PB: everything compiles except for deck storage

This commit is contained in:
Max-Wilhelm Bruker 2012-01-01 02:48:24 +01:00
parent 695fde7541
commit d5c628966f
51 changed files with 659 additions and 628 deletions

View file

@ -4,8 +4,8 @@
#include <QMap>
#include <QPushButton>
#include "tab.h"
#include <google/protobuf/message.h>
namespace google { namespace protobuf { class Message; } }
class AbstractClient;
class CardDatabase;
class GameView;
@ -22,11 +22,12 @@ class ZoneViewLayout;
class ZoneViewWidget;
class PhasesToolbar;
class PlayerListWidget;
class ProtocolResponse;
class Response;
class GameEventContainer;
class GameEventContext;
class GameCommand;
class CommandContainer;
class Event_GameJoined;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
@ -37,7 +38,7 @@ class Event_GameStart;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Event_Ping;
class Event_Say;
class Event_GameSay;
class Event_Kicked;
class Player;
class CardZone;
@ -73,7 +74,7 @@ private slots:
void loadLocalDeck();
void loadRemoteDeck();
void readyStart();
void deckSelectFinished(ProtocolResponse *r);
void deckSelectFinished(const Response &r);
void sideboardPlanChanged();
signals:
void newCardAdded(AbstractCardItem *card);
@ -123,31 +124,31 @@ private:
QAction *aConcede, *aLeaveGame, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
QList<QAction *> phaseActions;
Player *addPlayer(int playerId, ServerInfo_User *info);
Player *addPlayer(int playerId, const ServerInfo_User &info);
void startGame(bool resuming);
void stopGame();
void eventSpectatorSay(Event_Say *event, GameEventContext *context);
void eventSpectatorLeave(Event_Leave *event, GameEventContext *context);
void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
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 eventKicked(Event_Kicked *event, GameEventContext *context);
void eventGameHostChanged(Event_GameHostChanged *event, GameEventContext *context);
void eventGameClosed(Event_GameClosed *event, GameEventContext *context);
void eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context);
void eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event, int eventPlayerId, const GameEventContext &context);
void eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context);
void eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
void eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context);
void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
Player *setActivePlayer(int id);
void eventSetActivePlayer(Event_SetActivePlayer *event, GameEventContext *context);
void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
void setActivePhase(int phase);
void eventSetActivePhase(Event_SetActivePhase *event, GameEventContext *context);
void eventPing(Event_Ping *event, GameEventContext *context);
void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
signals:
void gameClosing(TabGame *tab);
void playerAdded(Player *player);
void playerRemoved(Player *player);
void containerProcessingStarted(GameEventContext *context);
void containerProcessingStarted(const GameEventContext &context);
void containerProcessingDone();
void openMessageDialog(const QString &userName, bool focus);
private slots:
@ -162,7 +163,7 @@ private slots:
void actNextPhase();
void actNextTurn();
public:
TabGame(TabSupervisor *_tabSupervisor, QList<AbstractClient *> &_clients, int _gameId, const QString &_gameDescription, int _hostId, int _localPlayerId, bool _spectator, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, bool _resuming);
TabGame(TabSupervisor *_tabSupervisor, QList<AbstractClient *> &_clients, const Event_GameJoined &event);
~TabGame();
void retranslateUi();
void closeRequest();
@ -177,7 +178,7 @@ public:
Player *getActiveLocalPlayer() const;
AbstractClient *getClientForPlayer(int playerId) const;
void processGameEventContainer(GameEventContainer *cont, AbstractClient *client);
void processGameEventContainer(const GameEventContainer &cont, AbstractClient *client);
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
PendingCommand *prepareGameCommand(const QList< const ::google::protobuf::Message * > &cmdList);
public slots: