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/*
* Quackle -- Crossword game artificial intelligence and analysis tool
* Copyright (C) 2005-2014 Jason Katz-Brown and John O'Laughlin.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef QUACKER_OPPOTHREAD_H
#define QUACKER_OPPOTHREAD_H
#include <QMutex>
#include <QThread>
#include <computerplayer.h>
#include <game.h>
class QuackerDispatch : public QObject, public Quackle::ComputerDispatch
{
Q_OBJECT
public:
QuackerDispatch(QObject *parent = 0);
virtual ~QuackerDispatch();
virtual bool shouldAbort() { return m_shouldAbort; }
virtual void setShouldAbort(bool shouldAbort) { m_shouldAbort = shouldAbort; }
virtual void signalFractionDone(double fraction);
signals:
void fractionDone(double fractionDone);
private:
bool m_shouldAbort;
};
class OppoThread : public QThread
{
Q_OBJECT
public:
OppoThread(QObject *parent = 0);
~OppoThread();
void setPosition(const Quackle::GamePosition &position);
const Quackle::GamePosition &position() const;
void setPlayer(Quackle::ComputerPlayer *player);
Quackle::ComputerPlayer *player() const;
// starts the thread
void findBestMoves(int nmoves);
void abort();
const Quackle::MoveList &moves() const;
protected:
void run();
signals:
void fractionDone(double fraction, OppoThread *thread);
private slots:
void signalFractionDone(double fractionDone);
private:
Quackle::GamePosition m_position;
Quackle::MoveList m_moves;
int m_nmoves;
Quackle::ComputerPlayer *m_player;
QuackerDispatch *m_dispatch;
QMutex m_mutex;
};
inline const Quackle::GamePosition &OppoThread::position() const
{
return m_position;
}
inline Quackle::ComputerPlayer *OppoThread::player() const
{
return m_player;
}
#endif
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