QTfrontend/pageroomslist.cpp
author koda
Mon, 09 May 2011 16:56:29 +0200
changeset 5204 e1a5f4d5d86a
parent 5078 3527f0e7bb21
child 5259 926958e3e87b
permissions -rw-r--r--
split pages.h into several header files

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2011 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 <QPushButton>
#include <QComboBox>
#include <QLabel>
#include <QLineEdit>
#include <QMessageBox>
#include <QHeaderView>
#include <QTableWidget>

#include "ammoSchemeModel.h"
#include "pageroomslist.h"
#include "hwconsts.h"
#include "chatwidget.h"

PageRoomsList::PageRoomsList(QWidget* parent, QSettings * gameSettings, SDLInteraction * sdli) :
  AbstractPage(parent)
{
    QGridLayout * pageLayout = new QGridLayout(this);

    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);

    roomsList = new QTableWidget(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, 1);
    pageLayout->setRowStretch(2, 100);
    
    QHBoxLayout * filterLayout = new QHBoxLayout();
    
    QLabel * stateLabel = new QLabel(this);
    stateLabel->setText(tr("State:"));
    CBState = new QComboBox(this);
    CBState->addItem(QComboBox::tr("Any"));
    CBState->addItem(QComboBox::tr("In lobby"));
    CBState->addItem(QComboBox::tr("In progress"));
    filterLayout->addWidget(stateLabel);
    filterLayout->addWidget(CBState);
    filterLayout->addSpacing(30);
    
    QLabel * ruleLabel = new QLabel(this);
    ruleLabel->setText(tr("Rules:"));
    CBRules = new QComboBox(this);
    CBRules->addItem(QComboBox::tr("Any"));
    // 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());
    filterLayout->addWidget(ruleLabel);
    filterLayout->addWidget(CBRules);
    filterLayout->addSpacing(30);
    
    QLabel * weaponLabel = new QLabel(this);
    weaponLabel->setText(tr("Weapons:"));
    CBWeapons = new QComboBox(this);
    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());
    }
    filterLayout->addWidget(weaponLabel);
    filterLayout->addWidget(CBWeapons);
    filterLayout->addSpacing(30);

    QLabel * searchLabel = new QLabel(this);
    searchLabel->setText(tr("Search:"));
    searchText = new QLineEdit(this);
    searchText->setMaxLength(60);
    filterLayout->addWidget(searchLabel);
    filterLayout->addWidget(searchText);

    pageLayout->addLayout(filterLayout, 4, 0);

    chatWidget = new HWChatWidget(this, gameSettings, sdli, false);
    pageLayout->addWidget(chatWidget, 5, 0, 1, 2);
    pageLayout->setRowStretch(5, 350);

    BtnCreate = addButton(tr("Create"), pageLayout, 0, 1);
    BtnJoin = addButton(tr("Join"), pageLayout, 1, 1);
    BtnRefresh = addButton(tr("Refresh"), pageLayout, 3, 1);
    BtnClear = addButton(tr("Clear"), pageLayout, 4, 1);

    BtnBack = addButton(":/res/Exit.png", pageLayout, 6, 0, true);
    BtnAdmin = addButton(tr("Admin features"), pageLayout, 6, 1);

    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(onRefreshClick()));
    connect(CBRules, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
    connect(CBWeapons, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
    connect(searchText, SIGNAL(textChanged (const QString &)), this, SLOT(onRefreshClick()));
    connect(this, SIGNAL(askJoinConfirmation (const QString &)), this, SLOT(onJoinConfirmation(const QString &)), Qt::QueuedConnection);
    
    gameInLobby = false;
}

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(
            QStringList() <<
            QTableWidget::tr("Room Name") <<
            QTableWidget::tr("C") <<
            QTableWidget::tr("T") <<
            QTableWidget::tr("Owner") <<
            QTableWidget::tr("Map") <<
            QTableWidget::tr("Rules") <<
            QTableWidget::tr("Weapons")
            );

    // 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("This game is in lobby.\nYou may join and start playing once the game starts."));
        }
        else
        {
            item->setIcon(QIcon(":/res/iconDamage.png"));// game has started
            item->setToolTip(tr("This game is in progress.\nYou 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->setToolTip(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->setToolTip(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->setToolTip(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->setToolTip(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->setToolTip(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->setToolTip(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()
{
    QTableWidgetItem * curritem = roomsList->item(roomsList->currentRow(), 0);
    if (!curritem)
    {
        QMessageBox::critical(this,
                tr("Error"),
                tr("Please select room from the list"),
                tr("OK"));
        return;
    }

    for (int i = 0; i < listFromServer.size(); i += 8) {
        if (listFromServer[i + 1] == curritem->data(Qt::DisplayRole).toString()) {
            gameInLobby = listFromServer[i].compare("True");
            break;
        }
    }
    
    if (gameInLobby) {
        gameInLobbyName = curritem->data(Qt::DisplayRole).toString();
        emit askForRoomList();
    } else {
        emit askForJoinRoom(curritem->data(Qt::DisplayRole).toString());
    }
}

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);
    }
}