event handling

This commit is contained in:
Max-Wilhelm Bruker 2009-11-28 00:02:11 +01:00
parent e796af2b89
commit 77015c9ebf
34 changed files with 891 additions and 855 deletions

View file

@ -14,16 +14,25 @@ class MessageLogWidget;
class QLabel;
class QLineEdit;
class QPushButton;
class QMenu;
class ZoneViewLayout;
class ZoneViewWidget;
class PhasesToolbar;
class PlayerListWidget;
class ProtocolResponse;
class GameEvent;
class GameCommand;
class Event_GameStateChanged;
class Event_GameStart;
class Event_GameStateChanged;
class Event_Join;
class Event_Leave;
class Event_GameClosed;
class Event_GameStart;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Player;
class CardZone;
class CardItem;
class TabGame : public QWidget {
Q_OBJECT
@ -39,6 +48,7 @@ private:
QPushButton *loadLocalButton, *loadRemoteButton, *readyStartButton;
CardInfoWidget *cardInfo;
PlayerListWidget *playerListWidget;
MessageLogWidget *messageLog;
QLabel *sayLabel;
QLineEdit *sayEdit;
@ -48,51 +58,42 @@ private:
DeckView *deckView;
QWidget *deckViewContainer;
ZoneViewLayout *zoneLayout;
QAction *aCloseMostRecentZoneView;
QAction *aCloseMostRecentZoneView,
*aNextPhase, *aNextTurn, *aRemoveLocalArrows;
QMenu *gameMenu;
Player *addPlayer(int playerId, const QString &playerName);
void eventGameStateChanged(Event_GameStateChanged *event);
void eventGameStart(Event_GameStart *event);
void eventGameStateChanged(Event_GameStateChanged *event);
void eventJoin(Event_Join *event);
void eventLeave(Event_Leave *event);
void eventGameClosed(Event_GameClosed *event);
void eventSetActivePlayer(Event_SetActivePlayer *event);
void eventSetActivePhase(Event_SetActivePhase *event);
signals:
// -- XXX --
void playerAdded(Player *player);
void playerRemoved(Player *player);
// Log events
void logPlayerListReceived(QStringList players);
void logJoin(Player *player);
void logLeave(Player *player);
void logGameClosed();
void logJoinSpectator(QString playerName);
void logLeaveSpectator(QString playerName);
void logReadyStart(Player *player);
void logGameStart();
void logSay(Player *player, QString text);
void logShuffle(Player *player);
void logRollDie(Player *player, int sides, int roll);
void logDraw(Player *player, int number);
void logMoveCard(Player *player, QString cardName, CardZone *startZone, int oldX, CardZone *targetZone, int newX);
void logCreateToken(Player *player, QString cardName);
void logCreateArrow(Player *player, Player *startPlayer, QString startCard, Player *targetPlayer, QString targetCard);
void logSetCardCounters(Player *player, QString cardName, int value, int oldValue);
void logSetTapped(Player *player, QString cardName, bool tapped);
void logSetCounter(Player *player, QString counterName, int value, int oldValue);
void logSetDoesntUntap(Player *player, QString cardName, bool doesntUntap);
void logDumpZone(Player *player, CardZone *zone, int numberCards);
void logStopDumpZone(Player *player, CardZone *zone);
void logSetActivePlayer(Player *player);
void setActivePhase(int phase);
// -- XXX --
private slots:
void loadLocalDeck();
void loadRemoteDeck();
void readyStart();
void deckSelectFinished(ProtocolResponse *r);
void newCardAdded(CardItem *card);
void actRemoveLocalArrows();
void actSay();
void actNextPhase();
void actNextTurn();
public:
TabGame(Client *_client, int _gameId, int _localPlayerId, bool _spectator);
void retranslateUi();
const QMap<int, Player *> &getPlayers() const { return players; }
void processGameEvent(GameEvent *event);
public slots:
void sendGameCommand(GameCommand *command);
};