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levelhandler.cpp
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152 lines (121 loc) · 3.84 KB
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#include "levelhandler.h"
#include "levelfileio.h"
#include <QStandardPaths>
#include <QLoggingCategory>
Q_LOGGING_CATEGORY(lvlh, "app.levelhandler")
namespace {
const QString LEVELS_PATH = u":/levels"_qs;
const QString PREVIEW_FILE = u"preview.png"_qs;
const QString USER_LEVELS_DIRECTORY = u"levels"_qs;
const QString LEVEL_FILE = u"data.json"_qs;
}
LevelHandler::LevelHandler(QObject *parent)
: ILevelManager { parent }
, m_availableLevels { new LevelModel(this) }
, m_userLevels { new LevelModel(this) }
, m_currentLevelData { new LevelDataModel(this) }
{
QDir applicationDataDirectory(QStandardPaths::writableLocation(QStandardPaths::AppDataLocation));
applicationDataDirectory.mkpath(USER_LEVELS_DIRECTORY);
updateGameLevelsModel();
updateUserLevelsModel();
}
LevelModel *LevelHandler::availableLevels() const
{
return m_availableLevels;
}
LevelModel *LevelHandler::userLevels() const
{
return m_userLevels;
}
void LevelHandler::loadLevel(const QString &path)
{
qCDebug(lvlh) << "loading level at path" << path;
QDir levelPath(path);
if (levelPath.exists(LEVEL_FILE)) {
m_currentLevelData->setLevelData(LevelFileIO::loadLevel(levelPath.filePath(LEVEL_FILE)));
} else {
qCCritical(lvlh) << "unable to find level data";
// TODO: emit signal to display UI message
}
}
void LevelHandler::saveLevel(const QString &name, QQuickItemGrabResult *screenshot)
{
Q_UNUSED(screenshot)
qCDebug(lvlh) << "unimplemented";
}
void LevelHandler::resetLevel()
{
qCDebug(lvlh) << "unimplemented";
}
void LevelHandler::updateGameLevelsModel()
{
const QFileInfoList levelList = QDir(LEVELS_PATH).entryInfoList();
for (const QFileInfo &info : levelList) {
QDir levelFolder(info.filePath());
QUrl preview;
preview.setScheme(u"qrc"_qs);
preview.setPath(levelFolder.filePath(PREVIEW_FILE).sliced(1));
m_availableLevels->addLevel({
info.fileName(),
levelFolder.exists(PREVIEW_FILE) ? preview : QUrl(),
levelFolder.path(),
});
}
qCInfo(lvlh) << "game levels available:" << levelList.count();
}
void LevelHandler::updateUserLevelsModel()
{
qCInfo(lvlh) << "searching for user levels at path:" << userLevelsDirectory().path();
m_userLevels->clear();
const QFileInfoList userLevelList = userLevelsDirectory().entryInfoList({}, QDir::Dirs | QDir::NoDotAndDotDot);
for (const QFileInfo &info : userLevelList) {
QDir levelFolder(info.filePath());
QUrl preview;
preview.setScheme(u"file"_qs);
preview.setPath(levelFolder.filePath(PREVIEW_FILE));
m_userLevels->addLevel({
info.fileName(),
levelFolder.exists(PREVIEW_FILE) ? preview : QUrl(),
levelFolder.path(),
});
}
qCInfo(lvlh) << "user levels found:" << userLevelList.count();
}
void LevelHandler::nextLevel()
{
qCInfo(lvlh) << "proceeding to next level";
int currentLevelIndex = m_availableLevels->indexOf(m_currentLevelData->name());
if (currentLevelIndex >= 0 && currentLevelIndex < m_availableLevels->rowCount() - 1) {
emit nextLevelAvailable(m_availableLevels->levelAtIndex(currentLevelIndex + 1).path);
} else {
qCDebug(lvlh) << "no next level available";
emit nextLevelNotAvailable();
}
}
void LevelHandler::deleteLevel(int index)
{
const LevelDescription level = m_userLevels->levelAtIndex(index);
if (QDir(level.path).removeRecursively()) {
qCDebug(lvlh) << "removed level" << level.name;
m_userLevels->removeLevel(index);
} else {
qCWarning(lvlh) << "unable to remove level";
}
}
LevelDataModel *LevelHandler::levelData() const
{
return m_currentLevelData;
}
QDir LevelHandler::userLevelsDirectory()
{
return QDir(QStandardPaths::writableLocation(QStandardPaths::AppDataLocation)).filePath(USER_LEVELS_DIRECTORY);
}
QString LevelHandler::levelPreviewFileName()
{
return PREVIEW_FILE;
}
QString LevelHandler::levelDataFileName()
{
return LEVEL_FILE;
}