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pokerth/src/gui/generic/serverguiwrapper.cpp
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/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "serverguiwrapper.h"
#include <session.h>
using namespace std;
ServerGuiWrapper::ServerGuiWrapper(ConfigFile *config, ClientCallback *clientcb, ServerCallback *servercb)
: myConfig(config), myClientcb(clientcb), myServercb(servercb)
{
}
ServerGuiWrapper::~ServerGuiWrapper()
{
}
void ServerGuiWrapper::initGui(int speed) {}
Session &ServerGuiWrapper::getSession()
{
assert(mySession.get());
return *mySession;
}
void ServerGuiWrapper::setSession(boost::shared_ptr<Session> session)
{
mySession = session;
}
void ServerGuiWrapper::refreshSet() const {}
void ServerGuiWrapper::refreshCash() const {}
void ServerGuiWrapper::refreshAction(int playerID, int playerAction) const {}
void ServerGuiWrapper::refreshChangePlayer() const {}
void ServerGuiWrapper::refreshAll() const {}
void ServerGuiWrapper::refreshPot() const {}
void ServerGuiWrapper::refreshGroupbox(int playerID, int status) const {}
void ServerGuiWrapper::refreshPlayerName() const {}
void ServerGuiWrapper::refreshButton() const {}
void ServerGuiWrapper::refreshGameLabels(GameState state) const {}
void ServerGuiWrapper::waitForGuiUpdateDone() const {}
void ServerGuiWrapper::dealHoleCards() {}
void ServerGuiWrapper::dealFlopCards() {}
void ServerGuiWrapper::dealTurnCard() {}
void ServerGuiWrapper::dealRiverCard() {}
void ServerGuiWrapper::nextPlayerAnimation() {}
void ServerGuiWrapper::preflopAnimation1() {}
void ServerGuiWrapper::preflopAnimation2() {}
void ServerGuiWrapper::flopAnimation1() {}
void ServerGuiWrapper::flopAnimation2() {}
void ServerGuiWrapper::turnAnimation1() {}
void ServerGuiWrapper::turnAnimation2() {}
void ServerGuiWrapper::riverAnimation1() {}
void ServerGuiWrapper::riverAnimation2() {}
void ServerGuiWrapper::postRiverAnimation1() {}
void ServerGuiWrapper::postRiverRunAnimation1() {}
void ServerGuiWrapper::flipHolecardsAllIn() {}
void ServerGuiWrapper::nextRoundCleanGui() {}
void ServerGuiWrapper::meInAction() {}
void ServerGuiWrapper::disableMyButtons() {}
void ServerGuiWrapper::startTimeoutAnimation(int playerId, int timeoutSec) {}
void ServerGuiWrapper::stopTimeoutAnimation(int playerId) {}
void ServerGuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) {}
void ServerGuiWrapper::logNewGameHandMsg(int gameID, int handID) {}
void ServerGuiWrapper::logPlayerWinsMsg(int playerID, int pot) {}
void ServerGuiWrapper::logDealBoardCardsMsg(int roundID, int card1, int card2, int card3, int card4, int card5) {}
void ServerGuiWrapper::logFlipHoleCardsMsg(std::string playerName, int card1, int card2, int cardsValueInt, std::string showHas) {}
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void ServerGuiWrapper::logPlayerWinGame(std::string playerName, int gameID) {}
void ServerGuiWrapper::SignalNetClientConnect(int actionID) { if (myClientcb) myClientcb->SignalNetClientConnect(actionID); }
void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) myClientcb->SignalNetClientGameInfo(actionID); }
void ServerGuiWrapper::SignalNetClientError(int errorID, int osErrorID) { if (myClientcb) myClientcb->SignalNetClientError(errorID, osErrorID); }
void ServerGuiWrapper::SignalNetClientSelfJoined(const string &playerName, PlayerRights rights) { if (myClientcb) myClientcb->SignalNetClientSelfJoined(playerName, rights); }
void ServerGuiWrapper::SignalNetClientPlayerJoined(const string &playerName, PlayerRights rights) { if (myClientcb) myClientcb->SignalNetClientPlayerJoined(playerName, rights); }
void ServerGuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerLeft(playerName); }
void ServerGuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { if (myClientcb) myClientcb->SignalNetClientGameStart(game); }
void ServerGuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { if (myClientcb) myClientcb->SignalNetClientChatMsg(playerName, msg); }
void ServerGuiWrapper::SignalNetClientWaitDialog() { if (myClientcb) myClientcb->SignalNetClientWaitDialog(); }
void ServerGuiWrapper::SignalNetServerSuccess(int actionID) { if (myServercb) myServercb->SignalNetServerSuccess(actionID); }
void ServerGuiWrapper::SignalNetServerError(int errorID, int osErrorID) { if (myServercb) myServercb->SignalNetServerError(errorID, osErrorID); }
void ServerGuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { if (myServercb) myServercb->SignalNetServerPlayerJoined(playerName); }
void ServerGuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { if (myServercb) myServercb->SignalNetServerPlayerLeft(playerName); }