Can now change theme for static and mission maps.
Fixed mission map descriptions that had commas which broke them. Now, you must escape commas in map descriptions.
Made bgwidget repaint on animation tick to avoid buffer-not-clearing issue with widgets that change overtop the background leaving a ghost image of the widget's previous state.
Generated map is now the default map in the mapconfig widget.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
/**
* @file
* @brief RoomsListModel class implementation
*/
#include <QBrush>
#include <QColor>
#include <QIcon>
#include "roomslistmodel.h"
#include "MapModel.h"
RoomsListModel::RoomsListModel(QObject *parent) :
QAbstractTableModel(parent),
c_nColumns(8)
{
m_headerData =
QStringList()
<< tr("In progress")
<< tr("Room Name")
<< tr("C")
<< tr("T")
<< tr("Owner")
<< tr("Map")
<< tr("Rules")
<< tr("Weapons");
m_staticMapModel = DataManager::instance().staticMapModel();
m_missionMapModel = DataManager::instance().missionMapModel();
}
QVariant RoomsListModel::headerData(int section, Qt::Orientation orientation, int role) const
{
if(orientation == Qt::Vertical || role != Qt::DisplayRole)
return QVariant();
else
return QVariant(m_headerData.at(section));
}
int RoomsListModel::rowCount(const QModelIndex & parent) const
{
if(parent.isValid())
return 0;
else
return m_data.size();
}
int RoomsListModel::columnCount(const QModelIndex & parent) const
{
if(parent.isValid())
return 0;
else
return c_nColumns;
}
QVariant RoomsListModel::data(const QModelIndex &index, int role) const
{
int column = index.column();
int row = index.row();
// invalid index
if (!index.isValid())
return QVariant();
// invalid row
if ((row < 0) || (row >= m_data.size()))
return QVariant();
// invalid column
if ((column < 0) || (column >= c_nColumns))
return QVariant();
// not a role we have data for
if (role != Qt::DisplayRole)
// only custom-align counters
if ((role != Qt::TextAlignmentRole)
|| ((column != PlayerCountColumn) && (column != TeamCountColumn)))
// only decorate name column
if ((role != Qt::DecorationRole) || (column != NameColumn))
// only dye map column
if ((role != Qt::ForegroundRole) || (column != MapColumn))
return QVariant();
// decorate room name based on room state
if (role == Qt::DecorationRole)
{
const QIcon roomBusyIcon(":/res/iconDamage.png");
const QIcon roomWaitingIcon(":/res/iconTime.png");
if (m_data.at(row).at(0).isEmpty())
return QVariant(roomWaitingIcon);
else
return QVariant(roomBusyIcon);
}
QString content = m_data.at(row).at(column);
if (role == Qt::DisplayRole)
{
// supply in progress flag as bool
if (column == 0)
return QVariant(QString(!content.isEmpty()));
// display room names
if (column == 5)
{
// special names
if (content[0] == '+')
{
if (content == "+rnd+") return tr("Random Map");
if (content == "+maze+") return tr("Random Maze");
if (content == "+drawn+") return tr("Hand-drawn");
}
// prefix ? if map not available
if (!m_staticMapModel->mapExists(content) &&
!m_missionMapModel->mapExists(content))
return QString ("? %1").arg(content);
}
return content;
}
// dye map names red if map not available
if (role == Qt::ForegroundRole)
{
if (content == "+rnd+" ||
content == "+maze+" ||
content == "+drawn+" ||
m_staticMapModel->mapExists(content) ||
m_missionMapModel->mapExists(content))
return QVariant();
else
return QBrush(QColor("darkred"));
}
if (role == Qt::TextAlignmentRole)
{
return (int)(Qt::AlignHCenter | Qt::AlignVCenter);
}
Q_ASSERT(false);
return QVariant();
}
void RoomsListModel::setRoomsList(const QStringList & rooms)
{
beginResetModel();
m_data.clear();
int nRooms = rooms.size();
for (int i = 0; i < nRooms; i += c_nColumns)
{
QStringList l;
#if QT_VERSION >= QT_VERSION_CHECK(4, 7, 0)
l.reserve(c_nColumns); // small optimisation not supported in old Qt
#endif
for (int t = 0; t < c_nColumns; t++)
{
l.append(rooms[i + t]);
}
m_data.append(roomInfo2RoomRecord(l));
}
endResetModel();
}
void RoomsListModel::addRoom(const QStringList & info)
{
beginInsertRows(QModelIndex(), 0, 0);
m_data.prepend(roomInfo2RoomRecord(info));
endInsertRows();
}
int RoomsListModel::rowOfRoom(const QString & name)
{
int size = m_data.size();
if (size < 1)
return -1;
int i = 0;
// search for record with matching room name
while(m_data[i].at(NameColumn) != name)
{
i++;
if(i >= size)
return -1;
}
return i;
}
void RoomsListModel::removeRoom(const QString & name)
{
int i = rowOfRoom(name);
if (i < 0)
return;
beginRemoveRows(QModelIndex(), i, i);
m_data.removeAt(i);
endRemoveRows();
}
void RoomsListModel::updateRoom(const QString & name, const QStringList & info)
{
int i = rowOfRoom(name);
if (i < 0)
return;
m_data[i] = roomInfo2RoomRecord(info);
emit dataChanged(index(i, 0), index(i, columnCount(QModelIndex()) - 1));
}
QStringList RoomsListModel::roomInfo2RoomRecord(const QStringList & info)
{
QStringList result;
result = info;
// for matters of less memory usage and quicker access store
// the boolean string as either "t" or empty
if (info[StateColumn].toLower() == "true")
result[StateColumn] = "t";
else
result[StateColumn] = QString();
return result;
}