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/***************************************************************************
* Copyright 2007 Nicolas Roffet <nicolas-kde@roffet.com> *
* Copyright 2007 Pino Toscano <toscano.pino@tiscali.it> *
* Copyright 2011-2012 Stefan Majewsky <majewsky@gmx.net> *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Library General Public License *
* version 2 as published by the Free Software Foundation *
* *
* 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. *
***************************************************************************/
#include "kgdifficulty.h"
#include <QtCore/QVector>
#include <KDE/KConfigGroup>
#include <KDE/KGlobal>
#include <KDE/KGuiItem>
#include <KDE/KLocale>
#include <KDE/KMessageBox>
//the following only used by KgDifficultyGUI
#include <KDE/KActionCollection>
#include <KDE/KComboBox>
#include <KDE/KSelectAction>
#include <KDE/KStatusBar>
#include <KDE/KXmlGuiWindow>
//BEGIN KgDifficultyLevel
class KgDifficultyLevel::Private
{
public:
bool m_isDefault;
int m_hardness;
StandardLevel m_level;
QByteArray m_key;
QString m_title;
Private(int hardness, const QByteArray& key, const QString& title, StandardLevel level, bool isDefault);
static Private* fromStandardLevel(StandardLevel level, bool isDefault);
};
KgDifficultyLevel::KgDifficultyLevel(int hardness, const QByteArray& key, const QString& title, bool isDefault)
: d(new Private(hardness, key, title, Custom, isDefault))
{
}
KgDifficultyLevel::Private::Private(int hardness, const QByteArray& key, const QString& title, StandardLevel level, bool isDefault)
: m_isDefault(isDefault)
, m_hardness(hardness)
, m_level(level)
, m_key(key)
, m_title(title)
{
}
KgDifficultyLevel::KgDifficultyLevel(StandardLevel level, bool isDefault)
: d(Private::fromStandardLevel(level, isDefault))
{
}
KgDifficultyLevel::Private* KgDifficultyLevel::Private::fromStandardLevel(KgDifficultyLevel::StandardLevel level, bool isDefault)
{
Q_ASSERT_X(level != Custom,
"KgDifficultyLevel(StandardLevel) constructor",
"Custom level not allowed here"
);
//The first entry in the pair is to be used as a key so don't change it. It doesn't have to match the string to be translated
QPair<QByteArray, QString> data;
switch (level)
{
case RidiculouslyEasy:
data = qMakePair(QByteArray("Ridiculously Easy"), i18nc("Game difficulty level 1 out of 8", "Ridiculously Easy"));
break;
case VeryEasy:
data = qMakePair(QByteArray("Very Easy"), i18nc("Game difficulty level 2 out of 8", "Very Easy"));
break;
case Easy:
data = qMakePair(QByteArray("Easy"), i18nc("Game difficulty level 3 out of 8", "Easy"));
break;
case Medium:
data = qMakePair(QByteArray("Medium"), i18nc("Game difficulty level 4 out of 8", "Medium"));
break;
case Hard:
data = qMakePair(QByteArray("Hard"), i18nc("Game difficulty level 5 out of 8", "Hard"));
break;
case VeryHard:
data = qMakePair(QByteArray("Very Hard"), i18nc("Game difficulty level 6 out of 8", "Very Hard"));
break;
case ExtremelyHard:
data = qMakePair(QByteArray("Extremely Hard"), i18nc("Game difficulty level 7 out of 8", "Extremely Hard"));
break;
case Impossible:
data = qMakePair(QByteArray("Impossible"), i18nc("Game difficulty level 8 out of 8", "Impossible"));
break;
case Custom:
return 0;
}
return new KgDifficultyLevel::Private(level, data.first, data.second, level, isDefault);
}
KgDifficultyLevel::~KgDifficultyLevel()
{
delete d;
}
bool KgDifficultyLevel::isDefault() const
{
return d->m_isDefault;
}
int KgDifficultyLevel::hardness() const
{
return d->m_hardness;
}
QByteArray KgDifficultyLevel::key() const
{
return d->m_key;
}
QString KgDifficultyLevel::title() const
{
return d->m_title;
}
KgDifficultyLevel::StandardLevel KgDifficultyLevel::standardLevel() const
{
return d->m_level;
}
//END KgDifficultyLevel
//BEGIN KgDifficulty
class KgDifficulty::Private
{
public:
QList<const KgDifficultyLevel*> m_levels;
const KgDifficultyLevel* m_currentLevel;
bool m_editable, m_gameRunning;
Private() : m_currentLevel(0), m_editable(true), m_gameRunning(false) {}
};
KgDifficulty::KgDifficulty(QObject* parent)
: QObject(parent)
, d(new Private)
{
qRegisterMetaType<const KgDifficultyLevel*>();
}
KgDifficulty::~KgDifficulty()
{
if (d->m_levels.isEmpty())
{
return;
}
//save current difficulty level in config file (no sync() call here; this
//will most likely be called at application shutdown when others are also
//writing to KGlobal::config(); also KConfig's dtor will sync automatically)
KConfigGroup cg(KGlobal::config(), "KgDifficulty");
cg.writeEntry("Level", currentLevel()->key());
//cleanup
while (!d->m_levels.isEmpty())
{
delete const_cast<KgDifficultyLevel*>(d->m_levels.takeFirst());
}
}
void KgDifficulty::addLevel(KgDifficultyLevel* level)
{
//The intended use is to create the KgDifficulty object, add levels, *then*
//start to work with the currentLevel(). The first call to currentLevel()
//will load the previous selection from the config, and the level list will
//be considered immutable from this point.
Q_ASSERT_X(d->m_currentLevel == 0,
"KgDifficulty::addLevel",
"Only allowed before currentLevel() is called."
);
//ensure that list stays sorted
QList<const KgDifficultyLevel*>::iterator it = d->m_levels.begin();
while (it != d->m_levels.end() && (*it)->hardness() < level->hardness())
{
++it;
}
d->m_levels.insert(it, level);
level->setParent(this);
}
typedef KgDifficultyLevel::StandardLevel DS;
void KgDifficulty::addStandardLevel(DS level, bool isDefault)
{
addLevel(new KgDifficultyLevel(level, isDefault));
}
void KgDifficulty::addStandardLevelRange(DS from, DS to)
{
//every level in range != Custom, therefore no level is default
addStandardLevelRange(from, to, KgDifficultyLevel::Custom);
}
void KgDifficulty::addStandardLevelRange(DS from, DS to, DS defaultLevel)
{
const QVector<DS> levels = QVector<DS>()
<< KgDifficultyLevel::RidiculouslyEasy
<< KgDifficultyLevel::VeryEasy
<< KgDifficultyLevel::Easy
<< KgDifficultyLevel::Medium
<< KgDifficultyLevel::Hard
<< KgDifficultyLevel::VeryHard
<< KgDifficultyLevel::ExtremelyHard
<< KgDifficultyLevel::Impossible
;
const int fromIndex = levels.indexOf(from);
const int toIndex = levels.indexOf(to);
const int defaultLevelIndex = levels.indexOf(defaultLevel);
Q_ASSERT_X(fromIndex >= 0 && toIndex > fromIndex && (defaultLevelIndex == KgDifficultyLevel::Custom || (defaultLevelIndex >= fromIndex && defaultLevelIndex <= toIndex)),
"KgDifficulty::addStandardLevelRange",
"No argument may be KgDifficultyLevel::Custom."
);
for (int i = fromIndex; i <= toIndex; ++i)
{
addLevel(new KgDifficultyLevel(levels[i], levels[i] == defaultLevel));
}
}
QList<const KgDifficultyLevel*> KgDifficulty::levels() const
{
return d->m_levels;
}
const KgDifficultyLevel* KgDifficulty::currentLevel() const
{
if (d->m_currentLevel)
{
return d->m_currentLevel;
}
Q_ASSERT(!d->m_levels.isEmpty());
//check configuration file for saved difficulty level
KConfigGroup cg(KGlobal::config(), "KgDifficulty");
const QByteArray key = cg.readEntry("Level", QByteArray());
foreach (const KgDifficultyLevel* level, d->m_levels)
{
if (level->key() == key)
{
return d->m_currentLevel = level;
}
}
//no level predefined - look for a default level
foreach (const KgDifficultyLevel* level, d->m_levels)
{
if (level->isDefault())
{
return d->m_currentLevel = level;
}
}
//no default level predefined - easiest level is probably a sane default
return d->m_currentLevel = d->m_levels[0];
}
bool KgDifficulty::isEditable() const
{
return d->m_editable;
}
void KgDifficulty::setEditable(bool editable)
{
if (d->m_editable == editable)
{
return;
}
d->m_editable = editable;
emit editableChanged(editable);
}
bool KgDifficulty::isGameRunning() const
{
return d->m_gameRunning;
}
void KgDifficulty::setGameRunning(bool gameRunning)
{
if (d->m_gameRunning == gameRunning)
{
return;
}
d->m_gameRunning = gameRunning;
emit gameRunningChanged(gameRunning);
}
void KgDifficulty::select(const KgDifficultyLevel* level)
{
Q_ASSERT(d->m_levels.contains(level));
if (d->m_currentLevel == level)
{
return;
}
//ask for confirmation if necessary
if (d->m_gameRunning)
{
const int result = KMessageBox::warningContinueCancel(0,
i18n("Changing the difficulty level will end the current game!"),
QString(), KGuiItem(i18n("Change the difficulty level"))
);
if (result != KMessageBox::Continue)
{
emit selectedLevelChanged(d->m_currentLevel);
return;
}
}
d->m_currentLevel = level;
emit selectedLevelChanged(level);
emit currentLevelChanged(level);
}
//END KgDifficulty
K_GLOBAL_STATIC(KgDifficulty, g_difficulty)
KgDifficulty* Kg::difficulty()
{
return g_difficulty;
}
KgDifficultyLevel::StandardLevel Kg::difficultyLevel()
{
return g_difficulty->currentLevel()->standardLevel();
}
//BEGIN KgDifficultyGUI
namespace KgDifficultyGUI
{
class Selector : public KComboBox
{
Q_OBJECT
private:
KgDifficulty* d;
public:
Selector(KgDifficulty* difficulty, QWidget* parent = 0)
: KComboBox(parent), d(difficulty) {}
Q_SIGNALS:
void signalSelected(int levelIndex);
public Q_SLOTS:
void slotActivated(int levelIndex)
{
d->select(d->levels().value(levelIndex));
}
void slotSelected(const KgDifficultyLevel* level)
{
emit signalSelected(d->levels().indexOf(level));
}
};
class Menu : public KSelectAction
{
Q_OBJECT
public:
Menu(const KIcon& i, const QString& s, QWidget* p) : KSelectAction(i,s,p){}
public Q_SLOTS:
//this whole class just because the following is not a slot
void setCurrentItem(int index) { KSelectAction::setCurrentItem(index); }
};
}
void KgDifficultyGUI::init(KXmlGuiWindow* window, KgDifficulty* difficulty)
{
const bool useSingleton = !difficulty;
if (useSingleton)
difficulty = Kg::difficulty();
//create selector (resides in status bar)
KgDifficultyGUI::Selector* selector = new KgDifficultyGUI::Selector(difficulty, window);
selector->setToolTip(i18nc("Game difficulty level", "Difficulty"));
QObject::connect(selector, SIGNAL(activated(int)), selector, SLOT(slotActivated(int)));
QObject::connect(difficulty, SIGNAL(editableChanged(bool)), selector, SLOT(setEnabled(bool)));
QObject::connect(difficulty, SIGNAL(selectedLevelChanged(const KgDifficultyLevel*)),
selector, SLOT(slotSelected(const KgDifficultyLevel*)));
QObject::connect(selector, SIGNAL(signalSelected(int)), selector, SLOT(setCurrentIndex(int)));
//create menu action
const KIcon icon("games-difficult");
KSelectAction* menu = new KgDifficultyGUI::Menu(icon, i18nc("Game difficulty level", "Difficulty"), window);
menu->setToolTip(i18n("Set the difficulty level"));
menu->setWhatsThis(i18n("Set the difficulty level of the game."));
QObject::connect(menu, SIGNAL(triggered(int)), selector, SLOT(slotActivated(int)));
QObject::connect(difficulty, SIGNAL(editableChanged(bool)), menu, SLOT(setEnabled(bool)));
QObject::connect(selector, SIGNAL(signalSelected(int)), menu, SLOT(setCurrentItem(int)));
//fill menu and selector
foreach (const KgDifficultyLevel* level, difficulty->levels())
{
selector->addItem(icon, level->title());
menu->addAction(level->title());
}
//initialize selection in selector
selector->slotSelected(difficulty->currentLevel());
//add selector to statusbar
window->statusBar()->addPermanentWidget(selector);
//add menu action to window
menu->setObjectName(QLatin1String("options_game_difficulty"));
window->actionCollection()->addAction(menu->objectName(), menu);
//ensure that the KgDifficulty instance gets deleted
if (!useSingleton && !difficulty->parent())
{
difficulty->setParent(window);
}
}
//END KgDifficultyGUI
#include "kgdifficulty.moc"
#include "moc_kgdifficulty.cpp"
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