Cockatrice/cockatrice/src/tab_game.h
2009-11-26 18:52:53 +01:00

99 lines
2.9 KiB
C++

#ifndef TAB_GAME_H
#define TAB_GAME_H
#include <QWidget>
#include <QMap>
class Client;
class CardDatabase;
class GameView;
class DeckView;
class GameScene;
class CardInfoWidget;
class MessageLogWidget;
class QLabel;
class QLineEdit;
class QPushButton;
class ZoneViewLayout;
class ZoneViewWidget;
class PhasesToolbar;
class ProtocolResponse;
class GameEvent;
class GameCommand;
class Event_GameStateChanged;
class Event_GameStart;
class Player;
class CardZone;
class TabGame : public QWidget {
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;
MessageLogWidget *messageLog;
QLabel *sayLabel;
QLineEdit *sayEdit;
PhasesToolbar *phasesToolbar;
GameScene *scene;
GameView *gameView;
DeckView *deckView;
QWidget *deckViewContainer;
ZoneViewLayout *zoneLayout;
QAction *aCloseMostRecentZoneView;
Player *addPlayer(int playerId, const QString &playerName);
void eventGameStateChanged(Event_GameStateChanged *event);
void eventGameStart(Event_GameStart *event);
signals:
void playerAdded(Player *player);
void playerRemoved(Player *player);
// Log events
void logPlayerListReceived(QStringList players);
void logJoin(Player *player);
void logLeave(Player *player);
void logGameClosed();
void logJoinSpectator(QString playerName);
void logLeaveSpectator(QString playerName);
void logReadyStart(Player *player);
void logGameStart();
void logSay(Player *player, QString text);
void logShuffle(Player *player);
void logRollDie(Player *player, int sides, int roll);
void logDraw(Player *player, int number);
void logMoveCard(Player *player, QString cardName, CardZone *startZone, int oldX, CardZone *targetZone, int newX);
void logCreateToken(Player *player, QString cardName);
void logCreateArrow(Player *player, Player *startPlayer, QString startCard, Player *targetPlayer, QString targetCard);
void logSetCardCounters(Player *player, QString cardName, int value, int oldValue);
void logSetTapped(Player *player, QString cardName, bool tapped);
void logSetCounter(Player *player, QString counterName, int value, int oldValue);
void logSetDoesntUntap(Player *player, QString cardName, bool doesntUntap);
void logDumpZone(Player *player, CardZone *zone, int numberCards);
void logStopDumpZone(Player *player, CardZone *zone);
void logSetActivePlayer(Player *player);
void setActivePhase(int phase);
private slots:
void loadLocalDeck();
void loadRemoteDeck();
void readyStart();
void deckSelectFinished(ProtocolResponse *r);
public:
TabGame(Client *_client, int _gameId, int _localPlayerId, bool _spectator);
void retranslateUi();
const QMap<int, Player *> &getPlayers() const { return players; }
void processGameEvent(GameEvent *event);
void sendGameCommand(GameCommand *command);
};
#endif