Example #1
0
 void MainWindow::onNewGame()
 {
   m_needDestroy = false;
   m_gameConfiguring = true;
   std::shared_ptr<void> finalizer(nullptr, [&](void*) { m_gameConfiguring = false; });
   NewGameDialog dialog;
   if (dialog.exec() != QDialog::Accepted)
     return;
   
   const GameConfig& config = dialog.gameConfig();
   
   if (!config.isInititialized())
     return;
   
   auto rival = std::move(dialog.rival());
   
   connect(Kg::difficulty(),
       SIGNAL(currentLevelChanged(const KgDifficultyLevel*)),
       rival.get(),
       SLOT(onDifficultyChanged(const KgDifficultyLevel*)));
   
   m_menu.m_undoAction->setEnabled(rival->canUndo());
   
   connect(rival.get(), SIGNAL(needDestroy()), this, SLOT(onNeedDestroy()));
   
   m_model = std::unique_ptr<BoardModel>(new BoardModel(config, createStepQueue(config)));
   connect(m_menu.m_undoAction, SIGNAL(triggered(bool)), m_model.get(), SLOT(undo()));
   connect(m_model.get(), SIGNAL(statusUpdated(const QString&)), statusBar(), SLOT(showMessage(const QString&)));
   
   {
   std::unique_ptr<IBoardView> view(new BoardView(this));
   
   connect(this, SIGNAL(preferencesUpdated()), view->getObject(), SLOT(update()));
   
   setCentralWidget(qobject_cast<QWidget*>(view->getObject()));
   
   m_model->setView(std::move(view));
   }
   
   m_model->setRival(std::move(rival));
   
   m_menu.m_endAction->setEnabled(true);
   
   if (m_needDestroy)
     endGame();
 }
Example #2
0
/*
 * The 'New Game' button in 'Go Engine' tab has been pressed.
 */
void MainWindow::slot_fileNew()
{
    NewGameDialog * newGameDialog = new NewGameDialog(this);
    newGameDialog->exec();
    delete newGameDialog;
}
Example #3
0
void Kolf::startNewGame()
{
	NewGameDialog *dialog = 0;
	int firstHole = 1;

	if (loadedGame.isNull())
	{
		dialog = new NewGameDialog(filename.isNull(), dummy, "New Game Dialog");
		if (dialog->exec() != QDialog::Accepted)
			goto end;
	}

	players.clear();
	delete scoreboard;
	scoreboard = new ScoreBoard(dummy, "Score Board");
	layout->addWidget(scoreboard, 1, 0);
	scoreboard->show();

	if (loadedGame.isNull())
	{
		PlayerEditor *curEditor = 0;
		int newId = 1;
		for (curEditor = dialog->players()->first(); curEditor; curEditor = dialog->players()->next(), ++newId)
		{
			players.append(Player());
			players.last().ball()->setColor(curEditor->color());
			players.last().setName(curEditor->name());
			players.last().setId(newId);
		}

		competition = dialog->competition();
		filename = filename.isNull()? dialog->course() : filename;
	}
	else
	{
		KConfig config(loadedGame);
		config.setGroup("0 Saved Game");

		if (isTutorial)
			filename = KGlobal::dirs()->findResource("appdata", "tutorial.kolf");
		else
			filename = config.readEntry("Course", QString::null);

		if (filename.isNull())
			return;

		competition = config.readBoolEntry("Competition", false);
		firstHole = config.readNumEntry("Current Hole", 1);

		players.clear();
		KolfGame::scoresFromSaved(&config, players);
	}

	for (PlayerList::Iterator it = players.begin(); it != players.end(); ++it)
		scoreboard->newPlayer((*it).name());

	delete spacer;
	spacer = 0;
	delete game;
	game = new KolfGame(obj, &players, filename, dummy);
	game->setStrict(competition);

	connect(game, SIGNAL(newHole(int)), scoreboard, SLOT(newHole(int)));
	connect(game, SIGNAL(scoreChanged(int, int, int)), scoreboard, SLOT(setScore(int, int, int)));
	connect(game, SIGNAL(parChanged(int, int)), scoreboard, SLOT(parChanged(int, int)));
	connect(game, SIGNAL(modifiedChanged(bool)), this, SLOT(updateModified(bool)));
	connect(game, SIGNAL(newPlayersTurn(Player *)), this, SLOT(newPlayersTurn(Player *)));
	connect(game, SIGNAL(holesDone()), this, SLOT(gameOver()));
	connect(game, SIGNAL(checkEditing()), this, SLOT(checkEditing()));
	connect(game, SIGNAL(editingStarted()), this, SLOT(editingStarted()));
	connect(game, SIGNAL(editingEnded()), this, SLOT(editingEnded()));
	connect(game, SIGNAL(inPlayStart()), this, SLOT(inPlayStart()));
	connect(game, SIGNAL(inPlayEnd()), this, SLOT(inPlayEnd()));
	connect(game, SIGNAL(maxStrokesReached(const QString &)), this, SLOT(maxStrokesReached(const QString &)));
	connect(game, SIGNAL(largestHole(int)), this, SLOT(updateHoleMenu(int)));
	connect(game, SIGNAL(titleChanged(const QString &)), this, SLOT(titleChanged(const QString &)));
	connect(game, SIGNAL(newStatusText(const QString &)), this, SLOT(newStatusText(const QString &)));
	connect(game, SIGNAL(currentHole(int)), this, SLOT(setCurrentHole(int)));
	connect(holeAction, SIGNAL(activated(const QString &)), game, SLOT(switchHole(const QString &)));
	connect(nextAction, SIGNAL(activated()), game, SLOT(nextHole()));
	connect(prevAction, SIGNAL(activated()), game, SLOT(prevHole()));
	connect(firstAction, SIGNAL(activated()), game, SLOT(firstHole()));
	connect(lastAction, SIGNAL(activated()), game, SLOT(lastHole()));
	connect(randAction, SIGNAL(activated()), game, SLOT(randHole()));
	connect(editingAction, SIGNAL(activated()), game, SLOT(toggleEditMode()));
	connect(newHoleAction, SIGNAL(activated()), game, SLOT(addNewHole()));
	connect(clearHoleAction, SIGNAL(activated()), game, SLOT(clearHole()));
	connect(resetHoleAction, SIGNAL(activated()), game, SLOT(resetHole()));
	connect(undoShotAction, SIGNAL(activated()), game, SLOT(undoShot()));
	//connect(replayShotAction, SIGNAL(activated()), game, SLOT(replay()));
	connect(aboutAction, SIGNAL(activated()), game, SLOT(showInfoDlg()));
	connect(useMouseAction, SIGNAL(toggled(bool)), game, SLOT(setUseMouse(bool)));
	connect(useAdvancedPuttingAction, SIGNAL(toggled(bool)), game, SLOT(setUseAdvancedPutting(bool)));
	connect(soundAction, SIGNAL(toggled(bool)), game, SLOT(setSound(bool)));
	connect(showGuideLineAction, SIGNAL(toggled(bool)), game, SLOT(setShowGuideLine(bool)));
	connect(showInfoAction, SIGNAL(toggled(bool)), game, SLOT(setShowInfo(bool)));

	game->setUseMouse(useMouseAction->isChecked());
	game->setUseAdvancedPutting(useAdvancedPuttingAction->isChecked());
	game->setShowInfo(showInfoAction->isChecked());
	game->setShowGuideLine(showGuideLineAction->isChecked());
	game->setSound(soundAction->isChecked());

	layout->addWidget(game, 0, 0, AlignCenter);

	game->show();
	game->setFocus();

	setEditingEnabled(true);
	endAction->setEnabled(true);
	setHoleMovementEnabled(true);
	setHoleOtherEnabled(true);
	aboutAction->setEnabled(true);
	highScoreAction->setEnabled(true);
	printAction->setEnabled(true);
	saveAction->setEnabled(true);
	saveAsAction->setEnabled(true);
	saveGameAction->setEnabled(true);
	saveGameAsAction->setEnabled(true);

	clearHoleAction->setEnabled(false);
	newHoleAction->setEnabled(false);
	newAction->setEnabled(false);
	loadGameAction->setEnabled(false);
	tutorialAction->setEnabled(false);


	// so game can do stuff that needs to be done
	// after things above are connected
	game->startFirstHole(firstHole);

	end:
	delete dialog;
}