diff -r b3bb27f4ba6b -r 3527f0e7bb21 QTfrontend/pageroomslist.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/QTfrontend/pageroomslist.cpp Sat Apr 02 02:34:54 2011 -0400 @@ -0,0 +1,382 @@ +/* + * Hedgewars, a free turn based strategy game + * Copyright (c) 2006-2011 Andrey Korotaev + * + * 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 +#include +#include +#include +#include +#include +#include +#include + +#include "ammoSchemeModel.h" +#include "pages.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 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); + } +}