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PB: everything compiles except for deck storage
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51 changed files with 659 additions and 628 deletions
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@ -4,8 +4,8 @@
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#include <QMap>
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#include <QPushButton>
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#include "tab.h"
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#include <google/protobuf/message.h>
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namespace google { namespace protobuf { class Message; } }
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class AbstractClient;
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class CardDatabase;
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class GameView;
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@ -22,11 +22,12 @@ class ZoneViewLayout;
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class ZoneViewWidget;
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class PhasesToolbar;
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class PlayerListWidget;
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class ProtocolResponse;
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class Response;
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class GameEventContainer;
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class GameEventContext;
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class GameCommand;
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class CommandContainer;
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class Event_GameJoined;
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class Event_GameStateChanged;
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class Event_PlayerPropertiesChanged;
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class Event_Join;
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@ -37,7 +38,7 @@ class Event_GameStart;
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class Event_SetActivePlayer;
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class Event_SetActivePhase;
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class Event_Ping;
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class Event_Say;
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class Event_GameSay;
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class Event_Kicked;
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class Player;
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class CardZone;
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@ -73,7 +74,7 @@ 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(ProtocolResponse *r);
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void deckSelectFinished(const Response &r);
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void sideboardPlanChanged();
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signals:
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void newCardAdded(AbstractCardItem *card);
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@ -123,31 +124,31 @@ private:
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QAction *aConcede, *aLeaveGame, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
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QList<QAction *> phaseActions;
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Player *addPlayer(int playerId, 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 eventSpectatorSay(Event_Say *event, GameEventContext *context);
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void eventSpectatorLeave(Event_Leave *event, 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(Event_GameStateChanged *event, GameEventContext *context);
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void eventPlayerPropertiesChanged(Event_PlayerPropertiesChanged *event, GameEventContext *context);
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void eventJoin(Event_Join *event, GameEventContext *context);
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void eventLeave(Event_Leave *event, GameEventContext *context);
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void eventKicked(Event_Kicked *event, GameEventContext *context);
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void eventGameHostChanged(Event_GameHostChanged *event, GameEventContext *context);
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void eventGameClosed(Event_GameClosed *event, 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(Event_SetActivePlayer *event, GameEventContext *context);
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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(Event_SetActivePhase *event, GameEventContext *context);
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void eventPing(Event_Ping *event, GameEventContext *context);
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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(GameEventContext *context);
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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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private slots:
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@ -162,7 +163,7 @@ private slots:
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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, int _gameId, const QString &_gameDescription, int _hostId, int _localPlayerId, bool _spectator, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, bool _resuming);
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TabGame(TabSupervisor *_tabSupervisor, QList<AbstractClient *> &_clients, const Event_GameJoined &event);
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~TabGame();
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void retranslateUi();
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void closeRequest();
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@ -177,7 +178,7 @@ public:
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Player *getActiveLocalPlayer() const;
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AbstractClient *getClientForPlayer(int playerId) const;
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void processGameEventContainer(GameEventContainer *cont, AbstractClient *client);
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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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