QTfrontend/pageroomslist.cpp
author Zorg <zorgiepoo@gmail.com>
Sun, 19 Jun 2011 21:03:16 -0400
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#include <QGridLayout>
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#include <QPushButton>
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#include <QComboBox>
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#include <QLabel>
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#include <QLineEdit>
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#include <QMessageBox>
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#include <QHeaderView>
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#include <QTableWidget>
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#include "ammoSchemeModel.h"
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#include "pageroomslist.h"
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#include "hwconsts.h"
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#include "chatwidget.h"
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PageRoomsList::PageRoomsList(QWidget* parent, QSettings * gameSettings, SDLInteraction * sdli) :
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  AbstractPage(parent)
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{
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    QGridLayout * pageLayout = new QGridLayout(this);
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    QHBoxLayout * newRoomLayout = new QHBoxLayout();
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    QLabel * roomNameLabel = new QLabel(this);
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    roomNameLabel->setText(tr("Room Name:"));
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    roomName = new QLineEdit(this);
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    roomName->setMaxLength(60);
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    newRoomLayout->addWidget(roomNameLabel);
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    newRoomLayout->addWidget(roomName);
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    pageLayout->addLayout(newRoomLayout, 0, 0);
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    roomsList = new QTableWidget(this);
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    roomsList->setSelectionBehavior(QAbstractItemView::SelectRows);
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    roomsList->verticalHeader()->setVisible(false);
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    roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
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    roomsList->setAlternatingRowColors(true);
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    roomsList->setShowGrid(false);
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    roomsList->setSelectionMode(QAbstractItemView::SingleSelection);
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    pageLayout->addWidget(roomsList, 1, 0, 3, 1);
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    pageLayout->setRowStretch(2, 100);
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    QHBoxLayout * filterLayout = new QHBoxLayout();
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    QLabel * stateLabel = new QLabel(this);
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    stateLabel->setText(tr("State:"));
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    CBState = new QComboBox(this);
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    CBState->addItem(QComboBox::tr("Any"));
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    CBState->addItem(QComboBox::tr("In lobby"));
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    CBState->addItem(QComboBox::tr("In progress"));
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    filterLayout->addWidget(stateLabel);
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    filterLayout->addWidget(CBState);
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    filterLayout->addSpacing(30);
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    QLabel * ruleLabel = new QLabel(this);
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    ruleLabel->setText(tr("Rules:"));
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    CBRules = new QComboBox(this);
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    CBRules->addItem(QComboBox::tr("Any"));
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    // not the most elegant solution but it works
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    ammoSchemeModel = new AmmoSchemeModel(this, NULL);
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    for (int i = 0; i < ammoSchemeModel->predefSchemesNames.count(); i++)
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        CBRules->addItem(ammoSchemeModel->predefSchemesNames.at(i).toAscii().constData());
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    filterLayout->addWidget(ruleLabel);
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    filterLayout->addWidget(CBRules);
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    filterLayout->addSpacing(30);
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    QLabel * weaponLabel = new QLabel(this);
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    weaponLabel->setText(tr("Weapons:"));
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    CBWeapons = new QComboBox(this);
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    CBWeapons->addItem(QComboBox::tr("Any"));
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    for (int i = 0; i < cDefaultAmmos.count(); i++) {
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        QPair<QString,QString> ammo = cDefaultAmmos.at(i);
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        CBWeapons->addItem(ammo.first.toAscii().constData());
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    }
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    filterLayout->addWidget(weaponLabel);
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    filterLayout->addWidget(CBWeapons);
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    filterLayout->addSpacing(30);
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    QLabel * searchLabel = new QLabel(this);
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    searchLabel->setText(tr("Search:"));
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    searchText = new QLineEdit(this);
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    searchText->setMaxLength(60);
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    filterLayout->addWidget(searchLabel);
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    filterLayout->addWidget(searchText);
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    pageLayout->addLayout(filterLayout, 4, 0);
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    chatWidget = new HWChatWidget(this, gameSettings, sdli, false);
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    pageLayout->addWidget(chatWidget, 5, 0, 1, 2);
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    pageLayout->setRowStretch(5, 350);
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    BtnCreate = addButton(tr("Create"), pageLayout, 0, 1);
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    BtnJoin = addButton(tr("Join"), pageLayout, 1, 1);
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    BtnRefresh = addButton(tr("Refresh"), pageLayout, 3, 1);
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    BtnClear = addButton(tr("Clear"), pageLayout, 4, 1);
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    BtnBack = addButton(":/res/Exit.png", pageLayout, 6, 0, true);
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    BtnAdmin = addButton(tr("Admin features"), pageLayout, 6, 1);
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    connect(BtnCreate, SIGNAL(clicked()), this, SLOT(onCreateClick()));
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    connect(BtnJoin, SIGNAL(clicked()), this, SLOT(onJoinClick()));
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    connect(BtnRefresh, SIGNAL(clicked()), this, SLOT(onRefreshClick()));
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    connect(BtnClear, SIGNAL(clicked()), this, SLOT(onClearClick()));
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    connect(roomsList, SIGNAL(doubleClicked (const QModelIndex &)), this, SLOT(onJoinClick()));
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    connect(CBState, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
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    connect(CBRules, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
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    connect(CBWeapons, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
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    connect(searchText, SIGNAL(textChanged (const QString &)), this, SLOT(onRefreshClick()));
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    connect(this, SIGNAL(askJoinConfirmation (const QString &)), this, SLOT(onJoinConfirmation(const QString &)), Qt::QueuedConnection);
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    gameInLobby = false;
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}
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void PageRoomsList::setAdmin(bool flag)
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{
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    BtnAdmin->setVisible(flag);
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}
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void PageRoomsList::setRoomsList(const QStringList & list)
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{
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    QBrush red(QColor(255, 0, 0));
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    QBrush orange(QColor(127, 127, 0));
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    QBrush yellow(QColor(255, 255, 0));
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    QBrush green(QColor(0, 255, 0));
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    listFromServer = list;
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    QString selection = "";
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    if(QTableWidgetItem *item = roomsList->item(roomsList->currentRow(), 0))
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        selection = item->text();
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    roomsList->clear();
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    roomsList->setColumnCount(7);
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    roomsList->setHorizontalHeaderLabels(
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            QStringList() <<
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            QTableWidget::tr("Room Name") <<
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            QTableWidget::tr("C") <<
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            QTableWidget::tr("T") <<
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            QTableWidget::tr("Owner") <<
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            QTableWidget::tr("Map") <<
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            QTableWidget::tr("Rules") <<
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            QTableWidget::tr("Weapons")
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            );
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    // set minimum sizes
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//  roomsList->horizontalHeader()->resizeSection(0, 200);
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//  roomsList->horizontalHeader()->resizeSection(1, 50);
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//  roomsList->horizontalHeader()->resizeSection(2, 50);
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//  roomsList->horizontalHeader()->resizeSection(3, 100);
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//  roomsList->horizontalHeader()->resizeSection(4, 100);
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//  roomsList->horizontalHeader()->resizeSection(5, 100);
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//  roomsList->horizontalHeader()->resizeSection(6, 100);
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    // set resize modes
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//  roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
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    bool gameCanBeJoined = true;
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    if (list.size() % 8)
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        return;
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    roomsList->setRowCount(list.size() / 8);
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    for(int i = 0, r = 0; i < list.size(); i += 8, r++)
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    {
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        // if we are joining a game
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        // TODO: Should NOT be done here
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        if (gameInLobby) {
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            if (gameInLobbyName == list[i + 1]) {
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                gameCanBeJoined = list[i].compare("True");
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            }
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        }
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        // check filter settings
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        #define NO_FILTER_MATCH roomsList->setRowCount(roomsList->rowCount() - 1); --r; continue
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        if (list[i].compare("True") && CBState->currentIndex() == 2) { NO_FILTER_MATCH; }
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        if (list[i].compare("False") && CBState->currentIndex() == 1) { NO_FILTER_MATCH; }
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        if (CBRules->currentIndex() != 0 && list[i + 6].compare(CBRules->currentText())) { NO_FILTER_MATCH; }
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        if (CBWeapons->currentIndex() != 0 && list[i + 7].compare(CBWeapons->currentText())) { NO_FILTER_MATCH; }
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        bool found = list[i + 1].contains(searchText->text(), Qt::CaseInsensitive);
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        if (!found) {
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            for (int a = 4; a <= 7; ++a) {
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                QString compString = list[i + a];
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                if (a == 5 && compString == "+rnd+") {
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                    compString = "Random Map";
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                } else if (a == 5 && compString == "+maze+") {
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                    compString = "Random Maze";
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                } else if (a == 5 && compString == "+drawn+") {
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                    compString = "Drawn Map";
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                }
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                if (compString.contains(searchText->text(), Qt::CaseInsensitive)) {
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                    found = true;
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                    break;
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                }
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            }
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        }
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        if (!searchText->text().isEmpty() && !found) { NO_FILTER_MATCH; }
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        QTableWidgetItem * item;
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        item = new QTableWidgetItem(list[i + 1]); // room name
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        // pick appropriate room icon and tooltip (game in progress yes/no; later maybe locked rooms etc.)
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        if(list[i].compare("True"))
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        {
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            item->setIcon(QIcon(":/res/iconTime.png"));// game is in lobby
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            item->setToolTip(tr("This game is in lobby.\nYou may join and start playing once the game starts."));
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        }
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        else
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        {
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            item->setIcon(QIcon(":/res/iconDamage.png"));// game has started
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            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."));
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        }
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        roomsList->setItem(r, 0, item);
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        item = new QTableWidgetItem(list[i + 2]); // number of clients
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setTextAlignment(Qt::AlignCenter);
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        item->setToolTip(tr("There are %1 clients connected to this room.", "", list[i + 2].toInt()).arg(list[i + 2]));
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        roomsList->setItem(r, 1, item);
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        item = new QTableWidgetItem(list[i + 3]); // number of teams
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setTextAlignment(Qt::AlignCenter);
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        item->setToolTip(tr("There are %1 teams participating in this room.", "", list[i + 3].toInt()).arg(list[i + 3]));
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        //Should we highlight "full" games? Might get misinterpreted
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        //if(list[i + 3].toInt() >= cMaxTeams)
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        //    item->setForeground(red);
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        roomsList->setItem(r, 2, item);
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        item = new QTableWidgetItem(list[i + 4].left(15)); // name of host
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("%1 is the host. He may adjust settings and start the game.").arg(list[i + 4]));
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        roomsList->setItem(r, 3, item);
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        if(list[i + 5] == "+rnd+")
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        {
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            item = new QTableWidgetItem(tr("Random Map")); // selected map (is randomized)
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// FIXME - need real icons. Disabling until then
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//            item->setIcon(QIcon(":/res/mapRandom.png"));
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        }
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        else if (list[i+5] == "+maze+")
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        {
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            item = new QTableWidgetItem(tr("Random Maze"));
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// FIXME - need real icons. Disabling until then
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//            item->setIcon(QIcon(":/res/mapMaze.png"));
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        }
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        else
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        {
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            item = new QTableWidgetItem(list[i + 5]); // selected map
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            // check to see if we've got this map
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            // not perfect but a start
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            if(!mapList->contains(list[i + 5]))
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            {
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                item->setForeground(red);
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                item->setIcon(QIcon(":/res/mapMissing.png"));
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            }
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            else
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            {
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               // todo: mission icon?
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// FIXME - need real icons. Disabling until then
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//               item->setIcon(QIcon(":/res/mapCustom.png"));
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            }
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        }
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("Games may be played on precreated or randomized maps."));
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        roomsList->setItem(r, 4, item);
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        item = new QTableWidgetItem(list[i + 6].left(24)); // selected game scheme
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("The Game Scheme defines general options and preferences like Round Time, Sudden Death or Vampirism."));
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        roomsList->setItem(r, 5, item);
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   291
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        item = new QTableWidgetItem(list[i + 7].left(24)); // selected weapon scheme
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("The Weapon Scheme defines available weapons and their ammunition count."));
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        roomsList->setItem(r, 6, item);
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   296
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        if(!list[i + 1].compare(selection) && !selection.isEmpty())
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            roomsList->selectionModel()->setCurrentIndex(roomsList->model()->index(r, 0), QItemSelectionModel::SelectCurrent | QItemSelectionModel::Rows);
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    }
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    roomsList->horizontalHeader()->setResizeMode(0, QHeaderView::Stretch);
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    roomsList->horizontalHeader()->setResizeMode(1, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(2, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(3, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(4, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(5, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(6, QHeaderView::ResizeToContents);
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   308
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    // TODO: Should NOT be done here
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    if (gameInLobby) {
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        gameInLobby = false;
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        if (gameCanBeJoined) {
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            emit askForJoinRoom(gameInLobbyName);
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   314
        } else {
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            emit askJoinConfirmation(gameInLobbyName);
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   316
        }
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   317
    }
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   318
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//  roomsList->resizeColumnsToContents();
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   320
}
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   321
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void PageRoomsList::onCreateClick()
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   323
{
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   324
    if (roomName->text().size())
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   325
        emit askForCreateRoom(roomName->text());
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   326
    else
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        QMessageBox::critical(this,
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   328
                tr("Error"),
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   329
                tr("Please enter room name"),
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   330
                tr("OK"));
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diff changeset
   331
}
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   332
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   333
void PageRoomsList::onJoinClick()
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diff changeset
   334
{
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   335
    QTableWidgetItem * curritem = roomsList->item(roomsList->currentRow(), 0);
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diff changeset
   336
    if (!curritem)
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diff changeset
   337
    {
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   338
        QMessageBox::critical(this,
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   339
                tr("Error"),
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   340
                tr("Please select room from the list"),
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diff changeset
   341
                tr("OK"));
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diff changeset
   342
        return;
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diff changeset
   343
    }
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   344
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   345
    for (int i = 0; i < listFromServer.size(); i += 8) {
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   346
        if (listFromServer[i + 1] == curritem->data(Qt::DisplayRole).toString()) {
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   347
            gameInLobby = listFromServer[i].compare("True");
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   348
            break;
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diff changeset
   349
        }
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diff changeset
   350
    }
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diff changeset
   351
    
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   352
    if (gameInLobby) {
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   353
        gameInLobbyName = curritem->data(Qt::DisplayRole).toString();
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   354
        emit askForRoomList();
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diff changeset
   355
    } else {
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diff changeset
   356
        emit askForJoinRoom(curritem->data(Qt::DisplayRole).toString());
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diff changeset
   357
    }
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diff changeset
   358
}
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diff changeset
   359
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   360
void PageRoomsList::onRefreshClick()
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diff changeset
   361
{
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diff changeset
   362
    emit askForRoomList();
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diff changeset
   363
}
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diff changeset
   364
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   365
void PageRoomsList::onClearClick()
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diff changeset
   366
{
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   367
    CBState->setCurrentIndex(0);
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diff changeset
   368
    CBRules->setCurrentIndex(0);
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   369
    CBWeapons->setCurrentIndex(0);
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diff changeset
   370
    searchText->clear();
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diff changeset
   371
}
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diff changeset
   372
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   373
void PageRoomsList::onJoinConfirmation(const QString & room)
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diff changeset
   374
{
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   375
    if (QMessageBox::warning(this,
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diff changeset
   376
        tr("Warning"),
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diff changeset
   377
        tr("The game you are trying to join has started.\nDo you still want to join the room?"),
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   378
        QMessageBox::Yes | QMessageBox::No) == QMessageBox::Yes)
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diff changeset
   379
    {
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diff changeset
   380
        emit askForJoinRoom(room);
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diff changeset
   381
    }
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   382
}