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gameareaimpl.h
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gameareaimpl.h
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/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef GAMEAREAIMPL_H
#define GAMEAREAIMPL_H
#include <QQuickItem>
class SameGameImpl;
// One of QML's limitations that is making it difficult to integrate
// the two languages at the moment is the fact that, given:
// main.qml: MyItem { id: myItem }
// MyItem.qml: CppItem { property int myProp; Rectangle { id: myRect } }
// doing qmlContext(myItem) from C++ will return the QQmlContext of main.qml,
// which won't allow us to access properties and IDs defined in MyItem.qml if
// we want to place the C++ implementation as the root item.
// Having the C++ implementation as the root of components would make passing
// whole components between QML and C++ implementations much simpler and would
// allow us to define more properties in C++.
// For now we'll place our C++ implementation as a child item of MyItem.qml
// to be able to get the right QQmlContext, and we'll rely on the fact that
// our C++ implementation is intantiated as an "impl" property of its component's root.
template <typename Impl>
class QuickImplPointer
{
QQuickItem *m_root;
Impl *m_impl;
public:
QuickImplPointer() : m_root(nullptr), m_impl(nullptr) { }
QuickImplPointer(QQuickItem *root)
: m_root(root)
, m_impl(root->property("impl").value<Impl*>())
{ }
void reset(QQuickItem *root) { *this = QuickImplPointer<Impl>(root); }
QQuickItem &operator*() const { return *m_root; }
QQuickItem *operator->() const { return m_root; }
operator QQuickItem*() { return m_root; }
Impl *impl() { return m_impl; }
};
class GameAreaImpl : public QObject, public QQmlParserStatus {
Q_OBJECT
Q_PROPERTY(int curTurn READ curTurn WRITE setCurTurn NOTIFY curTurnChanged FINAL)
Q_PROPERTY(bool swapping MEMBER m_swapping NOTIFY swappingChanged FINAL)
QuickImplPointer<SameGameImpl> m_sameGame;
QQuickItem *m_puzzleWin = nullptr;
QQuickItem *m_puzzleFail = nullptr;
QQuickItem *m_puzzleTextBubble = nullptr;
QQuickItem *m_puzzleTextLabel = nullptr;
QQuickItem *m_p1Text = nullptr;
QQuickItem *m_p2Text = nullptr;
QQuickItem *m_p1WonImg = nullptr;
QQuickItem *m_p2WonImg = nullptr;
QObject *m_clickDelay = nullptr;
int m_curTurn = 1;
bool m_swapping = false;
QQuickItem *componentRoot() const { return qobject_cast<QQuickItem*>(parent()); }
signals:
void curTurnChanged();
void swappingChanged();
public:
void classBegin() Q_DECL_OVERRIDE { }
void componentComplete() Q_DECL_OVERRIDE;
int curTurn() const { return m_curTurn; }
void setCurTurn(int curTurn) {
if (curTurn == m_curTurn)
return;
m_curTurn = curTurn;
emit curTurnChanged();
}
void showPuzzleEnd(bool won);
void showPuzzleGoal (const QString &str);
void swapPlayers();
public slots:
void onMouseClicked(QObject *mouse);
void showWonImg();
void hideWonImg();
void hidePuzzleTextBubble();
};
#endif