/**********************************************************************
 *
 *   FreeDoko a Doppelkopf-Game
 *    
 *   Copyright (C) 2001-2011  by Diether Knof and Borg Enders
 *
 *   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 2 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 can find this license in the file 'gpl.txt'.
 *
 *   You should have received a copy of the GNU General Public License
 *   along with this program; if not, write to the Free Software
 *   Foundation, Inc., 59 Temple Place, Suite 330, Boston, 
 *   MA  02111-1307  USA
 *
 *  Contact:
 *    Diether Knof dknof@gmx.de
 *    Borg Enders  borg@borgsoft.de
 *
 *********************************************************************/

#include "constants.h"

#ifdef USE_UI_GTKMM

#include "game_finished.h"
#include "game_summary.h"
#include "game_review.h"

#include "ui.h"
#include "translations.h"
#include "bug_report.h"
#include "main_window.h"
#include "table.h"
#include "party_points.h"

#include "../../party/party.h"
#include "../../misc/setting.h"

#include "widgets/stock_button.h"
#include <gtkmm/checkbutton.h>
#include <gtkmm/stock.h>
#include <gtkmm/label.h>
#include <gtkmm/alignment.h>
#include <gtkmm/main.h>

namespace UI_GTKMM_NS {

  /**
   **
   ** Constructor
   **
   ** @param     parent   the parent widget
   **
   ** @return    -
   ** 
   ** @author    Diether Knof
   **
   ** @version   0.6.7
   **
   **/
  GameFinished::GameFinished(Base* const parent) :
    Base(parent),
  StickyDialog("Game finished", *(parent->ui->main_window), false),
    game_review(NULL),
  create_bug_report_button(NULL),
  game_summary(NULL),
  show_party_points(NULL),
  show_game_review(NULL),
  next_game_button(NULL)
  {
    this->ui->add_window(*this);

    // the game summary is created here, because else I would have first
    // to show this window and afterwards set the gameno.
    this->game_summary = Gtk::manage(new GameSummary(this));

    this->signal_realize().connect(sigc::mem_fun(*this, &GameFinished::init));
#ifndef GLIBMM_DEFAULT_SIGNAL_HANDLERS_ENABLED
    this->signal_hide().connect(sigc::mem_fun(*this, &GameFinished::on_hide));
#endif

    return ;
  } // GameFinished::GameFinished(Base* const parent)

  /**
   **
   ** Destruktor
   **
   ** @param     -
   **
   ** @return    -
   ** 
   ** @author    Diether Knof
   **
   ** @version   0.6.7
   **
   **/
  GameFinished::~GameFinished()
  {
    delete this->game_review;

    return ;
  } // GameFinished::~GameFinished()

  /**
   **
   ** create all subelements
   **
   ** @param     -
   **
   ** @return    -
   ** 
   ** @author    Diether Knof
   **
   ** @version   0.6.7
   **/
  void
    GameFinished::init()
    {
      this->ui->translations->add(*this, ::translation("~end of game"));

      this->set_icon(this->ui->icon);

      this->set_position(Gtk::WIN_POS_CENTER_ON_PARENT);

      this->get_vbox()->set_spacing(10);

      this->get_vbox()->pack_start(*this->game_summary,
				   true, true);

      { // show party points
        this->show_party_points
          = Gtk::manage(new Gtk::StockButton("show party points"));
        this->ui->translations->add(*show_party_points->label,
                                    ::translation("show party points"));

        Gtk::Alignment* alignment = Gtk::manage(new Gtk::Alignment(Gtk::ALIGN_CENTER, Gtk::ALIGN_CENTER, 0, 0));
        this->get_vbox()->pack_end(*alignment, false, false);
        alignment->add(*this->show_party_points);
      } // show party points

      { // show game review
        this->show_game_review
          = Gtk::manage(new Gtk::CheckButton("show game review"));
        this->ui->translations->add(*show_game_review,
                                    ::translation("show game review"));

        Gtk::Alignment* alignment = Gtk::manage(new Gtk::Alignment(Gtk::ALIGN_CENTER, Gtk::ALIGN_CENTER, 0, 0));
        this->get_vbox()->pack_end(*alignment, false, false);
        alignment->add(*this->show_game_review);
      } // show game review

      { // action area
        this->create_bug_report_button
          = Gtk::manage(new Gtk::StockButton("create bug report"));
        this->ui->translations->add(*create_bug_report_button->label,
                                    ::translation("BugReport::create"));
        //this->add_action_widget(*this->create_bug_report_button, Gtk::RESPONSE_NONE);
        this->get_action_area()->add(*this->create_bug_report_button);
#ifdef WORKAROUND
        // for spacing
        Gtk::Alignment* alignment
          = Gtk::manage(new Gtk::Alignment(Gtk::ALIGN_CENTER,
                                           Gtk::ALIGN_CENTER,
                                           1, 0));
        this->get_action_area()->add(*alignment);
#endif

        this->next_game_button
          = Gtk::manage(new Gtk::StockButton(Gtk::Stock::OK, "next game"));
        this->ui->translations->add(*next_game_button->label,
                                    ::translation("next game"));
        this->add_action_widget(*this->next_game_button, Gtk::RESPONSE_CLOSE);

        this->next_game_button->grab_default();
        this->next_game_button->grab_focus();
      } // action area

      this->show_all_children();
#ifdef WORKAROUND
      // for graphic bugs
      Gtk::Alignment* alignment
        = Gtk::manage(new Gtk::Alignment(Gtk::ALIGN_CENTER,
                                         Gtk::ALIGN_CENTER,
                                         0, 0));
      this->get_vbox()->add(*alignment);
      alignment->show();
#endif

      // signals
      this->create_bug_report_button->signal_clicked().connect(sigc::mem_fun(*(this->ui->bug_report),
                                                                             &BugReport::create_report));
      this->show_party_points->signal_clicked().connect(sigc::mem_fun0(*this->ui->table->party_points_, &Gtk::Window::present));
      this->show_game_review->signal_clicked().connect(sigc::mem_fun(*this, &GameFinished::toggle_game_review));
      this->next_game_button->signal_clicked().connect(sigc::mem_fun(*this, &GameFinished::hide));

      this->setting_update(Setting::SHOW_BUG_REPORT_BUTTON_IN_GAME_FINISHED_WINDOW);

      return ;
    } // void GameFinished::init()

  /**
   ** the game has finished:
   ** show the summary and let the player review the game
   **
   ** @param     -
   **
   ** @return    -
   **
   ** @author    Diether Knof
   **
   ** @version   0.7.4
   **/
  void
    GameFinished::game_finished()
    {
      this->realize();

      this->game_summary->set_gameno(::party.gameno());
      if (this->ui->party().is_last_game())
        this->ui->translations->change(*next_game_button->label,
                                       ::translation("end of party"));
      else
        this->ui->translations->change(*next_game_button->label,
                                       ::translation("next game"));

      this->present();

      while (!this->ui->thrower
             && this->is_visible())
        ::ui->wait();

      this->show_game_review->set_active(false);

      this->hide();

      return ;
    } // void GameFinished::game_finished()

  /**
   **
   ** a setting has changed
   ** SHOW_BUG_REPORT_BUTTON_IN_GAME_FINISHED_WINDOW:
   **	update whether to show the 'create bug report' button
   **
   ** @param     type   the type that has changed
   **
   ** @return    -
   **
   ** @version   0.6.1
   **
   ** @author    Diether Knof
   **
   **/
  void
    GameFinished::setting_update(int const type)
    {
      if (!this->is_realized())
        return ;

      switch (type) {
      case Setting::SHOW_BUG_REPORT_BUTTON_IN_GAME_FINISHED_WINDOW:
        if (::setting(Setting::SHOW_BUG_REPORT_BUTTON_IN_GAME_FINISHED_WINDOW))
          this->create_bug_report_button->show();
        else
          this->create_bug_report_button->hide();
        break;
      default:
        break;
      } // switch(type)

      return ;
    } // void GameFinished::setting_update(int const type)

  /**
   ** the name of 'player' has changed
   **
   ** @param     player   the player with the changed name
   **
   ** @return    -
   **
   ** @author    Diether Knof
   **
   ** @version   0.6.4
   **/
  void
    GameFinished::name_changed(::Player const& player)
    {
      if (!this->is_realized())
        return ;

      if (this->game_summary)
        this->game_summary->name_changed(player);

      return ;
    } // void GameFinished::name_changed(Player const& player)

  /**
   ** event: hide the window
   **
   ** @param     -
   **
   ** @return    -
   **
   ** @author    Diether Knof
   **
   ** @version   0.6.4
   **/
  void
    GameFinished::on_hide()
    {
#ifdef GLIBMM_DEFAULT_SIGNAL_HANDLERS_ENABLED
      this->Gtk::Dialog::on_hide();
#endif
      this->ui->main_quit();
      this->game_summary->set_gameno(UINT_MAX);

      return ;
    } // void GameFinished::on_hide()

  /**
   **
   ** toggles the game review
   **
   ** @param     -
   **
   ** @return    -
   **
   ** @version   0.6.4
   **
   ** @author    Diether Knof
   **
   **/
  void
    GameFinished::toggle_game_review()
    {
      if (this->show_game_review->get_active()) {
        DEBUG_ASSERTION(!this->game_review,
                        "GameFinished::toggle_game_review:\n"
                        "  already in game review");
        this->game_review = new GameReview(this);
      } else {
        DEBUG_ASSERTION(this->game_review,
                        "GameFinished::toggle_game_review:\n"
                        "  not in game review");
        delete this->game_review;
        this->game_review = NULL;

      }
      this->ui->table->draw_all();

      return ;
    } // void GameFinished::toggle_game_review()

} // namespace UI_GTKMM_NS

#endif // #ifdef USE_UI_GTKMM
