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#ifndef MACONDO_H
#define MACONDO_H
#include "view.h"
#include "game.h"
class QCheckBox;
class QPushButton;
class QLineEdit;
class MacondoBackend;
struct MacondoInitOptions;
class MoveBox;
class Macondo : public View {
Q_OBJECT
public:
Macondo(Quackle::Game *game);
~Macondo();
// stop current analysis
void stop();
// should Macondo be used for simulations?
bool useForSimulation() const;
inline const Quackle::MoveList &getMoves() const { return m_moves; }
inline bool hasMoves() const { return !m_moves.empty(); }
inline void clearMoves() { m_moves.clear(); }
// returns whether there have been any updates to moves since last time anyUpdates() was called.
inline bool anyUpdates() {
bool any = m_anyUpdates;
m_anyUpdates = false;
return any;
}
bool isRunning() const;
// Start Macondo simulation -- returns false if there was an error starting Macondo.
bool simulate();
inline bool isSolving() const { return m_isSolving; }
signals:
void runningSolver();
void stoppedSolver();
public slots:
void solve();
void gameChanged(Quackle::Game *game) override;
void positionChanged(const Quackle::GamePosition *position) override;
private slots:
void gotMoves(const Quackle::MoveList &moves);
void execPathChanged();
void chooseExecPath();
private:
void setExecPath(const std::string &);
void connectBackendSignals();
bool checkExecPath();
void updateSolveButton();
QCheckBox *m_useMacondo;
QCheckBox *m_generatedMovesOnly;
QLineEdit *m_execPath;
QPushButton *m_solve;
Quackle::Game *m_game;
MacondoBackend *m_backend;
Quackle::MoveList m_moves;
Quackle::MoveList m_movesFromKibitzer;
int m_tilesUnseen = 93;
int m_viewingPlyNumber = 0;
bool m_anyUpdates = false;
bool m_isSolving = false;
std::unique_ptr<MacondoInitOptions> m_initOptions;
};
#endif
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