removed some useless game events in favor of event context classes; added some preliminary icons

This commit is contained in:
Max-Wilhelm Bruker 2010-03-03 18:20:46 +01:00
parent 388e9255c7
commit 0c508f63ec
23 changed files with 399 additions and 226 deletions

View file

@ -470,26 +470,11 @@ void Player::setCardAttrHelper(CardItem *card, const QString &aname, const QStri
}
}
void Player::eventDeckSelect(Event_DeckSelect *event)
{
emit logDeckSelect(this, event->getDeckId());
}
void Player::eventSay(Event_Say *event)
{
emit logSay(this, event->getMessage());
}
void Player::eventReadyStart(Event_ReadyStart * /*event*/)
{
emit logReadyStart(this);
}
void Player::eventConcede(Event_Concede * /*event*/)
{
emit logConcede(this);
}
void Player::eventShuffle(Event_Shuffle * /*event*/)
{
emit logShuffle(this);
@ -670,13 +655,10 @@ void Player::eventDrawCards(Event_DrawCards *event)
emit logDrawCards(this, event->getNumberCards());
}
void Player::processGameEvent(GameEvent *event)
void Player::processGameEvent(GameEvent *event, GameEventContext *context)
{
switch (event->getItemId()) {
case ItemId_Event_DeckSelect: eventDeckSelect(qobject_cast<Event_DeckSelect *>(event)); break;
case ItemId_Event_Say: eventSay(qobject_cast<Event_Say *>(event)); break;
case ItemId_Event_ReadyStart: eventReadyStart(qobject_cast<Event_ReadyStart *>(event)); break;
case ItemId_Event_Concede: eventConcede(qobject_cast<Event_Concede *>(event)); break;
case ItemId_Event_Shuffle: eventShuffle(qobject_cast<Event_Shuffle *>(event)); break;
case ItemId_Event_RollDie: eventRollDie(qobject_cast<Event_RollDie *>(event)); break;
case ItemId_Event_CreateArrows: eventCreateArrows(qobject_cast<Event_CreateArrows *>(event)); break;

View file

@ -23,10 +23,8 @@ class ServerInfo_Counter;
class CommandContainer;
class GameCommand;
class GameEvent;
class Event_DeckSelect;
class GameEventContext;
class Event_Say;
class Event_ReadyStart;
class Event_Concede;
class Event_Shuffle;
class Event_RollDie;
class Event_CreateArrows;
@ -48,10 +46,7 @@ signals:
void toggleZoneView(Player *player, QString zoneName, int number);
void newCardAdded(AbstractCardItem *card);
// Log events
void logDeckSelect(Player *player, int deckId);
void logSay(Player *player, QString message);
void logReadyStart(Player *player);
void logConcede(Player *player);
void logShuffle(Player *player);
void logRollDie(Player *player, int sides, int roll);
void logCreateArrow(Player *player, Player *startPlayer, QString startCard, Player *targetPlayer, QString targetCard);
@ -102,7 +97,6 @@ private:
QAction *aTap, *aUntap, *aDoesntUntap, *aFlip, *aAddCounter, *aRemoveCounter, *aSetCounters,
*aMoveToTopLibrary, *aMoveToBottomLibrary, *aMoveToGraveyard, *aMoveToExile;
void actTap(CardItem *card);
void actUntap(CardItem *card);
void actDoesntUntap(CardItem *card);
@ -135,10 +129,7 @@ private:
void initSayMenu();
void eventDeckSelect(Event_DeckSelect *event);
void eventSay(Event_Say *event);
void eventReadyStart(Event_ReadyStart *event);
void eventConcede(Event_Concede *event);
void eventShuffle(Event_Shuffle *event);
void eventRollDie(Event_RollDie *event);
void eventCreateArrows(Event_CreateArrows *event);
@ -189,7 +180,7 @@ public:
void setActive(bool _active);
void processPlayerInfo(ServerInfo_Player *info);
void processGameEvent(GameEvent *event);
void processGameEvent(GameEvent *event, GameEventContext *context);
void sendGameCommand(GameCommand *command);
void sendCommandContainer(CommandContainer *cont);
};

View file

@ -1,28 +1,58 @@
#include <QHeaderView>
#include "playerlistwidget.h"
#include "protocol_datastructures.h"
#include "pingpixmapgenerator.h"
PlayerListWidget::PlayerListWidget(QWidget *parent)
: QTreeWidget(parent)
: QTreeWidget(parent), gameStarted(false)
{
setColumnCount(2);
readyIcon = QIcon(":/resources/icon_ready_start.svg");
notReadyIcon = QIcon(":/resources/icon_not_ready_start.svg");
concededIcon = QIcon(":/resources/icon_conceded.svg");
playerIcon = QIcon(":/resources/icon_player.svg");
spectatorIcon = QIcon(":/resources/icon_spectator.svg");
setColumnCount(5);
setRootIsDecorated(false);
setSelectionMode(NoSelection);
header()->setResizeMode(QHeaderView::ResizeToContents);
retranslateUi();
}
void PlayerListWidget::retranslateUi()
{
headerItem()->setText(0, tr("Player name"));
headerItem()->setText(1, tr("Role"));
headerItem()->setText(0, QString());
headerItem()->setText(1, QString());
headerItem()->setText(2, QString());
headerItem()->setText(3, tr("Player name"));
headerItem()->setText(4, tr("Deck"));
}
void PlayerListWidget::addPlayer(ServerInfo_Player *player)
void PlayerListWidget::addPlayer(ServerInfo_PlayerProperties *player)
{
QTreeWidgetItem *newPlayer = new QTreeWidgetItem;
newPlayer->setText(0, player->getName());
newPlayer->setText(1, player->getSpectator() ? tr("Spectator") : tr("Player"));
addTopLevelItem(newPlayer);
players.insert(player->getPlayerId(), newPlayer);
updatePlayerProperties(player);
addTopLevelItem(newPlayer);
}
void PlayerListWidget::updatePlayerProperties(ServerInfo_PlayerProperties *prop)
{
QTreeWidgetItem *player = players.value(prop->getPlayerId(), 0);
if (!player)
return;
player->setIcon(1, prop->getSpectator() ? spectatorIcon : playerIcon);
player->setIcon(2, gameStarted ? (prop->getConceded() ? concededIcon : QIcon()) : (prop->getReadyStart() ? readyIcon : notReadyIcon));
player->setText(3, prop->getName());
QString deckText;
switch (prop->getDeckId()) {
case -2: deckText = tr("no deck"); break;
case -1: deckText = tr("local deck"); break;
default: deckText = tr("ID #%1").arg(prop->getDeckId());
}
player->setText(4, deckText);
}
void PlayerListWidget::removePlayer(int playerId)
@ -41,8 +71,7 @@ void PlayerListWidget::setActivePlayer(int playerId)
i.next();
QTreeWidgetItem *twi = i.value();
QColor c = i.key() == playerId ? QColor(150, 255, 150) : Qt::white;
twi->setBackground(0, c);
twi->setBackground(1, c);
twi->setBackground(3, c);
}
}
@ -53,3 +82,10 @@ void PlayerListWidget::updatePing(int playerId, int pingTime)
return;
twi->setIcon(0, QIcon(PingPixmapGenerator::generatePixmap(10, pingTime, 10)));
}
void PlayerListWidget::setGameStarted(bool _gameStarted)
{
gameStarted = _gameStarted;
for (int i = 0; i < players.size(); ++i)
players[i]->setIcon(2, gameStarted ? QIcon() : notReadyIcon);
}

View file

@ -3,20 +3,25 @@
#include <QTreeWidget>
#include <QMap>
#include <QIcon>
class ServerInfo_Player;
class ServerInfo_PlayerProperties;
class PlayerListWidget : public QTreeWidget {
Q_OBJECT
private:
QMap<int, QTreeWidgetItem *> players;
QIcon readyIcon, notReadyIcon, concededIcon, playerIcon, spectatorIcon;
bool gameStarted;
public:
PlayerListWidget(QWidget *parent = 0);
void retranslateUi();
void addPlayer(ServerInfo_Player *player);
void addPlayer(ServerInfo_PlayerProperties *player);
void removePlayer(int playerId);
void setActivePlayer(int playerId);
void updatePing(int playerId, int pingTime);
void updatePlayerProperties(ServerInfo_PlayerProperties *prop);
void setGameStarted(bool _gameStarted);
};
#endif

View file

@ -229,17 +229,19 @@ Player *TabGame::addPlayer(int playerId, const QString &playerName)
void TabGame::processGameEventContainer(GameEventContainer *cont)
{
const QList<GameEvent *> &eventList = cont->getEventList();
GameEventContext *context = cont->getContext();
for (int i = 0; i < eventList.size(); ++i) {
GameEvent *event = eventList[i];
switch (event->getItemId()) {
case ItemId_Event_GameStateChanged: eventGameStateChanged(qobject_cast<Event_GameStateChanged *>(event)); break;
case ItemId_Event_Join: eventJoin(qobject_cast<Event_Join *>(event)); break;
case ItemId_Event_Leave: eventLeave(qobject_cast<Event_Leave *>(event)); break;
case ItemId_Event_GameClosed: eventGameClosed(qobject_cast<Event_GameClosed *>(event)); break;
case ItemId_Event_SetActivePlayer: eventSetActivePlayer(qobject_cast<Event_SetActivePlayer *>(event)); break;
case ItemId_Event_SetActivePhase: eventSetActivePhase(qobject_cast<Event_SetActivePhase *>(event)); break;
case ItemId_Event_Ping: eventPing(qobject_cast<Event_Ping *>(event)); break;
case ItemId_Event_GameStateChanged: eventGameStateChanged(qobject_cast<Event_GameStateChanged *>(event), context); break;
case ItemId_Event_PlayerPropertiesChanged: eventPlayerPropertiesChanged(qobject_cast<Event_PlayerPropertiesChanged *>(event), context); break;
case ItemId_Event_Join: eventJoin(qobject_cast<Event_Join *>(event), context); break;
case ItemId_Event_Leave: eventLeave(qobject_cast<Event_Leave *>(event), context); break;
case ItemId_Event_GameClosed: eventGameClosed(qobject_cast<Event_GameClosed *>(event), context); break;
case ItemId_Event_SetActivePlayer: eventSetActivePlayer(qobject_cast<Event_SetActivePlayer *>(event), context); break;
case ItemId_Event_SetActivePhase: eventSetActivePhase(qobject_cast<Event_SetActivePhase *>(event), context); break;
case ItemId_Event_Ping: eventPing(qobject_cast<Event_Ping *>(event), context); break;
default: {
Player *player = players.value(event->getPlayerId(), 0);
@ -247,7 +249,7 @@ void TabGame::processGameEventContainer(GameEventContainer *cont)
qDebug() << "unhandled game event: invalid player id";
break;
}
player->processGameEvent(event);
player->processGameEvent(event, context);
emit userEvent();
}
}
@ -275,6 +277,7 @@ void TabGame::startGame()
{
currentPhase = -1;
playerListWidget->setGameStarted(true);
started = true;
deckViewContainer->hide();
gameView->show();
@ -284,27 +287,31 @@ void TabGame::startGame()
void TabGame::stopGame()
{
currentPhase = -1;
playerListWidget->setActivePlayer(-1);
playerListWidget->setGameStarted(false);
started = false;
gameView->hide();
phasesToolbar->hide();
deckViewContainer->show();
}
void TabGame::eventGameStateChanged(Event_GameStateChanged *event)
void TabGame::eventGameStateChanged(Event_GameStateChanged *event, GameEventContext * /*context*/)
{
const QList<ServerInfo_Player *> &plList = event->getPlayerList();
for (int i = 0; i < plList.size(); ++i) {
ServerInfo_Player *pl = plList[i];
if (pl->getSpectator()) {
if (!spectators.contains(pl->getPlayerId())) {
spectators.insert(pl->getPlayerId(), pl->getName());
playerListWidget->addPlayer(pl);
ServerInfo_PlayerProperties *prop = pl->getProperties();
if (prop->getSpectator()) {
if (!spectators.contains(prop->getPlayerId())) {
spectators.insert(prop->getPlayerId(), prop->getName());
playerListWidget->addPlayer(prop);
}
} else {
Player *player = players.value(pl->getPlayerId(), 0);
Player *player = players.value(prop->getPlayerId(), 0);
if (!player) {
player = addPlayer(pl->getPlayerId(), pl->getName());
playerListWidget->addPlayer(pl);
player = addPlayer(prop->getPlayerId(), prop->getName());
playerListWidget->addPlayer(prop);
}
player->processPlayerInfo(pl);
if (player->getLocal() && pl->getDeck()) {
@ -327,9 +334,23 @@ void TabGame::eventGameStateChanged(Event_GameStateChanged *event)
emit userEvent();
}
void TabGame::eventJoin(Event_Join *event)
void TabGame::eventPlayerPropertiesChanged(Event_PlayerPropertiesChanged *event, GameEventContext *context)
{
ServerInfo_Player *playerInfo = event->getPlayer();
Player *player = players.value(event->getProperties()->getPlayerId(), 0);
if (!player)
return;
playerListWidget->updatePlayerProperties(event->getProperties());
if (context) switch (context->getItemId()) {
case ItemId_Context_ReadyStart: messageLog->logReadyStart(player); break;
case ItemId_Context_Concede: messageLog->logConcede(player); break;
case ItemId_Context_DeckSelect: messageLog->logDeckSelect(player, static_cast<Context_DeckSelect *>(context)->getDeckId()); break;
default: ;
}
}
void TabGame::eventJoin(Event_Join *event, GameEventContext * /*context*/)
{
ServerInfo_PlayerProperties *playerInfo = event->getPlayer();
if (playerInfo->getSpectator()) {
spectators.insert(playerInfo->getPlayerId(), playerInfo->getName());
messageLog->logJoinSpectator(playerInfo->getName());
@ -342,7 +363,7 @@ void TabGame::eventJoin(Event_Join *event)
emit userEvent();
}
void TabGame::eventLeave(Event_Leave *event)
void TabGame::eventLeave(Event_Leave *event, GameEventContext * /*context*/)
{
int playerId = event->getPlayerId();
@ -360,7 +381,7 @@ void TabGame::eventLeave(Event_Leave *event)
emit userEvent();
}
void TabGame::eventGameClosed(Event_GameClosed * /*event*/)
void TabGame::eventGameClosed(Event_GameClosed * /*event*/, GameEventContext * /*context*/)
{
started = false;
messageLog->logGameClosed();
@ -383,7 +404,7 @@ Player *TabGame::setActivePlayer(int id)
return player;
}
void TabGame::eventSetActivePlayer(Event_SetActivePlayer *event)
void TabGame::eventSetActivePlayer(Event_SetActivePlayer *event, GameEventContext * /*context*/)
{
Player *player = setActivePlayer(event->getActivePlayerId());
if (!player)
@ -400,7 +421,7 @@ void TabGame::setActivePhase(int phase)
}
}
void TabGame::eventSetActivePhase(Event_SetActivePhase *event)
void TabGame::eventSetActivePhase(Event_SetActivePhase *event, GameEventContext * /*context*/)
{
int phase = event->getPhase();
if (currentPhase != phase)
@ -409,7 +430,7 @@ void TabGame::eventSetActivePhase(Event_SetActivePhase *event)
emit userEvent();
}
void TabGame::eventPing(Event_Ping *event)
void TabGame::eventPing(Event_Ping *event, GameEventContext * /*context*/)
{
const QList<ServerInfo_PlayerPing *> &pingList = event->getPingList();
for (int i = 0; i < pingList.size(); ++i)

View file

@ -21,9 +21,11 @@ class PhasesToolbar;
class PlayerListWidget;
class ProtocolResponse;
class GameEventContainer;
class GameEventContext;
class GameCommand;
class CommandContainer;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
class Event_Leave;
class Event_GameClosed;
@ -72,15 +74,16 @@ private:
void startGame();
void stopGame();
void eventGameStateChanged(Event_GameStateChanged *event);
void eventJoin(Event_Join *event);
void eventLeave(Event_Leave *event);
void eventGameClosed(Event_GameClosed *event);
void eventGameStateChanged(Event_GameStateChanged *event, GameEventContext *context);
void eventPlayerPropertiesChanged(Event_PlayerPropertiesChanged *event, GameEventContext *context);
void eventJoin(Event_Join *event, GameEventContext *context);
void eventLeave(Event_Leave *event, GameEventContext *context);
void eventGameClosed(Event_GameClosed *event, GameEventContext *context);
Player *setActivePlayer(int id);
void eventSetActivePlayer(Event_SetActivePlayer *event);
void eventSetActivePlayer(Event_SetActivePlayer *event, GameEventContext *context);
void setActivePhase(int phase);
void eventSetActivePhase(Event_SetActivePhase *event);
void eventPing(Event_Ping *event);
void eventSetActivePhase(Event_SetActivePhase *event, GameEventContext *context);
void eventPing(Event_Ping *event, GameEventContext *context);
signals:
void gameClosing(TabGame *tab);
private slots: