servatrice/cockatrice/src/gamescene.cpp
2011-10-04 20:05:47 +02:00

278 lines
8 KiB
C++

#include "gamescene.h"
#include "player.h"
#include "zoneviewwidget.h"
#include "zoneviewzone.h"
#include "phasestoolbar.h"
#include "settingscache.h"
#include <math.h>
#include <QAction>
#include <QGraphicsSceneMouseEvent>
#include <QSet>
#include <QBasicTimer>
#include <QGraphicsView>
GameScene::GameScene(PhasesToolbar *_phasesToolbar, QObject *parent)
: QGraphicsScene(parent), phasesToolbar(_phasesToolbar)
{
animationTimer = new QBasicTimer;
addItem(phasesToolbar);
connect(settingsCache, SIGNAL(minPlayersForMultiColumnLayoutChanged()), this, SLOT(rearrange()));
}
GameScene::~GameScene()
{
delete animationTimer;
}
void GameScene::retranslateUi()
{
for (int i = 0; i < zoneViews.size(); ++i)
zoneViews[i]->retranslateUi();
}
void GameScene::addPlayer(Player *player)
{
qDebug("GameScene::addPlayer");
players << player;
addItem(player);
connect(player, SIGNAL(sizeChanged()), this, SLOT(rearrange()));
connect(player, SIGNAL(gameConceded()), this, SLOT(rearrange()));
}
void GameScene::removePlayer(Player *player)
{
qDebug("GameScene::removePlayer");
players.removeAt(players.indexOf(player));
removeItem(player);
rearrange();
}
void GameScene::rearrange()
{
playersByColumn.clear();
QList<Player *> playersPlaying;
int firstPlayer = -1;
for (int i = 0; i < players.size(); ++i)
if (!players[i]->getConceded()) {
playersPlaying.append(players[i]);
if ((firstPlayer == -1) && (players[i]->getLocal()))
firstPlayer = playersPlaying.size() - 1;
}
if (firstPlayer == -1)
firstPlayer = 0;
const int playersCount = playersPlaying.size();
const int columns = playersCount < settingsCache->getMinPlayersForMultiColumnLayout() ? 1 : 2;
const int rows = ceil((qreal) playersCount / columns);
qreal sceneHeight = 0, sceneWidth = -playerAreaSpacing;
QList<int> columnWidth;
int firstPlayerOfColumn = firstPlayer;
for (int col = 0; col < columns; ++col) {
playersByColumn.append(QList<Player *>());
columnWidth.append(0);
qreal thisColumnHeight = -playerAreaSpacing;
const int rowsInColumn = rows - (playersCount % columns) * col; // only correct for max. 2 cols
for (int j = 0; j < rowsInColumn; ++j) {
Player *player = playersPlaying[(firstPlayerOfColumn + j) % playersCount];
if (col == 0)
playersByColumn[col].prepend(player);
else
playersByColumn[col].append(player);
thisColumnHeight += player->boundingRect().height() + playerAreaSpacing;
if (player->boundingRect().width() > columnWidth[col])
columnWidth[col] = player->boundingRect().width();
}
if (thisColumnHeight > sceneHeight)
sceneHeight = thisColumnHeight;
sceneWidth += columnWidth[col] + playerAreaSpacing;
firstPlayerOfColumn += rowsInColumn;
}
phasesToolbar->setHeight(sceneHeight);
qreal phasesWidth = phasesToolbar->getWidth();
sceneWidth += phasesWidth;
qreal x = phasesWidth;
for (int col = 0; col < columns; ++col) {
qreal y = 0;
for (int row = 0; row < playersByColumn[col].size(); ++row) {
Player *player = playersByColumn[col][row];
player->setPos(x, y);
player->setMirrored(row != rows - 1);
y += player->boundingRect().height() + playerAreaSpacing;
}
x += columnWidth[col] + playerAreaSpacing;
}
setSceneRect(sceneRect().x(), sceneRect().y(), sceneWidth, sceneHeight);
processViewSizeChange(viewSize);
}
void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numberCards)
{
for (int i = 0; i < zoneViews.size(); i++) {
ZoneViewZone *temp = zoneViews[i]->getZone();
if ((temp->getName() == zoneName) && (temp->getPlayer() == player)) { // view is already open
zoneViews[i]->close();
if (temp->getNumberCards() == numberCards)
return;
}
}
ZoneViewWidget *item = new ZoneViewWidget(player, player->getZones().value(zoneName), numberCards, false);
zoneViews.append(item);
connect(item, SIGNAL(closePressed(ZoneViewWidget *)), this, SLOT(removeZoneView(ZoneViewWidget *)));
addItem(item);
item->setPos(50, 50);
}
void GameScene::addRevealedZoneView(Player *player, CardZone *zone, const QList<ServerInfo_Card *> &cardList)
{
ZoneViewWidget *item = new ZoneViewWidget(player, zone, -2, true, cardList);
zoneViews.append(item);
connect(item, SIGNAL(closePressed(ZoneViewWidget *)), this, SLOT(removeZoneView(ZoneViewWidget *)));
addItem(item);
item->setPos(50, 50);
}
void GameScene::removeZoneView(ZoneViewWidget *item)
{
zoneViews.removeAt(zoneViews.indexOf(item));
removeItem(item);
}
void GameScene::clearViews()
{
while (!zoneViews.isEmpty())
zoneViews.first()->close();
}
void GameScene::closeMostRecentZoneView()
{
if (!zoneViews.isEmpty())
zoneViews.last()->close();
}
QTransform GameScene::getViewTransform() const
{
return views().at(0)->transform();
}
QTransform GameScene::getViewportTransform() const
{
return views().at(0)->viewportTransform();
}
void GameScene::processViewSizeChange(const QSize &newSize)
{
viewSize = newSize;
qreal newRatio = ((qreal) newSize.width()) / newSize.height();
qreal minWidth = 0;
QList<qreal> minWidthByColumn;
for (int col = 0; col < playersByColumn.size(); ++col) {
minWidthByColumn.append(0);
for (int row = 0; row < playersByColumn[col].size(); ++row) {
qreal w = playersByColumn[col][row]->getMinimumWidth();
if (w > minWidthByColumn[col])
minWidthByColumn[col] = w;
}
minWidth += minWidthByColumn[col];
}
minWidth += phasesToolbar->getWidth();
qreal minRatio = minWidth / sceneRect().height();
qreal newWidth;
if (minRatio > newRatio) {
// Aspect ratio is dominated by table width.
newWidth = minWidth;
} else {
// Aspect ratio is dominated by window dimensions.
newWidth = newRatio * sceneRect().height();
}
setSceneRect(0, 0, newWidth, sceneRect().height());
qreal extraWidthPerColumn = (newWidth - minWidth) / playersByColumn.size();
for (int col = 0; col < playersByColumn.size(); ++col)
for (int row = 0; row < playersByColumn[col].size(); ++row)
playersByColumn[col][row]->processSceneSizeChange(minWidthByColumn[col] + extraWidthPerColumn);
}
void GameScene::updateHover(const QPointF &scenePos)
{
QList<QGraphicsItem *> itemList = items(scenePos, Qt::IntersectsItemBoundingRect, Qt::DescendingOrder, getViewTransform());
// Search for the topmost zone and ignore all cards not belonging to that zone.
CardZone *zone = 0;
for (int i = 0; i < itemList.size(); ++i)
if ((zone = qgraphicsitem_cast<CardZone *>(itemList[i])))
break;
CardItem *maxZCard = 0;
if (zone) {
qreal maxZ = -1;
for (int i = 0; i < itemList.size(); ++i) {
CardItem *card = qgraphicsitem_cast<CardItem *>(itemList[i]);
if (!card)
continue;
if (card->getAttachedTo()) {
if (card->getAttachedTo()->getZone() != zone)
continue;
} else if (card->getZone() != zone)
continue;
if (card->getRealZValue() > maxZ) {
maxZ = card->getRealZValue();
maxZCard = card;
}
}
}
if (hoveredCard && (maxZCard != hoveredCard))
hoveredCard->setHovered(false);
if (maxZCard && (maxZCard != hoveredCard))
maxZCard->setHovered(true);
hoveredCard = maxZCard;
}
bool GameScene::event(QEvent *event)
{
if (event->type() == QEvent::GraphicsSceneMouseMove)
updateHover(static_cast<QGraphicsSceneMouseEvent *>(event)->scenePos());
return QGraphicsScene::event(event);
}
void GameScene::timerEvent(QTimerEvent * /*event*/)
{
QMutableSetIterator<CardItem *> i(cardsToAnimate);
while (i.hasNext()) {
i.next();
if (!i.value()->animationEvent())
i.remove();
}
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
void GameScene::registerAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.insert(static_cast<CardItem *>(card));
if (!animationTimer->isActive())
animationTimer->start(50, this);
}
void GameScene::startRubberBand(const QPointF &selectionOrigin)
{
emit sigStartRubberBand(selectionOrigin);
}
void GameScene::resizeRubberBand(const QPointF &cursorPoint)
{
emit sigResizeRubberBand(cursorPoint);
}
void GameScene::stopRubberBand()
{
emit sigStopRubberBand();
}