Reorganized layout and appearance of rooms list page.
Creating a new room uses a dialog prompt for the room name, which is preset to whatever your last room name was.
Removed dotted rectangle around selected cell in rooms list.
Removed bug where gamecfgwidget would be in master mode when joining a game as a slave.
Can now join selected room when return is pressed. Can also move room selection while room search box has focus.
/*
* 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 <QResizeEvent>
#include <QGroupBox>
#include <QCheckBox>
#include <QGridLayout>
#include <QSpinBox>
#include <QLabel>
#include <QMessageBox>
#include <QTableView>
#include <QScrollBar>
#include <QTabWidget>
#include <QPushButton>
#include <QDebug>
#include <QList>
#include "gamecfgwidget.h"
#include "igbox.h"
#include "DataManager.h"
#include "hwconsts.h"
#include "ammoSchemeModel.h"
#include "proto.h"
#include "GameStyleModel.h"
#include "themeprompt.h"
GameCFGWidget::GameCFGWidget(QWidget* parent) :
QGroupBox(parent)
, mainLayout(this)
, seedRegexp("\\{[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}\\}")
{
mainLayout.setMargin(0);
setMinimumHeight(310);
setMaximumHeight(447);
setMinimumWidth(470);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
// Easy containers for the map/game options in either stacked or tabbed mode
mapContainerFree = new QWidget();
mapContainerTabbed = new QWidget();
optionsContainerFree = new QWidget();
optionsContainerTabbed = new QWidget();
tabbed = false;
// Container for when in tabbed mode
tabs = new QTabWidget(this);
tabs->setFixedWidth(470);
tabs->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
tabs->addTab(mapContainerTabbed, tr("Map"));
tabs->addTab(optionsContainerTabbed, tr("Game options"));
tabs->setObjectName("gameCfgWidgetTabs");
mainLayout.addWidget(tabs, 1);
tabs->setVisible(false);
// Container for when in stacked mode
StackContainer = new QWidget();
StackContainer->setObjectName("gameStackContainer");
mainLayout.addWidget(StackContainer, 1);
QVBoxLayout * stackLayout = new QVBoxLayout(StackContainer);
// Map options
pMapContainer = new HWMapContainer(mapContainerFree);
stackLayout->addWidget(mapContainerFree, 0, Qt::AlignHCenter);
pMapContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
pMapContainer->setFixedSize(width() - 14, 278);
mapContainerFree->setFixedSize(pMapContainer->width(), pMapContainer->height());
// Horizontal divider
QFrame * divider = new QFrame();
divider->setFrameShape(QFrame::HLine);
divider->setFrameShadow(QFrame::Plain);
stackLayout->addWidget(divider, 0, Qt::AlignBottom);
//stackLayout->setRowMinimumHeight(1, 10);
// Game options
optionsContainerTabbed->setContentsMargins(0, 0, 0, 0);
optionsContainerFree->setFixedSize(width() - 14, 140);
stackLayout->addWidget(optionsContainerFree, 0, Qt::AlignHCenter);
OptionsInnerContainer = new QWidget(optionsContainerFree);
m_childWidgets << OptionsInnerContainer;
OptionsInnerContainer->setFixedSize(optionsContainerFree->width(), optionsContainerFree->height());
OptionsInnerContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Preferred);
GBoxOptionsLayout = new QGridLayout(OptionsInnerContainer);
GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Style"), this), 1, 0);
Scripts = new QComboBox(this);
GBoxOptionsLayout->addWidget(Scripts, 1, 1);
Scripts->setModel(DataManager::instance().gameStyleModel());
m_curScript = Scripts->currentText();
connect(Scripts, SIGNAL(currentIndexChanged(int)), this, SLOT(scriptChanged(int)));
QWidget *SchemeWidget = new QWidget(this);
GBoxOptionsLayout->addWidget(SchemeWidget, 2, 0, 1, 2);
QGridLayout *SchemeWidgetLayout = new QGridLayout(SchemeWidget);
SchemeWidgetLayout->setMargin(0);
GameSchemes = new QComboBox(SchemeWidget);
SchemeWidgetLayout->addWidget(GameSchemes, 0, 2);
connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));
SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Scheme"), SchemeWidget), 0, 0);
QPixmap pmEdit(":/res/edit.png");
QPushButton * goToSchemePage = new QPushButton(SchemeWidget);
goToSchemePage->setWhatsThis(tr("Edit schemes"));
goToSchemePage->setIconSize(pmEdit.size());
goToSchemePage->setIcon(pmEdit);
goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
SchemeWidgetLayout->addWidget(goToSchemePage, 0, 3);
connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));
SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Weapons"), SchemeWidget), 1, 0);
WeaponsName = new QComboBox(SchemeWidget);
SchemeWidgetLayout->addWidget(WeaponsName, 1, 2);
connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));
QPushButton * goToWeaponPage = new QPushButton(SchemeWidget);
goToWeaponPage->setWhatsThis(tr("Edit weapons"));
goToWeaponPage->setIconSize(pmEdit.size());
goToWeaponPage->setIcon(pmEdit);
goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
SchemeWidgetLayout->addWidget(goToWeaponPage, 1, 3);
connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));
bindEntries = new QCheckBox(SchemeWidget);
bindEntries->setWhatsThis(tr("Game scheme will auto-select a weapon"));
bindEntries->setChecked(true);
bindEntries->setMaximumWidth(42);
bindEntries->setStyleSheet( "QCheckBox::indicator:checked { image: url(\":/res/lock.png\"); }"
"QCheckBox::indicator:unchecked { image: url(\":/res/unlock.png\"); }" );
SchemeWidgetLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);
connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SLOT(seedChanged(const QString &)));
connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SLOT(mapChanged(const QString &)));
connect(pMapContainer, SIGNAL(mapgenChanged(MapGenerator)), this, SLOT(mapgenChanged(MapGenerator)));
connect(pMapContainer, SIGNAL(mazeSizeChanged(int)), this, SLOT(maze_sizeChanged(int)));
connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SLOT(themeChanged(const QString &)));
connect(pMapContainer, SIGNAL(newTemplateFilter(int)), this, SLOT(templateFilterChanged(int)));
connect(pMapContainer, SIGNAL(drawMapRequested()), this, SIGNAL(goToDrawMap()));
connect(pMapContainer, SIGNAL(drawnMapChanged(const QByteArray &)), this, SLOT(onDrawnMapChanged(const QByteArray &)));
connect(&DataManager::instance(), SIGNAL(updated()), this, SLOT(updateModelViews()));
}
void GameCFGWidget::setTabbed(bool tabbed)
{
if (tabbed && !this->tabbed)
{ // Make tabbed
tabs->setCurrentIndex(0);
StackContainer->setVisible(false);
tabs->setVisible(true);
pMapContainer->setParent(mapContainerTabbed);
OptionsInnerContainer->setParent(optionsContainerTabbed);
pMapContainer->setVisible(true);
setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
this->tabbed = true;
}
else if (!tabbed && this->tabbed)
{ // Make stacked
pMapContainer->setParent(mapContainerFree);
OptionsInnerContainer->setParent(optionsContainerFree);
tabs->setVisible(false);
StackContainer->setVisible(true);
pMapContainer->setVisible(true);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
this->tabbed = false;
}
// Restore scrollbar palettes, since Qt seems to forget them easily when switching parents
QList<QScrollBar *> allSBars = findChildren<QScrollBar *>();
QPalette pal = palette();
pal.setColor(QPalette::WindowText, QColor(0xff, 0xcc, 0x00));
pal.setColor(QPalette::Button, QColor(0x00, 0x35, 0x1d));
pal.setColor(QPalette::Base, QColor(0x00, 0x35, 0x1d));
pal.setColor(QPalette::Window, QColor(0x00, 0x00, 0x00));
for (int i = 0; i < allSBars.size(); ++i)
allSBars.at(i)->setPalette(pal);
}
void GameCFGWidget::jumpToSchemes()
{
emit goToSchemes(GameSchemes->currentIndex());
}
void GameCFGWidget::jumpToWeapons()
{
emit goToWeapons(WeaponsName->currentIndex());
}
QVariant GameCFGWidget::schemeData(int column) const
{
return GameSchemes->model()->data(GameSchemes->model()->index(GameSchemes->currentIndex(), column));
}
quint32 GameCFGWidget::getGameFlags() const
{
quint32 result = 0;
if (schemeData(1).toBool())
result |= 0x00001000; // fort
if (schemeData(2).toBool())
result |= 0x00000010; // divide teams
if (schemeData(3).toBool())
result |= 0x00000004; // solid land
if (schemeData(4).toBool())
result |= 0x00000008; // border
if (schemeData(5).toBool())
result |= 0x00000020; // low gravity
if (schemeData(6).toBool())
result |= 0x00000040; // laser sight
if (schemeData(7).toBool())
result |= 0x00000080; // invulnerable
if (schemeData(8).toBool())
result |= 0x00000100; // mines
if (schemeData(9).toBool())
result |= 0x00000200; // vampirism
if (schemeData(10).toBool())
result |= 0x00000400; // karma
if (schemeData(11).toBool())
result |= 0x00000800; // artillery
if (schemeData(12).toBool())
result |= 0x00002000; // random
if (schemeData(13).toBool())
result |= 0x00004000; // king
if (schemeData(14).toBool())
result |= 0x00008000; // place hogs
if (schemeData(15).toBool())
result |= 0x00010000; // shared ammo
if (schemeData(16).toBool())
result |= 0x00020000; // disable girders
if (schemeData(17).toBool())
result |= 0x00040000; // disable land obj
if (schemeData(18).toBool())
result |= 0x00080000; // ai survival
if (schemeData(19).toBool())
result |= 0x00100000; // infinite attacks
if (schemeData(20).toBool())
result |= 0x00200000; // reset weaps
if (schemeData(21).toBool())
result |= 0x00400000; // per hog ammo
if (schemeData(22).toBool())
result |= 0x00800000; // no wind
if (schemeData(23).toBool())
result |= 0x01000000; // more wind
if (schemeData(24).toBool())
result |= 0x02000000; // tag team
if (schemeData(25).toBool())
result |= 0x04000000; // bottom
return result;
}
quint32 GameCFGWidget::getInitHealth() const
{
return schemeData(28).toInt();
}
QByteArray GameCFGWidget::getFullConfig() const
{
QList<QByteArray> bcfg;
int mapgen = pMapContainer->get_mapgen();
if (Scripts->currentIndex() > 0)
{
bcfg << QString("escript Scripts/Multiplayer/%1.lua").arg(Scripts->itemData(Scripts->currentIndex(), GameStyleModel::ScriptRole).toString()).toUtf8();
}
QString currentMap = pMapContainer->getCurrentMap();
if (currentMap.size() > 0)
{
bcfg << QString("emap " + currentMap).toUtf8();
// engine should figure it out on its own
// if(pMapContainer->getCurrentIsMission())
// bcfg << QString("escript Maps/%1/map.lua").arg(currentMap).toUtf8();
}
bcfg << QString("etheme " + pMapContainer->getCurrentTheme()).toUtf8();
bcfg << QString("eseed " + pMapContainer->getCurrentSeed()).toUtf8();
bcfg << QString("e$gmflags %1").arg(getGameFlags()).toUtf8();
bcfg << QString("e$damagepct %1").arg(schemeData(26).toInt()).toUtf8();
bcfg << QString("e$turntime %1").arg(schemeData(27).toInt() * 1000).toUtf8();
bcfg << QString("e$sd_turns %1").arg(schemeData(29).toInt()).toUtf8();
bcfg << QString("e$casefreq %1").arg(schemeData(30).toInt()).toUtf8();
bcfg << QString("e$minestime %1").arg(schemeData(31).toInt() * 1000).toUtf8();
bcfg << QString("e$minesnum %1").arg(schemeData(32).toInt()).toUtf8();
bcfg << QString("e$minedudpct %1").arg(schemeData(33).toInt()).toUtf8();
bcfg << QString("e$explosives %1").arg(schemeData(34).toInt()).toUtf8();
bcfg << QString("e$healthprob %1").arg(schemeData(35).toInt()).toUtf8();
bcfg << QString("e$hcaseamount %1").arg(schemeData(36).toInt()).toUtf8();
bcfg << QString("e$waterrise %1").arg(schemeData(37).toInt()).toUtf8();
bcfg << QString("e$healthdec %1").arg(schemeData(38).toInt()).toUtf8();
bcfg << QString("e$ropepct %1").arg(schemeData(39).toInt()).toUtf8();
bcfg << QString("e$getawaytime %1").arg(schemeData(40).toInt()).toUtf8();
bcfg << QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()).toUtf8();
bcfg << QString("e$mapgen %1").arg(mapgen).toUtf8();
switch (mapgen)
{
case MAPGEN_MAZE:
bcfg << QString("e$maze_size %1").arg(pMapContainer->getMazeSize()).toUtf8();
break;
case MAPGEN_DRAWN:
{
QByteArray data = pMapContainer->getDrawnMapData();
while(data.size() > 0)
{
QByteArray tmp = data;
tmp.truncate(200);
tmp.prepend("edraw ");
bcfg << tmp;
data.remove(0, 200);
}
break;
}
default:
;
}
QByteArray result;
foreach(QByteArray ba, bcfg)
HWProto::addByteArrayToBuffer(result, ba);
return result;
}
void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
{
bool illegal = ammo.size() != cDefaultAmmoStore->size();
if (illegal)
{
QMessageBox illegalMsg(parentWidget());
illegalMsg.setIcon(QMessageBox::Warning);
illegalMsg.setWindowTitle(QMessageBox::tr("Error"));
illegalMsg.setText(QMessageBox::tr("Cannot use the ammo '%1'!").arg(name));
illegalMsg.setWindowModality(Qt::WindowModal);
illegalMsg.exec();
}
int pos = WeaponsName->findText(name);
if ((pos == -1) || illegal) // prevent from overriding schemes with bad ones
{
WeaponsName->addItem(name, ammo);
WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
}
else
{
WeaponsName->setItemData(pos, ammo);
WeaponsName->setCurrentIndex(pos);
}
}
void GameCFGWidget::fullNetConfig()
{
ammoChanged(WeaponsName->currentIndex());
seedChanged(pMapContainer->getCurrentSeed());
templateFilterChanged(pMapContainer->getTemplateFilter());
themeChanged(pMapContainer->getCurrentTheme());
schemeChanged(GameSchemes->currentIndex());
scriptChanged(Scripts->currentIndex());
mapgenChanged(pMapContainer->get_mapgen());
maze_sizeChanged(pMapContainer->getMazeSize());
// map must be the last
QString map = pMapContainer->getCurrentMap();
if (map.size())
mapChanged(map);
}
void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
{
if (slValue.size() == 1)
{
QString value = slValue[0];
if (param == "MAP")
{
pMapContainer->setMap(value);
return;
}
if (param == "SEED")
{
pMapContainer->setSeed(value);
return;
}
if (param == "THEME")
{
pMapContainer->setTheme(value);
return;
}
if (param == "TEMPLATE")
{
pMapContainer->setTemplateFilter(value.toUInt());
return;
}
if (param == "MAPGEN")
{
pMapContainer->setMapgen((MapGenerator)value.toUInt());
return;
}
if (param == "MAZE_SIZE")
{
pMapContainer->setMazeSize(value.toUInt());
return;
}
if (param == "SCRIPT")
{
Scripts->setCurrentIndex(Scripts->findText(value));
return;
}
if (param == "DRAWNMAP")
{
pMapContainer->setDrawnMapData(qUncompress(QByteArray::fromBase64(slValue[0].toLatin1())));
return;
}
}
if (slValue.size() == 2)
{
if (param == "AMMO")
{
setNetAmmo(slValue[0], slValue[1]);
return;
}
}
if (slValue.size() == 5)
{
if (param == "FULLMAPCONFIG")
{
QString seed = slValue[3];
pMapContainer->setAllMapParameters(
slValue[0],
(MapGenerator)slValue[1].toUInt(),
slValue[2].toUInt(),
seed,
slValue[4].toUInt()
);
return;
}
}
qWarning("Got bad config param from net");
}
void GameCFGWidget::ammoChanged(int index)
{
if (index >= 0)
{
emit paramChanged(
"AMMO",
QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString()
);
}
}
void GameCFGWidget::mapChanged(const QString & value)
{
if(isEnabled() && pMapContainer->getCurrentIsMission())
{
Scripts->setEnabled(false);
Scripts->setCurrentIndex(0);
if (pMapContainer->getCurrentScheme() == "locked")
{
GameSchemes->setEnabled(false);
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
else
{
GameSchemes->setEnabled(true);
int num = GameSchemes->findText(pMapContainer->getCurrentScheme());
if (num != -1)
GameSchemes->setCurrentIndex(num);
else
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
if (pMapContainer->getCurrentWeapons() == "locked")
{
WeaponsName->setEnabled(false);
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
else
{
WeaponsName->setEnabled(true);
int num = WeaponsName->findText(pMapContainer->getCurrentWeapons());
if (num != -1)
WeaponsName->setCurrentIndex(num);
else
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
if (pMapContainer->getCurrentScheme() != "locked" && pMapContainer->getCurrentWeapons() != "locked")
bindEntries->setEnabled(true);
else
bindEntries->setEnabled(false);
}
else
{
Scripts->setEnabled(true);
GameSchemes->setEnabled(true);
WeaponsName->setEnabled(true);
bindEntries->setEnabled(true);
}
emit paramChanged("MAP", QStringList(value));
}
void GameCFGWidget::templateFilterChanged(int value)
{
emit paramChanged("TEMPLATE", QStringList(QString::number(value)));
}
void GameCFGWidget::seedChanged(const QString & value)
{
emit paramChanged("SEED", QStringList(value));
}
void GameCFGWidget::themeChanged(const QString & value)
{
emit paramChanged("THEME", QStringList(value));
}
void GameCFGWidget::schemeChanged(int index)
{
QStringList sl;
int size = GameSchemes->model()->columnCount();
for(int i = 0; i < size; ++i)
sl << schemeData(i).toString();
if (sl.size()!=1) emit paramChanged("SCHEME", sl); // this is a stupid hack for the fact that SCHEME is being sent once, empty. Still need to find out why.
if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked())
{
QString schemeName = GameSchemes->itemText(index);
for (int i = 0; i < WeaponsName->count(); i++)
{
QString weapName = WeaponsName->itemText(i);
int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
if (0 == res)
{
WeaponsName->setCurrentIndex(i);
emit ammoChanged(i);
break;
}
}
}
}
void GameCFGWidget::scriptChanged(int index)
{
const QString & name = Scripts->itemText(index);
m_curScript = name;
if(isEnabled() && index > 0)
{
QString scheme = Scripts->itemData(index, GameStyleModel::SchemeRole).toString();
QString weapons = Scripts->itemData(index, GameStyleModel::WeaponsRole).toString();
if (scheme == "locked")
{
GameSchemes->setEnabled(false);
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
else
{
GameSchemes->setEnabled(true);
int num = GameSchemes->findText(scheme);
if (num != -1)
GameSchemes->setCurrentIndex(num);
else
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
if (weapons == "locked")
{
WeaponsName->setEnabled(false);
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
else
{
WeaponsName->setEnabled(true);
int num = WeaponsName->findText(weapons);
if (num != -1)
WeaponsName->setCurrentIndex(num);
else
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
if (scheme != "locked" && weapons != "locked")
bindEntries->setEnabled(true);
else
bindEntries->setEnabled(false);
}
else
{
GameSchemes->setEnabled(true);
WeaponsName->setEnabled(true);
bindEntries->setEnabled(true);
}
emit paramChanged("SCRIPT", QStringList(name));
}
void GameCFGWidget::mapgenChanged(MapGenerator m)
{
emit paramChanged("MAPGEN", QStringList(QString::number(m)));
}
void GameCFGWidget::maze_sizeChanged(int s)
{
emit paramChanged("MAZE_SIZE", QStringList(QString::number(s)));
}
void GameCFGWidget::resendSchemeData()
{
schemeChanged(GameSchemes->currentIndex());
}
void GameCFGWidget::onDrawnMapChanged(const QByteArray & data)
{
emit paramChanged("DRAWNMAP", QStringList(qCompress(data, 9).toBase64()));
}
void GameCFGWidget::updateModelViews()
{
// restore game-style selection
if (!m_curScript.isEmpty())
{
int idx = Scripts->findText(m_curScript);
if (idx >= 0)
Scripts->setCurrentIndex(idx);
else
Scripts->setCurrentIndex(0);
}
}
bool GameCFGWidget::isMaster()
{
return m_master;
}
void GameCFGWidget::setMaster(bool master)
{
m_master = master;
pMapContainer->setMaster(master);
foreach (QWidget *widget, m_childWidgets)
widget->setEnabled(master);
}