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