#include <QVBoxLayout>
#include <QLabel>
#include <QMap>
+#include <QTextDocument>
#include <X11/Xlib.h>
#include <X11/extensions/XInput2.h>
MultypoWindow::MultypoWindow(QWidget *parent) :
QWidget(parent),
+ state(Naming),
xiInited(false)
{
/* Prepare colors */
- setStyleSheet("background-color: black; color: green; font-size: 30pt");
+ setStyleSheet("background-color: black; font-size: 45pt");
/* Prepare conents */
setLayout(new QVBoxLayout(this));
-
- mainLabel = new QLabel("Hit <Esc> to quit", this);
+ mainLabel = new QLabel(this);
+ mainLabel->setTextFormat(Qt::RichText);
+ setLabel("Namen eingeben, dann Return", BASE_COLOR);
layout()->addWidget(mainLabel);
/* Fullscreen, no cursor */
{
}
-void MultypoWindow::resetPlayerText() {
- for (QMap<int, Player*>::Iterator it = players.begin(); it != players.end(); ++it) {
- it.value()->resetText();
- }
+void MultypoWindow::setLabel(QString text, QString color)
+{
+ mainLabel->setText(QString("<font color=%1>%2</span>").arg(color).arg(Qt::escape(text)));
}
void MultypoWindow::nextWord() {
QByteArray tmp = words.readLine().trimmed();
- QString word = QString::fromUtf8(tmp);
- if (word.isEmpty()) { // game over
- mainLabel->setText("GAME OVER");
+ currentWord = QString::fromUtf8(tmp);
+ qDebug() << "New word:" << currentWord;
+ if (currentWord.isEmpty()) { // game over
+ setLabel("GAME OVER", READY_COLOR);
for (QMap<int, Player*>::Iterator it = players.begin(); it != players.end(); ++it) {
- QString tmp = QString ("Spieler %1 hat %2 Punkte.").arg(it.value()->getName()).arg(it.value()->score);
- it.value()->setWaiting(tmp);
+ it.value()->showScore();
}
+ state = Scoring;
} else {
- resetPlayerText();
- mainLabel->setText(word);
- typingPlayers = players.size();
+ for (QMap<int, Player*>::Iterator it = players.begin(); it != players.end(); ++it) {
+ it.value()->nextWord();
+ }
+ setLabel(currentWord, BASE_COLOR);
+ state = Playing;
}
}
+bool MultypoWindow::allPlayersWaiting()
+{
+ for (QMap<int, Player*>::Iterator it = players.begin(); it != players.end(); ++it) {
+ if (it.value()->getState() != Player::Waiting) return false;
+ }
+ return true;
+}
+
+int MultypoWindow::typingPlayers()
+{
+ int n = 0;
+ for (QMap<int, Player*>::Iterator it = players.begin(); it != players.end(); ++it) {
+ if (it.value()->getState() == Player::Typing) ++n;
+ }
+ return n;
+}
+
void MultypoWindow::handleKeyPress(int device, QString string)
{
qDebug() << "Device" << device << "String" << string;
}
if (!players.contains(device)) {
+ if (state > Naming)
+ return;
players[device] = new Player(this);
}
- players[device]->handleKey(string);
-
- if (gameStarted) { // ingame
- qDebug() << players[device]->getCurrentLine();
- qDebug() << mainLabel->text();
- if (players[device]->getCurrentLine() == mainLabel->text()) {
- players[device]->score += typingPlayers;
- QString readyString = QString("READY: %1 points").arg(typingPlayers);
- players[device]->setWaiting(readyString);
- qDebug() << "typingPlayers " << typingPlayers;
- typingPlayers--;
- qDebug() << "typingPlayers " << typingPlayers;
- if (typingPlayers <= 0) {
+ Player *player = players[device];
+ player->handleKey(string);
+
+ if (state == Naming) {
+ // someone's still naming (or nobody's there yet)
+ if (!players.empty() && allPlayersWaiting()) {
+ qDebug() << "Game starting";
+ nextWord();
+ }
+ }
+ else if (state == Playing) { // all players are waiting or typing
+ if (player->getState() == Player::Typing && player->getCurrentWord() == currentWord) {
+ int points = typingPlayers();
+ player->wordComplete(points);
+ QString readyString = QString("READY: %1 points").arg(points);
+ if (allPlayersWaiting()) {
nextWord();
}
}
- } else { // name entering phase
- bool allHaveNames = true;
- for (QMap<int, Player*>::Iterator it = players.begin(); it != players.end(); ++it) {
- if (! it.value()->hasName()) {
- allHaveNames = false;
- break;
- }
- }
- if (!players.empty() && allHaveNames) {
- gameStarted = true;
- nextWord();
- }
}
}