Cockatrice/cockatrice/src/client/tabs/tab_game.h
BruebachL aa24502129
Move logging from QDebug to QCDebug and introduce LoggingCategories. (#5491)
* Move logging from QDebug to QCDebug and introduce LoggingCategories.

* Lint.

* Unlint like one change.

* Remove .debug category since this is autofilled by Qt and used to differentiate between QCDebug and QCWarning and QCError.

* Uncomment defaults, include main category.

* Make PictureLoader logging a bit more useful.

* Lint...?

* Address comments.

* Clean up some unnecessary classes in logging statements.

* Add a new message format to the logging handler.

* Lint.

* Lint.

* Support Windows in Regex

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: ZeldaZach <zahalpern+github@gmail.com>
2025-01-19 13:14:23 +00:00

273 lines
9.4 KiB
C++

#ifndef TAB_GAME_H
#define TAB_GAME_H
#include "../../client/tearoff_menu.h"
#include "../../game/player/player.h"
#include "../ui/widgets/visual_deck_storage/visual_deck_storage_widget.h"
#include "pb/event_leave.pb.h"
#include "pb/serverinfo_game.pb.h"
#include "tab.h"
#include <QCompleter>
#include <QLoggingCategory>
#include <QMap>
inline Q_LOGGING_CATEGORY(TabGameLog, "tab_game");
class UserListProxy;
class DeckViewContainer;
class AbstractClient;
class CardDatabase;
class GameView;
class GameScene;
class CardInfoFrameWidget;
class MessageLogWidget;
class QTimer;
class QSplitter;
class QLabel;
class QToolButton;
class QMenu;
class ZoneViewLayout;
class ZoneViewWidget;
class PhasesToolbar;
class PlayerListWidget;
class ReplayTimelineWidget;
class Response;
class GameEventContainer;
class GameEventContext;
class GameCommand;
class CommandContainer;
class Event_GameJoined;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
class Event_Leave;
class Event_GameHostChanged;
class Event_GameClosed;
class Event_GameStart;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Event_Ping;
class Event_GameSay;
class Event_Kicked;
class Event_ReverseTurn;
class CardZone;
class AbstractCardItem;
class CardItem;
class DeckLoader;
class QVBoxLayout;
class QHBoxLayout;
class GameReplay;
class ServerInfo_User;
class PendingCommand;
class LineEditCompleter;
class QDockWidget;
class QStackedWidget;
class TabGame : public Tab
{
Q_OBJECT
private:
QTimer *gameTimer;
int secondsElapsed;
const UserListProxy *userListProxy;
QList<AbstractClient *> clients;
ServerInfo_Game gameInfo;
QMap<int, QString> roomGameTypes;
int hostId;
int localPlayerId;
const bool isLocalGame;
bool spectator;
bool judge;
QMap<int, Player *> players;
QMap<int, ServerInfo_User> spectators;
bool gameStateKnown;
bool resuming;
QStringList phasesList;
int currentPhase;
int activePlayer;
CardItem *activeCard;
bool gameClosed;
QStringList gameTypes;
QCompleter *completer;
QStringList autocompleteUserList;
QStackedWidget *mainWidget;
// Replay related members
GameReplay *replay;
int currentReplayStep;
QList<int> replayTimeline;
ReplayTimelineWidget *timelineWidget;
QToolButton *replayPlayButton, *replayFastForwardButton;
QAction *aReplaySkipForward, *aReplaySkipBackward, *aReplaySkipForwardBig, *aReplaySkipBackwardBig;
CardInfoFrameWidget *cardInfoFrameWidget;
PlayerListWidget *playerListWidget;
QLabel *timeElapsedLabel;
MessageLogWidget *messageLog;
QLabel *sayLabel;
LineEditCompleter *sayEdit;
PhasesToolbar *phasesToolbar;
GameScene *scene;
GameView *gameView;
QMap<int, DeckViewContainer *> deckViewContainers;
QVBoxLayout *cardVInfoLayout, *messageLogLayout, *gamePlayAreaVBox, *deckViewContainerLayout;
QHBoxLayout *cardHInfoLayout, *sayHLayout, *mainHLayout, *replayControlLayout;
QWidget *cardBoxLayoutWidget, *messageLogLayoutWidget, *gamePlayAreaWidget, *deckViewContainerWidget,
*replayControlWidget;
QDockWidget *cardInfoDock, *messageLayoutDock, *playerListDock, *replayDock;
QAction *playersSeparator;
QMenu *gameMenu, *viewMenu, *cardInfoDockMenu, *messageLayoutDockMenu, *playerListDockMenu, *replayDockMenu;
TearOffMenu *phasesMenu;
QAction *aGameInfo, *aConcede, *aLeaveGame, *aCloseReplay, *aNextPhase, *aNextPhaseAction, *aNextTurn,
*aReverseTurn, *aRemoveLocalArrows, *aRotateViewCW, *aRotateViewCCW, *aResetLayout, *aResetReplayLayout;
QAction *aCardInfoDockVisible, *aCardInfoDockFloating, *aMessageLayoutDockVisible, *aMessageLayoutDockFloating,
*aPlayerListDockVisible, *aPlayerListDockFloating, *aReplayDockVisible, *aReplayDockFloating;
QAction *aFocusChat;
QList<QAction *> phaseActions;
Player *addPlayer(int playerId, const ServerInfo_User &info);
bool isMainPlayerConceded() const;
void startGame(bool resuming);
void stopGame();
void closeGame();
bool leaveGame();
void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const 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(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
void setActivePhase(int phase);
void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
void eventReverseTurn(const Event_ReverseTurn &event, int eventPlayerId, const GameEventContext & /*context*/);
void emitUserEvent();
void createMenuItems();
void createReplayMenuItems();
void createViewMenuItems();
void createCardInfoDock(bool bReplay = false);
void createPlayerListDock(bool bReplay = false);
void createMessageDock(bool bReplay = false);
void createPlayAreaWidget(bool bReplay = false);
void createDeckViewContainerWidget(bool bReplay = false);
void createReplayDock();
QString getLeaveReason(Event_Leave::LeaveReason reason);
signals:
void gameClosing(TabGame *tab);
void playerAdded(Player *player);
void playerRemoved(Player *player);
void containerProcessingStarted(const GameEventContext &context);
void containerProcessingDone();
void openMessageDialog(const QString &userName, bool focus);
void openDeckEditor(const DeckLoader *deck);
void notIdle();
private slots:
void replayNextEvent(Player::EventProcessingOptions options);
void replayFinished();
void replayPlayButtonToggled(bool checked);
void replayFastForwardButtonToggled(bool checked);
void replayRewind();
void incrementGameTime();
void adminLockChanged(bool lock);
void newCardAdded(AbstractCardItem *card);
void updateCardMenu(AbstractCardItem *card);
void actGameInfo();
void actConcede();
void actRemoveLocalArrows();
void actRotateViewCW();
void actRotateViewCCW();
void actSay();
void actPhaseAction();
void actNextPhase();
void actNextPhaseAction();
void actNextTurn();
void actReverseTurn();
void addMentionTag(const QString &value);
void linkCardToChat(const QString &cardName);
void commandFinished(const Response &response);
void refreshShortcuts();
void loadLayout();
void actCompleterChanged();
void actResetLayout();
void freeDocksSize();
bool eventFilter(QObject *o, QEvent *e) override;
void dockVisibleTriggered();
void dockFloatingTriggered();
void dockTopLevelChanged(bool topLevel);
public:
TabGame(TabSupervisor *_tabSupervisor,
QList<AbstractClient *> &_clients,
const Event_GameJoined &event,
const QMap<int, QString> &_roomGameTypes);
TabGame(TabSupervisor *_tabSupervisor, GameReplay *replay);
~TabGame() override;
void retranslateUi() override;
void updatePlayerListDockTitle();
void closeRequest(bool forced = false) override;
const QMap<int, Player *> &getPlayers() const
{
return players;
}
CardItem *getCard(int playerId, const QString &zoneName, int cardId) const;
bool isHost() const
{
return hostId == localPlayerId;
}
bool getIsLocalGame() const
{
return isLocalGame;
}
int getGameId() const
{
return gameInfo.game_id();
}
QString getTabText() const override;
bool getSpectator() const
{
return spectator;
}
bool getSpectatorsSeeEverything() const
{
return gameInfo.spectators_omniscient();
}
bool isSpectator();
Player *getActiveLocalPlayer() const;
AbstractClient *getClientForPlayer(int playerId) const;
void setActiveCard(CardItem *card);
CardItem *getActiveCard() const
{
return activeCard;
}
void processGameEventContainer(const GameEventContainer &cont,
AbstractClient *client,
Player::EventProcessingOptions options);
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
public slots:
void sendGameCommand(PendingCommand *pend, int playerId = -1);
void sendGameCommand(const ::google::protobuf::Message &command, int playerId = -1);
void viewCardInfo(const QString &cardName, const QString &providerId = "") const;
};
#endif