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authorllornkcor <llornkcor>2002-04-14 13:09:32 (UTC)
committer llornkcor <llornkcor>2002-04-14 13:09:32 (UTC)
commitac6b7c674438e06fd1c7648aae50539f14a62789 (patch) (side-by-side diff)
tree268edab34cd30dc1bbb6b23bdbd875870abfb1d4
parentac3b5af140135bca092bd442a43b110ed8366e67 (diff)
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changed char *'s to QStringList for better internationalization
Diffstat (more/less context) (ignore whitespace changes)
-rw-r--r--noncore/games/tictac/tictac.cpp282
1 files changed, 143 insertions, 139 deletions
diff --git a/noncore/games/tictac/tictac.cpp b/noncore/games/tictac/tictac.cpp
index 20cc942..3d727ac 100644
--- a/noncore/games/tictac/tictac.cpp
+++ b/noncore/games/tictac/tictac.cpp
@@ -1,95 +1,96 @@
/****************************************************************************
-** $Id$
-**
-** Copyright (C) 1992-2000 Trolltech AS. All rights reserved.
-**
-** This file is part of an example program for Qt. This example
-** program may be used, distributed and modified without limitation.
-**
-*****************************************************************************/
+ ** $Id$
+ **
+ ** Copyright (C) 1992-2000 Trolltech AS. All rights reserved.
+ **
+ ** This file is part of an example program for Qt. This example
+ ** program may be used, distributed and modified without limitation.
+ **
+ *****************************************************************************/
#include "tictac.h"
#include <qpe/qpeapplication.h>
#include <qpainter.h>
#include <qdrawutil.h>
#include <qcombobox.h>
#include <qcheckbox.h>
#include <qlabel.h>
#include <qlayout.h>
-#include <stdlib.h> // rand() function
-#include <qdatetime.h> // seed for rand()
+#include <stdlib.h> // rand() function
+#include <qdatetime.h> // seed for rand()
+#include <qstringlist.h> //needed for proper internationalization
//***************************************************************************
//* TicTacButton member functions
//***************************************************************************
// --------------------------------------------------------------------------
// Creates a TicTacButton
//
TicTacButton::TicTacButton( QWidget *parent ) : QPushButton( parent )
{
- t = Blank; // initial type
+ t = Blank; // initial type
}
// --------------------------------------------------------------------------
// Paints TicTacButton
//
void TicTacButton::drawButtonLabel( QPainter *p )
{
QRect r = rect();
- p->setPen( QPen( white,2 ) ); // set fat pen
+ p->setPen( QPen( white,2 ) ); // set fat pen
if ( t == Circle ) {
- p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 );
- } else if ( t == Cross ) { // draw cross
- p->drawLine( r.topLeft() +QPoint(4,4), r.bottomRight()-QPoint(4,4));
- p->drawLine( r.bottomLeft()+QPoint(4,-4),r.topRight() -QPoint(4,-4));
+ p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 );
+ } else if ( t == Cross ) { // draw cross
+ p->drawLine( r.topLeft() +QPoint(4,4), r.bottomRight()-QPoint(4,4));
+ p->drawLine( r.bottomLeft()+QPoint(4,-4),r.topRight() -QPoint(4,-4));
}
}
//***************************************************************************
//* TicTacGameBoard member functions
//***************************************************************************
// --------------------------------------------------------------------------
// Creates a game board with N x N buttons and connects the "clicked()"
// signal of all buttons to the "buttonClicked()" slot.
//
TicTacGameBoard::TicTacGameBoard( int n, QWidget *parent, const char *name )
- : QWidget( parent, name )
+ : QWidget( parent, name )
{
-showMaximized();
- st = Init; // initial state
+ showMaximized();
+ st = Init; // initial state
nBoard = n;
- n *= n; // make square
- comp_starts = FALSE; // human starts
- buttons = new TicTacButtons(n); // create real buttons
- btArray = new TicTacArray(n); // create button model
+ n *= n; // make square
+ comp_starts = FALSE; // human starts
+ buttons = new TicTacButtons(n); // create real buttons
+ btArray = new TicTacArray(n); // create button model
QGridLayout * grid = new QGridLayout( this, 3, 3, 4 );
QPalette p( blue );
- for ( int i=0; i<n; i++ ) { // create and connect buttons
- TicTacButton *ttb = new TicTacButton( this );
- ttb->setPalette( p );
- ttb->setEnabled( FALSE );
- connect( ttb, SIGNAL(clicked()), SLOT(buttonClicked()) );
- grid->addWidget( ttb, i%3, i/3 );
- buttons->insert( i, ttb );
- btArray->at(i) = TicTacButton::Blank; // initial button type
+ for ( int i=0; i<n; i++ ) { // create and connect buttons
+ TicTacButton *ttb = new TicTacButton( this );
+ ttb->setPalette( p );
+ ttb->setEnabled( FALSE );
+ connect( ttb, SIGNAL(clicked()), SLOT(buttonClicked()) );
+ grid->addWidget( ttb, i%3, i/3 );
+ buttons->insert( i, ttb );
+ btArray->at(i) = TicTacButton::Blank; // initial button type
}
- QTime t = QTime::currentTime(); // set random seed
+ QTime t = QTime::currentTime(); // set random seed
srand( t.hour()*12+t.minute()*60+t.second()*60 );
}
TicTacGameBoard::~TicTacGameBoard()
{
delete buttons;
delete btArray;
}
// --------------------------------------------------------------------------
// TicTacGameBoard::computerStarts( bool v )
@@ -104,274 +105,277 @@ void TicTacGameBoard::computerStarts( bool v )
// --------------------------------------------------------------------------
// TicTacGameBoard::newGame()
//
// Clears the game board and prepares for a new game
//
void TicTacGameBoard::newGame()
{
st = HumansTurn;
for ( int i=0; i<nBoard*nBoard; i++ )
- btArray->at(i) = TicTacButton::Blank;
+ btArray->at(i) = TicTacButton::Blank;
if ( comp_starts )
- computerMove();
+ computerMove();
else
- updateButtons();
+ updateButtons();
}
// --------------------------------------------------------------------------
-// TicTacGameBoard::buttonClicked() - SLOT
+// TicTacGameBoard::buttonClicked() - SLOT
//
// This slot is activated when a TicTacButton emits the signal "clicked()",
// i.e. the user has clicked on a TicTacButton.
//
void TicTacGameBoard::buttonClicked()
{
- if ( st != HumansTurn ) // not ready
- return;
+ if ( st != HumansTurn ) // not ready
+ return;
int i = buttons->findRef( (TicTacButton*)sender() );
- TicTacButton *b = buttons->at(i); // get piece that was pressed
- if ( b->type() == TicTacButton::Blank ) { // empty piece?
- btArray->at(i) = TicTacButton::Circle;
- updateButtons();
- if ( checkBoard( btArray ) == 0 ) // not a winning move?
- computerMove();
- int s = checkBoard( btArray );
- if ( s ) { // any winners yet?
- st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
- emit finished();
- }
+ TicTacButton *b = buttons->at(i); // get piece that was pressed
+ if ( b->type() == TicTacButton::Blank ) { // empty piece?
+ btArray->at(i) = TicTacButton::Circle;
+ updateButtons();
+ if ( checkBoard( btArray ) == 0 ) // not a winning move?
+ computerMove();
+ int s = checkBoard( btArray );
+ if ( s ) { // any winners yet?
+ st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
+ emit finished();
+ }
}
}
// --------------------------------------------------------------------------
// TicTacGameBoard::updateButtons()
//
// Updates all buttons that have changed state
//
void TicTacGameBoard::updateButtons()
{
for ( int i=0; i<nBoard*nBoard; i++ ) {
- if ( buttons->at(i)->type() != btArray->at(i) )
- buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) );
- buttons->at(i)->setEnabled( buttons->at(i)->type() ==
- TicTacButton::Blank );
+ if ( buttons->at(i)->type() != btArray->at(i) )
+ buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) );
+ buttons->at(i)->setEnabled( buttons->at(i)->type() ==
+ TicTacButton::Blank );
}
}
// --------------------------------------------------------------------------
// TicTacGameBoard::checkBoard()
//
// Checks if one of the players won the game, works for any board size.
//
// Returns:
// - TicTacButton::Cross if the player with X buttons won
// - TicTacButton::Circle if the player with O buttons won
// - Zero (0) if there is no winner yet
//
int TicTacGameBoard::checkBoard( TicTacArray *a )
{
int t = 0;
int row, col;
bool won = FALSE;
- for ( row=0; row<nBoard && !won; row++ ) { // check horizontal
- t = a->at(row*nBoard);
- if ( t == TicTacButton::Blank )
- continue;
- col = 1;
- while ( col<nBoard && a->at(row*nBoard+col) == t )
- col++;
- if ( col == nBoard )
- won = TRUE;
+ for ( row=0; row<nBoard && !won; row++ ) { // check horizontal
+ t = a->at(row*nBoard);
+ if ( t == TicTacButton::Blank )
+ continue;
+ col = 1;
+ while ( col<nBoard && a->at(row*nBoard+col) == t )
+ col++;
+ if ( col == nBoard )
+ won = TRUE;
}
- for ( col=0; col<nBoard && !won; col++ ) { // check vertical
- t = a->at(col);
- if ( t == TicTacButton::Blank )
- continue;
- row = 1;
- while ( row<nBoard && a->at(row*nBoard+col) == t )
- row++;
- if ( row == nBoard )
- won = TRUE;
+ for ( col=0; col<nBoard && !won; col++ ) { // check vertical
+ t = a->at(col);
+ if ( t == TicTacButton::Blank )
+ continue;
+ row = 1;
+ while ( row<nBoard && a->at(row*nBoard+col) == t )
+ row++;
+ if ( row == nBoard )
+ won = TRUE;
}
- if ( !won ) { // check diagonal top left
- t = a->at(0); // to bottom right
- if ( t != TicTacButton::Blank ) {
- int i = 1;
- while ( i<nBoard && a->at(i*nBoard+i) == t )
- i++;
- if ( i == nBoard )
- won = TRUE;
- }
+ if ( !won ) { // check diagonal top left
+ t = a->at(0); // to bottom right
+ if ( t != TicTacButton::Blank ) {
+ int i = 1;
+ while ( i<nBoard && a->at(i*nBoard+i) == t )
+ i++;
+ if ( i == nBoard )
+ won = TRUE;
+ }
}
- if ( !won ) { // check diagonal bottom left
- int j = nBoard-1; // to top right
- int i = 0;
- t = a->at(i+j*nBoard);
- if ( t != TicTacButton::Blank ) {
- i++; j--;
- while ( i<nBoard && a->at(i+j*nBoard) == t ) {
- i++; j--;
- }
- if ( i == nBoard )
- won = TRUE;
- }
+ if ( !won ) { // check diagonal bottom left
+ int j = nBoard-1; // to top right
+ int i = 0;
+ t = a->at(i+j*nBoard);
+ if ( t != TicTacButton::Blank ) {
+ i++; j--;
+ while ( i<nBoard && a->at(i+j*nBoard) == t ) {
+ i++; j--;
+ }
+ if ( i == nBoard )
+ won = TRUE;
+ }
}
- if ( !won ) // no winner
- t = 0;
+ if ( !won ) // no winner
+ t = 0;
return t;
}
// --------------------------------------------------------------------------
// TicTacGameBoard::computerMove()
//
// Puts a piece on the game board. Very, very simple.
//
void TicTacGameBoard::computerMove()
{
int numButtons = nBoard*nBoard;
- int *altv = new int[numButtons]; // buttons alternatives
+ int *altv = new int[numButtons]; // buttons alternatives
int altc = 0;
int stopHuman = -1;
TicTacArray a = btArray->copy();
int i;
- for ( i=0; i<numButtons; i++ ) { // try all positions
- if ( a[i] != TicTacButton::Blank ) // already a piece there
- continue;
- a[i] = TicTacButton::Cross; // test if computer wins
- if ( checkBoard(&a) == a[i] ) { // computer will win
- st = ComputerWon;
- stopHuman = -1;
- break;
- }
- a[i] = TicTacButton::Circle; // test if human wins
- if ( checkBoard(&a) == a[i] ) { // oops...
- stopHuman = i; // remember position
- a[i] = TicTacButton::Blank; // restore button
- continue; // computer still might win
- }
- a[i] = TicTacButton::Blank; // restore button
- altv[altc++] = i; // remember alternative
+ for ( i=0; i<numButtons; i++ ) { // try all positions
+ if ( a[i] != TicTacButton::Blank ) // already a piece there
+ continue;
+ a[i] = TicTacButton::Cross; // test if computer wins
+ if ( checkBoard(&a) == a[i] ) { // computer will win
+ st = ComputerWon;
+ stopHuman = -1;
+ break;
+ }
+ a[i] = TicTacButton::Circle; // test if human wins
+ if ( checkBoard(&a) == a[i] ) { // oops...
+ stopHuman = i; // remember position
+ a[i] = TicTacButton::Blank; // restore button
+ continue; // computer still might win
+ }
+ a[i] = TicTacButton::Blank; // restore button
+ altv[altc++] = i; // remember alternative
}
- if ( stopHuman >= 0 ) // must stop human from winning
- a[stopHuman] = TicTacButton::Cross;
- else if ( i == numButtons ) { // tried all alternatives
- if ( altc > 0 ) // set random piece
- a[altv[rand()%(altc--)]] = TicTacButton::Cross;
- if ( altc == 0 ) { // no more blanks
- st = NobodyWon;
- emit finished();
- }
+ if ( stopHuman >= 0 ) // must stop human from winning
+ a[stopHuman] = TicTacButton::Cross;
+ else if ( i == numButtons ) { // tried all alternatives
+ if ( altc > 0 ) // set random piece
+ a[altv[rand()%(altc--)]] = TicTacButton::Cross;
+ if ( altc == 0 ) { // no more blanks
+ st = NobodyWon;
+ emit finished();
+ }
}
- *btArray = a; // update model
- updateButtons(); // update buttons
+ *btArray = a; // update model
+ updateButtons(); // update buttons
delete[] altv;
}
//***************************************************************************
//* TicTacToe member functions
//***************************************************************************
// --------------------------------------------------------------------------
// Creates a game widget with a game board and two push buttons, and connects
// signals of child widgets to slots.
//
TicTacToe::TicTacToe( int boardSize, QWidget *parent, const char *name )
- : QWidget( parent, name )
+ : QWidget( parent, name )
{
QVBoxLayout * l = new QVBoxLayout( this, 6 );
- // Create a message label
+ // Create a message label
message = new QLabel( this );
message->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );
message->setAlignment( AlignCenter );
l->addWidget( message );
- // Create the game board and connect the signal finished() to this
- // gameOver() slot
+ // Create the game board and connect the signal finished() to this
+ // gameOver() slot
board = new TicTacGameBoard( boardSize, this );
connect( board, SIGNAL(finished()), SLOT(gameOver()) );
l->addWidget( board );
- // Create a horizontal frame line
+ // Create a horizontal frame line
QFrame *line = new QFrame( this );
line->setFrameStyle( QFrame::HLine | QFrame::Sunken );
l->addWidget( line );
- // Create the combo box for deciding who should start, and
- // connect its clicked() signals to the buttonClicked() slot
+ // Create the combo box for deciding who should start, and
+ // connect its clicked() signals to the buttonClicked() slot
whoStarts = new QComboBox( this );
whoStarts->insertItem( tr( "Computer starts" ) );
whoStarts->insertItem( tr( "Human starts" ) );
l->addWidget( whoStarts );
- // Create the push buttons and connect their clicked() signals
- // to this right slots.
+ // Create the push buttons and connect their clicked() signals
+ // to this right slots.
newGame = new QPushButton( tr( "Play!" ), this );
connect( newGame, SIGNAL(clicked()), SLOT(newGameClicked()) );
quit = new QPushButton( tr( "Quit" ), this );
connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
QHBoxLayout * b = new QHBoxLayout;
l->addLayout( b );
b->addWidget( newGame );
b->addWidget( quit );
-showMaximized();
+ showMaximized();
newState();
}
// --------------------------------------------------------------------------
-// TicTacToe::newGameClicked() - SLOT
+// TicTacToe::newGameClicked() - SLOT
//
// This slot is activated when the new game button is clicked.
//
void TicTacToe::newGameClicked()
{
board->computerStarts( whoStarts->currentItem() == 0 );
board->newGame();
newState();
}
// --------------------------------------------------------------------------
-// TicTacToe::gameOver() - SLOT
+// TicTacToe::gameOver() - SLOT
//
// This slot is activated when the TicTacGameBoard emits the signal
// "finished()", i.e. when a player has won or when it is a draw.
//
void TicTacToe::gameOver()
{
- newState(); // update text box
+ newState(); // update text box
}
// --------------------------------------------------------------------------
// Updates the message to reflect a new state.
//
void TicTacToe::newState()
{
- static const char *msg[] = { // TicTacGameBoard::State texts
- "Click Play to start", "Make your move",
- "You won!", "Computer won!", "It's a draw" };
+ QStringList msg;
+ msg << tr( "Click Play to start")
+ << tr("Make your move")
+ << tr("You won!")
+ << tr("Computer won!")
+ << tr("It's a draw");
message->setText( msg[board->state()] );
return;
}