/*************************************************************************** * Copyright (C) 2006 by FThauer FHammer * * f.thauer@web.de * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ #include "guiwrapper.h" #include "session.h" #include "log.h" #include "mainwindowimpl.h" #include "configfile.h" using namespace std; GuiWrapper::GuiWrapper(ConfigFile *c) : myLog(0), myW(0), myConfig(c) { myW = new mainWindowImpl(myConfig); myW->show(); myLog = new Log(myW, myConfig); } GuiWrapper::~GuiWrapper() { } void GuiWrapper::initGui(int speed) { myW->initGui(speed); } Session &GuiWrapper::getSession() { return myW->getSession(); } void GuiWrapper::setSession(boost::shared_ptr session) { myW->setSession(session); } void GuiWrapper::refreshSet() const { myW->signalRefreshSet(); } void GuiWrapper::refreshCash() const { myW->signalRefreshCash(); } void GuiWrapper::refreshAction(int playerID, int playerAction) const { myW->signalRefreshAction(playerID, playerAction); } void GuiWrapper::refreshChangePlayer() const { myW->signalRefreshChangePlayer(); } void GuiWrapper::refreshAll() const { myW->signalRefreshAll(); } void GuiWrapper::refreshPot() const { myW->signalRefreshPot(); } void GuiWrapper::refreshGroupbox(int playerID, int status) const { myW->signalRefreshGroupbox(playerID, status); } void GuiWrapper::refreshPlayerName() const { myW->signalRefreshPlayerName(); } void GuiWrapper::dealHoleCards() { myW->signalDealHoleCards(); } void GuiWrapper::dealFlopCards() { myW->signalDealFlopCards0(); } void GuiWrapper::dealTurnCard() { myW->signalDealTurnCards0(); } void GuiWrapper::dealRiverCard() { myW->signalDealRiverCards0(); } void GuiWrapper::highlightRoundLabel(string round) const { myW->signalHighlightRoundLabel(QString::fromUtf8(round.c_str())); } void GuiWrapper::nextPlayerAnimation() { myW->signalNextPlayerAnimation(); } void GuiWrapper::preflopAnimation1() { myW->signalPreflopAnimation1(); } void GuiWrapper::preflopAnimation2() { myW->signalPreflopAnimation2(); } void GuiWrapper::flopAnimation1() { myW->signalFlopAnimation1(); } void GuiWrapper::flopAnimation2() { myW->signalFlopAnimation2(); } void GuiWrapper::turnAnimation1() { myW->signalTurnAnimation1(); } void GuiWrapper::turnAnimation2() { myW->signalTurnAnimation2(); } void GuiWrapper::riverAnimation1() { myW->signalRiverAnimation1(); } void GuiWrapper::riverAnimation2() { myW->signalRiverAnimation2(); } void GuiWrapper::postRiverAnimation1() { myW->signalPostRiverAnimation1(); } void GuiWrapper::postRiverRunAnimation1() { myW->signalPostRiverRunAnimation1(); } void GuiWrapper::flipHolecardsAllIn() { myW->signalFlipHolecardsAllIn(); } void GuiWrapper::nextRoundCleanGui() { myW->signalNextRoundCleanGui(); } void GuiWrapper::meInAction() { myW->signalMeInAction(); } void GuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) { myLog->signalLogPlayerActionMsg(QString::fromUtf8(playerName.c_str()), action, setValue); } void GuiWrapper::logNewGameHandMsg(int gameID, int handID) { myLog->signalLogNewGameHandMsg(gameID, handID); } void GuiWrapper::SignalNetClientConnect(int actionID) { myW->signalNetClientConnect(actionID); } void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGameInfo(actionID); } void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); } void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName) { myW->signalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str())); } void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { myW->signalNetClientPlayerLeft(QString::fromUtf8(playerName.c_str())); } void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr game) { myW->signalNetClientGameStart(game); } void GuiWrapper::SignalNetServerSuccess(int actionID) { } void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { } void GuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { myW->signalNetServerPlayerJoined(QString::fromUtf8(playerName.c_str())); } void GuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { myW->signalNetServerPlayerLeft(QString::fromUtf8(playerName.c_str())); }