1. Implement new page in frontend with options for video recording.
2. Store temoprary files in different directory
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@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; version 2 of the License
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <QGridLayout>
#include <QHBoxLayout>
#include <QPushButton>
#include <QComboBox>
#include <QLabel>
#include <QLineEdit>
#include <QMessageBox>
#include <QHeaderView>
#include <QTableView>
#include <QSortFilterProxyModel>
#include "roomslistmodel.h"
#include "ammoSchemeModel.h"
#include "pageroomslist.h"
#include "hwconsts.h"
#include "chatwidget.h"
QLayout * PageRoomsList::bodyLayoutDefinition()
{
QGridLayout * pageLayout = new QGridLayout();
QHBoxLayout * newRoomLayout = new QHBoxLayout();
QLabel * roomNameLabel = new QLabel(this);
roomNameLabel->setText(tr("Room Name:"));
roomName = new QLineEdit(this);
roomName->setMaxLength(60);
newRoomLayout->addWidget(roomNameLabel);
newRoomLayout->addWidget(roomName);
pageLayout->addLayout(newRoomLayout, 0, 0, 1, 2);
roomsList = new QTableView(this);
roomsList->setSelectionBehavior(QAbstractItemView::SelectRows);
roomsList->verticalHeader()->setVisible(false);
roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
roomsList->setAlternatingRowColors(true);
roomsList->setShowGrid(false);
roomsList->setSelectionMode(QAbstractItemView::SingleSelection);
pageLayout->addWidget(roomsList, 1, 0, 3, 2);
pageLayout->setRowStretch(2, 100);
QHBoxLayout * filterLayout = new QHBoxLayout();
QLabel * stateLabel = new QLabel(this);
CBState = new QComboBox(this);
filterLayout->addWidget(stateLabel);
filterLayout->addWidget(CBState);
filterLayout->addStretch(1);
QLabel * ruleLabel = new QLabel(this);
ruleLabel->setText(tr("Rules:"));
CBRules = new QComboBox(this);
filterLayout->addWidget(ruleLabel);
filterLayout->addWidget(CBRules);
filterLayout->addStretch(1);
QLabel * weaponLabel = new QLabel(this);
weaponLabel->setText(tr("Weapons:"));
CBWeapons = new QComboBox(this);
filterLayout->addWidget(weaponLabel);
filterLayout->addWidget(CBWeapons);
filterLayout->addStretch(1);
QLabel * searchLabel = new QLabel(this);
searchLabel->setText(tr("Search:"));
searchText = new QLineEdit(this);
searchText->setMaxLength(60);
searchText->setMinimumWidth(100);
searchText->setMaximumWidth(360);
filterLayout->addWidget(searchLabel);
filterLayout->addWidget(searchText);
filterLayout->setStretchFactor(searchText, 2);
pageLayout->addLayout(filterLayout, 4, 0, 1, 2);
chatWidget = new HWChatWidget(this, m_gameSettings, false);
pageLayout->addWidget(chatWidget, 5, 0, 1, 3);
pageLayout->setRowStretch(5, 350);
BtnCreate = addButton(tr("Create"), pageLayout, 0, 2);
BtnJoin = addButton(tr("Join"), pageLayout, 1, 2);
BtnRefresh = addButton(tr("Refresh"), pageLayout, 3, 2);
BtnClear = addButton(tr("Clear"), pageLayout, 4, 2);
// strech all but the buttons column
pageLayout->setColumnStretch(0, 1);
pageLayout->setColumnStretch(1, 1);
pageLayout->setColumnStretch(2, 0);
CBRules->addItem(QComboBox::tr("Any"));
CBState->addItem(QComboBox::tr("Any"));
CBState->addItem(QComboBox::tr("In lobby"));
CBState->addItem(QComboBox::tr("In progress"));
return pageLayout;
}
QLayout * PageRoomsList::footerLayoutDefinition()
{
QHBoxLayout * bottomLayout = new QHBoxLayout();
lblCount = new QLabel(this);
bottomLayout->addWidget(lblCount, 0, Qt::AlignHCenter);
bottomLayout->setStretchFactor(lblCount, 1);
lblCount->setText("?");
lblCount->setSizePolicy(QSizePolicy::Maximum, QSizePolicy::Maximum);
BtnAdmin = addButton(tr("Admin features"), bottomLayout, 1);
BtnAdmin->setMinimumWidth(160);
// strech left part
bottomLayout->setStretch(0, 1);
bottomLayout->setStretch(1, 0);
return bottomLayout;
}
void PageRoomsList::connectSignals()
{
connect(chatWidget, SIGNAL(nickCountUpdate(const int)), this, SLOT(updateNickCounter(const int)));
connect(BtnCreate, SIGNAL(clicked()), this, SLOT(onCreateClick()));
connect(BtnJoin, SIGNAL(clicked()), this, SLOT(onJoinClick()));
connect(BtnRefresh, SIGNAL(clicked()), this, SLOT(onRefreshClick()));
connect(BtnClear, SIGNAL(clicked()), this, SLOT(onClearClick()));
connect(roomsList, SIGNAL(doubleClicked (const QModelIndex &)), this, SLOT(onJoinClick()));
connect(CBState, SIGNAL(currentIndexChanged (int)), this, SLOT(onFilterChanged()));
connect(CBRules, SIGNAL(currentIndexChanged (int)), this, SLOT(onFilterChanged()));
connect(CBWeapons, SIGNAL(currentIndexChanged (int)), this, SLOT(onFilterChanged()));
connect(searchText, SIGNAL(textChanged (const QString &)), this, SLOT(onFilterChanged()));
connect(this, SIGNAL(askJoinConfirmation (const QString &)), this, SLOT(onJoinConfirmation(const QString &)), Qt::QueuedConnection);
// sorting
connect(roomsList->horizontalHeader(), SIGNAL(sortIndicatorChanged(int, Qt::SortOrder)),
this, SLOT(onSortIndicatorChanged(int, Qt::SortOrder)));
}
PageRoomsList::PageRoomsList(QWidget* parent, QSettings * gameSettings) :
AbstractPage(parent)
{
m_gameSettings = gameSettings;
roomsModel = NULL;
stateFilteredModel = NULL;
schemeFilteredModel = NULL;
weaponsFilteredModel = NULL;
initPage();
// not the most elegant solution but it works
ammoSchemeModel = new AmmoSchemeModel(this, NULL);
for (int i = 0; i < ammoSchemeModel->predefSchemesNames.count(); i++)
CBRules->addItem(ammoSchemeModel->predefSchemesNames.at(i).toAscii().constData());
CBWeapons->addItem(QComboBox::tr("Any"));
for (int i = 0; i < cDefaultAmmos.count(); i++)
{
QPair<QString,QString> ammo = cDefaultAmmos.at(i);
CBWeapons->addItem(ammo.first.toAscii().constData());
}
}
void PageRoomsList::displayError(const QString & message)
{
chatWidget->displayError(message);
}
void PageRoomsList::displayNotice(const QString & message)
{
chatWidget->displayNotice(message);
}
void PageRoomsList::displayWarning(const QString & message)
{
chatWidget->displayWarning(message);
}
void PageRoomsList::setAdmin(bool flag)
{
BtnAdmin->setVisible(flag);
}
/*
void PageRoomsList::setRoomsList(const QStringList & list)
{
QBrush red(QColor(255, 0, 0));
QBrush orange(QColor(127, 127, 0));
QBrush yellow(QColor(255, 255, 0));
QBrush green(QColor(0, 255, 0));
listFromServer = list;
QString selection = "";
if(QTableWidgetItem *item = roomsList->item(roomsList->currentRow(), 0))
selection = item->text();
roomsList->clear();
roomsList->setColumnCount(7);
roomsList->setHorizontalHeaderLabels(
);
// set minimum sizes
// roomsList->horizontalHeader()->resizeSection(0, 200);
// roomsList->horizontalHeader()->resizeSection(1, 50);
// roomsList->horizontalHeader()->resizeSection(2, 50);
// roomsList->horizontalHeader()->resizeSection(3, 100);
// roomsList->horizontalHeader()->resizeSection(4, 100);
// roomsList->horizontalHeader()->resizeSection(5, 100);
// roomsList->horizontalHeader()->resizeSection(6, 100);
// set resize modes
// roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
bool gameCanBeJoined = true;
if (list.size() % 8)
return;
roomsList->setRowCount(list.size() / 8);
for(int i = 0, r = 0; i < list.size(); i += 8, r++)
{
// if we are joining a game
// TODO: Should NOT be done here
if (gameInLobby)
{
if (gameInLobbyName == list[i + 1])
{
gameCanBeJoined = list[i].compare("True");
}
}
// check filter settings
#define NO_FILTER_MATCH roomsList->setRowCount(roomsList->rowCount() - 1); --r; continue
if (list[i].compare("True") && CBState->currentIndex() == 2)
{
NO_FILTER_MATCH;
}
if (list[i].compare("False") && CBState->currentIndex() == 1)
{
NO_FILTER_MATCH;
}
if (CBRules->currentIndex() != 0 && list[i + 6].compare(CBRules->currentText()))
{
NO_FILTER_MATCH;
}
if (CBWeapons->currentIndex() != 0 && list[i + 7].compare(CBWeapons->currentText()))
{
NO_FILTER_MATCH;
}
bool found = list[i + 1].contains(searchText->text(), Qt::CaseInsensitive);
if (!found)
{
for (int a = 4; a <= 7; ++a)
{
QString compString = list[i + a];
if (a == 5 && compString == "+rnd+")
{
compString = "Random Map";
}
else if (a == 5 && compString == "+maze+")
{
compString = "Random Maze";
}
else if (a == 5 && compString == "+drawn+")
{
compString = "Drawn Map";
}
if (compString.contains(searchText->text(), Qt::CaseInsensitive))
{
found = true;
break;
}
}
}
if (!searchText->text().isEmpty() && !found)
{
NO_FILTER_MATCH;
}
QTableWidgetItem * item;
item = new QTableWidgetItem(list[i + 1]); // room name
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
// pick appropriate room icon and tooltip (game in progress yes/no; later maybe locked rooms etc.)
if(list[i].compare("True"))
{
item->setIcon(QIcon(":/res/iconTime.png"));// game is in lobby
item->setToolTip(tr("Waiting..."));
item->setWhatsThis(tr("This game is in lobby: you may join and start playing once the game starts."));
}
else
{
item->setIcon(QIcon(":/res/iconDamage.png"));// game has started
item->setToolTip(tr("In progress..."));
item->setWhatsThis(tr("This game is in progress: you may join and spectate now but you'll have to wait for the game to end to start playing."));
}
roomsList->setItem(r, 0, item);
item = new QTableWidgetItem(list[i + 2]); // number of clients
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setTextAlignment(Qt::AlignCenter);
item->setWhatsThis(tr("There are %1 clients connected to this room.", "", list[i + 2].toInt()).arg(list[i + 2]));
roomsList->setItem(r, 1, item);
item = new QTableWidgetItem(list[i + 3]); // number of teams
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setTextAlignment(Qt::AlignCenter);
item->setWhatsThis(tr("There are %1 teams participating in this room.", "", list[i + 3].toInt()).arg(list[i + 3]));
//Should we highlight "full" games? Might get misinterpreted
//if(list[i + 3].toInt() >= cMaxTeams)
// item->setForeground(red);
roomsList->setItem(r, 2, item);
item = new QTableWidgetItem(list[i + 4].left(15)); // name of host
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("%1 is the host. He may adjust settings and start the game.").arg(list[i + 4]));
roomsList->setItem(r, 3, item);
if(list[i + 5] == "+rnd+")
{
item = new QTableWidgetItem(tr("Random Map")); // selected map (is randomized)
// FIXME - need real icons. Disabling until then
// item->setIcon(QIcon(":/res/mapRandom.png"));
}
else if (list[i+5] == "+maze+")
{
item = new QTableWidgetItem(tr("Random Maze"));
// FIXME - need real icons. Disabling until then
// item->setIcon(QIcon(":/res/mapMaze.png"));
}
else
{
item = new QTableWidgetItem(list[i + 5]); // selected map
// check to see if we've got this map
// not perfect but a start
if(!mapList->contains(list[i + 5]))
{
item->setForeground(red);
item->setIcon(QIcon(":/res/mapMissing.png"));
}
else
{
// todo: mission icon?
// FIXME - need real icons. Disabling until then
// item->setIcon(QIcon(":/res/mapCustom.png"));
}
}
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("Games may be played on precreated or randomized maps."));
roomsList->setItem(r, 4, item);
item = new QTableWidgetItem(list[i + 6].left(24)); // selected game scheme
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("The Game Scheme defines general options and preferences like Round Time, Sudden Death or Vampirism."));
roomsList->setItem(r, 5, item);
item = new QTableWidgetItem(list[i + 7].left(24)); // selected weapon scheme
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
item->setWhatsThis(tr("The Weapon Scheme defines available weapons and their ammunition count."));
roomsList->setItem(r, 6, item);
if(!list[i + 1].compare(selection) && !selection.isEmpty())
roomsList->selectionModel()->setCurrentIndex(roomsList->model()->index(r, 0), QItemSelectionModel::SelectCurrent | QItemSelectionModel::Rows);
}
roomsList->horizontalHeader()->setResizeMode(0, QHeaderView::Stretch);
roomsList->horizontalHeader()->setResizeMode(1, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(2, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(3, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(4, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(5, QHeaderView::ResizeToContents);
roomsList->horizontalHeader()->setResizeMode(6, QHeaderView::ResizeToContents);
// TODO: Should NOT be done here
if (gameInLobby)
{
gameInLobby = false;
if (gameCanBeJoined)
{
emit askForJoinRoom(gameInLobbyName);
}
else
{
emit askJoinConfirmation(gameInLobbyName);
}
}
// roomsList->resizeColumnsToContents();
}
*/
void PageRoomsList::onCreateClick()
{
if (roomName->text().size())
emit askForCreateRoom(roomName->text());
else
QMessageBox::critical(this,
tr("Error"),
tr("Please enter room name"),
tr("OK"));
}
void PageRoomsList::onJoinClick()
{
QModelIndexList mdl = roomsList->selectionModel()->selectedRows();
if(mdl.size() != 1)
{
QMessageBox::critical(this,
tr("Error"),
tr("Please select room from the list"),
tr("OK"));
return;
}
bool gameInLobby = roomsList->model()->index(mdl[0].row(), 0).data().toString().compare("True");
QString roomName = roomsList->model()->index(mdl[0].row(), 1).data().toString();
if (!gameInLobby)
emit askJoinConfirmation(roomName);
else
emit askForJoinRoom(roomName);
}
void PageRoomsList::onRefreshClick()
{
emit askForRoomList();
}
void PageRoomsList::onClearClick()
{
CBState->setCurrentIndex(0);
CBRules->setCurrentIndex(0);
CBWeapons->setCurrentIndex(0);
searchText->clear();
}
void PageRoomsList::onJoinConfirmation(const QString & room)
{
if (QMessageBox::warning(this,
tr("Warning"),
tr("The game you are trying to join has started.\nDo you still want to join the room?"),
QMessageBox::Yes | QMessageBox::No) == QMessageBox::Yes)
{
emit askForJoinRoom(room);
}
}
void PageRoomsList::updateNickCounter(int cnt)
{
lblCount->setText(tr("%1 players online", 0, cnt).arg(cnt));
}
void PageRoomsList::setUser(const QString & nickname)
{
chatWidget->setUser(nickname);
}
void PageRoomsList::setModel(RoomsListModel * model)
{
// filter chain:
// model -> stateFilteredModel -> schemeFilteredModel ->
// -> weaponsFilteredModel -> roomsModel (search filter+sorting)
if (roomsModel == NULL)
{
roomsModel = new QSortFilterProxyModel(this);
roomsModel->setDynamicSortFilter(true);
roomsModel->setSortCaseSensitivity(Qt::CaseInsensitive);
roomsModel->sort(RoomsListModel::StateColumn, Qt::AscendingOrder);
stateFilteredModel = new QSortFilterProxyModel(this);
schemeFilteredModel = new QSortFilterProxyModel(this);
weaponsFilteredModel = new QSortFilterProxyModel(this);
stateFilteredModel->setDynamicSortFilter(true);
schemeFilteredModel->setDynamicSortFilter(true);
weaponsFilteredModel->setDynamicSortFilter(true);
roomsModel->setFilterKeyColumn(-1); // search in all columns
stateFilteredModel->setFilterKeyColumn(RoomsListModel::StateColumn);
schemeFilteredModel->setFilterKeyColumn(RoomsListModel::SchemeColumn);
weaponsFilteredModel->setFilterKeyColumn(RoomsListModel::WeaponsColumn);
roomsModel->setFilterCaseSensitivity(Qt::CaseInsensitive);
schemeFilteredModel->setFilterCaseSensitivity(Qt::CaseInsensitive);
weaponsFilteredModel->setFilterCaseSensitivity(Qt::CaseInsensitive);
schemeFilteredModel->setSourceModel(stateFilteredModel);
weaponsFilteredModel->setSourceModel(schemeFilteredModel);
roomsModel->setSourceModel(weaponsFilteredModel);
// let the table view display the last model in the filter chain
roomsList->setModel(roomsModel);
}
stateFilteredModel->setSourceModel(model);
roomsList->hideColumn(RoomsListModel::StateColumn);
QHeaderView * h = roomsList->horizontalHeader();
h->setSortIndicatorShown(true);
h->setSortIndicator(RoomsListModel::StateColumn, Qt::AscendingOrder);
h->setResizeMode(RoomsListModel::NameColumn, QHeaderView::Stretch);
if (!restoreHeaderState())
{
h->resizeSection(RoomsListModel::PlayerCountColumn, 32);
h->resizeSection(RoomsListModel::TeamCountColumn, 32);
h->resizeSection(RoomsListModel::OwnerColumn, 100);
h->resizeSection(RoomsListModel::MapColumn, 100);
h->resizeSection(RoomsListModel::SchemeColumn, 100);
h->resizeSection(RoomsListModel::WeaponsColumn, 100);
}
// save header state on change
connect(roomsList->horizontalHeader(), SIGNAL(sortIndicatorChanged(int, Qt::SortOrder)),
this, SLOT(saveHeaderState()));
connect(roomsList->horizontalHeader(), SIGNAL(sectionResized(int, int, int)),
this, SLOT(saveHeaderState()));
}
void PageRoomsList::onSortIndicatorChanged(int logicalIndex, Qt::SortOrder order)
{
if (roomsModel == NULL)
return;
if (logicalIndex == 0)
{
roomsModel->sort(0, Qt::AscendingOrder);
return;
}
// three state sorting: asc -> dsc -> default (by room state)
if ((order == Qt::AscendingOrder) && (logicalIndex == roomsModel->sortColumn()))
roomsList->horizontalHeader()->setSortIndicator(
RoomsListModel::StateColumn, Qt::AscendingOrder);
else
roomsModel->sort(logicalIndex, order);
}
void PageRoomsList::onFilterChanged()
{
if (roomsModel == NULL)
return;
roomsModel->setFilterWildcard(QString("*%1*").arg(searchText->text()));
int stateIdx = CBState->currentIndex();
// any = 0, in lobby/false = 1, in progress/true = 2
if (stateIdx == 0)
stateFilteredModel->setFilterWildcard("*"); // "any"
else
stateFilteredModel->setFilterFixedString(QString(stateIdx == 2));
if (CBRules->currentIndex() == 0)
schemeFilteredModel->setFilterWildcard("*"); // "any"
else
schemeFilteredModel->setFilterWildcard(
QString("*%1*").arg(CBRules->currentText()));
if (CBWeapons->currentIndex() == 0)
weaponsFilteredModel->setFilterWildcard("*"); // "any"
else
weaponsFilteredModel->setFilterWildcard(
QString("*%1*").arg(CBWeapons->currentText()));
}
bool PageRoomsList::restoreHeaderState()
{
if (!m_gameSettings->contains("frontend/roomslist_header"))
return false;
return roomsList->horizontalHeader()->restoreState(QByteArray::fromBase64(
(m_gameSettings->value("frontend/roomslist_header").toString().toAscii())));
}
void PageRoomsList::saveHeaderState()
{
m_gameSettings->setValue("frontend/roomslist_header",
QString(roomsList->horizontalHeader()->saveState().toBase64()));
}