scrollOneLineUp();
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bool scrollOneLineDown();
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bool scrollOnePageUp();
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bool scrollOnePageDown();
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bool scrollBeginning();
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bool scrollEnd();
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// Clear the box completely
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void clear() const { clearRect(m_win, m_y, m_x, m_h, m_w); }
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// Clear the scrolling zone of the box
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void clearData() const { clearRect(m_win, m_topLine, m_x + 1,
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m_nbLines, getWidth()); }
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// Clear an arbitrary rectangular zone
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static void clearRect(WINDOW *win, int y, int x, int h, int w);
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// First line of data to display (included)
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int getFirstLine() const { return m_dataStart; }
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// Last line of data to display (excluded)
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int getLastLine() const { return m_dataStart + m_nbLines; }
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// First line inside the box
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int getTop() const { return m_y + 1; }
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// First column available for writing
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int getLeft() const { return m_x + 1; }
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// Client width
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int getWidth() const { return m_w - 2; }
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private:
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WINDOW *m_win;
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int m_x;
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int m_y;
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int m_w;
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int m_h;
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string m_title;
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int m_topLine;
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int m_nbLines;
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int m_dataStart;
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int m_dataSize;
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};
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/**
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* This class implements the ncurses interface.
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*/
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class CursesIntf
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{
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public:
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// Pre-requisite: the given Game object MUST have been allocated with new
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// (in particular: not on the stack)
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// This class also takes the responsability of destroying the Game object.
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CursesIntf(WINDOW *win, PublicGame& iGame);
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~CursesIntf();
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bool isDying() const { return m_dying; }
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int handleKey(int iKey);
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void redraw(WINDOW *win);
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private:
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enum State
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{
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DEFAULT, // Default state
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HELP, // Help panel is shown
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HISTORY, // Game history panel is shown
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RESULTS, // Search results panel is shown
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BAG // Bag contents panel is shown
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};
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// Write a message in the "status line"
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void drawStatus(WINDOW *win, const string& iMessage, bool error = true);
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// Draw the board, with the coordinates
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void drawBoard(WINDOW *win, int y, int x) const;
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// Draw the boxes for scores and racks
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void drawScoresRacks(WINDOW *win, int y, int x) const;
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// Draw the results panel
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void drawResults(Box &ioBox) const;
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// Draw the history panel
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void drawHistory(Box &ioBox) const;
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// Draw the help panel
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void drawHelp(Box &ioBox) const;
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// Draw the bag panel
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void drawBag(Box &ioBox) const;
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// Change the inner state, and initialize the corresponding box
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void setState(State iState);
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// Draw the "Play word" box, and handle the played word
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void playWord(WINDOW *win, int y, int x);
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void checkWord(WINDOW *win, int y, int x);
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void saveGame(WINDOW *win, int y, int x);
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void loadGame(WINDOW *win, int y, int x);
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void passTurn(WINDOW *win, int y, int x, PublicGame &iGame);
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void setRack(WINDOW *win, int y, int x, PublicGame &iGame);
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// Get a string from the user, with a maximum length
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// The string is validated if the user presses Enter (return value: true)
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// and it is cancelled if the user presses Esc (return value: false)
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bool readString(WINDOW *win, int y, int x, int n, wstring &oString,
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unsigned int flag = 0);
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// Any combination of the following constants can be used as the "flag"
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// parameter of the readString() method.
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// Indicate that the '?' character is accepted
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static const unsigned int kJOKER = 1 << 0;
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// Accept characters for a file name
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static const unsigned int kFILENAME = 1 << 1;
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// Handle the key in Training mode
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int handleKeyForTraining(int iKey, PublicGame &iGame);
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// Handle the key in Duplicate mode
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int handleKeyForDuplicate(int iKey, PublicGame &iGame);
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// Handle the key in FreeGame mode
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int handleKeyForFreeGame(int iKey, PublicGame &iGame);
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// Main window for drawing
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WINDOW *m_win;
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// Current game
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// Invariant: the pointer will always point to a valid PublicGame object
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PublicGame *m_game;
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// Interface state
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State m_state;
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// True when the user requested to quit
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bool m_dying;
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// Scrolling box for the current panel
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Box m_box;
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// True if dots must be shown on empty squares
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bool m_showDots;
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};
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#endif
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