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CPhotoPuzzleWizard.cpp
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CPhotoPuzzleWizard.cpp
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#include "CPhotoPuzzleWizard.h"
#include <QHBoxLayout>
#include <QLabel>
#include <QDebug>
#include <QDrag>
#include <QMouseEvent>
#include <QMimeData>
#include <QMessageBox>
#include "CMainWindow.h"
#include "CProjectManager.h"
#include "LudoMuse_src/Classes/Engine/Include/CSceneNode.h"
#include "LudoMuse_src/Classes/Engine/Include/CSpriteNode.h"
#include "LudoMuse_src/Classes/Engine/Include/CGridNode.h"
#include "LudoMuse_src/Classes/Engine/Include/CAnimationNode.h"
#include "LudoMuse_src/Classes/Engine/Include/CLabelNode.h"
#include "LudoMuse_src/Classes/Engine/Include/CMenuNode.h"
#include "LudoMuse_src/Classes/Engine/Include/CValidator.h"
CPhotoPuzzleWizard::CPhotoPuzzleWizard(const SNewGameInfo& a_rNewGame, LM::CKernel* a_pKernel, QWidget* parent):
m_oNewGameInfo(a_rNewGame),
m_pKernel(a_pKernel),
QDialog(parent),
ui(new Ui_Dialog)
{
ui->setupUi(this);
setModal(true);
setAcceptDrops(true);
setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
connect(ui->okButton, SIGNAL(clicked(bool)), this, SLOT(clickOnValidate(bool)));
connect(ui->cancelButton, SIGNAL(clicked(bool)), this, SLOT(clickOnCancel(bool)));
connect(ui->ToFillColSpinner, SIGNAL(valueChanged(int)), this, SLOT(GenerateGrids()));
connect(ui->ToFillRowsSpinner, SIGNAL(valueChanged(int)), this, SLOT(GenerateGrids()));
connect(ui->PiecesColSpinner, SIGNAL(valueChanged(int)), this, SLOT(GenerateGrids()));
connect(ui->PiecesRowsSpinner, SIGNAL(valueChanged(int)), this, SLOT(GenerateGrids()));
GenerateGrids();
}
void CPhotoPuzzleWizard::ClearLayout(QLayout* layout, bool deleteWidgets)
{
while (QLayoutItem* item = layout->takeAt(0))
{
if (deleteWidgets)
{
if (QWidget* widget = item->widget())
delete widget;
}
if (QLayout* childLayout = item->layout())
ClearLayout(childLayout, deleteWidgets);
delete item;
}
}
void CPhotoPuzzleWizard::GenerateGrids()
{
ClearLayout(ui->ToFillGridLayout, true);
ClearLayout(ui->PiecesGridLayout, true);
m_vPiecesGridItems.clear();
m_vToFillGridItems.clear();
ui->PiecesColSpinner->setMinimum(1);
ui->PiecesRowsSpinner->setMinimum(1);
ui->PiecesColSpinner->setMaximum(ui->ToFillColSpinner->value());
ui->PiecesRowsSpinner->setMaximum(ui->ToFillRowsSpinner->value());
ui->ToFillColSpinner->setMinimum(1);
ui->ToFillRowsSpinner->setMinimum(1);
ui->ToFillColSpinner->setMaximum(5);
ui->ToFillRowsSpinner->setMaximum(5);
for (int row = 0; row < ui->ToFillRowsSpinner->value(); ++row)
{
for (int col = 0; col < ui->ToFillColSpinner->value(); ++col)
{
QLabel* label = new QLabel(this);
label->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
label->setMinimumHeight(20);
label->setMinimumWidth(20);
label->setText(QString::number(row * ui->ToFillColSpinner->value() + col + 1));
if (row >= m_vToFillGridItems.size())
{
m_vToFillGridItems.append(QVector<QLabel*>());
}
m_vToFillGridItems[row].append(label);
ui->ToFillGridLayout->addWidget(label, row, col);
}
}
for (int row = 0; row < ui->PiecesRowsSpinner->value(); ++row)
{
for (int col = 0; col < ui->PiecesColSpinner->value(); ++col)
{
QComboBox* combo = new QComboBox(this);
combo->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
combo->setAcceptDrops(true);
for (int i = 0; i < m_vToFillGridItems.size() * m_vToFillGridItems.at(0).size(); ++i)
{
combo->addItem(QString::number(i + 1));
}
if (row >= m_vPiecesGridItems.size())
{
m_vPiecesGridItems.append(QVector<QComboBox*>());
}
m_vPiecesGridItems[row].append(combo);
ui->PiecesGridLayout->addWidget(combo, row, col);
}
}
}
void CPhotoPuzzleWizard::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton)
{
QLabel* label = dynamic_cast<QLabel*>(childAt(event->pos()));
if (label && label->text() != "_")
{
QDrag* drag = new QDrag(this);
QMimeData* mimeData = new QMimeData;
mimeData->setText(label->text());
drag->setMimeData(mimeData);
drag->exec();
}
}
}
void CPhotoPuzzleWizard::dragEnterEvent(QDragEnterEvent *event)
{
if (event->mimeData()->hasFormat("text/plain"))
event->acceptProposedAction();
}
void CPhotoPuzzleWizard::dropEvent(QDropEvent *event)
{
QComboBox* combo = dynamic_cast<QComboBox*>(childAt(event->pos()));
if (combo)
{
combo->setCurrentIndex(event->mimeData()->text().toInt() - 1);
event->acceptProposedAction();
}
}
void CPhotoPuzzleWizard::clickOnCancel(bool)
{
close();
}
void CPhotoPuzzleWizard::clickOnValidate(bool)
{
std::vector<int> values;
for (int row = ui->PiecesRowsSpinner->value() - 1; row >= 0; --row)
{
for (int col = 0; col < ui->PiecesColSpinner->value(); ++col)
{
values.push_back(m_vPiecesGridItems[row][col]->currentIndex() + 1);
}
}
for (int i = 0; i < values.size(); ++i)
{
for (int j = 0; j < values.size(); ++j)
{
if (i != j && values[i] == values[j])
{
// two identical values
QMessageBox::critical(this, "Erreur !",
"Impossible de créer le jeu vous avez plusieurs pièces référençant le même élement manquant");
return;
}
}
}
ON_CC_THREAD(CPhotoPuzzleWizard::GenerateScenes, this, values);
}
void CPhotoPuzzleWizard::GenerateScenes(const std::vector<int>& values)
{
std::string toFillSceneID;
std::string piecesSceneID;
LM::CSceneNode *sceneP1, *sceneP2;
if (!m_oNewGameInfo.isSwaped)
{
toFillSceneID = m_oNewGameInfo.newID1.toStdString();
piecesSceneID = m_oNewGameInfo.newID2.toStdString();
}
else
{
toFillSceneID = m_oNewGameInfo.newID2.toStdString();
piecesSceneID = m_oNewGameInfo.newID1.toStdString();
}
LM::CSceneNode* toFillPlayerScene = new LM::CSceneNode(toFillSceneID);
LM::CSceneNode* piecesPlayerScene = new LM::CSceneNode(piecesSceneID);
if (!m_oNewGameInfo.isSwaped)
{
sceneP1 = toFillPlayerScene;
sceneP2 = piecesPlayerScene;
}
else
{
sceneP1 = piecesPlayerScene;
sceneP2 = toFillPlayerScene;
}
std::string basePath = CProjectManager::Instance()->GetProjectPath();
// fill scene1 with entities
piecesPlayerScene->SetSynced(true);
// backgournd image
LM::CSpriteNode* backgroundImage = new LM::CSpriteNode(basePath + "cache/background_dark.png",
LM::CENTER,
100);
piecesPlayerScene->AddChildNode(backgroundImage);
// drop area
LM::CSpriteNode* dropArea = new LM::CSpriteNode(basePath + "cache/shared_zone.png",
LM::LEFT, 25);
std::string dropArea1ID = "dropArea1";
dropArea->SetID(dropArea1ID);
LM::CEventCallback dropOnArea("DisableEvent",
m_pKernel,
&LM::CKernel::DisableEvent,
LM::SEvent(LM::SEvent::STRING, dropArea, dropArea1ID + ":Drop"));
dropArea->AddListener("Drop", dropOnArea);
LM::CEventCallback dropEnableBack("EnableEvent",
m_pKernel,
&LM::CKernel::EnableEvent,
LM::SEvent(LM::SEvent::STRING, dropArea, dropArea1ID + ":Drop"));
dropArea->AddListener("DropEnableBack", dropEnableBack);
piecesPlayerScene->AddChildNode(dropArea);
LM::CGridNode* piecesGrid = new LM::CGridNode(ui->PiecesRowsSpinner->value(),
ui->PiecesColSpinner->value(),
LM::EAnchor::RIGHT,
50, 50, 0, 0);
piecesPlayerScene->AddChildNode(piecesGrid);
// fill this grid in the dynamic filling loop at the end
// add information items to scene1
LM::CSpriteNode* infoBottom = new LM::CSpriteNode(basePath + "ui/info-6.png",
LM::EAnchor::BOTTOM,
0, 13);
piecesPlayerScene->AddChildNode(infoBottom);
LM::CGroupNode* infoBottomGroup = new LM::CGroupNode(LM::EAnchor::CENTER, 60, 100);
infoBottom->AddChildNode(infoBottomGroup);
LM::CAnimationNode* bottomMoveAnimation = new LM::CAnimationNode(basePath + "ui/animations/move.png",
basePath + "ui/animations/move.plist",
LM::EAnchor::LEFT,
0, 80);
infoBottomGroup->AddChildNode(bottomMoveAnimation);
LM::CLabelNode* infoBottomText = new LM::CLabelNode("Envoie les détails de la photo à ton partenaire",
"#default-font", 21, "center", "0,0,0,255",
LM::EAnchor::CENTER, 95);
infoBottomGroup->AddChildNode(infoBottomText);
LM::CSpriteNode* infoTop = new LM::CSpriteNode(basePath + "ui/info-2.png",
LM::EAnchor::TOP,
0, 13);
piecesPlayerScene->AddChildNode(infoTop);
LM::CLabelNode* infoTopText = new LM::CLabelNode("Instructions Scénario",
"#default-font", 20, "center", "0,0,0,255",
LM::EAnchor::CENTER, 80, 100);
infoTop->AddChildNode(infoTopText);
LM::CMenuNode* navRight1 = new LM::CMenuNode(basePath + "ui/nav-5.png",
basePath + "ui/nav-5-active.png",
LM::CCallback<LM::CKernel, cocos2d::Ref*>("Nav",
m_pKernel,
&LM::CKernel::NavNext),
LM::EAnchor::BOTTOM_RIGHT,
0, 13, 0, 0, "next");
piecesPlayerScene->AddChildNode(navRight1);
LM::CEventCallback showNav("Show", m_pKernel, &LM::CKernel::SetNodeVisible,
LM::SEvent(LM::SEvent::BOOLEAN, navRight1, "Validate", true));
navRight1->AddListener("Validate", showNav);
LM::CLabelNode* navLabel = new LM::CLabelNode("Suivant",
"#default-font",
24, "center", "",
LM::EAnchor::CENTER, 100, 100);
navRight1->AddChildNode(navLabel);
// fill scene2 with entities
toFillPlayerScene->SetSynced(true);
LM::CValidator* validator = new LM::CValidator(m_pKernel);
for (int value : values)
{
validator->AddID(std::to_string(value));
}
toFillPlayerScene->AddChildNode(validator);
LM::CSpriteNode* backgroundToFill = new LM::CSpriteNode(basePath + "cache/background_dark.png",
LM::EAnchor::CENTER, 100, 100);
toFillPlayerScene->AddChildNode(backgroundToFill);
LM::CSpriteNode* photoPuzzle = new LM::CSpriteNode(basePath + "cache/background.png",
LM::EAnchor::LEFT, 70);
toFillPlayerScene->AddChildNode(photoPuzzle);
LM::CGridNode* toFillGrid = new LM::CGridNode(ui->ToFillRowsSpinner->value(),
ui->ToFillColSpinner->value(),
LM::EAnchor::CENTER,
100, 100, 0, 0);
photoPuzzle->AddChildNode(toFillGrid);
// fill this grid in the dynamic filling loop at the end
LM::CSpriteNode* dropAreaToFill = new LM::CSpriteNode(basePath + "cache/shared_zone.png",
LM::EAnchor::RIGHT,
25, 100);
toFillPlayerScene->AddChildNode(dropAreaToFill);
// fill this area in the dynamic filling loop at the end
LM::CSpriteNode* infoBottomToFill = new LM::CSpriteNode(basePath + "ui/info-6.png",
LM::EAnchor::BOTTOM,
0, 13);
toFillPlayerScene->AddChildNode(infoBottomToFill);
LM::CGroupNode* infoBottomToFillGroup = new LM::CGroupNode(LM::EAnchor::CENTER,
60, 100);
infoBottomToFill->AddChildNode(infoBottomToFillGroup);
LM::CAnimationNode* animationToFill = new LM::CAnimationNode(basePath + "ui/animations/move.png",
basePath + "ui/animations/move.plist",
LM::EAnchor::LEFT,
0, 80);
infoBottomToFillGroup->AddChildNode(animationToFill);
LM::CLabelNode* infoBottomToFillText = new LM::CLabelNode("Recompose la photo à partir des détails envoyés.",
"#default-font",
21, "center", "0,0,0,255",
LM::EAnchor::RIGHT, 95);
infoBottomToFillGroup->AddChildNode(infoBottomToFillText);
LM::CSpriteNode* infoTopToFill = new LM::CSpriteNode(basePath + "ui/info-2.png",
LM::EAnchor::TOP,
0, 13);
toFillPlayerScene->AddChildNode(infoTopToFill);
LM::CLabelNode* infoTopToFillText = new LM::CLabelNode("Instructions scénario",
"#default-font",
20, "center", "0,0,0,255",
LM::EAnchor::CENTER,
80, 100);
infoTopToFill->AddChildNode(infoTopToFillText);
LM::CMenuNode* navRight2 = new LM::CMenuNode(basePath + "ui/nav-5.png",
basePath + "ui/nav-5-active.png",
LM::CCallback<LM::CKernel, cocos2d::Ref*>("Nav",
m_pKernel,
&LM::CKernel::NavNext),
LM::EAnchor::BOTTOM_RIGHT,
0, 13, 0, 0, "next");
toFillPlayerScene->AddChildNode(navRight2);
LM::CEventCallback showNav2("Show", m_pKernel, &LM::CKernel::SetNodeVisible,
LM::SEvent(LM::SEvent::BOOLEAN, navRight2, "Validate", true));
navRight2->AddListener("Validate", showNav2);
LM::CLabelNode* navLabel2 = new LM::CLabelNode("Suivant",
"#default-font",
24, "center", "",
LM::EAnchor::CENTER, 100, 100);
navRight2->AddChildNode(navLabel2);
// link grid elements to each other and populate them
for (int toFillRow = ui->ToFillRowsSpinner->value() - 1; toFillRow >= 0; --toFillRow)
{
for (int toFillCol = 0; toFillCol < ui->ToFillColSpinner->value(); ++toFillCol)
{
LM::CGroupNode* toFillCell = new LM::CGroupNode(LM::EAnchor::CENTER,
100, 100);
LM::CEventCallback sendOndropOnCell("SendMessage", m_pKernel, &LM::CKernel::SendNetworkMessage,
LM::SEvent(LM::SEvent::STRING, toFillCell,
piecesSceneID + ":DropEnableBack:" + dropArea1ID));
toFillCell->AddListener("Drop", sendOndropOnCell);
LM::CEventCallback anchorOnDropOnCell("AnchorEntity", m_pKernel, &LM::CKernel::AnchorEntityCallback,
LM::SEvent(LM::SEvent::STRING, toFillCell,
m_vToFillGridItems[toFillRow][toFillCol]->text().toStdString()));
toFillCell->AddListener("Drop", anchorOnDropOnCell);
toFillGrid->AddChildNode(toFillCell);
}
}
for (int value : values)
{
// pieces in pieces grid
LM::CSpriteNode* piece = new LM::CSpriteNode(basePath + "cache/puzzle.png",
LM::EAnchor::CENTER,
0, 80);
LM::CEventCallback fadeOnDroped("Fade", m_pKernel, &LM::CKernel::FadeEntity,
LM::SEvent(LM::SEvent::NONE, piece));
piece->AddListener("Droped", fadeOnDroped);
LM::CEventCallback disableAreaOnDroped("DisableEvent", m_pKernel,
&LM::CKernel::DisableEvent,
LM::SEvent(LM::SEvent::STRING, piece, dropArea1ID + ":drop"));
piece->AddListener("Droped", disableAreaOnDroped);
LM::CEventCallback sendMessageOnDroped("SendMessage", m_pKernel,
&LM::CKernel::SendNetworkMessage,
LM::SEvent(LM::SEvent::STRING, piece, toFillSceneID + std::string(":Show:") + std::to_string(value)));
piece->AddListener("Droped", sendMessageOnDroped);
LM::CEventCallback dummy("Move", m_pKernel, nullptr);
piece->AddListener("Move", dummy);
LM::CEventCallback showBackOnReturn("ShowBack", m_pKernel,
&LM::CKernel::SetNodeVisible,
LM::SEvent(LM::SEvent::BOOLEAN, piece, "ShowBack", true));
piece->AddListener("ReturnElement", showBackOnReturn);
piece->SetID(std::to_string(value));
piecesGrid->AddChildNode(piece);
// pieces in sending area
LM::CSpriteNode* fill = new LM::CSpriteNode(basePath + "cache/puzzle.png",
LM::EAnchor::CENTER,
40);
LM::CEventCallback validateOnAnchored("Validate", m_pKernel,
&LM::CKernel::Validate,
LM::SEvent(LM::SEvent::STRING, fill, std::to_string(value)));
fill->AddListener("Anchored", validateOnAnchored);
LM::CEventCallback fadeOnAnchoredFailed("Fade", m_pKernel,
&LM::CKernel::FadeEntity,
LM::SEvent(LM::SEvent::NONE, fill));
fill->AddListener("AnchoredFailed", fadeOnAnchoredFailed);
LM::CEventCallback sendMessageOnFailed("SendMessage", m_pKernel,
&LM::CKernel::SendNetworkMessage,
LM::SEvent(LM::SEvent::STRING, fill, piecesSceneID + std::string(":ReturnElement:") + std::to_string(value)));
fill->AddListener("AnchoredFailed", sendMessageOnFailed);
LM::CEventCallback localMessageOnFailed("LocalMessage", m_pKernel,
&LM::CKernel::LocalMessage,
LM::SEvent(LM::SEvent::STRING, fill, toFillSceneID + std::string(":Beep:") + std::to_string(value)));
fill->AddListener("AnchoredFailed", localMessageOnFailed);
LM::CEventCallback dummy2("Move", m_pKernel, nullptr);
fill->AddListener("Move", dummy2);
LM::CEventCallback show("Show", m_pKernel,
&LM::CKernel::SetNodeVisible,
LM::SEvent(LM::SEvent::BOOLEAN, fill, "Show", true));
fill->AddListener("Show", show);
LM::CEventCallback beep("PlaySound", m_pKernel,
&LM::CKernel::PlaySoundCallback,
LM::SEvent(LM::SEvent::STRING, fill, basePath + "ui/audio/beep.wav"));
fill->AddListener("Beep", beep);
fill->SetVisible(false);
fill->SetID(std::to_string(value));
dropAreaToFill->AddChildNode(fill);
}
m_pKernel->AddSyncID(m_oNewGameInfo.newID1.toStdString(), m_oNewGameInfo.newID2.toStdString());
m_pKernel->AddScene(sceneP1,
m_oNewGameInfo.previousID1.toStdString(),
m_oNewGameInfo.newID1.toStdString(),
CMainWindow::PLAYER_1);
m_pKernel->AddScene(sceneP2,
m_oNewGameInfo.previousID2.toStdString(),
m_oNewGameInfo.newID2.toStdString(),
CMainWindow::PLAYER_2);
close();
}