adds activePlayerList and runningPlayerList (XXVI)

This commit is contained in:
doitux
2007-09-30 00:06:34 +00:00
parent 879cac4bbc
commit f8be237ead
5 changed files with 99 additions and 20 deletions
+1
View File
@@ -37,6 +37,7 @@ public:
virtual void start() = 0;
virtual std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const =0; // delete
virtual PlayerList getSeatsList() const =0;
virtual PlayerList getActivePlayerList() const =0;
virtual PlayerList getRunningPlayerList() const =0;
+1
View File
@@ -40,6 +40,7 @@ public:
void start();
std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const { return playerArray; }
PlayerList getSeatsList() const {return seatsList;}
PlayerList getActivePlayerList() const {return activePlayerList;}
PlayerList getRunningPlayerList() const {return runningPlayerList;}
+18
View File
@@ -73,6 +73,24 @@ ClientHand::getPlayerArray() const
return playerArray;
}
PlayerList
ClientHand::getSeatsList() const
{
return activePlayerList;
}
PlayerList
ClientHand::getActivePlayerList() const
{
return activePlayerList;
}
PlayerList
ClientHand::getRunningPlayerList() const
{
return runningPlayerList;
}
PlayerListIterator
ClientHand::getSeatIt(unsigned uniqueId) const
{
+3 -2
View File
@@ -38,8 +38,9 @@ class ClientHand : public HandInterface
void start();
std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const;
PlayerList getActivePlayerList() const {return activePlayerList;}
PlayerList getRunningPlayerList() const {return runningPlayerList;}
PlayerList getSeatsList() const;
PlayerList getActivePlayerList() const;
PlayerList getRunningPlayerList() const;
PlayerListIterator getSeatIt(unsigned) const;
PlayerListIterator getActivePlayerIt(unsigned) const;
+76 -18
View File
@@ -1006,14 +1006,33 @@ void mainWindowImpl::callSettingsDialog() {
//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
if (mySettingsDialog->getPlayerNickIsChanged() && mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// currentHand->getPlayerArray()[0]->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
// currentHand->getPlayerArray()[1]->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[2]->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[3]->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[4]->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[5]->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[6]->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
// mySettingsDialog->setPlayerNickIsChanged(FALSE);
//
// refreshPlayerName();
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
currentHand->getPlayerArray()[0]->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
currentHand->getPlayerArray()[1]->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
currentHand->getPlayerArray()[2]->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
currentHand->getPlayerArray()[3]->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
currentHand->getPlayerArray()[4]->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
currentHand->getPlayerArray()[5]->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
currentHand->getPlayerArray()[6]->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
PlayerListIterator it = currentHand->getSeatsList()->begin();
(*it)->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
mySettingsDialog->setPlayerNickIsChanged(FALSE);
refreshPlayerName();
@@ -1021,17 +1040,46 @@ void mainWindowImpl::callSettingsDialog() {
if(mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// currentHand->getPlayerArray()[0]->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[1]->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[2]->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[3]->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[4]->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[5]->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[6]->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
//
// //avatar refresh
// refreshPlayerAvatar();
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
currentHand->getPlayerArray()[0]->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
currentHand->getPlayerArray()[1]->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
currentHand->getPlayerArray()[2]->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
currentHand->getPlayerArray()[3]->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
currentHand->getPlayerArray()[4]->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
currentHand->getPlayerArray()[5]->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
currentHand->getPlayerArray()[6]->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
PlayerListIterator it = currentHand->getSeatsList()->begin();
(*it)->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
//avatar refresh
refreshPlayerAvatar();
}
//Flipside refresh
@@ -1117,11 +1165,21 @@ void mainWindowImpl::setSession(boost::shared_ptr<Session> session) { mySession
//refresh-Funktionen
void mainWindowImpl::refreshSet() {
int i;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet() == 0) setLabelArray[i]->setText("");
else setLabelArray[i]->setText("Set: "+QString::number(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet(),10)+" $");
// int i;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet() == 0) setLabelArray[i]->setText("");
// else setLabelArray[i]->setText("Set: "+QString::number(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet(),10)+" $");
// }
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
PlayerListIterator it;
for (it=currentHand->getSeatsList()->begin(); it!=currentHand->getSeatsList()->end(); it++) {
if( (*it)->getMySet() == 0 ) setLabelArray[ (*it)->getMyID() ]->setText("");
else setLabelArray[(*it)->getMyID()]->setText("Set: "+QString::number( (*it)->getMySet(),10)+" $");
}
}
void mainWindowImpl::refreshButton() {