mirror of
https://github.com/RetroShare/RetroShare.git
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082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
654 lines
23 KiB
C++
654 lines
23 KiB
C++
/*
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QSoloCards is a collection of Solitaire card games written using Qt
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Copyright (C) 2009 Steve Moore
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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, either version 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "mainwindow.h"
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#include <QtGui/QApplication>
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#include <QtGui/QDesktopWidget>
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#include <QtGui/QMenu>
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#include <QtGui/QAction>
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#include <QtGui/QMessageBox>
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#include <QtCore/QTimer>
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#include "CardAnimationLock.h"
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const unsigned int MainWindow::MaxWidth=780;
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const unsigned int MainWindow::MaxHeight=900;
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const QString MainWindow::SizeStr("size");
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const QString MainWindow::PtStr("point");
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const QString MainWindow::HelpStr("help");
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const QString MainWindow::GameIdStr("LastGame");
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const QString MainWindow::AnimationStr("EnableAnimations");
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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MainWindow::MainWindow(QWidget *parent)
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: QMainWindow(parent),
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m_pGameBoard(NULL),
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m_pMenuBar(NULL),
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m_pGameOptionsMenu(NULL),
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m_pHelpMenu(NULL),
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m_settings("QSoloCards","QSoloCards"),
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m_pNewGameAction(NULL),
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m_pRestartAction(NULL),
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m_pUndoAction(NULL),
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m_pRedoAction(NULL),
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m_pHintAction(NULL),
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m_pAnimationAction(NULL),
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m_pDemoAction(NULL),
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m_pCheatAction(NULL),
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m_pStatusBar(NULL),
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m_pStatusBarLabel(NULL),
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m_helpWindow(NULL),
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m_aboutWindow(NULL),
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m_gameMgr(),
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m_firstShow(false)
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{
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// make the window a nice size and make sure it is on the screen
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QSize deskSize(QApplication::desktop()->size());
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unsigned int width=MaxWidth<(unsigned int)deskSize.width()?MaxWidth:deskSize.width()-100;
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unsigned int height=MaxHeight<(unsigned int)deskSize.height()?MaxHeight:deskSize.height()-100;
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int locX=(deskSize.width()-width)/2;
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int locY=(deskSize.height()-height)/2;
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this->resize(m_settings.value(SizeStr, QSize(width, height)).toSize());
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this->move(m_settings.value(PtStr, QPoint(locX, locY)).toPoint());
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// create the status bar we will use to show the score and game info.
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this->m_pStatusBar=new QStatusBar;
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this->m_pStatusBarLabel=new QLabel;
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this->m_pStatusBar->addPermanentWidget(m_pStatusBarLabel);
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this->setStatusBar(this->m_pStatusBar);
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// show the last game played or the default game if we don't have a last played.
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// we need to create the board before adding the menus. This is done. So, the
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// initial check state of the game selected will reflect the initial game.
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int gameId=m_settings.value(GameIdStr, GameMgr::DefaultGame).toInt();
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GameBoard * pGameBoard=m_gameMgr.getGame((GameMgr::GameId)gameId);
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// add the menus for the window
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this->addMenuItems();
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// finally setup the board.
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this->setupGameBoard(pGameBoard);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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MainWindow::~MainWindow()
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{
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// save the current settings for the game
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this->m_settings.beginGroup(this->m_pGameBoard->gameSettingsId());
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this->m_pGameBoard->saveSettings(this->m_settings);
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this->m_settings.endGroup();
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// save the position of the game window
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this->m_settings.setValue(SizeStr,this->size());
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this->m_settings.setValue(PtStr,this->pos());
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// save the current game being played
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this->m_settings.setValue(GameIdStr,this->m_gameMgr.getGameId());
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// save if animation is enabled or not
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this->m_settings.setValue(AnimationStr,this->m_pAnimationAction->isChecked());
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotNewGame()
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{
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if (NULL!=this->m_pGameBoard)
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{
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this->m_pGameBoard->newGame();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotRestartGame()
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{
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if (NULL!=this->m_pGameBoard)
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{
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this->m_pGameBoard->restartGame();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotSelectGame(QAction * pAction)
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{
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if (NULL!=pAction)
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{
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bool ok=false;
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int gameId=pAction->data().toInt(&ok);
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// if we got the gameid and it is not the same as the current game
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// set the game as the current.
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if (ok && gameId!=this->m_gameMgr.getGameId())
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{
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this->setupGameBoard(this->m_gameMgr.getGame((GameMgr::GameId)gameId));
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}
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}
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}
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void MainWindow::slotAnimation(bool checked)
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{
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CardAnimationLock::getInst().enableAnimations(checked);
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if (this->m_pGameBoard->hasDemo() && checked)
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{
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this->m_pDemoAction->setEnabled(true);
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}
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else
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{
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this->m_pDemoAction->setEnabled(false);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotCheat(bool checked)
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{
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if (NULL!=this->m_pGameBoard)
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{
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this->m_pGameBoard->setCheat(checked);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotUndo()
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{
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if (NULL!=this->m_pGameBoard)
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{
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if (this->m_pGameBoard->canUndoMove())
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{
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this->m_pGameBoard->undoMove();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotRedo()
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{
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if (NULL!=this->m_pGameBoard)
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{
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if (this->m_pGameBoard->canRedoMove())
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{
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this->m_pGameBoard->redoMove();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotHint()
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{
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if (NULL!=this->m_pGameBoard)
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{
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this->m_pGameBoard->showHint();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotUndoAvail(bool avail)
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{
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if (this->m_pUndoAction && !m_pDemoAction->isChecked())
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{
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this->m_pRestartAction->setEnabled(avail);
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this->m_pUndoAction->setEnabled(avail);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotRedoAvail(bool avail)
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{
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if (this->m_pRedoAction)
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{
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this->m_pRedoAction->setEnabled(avail);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotScoreChanged(int score,const QString & info)
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{
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if (this->m_pStatusBar && !m_pDemoAction->isChecked())
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{
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QString statusMsg(tr("%1 Score: %2").arg(info).arg(QString::number(score)).trimmed());
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this->m_pStatusBarLabel->setText(statusMsg);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotAbout()
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{
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if (NULL==this->m_aboutWindow)
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{
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this->m_aboutWindow=new About(this);
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connect(this->m_aboutWindow.data(),SIGNAL(showLink(QString)),
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this,SLOT(slotShowHelp(QString)));
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}
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this->m_aboutWindow->show();
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this->m_aboutWindow->activateWindow();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotHelp()
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{
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if (this->m_pGameBoard)
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{
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this->slotShowHelp(this->m_pGameBoard->helpFile());
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotHelpClosed(int finishCode)
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{
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Q_UNUSED(finishCode);
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this->m_settings.beginGroup(HelpStr);
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this->m_settings.setValue(SizeStr,this->m_helpWindow->size());
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this->m_settings.setValue(PtStr,this->m_helpWindow->pos());
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this->m_settings.endGroup();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotShowHelp(const QString & helpFile)
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{
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if (NULL==this->m_helpWindow)
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{
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this->m_helpWindow=new Help(this,helpFile);
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this->m_settings.beginGroup(HelpStr);
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this->m_helpWindow->resize(this->m_settings.value(SizeStr,QSize(640,480)).toSize());
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this->m_helpWindow->move(this->m_settings.value(PtStr,QPoint(200,200)).toPoint());
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this->m_settings.endGroup();
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this->connect(this->m_helpWindow,SIGNAL(finished(int)),this,SLOT(slotHelpClosed(int)));
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this->m_helpWindow->show();
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}
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else
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{
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this->m_helpWindow->setHelpFile(helpFile);
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this->m_helpWindow->show();
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this->m_helpWindow->activateWindow();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotAnimationStarted()
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{
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m_pRestartAction->setEnabled(false);
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m_pDemoAction->setEnabled(false);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotAnimationComplete()
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{
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m_pRestartAction->setEnabled(true);
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m_pDemoAction->setEnabled(true);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// this timeout is just to delay slightly calling newGame for a board. So, the
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// animation will start with the QGraphicsScene visible and the board will already be
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// completely drawn.
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotNewGameTimer()
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{
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if (this->m_pGameBoard)
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{
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this->m_pMenuBar->setEnabled(true);
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this->m_pGameBoard->newGame();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotDemoStarted()
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{
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m_pNewGameAction->setEnabled(false);
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m_pRestartAction->setEnabled(false);
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m_pUndoAction->setEnabled(false);
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m_pRedoAction->setEnabled(false);
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m_pHintAction->setEnabled(false);
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m_pAnimationAction->setEnabled(false);
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m_pGameSelectMenu->setEnabled(false);
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m_pGameOptionsMenu->setEnabled(false);
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m_pCheatAction->setEnabled(false);
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m_pDemoAction->setChecked(true);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotDemoStopped()
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{
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m_pNewGameAction->setEnabled(true);
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m_pRestartAction->setEnabled(true);
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m_pHintAction->setEnabled(true);
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m_pAnimationAction->setEnabled(true);
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m_pGameSelectMenu->setEnabled(true);
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m_pGameOptionsMenu->setEnabled(true);
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m_pCheatAction->setEnabled(true);
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if (this->m_pGameBoard->canUndoMove())
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{
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m_pUndoAction->setEnabled(true);
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}
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if (this->m_pGameBoard->canRedoMove())
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{
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m_pRedoAction->setEnabled(true);
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}
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m_pDemoAction->setChecked(false);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::slotDemoActionItem(bool checked)
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{
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if (this->m_pGameBoard)
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{
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if (checked)
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{
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this->m_pGameBoard->startDemo();
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}
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else
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{
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this->m_pGameBoard->stopDemo();
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// we are just using the showEvent to make sure that we don't start the animation of the dealing
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// of cards for the game until the window has been shown.
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::showEvent(QShowEvent * pShowEvent)
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{
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Q_UNUSED(pShowEvent);
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if (!m_firstShow && NULL!=this->m_pGameBoard)
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{
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this->m_pGameBoard->newGame();
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m_firstShow=true;
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::addMenuItems()
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{
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// create the menu for the app.
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this->m_pMenuBar=new QMenuBar(this);
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// create a game menu
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QMenu * pGameMenu=new QMenu(tr("Game").trimmed(),this->m_pMenuBar);
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m_pNewGameAction=new QAction(tr("New Game").trimmed(),pGameMenu);
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m_pNewGameAction->setShortcuts(QKeySequence::New);
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this->connect(m_pNewGameAction,SIGNAL(triggered()),
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this,SLOT(slotNewGame()));
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pGameMenu->addAction(m_pNewGameAction);
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this->m_pRestartAction=new QAction(tr("Restart Game").trimmed(),pGameMenu);
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this->m_pRestartAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_R));
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this->connect(this->m_pRestartAction,SIGNAL(triggered()),
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this,SLOT(slotRestartGame()));
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pGameMenu->addAction(this->m_pRestartAction);
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pGameMenu->addSeparator();
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this->m_pGameSelectMenu=new QMenu(tr("Select Game").trimmed(),pGameMenu);
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// add the available games to the menu.
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this->m_gameMgr.buildGameListMenu(*this->m_pGameSelectMenu);
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// connecting this one up a little different. Since, we are building
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// a generic menu where we don't know what the contents are connect up
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// to the menus triggered event. We can then get the action and from it's
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// user data the id of the game selected.
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this->connect(this->m_pGameSelectMenu,SIGNAL(triggered(QAction*)),
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this,SLOT(slotSelectGame(QAction*)));
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pGameMenu->addMenu(this->m_pGameSelectMenu);
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#if !(defined Q_WS_MAC)
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pGameMenu->addSeparator();
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#endif
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QAction * pQuit=new QAction(tr("Quit").trimmed(),pGameMenu);
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pQuit->setMenuRole(QAction::QuitRole);
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pQuit->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_Q));
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this->connect(pQuit,SIGNAL(triggered()),
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this,SLOT(close()));
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pGameMenu->addAction(pQuit);
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this->m_pMenuBar->addMenu(pGameMenu);
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///////////////////////////////////////////////////////////////////////////
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// create a control menu
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// for the cheat and undo menu items
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///////////////////////////////////////////////////////////////////////////
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QMenu * pCtrlMenu=new QMenu(tr("Control").trimmed(),this->m_pMenuBar);
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m_pUndoAction=new QAction(tr("Undo").trimmed(),pCtrlMenu);
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m_pUndoAction->setShortcuts(QKeySequence::Undo);
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this->connect(m_pUndoAction,SIGNAL(triggered()),
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this,SLOT(slotUndo()));
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pCtrlMenu->addAction(m_pUndoAction);
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m_pRedoAction=new QAction(tr("Redo").trimmed(),pCtrlMenu);
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m_pRedoAction->setShortcuts(QKeySequence::Redo);
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this->connect(m_pRedoAction,SIGNAL(triggered()),
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this,SLOT(slotRedo()));
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pCtrlMenu->addAction(m_pRedoAction);
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m_pHintAction=new QAction(tr("Hint").trimmed(),pCtrlMenu);
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m_pHintAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_H));
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this->connect(m_pHintAction,SIGNAL(triggered()),
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this,SLOT(slotHint()));
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pCtrlMenu->addAction(m_pHintAction);
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pCtrlMenu->addSeparator();
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m_pAnimationAction=new QAction(tr("Animation").trimmed(),pCtrlMenu);
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m_pAnimationAction->setCheckable(true);
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this->connect(m_pAnimationAction,SIGNAL(triggered(bool)),
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this,SLOT(slotAnimation(bool)));
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pCtrlMenu->addAction(m_pAnimationAction);
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m_pAnimationAction->setChecked(m_settings.value(AnimationStr, true).toBool());
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CardAnimationLock::getInst().enableAnimations(m_pAnimationAction->isChecked());
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m_pDemoAction=new QAction(tr("Demo").trimmed(),pCtrlMenu);
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m_pDemoAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_D));
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m_pDemoAction->setCheckable(true);
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this->connect(m_pDemoAction,SIGNAL(triggered(bool)),
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this,SLOT(slotDemoActionItem(bool)));
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pCtrlMenu->addAction(m_pDemoAction);
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pCtrlMenu->addSeparator();
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m_pCheatAction=new QAction(tr("Cheat").trimmed(),pCtrlMenu);
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m_pCheatAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_C));
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m_pCheatAction->setCheckable(true);
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this->connect(m_pCheatAction,SIGNAL(triggered(bool)),
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this,SLOT(slotCheat(bool)));
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pCtrlMenu->addAction(m_pCheatAction);
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this->m_pMenuBar->addMenu(pCtrlMenu);
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///////////////////////////////////////////////////////////////////////////
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// create a game options menu
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// this menu will get the specific game option settings to add to the menu
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// from the GameBoard class. We will not add it to the menu at this time.
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// It will be added and/or removed when the game board is setup. It will
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// only be added if it is needed.
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///////////////////////////////////////////////////////////////////////////
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m_pGameOptionsMenu=new QMenu(tr("&Options").trimmed(),this->m_pMenuBar);
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////////////////////////////////////////////////////////////////////////////
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// add the help menu
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////////////////////////////////////////////////////////////////////////////
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this->m_pHelpMenu=new QMenu(tr("&Help").trimmed(),this->m_pMenuBar);
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QAction * pHelp=new QAction(tr("Game Help").trimmed(),this->m_pHelpMenu);
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pHelp->setShortcut(QKeySequence(Qt::Key_F1));
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this->connect(pHelp,SIGNAL(triggered()),
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this,SLOT(slotHelp()));
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this->m_pHelpMenu->addAction(pHelp);
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#if !(defined Q_WS_MAC)
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this->m_pHelpMenu->addSeparator();
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#endif
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QAction * pAbout=new QAction(tr("&About").trimmed(),this->m_pHelpMenu);
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pAbout->setMenuRole(QAction::AboutRole);
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this->connect(pAbout,SIGNAL(triggered()),
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this,SLOT(slotAbout()));
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this->m_pHelpMenu->addAction(pAbout);
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this->m_pMenuBar->addMenu(this->m_pHelpMenu);
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this->setMenuBar(this->m_pMenuBar);
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// also go ahead and hook up the slots for the signals that animation is in progress
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// now only used by the restart game menu item. Need the undo stack to be updated before
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// we can restart a game.
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connect(&CardAnimationLock::getInst(),SIGNAL(animationStarted()),
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this,SLOT(slotAnimationStarted()));
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connect(&CardAnimationLock::getInst(),SIGNAL(animationComplete()),
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this,SLOT(slotAnimationComplete()));
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Set a gameboard and hook up the menus, set the icon, etc... for the new board
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// if there was a previous gameboard. When the QMainWindow::setCentralWidget function is called
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// the old game board will be deleted by Qt.
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/////////////////////////////////////////////////////////////////////////////////////////////
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void MainWindow::setupGameBoard(GameBoard * pGameBoard)
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{
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if (pGameBoard)
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{
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// save settings of the current game if we have one
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if (NULL!=this->m_pGameBoard)
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{
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this->m_settings.beginGroup(this->m_pGameBoard->gameSettingsId());
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this->m_pGameBoard->saveSettings(this->m_settings);
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this->m_settings.endGroup();
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}
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this->m_pGameBoard=pGameBoard;
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// connect the gameboards score changed signal to our slot so we
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// can get score changes and display them. But first clear the
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// current contents of the statusbar to get ride of old info if necessary.
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this->m_pStatusBar->showMessage("");
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this->m_pStatusBarLabel->setText("");
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this->connect(this->m_pGameBoard,SIGNAL(scoreChanged(int,QString)),
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this,SLOT(slotScoreChanged(int,QString)));
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this->m_settings.beginGroup(this->m_pGameBoard->gameSettingsId());
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this->m_pGameBoard->loadSettings(m_settings);
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this->m_settings.endGroup();
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this->setCentralWidget(this->m_pGameBoard);
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this->setWindowTitle(tr("QSoloCards: %1").arg(this->m_pGameBoard->gameName()).trimmed());
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// connect up the game board to the menus
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m_pUndoAction->setEnabled(this->m_pGameBoard->canUndoMove());
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m_pRedoAction->setEnabled(this->m_pGameBoard->canRedoMove());
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m_pRestartAction->setEnabled(this->m_pGameBoard->canUndoMove());
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this->m_pMenuBar->removeAction(this->m_pGameOptionsMenu->menuAction());
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this->m_pGameOptionsMenu->clear();
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this->m_pGameBoard->addGameMenuItems(*this->m_pGameOptionsMenu);
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if (!this->m_pGameOptionsMenu->isEmpty())
|
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{
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this->m_pMenuBar->insertMenu(this->m_pHelpMenu->menuAction(),this->m_pGameOptionsMenu);
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}
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|
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// set the window icon for the game.
|
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this->setWindowIcon(this->m_pGameBoard->getGamePixmap());
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|
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///////////////////////////////////////////////////////////////////////////
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// connect up the slots so we will know when undo and redo actions are available
|
|
///////////////////////////////////////////////////////////////////////////
|
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this->connect(this->m_pGameBoard,SIGNAL(undoAvail(bool)),
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this,SLOT(slotUndoAvail(bool)));
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this->connect(this->m_pGameBoard,SIGNAL(redoAvail(bool)),
|
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this,SLOT(slotRedoAvail(bool)));
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|
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if (this->isVisible())
|
|
{
|
|
// disable the menus while we wait for the timer to pop.
|
|
this->m_pMenuBar->setEnabled(false);
|
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QTimer::singleShot(100,this,SLOT(slotNewGameTimer()));
|
|
}
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|
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this->m_pDemoAction->setChecked(false);
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|
|
|
if (this->m_pGameBoard->hasDemo() && CardAnimationLock::getInst().animationsEnabled())
|
|
{
|
|
this->m_pDemoAction->setEnabled(true);
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|
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this->connect(this->m_pGameBoard,SIGNAL(demoStarted()),
|
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this,SLOT(slotDemoStarted()));
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|
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this->connect(this->m_pGameBoard,SIGNAL(demoStopped()),
|
|
this,SLOT(slotDemoStopped()));
|
|
}
|
|
else
|
|
{
|
|
this->m_pDemoAction->setEnabled(false);
|
|
}
|
|
|
|
}
|
|
}
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