/****************************************************************
Copyright (c) 1998 Sandro Sigala <ssigala@globalnet.it>
Copyright (c) 2001 Waldo Bastian <bastian@kde.org>
Copyright (c) 2007 Matt Williams <matt@milliams.com>
All rights reserved.

Permission to use, copy, modify, and distribute this software
and its documentation for any purpose and without fee is hereby
granted, provided that the above copyright notice appear in all
copies and that both that the copyright notice and this
permission notice and warranty disclaimer appear in supporting
documentation, and that the name of the author not be used in
advertising or publicity pertaining to distribution of the
software without specific, written prior permission.

The author disclaim all warranties with regard to this
software, including all implied warranties of merchantability
and fitness.  In no event shall the author be liable for any
special, indirect or consequential damages or any damages
whatsoever resulting from loss of use, data or profits, whether
in an action of contract, negligence or other tortious action,
arising out of or in connection with the use or performance of
this software.
****************************************************************/

#ifndef KSCOREDIALOG_H
#define KSCOREDIALOG_H

#include <libkdegames_export.h>

#include <QMap>
#include <QFlags>
#include <QDialogButtonBox>

#include <QDialog>

class KLocalizedString;
class KgDifficulty;

/**
 * \class KScoreDialog kscoredialog.h <KScoreDialog>
 *
 * @short A simple high score implementation
 *
 * This class can be used both for displaying the current high scores
 * and also for adding new highscores. It is the recommended way of
 * implementing a simple highscore table.
 *
 * To display the current highscores it is simply a case of creating
 * a KScoreDialog object and calling exec(). This example code will
 * display the Name and Score (the score is always added automatically
 * unless hidden @ref hideField since it is used for sorting) of the
 * top 10 players:
 * \code
 * KScoreDialog ksdialog(this);
 * ksdialog.exec();
 * \endcode
 *
 * To add a new highscore, e.g. at the end of a game you simply create an
 * object with the @ref Fields you want to write (i.e. KScoreDialog::Name |
 * KScoreDialog::Score), call addScore and then (optionally) display
 * the dialog.
 * This code will allow you to add a highscore with a Name and Score
 * field. If it's the first time a player has a score on the table, they
 * will be prompted for their name but subsequent times they will have
 * their name filled in automatically.
 * \code
 * KScoreDialog ksdialog(this);
 * ksdialog.addScore(playersScore);
 * ksdialog.exec();
 * \endcode
 *
 * Or if you want to fill the name in from the code you can pass a default
 * name by doing
 * \code
 * KScoreDialog::FieldInfo scoreInfo;
 * scoreInfo[KScoreDialog::Name] = "Matt";
 * scoreInfo[KScoreDialog::Score].setNum(playersScore);
 * ksdialog.addScore(scoreInfo);
 * \endcode
 *
 * If you want to add an extra field (e.g. the number of moves taken) then
 * do
 * \code
 * KScoreDialog::FieldInfo scoreInfo;
 * scoreInfo[KScoreDialog::Name] = "Matt";
 * scoreInfo[KScoreDialog::Score].setNum(playersScore);
 *
 * ksdialog.addField(KScoreDialog::Custom1, "Num of Moves", "moves");
 * scoreInfo[KScoreDialog::Custom1].setNum(42);
 *
 * ksdialog.addScore(scoreInfo);
 * \endcode
 * You can define up to 5 Custom fields.
 * @author Matt Williams <matt@milliams.com>
 */
class KDEGAMES_EXPORT KScoreDialog : public QDialog
{
    Q_OBJECT

    public:
        ///Highscore fields
        enum Fields {
            Name = 1 << 0,
            Level = 1 << 1,
            Date = 1 << 2,
            Time = 1 << 3,
            Score = 1 << 4,

            Custom1 = 1 << 10, ///<Field for custom information
            Custom2 = 1 << 11,
            Custom3 = 1 << 12,
            Custom4 = 1 << 13,
            Custom5 = 1 << 14,

            Max = 1 << 30 ///<Only for setting a maximum
        };

        ///Flags for setting preferences for adding scores
        enum AddScoreFlag
        {
            AskName = 0x1, /**< Promt the player for their name */
            LessIsMore = 0x2 /**< A lower numerical score means higher placing on the table */
        };
        Q_DECLARE_FLAGS(AddScoreFlags, AddScoreFlag)

        typedef QMap<int, QString> FieldInfo;

        /**
        * @param fields Bitwise OR of the @ref Fields that should be listed (Score is always present)
        * @param parent passed to parent QWidget constructor.
        */
        explicit KScoreDialog(int fields=Name, QWidget *parent=0);

        ~KScoreDialog();

        /**
        * The group name must be passed though I18N_NOOP() in order for the
        * group name to be translated. i.e.
        * \code ksdialog.setConfigGroup(I18N_NOOP("Easy")); \endcode
        * If you set a group, it will be prefixed in the config file by
        * 'KHighscore_' otherwise the group will simply be 'KHighscore'.
        *
        * @param group to use for reading/writing highscores from/to.
        * @deprecated since 4.1
        */
        void KDE_DEPRECATED setConfigGroup(const QString& group = QString());
        //void setConfigGroup(const QString& group, const QString& i18nName);

        /**
        * The group name must be passed though i18n() in order for the
        * group name to be translated. i.e.
        * \code ksdialog.setConfigGroup(qMakePair(QByteArray("Easy"), i18n("Easy"))); \endcode
        * If you set a group, it will be prefixed in the config file by
        * 'KHighscore_' otherwise the group will simply be 'KHighscore'.
        *
        * @param group to use for reading/writing highscores from/to.
        */
        void setConfigGroup(const QPair<QByteArray, QString>& group);

        /**
         * You must add the translations of all group names to the dialog. This
         * is best done by passing the name through i18n().
         * The group set through setConfigGroup(const QPair<QByteArray, QString>& group)
         * will be added automatically
         *
         * @param group the translated group name
         */
        void addLocalizedConfigGroupName(const QPair<QByteArray, QString>& group);

        /**
         * You must add the translations of all group names to the dialog. This
         * is best done by passing the name through i18n().
         * The group set through setConfigGroup(const QPair<QByteArray, QString>& group)
         * will be added automatically.
         *
         * This function can be used directly with KGameDifficulty::localizedLevelStrings().
         *
         * @param group the list of translated group names
         */
        void addLocalizedConfigGroupNames(const QMap<QByteArray, QString>& groups);

        /**
         * Hide some config groups so that they are not shown on the dialog
         * (but are still stored in the configuration file).
         * \code
         * ksdialog.setHiddenConfigGroups(QList<QByteArray>() << "Very Easy" << "Easy");
         * \endcode
         *
         * @param hiddenGroups the list of group names you want to hide
         *
         * @since KDE 4.6
         */
        void setHiddenConfigGroups(const QList<QByteArray>& hiddenGroups);

         /**
         * It is a good idea giving config group weights, otherwise tabs
         * get ordered by their tab name that is not probably what you want.
         *
         * This function can be used directly with KGameDifficulty::levelWeights().
         *
         * @param group the list of untranslated group names and their weights
         *
         * @since KDE 4.2
         */
        void setConfigGroupWeights(const QMap<int, QByteArray>& weights);

        /**
         * @param comment to add when showing high-scores.
         * The comment is only used once.
         */
        void setComment(const QString& comment);

        /**
         * Define an extra FieldInfo entry.
         * @param field id of this field @ref Fields e.g. KScoreDialog::Custom1
         * @param header text shown in the header in the dialog for this field. e.g. "Number of Moves"
         * @param key unique key used to store this field. e.g. "moves"
         */
        void addField(int field, const QString& header, const QString& key);

        /**
         * Hide a field so that it is not shown on the table (but is still stored in the configuration file).
         * @param field id of this field @ref Fields e.g. KScoreDialog::Score
         */
        void hideField(int field);

        /**
         * Adds a new score to the list.
         *
         * @param newInfo info about the score.
         * @param flags set whether the user should be prompted for their name and how the scores should be sorted
         *
         * @returns The highscore position if the score was good enough to
         * make it into the list (1 being topscore) or 0 otherwise.
         */
        int addScore(const FieldInfo& newInfo = FieldInfo(), const AddScoreFlags& flags=0);

        /**
         * Convenience function for ease of use.
         *
         * @param newScore the score of the player.
         * @param flags set whether the user should be prompted for their name and how the scores should be sorted
         *
         * @returns The highscore position if the score was good enough to
         * make it into the list (1 being topscore) or 0 otherwise.
         */
        int addScore(int newScore, const AddScoreFlags& flags=0);

        /**
         * @returns the current best score in the group
         */
        int highScore();

        /**
         * Assume that config groups (incl. current selection) are equal to
         * difficulty levels, and initialize them. This is usually equal to the
         * following code using KGameDifficulty:
         * @code
         * addLocalizedConfigGroupNames(KGameDifficulty::localizedLevelStrings());
         * setConfigGroupWeights(KGameDifficulty::levelWeights());
         * setConfigGroup(KGameDifficulty::localizedLevelString());
         * @endcode
         */
        void initFromDifficulty(const KgDifficulty* difficulty, bool setConfigGroup = true);

        ///Display the dialog as non-modal
        virtual void show();
        ///Display the dialog as modal
        int exec() Q_DECL_OVERRIDE;

        private Q_SLOTS:
            void slotGotReturn();
            void slotGotName();
            void slotForgetScore();

        private:
            void keyPressEvent(QKeyEvent *ev) Q_DECL_OVERRIDE;

        private:
            class KScoreDialogPrivate;
            KScoreDialogPrivate* const d;
};
Q_DECLARE_OPERATORS_FOR_FLAGS(KScoreDialog::AddScoreFlags)

#endif //KSCOREDIALOG_H
