2007-04-27 21:35:18 +00:00
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/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "guiwrapper.h"
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2007-05-11 12:01:13 +00:00
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#include "session.h"
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2007-04-27 21:35:18 +00:00
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using namespace std;
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2007-05-13 12:35:27 +00:00
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GuiWrapper::GuiWrapper(ConfigFile *c) : myLog(0), myW(0), myConfig(c)
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2007-04-27 21:35:18 +00:00
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{
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2007-05-13 12:35:27 +00:00
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myW = new mainWindowImpl(myConfig);
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2007-04-27 21:35:18 +00:00
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myW->show();
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2007-05-13 12:35:27 +00:00
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myLog = new Log(myW, myConfig);
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2007-04-27 21:35:18 +00:00
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}
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GuiWrapper::~GuiWrapper()
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{
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}
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2007-05-02 21:20:54 +00:00
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void GuiWrapper::initGui(int speed) { myW->initGui(speed); }
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2007-05-12 22:00:59 +00:00
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Session &GuiWrapper::getSession() { return myW->getSession(); }
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2007-05-11 12:01:13 +00:00
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void GuiWrapper::setSession(boost::shared_ptr<Session> session) { myW->setSession(session); }
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bool GuiWrapper::isNetworkServer() const { /* TODO hack */ return false; }
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void GuiWrapper::waitForNetworkAction(GameState state, unsigned uniquePlayerId) { /* TODO hack */ }
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2007-04-27 21:35:18 +00:00
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void GuiWrapper::refreshSet() const { myW->refreshSet(); }
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void GuiWrapper::refreshCash() const { myW->refreshCash(); }
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void GuiWrapper::refreshAction(int playerID, int playerAction) const { myW->refreshAction(playerID, playerAction); }
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void GuiWrapper::refreshChangePlayer() const { myW->refreshChangePlayer(); }
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void GuiWrapper::refreshAll() const { myW->refreshAll(); }
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void GuiWrapper::refreshPot() const { myW->refreshPot(); }
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void GuiWrapper::refreshGroupbox(int playerID, int status) const { myW->refreshGroupbox(playerID, status); }
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void GuiWrapper::refreshPlayerName() const { myW->refreshPlayerName(); }
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void GuiWrapper::dealHoleCards() const { myW->dealHoleCards(); }
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void GuiWrapper::dealFlopCards() const { myW->dealFlopCards0(); }
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void GuiWrapper::dealTurnCard() const { myW->dealTurnCards0(); }
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void GuiWrapper::dealRiverCard() const { myW->dealRiverCards0(); }
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void GuiWrapper::highlightRoundLabel(string round) const { myW->highlightRoundLabel(round); }
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void GuiWrapper::nextPlayerAnimation() const { myW->nextPlayerAnimation(); }
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void GuiWrapper::preflopAnimation1() const { myW->preflopAnimation1(); }
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void GuiWrapper::preflopAnimation2() const { myW->preflopAnimation2(); }
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void GuiWrapper::flopAnimation1() const { myW->flopAnimation1(); }
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void GuiWrapper::flopAnimation2() const { myW->flopAnimation2(); }
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void GuiWrapper::turnAnimation1() const { myW->turnAnimation1(); }
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void GuiWrapper::turnAnimation2() const { myW->turnAnimation2(); }
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void GuiWrapper::riverAnimation1() const { myW->riverAnimation1(); }
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void GuiWrapper::riverAnimation2() const { myW->riverAnimation2(); }
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void GuiWrapper::postRiverAnimation1() const { myW->postRiverAnimation1(); }
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void GuiWrapper::postRiverRunAnimation1() const { myW->postRiverRunAnimation1(); }
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void GuiWrapper::flipHolecardsAllIn() const { myW->flipHolecardsAllIn(); }
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void GuiWrapper::nextRoundCleanGui() const { myW->nextRoundCleanGui(); }
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void GuiWrapper::meInAction() const { myW->meInAction(); }
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void GuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) { myLog->logPlayerActionMsg(playerName, action, setValue); }
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void GuiWrapper::logNewGameHandMsg(int gameID, int handID) { myLog->logNewGameHandMsg(gameID, handID); }
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void GuiWrapper::SignalNetClientConnect(int actionID) { myW->SignalNetClientConnect(actionID); }
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void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->SignalNetClientGameInfo(actionID); }
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void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->SignalNetClientError(errorID, osErrorID); }
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2007-05-06 21:15:43 +00:00
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void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName) { myW->SignalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str())); }
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void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { myW->SignalNetClientPlayerLeft(QString::fromUtf8(playerName.c_str())); }
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2007-04-27 22:55:19 +00:00
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void GuiWrapper::SignalNetClientGameStart(const GameData &gameData) { myW->SignalNetClientGameStart(gameData.numberOfPlayers, gameData.startCash, gameData.smallBlind, gameData.handsBeforeRaise); }
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2007-04-27 21:35:18 +00:00
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void GuiWrapper::SignalNetServerSuccess(int actionID) { }
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void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { }
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void GuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { myW->SignalNetServerPlayerJoined(QString::fromUtf8(playerName.c_str())); }
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2007-05-02 22:46:29 +00:00
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void GuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { myW->SignalNetServerPlayerLeft(QString::fromUtf8(playerName.c_str())); }
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2007-04-27 21:35:18 +00:00
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2007-05-06 21:15:43 +00:00
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