eliot/utils/ncurses.h
Olivier Teulière e7a8d01a8d Merged the "cppdic" branch back into HEAD.
There are too many change to list properly, here is an overview of the main changes:
 - the dictionary is now in C++
 - the dictionary has a new format, where it is possible to specify the letters,
   their points, their frequency, ... It is backwards compatible.
 - Eliot now supports non-ASCII characters everywhere
 - i18n of the compdic, listdic, regexpmain binaries
 - i18n of the wxWidgets interface (now in english by default)
2008-01-08 13:52:32 +00:00

183 lines
6.3 KiB
C++

/*****************************************************************************
* Copyright (C) 2005 Eliot
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
*
* 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
*****************************************************************************/
#ifndef _NCURSES_H_
#define _NCURSES_H_
#include <ncursesw/curses.h>
#include <string>
class Game;
class Training;
class Duplicate;
class FreeGame;
using std::string;
using std::wstring;
class Box
{
public:
// Create a titled box with the specified position and size,
// containing iHeadingLines non-scrolling lines.
// The number of data to display (with the printLine() method)
// can be set later using the setDataSize() method.
Box(WINDOW *win, int y, int x, int h, int w,
unsigned int iHeadingLines = 0);
// Simply draw the box (without any content)
void draw(const string& iTitle = "") const;
// Print data line number n (starting at 0), taking care of
// the current scrolling state
void printDataLine(int n, int x, const char *fmt, ...) const;
// Set the number of lines of the data to display
void setDataSize(unsigned int iNbLines) { m_dataSize = iNbLines; }
// Control scrolling
// Return true if redrawing is needed, false otherwise
bool scrollOneLineUp();
bool scrollOneLineDown();
bool scrollOnePageUp();
bool scrollOnePageDown();
bool scrollBeginning();
bool scrollEnd();
// Clear the box completely
void clear() const { clearRect(m_win, m_y, m_x, m_h, m_w); }
// Clear the scrolling zone of the box
void clearData() const { clearRect(m_win, m_topLine, m_x + 1,
m_nbLines, getWidth()); }
// Clear an arbitrary rectangular zone
static void clearRect(WINDOW *win, int y, int x, int h, int w);
// First line of data to display (included)
int getFirstLine() const { return m_dataStart; }
// Last line of data to display (excluded)
int getLastLine() const { return m_dataStart + m_nbLines; }
// First line inside the box
int getTop() const { return m_y + 1; }
// First column available for writing
int getLeft() const { return m_x + 1; }
// Client width
int getWidth() const { return m_w - 2; }
private:
WINDOW *m_win;
int m_x;
int m_y;
int m_w;
int m_h;
string m_title;
int m_topLine;
int m_nbLines;
int m_dataStart;
int m_dataSize;
};
/**
* This class implements the ncurses interface.
*/
class CursesIntf
{
public:
// Pre-requisite: the given Game object MUST have been allocated with new
// (in particular: not on the stack)
// This class also takes the responsability of destroying the Game object.
CursesIntf(WINDOW *win, Game& iGame);
~CursesIntf();
bool isDying() const { return m_dying; }
int handleKey(int iKey);
void redraw(WINDOW *win);
private:
enum State
{
DEFAULT, // Default state
HELP, // Help panel is shown
HISTORY, // Game history panel is shown
RESULTS, // Search results panel is shown
BAG // Bag contents panel is shown
};
// Write a message in the "status line"
void drawStatus(WINDOW *win, const string& iMessage, bool error = true);
// Draw the board, with the coordinates
void drawBoard(WINDOW *win, int y, int x) const;
// Draw the boxes for scores and racks
void drawScoresRacks(WINDOW *win, int y, int x) const;
// Draw the results panel
void drawResults(Box &ioBox) const;
// Draw the history panel
void drawHistory(Box &ioBox) const;
// Draw the help panel
void drawHelp(Box &ioBox) const;
// Draw the bag panel
void drawBag(Box &ioBox) const;
// Change the inner state, and initialize the corresponding box
void setState(State iState);
// Draw the "Play word" box, and handle the played word
void playWord(WINDOW *win, int y, int x);
void checkWord(WINDOW *win, int y, int x);
void saveGame(WINDOW *win, int y, int x);
void loadGame(WINDOW *win, int y, int x);
void passTurn(WINDOW *win, int y, int x, FreeGame &iGame);
void setRack(WINDOW *win, int y, int x, Training &iGame);
// Get a string from the user, with a maximum length
// The string is validated if the user presses Enter (return value: true)
// and it is cancelled if the user presses Esc (return value: false)
bool readString(WINDOW *win, int y, int x, int n, wstring &oString,
unsigned int flag = 0);
// Any combination of the following constants can be used as the "flag"
// parameter of the readString() method.
// Indicate that the '?' character is accepted
static const unsigned int kJOKER = 1 << 0;
// Accept characters for a file name
static const unsigned int kFILENAME = 1 << 1;
// Handle the key in Training mode
int handleKeyForGame(int iKey, Training &iGame);
// Handle the key in Duplicate mode
int handleKeyForGame(int iKey, Duplicate &iGame);
// Handle the key in FreeGame mode
int handleKeyForGame(int iKey, FreeGame &iGame);
// Main window for drawing
WINDOW *m_win;
// Current game
// Invariant: the pointer will always point to a valid Game object
Game *m_game;
// Interface state
State m_state;
// True when the user requested to quit
bool m_dying;
// Scrolling box for the current panel
Box m_box;
// True if dots must be shown on empty squares
bool m_showDots;
};
#endif