Cockatrice/cockatrice/src/game/log/message_log_widget.h
BruebachL cba9ce2b2b
[Game/Zones] Simple move refactor to differentiate between logic and graphics for zones (#6903)
* [Game/Zones] Simple move refactor to differentiate between logic and graphics for zones

Took 21 minutes

* Clean up game/zones/logic folder.

Took 6 minutes

* Adjust tests.

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-18 06:36:18 +02:00

108 lines
4.4 KiB
C++

/**
* @file message_log_widget.h
* @ingroup GameWidgets
* @brief TODO: Document this.
*/
#ifndef MESSAGELOGWIDGET_H
#define MESSAGELOGWIDGET_H
#include "../../interface/widgets/server/chat_view/chat_view.h"
#include "../zones/card_zone_logic.h"
class AbstractGame;
class CardItem;
class GameEventContext;
class Player;
class PlayerEventHandler;
class MessageLogWidget : public ChatView
{
Q_OBJECT
private:
enum MessageContext
{
MessageContext_None,
MessageContext_MoveCard,
MessageContext_Mulligan
};
MessageContext currentContext;
QString messagePrefix, messageSuffix;
static QPair<QString, QString> getFromStr(CardZoneLogic *zone, QString cardName, int position, bool ownerChange);
public:
void connectToPlayerEventHandler(PlayerEventHandler *player);
MessageLogWidget(TabSupervisor *_tabSupervisor, AbstractGame *_game, QWidget *parent = nullptr);
public slots:
void containerProcessingDone();
void containerProcessingStarted(const GameEventContext &context);
void logAlwaysRevealTopCard(Player *player, CardZoneLogic *zone, bool reveal);
void logAlwaysLookAtTopCard(Player *player, CardZoneLogic *zone, bool reveal);
void logAttachCard(Player *player, QString cardName, Player *targetPlayer, QString targetCardName);
void logConcede(int playerId);
void logUnconcede(int playerId);
void logConnectionStateChanged(Player *player, bool connectionState);
void logCreateArrow(Player *player,
Player *startPlayer,
QString startCard,
Player *targetPlayer,
QString targetCard,
bool playerTarget);
void logCreateToken(Player *player, QString cardName, QString pt, bool faceDown);
void logDeckSelect(Player *player, QString deckHash, int sideboardSize);
void logDestroyCard(Player *player, QString cardName);
void logDrawCards(Player *player, int number, bool deckIsEmpty);
void logDumpZone(Player *player, CardZoneLogic *zone, int numberCards, bool isReversed = false);
void logFlipCard(Player *player, QString cardName, bool faceDown);
void logGameClosed();
void logGameStart();
void logGameFlooded();
void logJoin(Player *player);
void logJoinSpectator(QString name);
void logKicked();
void logLeave(Player *player, QString reason);
void logLeaveSpectator(QString name, QString reason);
void logNotReadyStart(Player *player);
void logMoveCard(Player *player,
CardItem *card,
CardZoneLogic *startZone,
int oldX,
CardZoneLogic *targetZone,
int newX);
void logMulligan(Player *player, int number);
void logReplayStarted(int gameId);
void logReadyStart(Player *player);
void logRevealCards(Player *player,
CardZoneLogic *zone,
int cardId,
QString cardName,
Player *otherPlayer,
bool faceDown,
int amount,
bool isLentToAnotherPlayer);
void logReverseTurn(Player *player, bool reversed);
void logRollDie(Player *player, int sides, const QList<uint> &rolls);
void logSay(Player *player, QString message);
void logSetActivePhase(int phase);
void logSetActivePlayer(Player *player);
void logSetAnnotation(Player *player, CardItem *card, QString newAnnotation);
void logSetCardCounter(Player *player, QString cardName, int counterId, int value, int oldValue);
void logSetCounter(Player *player, QString counterName, int value, int oldValue);
void logSetDoesntUntap(Player *player, CardItem *card, bool doesntUntap);
void logSetPT(Player *player, CardItem *card, QString newPT);
void logSetSideboardLock(Player *player, bool locked);
void logSetTapped(Player *player, CardItem *card, bool tapped);
void logShuffle(Player *player, CardZoneLogic *zone, int start, int end);
void logSpectatorSay(const ServerInfo_User &spectator, QString message);
void logUnattachCard(Player *player, QString cardName);
void logUndoDraw(Player *player, QString cardName);
void setContextJudgeName(QString player);
void appendHtmlServerMessage(const QString &html,
bool optionalIsBold = false,
QString optionalFontColor = QString()) override;
};
#endif