BeRo refactoring
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2f76bb82f9
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c34f683c41
24 files changed
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-1337
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@@ -72,6 +72,8 @@ void ServerGuiWrapper::dealRiverCard() {}
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void ServerGuiWrapper::nextPlayerAnimation() {}
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void ServerGuiWrapper::beRoAnimation2(int myBeRoID) {}
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void ServerGuiWrapper::preflopAnimation1() {}
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void ServerGuiWrapper::preflopAnimation2() {}
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@@ -56,6 +56,8 @@ public:
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void nextPlayerAnimation();
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void beRoAnimation2(int);
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void preflopAnimation1();
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void preflopAnimation2();
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@@ -62,6 +62,8 @@ public:
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virtual void nextPlayerAnimation()=0;
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virtual void beRoAnimation2(int)=0;
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virtual void preflopAnimation1()=0;
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virtual void preflopAnimation2()=0;
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@@ -75,6 +75,8 @@ void GuiWrapper::dealRiverCard() { myW->signalDealRiverCards0(); }
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void GuiWrapper::nextPlayerAnimation() { myW->signalNextPlayerAnimation(); }
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void GuiWrapper::beRoAnimation2(int myBeRoID) { myW->signalBeRoAnimation2(myBeRoID); }
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void GuiWrapper::preflopAnimation1() { myW->signalPreflopAnimation1(); }
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void GuiWrapper::preflopAnimation2() { myW->signalPreflopAnimation2(); }
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@@ -63,6 +63,8 @@ public:
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void nextPlayerAnimation();
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void beRoAnimation2(int);
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void preflopAnimation1();
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void preflopAnimation2();
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@@ -613,6 +613,9 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(this, SIGNAL(signalNextPlayerAnimation()), this, SLOT(nextPlayerAnimation()));
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;
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connect(this, SIGNAL(signalBeRoAnimation2(int)), this, SLOT(beRoAnimation2(int)));
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connect(this, SIGNAL(signalPreflopAnimation1()), this, SLOT(preflopAnimation1()));
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connect(this, SIGNAL(signalPreflopAnimation2()), this, SLOT(preflopAnimation2()));
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connect(this, SIGNAL(signalFlopAnimation1()), this, SLOT(flopAnimation1()));
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@@ -1829,30 +1832,47 @@ void mainWindowImpl::nextPlayerAnimation() {
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nextPlayerAnimationTimer->start(nextPlayerSpeed1);
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}
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void mainWindowImpl::beRoAnimation2(int myBeRoID) {
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switch(myBeRoID) {
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case 0: { preflopAnimation2(); }
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break;
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case 1: { flopAnimation2(); }
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break;
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case 2: { turnAnimation2(); }
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break;
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case 3: { riverAnimation2(); }
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break;
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default: { cout << "beRoAnimation2 Error" << endl; }
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}
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}
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void mainWindowImpl::preflopAnimation1() { preflopAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::preflopAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getPreflop()->run(); }
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void mainWindowImpl::preflopAnimation2() { preflopAnimation2Timer->start(preflopNextPlayerSpeed); }
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void mainWindowImpl::preflopAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getPreflop()->nextPlayer2(); }
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void mainWindowImpl::preflopAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getPreflop()->nextPlayer(); }
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void mainWindowImpl::flopAnimation1() { flopAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::flopAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getFlop()->run(); }
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void mainWindowImpl::flopAnimation2() { flopAnimation2Timer->start(nextPlayerSpeed3); }
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void mainWindowImpl::flopAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getFlop()->nextPlayer2(); }
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void mainWindowImpl::flopAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getFlop()->nextPlayer(); }
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void mainWindowImpl::turnAnimation1() { turnAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::turnAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getTurn()->run(); }
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void mainWindowImpl::turnAnimation2() { turnAnimation2Timer->start(nextPlayerSpeed3); }
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void mainWindowImpl::turnAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getTurn()->nextPlayer2(); }
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void mainWindowImpl::turnAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getTurn()->nextPlayer(); }
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void mainWindowImpl::riverAnimation1() { riverAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::riverAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getRiver()->run(); }
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void mainWindowImpl::riverAnimation2() { riverAnimation2Timer->start(nextPlayerSpeed3); }
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void mainWindowImpl::riverAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getRiver()->nextPlayer2(); }
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void mainWindowImpl::riverAnimation2Action() { mySession->getCurrentGame()->getCurrentHand()->getRiver()->nextPlayer(); }
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void mainWindowImpl::postRiverAnimation1() { postRiverAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::postRiverAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getRiver()->postRiverRun(); }
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@@ -104,6 +104,8 @@ signals:
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void signalNextPlayerAnimation();
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void signalBeRoAnimation2(int);
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void signalPreflopAnimation1();
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void signalPreflopAnimation2();
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void signalFlopAnimation1();
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@@ -201,6 +203,8 @@ public slots:
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void nextPlayerAnimation();
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void beRoAnimation2(int);
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void preflopAnimation1();
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void preflopAnimation1Action();
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void preflopAnimation2();
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