mirror of
git://git.savannah.nongnu.org/eliot.git
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338 lines
10 KiB
C++
338 lines
10 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008 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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#include <QtGui/QLineEdit>
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#include <QtGui/QHBoxLayout>
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#include <QtGui/QValidator>
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#include <QtCore/QStringList>
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#include "player_widget.h"
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#include "training_widget.h"
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#include "play_word_mediator.h"
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#include "qtcommon.h"
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#include "public_game.h"
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#include "player.h"
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#include "pldrack.h"
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#include "coord.h"
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#include "coord_model.h"
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#include "dic.h"
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#include "debug.h"
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#include "encoding.h"
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/// Validator used for the "change letters" line edit
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class ChangeValidator: public QValidator
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{
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public:
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explicit ChangeValidator(QObject *parent,
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const QLineEdit &iLineEdit,
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const Dictionary &iDic);
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virtual State validate(QString &input, int &pos) const;
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private:
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const QLineEdit &m_lineEdit;
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const Dictionary &m_dic;
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};
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PlayerWidget::PlayerWidget(QWidget *parent, CoordModel &iCoordModel,
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unsigned int iPlayerNb, PublicGame *iGame)
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: QWidget(parent), m_game(iGame), m_player(iPlayerNb)
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{
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setupUi(this);
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// Use the mediator
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m_mediator = new PlayWordMediator(this, *lineEditPlay, *lineEditCoords,
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*lineEditPoints, *pushButtonPlay,
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iCoordModel, iGame);
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QObject::connect(m_mediator, SIGNAL(gameUpdated()),
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this, SIGNAL(gameUpdated()));
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QObject::connect(m_mediator, SIGNAL(notifyProblem(QString)),
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this, SIGNAL(notifyProblem(QString)));
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if (m_game)
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{
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// Do not allow messing with AI players
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if (!m_game->getPlayer(m_player).isHuman())
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setEnabled(false);
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// Changing the rack is authorized only in training mode
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lineEditRack->setReadOnly(m_game->getMode() != PublicGame::kTRAINING);
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}
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if (m_game == NULL || m_game->getMode() != PublicGame::kFREEGAME)
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{
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// Hide the freegame-specific controls
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labelChange->hide();
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lineEditChange->hide();
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pushButtonChange->hide();
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pushButtonPass->hide();
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}
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else
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{
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lineEditChange->setValidator(new ChangeValidator(this, *lineEditRack,
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m_game->getDic()));
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}
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refresh();
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}
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QSize PlayerWidget::sizeHint() const
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{
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return QSize(100, 100);
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}
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void PlayerWidget::refresh()
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{
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if (m_game == NULL)
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{
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lineEditRack->clear();
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return;
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}
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const PlayedRack &pld = m_game->getPlayer(m_player).getCurrentRack();
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lineEditRack->setText(qfw(pld.toString(PlayedRack::RACK_EXTRA)));
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lineEditPlay->clear();
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lineEditCoords->clear();
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lineEditChange->clear();
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if (!m_game->isLastTurn())
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{
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// Do not allow entering a move when displaying an old turn
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setEnabled(false);
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}
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else
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{
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// Do not allow messing with AI players or with players
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// who already played
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setEnabled(!m_game->hasPlayed(m_player) &&
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m_game->getPlayer(m_player).isHuman());
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}
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}
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void PlayerWidget::on_pushButtonShuffle_clicked()
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{
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m_game->shuffleRack();
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emit gameUpdated();
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}
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void PlayerWidget::on_lineEditChange_textChanged()
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{
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pushButtonChange->setEnabled(lineEditChange->hasAcceptableInput() &&
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lineEditChange->text() != "");
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// Force the letters to be in upper case
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lineEditChange->setText(lineEditChange->text().toUpper());
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}
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void PlayerWidget::on_lineEditChange_returnPressed()
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{
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ASSERT(m_game->getMode() == PublicGame::kFREEGAME,
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"Trying to change letters while not in free game mode");
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pass(lineEditChange->text());
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}
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void PlayerWidget::on_pushButtonPass_clicked()
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{
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ASSERT(m_game->getMode() == PublicGame::kFREEGAME,
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"Trying to pass while not in free game mode");
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pass("");
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}
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void PlayerWidget::pass(QString inputLetters)
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{
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// Convert the input string into an internal one
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const wstring &letters =
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m_game->getDic().convertFromInput(wfq(inputLetters));
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// Pass the turn (and possibly change letters)
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int res = m_game->freeGamePass(letters);
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if (res == 0)
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emit gameUpdated();
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else
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{
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QString msg;
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if (inputLetters == "")
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msg = _q("Cannot pass turn:\n%1");
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else
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msg = _q("Cannot change letters '%1':\n%2").arg(inputLetters);
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if (res == 1)
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msg = msg.arg(_q("Changing letters is not allowed when there are less than 7 tiles left in the bag"));
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else if (res == 2)
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msg = msg.arg(_q("The rack of the current player does not contain all the listed letters"));
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else if (res == 3)
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msg = msg.arg(_q("The game is already finished!"));
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else if (res == 3)
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msg = msg.arg(_q("Some letters are invalid for the current dictionary"));
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else
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msg = msg.arg(_q("Unknown error"));
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emit notifyProblem(msg);
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}
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}
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ChangeValidator::ChangeValidator(QObject *parent,
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const QLineEdit &iLineEdit,
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const Dictionary &iDic)
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: QValidator(parent), m_lineEdit(iLineEdit), m_dic(iDic)
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{
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}
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QValidator::State ChangeValidator::validate(QString &input, int &) const
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{
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// The string is invalid if it contains invalid input characters
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const wistring &winput = wfq(input);
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if (!m_dic.validateInputChars(winput))
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return Invalid;
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// Convert the string to internal letters
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const wstring &intInput = m_dic.convertFromInput(winput);
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// The string is invalid if it contains characters not present
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// in the dictionary
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if (!m_dic.validateLetters(intInput))
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return Intermediate;
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const wstring &rack = m_dic.convertFromInput(wfq(m_lineEdit.text()));
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if (intInput.size() > rack.size())
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return Intermediate;
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// The letters to change must be in the rack
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// We convert back to QString objects, because their count() method is
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// very practical...
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QString qrack = qfw(rack);
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QString qinput = qfw(intInput);
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for (int i = 0; i < qinput.size(); ++i)
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{
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if (qinput.count(qinput[i], Qt::CaseInsensitive) >
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qrack.count(qinput[i], Qt::CaseInsensitive))
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{
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return Intermediate;
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}
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}
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return Acceptable;
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}
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PlayerTabWidget::PlayerTabWidget(CoordModel &iCoordModel, QWidget *parent)
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: QTabWidget(parent), m_coordModel(iCoordModel)
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{
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QObject::connect(this, SIGNAL(currentChanged(int)),
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this, SLOT(changeCurrentPlayer(int)));
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}
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void PlayerTabWidget::setGame(PublicGame *iGame)
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{
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m_game = iGame;
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// Remove all the tabs
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int nbTabs = count();
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for (int i = 0; i < nbTabs; ++i)
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{
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setCurrentIndex(0);
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// Cut all the connections with the page (needed because removeTab()
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// doesn't really destroy the widget)
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disconnect(currentWidget());
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removeTab(0);
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}
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if (iGame != NULL)
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{
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// Training mode: use a dedicated widget
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if (iGame->getMode() == PublicGame::kTRAINING)
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{
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const Player &player = iGame->getPlayer(0);
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TrainingWidget *trWidget = new TrainingWidget(NULL, m_coordModel, iGame);
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QObject::connect(this, SIGNAL(refreshSignal()),
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trWidget, SLOT(refresh()));
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// Forward signals to the outside
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QObject::connect(trWidget, SIGNAL(notifyProblem(QString)),
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this, SIGNAL(notifyProblem(QString)));
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QObject::connect(trWidget, SIGNAL(notifyInfo(QString)),
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this, SIGNAL(notifyInfo(QString)));
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QObject::connect(trWidget, SIGNAL(gameUpdated()),
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this, SIGNAL(gameUpdated()));
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QObject::connect(trWidget, SIGNAL(rackUpdated(const QString&)),
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this, SIGNAL(trainingRackUpdated(const QString&)));
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QObject::connect(trWidget, SIGNAL(requestDefinition(QString)),
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this, SIGNAL(requestDefinition(QString)));
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addTab(trWidget, qfw(player.getName()));
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}
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else
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{
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// Add one tab per player
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for (unsigned int i = 0; i < iGame->getNbPlayers(); ++i)
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{
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const Player &player = iGame->getPlayer(i);
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PlayerWidget *p = new PlayerWidget(NULL, m_coordModel, i, iGame);
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QObject::connect(this, SIGNAL(refreshSignal()), p, SLOT(refresh()));
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// Forward signals to the outside
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QObject::connect(p, SIGNAL(notifyProblem(QString)),
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this, SIGNAL(notifyProblem(QString)));
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QObject::connect(p, SIGNAL(gameUpdated()),
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this, SIGNAL(gameUpdated()));
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addTab(p, qfw(player.getName()));
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// Switching to a tab corresponding to an AI player
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// is forbidden
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if (!player.isHuman())
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setTabEnabled(i, false);
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}
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setCurrentIndex(iGame->getCurrentPlayer().getId());
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}
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}
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}
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void PlayerTabWidget::refresh()
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{
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if (m_game)
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setCurrentIndex(m_game->getCurrentPlayer().getId());
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emit refreshSignal();
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}
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void PlayerTabWidget::changeCurrentPlayer(int p)
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{
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// This method is triggered somehow when creating a Duplicate game
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// after a FreeGame one. The next line avoids crashing in this case...
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if (m_game == NULL)
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return;
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m_coordModel.clear();
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// Change the active player when the active tab changes
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// (only in duplicate mode)
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if (m_game->getMode() == PublicGame::kDUPLICATE &&
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widget(p)->isEnabled())
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{
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m_game->duplicateSetPlayer(p);
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}
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}
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