/*
 * Copyright (C) 1995 Paul Olav Tvete <paul@troll.no>
 * Copyright (C) 1997 Mario Weilguni <mweilguni@sime.com>
 * Copyright (C) 2000-2009 Stephan Kulow <coolo@kde.org>
 * Copyright (C) 2009-2010 Parker Coates <parker.coates@kdemail.net>
 *
 * License of original code:
 * -------------------------------------------------------------------------
 *   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 copyright notice and this permission notice appear in
 *   supporting documentation.
 *
 *   This file is provided AS IS with no warranties of any kind.  The author
 *   shall have no liability with respect to the infringement of copyrights,
 *   trade secrets or any patents by this file or any part thereof.  In no
 *   event will the author be liable for any lost revenue or profits or
 *   other special, indirect and consequential damages.
 * -------------------------------------------------------------------------
 *
 * License of modifications/additions made after 2009-01-01:
 * -------------------------------------------------------------------------
 *   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 should have received a copy of the GNU General Public License
 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
 * -------------------------------------------------------------------------
 */

#include "mainwindow.h"

#include "dealer.h"
#include "dealerinfo.h"
#include "gameselectionscene.h"
#include "numbereddealdialog.h"
#include "renderer.h"
#include "settings.h"
#include "soundengine.h"
#include "statisticsdialog.h"
#include "version.h"
#include "view.h"

#include "KAbstractCardDeck"
#include "KCardTheme"
#include "KCardThemeWidget"

#include <KGameTheme>
#include <KGameThemeSelector>
#include <KStandardGameAction>

#include <KAction>
#include <KActionCollection>
#include <KConfigDialog>
#include <KDebug>
#include <KFileDialog>
#include <KGlobal>
#include <KIcon>
#include <KInputDialog>
#include <KLocale>
#include <KMessageBox>
#include <KRandom>
#include <KRecentFilesAction>
#include <KStandardDirs>
#include <KStatusBar>
#include <KTemporaryFile>
#include <KToggleAction>
#include <KToolInvocation>
#include <KXMLGUIFactory>
#include <KIO/NetAccess>

#include <QtCore/QList>
#include <QtCore/QPointer>
#include <QtCore/QTimer>
#include <QtCore/QXmlStreamReader>
#include <QtGui/QDesktopWidget>
#include <QtGui/QStackedWidget>


namespace
{
    const KUrl dialogUrl( "kfiledialog:///kpat" );
    const QString kpatMimeType( "application/vnd.kde.kpatience.savedstate" );
}


MainWindow::MainWindow()
  : KXmlGuiWindow( 0 ),
    m_view( 0 ),
    m_dealer( 0 ),
    m_selector( 0 ),
    m_cardDeck( 0 ),
    m_soundEngine( 0 ),
    m_dealDialog( 0 )
{
    setObjectName( QLatin1String( "MainWindow" ) );
    // KCrash::setEmergencySaveFunction(::saveGame);

    setupActions();

    foreach( const DealerInfo * di, DealerInfoList::self()->games() )
    {
        m_dealer_map.insert( di->baseId(), di );
        foreach( int id, di->subtypeIds() )
            m_dealer_map.insert( id, di );
    }
    m_dealer_it = m_dealer_map.constEnd();

    m_view = new PatienceView( this );
    setCentralWidget( m_view );

    QSize defaultSize = qApp->desktop()->availableGeometry().size() * 0.7;
    setupGUI(defaultSize, Create | Save | ToolBar | StatusBar | Keys);

    solverStatus = new QLabel(QString(), statusBar());
    solverStatus->setAlignment(Qt::AlignLeft | Qt::AlignVCenter);
    statusBar()->addWidget(solverStatus, 1);

    moveStatus = new QLabel(QString(), statusBar());
    moveStatus->setAlignment(Qt::AlignRight | Qt::AlignVCenter);
    statusBar()->addWidget(moveStatus, 0);
}

MainWindow::~MainWindow()
{
    recent->saveEntries(KGlobal::config()->group( QString() ));

    Settings::self()->writeConfig();

    delete m_dealer;
    delete m_view;
    Renderer::deleteSelf();
}


void MainWindow::setupActions()
{
    KAction *a;

    // Game Menu
    a = actionCollection()->addAction( QLatin1String( "new_game" ));
    a->setText(i18nc("Start a new game of a different type","New &Game..."));
    a->setIcon( KIcon( QLatin1String( "document-new" )) );
    a->setShortcuts( KShortcut( Qt::ControlModifier | Qt::ShiftModifier | Qt::Key_N ) );
    connect( a, SIGNAL(triggered(bool)), SLOT(slotShowGameSelectionScreen()) );

    a = actionCollection()->addAction( QLatin1String( "new_deal" ));
    a->setText(i18nc("Start a new game of without changing the game type", "New &Deal"));
    a->setIcon( KIcon( QLatin1String( "document-new" )) );
    a->setShortcuts( KShortcut( Qt::ControlModifier | Qt::Key_N ) );
    connect( a, SIGNAL(triggered(bool)), SLOT(newGame()) );

    a = actionCollection()->addAction( QLatin1String( "new_numbered_deal" ));
    a->setText(i18nc("Start a game by giving its particular number", "New &Numbered Deal..."));
    a->setShortcut( KShortcut( Qt::ControlModifier | Qt::Key_D ) );
    connect( a, SIGNAL(triggered(bool)), SLOT(newNumberedDeal()) );

    a = KStandardGameAction::restart(this, SLOT(restart()), actionCollection());
    a->setText(i18nc("Replay the current deal from the start", "Restart Deal"));

    // Note that this action is not shown in the menu or toolbar. It is
    // only provided for advanced users who can use it by shorcut or add it to
    // the toolbar if they wish.
    a = actionCollection()->addAction( QLatin1String( "next_deal" ));
    a->setText(i18nc("Start the game with the number one greater than the current one", "Next Deal"));
    a->setIcon( KIcon( QLatin1String( "go-next" )) );
    a->setShortcut( KShortcut( Qt::ControlModifier | Qt::Key_Plus ) );
    connect( a, SIGNAL(triggered(bool)), this, SLOT(nextDeal()) );

    // Note that this action is not shown in the menu or toolbar. It is
    // only provided for advanced users who can use it by shorcut or add it to
    // the toolbar if they wish.
    a = actionCollection()->addAction( QLatin1String( "previous_deal" ));
    a->setText(i18nc("Start the game with the number one less than the current one", "Previous Deal"));
    a->setIcon( KIcon( QLatin1String( "go-previous" )) );
    a->setShortcut( KShortcut( Qt::ControlModifier | Qt::Key_Minus ) );
    connect( a, SIGNAL(triggered(bool)), this, SLOT(previousDeal()) );

    KStandardGameAction::load( this, SLOT(loadGame()), actionCollection() );

    recent = KStandardGameAction::loadRecent( this, SLOT(loadGame(KUrl)), actionCollection() );
    recent->loadEntries(KGlobal::config()->group( QString() ));

    a = KStandardGameAction::saveAs(this, SLOT(saveGame()), actionCollection());
    a->setShortcut( KShortcut( Qt::ControlModifier | Qt::Key_S ) );

    a = actionCollection()->addAction( QLatin1String( "game_stats" ));
    a->setText(i18n("Statistics"));
    a->setIcon( KIcon( QLatin1String( "games-highscores" )) );
    connect( a, SIGNAL(triggered(bool)), SLOT(showStats()) );

    KStandardGameAction::quit(this, SLOT(close()), actionCollection());


    // Move Menu
    undo = KStandardGameAction::undo(this, SLOT(undoMove()), actionCollection());

    redo = KStandardGameAction::redo(this, SLOT(redoMove()), actionCollection());

    demoaction = KStandardGameAction::demo( this, SLOT(toggleDemo()), actionCollection() );

    // KStandardGameAction::hint is a regular action, but we want a toggle
    // action, so we must create a new action and copy all the standard
    // properties over one by one.
    hintaction = new KToggleAction( actionCollection() );
    a = KStandardGameAction::hint( 0, 0, 0 );
    hintaction->setText( a->text() );
    hintaction->setIcon( a->icon() );
    hintaction->setShortcut( a->shortcut() );
    hintaction->setToolTip( a->toolTip() );
    hintaction->setWhatsThis( a->whatsThis() );
    delete a;
    QString actionName( KStandardGameAction::name( KStandardGameAction::Hint ) );
    actionCollection()->addAction( actionName, hintaction );
    connect( hintaction, SIGNAL(triggered()), this, SLOT(toggleHints()) );

    drawaction = actionCollection()->addAction( QLatin1String( "move_draw" ));
    drawaction->setText( i18nc("Take one or more cards from the deck, flip them, and place them in play", "Dra&w") );
    drawaction->setIcon( KIcon( QLatin1String( "kpat" )) );
    drawaction->setShortcut( Qt::Key_Tab );

    dealaction = actionCollection()->addAction( QLatin1String( "move_deal" ));
    dealaction->setText( i18nc("Deal a new row of cards from the deck", "Dea&l Row") );
    dealaction->setIcon( KIcon( QLatin1String( "kpat" )) );
    dealaction->setShortcut( Qt::Key_Return );

    redealaction = actionCollection()->addAction( QLatin1String( "move_redeal" ));
    redealaction->setText( i18nc("Collect the cards in play, shuffle them and redeal them", "&Redeal") );
    redealaction->setIcon( KIcon( QLatin1String( "roll" )) );
    redealaction->setShortcut( Qt::Key_R );

    dropaction = new KToggleAction( actionCollection() );
    dropaction->setText( i18nc("Automatically move cards to the foundation piles", "Dro&p") );
    dropaction->setIcon( KIcon( QLatin1String( "games-endturn" )) );
    dropaction->setShortcut( Qt::Key_P );
    actionCollection()->addAction( QLatin1String(  "move_drop" ), dropaction );
    connect( dropaction, SIGNAL(triggered()), this, SLOT(toggleDrop()) );


    // Settings Menu
    a = actionCollection()->addAction( QLatin1String( "select_deck" ));
    a->setText(i18n("Change Appearance..."));
    connect( a, SIGNAL(triggered(bool)), SLOT(configureAppearance()) );
    a->setShortcuts( KShortcut( Qt::Key_F10 ) );

    autodropaction = new KToggleAction(i18n("&Enable Autodrop"), this);
    actionCollection()->addAction( QLatin1String( "enable_autodrop" ), autodropaction);
    connect( autodropaction, SIGNAL(triggered(bool)), SLOT(setAutoDropEnabled(bool)) );
    autodropaction->setChecked( Settings::autoDropEnabled() );

    solveraction = new KToggleAction(i18n("E&nable Solver"), this);
    actionCollection()->addAction( QLatin1String( "enable_solver" ), solveraction);
    connect( solveraction, SIGNAL(triggered(bool)), SLOT(enableSolver(bool)) );
    solveraction->setChecked( Settings::solverEnabled() );

    m_playSoundsAction = new KToggleAction( KIcon( QLatin1String( "preferences-desktop-sound") ), i18n("Play &Sounds" ), this );
    actionCollection()->addAction( QLatin1String(  "play_sounds" ), m_playSoundsAction );
    connect( m_playSoundsAction, SIGNAL(triggered(bool)), SLOT(enableSounds(bool)) );
    m_playSoundsAction->setChecked( Settings::playSounds() );

    rememberstateaction = new KToggleAction(i18n("&Remember State on Exit"), this);
    actionCollection()->addAction( QLatin1String( "remember_state" ), rememberstateaction);
    connect( rememberstateaction, SIGNAL(triggered(bool)), SLOT(enableRememberState(bool)) );
    rememberstateaction->setChecked( Settings::rememberStateOnExit() );


    // Help Menu
    gamehelpaction = actionCollection()->addAction( QLatin1String( "help_game" ));
    gamehelpaction->setIcon( KIcon( QLatin1String( "help-browser" )) );
    connect( gamehelpaction, SIGNAL(triggered(bool)), SLOT(helpGame()));
    gamehelpaction->setShortcuts( KShortcut( Qt::ControlModifier | Qt::ShiftModifier | Qt::Key_F1 ) );


    // Hidden actions
    if (!qgetenv("KDE_DEBUG").isEmpty()) // developer shortcut
    {
        a = actionCollection()->addAction( QLatin1String( "themePreview" ));
        a->setText(i18n("Generate a theme preview image"));
        connect( a, SIGNAL(triggered(bool)), SLOT(generateThemePreview()) );
        a->setShortcuts( KShortcut( Qt::Key_F7 ) );

        a = actionCollection()->addAction( QLatin1String( "snapshot" ));
        a->setText(i18n("Take Game Preview Snapshots"));
        connect( a, SIGNAL(triggered(bool)), SLOT(slotSnapshot()) );
        a->setShortcuts( KShortcut( Qt::Key_F8 ) );

        a = actionCollection()->addAction( QLatin1String( "random_set" ));
        a->setText(i18n("Random Cards"));
        connect( a, SIGNAL(triggered(bool)), SLOT(slotPickRandom()) );
        a->setShortcuts( KShortcut( Qt::Key_F9 ) );
    }

    // Keyboard navigation actions
    m_leftAction = actionCollection()->addAction( QLatin1String( "focus_left" ));
    m_leftAction->setText("Move Focus to Previous Pile");
    m_leftAction->setShortcuts( KShortcut( Qt::Key_Left ) );

    m_rightAction = actionCollection()->addAction( QLatin1String( "focus_right" ));
    m_rightAction->setText("Move Focus to Next Pile");
    m_rightAction->setShortcuts( KShortcut( Qt::Key_Right ) );

    m_upAction = actionCollection()->addAction( QLatin1String( "focus_up" ));
    m_upAction->setText("Move Focus to Card Below");
    m_upAction->setShortcuts( KShortcut( Qt::Key_Up ) );

    m_downAction = actionCollection()->addAction( QLatin1String( "focus_down" ));
    m_downAction->setText("Move Focus to Card Above");
    m_downAction->setShortcuts( KShortcut( Qt::Key_Down ) );

    m_cancelAction = actionCollection()->addAction( QLatin1String( "focus_cancel" ));
    m_cancelAction->setText("Cancel Focus");
    m_cancelAction->setShortcuts( KShortcut( Qt::Key_Escape ) );

    m_pickUpSetDownAction = actionCollection()->addAction( QLatin1String( "focus_activate" ));
    m_pickUpSetDownAction->setText("Pick Up or Set Down Focus");
    m_pickUpSetDownAction->setShortcuts( KShortcut( Qt::Key_Space ) );
}


void MainWindow::undoMove() {
    if( m_dealer )
        m_dealer->undo();
}

void MainWindow::redoMove() {
    if( m_dealer )
        m_dealer->redo();
}

void MainWindow::helpGame()
{
    if (m_dealer && m_dealer_map.contains(m_dealer->gameId()))
    {
        const DealerInfo * di = m_dealer_map.value(m_dealer->gameId());
        QString anchor = QString::fromUtf8( di->untranslatedBaseName() );
        anchor = anchor.toLower();
        anchor = anchor.remove('\'').replace('&', "and").replace(' ', '-');
        KToolInvocation::invokeHelp(anchor);
    }
}


void MainWindow::setAutoDropEnabled( bool enabled )
{
    Settings::setAutoDropEnabled( enabled );
    if ( m_dealer )
    {
        m_dealer->setAutoDropEnabled( enabled );
        if ( enabled )
            m_dealer->startDrop();
        else
            m_dealer->stopDrop();
    }
    updateGameActionList();
}


void MainWindow::enableSolver(bool enable)
{
    Settings::setSolverEnabled( enable );
    solverStatus->setText( QString() );
    if (m_dealer)
    {
        m_dealer->setSolverEnabled(enable);
        if(enable)
            m_dealer->startSolver();
    }
}


void MainWindow::enableSounds( bool enable )
{
    Settings::setPlaySounds( enable );
    updateSoundEngine();
}


void MainWindow::enableRememberState(bool enable)
{
    Settings::setRememberStateOnExit( enable );
}

void MainWindow::newGame()
{
    if (m_dealer && m_dealer->allowedToStartNewGame())
        startRandom();
}

void MainWindow::restart()
{
    startNew(-1);
}

void MainWindow::startRandom()
{
    startNew(KRandom::random());
}

void MainWindow::startNew(int gameNumber)
{
    m_dealer->startNew(gameNumber);
    setGameCaption();
}

void MainWindow::slotPickRandom()
{
    QList<KCardTheme> themes = KCardTheme::findAll();
    KCardTheme theme = themes.at( KRandom::random() % themes.size() );
    Settings::setCardTheme( theme.dirName() );

    appearanceChanged();
}

void MainWindow::configureAppearance()
{
    const QString previewFormat = "back;10_spade,jack_diamond,queen_club,king_heart;1_spade";
    const QSet<QString> features = QSet<QString>() << "AngloAmerican" << "Backs1";

    if ( !KConfigDialog::showDialog("KPatAppearanceDialog") )
    {
        KConfigDialog * dialog = new KConfigDialog( this, "KPatAppearanceDialog", Settings::self() );

        dialog->addPage( new KCardThemeWidget( features, previewFormat ),
                         i18n("Card Deck"),
                         "games-config-theme",
                         i18n("Select a card deck")
                       );

        dialog->addPage( new KGameThemeSelector( this, Settings::self(), KGameThemeSelector::NewStuffEnableDownload ),
                         i18n("Game Theme"),
                         "games-config-theme",
                         i18n("Select a theme for non-card game elements")
                       );

        connect( dialog, SIGNAL(settingsChanged(QString)), this, SLOT(appearanceChanged()) );
        dialog->show();
    }
}


void MainWindow::appearanceChanged()
{
    Renderer::self()->setTheme( Settings::theme() );

    if ( m_cardDeck && Settings::cardTheme() != m_cardDeck->theme().dirName() )
    {
        KCardTheme theme( Settings::cardTheme() );
        if ( theme.isValid() )
        {
            m_cardDeck->setTheme( KCardTheme( theme ) );
            if ( m_dealer )
                m_dealer->relayoutScene();
        }
    }
}


void MainWindow::setGameCaption()
{
    QString caption;
    if ( m_dealer )
    {
        const DealerInfo * di = m_dealer_map.value( m_dealer->gameId() );
        caption = QString("%1 - %2").arg( di->baseName() ).arg(m_dealer->gameNumber());
    }
    setCaption( caption );
}

void MainWindow::slotGameSelected(int id)
{
    if ( m_dealer_map.contains(id) )
    {
        setGameType( id );
        QTimer::singleShot(0 , this, SLOT(startRandom()) );
    }
}

void MainWindow::setGameType(int id)
{
    // Only bother calling creating a new DealerScene if we don't already have
    // the right DealerScene open.
    if ( m_dealer && m_dealer_map.value( id ) == m_dealer_map.value( m_dealer->gameId() ) )
    {
        m_dealer->recordGameStatistics();
        m_dealer->mapOldId( id );
        return;
    }

    // If we're replacing an existing DealerScene, record the stats of the
    // game already in progress.
    if ( m_dealer )
    {
        m_dealer->recordGameStatistics();
        delete m_dealer;
        m_view->setScene(0);
        m_dealer = 0;
    }

    if ( !m_cardDeck )
    {
        KCardTheme theme = KCardTheme( Settings::cardTheme() );
        if ( !theme.isValid() )
            theme = KCardTheme( Settings::defaultCardThemeValue() );

        m_cardDeck = new KCardDeck( theme, this );
    }

    const DealerInfo * di = m_dealer_map.value(id, DealerInfoList::self()->games().first());
    m_dealer = di->createGame();
    m_dealer->setDeck( m_cardDeck );
    m_dealer->initialize();
    m_dealer->setGameId( di->baseId() );
    m_dealer->mapOldId( id );
    m_dealer->setSolverEnabled( solveraction->isChecked() );
    m_dealer->setAutoDropEnabled( autodropaction->isChecked() );

    m_view->setScene( m_dealer );

    gamehelpaction->setText(i18nc("Is disabled and changes to \"Help &with Current Game\" when"
                                  " there is no current game.",
                                  "Help &with %1", di->baseName().replace('&', "&&")));

    connect(m_dealer, SIGNAL(solverStateChanged(QString)), SLOT(updateSolverDescription(QString)));
    connect(m_dealer, SIGNAL(updateMoves(int)), SLOT(slotUpdateMoves(int)));

    solverStatus->setText(QString());
    solverStatus->setVisible(true);
    moveStatus->setText(QString());
    moveStatus->setVisible(true);

    updateActions();
    updateSoundEngine();
}

void MainWindow::slotShowGameSelectionScreen()
{
    if (!m_dealer || m_dealer->allowedToStartNewGame())
    {
        if (m_dealer)
        {
            m_dealer->recordGameStatistics();
            delete m_dealer;
            m_view->setScene(0);
            m_dealer = 0;
        }

        if (!m_selector)
        {
            m_selector = new GameSelectionScene(this);
            connect( m_selector, SIGNAL(gameSelected(int)), SLOT(slotGameSelected(int)) );
        }
        m_view->setScene(m_selector);

        gamehelpaction->setText(i18nc("Shown when there is no game open. Is always disabled.",
                                      "Help &with Current Game"));

        updateActions();

        setGameCaption();

        solverStatus->setVisible(false);
        moveStatus->setVisible(false);
    }
}

void MainWindow::updateActions()
{
    // Enable/disable application actions that aren't appropriate on game
    // selection screen.
    actionCollection()->action( "new_game" )->setEnabled( m_dealer );
    actionCollection()->action( "new_deal" )->setEnabled( m_dealer );
    actionCollection()->action( "game_restart" )->setEnabled( m_dealer );
    actionCollection()->action( "game_save_as" )->setEnabled( m_dealer );
    gamehelpaction->setEnabled( m_dealer );

    // Initially disable game actions. They'll be reenabled through signals
    // if/when appropriate.
    undo->setEnabled( false );
    redo->setEnabled( false );
    hintaction->setEnabled( false );
    demoaction->setEnabled( false );
    dropaction->setEnabled( false );
    drawaction->setEnabled( false );
    dealaction->setEnabled( false );
    redealaction->setEnabled( false );

    // If a dealer exists, connect the game actions to it.
    if ( m_dealer )
    {
        connect( m_dealer, SIGNAL(undoPossible(bool)), undo, SLOT(setEnabled(bool)) );
        connect( m_dealer, SIGNAL(redoPossible(bool)), redo, SLOT(setEnabled(bool)) );

        connect( m_dealer, SIGNAL(hintActive(bool)), hintaction, SLOT(setChecked(bool)) );
        connect( m_dealer, SIGNAL(hintPossible(bool)), hintaction, SLOT(setEnabled(bool)) );

        connect( m_dealer, SIGNAL(demoActive(bool)), this, SLOT(toggleDemoAction(bool)) );
        connect( m_dealer, SIGNAL(demoPossible(bool)), demoaction, SLOT(setEnabled(bool)) );

        connect( m_dealer, SIGNAL(dropActive(bool)), dropaction, SLOT(setChecked(bool)) );
        connect( m_dealer, SIGNAL(demoPossible(bool)), dropaction, SLOT(setEnabled(bool)) );

        connect( m_leftAction, SIGNAL(triggered(bool)), m_dealer, SLOT(keyboardFocusLeft()) );
        connect( m_rightAction, SIGNAL(triggered(bool)), m_dealer, SLOT(keyboardFocusRight()) );
        connect( m_upAction, SIGNAL(triggered(bool)), m_dealer, SLOT(keyboardFocusUp()) );
        connect( m_downAction, SIGNAL(triggered(bool)), m_dealer, SLOT(keyboardFocusDown()) );
        connect( m_cancelAction, SIGNAL(triggered(bool)), m_dealer, SLOT(keyboardFocusCancel()) );
        connect( m_pickUpSetDownAction, SIGNAL(triggered(bool)), m_dealer, SLOT(keyboardFocusSelect()) );

        if ( m_dealer->actions() & DealerScene::Draw )
        {
            connect( drawaction, SIGNAL(triggered(bool)), m_dealer, SLOT(drawDealRowOrRedeal()) );
            connect( m_dealer, SIGNAL(newCardsPossible(bool)), drawaction, SLOT(setEnabled(bool)) );
        }
        else if ( m_dealer->actions() & DealerScene::Deal )
        {
            connect( dealaction, SIGNAL(triggered(bool)), m_dealer, SLOT(drawDealRowOrRedeal()) );
            connect( m_dealer, SIGNAL(newCardsPossible(bool)), dealaction, SLOT(setEnabled(bool)) );
        }
        else if ( m_dealer->actions() & DealerScene::Redeal )
        {
            connect( redealaction, SIGNAL(triggered(bool)), m_dealer, SLOT(drawDealRowOrRedeal()) );
            connect( m_dealer, SIGNAL(newCardsPossible(bool)), redealaction, SLOT(setEnabled(bool)) );
        }

        guiFactory()->unplugActionList( this, "dealer_options" );
        guiFactory()->plugActionList( this, "dealer_options", m_dealer->configActions() );
    }

    updateGameActionList();
}

void MainWindow::updateGameActionList()
{
    guiFactory()->unplugActionList( this, "game_actions" );

    dropaction->setEnabled( m_dealer && !m_dealer->autoDropEnabled() );

    if ( m_dealer )
    {
        QList<QAction*> actionList;
        if ( m_dealer->actions() & DealerScene::Hint )
            actionList.append( hintaction );
        if ( m_dealer->actions() & DealerScene::Demo )
            actionList.append( demoaction );
        if ( m_dealer->actions() & DealerScene::Draw )
            actionList.append( drawaction );
        if ( m_dealer->actions() & DealerScene::Deal )
            actionList.append( dealaction );
        if ( m_dealer->actions() & DealerScene::Redeal )
            actionList.append( redealaction );
        if ( !m_dealer->autoDropEnabled() )
            actionList.append( dropaction );
        guiFactory()->plugActionList( this, "game_actions", actionList );
    }
}


void MainWindow::updateSoundEngine()
{
    if ( m_dealer )
    {
        if ( Settings::playSounds() )
        {
            if ( !m_soundEngine )
                m_soundEngine = new SoundEngine( this );

            connect( m_dealer, SIGNAL(cardsPickedUp()), m_soundEngine, SLOT(cardsPickedUp()) );
            connect( m_dealer, SIGNAL(cardsPutDown()), m_soundEngine, SLOT(cardsPutDown()) );
        }
        else if ( m_soundEngine )
        {
            disconnect( m_dealer, 0, m_soundEngine, 0 );
        }
    }
}


void MainWindow::toggleDrop()
{
    if ( m_dealer )
    {
        if ( !m_dealer->isDropActive() )
            m_dealer->startDrop();
        else
            m_dealer->stopDrop();
    }
}


void MainWindow::toggleHints()
{
    if ( m_dealer )
    {
        if ( !m_dealer->isHintActive() )
            m_dealer->startHint();
        else
            m_dealer->stop();
    }
}


void MainWindow::toggleDemo()
{
    if ( m_dealer )
    {
        if ( !m_dealer->isDemoActive() )
            m_dealer->startDemo();
        else
            m_dealer->stop();
    }
}


void MainWindow::toggleDemoAction(bool active) 
{
    demoaction->setChecked( active );
    demoaction->setIcon( KIcon( QLatin1String(  active ? "media-playback-pause" : "media-playback-start" ) ) );
}

void MainWindow::saveNewToolbarConfig()
{
    KXmlGuiWindow::saveNewToolbarConfig();
    updateGameActionList();
}

void MainWindow::closeEvent(QCloseEvent *e)
{
    QString stateFileName = KStandardDirs::locateLocal( "appdata", saved_state_file );
    QFile stateFile( stateFileName );

    // Remove the existing state file, if any.
    stateFile.remove();
    
    if ( m_dealer )
    {
        if ( Settings::rememberStateOnExit() && !m_dealer->isGameWon() )
        {
            stateFile.open( QFile::WriteOnly | QFile::Truncate );
            m_dealer->saveGame( &stateFile );
        }
        else
        {
            // If there's a game in progress and we aren't going to save it
            // then record its statistics, since the DealerScene will be destroyed
            // shortly.
            m_dealer->recordGameStatistics();
        }
    }

    KXmlGuiWindow::closeEvent(e);
}


void MainWindow::newNumberedDeal()
{
    if ( !m_dealDialog )
    {
        m_dealDialog = new NumberedDealDialog( this );
        connect( m_dealDialog, SIGNAL(dealChosen(int,int)), this, SLOT(startNumbered(int,int)) );
    }

    if ( m_dealer )
    {
        m_dealDialog->setGameType( m_dealer->oldId() );
        m_dealDialog->setDealNumber( m_dealer->gameNumber() );
    }

    m_dealDialog->show();
}


void MainWindow::startNumbered( int gameId, int dealNumber )
{
    if ( !m_dealer || m_dealer->allowedToStartNewGame() )
    {
        setGameType( gameId );
        startNew( dealNumber );
    }
}


void MainWindow::nextDeal()
{
    if ( !m_dealer )
        newNumberedDeal();
    else if ( m_dealer->allowedToStartNewGame() )
        startNew( m_dealer->gameNumber() == INT_MAX ? 1 : m_dealer->gameNumber() + 1 );
}


void MainWindow::previousDeal()
{
    if ( !m_dealer )
        newNumberedDeal();
    else if ( m_dealer->allowedToStartNewGame() )
        startNew( m_dealer->gameNumber() == 1 ? INT_MAX : m_dealer->gameNumber() - 1 );
}


bool MainWindow::loadGame( const KUrl & url, bool addToRecentFiles )
{
    KTemporaryFile tempFile;
    QFile localFile;

    if ( url.isLocalFile() )
    {
        localFile.setFileName( url.toLocalFile() );
    }
    else
    {
        tempFile.open();
        QString fileName = tempFile.fileName();
        if( !KIO::NetAccess::download( url, fileName, this ) )
        {
            KMessageBox::error( this, i18n("Downloading file failed.") );
            return false;
        }
    }


    QFile & file = url.isLocalFile() ? localFile : tempFile;
    if ( !file.open( QIODevice::ReadOnly ) )
    {
        KMessageBox::error( this, i18n("Opening file failed.") );
        return false;
    }

    QXmlStreamReader xml( &file );

    while ( !xml.hasError() && xml.tokenType() != QXmlStreamReader::DTD )
        xml.readNext();

    QString dtdName = xml.dtdName().toString();

    if ( !xml.readNextStartElement() )
    {
        KMessageBox::error( this, i18n("Error reading XML file: ") + xml.errorString() );
        return false;
    }

    if ( dtdName != "kpat" || xml.name() != "dealer" )
    {
        KMessageBox::error( this, i18n("File is not a valid KPat save.") );
        return false;
    }

    bool ok;
    int gameId = xml.attributes().value("id").toString().toInt( &ok );
    if ( !ok || !m_dealer_map.contains( gameId ) )
    {
        KMessageBox::error( this, i18n("Unrecognized game id.") );
        return false;
    }

    // Only bother the user to ask for permission after we've determined the
    // save game file is at least somewhat valid.
    if ( m_dealer && !m_dealer->allowedToStartNewGame() )
        return false;

    xml.clear();
    file.reset();

    setGameType( gameId );
    m_dealer->openGame( &file );

    file.close();

    if ( addToRecentFiles )
        recent->addUrl( url );

    return true;
}


void MainWindow::loadGame()
{
    KFileDialog dialog( dialogUrl, "", this, 0 );
    dialog.setOperationMode( KFileDialog::Opening );
    dialog.setMimeFilter( QStringList() << kpatMimeType << "all/allfiles", kpatMimeType );
    dialog.setCaption( i18n("Load") );

    if ( dialog.exec() != KFileDialog::Accepted )
        return;

    KUrl url = dialog.selectedUrl();
    if ( url.isEmpty() )
        return;

    loadGame( url, true );
}

void MainWindow::saveGame()
{
    if ( !m_dealer )
        return;

    KFileDialog dialog( dialogUrl, "", this, 0 );
    dialog.setOperationMode( KFileDialog::Saving );
    dialog.setMimeFilter( QStringList() << kpatMimeType, kpatMimeType );
    dialog.setConfirmOverwrite( true );
    dialog.setCaption( i18n("Save") );
    if ( dialog.exec() != KFileDialog::Accepted )
        return;

    KUrl url = dialog.selectedUrl();
    if ( url.isEmpty() )
        return;

    if ( url.isLocalFile() )
    {
        QFile file( url.toLocalFile() );
        if ( !file.open( QFile::WriteOnly ) )
        {
            KMessageBox::error( this, i18n("Error opening file for writing. Saving failed.") );
            return;
        }
        m_dealer->saveGame( &file );
    }
    else
    {
        KTemporaryFile tempFile;
        if ( !tempFile.open() )
        {
            KMessageBox::error( this, i18n("Unable to create temporary file. Saving failed.") );
            return;
        }

        m_dealer->saveGame( &tempFile );

        if ( !KIO::NetAccess::upload( tempFile.fileName(), url, this ) )
        {
            KMessageBox::error( this, i18n("Error uploading file. Saving failed.") );
            return;
        }
    }

    recent->addUrl( url );
}

void MainWindow::showStats()
{
    QPointer<StatisticsDialog> dlg = new StatisticsDialog(this);
    if (m_dealer)
        dlg->showGameType(m_dealer->oldId());
    dlg->exec();
    delete dlg;
}

void MainWindow::updateSolverDescription( const QString & text )
{
    solverStatus->setText( text );
}

void MainWindow::slotUpdateMoves(int moves)
{
    moveStatus->setText(i18np("1 move", "%1 moves", moves));
}

void MainWindow::slotSnapshot()
{
    if ( m_dealer_it == m_dealer_map.constEnd() )
    {
        // first call
        m_dealer_it = m_dealer_map.constBegin();
    }

    setGameType( m_dealer_it.key() );
    m_dealer->setAutoDropEnabled( false );
    startRandom();

    QTimer::singleShot( 1000, this, SLOT(slotSnapshot2()) );
}

void MainWindow::slotSnapshot2()
{
    m_dealer->createDump().save( QString( "%1.png" ).arg( m_dealer->gameId() ) );

    ++m_dealer_it;
    if ( m_dealer_it != m_dealer_map.constEnd() )
        QTimer::singleShot( 0, this, SLOT(slotSnapshot()) );
}


void MainWindow::generateThemePreview()
{
    const QSize previewSize( 240, 160 );
    m_view->setMinimumSize( previewSize );
    m_view->setMaximumSize( previewSize );

    QImage img( m_view->contentsRect().size(), QImage::Format_ARGB32 );
    img.fill( Qt::transparent );
    QPainter p( &img );

    foreach ( KCard * c, m_cardDeck->cards() )
        c->completeAnimation();

    m_view->render( &p );

    slotShowGameSelectionScreen();

    QRect leftHalf( 0, 0, m_view->contentsRect().width() / 2, m_view->contentsRect().height() );
    m_view->render( &p, leftHalf, leftHalf );

    p.end();

    img.save( "preview.png" );

    m_view->setMinimumSize( 0, 0 );
    m_view->setMaximumSize( QWIDGETSIZE_MAX, QWIDGETSIZE_MAX );
}

#include "mainwindow.moc"
