refactoring Bugfix
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@@ -56,7 +56,7 @@
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using namespace std;
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mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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: QMainWindow(parent), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), debugMode(0), breakAfterActualHand(FALSE)
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: QMainWindow(parent), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), breakAfterActualHand(FALSE)
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{
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int i;
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@@ -265,6 +265,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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postRiverAnimation1Timer = new QTimer(this);
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postRiverRunAnimation1Timer = new QTimer(this);
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postRiverRunAnimation2Timer = new QTimer(this);
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postRiverRunAnimation2_flipHoleCards1Timer = new QTimer(this);
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postRiverRunAnimation2_flipHoleCards2Timer = new QTimer(this);
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postRiverRunAnimation3Timer = new QTimer(this);
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postRiverRunAnimation5Timer = new QTimer(this);
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potDistributeTimer = new QTimer(this);
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@@ -299,6 +301,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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postRiverAnimation1Timer->setSingleShot(TRUE);
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postRiverRunAnimation1Timer->setSingleShot(TRUE);
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postRiverRunAnimation2Timer->setSingleShot(TRUE);
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postRiverRunAnimation2_flipHoleCards1Timer->setSingleShot(TRUE);
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postRiverRunAnimation2_flipHoleCards2Timer->setSingleShot(TRUE);
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postRiverRunAnimation3Timer->setSingleShot(TRUE);
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postRiverRunAnimation5Timer->setSingleShot(TRUE);
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postRiverRunAnimation6Timer->setSingleShot(TRUE);
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@@ -555,6 +559,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(postRiverAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverAnimation1Action() ));
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connect(postRiverRunAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2() ));
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connect(postRiverRunAnimation2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation3() ));
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connect(postRiverRunAnimation2_flipHoleCards1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards1() ));
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connect(postRiverRunAnimation2_flipHoleCards2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards2() ));
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connect(postRiverRunAnimation3Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation4() ));
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connect(potDistributeTimer, SIGNAL(timeout()), this, SLOT(postRiverRunAnimation5()));
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connect(postRiverRunAnimation5Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation6() ));
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@@ -1299,7 +1305,7 @@ void mainWindowImpl::dealHoleCards() {
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currentGame->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
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for(j=0; j<2; j++) {
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if(currentGame->getPlayerArray()[i]->getMyActiveStatus()) {
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if ((i == 0) || debugMode) {
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if ((i == 0) || DEBUG_MODE) {
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tempCardsPixmapArray[j].load(":/cards/resources/graphics/cards/"+QString::number(tempCardsIntArray[j], 10)+".png");
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holeCardsArray[i][j]->setPixmap(tempCardsPixmapArray[j],FALSE);
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@@ -1838,20 +1844,7 @@ void mainWindowImpl::riverAnimation2Action() { mySession->getCurrentGame()->getC
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void mainWindowImpl::postRiverAnimation1() { postRiverAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::postRiverAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->run(); }
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void mainWindowImpl::postRiverRunAnimation1() {
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//RoundsLabel mit "River" dunkel machen
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// QPalette tempPalette = frame_handLabel->palette();
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// tempPalette.setColor(QPalette::Window, active);
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// frame_handLabel->setPalette(tempPalette);
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//PotLabel aufhellen!
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// // tempPalette = frame_Pot->palette();
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// tempPalette.setColor(QPalette::Window, highlight);
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// frame_Pot->setPalette(tempPalette);
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postRiverRunAnimation1Timer->start(postRiverRunAnimationSpeed);
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}
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void mainWindowImpl::postRiverRunAnimation1() { postRiverRunAnimation1Timer->start(postRiverRunAnimationSpeed); }
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void mainWindowImpl::postRiverRunAnimation2() {
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@@ -1868,7 +1861,11 @@ void mainWindowImpl::postRiverRunAnimation2() {
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if(!flipHolecardsAllInAlreadyDone) {
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//Config? mit oder ohne Eye-Candy?
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//TODO - Turn cards like in the rules
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// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
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// //Config? mit oder ohne Eye-Candy?
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if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
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// mit Eye-Candy
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@@ -1937,12 +1934,35 @@ void mainWindowImpl::postRiverRunAnimation2() {
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else { postRiverRunAnimation3(); }
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}
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// TODO
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void mainWindowImpl::postRiverRunAnimation2_flipHoleCards1() {
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HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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currentHand->getCurrentBeRo()->setPlayersTurn(currentHand->getCurrentBeRo()->getLastActionPlayer());
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postRiverRunAnimation2_flipHoleCards2Timer->start(nextPlayerSpeed2);
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}
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void mainWindowImpl::postRiverRunAnimation2_flipHoleCards2() {
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// if() {
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// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
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// }
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// else {
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// postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
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// }
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}
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void mainWindowImpl::postRiverRunAnimation3() {
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int i;
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HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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//Alle Winner erhellen und "Winner" schreiben
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
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// QPalette tempPalette = groupBoxArray[i]->palette();
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