starts human player input filed redesign - PART VII (firtst steps for network game)

This commit is contained in:
doitux
2007-10-19 20:43:53 +00:00
parent c85e683b03
commit 7da3ad5481
10 changed files with 31 additions and 16 deletions
+1
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@@ -95,6 +95,7 @@ void ServerGuiWrapper::nextRoundCleanGui() {}
void ServerGuiWrapper::meInAction() {}
void ServerGuiWrapper::disableMyButtons() {}
void ServerGuiWrapper::updateMyButtonsState() {}
void ServerGuiWrapper::startTimeoutAnimation(int /*playerId*/, int /*timeoutSec*/) {}
void ServerGuiWrapper::stopTimeoutAnimation(int /*playerId*/) {}
+1
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@@ -78,6 +78,7 @@ public:
void nextRoundCleanGui();
void meInAction();
void updateMyButtonsState();
void disableMyButtons();
void startTimeoutAnimation(int playerId, int timeoutSec);
void stopTimeoutAnimation(int playerId);
+1
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@@ -88,6 +88,7 @@ public:
// virtual void userWidgetsBackgroudColor() const=0;
// virtual void timerBlockerFalse() const=0;
virtual void meInAction()=0;
virtual void updateMyButtonsState()=0;
virtual void disableMyButtons()=0;
virtual void startTimeoutAnimation(int playerId, int timeoutSec) =0;
virtual void stopTimeoutAnimation(int playerId) =0;
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@@ -95,6 +95,7 @@ void GuiWrapper::flipHolecardsAllIn() { myW->signalFlipHolecardsAllIn(); }
void GuiWrapper::nextRoundCleanGui() { myW->signalNextRoundCleanGui(); }
void GuiWrapper::meInAction() { myW->signalMeInAction(); }
void GuiWrapper::updateMyButtonsState() { myW->updateMyButtonsState(); }
void GuiWrapper::disableMyButtons() { myW->signalDisableMyButtons(); }
void GuiWrapper::startTimeoutAnimation(int playerId, int timeoutSec) { myW->signalStartTimeoutAnimation(playerId, timeoutSec); }
void GuiWrapper::stopTimeoutAnimation(int playerId) { myW->signalStopTimeoutAnimation(playerId); }
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@@ -86,6 +86,7 @@ public:
void meInAction();
void disableMyButtons();
void updateMyButtonsState();
void startTimeoutAnimation(int playerId, int timeoutSec);
void stopTimeoutAnimation(int playerId);
+18 -10
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@@ -2389,19 +2389,13 @@ void mainWindowImpl::nextPlayerAnimation() {
if((*it_c)->getMyID() == currentHand->getLastPlayersTurn()) break;
}
refreshAction(currentHand->getLastPlayersTurn(), (*it_c)->getMyAction());
if(currentHand->getLastPlayersTurn() != -1) {
refreshAction(currentHand->getLastPlayersTurn(), (*it_c)->getMyAction());
}
refreshCash();
//refresh actions for human player
if(currentHand->getLastPlayersTurn() == 0) {
myButtonsCheckable(FALSE);
clearMyButtons();
}
else {
myButtonsCheckable(TRUE);
provideMyActions();
}
updateMyButtonsState();
nextPlayerAnimationTimer->start(nextPlayerSpeed1);
}
@@ -3532,6 +3526,20 @@ void mainWindowImpl::mouseOverFlipCards(bool front) {
}
}
void mainWindowImpl::updateMyButtonsState() {
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
if(currentHand->getLastPlayersTurn() == 0) {
myButtonsCheckable(FALSE);
clearMyButtons();
}
else {
myButtonsCheckable(TRUE);
provideMyActions();
}
}
void mainWindowImpl::uncheckMyButtons() {
pushButton_BetRaise->setChecked(FALSE);
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@@ -310,6 +310,7 @@ public slots:
void mouseOverFlipCards(bool front);
void updateMyButtonsState();
void uncheckMyButtons();
void resetMyButtonsCheckStateMemory();
void clearMyButtons();