This commit is contained in:
@@ -44,7 +44,7 @@ const int maxQuantityPlayersConst = 5;
|
||||
using namespace std;
|
||||
|
||||
mainWindowImpl::mainWindowImpl(QMainWindow *parent, const char *name)
|
||||
: QMainWindow(parent, name), actualGame(0), actualHand(0), mySession(0), maxQuantityPlayers(maxQuantityPlayersConst), gameSpeed(1), debugMode(0)
|
||||
: QMainWindow(parent, name), actualGame(0), actualHand(0), mySession(0), maxQuantityPlayers(maxQuantityPlayersConst), gameSpeed(0), debugMode(0)
|
||||
{
|
||||
|
||||
setupUi(this);
|
||||
@@ -81,6 +81,26 @@ mainWindowImpl::mainWindowImpl(QMainWindow *parent, const char *name)
|
||||
|
||||
//Timer Objekt erstellen
|
||||
potDistributeTimer = new QTimer(this);
|
||||
|
||||
// gameSpeed = new int;
|
||||
// dealCardsSpeed = new int;
|
||||
// postRiverRunAnimationSpeed = new int;
|
||||
// winnerBlinkSpeed = new int;
|
||||
// newRoundSpeed = new int;
|
||||
// nextPlayerSpeed1 = new int;
|
||||
// nextPlayerSpeed2 = new int;
|
||||
// nextPlayerSpeed3 = new int;
|
||||
// preflopNextPlayerSpeed = new int;
|
||||
// nextOpponentSpeed = new int;
|
||||
// // int *dealCardsSpeed;
|
||||
// // int *postRiverRunAnimationSpeed;
|
||||
// // int *winnerBlinkSpeed;
|
||||
// // int *newRoundSpeed;
|
||||
// // int *nextPlayerSpeed1;
|
||||
// // int *nextPlayerSpeed2;
|
||||
// // int *nextPlayerSpeed3;
|
||||
// // int *preflopNextPlayerSpeed;
|
||||
// // int *nextOpponentSpeed;
|
||||
|
||||
|
||||
// buttonLabelArray init
|
||||
@@ -166,8 +186,8 @@ mainWindowImpl::mainWindowImpl(QMainWindow *parent, const char *name)
|
||||
connect( pushButton_fold, SIGNAL( clicked() ), this, SLOT( myFold() ) );
|
||||
connect( pushButton_check, SIGNAL( clicked() ), this, SLOT( myCheck() ) );
|
||||
connect( pushButton_allin, SIGNAL( clicked() ), this, SLOT( myAllIn() ) );
|
||||
|
||||
// connect ( horizontalSlider_speed, (SIGNAL( valueChanged(int value), this, SLOT textLabel_speedSlider
|
||||
|
||||
connect ( horizontalSlider_speed, SIGNAL( valueChanged(int)), this, SLOT ( setGameSpeed(int) ) );
|
||||
|
||||
// tabWidget_2->hide();
|
||||
}
|
||||
@@ -198,15 +218,9 @@ void mainWindowImpl::callNewGameDialog() {
|
||||
// debugMode = v->checkBox_debugMode->isChecked();
|
||||
|
||||
//Speeds
|
||||
dealCardsSpeed = (gameSpeed/2)*10; //milliseconds
|
||||
postRiverRunAnimationSpeed = gameSpeed*18;
|
||||
winnerBlinkSpeed = gameSpeed*3; //milliseconds
|
||||
newRoundSpeed = gameSpeed*35;
|
||||
nextPlayerSpeed1 = 10; // Zeit zwischen dem Setzen des Spielers und dem Verdunkeln
|
||||
nextPlayerSpeed2 = 4; // Zeit zwischen Verdunkeln des einen und aufhellen des anderen Spielers
|
||||
nextPlayerSpeed3 = 7; // Zeit bis zwischen Aufhellen und Aktion
|
||||
preflopNextPlayerSpeed = 10; // Zeit bis zwischen Aufhellen und Aktion im Preflop (etwas langsamer da nicht gerechnet wird. )
|
||||
|
||||
setSpeeds();
|
||||
|
||||
//Start Game!!!
|
||||
mySession->startGame(v->spinBox_quantityPlayers->value(), v->spinBox_startCash->value(), v->spinBox_smallBlind->value());
|
||||
|
||||
}
|
||||
@@ -934,38 +948,38 @@ void mainWindowImpl::nextPlayerAnimation() {
|
||||
refreshChangePlayer();
|
||||
|
||||
//weiter mit switchrounds in Hand
|
||||
QTimer::singleShot(gameSpeed*nextPlayerSpeed1, this, SLOT( handSwitchRounds() ));
|
||||
QTimer::singleShot(nextPlayerSpeed1, this, SLOT( handSwitchRounds() ));
|
||||
}
|
||||
|
||||
void mainWindowImpl::preflopAnimation1() { QTimer::singleShot(gameSpeed*nextPlayerSpeed2, this, SLOT(preflopAnimation1Action())); }
|
||||
void mainWindowImpl::preflopAnimation1() { QTimer::singleShot(nextPlayerSpeed2, this, SLOT(preflopAnimation1Action())); }
|
||||
void mainWindowImpl::preflopAnimation1Action() { actualHand->getPreflop()->preflopRun(); }
|
||||
|
||||
void mainWindowImpl::preflopAnimation2() { QTimer::singleShot(gameSpeed*preflopNextPlayerSpeed, this, SLOT(preflopAnimation2Action())); }
|
||||
void mainWindowImpl::preflopAnimation2() { QTimer::singleShot(preflopNextPlayerSpeed, this, SLOT(preflopAnimation2Action())); }
|
||||
void mainWindowImpl::preflopAnimation2Action() { actualHand->getPreflop()->nextPlayer2(); }
|
||||
|
||||
|
||||
void mainWindowImpl::flopAnimation1() { QTimer::singleShot(gameSpeed*nextPlayerSpeed2, this, SLOT(flopAnimation1Action())); }
|
||||
void mainWindowImpl::flopAnimation1() { QTimer::singleShot(nextPlayerSpeed2, this, SLOT(flopAnimation1Action())); }
|
||||
void mainWindowImpl::flopAnimation1Action() { actualHand->getFlop()->flopRun(); }
|
||||
|
||||
void mainWindowImpl::flopAnimation2() { QTimer::singleShot(gameSpeed*nextPlayerSpeed3, this, SLOT(flopAnimation2Action())); }
|
||||
void mainWindowImpl::flopAnimation2() { QTimer::singleShot(nextPlayerSpeed3, this, SLOT(flopAnimation2Action())); }
|
||||
void mainWindowImpl::flopAnimation2Action() { actualHand->getFlop()->nextPlayer2(); }
|
||||
|
||||
|
||||
void mainWindowImpl::turnAnimation1() { QTimer::singleShot(gameSpeed*nextPlayerSpeed2, this, SLOT(turnAnimation1Action())); }
|
||||
void mainWindowImpl::turnAnimation1() { QTimer::singleShot(nextPlayerSpeed2, this, SLOT(turnAnimation1Action())); }
|
||||
void mainWindowImpl::turnAnimation1Action() { actualHand->getTurn()->turnRun(); }
|
||||
|
||||
void mainWindowImpl::turnAnimation2() { QTimer::singleShot(gameSpeed*nextPlayerSpeed3, this, SLOT(turnAnimation2Action())); }
|
||||
void mainWindowImpl::turnAnimation2() { QTimer::singleShot(nextPlayerSpeed3, this, SLOT(turnAnimation2Action())); }
|
||||
void mainWindowImpl::turnAnimation2Action() { actualHand->getTurn()->nextPlayer2(); }
|
||||
|
||||
|
||||
void mainWindowImpl::riverAnimation1() { QTimer::singleShot(gameSpeed*nextPlayerSpeed2, this, SLOT(riverAnimation1Action())); }
|
||||
void mainWindowImpl::riverAnimation1() { QTimer::singleShot(nextPlayerSpeed2, this, SLOT(riverAnimation1Action())); }
|
||||
void mainWindowImpl::riverAnimation1Action() { actualHand->getRiver()->riverRun(); }
|
||||
|
||||
void mainWindowImpl::riverAnimation2() { QTimer::singleShot(gameSpeed*nextPlayerSpeed3, this, SLOT(riverAnimation2Action())); }
|
||||
void mainWindowImpl::riverAnimation2() { QTimer::singleShot(nextPlayerSpeed3, this, SLOT(riverAnimation2Action())); }
|
||||
void mainWindowImpl::riverAnimation2Action() { actualHand->getRiver()->nextPlayer2(); }
|
||||
|
||||
|
||||
void mainWindowImpl::postRiverAnimation1() { QTimer::singleShot(gameSpeed*nextPlayerSpeed2, this, SLOT(postRiverAnimation1Action())); }
|
||||
void mainWindowImpl::postRiverAnimation1() { QTimer::singleShot(nextPlayerSpeed2, this, SLOT(postRiverAnimation1Action())); }
|
||||
void mainWindowImpl::postRiverAnimation1Action() { actualHand->getRiver()->postRiverRun(); }
|
||||
|
||||
|
||||
@@ -1229,3 +1243,15 @@ void mainWindowImpl::timerBlockerFalse() {
|
||||
newRoundTimerBlock=FALSE;
|
||||
|
||||
}
|
||||
|
||||
void mainWindowImpl::setSpeeds() {
|
||||
|
||||
dealCardsSpeed = (gameSpeed/2)*10; //milliseconds
|
||||
postRiverRunAnimationSpeed = gameSpeed*18;
|
||||
winnerBlinkSpeed = gameSpeed*3; //milliseconds
|
||||
newRoundSpeed = gameSpeed*35;
|
||||
nextPlayerSpeed1 = gameSpeed*10; // Zeit zwischen dem Setzen des Spielers und dem Verdunkeln
|
||||
nextPlayerSpeed2 = gameSpeed*4; // Zeit zwischen Verdunkeln des einen und aufhellen des anderen Spielers
|
||||
nextPlayerSpeed3 = gameSpeed*7; // Zeit bis zwischen Aufhellen und Aktion
|
||||
preflopNextPlayerSpeed = gameSpeed*10; // Zeit bis zwischen Aufhellen und Aktion im Preflop (etwas langsamer da nicht gerechnet wird. )
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user