Cockatrice/cockatrice/src/tab_game.h
Max-Wilhelm Bruker 59e9416f57 blah
2009-11-30 19:33:45 +01:00

104 lines
2.5 KiB
C++

#ifndef TAB_GAME_H
#define TAB_GAME_H
#include <QMap>
#include "tab.h"
class Client;
class CardDatabase;
class GameView;
class DeckView;
class GameScene;
class CardInfoWidget;
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_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 Tab {
Q_OBJECT
private:
Client *client;
int gameId;
int localPlayerId;
bool spectator;
QStringList spectatorList;
QMap<int, Player *> players;
bool started;
int currentPhase;
QPushButton *loadLocalButton, *loadRemoteButton, *readyStartButton;
CardInfoWidget *cardInfo;
PlayerListWidget *playerListWidget;
MessageLogWidget *messageLog;
QLabel *sayLabel;
QLineEdit *sayEdit;
PhasesToolbar *phasesToolbar;
GameScene *scene;
GameView *gameView;
DeckView *deckView;
QWidget *deckViewContainer;
ZoneViewLayout *zoneLayout;
QAction *playersSeparator;
QMenu *playersMenu;
QAction *aCloseMostRecentZoneView,
*aLeaveGame, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
Player *addPlayer(int playerId, const QString &playerName);
void startGame();
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);
Player *setActivePlayer(int id);
void eventSetActivePlayer(Event_SetActivePlayer *event);
void setActivePhase(int phase);
void eventSetActivePhase(Event_SetActivePhase *event);
signals:
void gameClosing(TabGame *tab);
private slots:
void loadLocalDeck();
void loadRemoteDeck();
void readyStart();
void deckSelectFinished(ProtocolResponse *r);
void newCardAdded(CardItem *card);
void actLeaveGame();
void actRemoveLocalArrows();
void actSay();
void actNextPhase();
void actNextTurn();
public:
TabGame(Client *_client, int _gameId, int _localPlayerId, bool _spectator);
~TabGame();
void retranslateUi();
const QMap<int, Player *> &getPlayers() const { return players; }
int getGameId() const { return gameId; }
void processGameEvent(GameEvent *event);
public slots:
void sendGameCommand(GameCommand *command);
};
#endif