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https://github.com/Cockatrice/Cockatrice.git
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Convert rest of source to 4-space indent
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parent
a171df744d
commit
1bc48a7849
146 changed files with 12810 additions and 12810 deletions
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@ -56,170 +56,170 @@ class ServerInfo_User;
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class PendingCommand;
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class ToggleButton : public QPushButton {
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Q_OBJECT
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Q_OBJECT
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private:
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bool state;
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bool state;
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signals:
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void stateChanged();
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void stateChanged();
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public:
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ToggleButton(QWidget *parent = 0);
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bool getState() const { return state; }
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void setState(bool _state);
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ToggleButton(QWidget *parent = 0);
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bool getState() const { return state; }
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void setState(bool _state);
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protected:
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void paintEvent(QPaintEvent *event);
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void paintEvent(QPaintEvent *event);
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};
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class DeckViewContainer : public QWidget {
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Q_OBJECT
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Q_OBJECT
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private:
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QPushButton *loadLocalButton, *loadRemoteButton;
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ToggleButton *readyStartButton, *sideboardLockButton;
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DeckView *deckView;
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int playerId;
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QPushButton *loadLocalButton, *loadRemoteButton;
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ToggleButton *readyStartButton, *sideboardLockButton;
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DeckView *deckView;
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int playerId;
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private slots:
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void loadLocalDeck();
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void loadRemoteDeck();
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void readyStart();
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void deckSelectFinished(const Response &r);
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void sideboardPlanChanged();
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void sideboardLockButtonClicked();
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void updateSideboardLockButtonText();
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void loadLocalDeck();
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void loadRemoteDeck();
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void readyStart();
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void deckSelectFinished(const Response &r);
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void sideboardPlanChanged();
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void sideboardLockButtonClicked();
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void updateSideboardLockButtonText();
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signals:
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void newCardAdded(AbstractCardItem *card);
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void newCardAdded(AbstractCardItem *card);
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public:
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DeckViewContainer(int _playerId, TabGame *parent = 0);
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void retranslateUi();
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void setButtonsVisible(bool _visible);
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void setReadyStart(bool ready);
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void setSideboardLocked(bool locked);
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void setDeck(const DeckLoader &deck);
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DeckViewContainer(int _playerId, TabGame *parent = 0);
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void retranslateUi();
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void setButtonsVisible(bool _visible);
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void setReadyStart(bool ready);
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void setSideboardLocked(bool locked);
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void setDeck(const DeckLoader &deck);
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};
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class TabGame : public Tab {
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Q_OBJECT
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Q_OBJECT
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private:
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QTimer *gameTimer;
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int secondsElapsed;
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QList<AbstractClient *> clients;
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ServerInfo_Game gameInfo;
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QMap<int, QString> roomGameTypes;
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int hostId;
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int localPlayerId;
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bool spectator;
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QMap<int, Player *> players;
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QMap<int, ServerInfo_User> spectators;
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bool gameStateKnown;
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bool resuming;
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QStringList phasesList;
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int currentPhase;
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int activePlayer;
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CardItem *activeCard;
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bool gameClosed;
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// Replay related members
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GameReplay *replay;
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int currentReplayStep;
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QList<int> replayTimeline;
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ReplayTimelineWidget *timelineWidget;
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QToolButton *replayToStartButton, *replayStartButton, *replayPauseButton, *replayStopButton, *replayFastForwardButton, *replayToEndButton;
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QSplitter *splitter;
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CardInfoWidget *cardInfo;
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PlayerListWidget *playerListWidget;
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QLabel *timeElapsedLabel;
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MessageLogWidget *messageLog;
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QLabel *sayLabel;
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QLineEdit *sayEdit;
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PhasesToolbar *phasesToolbar;
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GameScene *scene;
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GameView *gameView;
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QMap<int, DeckViewContainer *> deckViewContainers;
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QVBoxLayout *deckViewContainerLayout;
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QHBoxLayout *mainLayout;
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ZoneViewLayout *zoneLayout;
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QAction *playersSeparator;
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QMenu *gameMenu;
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QMenu *phasesMenu;
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QAction *aGameInfo, *aConcede, *aLeaveGame, *aCloseReplay, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
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QList<QAction *> phaseActions;
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QTimer *gameTimer;
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int secondsElapsed;
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QList<AbstractClient *> clients;
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ServerInfo_Game gameInfo;
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QMap<int, QString> roomGameTypes;
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int hostId;
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int localPlayerId;
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bool spectator;
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QMap<int, Player *> players;
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QMap<int, ServerInfo_User> spectators;
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bool gameStateKnown;
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bool resuming;
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QStringList phasesList;
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int currentPhase;
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int activePlayer;
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CardItem *activeCard;
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bool gameClosed;
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// Replay related members
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GameReplay *replay;
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int currentReplayStep;
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QList<int> replayTimeline;
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ReplayTimelineWidget *timelineWidget;
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QToolButton *replayToStartButton, *replayStartButton, *replayPauseButton, *replayStopButton, *replayFastForwardButton, *replayToEndButton;
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QSplitter *splitter;
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CardInfoWidget *cardInfo;
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PlayerListWidget *playerListWidget;
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QLabel *timeElapsedLabel;
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MessageLogWidget *messageLog;
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QLabel *sayLabel;
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QLineEdit *sayEdit;
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PhasesToolbar *phasesToolbar;
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GameScene *scene;
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GameView *gameView;
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QMap<int, DeckViewContainer *> deckViewContainers;
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QVBoxLayout *deckViewContainerLayout;
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QHBoxLayout *mainLayout;
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ZoneViewLayout *zoneLayout;
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QAction *playersSeparator;
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QMenu *gameMenu;
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QMenu *phasesMenu;
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QAction *aGameInfo, *aConcede, *aLeaveGame, *aCloseReplay, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
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QList<QAction *> phaseActions;
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Player *addPlayer(int playerId, const ServerInfo_User &info);
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Player *addPlayer(int playerId, const ServerInfo_User &info);
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void startGame(bool resuming);
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void stopGame();
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void closeGame();
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void startGame(bool resuming);
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void stopGame();
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void closeGame();
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void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
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void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
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void eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context);
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void eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event, int eventPlayerId, const GameEventContext &context);
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void eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context);
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void eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
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void eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context);
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void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
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void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
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Player *setActivePlayer(int id);
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void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
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void setActivePhase(int phase);
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void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
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void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
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void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
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void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
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void eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context);
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void eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event, int eventPlayerId, const GameEventContext &context);
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void eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context);
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void eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
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void eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context);
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void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
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void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
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Player *setActivePlayer(int id);
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void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
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void setActivePhase(int phase);
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void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
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void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
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signals:
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void gameClosing(TabGame *tab);
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void playerAdded(Player *player);
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void playerRemoved(Player *player);
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void containerProcessingStarted(const GameEventContext &context);
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void containerProcessingDone();
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void openMessageDialog(const QString &userName, bool focus);
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void openDeckEditor(const DeckLoader *deck);
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void gameClosing(TabGame *tab);
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void playerAdded(Player *player);
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void playerRemoved(Player *player);
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void containerProcessingStarted(const GameEventContext &context);
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void containerProcessingDone();
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void openMessageDialog(const QString &userName, bool focus);
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void openDeckEditor(const DeckLoader *deck);
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private slots:
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void replayNextEvent();
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void replayFinished();
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void replayToStartButtonClicked();
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void replayStartButtonClicked();
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void replayPauseButtonClicked();
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void replayStopButtonClicked();
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void replayFastForwardButtonToggled(bool checked);
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void replayToEndButtonClicked();
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void incrementGameTime();
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void adminLockChanged(bool lock);
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void newCardAdded(AbstractCardItem *card);
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void updateCardMenu(AbstractCardItem *card);
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void actGameInfo();
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void actConcede();
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void actLeaveGame();
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void actRemoveLocalArrows();
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void actSay();
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void actPhaseAction();
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void actNextPhase();
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void actNextTurn();
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void replayNextEvent();
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void replayFinished();
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void replayToStartButtonClicked();
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void replayStartButtonClicked();
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void replayPauseButtonClicked();
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void replayStopButtonClicked();
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void replayFastForwardButtonToggled(bool checked);
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void replayToEndButtonClicked();
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void incrementGameTime();
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void adminLockChanged(bool lock);
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void newCardAdded(AbstractCardItem *card);
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void updateCardMenu(AbstractCardItem *card);
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void actGameInfo();
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void actConcede();
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void actLeaveGame();
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void actRemoveLocalArrows();
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void actSay();
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void actPhaseAction();
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void actNextPhase();
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void actNextTurn();
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public:
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TabGame(TabSupervisor *_tabSupervisor, QList<AbstractClient *> &_clients, const Event_GameJoined &event, const QMap<int, QString> &_roomGameTypes);
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TabGame(TabSupervisor *_tabSupervisor, GameReplay *replay);
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~TabGame();
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void retranslateUi();
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void closeRequest();
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const QMap<int, Player *> &getPlayers() const { return players; }
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CardItem *getCard(int playerId, const QString &zoneName, int cardId) const;
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bool isHost() const { return hostId == localPlayerId; }
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int getGameId() const { return gameInfo.game_id(); }
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QString getTabText() const;
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bool getSpectator() const { return spectator; }
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bool getSpectatorsSeeEverything() const { return gameInfo.spectators_omniscient(); }
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Player *getActiveLocalPlayer() const;
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AbstractClient *getClientForPlayer(int playerId) const;
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void setActiveCard(CardItem *_card) { activeCard = _card; }
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CardItem *getActiveCard() const { return activeCard; }
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TabGame(TabSupervisor *_tabSupervisor, QList<AbstractClient *> &_clients, const Event_GameJoined &event, const QMap<int, QString> &_roomGameTypes);
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TabGame(TabSupervisor *_tabSupervisor, GameReplay *replay);
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~TabGame();
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void retranslateUi();
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void closeRequest();
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const QMap<int, Player *> &getPlayers() const { return players; }
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CardItem *getCard(int playerId, const QString &zoneName, int cardId) const;
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bool isHost() const { return hostId == localPlayerId; }
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int getGameId() const { return gameInfo.game_id(); }
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QString getTabText() const;
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bool getSpectator() const { return spectator; }
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bool getSpectatorsSeeEverything() const { return gameInfo.spectators_omniscient(); }
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Player *getActiveLocalPlayer() const;
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AbstractClient *getClientForPlayer(int playerId) const;
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void setActiveCard(CardItem *_card) { activeCard = _card; }
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CardItem *getActiveCard() const { return activeCard; }
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void processGameEventContainer(const GameEventContainer &cont, AbstractClient *client);
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PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
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PendingCommand *prepareGameCommand(const QList< const ::google::protobuf::Message * > &cmdList);
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void processGameEventContainer(const GameEventContainer &cont, AbstractClient *client);
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PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
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PendingCommand *prepareGameCommand(const QList< const ::google::protobuf::Message * > &cmdList);
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public slots:
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void sendGameCommand(PendingCommand *pend, int playerId = -1);
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void sendGameCommand(const ::google::protobuf::Message &command, int playerId = -1);
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void sendGameCommand(PendingCommand *pend, int playerId = -1);
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void sendGameCommand(const ::google::protobuf::Message &command, int playerId = -1);
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};
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#endif
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