yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
/*
* 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
*/
/**
* @file
* @brief RoomsListModel class implementation
*/
#include <QBrush>
#include <QColor>
#include <QIcon>
#include "roomslistmodel.h"
#include "MapModel.h"
RoomsListModel::RoomsListModel(QObject *parent) :
QAbstractTableModel(parent),
c_nColumns(8)
{
m_headerData =
QStringList()
<< tr("In progress")
<< tr("Room Name")
<< tr("C")
<< tr("T")
<< tr("Owner")
<< tr("Map")
<< tr("Rules")
<< tr("Weapons");
m_staticMapModel = DataManager::instance().staticMapModel();
m_missionMapModel = DataManager::instance().missionMapModel();
}
QVariant RoomsListModel::headerData(int section, Qt::Orientation orientation, int role) const
{
if(orientation == Qt::Vertical || role != Qt::DisplayRole)
return QVariant();
else
return QVariant(m_headerData.at(section));
}
int RoomsListModel::rowCount(const QModelIndex & parent) const
{
if(parent.isValid())
return 0;
else
return m_data.size();
}
int RoomsListModel::columnCount(const QModelIndex & parent) const
{
if(parent.isValid())
return 0;
else
return c_nColumns;
}
QVariant RoomsListModel::data(const QModelIndex &index, int role) const
{
int column = index.column();
int row = index.row();
// invalid index
if (!index.isValid())
return QVariant();
// invalid row
if ((row < 0) || (row >= m_data.size()))
return QVariant();
// invalid column
if ((column < 0) || (column >= c_nColumns))
return QVariant();
// not a role we have data for
if (role != Qt::DisplayRole)
// only custom-align counters
if ((role != Qt::TextAlignmentRole)
|| ((column != PlayerCountColumn) && (column != TeamCountColumn)))
// only decorate name column
if ((role != Qt::DecorationRole) || (column != NameColumn))
// only dye map column
if ((role != Qt::ForegroundRole) || (column != MapColumn))
return QVariant();
// decorate room name based on room state
if (role == Qt::DecorationRole)
{
const QIcon roomBusyIcon(":/res/iconDamage.png");
const QIcon roomWaitingIcon(":/res/iconTime.png");
if (m_data.at(row).at(0).isEmpty())
return QVariant(roomWaitingIcon);
else
return QVariant(roomBusyIcon);
}
QString content = m_data.at(row).at(column);
if (role == Qt::DisplayRole)
{
// supply in progress flag as bool
if (column == 0)
return QVariant(QString(!content.isEmpty()));
// display room names
if (column == 5)
{
// special names
if (content[0] == '+')
{
if (content == "+rnd+") return tr("Random Map");
if (content == "+maze+") return tr("Random Maze");
if (content == "+drawn+") return tr("Hand-drawn");
}
// prefix ? if map not available
if (!m_staticMapModel->mapExists(content) &&
!m_missionMapModel->mapExists(content))
return QString ("? %1").arg(content);
}
return content;
}
// dye map names red if map not available
if (role == Qt::ForegroundRole)
{
if (content == "+rnd+" ||
content == "+maze+" ||
content == "+drawn+" ||
m_staticMapModel->mapExists(content) ||
m_missionMapModel->mapExists(content))
return QVariant();
else
return QBrush(QColor("darkred"));
}
if (role == Qt::TextAlignmentRole)
{
return (int)(Qt::AlignHCenter | Qt::AlignVCenter);
}
Q_ASSERT(false);
return QVariant();
}
void RoomsListModel::setRoomsList(const QStringList & rooms)
{
beginResetModel();
m_data.clear();
int nRooms = rooms.size();
for (int i = 0; i < nRooms; i += c_nColumns)
{
QStringList l;
#if QT_VERSION >= QT_VERSION_CHECK(4, 7, 0)
l.reserve(c_nColumns); // small optimisation not supported in old Qt
#endif
for (int t = 0; t < c_nColumns; t++)
{
l.append(rooms[i + t]);
}
m_data.append(roomInfo2RoomRecord(l));
}
endResetModel();
}
void RoomsListModel::addRoom(const QStringList & info)
{
beginInsertRows(QModelIndex(), 0, 0);
m_data.prepend(roomInfo2RoomRecord(info));
endInsertRows();
}
int RoomsListModel::rowOfRoom(const QString & name)
{
int size = m_data.size();
if (size < 1)
return -1;
int i = 0;
// search for record with matching room name
while(m_data[i].at(NameColumn) != name)
{
i++;
if(i >= size)
return -1;
}
return i;
}
void RoomsListModel::removeRoom(const QString & name)
{
int i = rowOfRoom(name);
if (i < 0)
return;
beginRemoveRows(QModelIndex(), i, i);
m_data.removeAt(i);
endRemoveRows();
}
void RoomsListModel::updateRoom(const QString & name, const QStringList & info)
{
int i = rowOfRoom(name);
if (i < 0)
return;
m_data[i] = roomInfo2RoomRecord(info);
emit dataChanged(index(i, 0), index(i, columnCount(QModelIndex()) - 1));
}
QStringList RoomsListModel::roomInfo2RoomRecord(const QStringList & info)
{
QStringList result;
result = info;
// for matters of less memory usage and quicker access store
// the boolean string as either "t" or empty
if (info[StateColumn].toLower() == "true")
result[StateColumn] = "t";
else
result[StateColumn] = QString();
return result;
}