Removed the "move" of the resources, it isn't needed for the android build anymore and if they get moved in the default repo it probably should go somewhere in /share
/* * 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, 1, 2); 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, 2); 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, 1, 2); chatWidget = new HWChatWidget(this, gameSettings, sdli, 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); BtnBack = addButton(":/res/Exit.png", pageLayout, 6, 0, true); lblCount = new QLabel(this); pageLayout->addWidget(lblCount, 6, 1, Qt::AlignHCenter); lblCount->setText("?"); lblCount->setSizePolicy(QSizePolicy::Maximum, QSizePolicy::Maximum); connect(chatWidget, SIGNAL(nickCountUpdate(const int)), this, SLOT(updateNickCounter(const int))); BtnAdmin = addButton(tr("Admin features"), pageLayout, 6, 2); 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); }}void PageRoomsList::updateNickCounter(int cnt){ lblCount->setText(tr("%1 players online").arg(cnt));}