3398 lines
123 KiB
C++
Executable File
3398 lines
123 KiB
C++
Executable File
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "gametableimpl.h"
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#include "mymessagedialogimpl.h"
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#include "settingsdialogimpl.h"
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#include "startwindowimpl.h"
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#include "startsplash.h"
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#include "mycardspixmaplabel.h"
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#include "mysetlabel.h"
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#include "myavatarlabel.h"
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#include "myactionbutton.h"
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#include "mychancelabel.h"
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#include "mytimeoutlabel.h"
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#include "mymenubar.h"
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#include "log.h"
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#include "chattools.h"
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#include "playerinterface.h"
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#include "boardinterface.h"
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#include "handinterface.h"
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#include "game.h"
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#include "session.h"
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#include "cardsvalue.h"
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#include "configfile.h"
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#include "sdlplayer.h"
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#include "gametablestylereader.h"
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#include "carddeckstylereader.h"
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#include <gamedata.h>
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#include <generic/serverguiwrapper.h>
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#include <net/socket_msg.h>
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#include "math.h"
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#define FORMATLEFT(X) "<p align='center'>(X)"
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#define FORMATRIGHT(X) "(X)</p>"
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using namespace std;
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gameTableImpl::gameTableImpl(ConfigFile *c, QMainWindow *parent)
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: QMainWindow(parent), myChat(NULL), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), pushButtonBetRaiseIsChecked(FALSE), pushButtonCallCheckIsChecked(FALSE), pushButtonFoldIsChecked(FALSE), pushButtonAllInIsChecked(FALSE), myButtonsAreCheckable(FALSE), breakAfterCurrentHand(FALSE), currentGameOver(FALSE), betSliderChangedByInput(FALSE), myLastPreActionBetValue(0)
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{
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int i;
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// this->setStyle(new QPlastiqueStyle);
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//for statistic development
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for(i=0; i<15; i++) {
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statisticArray[i] = 0;
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}
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////////////////////////////
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myAppDataPath = QString::fromUtf8(myConfig->readConfigString("AppDataDir").c_str());
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setupUi(this);
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//Sound
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mySDLPlayer = new SDLPlayer(myConfig);
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// Init game table style
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myGameTableStyle = new GameTableStyleReader(myConfig, this);
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myGameTableStyle->readStyleFile(QString::fromUtf8(myConfig->readConfigString("CurrentGameTableStyle").c_str()));
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// Init card deck style
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myCardDeckStyle = new CardDeckStyleReader(myConfig, this);
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myCardDeckStyle->readStyleFile(QString::fromUtf8(myConfig->readConfigString("CurrentCardDeckStyle").c_str()));
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//Player0 pixmapCardsLabel needs Myw
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pixmapLabel_card0b->setMyW(this);
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pixmapLabel_card0a->setMyW(this);
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//set myStyle to widgets wich needs it
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label_chance->setMyStyle(myGameTableStyle);
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//Flipside festlegen;
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if (myConfig->readConfigInt("FlipsideOwn") && myConfig->readConfigString("FlipsideOwnFile") != "") {
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flipside = new QPixmap();
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*flipside = QPixmap::fromImage(QImage(QString::fromUtf8(myConfig->readConfigString("FlipsideOwnFile").c_str())));
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}
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else {
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flipside = new QPixmap();
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*flipside = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+"flipside.png"));
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}
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//Flipside Animation noch nicht erledigt
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flipHolecardsAllInAlreadyDone = FALSE;
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//Toolboxen verstecken?
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if (!myConfig->readConfigInt("ShowRightToolBox")) {
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groupBox_RightToolBox->hide();
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}
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if (!myConfig->readConfigInt("ShowLeftToolBox")) {
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groupBox_LeftToolBox->hide();
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}
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//CardsChanceMonitor show/hide
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if (!myConfig->readConfigInt("ShowCardsChanceMonitor")) {
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tabWidget_Right->removeTab(2);
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tabWidget_Right->setCurrentIndex(0);
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}
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// userWidgetsArray init
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userWidgetsArray[0] = pushButton_BetRaise;
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userWidgetsArray[1] = pushButton_CallCheck;
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userWidgetsArray[2] = pushButton_Fold;
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userWidgetsArray[3] = lineEdit_betValue;
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userWidgetsArray[4] = horizontalSlider_bet;
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userWidgetsArray[5] = pushButton_AllIn;
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//hide userWidgets
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for(i=0; i<6; i++) {
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userWidgetsArray[i]->hide();
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}
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//Timer Objekt erstellen
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dealFlopCards0Timer = new QTimer(this);
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dealFlopCards1Timer = new QTimer(this);
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dealFlopCards2Timer = new QTimer(this);
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dealFlopCards3Timer = new QTimer(this);
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dealFlopCards4Timer = new QTimer(this);
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dealFlopCards5Timer = new QTimer(this);
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dealFlopCards6Timer = new QTimer(this);
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dealTurnCards0Timer = new QTimer(this);
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dealTurnCards1Timer = new QTimer(this);
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dealTurnCards2Timer = new QTimer(this);
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dealRiverCards0Timer = new QTimer(this);
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dealRiverCards1Timer = new QTimer(this);
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dealRiverCards2Timer = new QTimer(this);
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nextPlayerAnimationTimer = new QTimer(this);
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preflopAnimation1Timer = new QTimer(this);
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preflopAnimation2Timer = new QTimer(this);
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flopAnimation1Timer = new QTimer(this);
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flopAnimation2Timer = new QTimer(this);
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turnAnimation1Timer = new QTimer(this);
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turnAnimation2Timer = new QTimer(this);
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riverAnimation1Timer = new QTimer(this);
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riverAnimation2Timer = new QTimer(this);
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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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postRiverRunAnimation6Timer = new QTimer(this);
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blinkingStartButtonAnimationTimer = new QTimer(this);
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voteOnKickTimeoutTimer = new QTimer(this);
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dealFlopCards0Timer->setSingleShot(TRUE);
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dealFlopCards1Timer->setSingleShot(TRUE);
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dealFlopCards2Timer->setSingleShot(TRUE);
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dealFlopCards3Timer->setSingleShot(TRUE);
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dealFlopCards4Timer->setSingleShot(TRUE);
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dealFlopCards5Timer->setSingleShot(TRUE);
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dealFlopCards6Timer->setSingleShot(TRUE);
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dealTurnCards0Timer->setSingleShot(TRUE);
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dealTurnCards1Timer->setSingleShot(TRUE);
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dealTurnCards2Timer->setSingleShot(TRUE);
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dealRiverCards0Timer->setSingleShot(TRUE);
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dealRiverCards1Timer->setSingleShot(TRUE);
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dealRiverCards2Timer->setSingleShot(TRUE);
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nextPlayerAnimationTimer->setSingleShot(TRUE);
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preflopAnimation1Timer->setSingleShot(TRUE);
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preflopAnimation2Timer->setSingleShot(TRUE);
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flopAnimation1Timer->setSingleShot(TRUE);
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flopAnimation2Timer->setSingleShot(TRUE);
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turnAnimation1Timer->setSingleShot(TRUE);
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turnAnimation2Timer->setSingleShot(TRUE);
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riverAnimation1Timer->setSingleShot(TRUE);
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riverAnimation2Timer->setSingleShot(TRUE);
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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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// buttonLabelArray init
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buttonLabelArray[0] = textLabel_Button0;
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buttonLabelArray[1] = textLabel_Button1;
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buttonLabelArray[2] = textLabel_Button2;
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buttonLabelArray[3] = textLabel_Button3;
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buttonLabelArray[4] = textLabel_Button4;
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buttonLabelArray[5] = textLabel_Button5;
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buttonLabelArray[6] = textLabel_Button6;
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buttonLabelArray[7] = textLabel_Button7;
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buttonLabelArray[8] = textLabel_Button8;
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buttonLabelArray[9] = textLabel_Button9;
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// cashLabelArray init
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cashLabelArray[0] = textLabel_Cash0;
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cashLabelArray[1] = textLabel_Cash1;
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cashLabelArray[2] = textLabel_Cash2;
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cashLabelArray[3] = textLabel_Cash3;
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cashLabelArray[4] = textLabel_Cash4;
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cashLabelArray[5] = textLabel_Cash5;
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cashLabelArray[6] = textLabel_Cash6;
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cashLabelArray[7] = textLabel_Cash7;
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cashLabelArray[8] = textLabel_Cash8;
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cashLabelArray[9] = textLabel_Cash9;
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// playerNameLabelArray init
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playerNameLabelArray[0] = label_PlayerName0;
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playerNameLabelArray[1] = label_PlayerName1;
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playerNameLabelArray[2] = label_PlayerName2;
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playerNameLabelArray[3] = label_PlayerName3;
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playerNameLabelArray[4] = label_PlayerName4;
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playerNameLabelArray[5] = label_PlayerName5;
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playerNameLabelArray[6] = label_PlayerName6;
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playerNameLabelArray[7] = label_PlayerName7;
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playerNameLabelArray[8] = label_PlayerName8;
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playerNameLabelArray[9] = label_PlayerName9;
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// playerAvatarLabelArray init
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playerAvatarLabelArray[0] = label_Avatar0;
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playerAvatarLabelArray[1] = label_Avatar1;
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playerAvatarLabelArray[2] = label_Avatar2;
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playerAvatarLabelArray[3] = label_Avatar3;
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playerAvatarLabelArray[4] = label_Avatar4;
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playerAvatarLabelArray[5] = label_Avatar5;
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playerAvatarLabelArray[6] = label_Avatar6;
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playerAvatarLabelArray[7] = label_Avatar7;
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playerAvatarLabelArray[8] = label_Avatar8;
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playerAvatarLabelArray[9] = label_Avatar9;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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playerAvatarLabelArray[i]->setMyW(this);
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playerAvatarLabelArray[i]->setMyId(i);
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}
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// timeoutLabelArray init
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timeoutLabelArray[0] = label_Timeout0;
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timeoutLabelArray[1] = label_Timeout1;
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timeoutLabelArray[2] = label_Timeout2;
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timeoutLabelArray[3] = label_Timeout3;
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timeoutLabelArray[4] = label_Timeout4;
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timeoutLabelArray[5] = label_Timeout5;
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timeoutLabelArray[6] = label_Timeout6;
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timeoutLabelArray[7] = label_Timeout7;
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timeoutLabelArray[8] = label_Timeout8;
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timeoutLabelArray[9] = label_Timeout9;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { timeoutLabelArray[i]->setMyW(this); }
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// setLabelArray init
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setLabelArray[0] = textLabel_Set0;
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setLabelArray[1] = textLabel_Set1;
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setLabelArray[2] = textLabel_Set2;
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setLabelArray[3] = textLabel_Set3;
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setLabelArray[4] = textLabel_Set4;
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setLabelArray[5] = textLabel_Set5;
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setLabelArray[6] = textLabel_Set6;
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setLabelArray[7] = textLabel_Set7;
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setLabelArray[8] = textLabel_Set8;
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setLabelArray[9] = textLabel_Set9;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { setLabelArray[i]->setMyW(this); }
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label_Timeout0->setMyW(this);
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// statusLabelArray init
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actionLabelArray[0] = textLabel_Status0;
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actionLabelArray[1] = textLabel_Status1;
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actionLabelArray[2] = textLabel_Status2;
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actionLabelArray[3] = textLabel_Status3;
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actionLabelArray[4] = textLabel_Status4;
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actionLabelArray[5] = textLabel_Status5;
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actionLabelArray[6] = textLabel_Status6;
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actionLabelArray[7] = textLabel_Status7;
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actionLabelArray[8] = textLabel_Status8;
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actionLabelArray[9] = textLabel_Status9;
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textLabel_Status0->setMyW(this);
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// GroupBoxArray init
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groupBoxArray[0] = groupBox0;
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groupBoxArray[1] = groupBox1;
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groupBoxArray[2] = groupBox2;
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groupBoxArray[3] = groupBox3;
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groupBoxArray[4] = groupBox4;
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groupBoxArray[5] = groupBox5;
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groupBoxArray[6] = groupBox6;
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groupBoxArray[7] = groupBox7;
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groupBoxArray[8] = groupBox8;
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groupBoxArray[9] = groupBox9;
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// boardCardsArray init
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boardCardsArray[0] = pixmapLabel_cardBoard0;
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boardCardsArray[1] = pixmapLabel_cardBoard1;
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boardCardsArray[2] = pixmapLabel_cardBoard2;
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boardCardsArray[3] = pixmapLabel_cardBoard3;
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boardCardsArray[4] = pixmapLabel_cardBoard4;
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// holeCardsArray int
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holeCardsArray[0][0] = pixmapLabel_card0a;
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holeCardsArray[0][1] = pixmapLabel_card0b;
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holeCardsArray[1][0] = pixmapLabel_card1a;
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holeCardsArray[1][1] = pixmapLabel_card1b;
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holeCardsArray[2][0] = pixmapLabel_card2a;
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holeCardsArray[2][1] = pixmapLabel_card2b;
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holeCardsArray[3][0] = pixmapLabel_card3a;
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holeCardsArray[3][1] = pixmapLabel_card3b;
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holeCardsArray[4][0] = pixmapLabel_card4a;
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holeCardsArray[4][1] = pixmapLabel_card4b;
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holeCardsArray[5][0] = pixmapLabel_card5a;
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holeCardsArray[5][1] = pixmapLabel_card5b;
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holeCardsArray[6][0] = pixmapLabel_card6a;
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holeCardsArray[6][1] = pixmapLabel_card6b;
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holeCardsArray[7][0] = pixmapLabel_card7a;
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holeCardsArray[7][1] = pixmapLabel_card7b;
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holeCardsArray[8][0] = pixmapLabel_card8a;
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holeCardsArray[8][1] = pixmapLabel_card8b;
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holeCardsArray[9][0] = pixmapLabel_card9a;
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holeCardsArray[9][1] = pixmapLabel_card9b;
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//style Game Table
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refreshGameTableStyle();
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//raise actionLable above just inserted mypixmaplabel
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { actionLabelArray[i]->raise(); }
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//raise board cards
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for (i=0; i<5; i++) { boardCardsArray[i]->raise(); }
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//fix for away string bug in righttabwidget on windows
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#if (defined _WIN32) || (defined __APPLE__)
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tabWidget_Right->setTabText(0, " "+tabWidget_Right->tabText(0)+" ");
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tabWidget_Right->setTabText(1, " "+tabWidget_Right->tabText(1)+" ");
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tabWidget_Right->setTabText(2, " "+tabWidget_Right->tabText(2)+" ");
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tabWidget_Left->setTabText(0, " "+tabWidget_Left->tabText(0)+" ");
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tabWidget_Left->setTabText(1, " "+tabWidget_Left->tabText(1)+" ");
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tabWidget_Left->setTabText(2, " "+tabWidget_Left->tabText(2)+" ");
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#endif
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//resize stop-button depending on translation
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QFontMetrics tempMetrics = this->fontMetrics();
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int width = tempMetrics.width(tr("Stop"));
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pushButton_break->setMinimumSize(width+10,20);
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//set inputvalidator for lineeditbetvalue
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QRegExp rx("[1-9]\\d{0,7}");
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QValidator *validator = new QRegExpValidator(rx, this);
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lineEdit_betValue->setValidator(validator);
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//Clear Focus
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groupBox_LeftToolBox->clearFocus();
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groupBox_RightToolBox->clearFocus();
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//set Focus to gametable
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this->setFocus();
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//windowicon
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// QString windowIconString();
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this->setWindowIcon(QIcon(myAppDataPath+"gfx/gui/misc/windowicon.png"));
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//Statusbar
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if(myConfig->readConfigInt("ShowStatusbarMessages")) {
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#ifdef __APPLE__
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// statusBar()->showMessage(tr("Cmd+N to start a new game"));
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#else
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// statusBar()->showMessage(tr("Ctrl+N to start a new game"));
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#endif
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}
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// Dialogs
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myChat = new ChatTools(lineEdit_ChatInput, myConfig, INGAME_CHAT, textBrowser_Chat);
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myChat->setMyStyle(myGameTableStyle);
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lineEdit_ChatInput->installEventFilter(this);
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this->installEventFilter(this);
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//set WindowTitle dynamically
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this->setWindowTitle(QString(tr("PokerTH %1 - The Open-Source Texas Holdem Engine").arg(POKERTH_BETA_RELEASE_STRING)));
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//Connects
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connect(dealFlopCards0Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards1() ));
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connect(dealFlopCards1Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards2() ));
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connect(dealFlopCards2Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards3() ));
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connect(dealFlopCards3Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards4() ));
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connect(dealFlopCards4Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards5() ));
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connect(dealFlopCards5Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards6() ));
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connect(dealFlopCards6Timer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
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connect(dealTurnCards0Timer, SIGNAL(timeout()), this, SLOT( dealTurnCards1() ));
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connect(dealTurnCards1Timer, SIGNAL(timeout()), this, SLOT( dealTurnCards2() ));
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connect(dealTurnCards2Timer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
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connect(dealRiverCards0Timer, SIGNAL(timeout()), this, SLOT( dealRiverCards1() ));
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connect(dealRiverCards1Timer, SIGNAL(timeout()), this, SLOT( dealRiverCards2() ));
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connect(dealRiverCards2Timer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
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connect(nextPlayerAnimationTimer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
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connect(preflopAnimation1Timer, SIGNAL(timeout()), this, SLOT( preflopAnimation1Action() ));
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connect(preflopAnimation2Timer, SIGNAL(timeout()), this, SLOT( preflopAnimation2Action() ));
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connect(flopAnimation1Timer, SIGNAL(timeout()), this, SLOT( flopAnimation1Action() ));
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connect(flopAnimation2Timer, SIGNAL(timeout()), this, SLOT( flopAnimation2Action() ));
|
|
connect(turnAnimation1Timer, SIGNAL(timeout()), this, SLOT( turnAnimation1Action() ));
|
|
connect(turnAnimation2Timer, SIGNAL(timeout()), this, SLOT( turnAnimation2Action() ));
|
|
connect(riverAnimation1Timer, SIGNAL(timeout()), this, SLOT( riverAnimation1Action() ));
|
|
connect(riverAnimation2Timer, SIGNAL(timeout()), this, SLOT( riverAnimation2Action() ));
|
|
|
|
connect(postRiverAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverAnimation1Action() ));
|
|
connect(postRiverRunAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2() ));
|
|
connect(postRiverRunAnimation2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation3() ));
|
|
connect(postRiverRunAnimation2_flipHoleCards1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards1() ));
|
|
connect(postRiverRunAnimation2_flipHoleCards2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards2() ));
|
|
connect(postRiverRunAnimation3Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation4() ));
|
|
connect(potDistributeTimer, SIGNAL(timeout()), this, SLOT(postRiverRunAnimation5()));
|
|
connect(postRiverRunAnimation5Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation6() ));
|
|
connect(postRiverRunAnimation6Timer, SIGNAL(timeout()), this, SLOT( startNewHand() ));
|
|
|
|
connect(blinkingStartButtonAnimationTimer, SIGNAL(timeout()), this, SLOT( blinkingStartButtonAnimationAction()));
|
|
connect(voteOnKickTimeoutTimer, SIGNAL(timeout()), this, SLOT(nextVoteOnKickTimeoutAnimationFrame()));
|
|
|
|
connect( actionConfigure_PokerTH, SIGNAL( triggered() ), this, SLOT( callSettingsDialog() ) );
|
|
connect( actionClose, SIGNAL( triggered() ), this, SLOT( closeGameTable()) );
|
|
connect( actionFullScreen, SIGNAL( triggered() ), this, SLOT( switchFullscreen() ) );
|
|
connect( actionShowHideChat, SIGNAL( triggered() ), this, SLOT( switchChatWindow() ) );
|
|
connect( actionShowHideHelp, SIGNAL( triggered() ), this, SLOT( switchHelpWindow() ) );
|
|
connect( actionShowHideLog, SIGNAL( triggered() ), this, SLOT( switchLogWindow() ) );
|
|
connect( actionShowHideAway, SIGNAL( triggered() ), this, SLOT( switchAwayWindow() ) );
|
|
connect( actionShowHideChance, SIGNAL( triggered() ), this, SLOT( switchChanceWindow() ) );
|
|
|
|
connect( pushButton_BetRaise, SIGNAL( clicked(bool) ), this, SLOT( pushButtonBetRaiseClicked(bool) ) );
|
|
connect( pushButton_Fold, SIGNAL( clicked(bool) ), this, SLOT( pushButtonFoldClicked(bool) ) );
|
|
connect( pushButton_CallCheck, SIGNAL( clicked(bool) ), this, SLOT( pushButtonCallCheckClicked(bool) ) );
|
|
connect( pushButton_AllIn, SIGNAL( clicked(bool) ), this, SLOT(pushButtonAllInClicked(bool) ) );
|
|
connect( horizontalSlider_bet, SIGNAL( valueChanged(int)), this, SLOT ( changeLineEditBetValue(int) ) );
|
|
connect( lineEdit_betValue, SIGNAL( textChanged(QString)), this, SLOT ( lineEditBetValueChanged(QString) ) );
|
|
|
|
connect( horizontalSlider_speed, SIGNAL( valueChanged(int)), this, SLOT ( setGameSpeed(int) ) );
|
|
connect( pushButton_break, SIGNAL( clicked()), this, SLOT ( breakButtonClicked() ) ); // auch wieder starten!!!!
|
|
|
|
connect( tabWidget_Left, SIGNAL( currentChanged(int) ), this, SLOT( tabSwitchAction() ) );
|
|
connect( lineEdit_ChatInput, SIGNAL( returnPressed () ), this, SLOT( sendChatMessage() ) );
|
|
connect( lineEdit_ChatInput, SIGNAL( textChanged (QString) ), this, SLOT( checkChatInputLength(QString) ) );
|
|
connect( lineEdit_ChatInput, SIGNAL( textEdited (QString) ), myChat, SLOT( setChatTextEdited() ) );
|
|
|
|
connect( radioButton_manualAction, SIGNAL( clicked() ) , this, SLOT( changePlayingMode() ) );
|
|
connect( radioButton_autoCheckFold, SIGNAL( clicked() ) , this, SLOT( changePlayingMode() ) );
|
|
connect( radioButton_autoCheckCallAny, SIGNAL( clicked() ), this, SLOT( changePlayingMode() ) );
|
|
|
|
connect( pushButton_voteOnKickYes, SIGNAL( clicked() ), this, SLOT( voteOnKickYes() ) );
|
|
connect( pushButton_voteOnKickNo, SIGNAL( clicked() ), this, SLOT( voteOnKickNo() ) );
|
|
|
|
//Nachrichten Thread-Save
|
|
connect(this, SIGNAL(signalInitGui(int)), this, SLOT(initGui(int)));
|
|
connect(this, SIGNAL(signalRefreshSet()), this, SLOT(refreshSet()));
|
|
connect(this, SIGNAL(signalRefreshCash()), this, SLOT(refreshCash()));
|
|
connect(this, SIGNAL(signalRefreshAction(int, int)), this, SLOT(refreshAction(int, int)));
|
|
connect(this, SIGNAL(signalRefreshChangePlayer()), this, SLOT(refreshChangePlayer()));
|
|
connect(this, SIGNAL(signalRefreshPot()), this, SLOT(refreshPot()));
|
|
connect(this, SIGNAL(signalRefreshGroupbox(int, int)), this, SLOT(refreshGroupbox(int, int)));
|
|
connect(this, SIGNAL(signalRefreshAll()), this, SLOT(refreshAll()));
|
|
connect(this, SIGNAL(signalRefreshPlayerName()), this, SLOT(refreshPlayerName()));
|
|
connect(this, SIGNAL(signalRefreshButton()), this, SLOT(refreshButton()));
|
|
connect(this, SIGNAL(signalRefreshGameLabels(int)), this, SLOT(refreshGameLabels(int)));
|
|
connect(this, SIGNAL(signalSetPlayerAvatar(int, QString)), this, SLOT(setPlayerAvatar(int, QString)));
|
|
connect(this, SIGNAL(signalGuiUpdateDone()), this, SLOT(guiUpdateDone()));
|
|
connect(this, SIGNAL(signalMeInAction()), this, SLOT(meInAction()));
|
|
connect(this, SIGNAL(signalDisableMyButtons()), this, SLOT(disableMyButtons()));
|
|
connect(this, SIGNAL(signalUpdateMyButtonsState()), this, SLOT(updateMyButtonsState()));
|
|
connect(this, SIGNAL(signalStartTimeoutAnimation(int, int)), this, SLOT(startTimeoutAnimation(int, int)));
|
|
connect(this, SIGNAL(signalStopTimeoutAnimation(int)), this, SLOT(stopTimeoutAnimation(int)));
|
|
connect(this, SIGNAL(signalDealBeRoCards(int)), this, SLOT(dealBeRoCards(int)));
|
|
connect(this, SIGNAL(signalDealHoleCards()), this, SLOT(dealHoleCards()));
|
|
connect(this, SIGNAL(signalDealFlopCards0()), this, SLOT(dealFlopCards0()));
|
|
connect(this, SIGNAL(signalDealTurnCards0()), this, SLOT(dealTurnCards0()));
|
|
connect(this, SIGNAL(signalDealRiverCards0()), this, SLOT(dealRiverCards0()));
|
|
connect(this, SIGNAL(signalNextPlayerAnimation()), this, SLOT(nextPlayerAnimation()));
|
|
connect(this, SIGNAL(signalBeRoAnimation2(int)), this, SLOT(beRoAnimation2(int)));
|
|
connect(this, SIGNAL(signalPreflopAnimation1()), this, SLOT(preflopAnimation1()));
|
|
connect(this, SIGNAL(signalPreflopAnimation2()), this, SLOT(preflopAnimation2()));
|
|
connect(this, SIGNAL(signalFlopAnimation1()), this, SLOT(flopAnimation1()));
|
|
connect(this, SIGNAL(signalFlopAnimation2()), this, SLOT(flopAnimation2()));
|
|
connect(this, SIGNAL(signalTurnAnimation1()), this, SLOT(turnAnimation1()));
|
|
connect(this, SIGNAL(signalTurnAnimation2()), this, SLOT(turnAnimation2()));
|
|
connect(this, SIGNAL(signalRiverAnimation1()), this, SLOT(riverAnimation1()));
|
|
connect(this, SIGNAL(signalRiverAnimation2()), this, SLOT(riverAnimation2()));
|
|
connect(this, SIGNAL(signalPostRiverAnimation1()), this, SLOT(postRiverAnimation1()));
|
|
connect(this, SIGNAL(signalPostRiverRunAnimation1()), this, SLOT(postRiverRunAnimation1()));
|
|
connect(this, SIGNAL(signalFlipHolecardsAllIn()), this, SLOT(flipHolecardsAllIn()));
|
|
connect(this, SIGNAL(signalNextRoundCleanGui()), this, SLOT(nextRoundCleanGui()));
|
|
connect(this, SIGNAL(signalStartVoteOnKick(unsigned, unsigned, int, int)), this, SLOT(startVoteOnKick(unsigned, unsigned, int, int)));
|
|
connect(this, SIGNAL(signalChangeVoteOnKickButtonsState(bool)), this, SLOT(changeVoteOnKickButtonsState(bool)));
|
|
connect(this, SIGNAL(signalEndVoteOnKick()), this, SLOT(endVoteOnKick()));
|
|
|
|
connect(this, SIGNAL(signalNetClientPlayerLeft(unsigned)), this, SLOT(netClientPlayerLeft(unsigned)));
|
|
|
|
}
|
|
|
|
gameTableImpl::~gameTableImpl() {
|
|
|
|
delete myConfig;
|
|
myConfig = 0;
|
|
|
|
}
|
|
|
|
void gameTableImpl::callSettingsDialog() { myStartWindow->callSettingsDialog(); }
|
|
|
|
void gameTableImpl::applySettings(settingsDialogImpl* mySettingsDialog) {
|
|
|
|
//apply card deck style
|
|
myCardDeckStyle->readStyleFile(QString::fromUtf8(myConfig->readConfigString("CurrentCardDeckStyle").c_str()));
|
|
//apply game table style
|
|
myGameTableStyle->readStyleFile(QString::fromUtf8(myConfig->readConfigString("CurrentGameTableStyle").c_str()));
|
|
|
|
//Toolbox verstecken?
|
|
if (myConfig->readConfigInt("ShowLeftToolBox")) { groupBox_LeftToolBox->show(); }
|
|
else { groupBox_LeftToolBox->hide(); }
|
|
|
|
if (myConfig->readConfigInt("ShowRightToolBox")) { groupBox_RightToolBox->show(); }
|
|
else { groupBox_RightToolBox->hide(); }
|
|
|
|
//cardschancemonitor show/hide
|
|
if (!myConfig->readConfigInt("ShowCardsChanceMonitor")) {
|
|
tabWidget_Right->removeTab(2);
|
|
tabWidget_Right->setCurrentIndex(0);
|
|
}
|
|
else {
|
|
if(tabWidget_Right->widget(2) != tab_Chance)
|
|
tabWidget_Right->insertTab(2, tab_Chance, QString(tr("Chance")));
|
|
}
|
|
|
|
//Add avatar (if set)
|
|
myStartWindow->getSession()->addOwnAvatar(myConfig->readConfigString("MyAvatar"));
|
|
|
|
//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
|
|
if (mySettingsDialog->getPlayerNickIsChanged() && myStartWindow->getSession()->getCurrentGame() && !myStartWindow->getSession()->isNetworkClientRunning()) {
|
|
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
PlayerListIterator it = currentGame->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());
|
|
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent7Name->text().toUtf8().constData());
|
|
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent8Name->text().toUtf8().constData());
|
|
(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent9Name->text().toUtf8().constData());
|
|
mySettingsDialog->setPlayerNickIsChanged(FALSE);
|
|
|
|
refreshPlayerName();
|
|
}
|
|
|
|
if(myStartWindow->getSession()->getCurrentGame() && !myStartWindow->getSession()->isNetworkClientRunning()) {
|
|
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
PlayerListIterator it = currentGame->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());
|
|
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent7Avatar->getMyLink().toUtf8().constData());
|
|
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent8Avatar->getMyLink().toUtf8().constData());
|
|
(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent9Avatar->getMyLink().toUtf8().constData());
|
|
|
|
//avatar refresh
|
|
refreshPlayerAvatar();
|
|
}
|
|
|
|
//refresh board cards if game is running
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
|
|
int tempBoardCardsArray[5];
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(tempBoardCardsArray);
|
|
int i;
|
|
GameState currentState = myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->getMyBeRoID();
|
|
if(currentState >= GAME_STATE_FLOP && currentState <= GAME_STATE_POST_RIVER)
|
|
for(i=0; i<3; i++) {
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[i], 10)+".png"));
|
|
boardCardsArray[i]->setPixmap(card, FALSE);
|
|
}
|
|
if(currentState >= GAME_STATE_TURN && currentState <= GAME_STATE_POST_RIVER) {
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[3], 10)+".png"));
|
|
boardCardsArray[3]->setPixmap(card, FALSE);
|
|
}
|
|
if(currentState == GAME_STATE_RIVER || currentState == GAME_STATE_POST_RIVER) {
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[4], 10)+".png"));
|
|
boardCardsArray[4]->setPixmap(card, FALSE);
|
|
}
|
|
}
|
|
|
|
//Flipside refresh
|
|
if (myConfig->readConfigInt("FlipsideOwn") && myConfig->readConfigString("FlipsideOwnFile") != "") {
|
|
|
|
flipside = new QPixmap();
|
|
*flipside = QPixmap::fromImage(QImage(QString::fromUtf8(myConfig->readConfigString("FlipsideOwnFile").c_str())));
|
|
}
|
|
else {
|
|
flipside = new QPixmap();
|
|
*flipside = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+"flipside.png"));
|
|
}
|
|
int j,k;
|
|
for (j=1; j<MAX_NUMBER_OF_PLAYERS; j++ ) {
|
|
for ( k=0; k<=1; k++ ) {
|
|
if (holeCardsArray[j][k]->getIsFlipside()) {
|
|
holeCardsArray[j][k]->setPixmap(*flipside, TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Check for anti-peek mode
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
// check if human player is already active
|
|
if(myStartWindow->getSession()->getCurrentGame()->getSeatsList()->front()->getMyActiveStatus()) {
|
|
|
|
QPixmap tempCardsPixmapArray[2];
|
|
int tempCardsIntArray[2];
|
|
|
|
myStartWindow->getSession()->getCurrentGame()->getSeatsList()->front()->getMyCards(tempCardsIntArray);
|
|
if(myConfig->readConfigInt("AntiPeekMode")) {
|
|
holeCardsArray[0][0]->setPixmap(*flipside, TRUE);
|
|
tempCardsPixmapArray[0] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[0], 10)+".png"));
|
|
holeCardsArray[0][0]->setHiddenFrontPixmap(tempCardsPixmapArray[0]);
|
|
holeCardsArray[0][1]->setPixmap(*flipside, TRUE);
|
|
tempCardsPixmapArray[1]= QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[1], 10)+".png"));
|
|
holeCardsArray[0][1]->setHiddenFrontPixmap(tempCardsPixmapArray[1]);
|
|
}
|
|
else {
|
|
tempCardsPixmapArray[0]= QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[0], 10)+".png"));
|
|
holeCardsArray[0][0]->setPixmap(tempCardsPixmapArray[0],FALSE);
|
|
tempCardsPixmapArray[1]= QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[1], 10)+".png"));
|
|
holeCardsArray[0][1]->setPixmap(tempCardsPixmapArray[1],FALSE);
|
|
}
|
|
}
|
|
}
|
|
|
|
refreshGameTableStyle();
|
|
|
|
//blind buttons refresh
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
refreshButton();
|
|
refreshGroupbox();
|
|
provideMyActions();
|
|
}
|
|
|
|
// Re-init audio.
|
|
mySDLPlayer->audioDone();
|
|
mySDLPlayer->initAudio();
|
|
}
|
|
|
|
void gameTableImpl::initGui(int speed)
|
|
{
|
|
//kill running Singleshots!!!
|
|
stopTimer();
|
|
|
|
label_Pot->setText(PotString);
|
|
label_Total->setText(TotalString+":");
|
|
label_Sets->setText(BetsString+":");
|
|
label_handNumber->setText(HandString+":");
|
|
label_gameNumber->setText(GameString+":");
|
|
|
|
groupBox_RightToolBox->setDisabled(FALSE);
|
|
groupBox_LeftToolBox->setDisabled(FALSE);
|
|
|
|
//show human player buttons
|
|
for(int i=0; i<6; i++) {
|
|
userWidgetsArray[i]->show();
|
|
}
|
|
|
|
//set minimum gui speed to prevent gui lags on fast inet games
|
|
if( myStartWindow->getSession()->isNetworkClientRunning() ) { horizontalSlider_speed->setMinimum(speed); }
|
|
else { horizontalSlider_speed->setMinimum(1); }
|
|
|
|
//set speeds for local game and for first network game
|
|
if( !myStartWindow->getSession()->isNetworkClientRunning() || (myStartWindow->getSession()->isNetworkClientRunning() && !myStartWindow->getSession()->getCurrentGame()) ) {
|
|
|
|
guiGameSpeed = speed;
|
|
//positioning Slider
|
|
horizontalSlider_speed->setValue(guiGameSpeed);
|
|
setSpeeds();
|
|
}
|
|
|
|
//set session for chat
|
|
myChat->setSession(this->getSession());
|
|
}
|
|
|
|
boost::shared_ptr<Session> gameTableImpl::getSession() { assert(myStartWindow->getSession().get()); return myStartWindow->getSession(); }
|
|
|
|
//refresh-Funktionen
|
|
void gameTableImpl::refreshSet() {
|
|
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentGame->getSeatsList()->begin(); it_c!=currentGame->getSeatsList()->end(); it_c++) {
|
|
if( (*it_c)->getMySet() == 0 )
|
|
setLabelArray[(*it_c)->getMyID()]->setText("");
|
|
else
|
|
setLabelArray[(*it_c)->getMyID()]->setText("$"+QString("%L1").arg((*it_c)->getMySet()));
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshButton() {
|
|
|
|
QPixmap dealerButton = QPixmap::fromImage(QImage(myGameTableStyle->getDealerPuck()));
|
|
QPixmap smallblindButton = QPixmap::fromImage(QImage(myGameTableStyle->getSmallBlindPuck()));
|
|
QPixmap bigblindButton = QPixmap::fromImage(QImage(myGameTableStyle->getBigBlindPuck()));
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
|
|
PlayerListConstIterator it_c;
|
|
|
|
for (it_c=currentGame->getSeatsList()->begin(); it_c!=currentGame->getSeatsList()->end(); it_c++) {
|
|
if( (*it_c)->getMyActiveStatus() ) {
|
|
if( currentGame->getActivePlayerList()->size() > 2 ) {
|
|
switch ( (*it_c)->getMyButton() ) {
|
|
|
|
case 1 : buttonLabelArray[(*it_c)->getMyID()]->setPixmap(dealerButton);
|
|
break;
|
|
case 2 : {
|
|
if(myConfig->readConfigInt("ShowBlindButtons"))
|
|
buttonLabelArray[(*it_c)->getMyID()]->setPixmap(smallblindButton);
|
|
else
|
|
buttonLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
}
|
|
break;
|
|
case 3 : {
|
|
if(myConfig->readConfigInt("ShowBlindButtons"))
|
|
buttonLabelArray[(*it_c)->getMyID()]->setPixmap(bigblindButton);
|
|
else
|
|
buttonLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
}
|
|
break;
|
|
default: buttonLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
|
|
}
|
|
}
|
|
else {
|
|
switch ((*it_c)->getMyButton()) {
|
|
|
|
case 2 : buttonLabelArray[(*it_c)->getMyID()]->setPixmap(dealerButton);
|
|
break;
|
|
case 3 : {
|
|
if(myConfig->readConfigInt("ShowBlindButtons"))
|
|
buttonLabelArray[(*it_c)->getMyID()]->setPixmap(bigblindButton);
|
|
else
|
|
buttonLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
}
|
|
break;
|
|
default: buttonLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
|
|
}
|
|
}
|
|
}
|
|
else { buttonLabelArray[(*it_c)->getMyID()]->setPixmap(onePix); }
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshPlayerName() {
|
|
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
if((*it_c)->getMyActiveStatus()) {
|
|
playerNameLabelArray[(*it_c)->getMyID()]->setText(QString::fromUtf8((*it_c)->getMyName().c_str()));
|
|
|
|
} else {
|
|
if((myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK)) {
|
|
if((*it_c)->getMyStayOnTableStatus() == TRUE && (*it_c)->getMyType() != PLAYER_TYPE_COMPUTER) {
|
|
playerNameLabelArray[(*it_c)->getMyID()]->setText(QString::fromUtf8((*it_c)->getMyName().c_str()), TRUE);
|
|
}
|
|
else {
|
|
playerNameLabelArray[(*it_c)->getMyID()]->setText("");
|
|
}
|
|
}
|
|
else {
|
|
playerNameLabelArray[(*it_c)->getMyID()]->setText("");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshPlayerAvatar() {
|
|
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
if((*it_c)->getMyActiveStatus()) {
|
|
|
|
if((*it_c)->getMyAvatar() == "" || !QFile::QFile(QString::fromUtf8((*it_c)->getMyAvatar().c_str())).exists()) {
|
|
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap::fromImage(QImage(myGameTableStyle->getDefaultAvatar())));
|
|
}
|
|
else {
|
|
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap::fromImage(QImage(QString::fromUtf8((*it_c)->getMyAvatar().c_str()))));
|
|
}
|
|
}
|
|
else {
|
|
if((myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK)) {
|
|
if((*it_c)->getMyStayOnTableStatus() == TRUE && (*it_c)->getMyType() != PLAYER_TYPE_COMPUTER) {
|
|
if((*it_c)->getMyAvatar() == "" || !QFile::QFile(QString::fromUtf8((*it_c)->getMyAvatar().c_str())).exists()) {
|
|
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap::fromImage(QImage(myGameTableStyle->getDefaultAvatar())), TRUE);
|
|
}
|
|
else {
|
|
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap::fromImage(QImage(QString::fromUtf8((*it_c)->getMyAvatar().c_str()))), TRUE);
|
|
}
|
|
}
|
|
else {
|
|
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
}
|
|
}
|
|
else {
|
|
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::setPlayerAvatar(int myID, QString myAvatar) {
|
|
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
|
|
boost::shared_ptr<PlayerInterface> tmpPlayer = myStartWindow->getSession()->getCurrentGame()->getPlayerByUniqueId(myID);
|
|
if (tmpPlayer.get()) {
|
|
|
|
if(QFile::QFile(myAvatar).exists()) {
|
|
playerAvatarLabelArray[tmpPlayer->getMyID()]->setPixmap(myAvatar);
|
|
tmpPlayer->setMyAvatar(myAvatar.toUtf8().constData());
|
|
}
|
|
else {
|
|
playerAvatarLabelArray[tmpPlayer->getMyID()]->setPixmap(QPixmap::fromImage(QImage(myGameTableStyle->getDefaultAvatar())));
|
|
tmpPlayer->setMyAvatar("");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshAction(int playerID, int playerAction) {
|
|
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
QPixmap action;
|
|
|
|
QStringList actionArray;
|
|
actionArray << "" << "fold" << "check" << "call" << "bet" << "raise" << "allin";
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
if(playerID == -1 || playerAction == -1) {
|
|
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
|
|
//if no action --> clear Pixmap
|
|
if( (*it_c)->getMyAction() == 0) {
|
|
actionLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
|
|
}
|
|
else {
|
|
//paint action pixmap
|
|
actionLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap::fromImage(QImage(myGameTableStyle->getActionPic((*it_c)->getMyAction()))));
|
|
}
|
|
|
|
if ((*it_c)->getMyAction()==1) {
|
|
|
|
if((*it_c)->getMyID() != 0) {
|
|
holeCardsArray[(*it_c)->getMyID()][0]->setPixmap(onePix, FALSE);
|
|
holeCardsArray[(*it_c)->getMyID()][1]->setPixmap(onePix, FALSE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
//if no action --> clear Pixmap
|
|
if(playerAction == 0) {
|
|
actionLabelArray[playerID]->setPixmap(onePix);
|
|
}
|
|
else {
|
|
|
|
// paint action pixmap and raise
|
|
actionLabelArray[playerID]->setPixmap(QPixmap::fromImage(QImage(myGameTableStyle->getActionPic(playerAction))));
|
|
|
|
//play sounds if exist
|
|
if(myConfig->readConfigInt("PlayGameActions"))
|
|
mySDLPlayer->playSound(actionArray[playerAction].toStdString(), playerID);
|
|
}
|
|
|
|
if (playerAction == 1) { // FOLD
|
|
|
|
if (playerID == 0) {
|
|
holeCardsArray[0][0]->startFadeOut(10);
|
|
holeCardsArray[0][1]->startFadeOut(10);
|
|
}
|
|
else {
|
|
holeCardsArray[playerID][0]->setPixmap(onePix, FALSE);
|
|
holeCardsArray[playerID][1]->setPixmap(onePix, FALSE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshCash() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
if((*it_c)->getMyActiveStatus()) {
|
|
|
|
cashLabelArray[(*it_c)->getMyID()]->setText("$"+QString("%L1").arg((*it_c)->getMyCash()));
|
|
|
|
} else {
|
|
cashLabelArray[(*it_c)->getMyID()]->setText("");
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshGroupbox(int playerID, int status) {
|
|
|
|
int j;
|
|
|
|
if(playerID == -1 || status == -1) {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
|
|
if((*it_c)->getMyTurn()) {
|
|
//Groupbox glow wenn der Spiele dran ist.
|
|
myGameTableStyle->setPlayerSeatActiveStyle(groupBoxArray[(*it_c)->getMyID()]);
|
|
} else {
|
|
//Groupbox auf Hintergrundfarbe setzen wenn der Spiele nicht dran aber aktiv ist.
|
|
if((*it_c)->getMyActiveStatus()) {
|
|
if((*it_c)->getMyID()==0) {
|
|
//show buttons
|
|
for(j=0; j<6; j++) {
|
|
userWidgetsArray[j]->show();
|
|
}
|
|
}
|
|
myGameTableStyle->setPlayerSeatInactiveStyle(groupBoxArray[(*it_c)->getMyID()]);
|
|
|
|
}
|
|
//Groupbox verdunkeln wenn der Spiele inactive ist.
|
|
else {
|
|
if((*it_c)->getMyID()==0) {
|
|
//hide buttons
|
|
for(j=0; j<6; j++) {
|
|
userWidgetsArray[j]->hide();
|
|
}
|
|
//disable anti-peek front after player is out
|
|
holeCardsArray[0][0]->signalFastFlipCards(FALSE);
|
|
holeCardsArray[0][1]->signalFastFlipCards(FALSE);
|
|
}
|
|
myGameTableStyle->setPlayerSeatInactiveStyle(groupBoxArray[(*it_c)->getMyID()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
switch(status) {
|
|
|
|
//inactive
|
|
case 0: {
|
|
if (!playerID) {
|
|
//hide buttons
|
|
for(j=0; j<6; j++) {
|
|
userWidgetsArray[j]->hide();
|
|
}
|
|
//disable anti-peek front after player is out
|
|
holeCardsArray[0][0]->signalFastFlipCards(FALSE);
|
|
holeCardsArray[0][1]->signalFastFlipCards(FALSE);
|
|
}
|
|
myGameTableStyle->setPlayerSeatInactiveStyle(groupBoxArray[playerID]);
|
|
}
|
|
break;
|
|
//active but fold
|
|
case 1: {
|
|
if (!playerID) {
|
|
//show buttons
|
|
for(j=0; j<6; j++) {
|
|
userWidgetsArray[j]->show();
|
|
}
|
|
}
|
|
myGameTableStyle->setPlayerSeatInactiveStyle(groupBoxArray[playerID]);
|
|
}
|
|
break;
|
|
//active in action
|
|
case 2: {
|
|
myGameTableStyle->setPlayerSeatActiveStyle(groupBoxArray[playerID]);
|
|
}
|
|
break;
|
|
//active not in action
|
|
case 3: {
|
|
myGameTableStyle->setPlayerSeatInactiveStyle(groupBoxArray[playerID]);
|
|
}
|
|
break;
|
|
default: {}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshGameLabels(int gameState) {
|
|
|
|
switch(gameState) {
|
|
case 0: {
|
|
textLabel_handLabel->setText(PreflopString);
|
|
} break;
|
|
case 1: {
|
|
textLabel_handLabel->setText(FlopString);
|
|
} break;
|
|
case 2: {
|
|
textLabel_handLabel->setText(TurnString);
|
|
} break;
|
|
case 3: {
|
|
textLabel_handLabel->setText(RiverString);
|
|
} break;
|
|
case 4: {
|
|
textLabel_handLabel->setText("");
|
|
} break;
|
|
default: {
|
|
textLabel_handLabel->setText("!!! ERROR !!!");
|
|
}
|
|
}
|
|
|
|
label_handNumberValue->setText(QString::number(myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getMyID(),10));
|
|
label_gameNumberValue->setText(QString::number(myStartWindow->getSession()->getCurrentGame()->getMyGameID(),10));
|
|
}
|
|
|
|
void gameTableImpl::refreshAll() {
|
|
|
|
refreshSet();
|
|
refreshButton();
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
refreshAction( (*it_c)->getMyID(), (*it_c)->getMyAction());
|
|
}
|
|
|
|
refreshCash();
|
|
refreshGroupbox();
|
|
refreshPlayerName();
|
|
refreshPlayerAvatar();
|
|
}
|
|
|
|
void gameTableImpl::refreshChangePlayer() {
|
|
|
|
refreshSet();
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
refreshAction( (*it_c)->getMyID(), (*it_c)->getMyAction());
|
|
}
|
|
|
|
refreshCash();
|
|
}
|
|
|
|
void gameTableImpl::refreshPot() {
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
textLabel_Sets->setText("$"+QString("%L1").arg(currentHand->getBoard()->getSets()));
|
|
textLabel_Pot->setText("$"+QString("%L1").arg(currentHand->getBoard()->getPot()));
|
|
}
|
|
|
|
void gameTableImpl::guiUpdateDone() {
|
|
guiUpdateSemaphore.release();
|
|
}
|
|
|
|
void gameTableImpl::waitForGuiUpdateDone() {
|
|
guiUpdateSemaphore.acquire();
|
|
}
|
|
|
|
void gameTableImpl::dealHoleCards() {
|
|
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
|
|
//TempArrays
|
|
QPixmap tempCardsPixmapArray[2];
|
|
int tempCardsIntArray[2];
|
|
|
|
// Karten der Gegner und eigene Karten austeilen
|
|
int j;
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
|
|
PlayerListConstIterator it_c;
|
|
for(it_c=currentGame->getSeatsList()->begin(); it_c!=currentGame->getSeatsList()->end(); it_c++) {
|
|
(*it_c)->getMyCards(tempCardsIntArray);
|
|
for(j=0; j<2; j++) {
|
|
if((*it_c)->getMyActiveStatus()) {
|
|
if (( (*it_c)->getMyID() == 0) || DEBUG_MODE) {
|
|
tempCardsPixmapArray[j].load(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png");
|
|
if(myConfig->readConfigInt("AntiPeekMode")) {
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(*flipside, TRUE);
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setFront(*flipside);
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setHiddenFrontPixmap(tempCardsPixmapArray[j]);
|
|
}
|
|
else {
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j],FALSE);
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setFront(tempCardsPixmapArray[j]);
|
|
}
|
|
}
|
|
else {
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(*flipside, TRUE);
|
|
|
|
}
|
|
}
|
|
else {
|
|
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(onePix, FALSE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//fix press mouse button during bankrupt with anti-peek-mode
|
|
this->mouseOverFlipCards(FALSE);
|
|
|
|
//refresh CardsChanceMonitor Tool
|
|
refreshCardsChance(GAME_STATE_PREFLOP);
|
|
}
|
|
|
|
void gameTableImpl::dealBeRoCards(int myBeRoID) {
|
|
|
|
uncheckMyButtons();
|
|
myButtonsCheckable(FALSE);
|
|
resetMyButtonsCheckStateMemory();
|
|
clearMyButtons();
|
|
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
|
|
switch(myBeRoID) {
|
|
|
|
case 1: { dealFlopCards0(); }
|
|
break;
|
|
case 2: { dealTurnCards0(); }
|
|
break;
|
|
case 3: { dealRiverCards0(); }
|
|
break;
|
|
default: { cout << "dealBeRoCards() Error" << endl; }
|
|
}
|
|
}
|
|
|
|
|
|
void gameTableImpl::dealFlopCards0() { dealFlopCards0Timer->start(preDealCardsSpeed); }
|
|
|
|
void gameTableImpl::dealFlopCards1() {
|
|
|
|
boardCardsArray[0]->setPixmap(*flipside, TRUE);
|
|
dealFlopCards1Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealFlopCards2() {
|
|
|
|
boardCardsArray[1]->setPixmap(*flipside, TRUE);
|
|
dealFlopCards2Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealFlopCards3() {
|
|
|
|
boardCardsArray[2]->setPixmap(*flipside, TRUE);
|
|
dealFlopCards3Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealFlopCards4() {
|
|
|
|
int tempBoardCardsArray[5];
|
|
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(tempBoardCardsArray);
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[0], 10)+".png"));
|
|
|
|
//Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
//with Eye-Candy
|
|
boardCardsArray[0]->startFlipCards(guiGameSpeed, card, *flipside);
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
boardCardsArray[0]->setPixmap(card, FALSE);
|
|
}
|
|
dealFlopCards4Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealFlopCards5() {
|
|
|
|
int tempBoardCardsArray[5];
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(tempBoardCardsArray);
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[1], 10)+".png"));
|
|
|
|
//Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
//with Eye-Candy
|
|
boardCardsArray[1]->startFlipCards(guiGameSpeed, card, *flipside);
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
boardCardsArray[1]->setPixmap(card, FALSE);
|
|
}
|
|
dealFlopCards5Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealFlopCards6() {
|
|
|
|
int tempBoardCardsArray[5];
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(tempBoardCardsArray);
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[2], 10)+".png"));
|
|
|
|
//Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
//with Eye-Candy
|
|
boardCardsArray[2]->startFlipCards(guiGameSpeed, card, *flipside);
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
boardCardsArray[2]->setPixmap(card, FALSE);
|
|
}
|
|
|
|
// stable
|
|
// wenn alle All In
|
|
if(myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getAllInCondition()) { dealFlopCards6Timer->start(AllInDealCardsSpeed); }
|
|
// sonst normale Variante
|
|
else {
|
|
updateMyButtonsState(0); //mode 0 == called from dealberocards
|
|
dealFlopCards6Timer->start(postDealCardsSpeed);
|
|
}
|
|
|
|
//refresh CardsChanceMonitor Tool
|
|
refreshCardsChance(GAME_STATE_FLOP);
|
|
}
|
|
|
|
void gameTableImpl::dealTurnCards0() { dealTurnCards0Timer->start(preDealCardsSpeed); }
|
|
|
|
void gameTableImpl::dealTurnCards1() {
|
|
|
|
boardCardsArray[3]->setPixmap(*flipside, TRUE);
|
|
dealTurnCards1Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealTurnCards2() {
|
|
|
|
int tempBoardCardsArray[5];
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(tempBoardCardsArray);
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[3], 10)+".png"));
|
|
|
|
//Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
//with Eye-Candy
|
|
boardCardsArray[3]->startFlipCards(guiGameSpeed, card, *flipside);
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
boardCardsArray[3]->setPixmap(card, FALSE);
|
|
}
|
|
|
|
// stable
|
|
// wenn alle All In
|
|
if(myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getAllInCondition()) { dealTurnCards2Timer->start(AllInDealCardsSpeed);
|
|
}
|
|
// sonst normale Variante
|
|
else {
|
|
updateMyButtonsState(0); //mode 0 == called from dealberocards
|
|
dealTurnCards2Timer->start(postDealCardsSpeed);
|
|
}
|
|
//refresh CardsChanceMonitor Tool
|
|
refreshCardsChance(GAME_STATE_TURN);
|
|
}
|
|
|
|
void gameTableImpl::dealRiverCards0() { dealRiverCards0Timer->start(preDealCardsSpeed); }
|
|
|
|
void gameTableImpl::dealRiverCards1() {
|
|
|
|
boardCardsArray[4]->setPixmap(*flipside, TRUE);
|
|
|
|
// QTimer::singleShot(dealCardsSpeed, this, SLOT( dealRiverCards2() ));
|
|
dealRiverCards1Timer->start(dealCardsSpeed);
|
|
}
|
|
|
|
void gameTableImpl::dealRiverCards2() {
|
|
|
|
int tempBoardCardsArray[5];
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(tempBoardCardsArray);
|
|
QPixmap card = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempBoardCardsArray[4], 10)+".png"));
|
|
|
|
//Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
//with Eye-Candy
|
|
boardCardsArray[4]->startFlipCards(guiGameSpeed, card, *flipside);
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
boardCardsArray[4]->setPixmap(card, FALSE);
|
|
}
|
|
|
|
// stable
|
|
// wenn alle All In
|
|
if(myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getAllInCondition()) { dealRiverCards2Timer->start(AllInDealCardsSpeed); }
|
|
// sonst normale Variante
|
|
else {
|
|
updateMyButtonsState(0); //mode 0 == called from dealberocards
|
|
dealRiverCards2Timer->start(postDealCardsSpeed);
|
|
}
|
|
//refresh CardsChanceMonitor Tool
|
|
refreshCardsChance(GAME_STATE_RIVER);
|
|
}
|
|
|
|
void gameTableImpl::provideMyActions(int mode) {
|
|
|
|
QString pushButtonFoldString;
|
|
QString pushButtonBetRaiseString;
|
|
QString lastPushButtonBetRaiseString = pushButton_BetRaise->text();
|
|
QString pushButtonCallCheckString;
|
|
QString pushButtonAllInString;
|
|
QString lastPushButtonCallCheckString = pushButton_CallCheck->text();
|
|
|
|
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
HandInterface *currentHand = currentGame->getCurrentHand();
|
|
|
|
//really disabled buttons if human player is fold/all-in or ... and not called from dealberocards
|
|
if(/*pushButton_BetRaise->isCheckable() && */mode != 0 && (currentHand->getSeatsList()->front()->getMyAction() == PLAYER_ACTION_ALLIN || currentHand->getSeatsList()->front()->getMyAction() == PLAYER_ACTION_FOLD || (currentGame->getSeatsList()->front()->getMySet() == currentHand->getCurrentBeRo()->getHighestSet() && (currentGame->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_NONE)))) {
|
|
|
|
pushButton_BetRaise->setText("");
|
|
pushButton_CallCheck->setText("");
|
|
pushButton_Fold->setText("");
|
|
pushButton_AllIn->setText("");
|
|
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
|
|
myButtonsCheckable(FALSE);
|
|
|
|
refreshActionButtonFKeyIndicator(1);
|
|
}
|
|
else {
|
|
horizontalSlider_bet->setEnabled(TRUE);
|
|
lineEdit_betValue->setEnabled(TRUE);
|
|
|
|
//show available actions on buttons
|
|
if(currentHand->getCurrentRound() == 0) { // preflop
|
|
|
|
if (currentGame->getSeatsList()->front()->getMyCash()+currentGame->getSeatsList()->front()->getMySet() > currentHand->getCurrentBeRo()->getHighestSet() && !currentHand->getCurrentBeRo()->getFullBetRule()) {
|
|
pushButtonBetRaiseString = RaiseString+"\n$"+QString("%L1").arg(getMyBetAmount());
|
|
}
|
|
|
|
if (currentGame->getSeatsList()->front()->getMySet()== currentHand->getCurrentBeRo()->getHighestSet() && currentGame->getSeatsList()->front()->getMyButton() == 3) { pushButtonCallCheckString = CheckString; }
|
|
else { pushButtonCallCheckString = CallString+"\n$"+QString("%L1").arg(getMyCallAmount()); }
|
|
|
|
pushButtonFoldString = FoldString;
|
|
if(!currentHand->getCurrentBeRo()->getFullBetRule()) {
|
|
pushButtonAllInString = AllInString;
|
|
}
|
|
}
|
|
else { // flop,turn,river
|
|
|
|
if (currentHand->getCurrentBeRo()->getHighestSet() == 0 && pushButton_Fold->isCheckable() ) {
|
|
pushButtonFoldString = CheckString+" /\n"+FoldString;
|
|
}
|
|
else { pushButtonFoldString = FoldString; }
|
|
if (currentHand->getCurrentBeRo()->getHighestSet() == 0) {
|
|
|
|
pushButtonCallCheckString = CheckString;
|
|
pushButtonBetRaiseString = BetString+"\n$"+QString("%L1").arg(getMyBetAmount());
|
|
}
|
|
if (currentHand->getCurrentBeRo()->getHighestSet() > 0 && currentHand->getCurrentBeRo()->getHighestSet() > currentGame->getSeatsList()->front()->getMySet()) {
|
|
pushButtonCallCheckString = CallString+"\n$"+QString("%L1").arg(getMyCallAmount());
|
|
if (currentGame->getSeatsList()->front()->getMyCash()+currentGame->getSeatsList()->front()->getMySet() > currentHand->getCurrentBeRo()->getHighestSet() && !currentHand->getCurrentBeRo()->getFullBetRule()) {
|
|
pushButtonBetRaiseString = RaiseString+"\n$"+QString("%L1").arg(getMyBetAmount());
|
|
}
|
|
}
|
|
if(!currentHand->getCurrentBeRo()->getFullBetRule()) {
|
|
pushButtonAllInString = AllInString;
|
|
}
|
|
}
|
|
|
|
if(mode == 0) {
|
|
if( currentHand->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_FOLD ) {
|
|
pushButtonBetRaiseString = BetString+"\n$"+QString("%L1").arg(getMyBetAmount());
|
|
pushButtonCallCheckString = CheckString;
|
|
if( (currentGame->getActivePlayerList()->size() > 2 && currentGame->getSeatsList()->front()->getMyButton() == BUTTON_SMALL_BLIND ) || ( currentGame->getActivePlayerList()->size() <= 2 && currentGame->getSeatsList()->front()->getMyButton() == BUTTON_BIG_BLIND)) { pushButtonFoldString = FoldString; }
|
|
else { pushButtonFoldString = CheckString+" /\n"+FoldString; }
|
|
|
|
pushButtonAllInString = AllInString;
|
|
}
|
|
else {
|
|
pushButtonBetRaiseString = "";
|
|
pushButtonCallCheckString = "";
|
|
pushButtonFoldString = "";
|
|
pushButtonAllInString = "";
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
|
|
myButtonsCheckable(FALSE);
|
|
|
|
}
|
|
}
|
|
|
|
//if text changed on checked button --> uncheck to prevent unwanted actions
|
|
if((pushButtonCallCheckString != lastPushButtonCallCheckString && pushButton_CallCheck->isChecked())) {
|
|
|
|
// cout << "jo" << endl;
|
|
uncheckMyButtons();
|
|
resetMyButtonsCheckStateMemory();
|
|
}
|
|
|
|
if(pushButtonBetRaiseString == "") {
|
|
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
}
|
|
|
|
pushButton_Fold->setText(pushButtonFoldString);
|
|
pushButton_BetRaise->setText(pushButtonBetRaiseString);
|
|
pushButton_CallCheck->setText(pushButtonCallCheckString);
|
|
pushButton_AllIn->setText(pushButtonAllInString);
|
|
|
|
refreshActionButtonFKeyIndicator();
|
|
// myBetRaise();
|
|
|
|
if(pushButton_BetRaise->text().startsWith(RaiseString)) {
|
|
|
|
horizontalSlider_bet->setMinimum(currentHand->getCurrentBeRo()->getHighestSet() - currentHand->getSeatsList()->front()->getMySet() + currentHand->getCurrentBeRo()->getMinimumRaise());
|
|
horizontalSlider_bet->setMaximum(currentHand->getSeatsList()->front()->getMyCash());
|
|
horizontalSlider_bet->setSingleStep(10);
|
|
|
|
myActionIsRaise = 1;
|
|
}
|
|
else if(pushButton_BetRaise->text().startsWith(BetString)) {
|
|
|
|
horizontalSlider_bet->setMinimum(currentHand->getSmallBlind()*2);
|
|
horizontalSlider_bet->setMaximum(currentHand->getSeatsList()->front()->getMyCash());
|
|
horizontalSlider_bet->setSingleStep(10);
|
|
|
|
myActionIsBet = 1;
|
|
}
|
|
else {}
|
|
|
|
|
|
//if value changed on bet/raise button --> uncheck to prevent unwanted actions
|
|
int lastBetValue = lastPushButtonBetRaiseString.simplified().remove(QRegExp("[^0-9]")).toInt();
|
|
|
|
if((lastBetValue < horizontalSlider_bet->minimum() && pushButton_BetRaise->isChecked())) {
|
|
|
|
uncheckMyButtons();
|
|
resetMyButtonsCheckStateMemory();
|
|
}
|
|
|
|
if((myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK) && !lineEdit_ChatInput->hasFocus() && myConfig->readConfigInt("EnableBetInputFocusSwitch")) {
|
|
lineEdit_betValue->setFocus();
|
|
lineEdit_betValue->selectAll();
|
|
}
|
|
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
|
|
lineEdit_betValue->setFocus();
|
|
lineEdit_betValue->selectAll();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::meInAction() {
|
|
|
|
myButtonsCheckable(FALSE);
|
|
|
|
horizontalSlider_bet->setEnabled(TRUE);
|
|
lineEdit_betValue->setEnabled(TRUE);
|
|
|
|
if((myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK) && lineEdit_ChatInput->text() == "" && myConfig->readConfigInt("EnableBetInputFocusSwitch")) {
|
|
lineEdit_betValue->setFocus();
|
|
lineEdit_betValue->selectAll();
|
|
}
|
|
|
|
myActionIsRaise = 0;
|
|
myActionIsBet = 0;
|
|
|
|
if(myConfig->readConfigInt("ShowStatusbarMessages")) {
|
|
if ( myConfig->readConfigInt("AlternateFKeysUserActionMode") == 0 ) {
|
|
// // statusBar()->showMessage(tr("F1 - Fold | F2 - Check/Call | F3 - Bet/Raise | F4 - All-In"), 15000);
|
|
} else {
|
|
// statusBar()->showMessage(tr("F1 - All-In | F2 - Bet/Raise | F3 - Check/Call | F4 - Fold"), 15000);
|
|
}
|
|
}
|
|
|
|
QString lastPushButtonFoldString = pushButton_Fold->text();
|
|
|
|
//paint actions on buttons
|
|
provideMyActions();
|
|
|
|
//do remembered action
|
|
if( pushButtonBetRaiseIsChecked ) { pushButton_BetRaise->click(); pushButtonBetRaiseIsChecked = FALSE;}
|
|
if( pushButtonCallCheckIsChecked ) { pushButton_CallCheck->click(); pushButtonCallCheckIsChecked = FALSE;}
|
|
if( pushButtonFoldIsChecked ) {
|
|
if(lastPushButtonFoldString == CheckString+" /\n"+FoldString && pushButton_CallCheck->text() == CheckString) {
|
|
pushButton_CallCheck->click();
|
|
}
|
|
else {
|
|
pushButton_Fold->click();
|
|
}
|
|
pushButtonFoldIsChecked = FALSE;
|
|
}
|
|
if( pushButtonAllInIsChecked ) { pushButton_AllIn->click(); pushButtonAllInIsChecked = FALSE;}
|
|
|
|
//automatic mode
|
|
switch (playingMode) {
|
|
case 0: // Manual mode
|
|
break;
|
|
case 1: // Auto check / call all
|
|
myCallCheck();
|
|
break;
|
|
case 2: // Auto check / fold all
|
|
if (pushButton_CallCheck->text() == CheckString) {
|
|
myCheck();
|
|
} else {
|
|
myFold();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::startTimeoutAnimation(int playerId, int timeoutSec) {
|
|
assert(playerId >= 0 && playerId < myStartWindow->getSession()->getCurrentGame()->getStartQuantityPlayers());
|
|
|
|
//beep for player 0
|
|
if(playerId) { timeoutLabelArray[playerId]->startTimeOutAnimation(timeoutSec, FALSE); }
|
|
else { timeoutLabelArray[playerId]->startTimeOutAnimation(timeoutSec, TRUE); }
|
|
}
|
|
|
|
void gameTableImpl::stopTimeoutAnimation(int playerId) {
|
|
assert(playerId >= 0 && playerId < myStartWindow->getSession()->getCurrentGame()->getStartQuantityPlayers());
|
|
timeoutLabelArray[playerId]->stopTimeOutAnimation();
|
|
}
|
|
|
|
void gameTableImpl::disableMyButtons() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
clearMyButtons();
|
|
|
|
//clear userWidgets
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
horizontalSlider_bet->setMinimum(0);
|
|
horizontalSlider_bet->setMaximum(currentHand->getSeatsList()->front()->getMyCash());
|
|
lineEdit_betValue->clear();
|
|
horizontalSlider_bet->setValue(0);
|
|
|
|
#ifdef _WIN32
|
|
QString humanPlayerButtonFontSize = "13";
|
|
#else
|
|
QString humanPlayerButtonFontSize = "12";
|
|
#endif
|
|
}
|
|
|
|
void gameTableImpl::myCallCheck() {
|
|
|
|
if(pushButton_CallCheck->text().startsWith(CallString)) { myCall(); }
|
|
if(pushButton_CallCheck->text() == CheckString) { myCheck(); }
|
|
}
|
|
|
|
void gameTableImpl::myFold(){
|
|
|
|
if(pushButton_Fold->text() == FoldString) {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
currentHand->getSeatsList()->front()->setMyAction(1);
|
|
currentHand->getSeatsList()->front()->setMyTurn(0);
|
|
|
|
//set that i was the last active player. need this for unhighlighting groupbox
|
|
currentHand->setLastPlayersTurn(0);
|
|
|
|
// statusBar()->clearMessage();
|
|
|
|
//Spiel läuft weiter
|
|
myActionDone();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::myCheck() {
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
currentHand->getSeatsList()->front()->setMyTurn(0);
|
|
currentHand->getSeatsList()->front()->setMyAction(2);
|
|
|
|
//set that i was the last active player. need this for unhighlighting groupbox
|
|
currentHand->setLastPlayersTurn(0);
|
|
|
|
// statusBar()->clearMessage();
|
|
|
|
//Spiel läuft weiter
|
|
myActionDone();
|
|
}
|
|
|
|
int gameTableImpl::getMyCallAmount() {
|
|
int tempHighestSet = 0;
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
tempHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
|
|
|
|
if (currentHand->getSeatsList()->front()->getMyCash()+currentHand->getSeatsList()->front()->getMySet() <= tempHighestSet) {
|
|
|
|
return currentHand->getSeatsList()->front()->getMyCash();
|
|
}
|
|
else {
|
|
return tempHighestSet - currentHand->getSeatsList()->front()->getMySet();
|
|
}
|
|
}
|
|
|
|
int gameTableImpl::getBetRaisePushButtonValue() {
|
|
|
|
int betValue = pushButton_BetRaise->text().simplified().remove(QRegExp("[^0-9]")).toInt();
|
|
return betValue;
|
|
}
|
|
|
|
int gameTableImpl::getMyBetAmount() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
int betValue = getBetRaisePushButtonValue();
|
|
int minimum;
|
|
|
|
minimum = currentHand->getCurrentBeRo()->getHighestSet() - currentHand->getSeatsList()->front()->getMySet() + currentHand->getCurrentBeRo()->getMinimumRaise();
|
|
|
|
if(betValue < minimum) {
|
|
return min(minimum,currentHand->getSeatsList()->front()->getMyCash());
|
|
}
|
|
else {
|
|
return betValue;
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::myCall(){
|
|
|
|
int tempHighestSet = 0;
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
tempHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
|
|
|
|
if (currentHand->getSeatsList()->front()->getMyCash()+currentHand->getSeatsList()->front()->getMySet() <= tempHighestSet) {
|
|
|
|
currentHand->getSeatsList()->front()->setMySet(currentHand->getSeatsList()->front()->getMyCash());
|
|
currentHand->getSeatsList()->front()->setMyCash(0);
|
|
currentHand->getSeatsList()->front()->setMyAction(6);
|
|
}
|
|
else {
|
|
currentHand->getSeatsList()->front()->setMySet(tempHighestSet - currentHand->getSeatsList()->front()->getMySet());
|
|
currentHand->getSeatsList()->front()->setMyAction(3);
|
|
}
|
|
currentHand->getSeatsList()->front()->setMyTurn(0);
|
|
|
|
currentHand->getBoard()->collectSets();
|
|
refreshPot();
|
|
|
|
//set that i was the last active player. need this for unhighlighting groupbox
|
|
currentHand->setLastPlayersTurn(0);
|
|
|
|
// statusBar()->clearMessage();
|
|
|
|
//Spiel läuft weiter
|
|
myActionDone();
|
|
}
|
|
|
|
void gameTableImpl::mySet(){
|
|
|
|
if(pushButton_BetRaise->text() != "") {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
int tempCash = currentHand->getSeatsList()->front()->getMyCash();
|
|
|
|
// cout << "Set-Value " << getBetRaisePushButtonValue() << endl;
|
|
currentHand->getSeatsList()->front()->setMySet(getBetRaisePushButtonValue());
|
|
|
|
if (getBetRaisePushButtonValue() >= tempCash ) {
|
|
|
|
currentHand->getSeatsList()->front()->setMySet(currentHand->getSeatsList()->front()->getMyCash());
|
|
currentHand->getSeatsList()->front()->setMyCash(0);
|
|
currentHand->getSeatsList()->front()->setMyAction(6);
|
|
|
|
// full bet rule
|
|
if(currentHand->getCurrentBeRo()->getHighestSet() + currentHand->getCurrentBeRo()->getMinimumRaise() > currentHand->getSeatsList()->front()->getMySet()) {
|
|
currentHand->getCurrentBeRo()->setFullBetRule(true);
|
|
}
|
|
}
|
|
|
|
if(myActionIsRaise) {
|
|
//do not if allIn
|
|
if(currentHand->getSeatsList()->front()->getMyAction() != 6) {
|
|
currentHand->getSeatsList()->front()->setMyAction(5);
|
|
}
|
|
myActionIsRaise = 0;
|
|
|
|
currentHand->getCurrentBeRo()->setMinimumRaise(currentHand->getSeatsList()->front()->getMySet() - currentHand->getCurrentBeRo()->getHighestSet());
|
|
}
|
|
|
|
if(myActionIsBet) {
|
|
//do not if allIn
|
|
if(currentHand->getSeatsList()->front()->getMyAction() != 6) {
|
|
currentHand->getSeatsList()->front()->setMyAction(4);
|
|
}
|
|
myActionIsBet = 0;
|
|
|
|
currentHand->getCurrentBeRo()->setMinimumRaise(currentHand->getSeatsList()->front()->getMySet());
|
|
}
|
|
|
|
currentHand->getCurrentBeRo()->setHighestSet(currentHand->getSeatsList()->front()->getMySet());
|
|
|
|
currentHand->getSeatsList()->front()->setMyTurn(0);
|
|
|
|
currentHand->getBoard()->collectSets();
|
|
refreshPot();
|
|
|
|
// statusBar()->clearMessage();
|
|
|
|
//set that i was the last active player. need this for unhighlighting groupbox
|
|
currentHand->setLastPlayersTurn(0);
|
|
|
|
//Spiel läuft weiter
|
|
myActionDone();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::myAllIn(){
|
|
|
|
if(pushButton_AllIn->text() == AllInString) {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
currentHand->getSeatsList()->front()->setMySet(currentHand->getSeatsList()->front()->getMyCash());
|
|
currentHand->getSeatsList()->front()->setMyCash(0);
|
|
currentHand->getSeatsList()->front()->setMyAction(6);
|
|
|
|
// full bet rule
|
|
if(currentHand->getCurrentBeRo()->getHighestSet() + currentHand->getCurrentBeRo()->getMinimumRaise() > currentHand->getSeatsList()->front()->getMySet()) {
|
|
currentHand->getCurrentBeRo()->setFullBetRule(true);
|
|
}
|
|
|
|
if(currentHand->getSeatsList()->front()->getMySet() > currentHand->getCurrentBeRo()->getHighestSet()) {
|
|
currentHand->getCurrentBeRo()->setMinimumRaise(currentHand->getSeatsList()->front()->getMySet() - currentHand->getCurrentBeRo()->getHighestSet());
|
|
|
|
currentHand->getCurrentBeRo()->setHighestSet(currentHand->getSeatsList()->front()->getMySet());
|
|
|
|
}
|
|
|
|
currentHand->getSeatsList()->front()->setMyTurn(0);
|
|
|
|
currentHand->getBoard()->collectSets();
|
|
refreshPot();
|
|
|
|
//set that i was the last active player. need this for unhighlighting groupbox
|
|
currentHand->setLastPlayersTurn(0);
|
|
|
|
//Spiel läuft weiter
|
|
myActionDone();
|
|
}
|
|
}
|
|
|
|
|
|
void gameTableImpl::pushButtonBetRaiseClicked(bool checked) {
|
|
|
|
if (pushButton_BetRaise->isCheckable()) {
|
|
if(checked) {
|
|
pushButton_CallCheck->setChecked(FALSE);
|
|
pushButton_Fold->setChecked(FALSE);
|
|
pushButton_AllIn->setChecked(FALSE);
|
|
|
|
pushButtonCallCheckIsChecked = FALSE;
|
|
pushButtonFoldIsChecked = FALSE;
|
|
pushButtonAllInIsChecked = FALSE;
|
|
|
|
pushButtonBetRaiseIsChecked = TRUE;
|
|
|
|
if(!radioButton_manualAction->isChecked())
|
|
radioButton_manualAction->click();
|
|
|
|
// myLastPreActionBetValue = lineEdit_betValue->value();
|
|
|
|
}
|
|
else {
|
|
pushButtonBetRaiseIsChecked = FALSE;
|
|
myLastPreActionBetValue = 0;
|
|
}
|
|
}
|
|
else {
|
|
mySet();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::pushButtonCallCheckClicked(bool checked) {
|
|
|
|
if (pushButton_CallCheck->isCheckable()) {
|
|
if(checked) {
|
|
pushButton_Fold->setChecked(FALSE);
|
|
pushButton_BetRaise->setChecked(FALSE);
|
|
pushButton_AllIn->setChecked(FALSE);
|
|
|
|
pushButtonAllInIsChecked = FALSE;
|
|
pushButtonFoldIsChecked = FALSE;
|
|
pushButtonBetRaiseIsChecked = FALSE;
|
|
|
|
pushButtonCallCheckIsChecked = TRUE;
|
|
|
|
if(!radioButton_manualAction->isChecked())
|
|
radioButton_manualAction->click();
|
|
}
|
|
else {
|
|
pushButtonCallCheckIsChecked = FALSE;
|
|
}
|
|
}
|
|
else {
|
|
myCallCheck();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::pushButtonFoldClicked(bool checked) {
|
|
|
|
if (pushButton_Fold->isCheckable()) {
|
|
if(checked) {
|
|
pushButton_CallCheck->setChecked(FALSE);
|
|
pushButton_BetRaise->setChecked(FALSE);
|
|
pushButton_AllIn->setChecked(FALSE);
|
|
|
|
pushButtonAllInIsChecked = FALSE;
|
|
pushButtonCallCheckIsChecked = FALSE;
|
|
pushButtonBetRaiseIsChecked = FALSE;
|
|
|
|
pushButtonFoldIsChecked = TRUE;
|
|
|
|
if(!radioButton_manualAction->isChecked())
|
|
radioButton_manualAction->click();
|
|
}
|
|
else {
|
|
pushButtonFoldIsChecked = FALSE;
|
|
}
|
|
}
|
|
else {
|
|
myFold();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::pushButtonAllInClicked(bool checked) {
|
|
|
|
if (pushButton_AllIn->isCheckable()) {
|
|
if(checked) {
|
|
pushButton_CallCheck->setChecked(FALSE);
|
|
pushButton_BetRaise->setChecked(FALSE);
|
|
pushButton_Fold->setChecked(FALSE);
|
|
|
|
pushButtonFoldIsChecked = FALSE;
|
|
pushButtonCallCheckIsChecked = FALSE;
|
|
pushButtonBetRaiseIsChecked = FALSE;
|
|
|
|
pushButtonAllInIsChecked = TRUE;
|
|
|
|
if(!radioButton_manualAction->isChecked())
|
|
radioButton_manualAction->click();
|
|
}
|
|
else {
|
|
pushButtonAllInIsChecked = FALSE;
|
|
}
|
|
}
|
|
else {
|
|
myAllIn();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::myActionDone() {
|
|
|
|
// If a network client is running, we need
|
|
// to transfer the action to the server.
|
|
myStartWindow->getSession()->sendClientPlayerAction();
|
|
|
|
// TODO: Should not call in networking game.
|
|
disableMyButtons();
|
|
|
|
if (!myStartWindow->getSession()->isNetworkClientRunning())
|
|
nextPlayerAnimation();
|
|
|
|
//prevent escape button working while allIn
|
|
myActionIsRaise = 0;
|
|
myActionIsBet = 0;
|
|
}
|
|
|
|
void gameTableImpl::nextPlayerAnimation() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
//refresh Change Player
|
|
refreshSet();
|
|
|
|
PlayerListConstIterator it_c;
|
|
for(it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
|
|
if((*it_c)->getMyID() == currentHand->getLastPlayersTurn()) break;
|
|
}
|
|
|
|
if(currentHand->getLastPlayersTurn() != -1) {
|
|
refreshAction(currentHand->getLastPlayersTurn(), (*it_c)->getMyAction());
|
|
}
|
|
refreshCash();
|
|
|
|
//refresh actions for human player
|
|
updateMyButtonsState();
|
|
|
|
nextPlayerAnimationTimer->start(nextPlayerSpeed1);
|
|
}
|
|
|
|
void gameTableImpl::beRoAnimation2(int myBeRoID) {
|
|
|
|
switch(myBeRoID) {
|
|
|
|
case 0: { preflopAnimation2(); }
|
|
break;
|
|
case 1: { flopAnimation2(); }
|
|
break;
|
|
case 2: { turnAnimation2(); }
|
|
break;
|
|
case 3: { riverAnimation2(); }
|
|
break;
|
|
default: { cout << "beRoAnimation2() Error" << endl; }
|
|
}
|
|
}
|
|
|
|
|
|
void gameTableImpl::preflopAnimation1() { preflopAnimation1Timer->start(nextPlayerSpeed2); }
|
|
void gameTableImpl::preflopAnimation1Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->run(); }
|
|
|
|
void gameTableImpl::preflopAnimation2() { preflopAnimation2Timer->start(preflopNextPlayerSpeed); }
|
|
void gameTableImpl::preflopAnimation2Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->nextPlayer(); }
|
|
|
|
|
|
void gameTableImpl::flopAnimation1() { flopAnimation1Timer->start(nextPlayerSpeed2); }
|
|
void gameTableImpl::flopAnimation1Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->run(); }
|
|
|
|
void gameTableImpl::flopAnimation2() { flopAnimation2Timer->start(nextPlayerSpeed3); }
|
|
void gameTableImpl::flopAnimation2Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->nextPlayer(); }
|
|
|
|
void gameTableImpl::turnAnimation1() { turnAnimation1Timer->start(nextPlayerSpeed2); }
|
|
void gameTableImpl::turnAnimation1Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->run(); }
|
|
|
|
void gameTableImpl::turnAnimation2() { turnAnimation2Timer->start(nextPlayerSpeed3); }
|
|
void gameTableImpl::turnAnimation2Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->nextPlayer(); }
|
|
|
|
void gameTableImpl::riverAnimation1() { riverAnimation1Timer->start(nextPlayerSpeed2); }
|
|
void gameTableImpl::riverAnimation1Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->run(); }
|
|
|
|
void gameTableImpl::riverAnimation2() { riverAnimation2Timer->start(nextPlayerSpeed3); }
|
|
void gameTableImpl::riverAnimation2Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->nextPlayer(); }
|
|
|
|
void gameTableImpl::postRiverAnimation1() { postRiverAnimation1Timer->start(nextPlayerSpeed2); }
|
|
void gameTableImpl::postRiverAnimation1Action() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->postRiverRun(); }
|
|
|
|
void gameTableImpl::postRiverRunAnimation1() { postRiverRunAnimation1Timer->start(postRiverRunAnimationSpeed); }
|
|
|
|
void gameTableImpl::postRiverRunAnimation2() {
|
|
|
|
uncheckMyButtons();
|
|
myButtonsCheckable(FALSE);
|
|
clearMyButtons();
|
|
resetMyButtonsCheckStateMemory();
|
|
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
int nonfoldPlayersCounter = 0;
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD)
|
|
nonfoldPlayersCounter++;
|
|
}
|
|
|
|
if(nonfoldPlayersCounter!=1) {
|
|
|
|
if(!flipHolecardsAllInAlreadyDone) {
|
|
|
|
//TODO - Turn cards like in the rules
|
|
|
|
// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
|
|
|
|
// //Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
// mit Eye-Candy
|
|
|
|
//TempArrays
|
|
int tempCardsIntArray[2];
|
|
|
|
int j;
|
|
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
(*it_c)->getMyCards(tempCardsIntArray);
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
|
|
for(j=0; j<2; j++) {
|
|
|
|
holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), *flipside);
|
|
}
|
|
}
|
|
//set Player value (logging)
|
|
(*it_c)->setMyCardsFlip(1,1);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
|
|
//Karten der aktiven Spieler umdrehen
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
|
|
//TempArrays
|
|
QPixmap tempCardsPixmapArray[2];
|
|
int tempCardsIntArray[2];
|
|
|
|
int j;
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
(*it_c)->getMyCards(tempCardsIntArray);
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
|
|
for(j=0; j<2; j++) {
|
|
tempCardsPixmapArray[j] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png"));
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
|
|
|
|
}
|
|
}
|
|
//set Player value (logging)
|
|
(*it_c)->setMyCardsFlip(1,1);
|
|
}
|
|
}
|
|
}
|
|
//Wenn einmal umgedreht dann fertig!!
|
|
flipHolecardsAllInAlreadyDone = TRUE;
|
|
}
|
|
else {
|
|
int tempCardsIntArray[2];
|
|
// int i;
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
(*it_c)->getMyCards(tempCardsIntArray);
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
|
|
//set Player value (logging)
|
|
(*it_c)->setMyCardsFlip(1,3);
|
|
}
|
|
}
|
|
}
|
|
postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
|
|
}
|
|
else { postRiverRunAnimation3(); }
|
|
|
|
}
|
|
|
|
// TODO
|
|
void gameTableImpl::postRiverRunAnimation2_flipHoleCards1() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
currentHand->getCurrentBeRo()->setPlayersTurn(currentHand->getCurrentBeRo()->getLastActionPlayer());
|
|
|
|
postRiverRunAnimation2_flipHoleCards2Timer->start(nextPlayerSpeed2);
|
|
}
|
|
|
|
|
|
void gameTableImpl::postRiverRunAnimation2_flipHoleCards2() {
|
|
|
|
// if() {
|
|
// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
|
|
// }
|
|
// else {
|
|
// postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
|
|
// }
|
|
}
|
|
|
|
|
|
void gameTableImpl::postRiverRunAnimation3() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
//Alle Winner erhellen und "Winner" schreiben
|
|
|
|
int nonfoldPlayerCounter = 0;
|
|
PlayerListConstIterator it_c;
|
|
|
|
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
nonfoldPlayerCounter++;
|
|
}
|
|
}
|
|
|
|
|
|
list<unsigned> winners = currentHand->getBoard()->getWinners();
|
|
|
|
|
|
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
|
|
|
|
// QPalette tempPalette = groupBoxArray[i]->palette();
|
|
// tempPalette.setColor(QPalette::Window, highlight);
|
|
// groupBoxArray[i]->setPalette(tempPalette);
|
|
actionLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap::fromImage(QImage(myGameTableStyle->getActionPic(7))));
|
|
|
|
//show winnercards if more than one player is active TODO
|
|
if ( nonfoldPlayerCounter != 1 && myConfig->readConfigInt("ShowFadeOutCardsAnimation")) {
|
|
|
|
int j;
|
|
int bestHandPos[5];
|
|
(*it_c)->getMyBestHandPosition(bestHandPos);
|
|
|
|
// for(j=0; j<5; j++) {
|
|
// cout << bestHandPos[j] << endl;
|
|
// }
|
|
|
|
//index 0 testen --> Karte darf nicht im MyBestHand Position Array drin sein, es darf nicht nur ein Spieler Aktiv sein, die Config fordert die Animation
|
|
bool index0 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 0 ) { index0 = FALSE; }
|
|
}
|
|
if (index0) { holeCardsArray[(*it_c)->getMyID()][0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index0" << endl;*/}
|
|
//index 1 testen
|
|
bool index1 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 1 ) { index1 = FALSE; }
|
|
}
|
|
if (index1) { holeCardsArray[(*it_c)->getMyID()][1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index1" << endl;*/}
|
|
//index 2 testen
|
|
bool index2 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 2 ) { index2 = FALSE; }
|
|
}
|
|
if (index2) { boardCardsArray[0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index2" << endl;*/}
|
|
//index 3 testen
|
|
bool index3 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 3 ) { index3 = FALSE; }
|
|
}
|
|
if (index3) { boardCardsArray[1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index3" << endl;*/}
|
|
//index 4 testen
|
|
bool index4 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 4 ) { index4 = FALSE; }
|
|
}
|
|
if (index4) { boardCardsArray[2]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index4" << endl;*/}
|
|
//index 5 testen
|
|
bool index5 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 5 ) { index5 = FALSE; }
|
|
}
|
|
if (index5) { boardCardsArray[3]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index5" << endl;*/}
|
|
//index 6 testen
|
|
bool index6 = TRUE;
|
|
for(j=0; j<5; j++) {
|
|
if (bestHandPos[j] == 6 ) { index6 = FALSE; }
|
|
}
|
|
if (index6) { boardCardsArray[4]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index6" << endl;*/}
|
|
}
|
|
//Pot-Verteilung Loggen
|
|
//Pro Spieler den Cash aus dem Player und dem Label auslesen. Player_cash - Label_cash = Gewinnsumme
|
|
int pot = (*it_c)->getLastMoneyWon();
|
|
//Wenn River dann auch das Blatt loggen!
|
|
// if (textLabel_handLabel->text() == "River") {
|
|
|
|
//set Player value (logging)
|
|
(*it_c)->setMyWinnerState(true, pot);
|
|
|
|
// }
|
|
// else {
|
|
// myLog->logPlayerWinsMsg(i, pot);
|
|
// }
|
|
}
|
|
else {
|
|
|
|
if( currentHand->getActivePlayerList()->size() != 1 && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && myConfig->readConfigInt("ShowFadeOutCardsAnimation") ) {
|
|
|
|
//aufgedeckte Gegner auch ausblenden
|
|
holeCardsArray[(*it_c)->getMyID()][0]->startFadeOut(guiGameSpeed);
|
|
holeCardsArray[(*it_c)->getMyID()][1]->startFadeOut(guiGameSpeed);
|
|
}
|
|
}
|
|
}
|
|
|
|
// log side pot winners -> TODO
|
|
list<unsigned>::iterator it_int;
|
|
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() != currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
|
|
|
|
for(it_int = winners.begin(); it_int != winners.end(); it_int++) {
|
|
if((*it_int) == (*it_c)->getMyUniqueID()) {
|
|
int pot = (*it_c)->getLastMoneyWon();
|
|
(*it_c)->setMyWinnerState(false, pot);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if((*it_c)->getMyCash() == 0) {
|
|
currentHand->getGuiInterface()->logPlayerSitsOut((*it_c)->getMyName());
|
|
}
|
|
}
|
|
|
|
textBrowser_Log->append("");
|
|
|
|
postRiverRunAnimation3Timer->start(postRiverRunAnimationSpeed/2);
|
|
}
|
|
|
|
void gameTableImpl::postRiverRunAnimation4() {
|
|
|
|
distributePotAnimCounter=0;
|
|
potDistributeTimer->start(winnerBlinkSpeed);
|
|
}
|
|
|
|
void gameTableImpl::postRiverRunAnimation5() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
PlayerListConstIterator it_c;
|
|
|
|
if (distributePotAnimCounter<10) {
|
|
|
|
if (distributePotAnimCounter==0 || distributePotAnimCounter==2 || distributePotAnimCounter==4 || distributePotAnimCounter==6 || distributePotAnimCounter==8) {
|
|
|
|
label_Pot->setText("");
|
|
|
|
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
|
|
|
|
playerNameLabelArray[(*it_c)->getMyID()]->setText("");
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
label_Pot->setText(PotString);
|
|
|
|
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
|
|
|
|
playerNameLabelArray[(*it_c)->getMyID()]->setText(QString::fromUtf8((*it_c)->getMyName().c_str()));
|
|
}
|
|
}
|
|
}
|
|
|
|
distributePotAnimCounter++;
|
|
}
|
|
else {
|
|
potDistributeTimer->stop();
|
|
postRiverRunAnimation5Timer->start(gameSpeed);
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::postRiverRunAnimation6() {
|
|
|
|
// int i;
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
refreshCash();
|
|
refreshPot();
|
|
|
|
// TODO HACK
|
|
// Check for network client, do not start new hand if client is running.
|
|
if (myStartWindow->getSession()->isNetworkClientRunning())
|
|
return;
|
|
|
|
// wenn nur noch ein Spieler aktive "neues Spiel"-Dialog anzeigen
|
|
int playersPositiveCashCounter = 0;
|
|
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
|
|
if ((*it_c)->getMyCash() > 0) playersPositiveCashCounter++;
|
|
}
|
|
|
|
if (playersPositiveCashCounter==1) {
|
|
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
|
|
if ((*it_c)->getMyCash() > 0) {
|
|
currentHand->getGuiInterface()->logPlayerWinGame((*it_c)->getMyName(), myStartWindow->getSession()->getCurrentGame()->getMyGameID());
|
|
}
|
|
}
|
|
|
|
if( !DEBUG_MODE ) {
|
|
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
|
|
currentGameOver = TRUE;
|
|
pushButton_break->setDisabled(FALSE);
|
|
QFontMetrics tempMetrics = this->fontMetrics();
|
|
int width = tempMetrics.width(tr("Start"));
|
|
pushButton_break->setMinimumSize(width+10,20);
|
|
pushButton_break->setText(tr("Start"));
|
|
blinkingStartButtonAnimationTimer->start(500);
|
|
}
|
|
}
|
|
else {
|
|
myStartWindow->callNewGameDialog();
|
|
//Bei Cancel nichts machen!!!
|
|
}
|
|
return;
|
|
}
|
|
|
|
postRiverRunAnimation6Timer->start(newRoundSpeed);
|
|
}
|
|
|
|
void gameTableImpl::flipHolecardsAllIn() {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
if(!flipHolecardsAllInAlreadyDone) {
|
|
//Aktive Spieler zählen --> wenn nur noch einer nicht-folded dann keine Karten umdrehen
|
|
int nonfoldPlayersCounter = 0;
|
|
PlayerListConstIterator it_c;
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) nonfoldPlayersCounter++;
|
|
}
|
|
|
|
if(nonfoldPlayersCounter!=1) {
|
|
|
|
//Config? mit oder ohne Eye-Candy?
|
|
if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
|
|
// mit Eye-Candy
|
|
|
|
//TempArrays
|
|
int tempCardsIntArray[2];
|
|
|
|
int j;
|
|
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
(*it_c)->getMyCards(tempCardsIntArray);
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
|
|
for(j=0; j<2; j++) {
|
|
holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), *flipside);
|
|
}
|
|
}
|
|
//set Player value (logging)
|
|
(*it_c)->setMyCardsFlip(1,2);
|
|
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
//without Eye-Candy
|
|
|
|
//Karten der aktiven Spieler umdrehen
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
|
|
//TempArrays
|
|
QPixmap tempCardsPixmapArray[2];
|
|
int temp2CardsIntArray[2];
|
|
|
|
int j;
|
|
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
|
|
(*it_c)->getMyCards(temp2CardsIntArray);
|
|
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
|
|
for(j=0; j<2; j++) {
|
|
|
|
tempCardsPixmapArray[j] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(temp2CardsIntArray[j], 10)+".png"));
|
|
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
|
|
}
|
|
}
|
|
//set Player value (logging)
|
|
(*it_c)->setMyCardsFlip(1,2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Wenn einmal umgedreht dann fertig!!
|
|
flipHolecardsAllInAlreadyDone = TRUE;
|
|
}
|
|
|
|
void gameTableImpl::showMyCards() {
|
|
|
|
//TempArrays
|
|
int tempCardsIntArray[2];
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
currentHand->getSeatsList()->front()->getMyCards(tempCardsIntArray);
|
|
if( currentHand->getSeatsList()->front()->getMyCardsFlip() == 0 && currentHand->getCurrentRound() == 4 && currentHand->getSeatsList()->front()->getMyActiveStatus() && currentHand->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
|
|
//set Player value (logging)
|
|
currentHand->getSeatsList()->front()->setMyCardsFlip(1,1);
|
|
}
|
|
}
|
|
|
|
|
|
void gameTableImpl::startNewHand() {
|
|
|
|
if( !breakAfterCurrentHand){
|
|
myStartWindow->getSession()->getCurrentGame()->initHand();
|
|
myStartWindow->getSession()->getCurrentGame()->startHand();
|
|
}
|
|
else {
|
|
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
|
|
pushButton_break->setDisabled(FALSE);
|
|
|
|
QFontMetrics tempMetrics = this->fontMetrics();
|
|
int width = tempMetrics.width(tr("Start"));
|
|
pushButton_break->setMinimumSize(width+10,20);
|
|
|
|
pushButton_break->setText(tr("Start"));
|
|
breakAfterCurrentHand=FALSE;
|
|
|
|
blinkingStartButtonAnimationTimer->start(500);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::handSwitchRounds() { myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->switchRounds();
|
|
}
|
|
|
|
void gameTableImpl::nextRoundCleanGui() {
|
|
|
|
int i,j;
|
|
|
|
// GUI bereinigen - Bilder löschen, Animationen unterbrechen
|
|
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
|
|
for (i=0; i<5; i++ ) {
|
|
boardCardsArray[i]->setPixmap(onePix, FALSE);
|
|
boardCardsArray[i]->setFadeOutAction(FALSE);
|
|
boardCardsArray[i]->stopFlipCardsAnimation();
|
|
timeoutLabelArray[i]->stopTimeOutAnimation();
|
|
|
|
}
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
|
|
for ( j=0; j<=1; j++ ) { holeCardsArray[i][j]->setFadeOutAction(FALSE);}
|
|
}
|
|
|
|
// for startNewGame during human player is active
|
|
if(myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getSeatsList()->front()->getMyActiveStatus() == 1) {
|
|
disableMyButtons();
|
|
}
|
|
|
|
textLabel_handLabel->setText("");
|
|
|
|
refreshAll();
|
|
|
|
flipHolecardsAllInAlreadyDone = FALSE;
|
|
|
|
//Wenn Pause zwischen den Hands in der Konfiguration steht den Stop Button drücken!
|
|
if (myConfig->readConfigInt("PauseBetweenHands") /*&& blinkingStartButtonAnimationTimer->isActive() == FALSE*/ && myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
|
|
pushButton_break->click();
|
|
}
|
|
else {
|
|
//FIX STRG+N Bug
|
|
pushButton_break->setEnabled(TRUE);
|
|
breakAfterCurrentHand=FALSE;
|
|
}
|
|
|
|
//Clean breakbutton
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
|
|
blinkingStartButtonAnimationTimer->stop();
|
|
myGameTableStyle->setBreakButtonStyle(pushButton_break,0);
|
|
blinkingStartButtonAnimationTimer->stop();
|
|
QFontMetrics tempMetrics = this->fontMetrics();
|
|
int width = tempMetrics.width(tr("Stop"));
|
|
pushButton_break->setMinimumSize(width+10,20);
|
|
pushButton_break->setText(tr("Stop"));
|
|
}
|
|
//Clear Statusbarmessage
|
|
// statusBar()->clearMessage();
|
|
|
|
//fix press mouse button during bankrupt with anti-peek-mode
|
|
this->mouseOverFlipCards(FALSE);
|
|
|
|
horizontalSlider_bet->setDisabled(TRUE);
|
|
lineEdit_betValue->setDisabled(TRUE);
|
|
|
|
uncheckMyButtons();
|
|
myButtonsCheckable(FALSE);
|
|
resetMyButtonsCheckStateMemory();
|
|
clearMyButtons();
|
|
}
|
|
|
|
void gameTableImpl::stopTimer() {
|
|
|
|
dealFlopCards0Timer->stop();
|
|
dealFlopCards1Timer->stop();
|
|
dealFlopCards2Timer->stop();
|
|
dealFlopCards3Timer->stop();
|
|
dealFlopCards4Timer->stop();
|
|
dealFlopCards5Timer->stop();
|
|
dealFlopCards6Timer->stop();
|
|
dealTurnCards0Timer->stop();
|
|
dealTurnCards1Timer->stop();
|
|
dealTurnCards2Timer->stop();
|
|
dealRiverCards0Timer->stop();
|
|
dealRiverCards1Timer->stop();
|
|
dealRiverCards2Timer->stop();
|
|
|
|
nextPlayerAnimationTimer->stop();
|
|
preflopAnimation1Timer->stop();
|
|
preflopAnimation2Timer->stop();
|
|
flopAnimation1Timer->stop();
|
|
flopAnimation2Timer->stop();
|
|
turnAnimation1Timer->stop();
|
|
turnAnimation2Timer->stop();
|
|
riverAnimation1Timer->stop();
|
|
riverAnimation2Timer->stop();
|
|
|
|
postRiverAnimation1Timer->stop();
|
|
postRiverRunAnimation1Timer->stop();
|
|
postRiverRunAnimation2Timer->stop();
|
|
postRiverRunAnimation3Timer->stop();
|
|
postRiverRunAnimation5Timer->stop();
|
|
postRiverRunAnimation6Timer->stop();
|
|
potDistributeTimer->stop();
|
|
}
|
|
|
|
void gameTableImpl::setSpeeds() {
|
|
|
|
gameSpeed = (11-guiGameSpeed)*10;
|
|
dealCardsSpeed = (gameSpeed/2)*10; //milliseconds
|
|
preDealCardsSpeed = dealCardsSpeed*2; //Zeit for Karten aufdecken auf dem Board (Flop, Turn, River)
|
|
postDealCardsSpeed = dealCardsSpeed*3; //Zeit nach Karten aufdecken auf dem Board (Flop, Turn, River)
|
|
AllInDealCardsSpeed = dealCardsSpeed*4; //Zeit nach Karten aufdecken auf dem Board (Flop, Turn, River) bei AllIn
|
|
postRiverRunAnimationSpeed = gameSpeed*18;
|
|
winnerBlinkSpeed = gameSpeed*3; //milliseconds
|
|
newRoundSpeed = gameSpeed*35;
|
|
nextPlayerSpeed1 = gameSpeed*10; // Zeit zwischen dem Setzen des Spielers und dem Verdunkeln
|
|
nextPlayerSpeed2 = gameSpeed*4; // Zeit zwischen Verdunkeln des einen und aufhellen des anderen Spielers
|
|
nextPlayerSpeed3 = gameSpeed*7; // Zeit bis zwischen Aufhellen und Aktion
|
|
preflopNextPlayerSpeed = gameSpeed*10; // Zeit bis zwischen Aufhellen und Aktion im Preflop (etwas langsamer da nicht gerechnet wird. )
|
|
}
|
|
|
|
void gameTableImpl::breakButtonClicked() {
|
|
|
|
if (pushButton_break->text() == tr("Stop")) {
|
|
pushButton_break->setDisabled(TRUE);
|
|
breakAfterCurrentHand=TRUE;
|
|
}
|
|
else if (pushButton_break->text() == tr("Lobby")) {
|
|
leaveCurrentNetworkGame();
|
|
}
|
|
else if (pushButton_break->text() == tr("Start")) {
|
|
|
|
blinkingStartButtonAnimationTimer->stop();
|
|
//Set default Color
|
|
myGameTableStyle->setBreakButtonStyle(pushButton_break,0);
|
|
QFontMetrics tempMetrics = this->fontMetrics();
|
|
int width = tempMetrics.width(tr("Stop"));
|
|
pushButton_break->setMinimumSize(width+10,20);
|
|
|
|
pushButton_break->setText(tr("Stop"));
|
|
|
|
if(currentGameOver) {
|
|
currentGameOver = FALSE;
|
|
myStartWindow->callNewGameDialog();
|
|
//Bei Cancel nichts machen!!!
|
|
}
|
|
else {
|
|
startNewHand();
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::keyPressEvent ( QKeyEvent * event ) {
|
|
|
|
// cout << event->key() << endl;
|
|
|
|
bool ctrlPressed = FALSE;
|
|
|
|
if (event->key() == Qt::Key_Enter || event->key() == Qt::Key_Return ) /*ENTER*/ {
|
|
if(lineEdit_betValue->hasFocus()) {
|
|
pushButton_BetRaise->click();
|
|
}
|
|
}
|
|
if (event->key() == Qt::Key_F1) {
|
|
if (myConfig->readConfigInt("AlternateFKeysUserActionMode") == 0) {
|
|
pushButton_Fold->click();
|
|
} else {
|
|
pushButton_AllIn->click();
|
|
}
|
|
}
|
|
if (event->key() == Qt::Key_F2) {
|
|
if (myConfig->readConfigInt("AlternateFKeysUserActionMode") == 0) {
|
|
pushButton_CallCheck->click();
|
|
} else {
|
|
pushButton_BetRaise->click();
|
|
}
|
|
|
|
}
|
|
if (event->key() == Qt::Key_F3 ) {
|
|
if (myConfig->readConfigInt("AlternateFKeysUserActionMode") == 0) {
|
|
pushButton_BetRaise->click();
|
|
} else {
|
|
pushButton_CallCheck->click();
|
|
}
|
|
}
|
|
if (event->key() == Qt::Key_F4) {
|
|
if (myConfig->readConfigInt("AlternateFKeysUserActionMode") == 0) {
|
|
pushButton_AllIn->click();
|
|
} else {
|
|
pushButton_Fold->click();
|
|
}
|
|
}
|
|
if (event->key() == Qt::Key_F5) { radioButton_manualAction->click(); }
|
|
if (event->key() == Qt::Key_F6) { radioButton_autoCheckFold->click(); }
|
|
if (event->key() == Qt::Key_F7) { radioButton_autoCheckCallAny->click(); }
|
|
if (event->key() == Qt::Key_Shift) {
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
|
|
pushButton_break->click();
|
|
ctrlPressed = TRUE;
|
|
}
|
|
}
|
|
if (event->key() == Qt::Key_Escape && (myActionIsBet || myActionIsRaise)) {
|
|
meInAction();
|
|
}
|
|
if (event->key() == Qt::Key_Up && lineEdit_ChatInput->hasFocus()) {
|
|
if((keyUpDownChatCounter + 1) <= myChat->getChatLinesHistorySize()) { keyUpDownChatCounter++; }
|
|
// std::cout << "Up keyUpDownChatCounter: " << keyUpDownChatCounter << "\n";
|
|
myChat->showChatHistoryIndex(keyUpDownChatCounter);
|
|
}
|
|
else if(event->key() == Qt::Key_Down && lineEdit_ChatInput->hasFocus()) {
|
|
if((keyUpDownChatCounter - 1) >= 0) { keyUpDownChatCounter--; }
|
|
// std::cout << "Down keyUpDownChatCounter: " << keyUpDownChatCounter << "\n";
|
|
myChat->showChatHistoryIndex(keyUpDownChatCounter);
|
|
}
|
|
else { keyUpDownChatCounter = 0; }
|
|
|
|
//TESTING UNIT
|
|
//if (event->key() == Qt::Key_M) { startVoteOnKick(3,60, 6); }
|
|
}
|
|
|
|
void gameTableImpl::changePlayingMode() {
|
|
|
|
int mode = -1;
|
|
|
|
if(radioButton_manualAction->isChecked()) { mode=0; }
|
|
if(radioButton_autoCheckFold->isChecked()) { mode=2; }
|
|
if(radioButton_autoCheckCallAny->isChecked()) { mode=1; }
|
|
|
|
|
|
switch (mode) {
|
|
|
|
// case 0: { statusBar()->showMessage(tr("Manual mode set. You've got to choose yourself now."), 5000); }
|
|
break;
|
|
// case 1: { statusBar()->showMessage(tr("Auto mode set: Check or call any."), 5000); }
|
|
break;
|
|
// case 2: { statusBar()->showMessage(tr("Auto mode set: Check or fold."), 5000); }
|
|
break;
|
|
default: { /*cout << "changePlayingMode ERROR!!!!" << endl;*/ }
|
|
|
|
}
|
|
|
|
playingMode = mode;
|
|
}
|
|
|
|
bool gameTableImpl::eventFilter(QObject *obj, QEvent *event)
|
|
{
|
|
QKeyEvent *keyEvent = static_cast<QKeyEvent*>(event);
|
|
|
|
if (/*obj == lineEdit_ChatInput && lineEdit_ChatInput->text() != "" && */event->type() == QEvent::KeyPress && keyEvent->key() == Qt::Key_Tab) {
|
|
myChat->nickAutoCompletition();
|
|
return true;
|
|
}
|
|
else if (event->type() == QEvent::Close) {
|
|
event->ignore();
|
|
closeGameTable();
|
|
return true;
|
|
}
|
|
else {
|
|
// pass the event on to the parent class
|
|
return QMainWindow::eventFilter(obj, event);
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::switchChatWindow() {
|
|
|
|
int tab = 1;
|
|
if (groupBox_LeftToolBox->isHidden()) {
|
|
tabWidget_Left->setCurrentIndex(tab);
|
|
groupBox_LeftToolBox->show();
|
|
} else {
|
|
if (tabWidget_Left->currentIndex() == tab) {
|
|
groupBox_LeftToolBox->hide();
|
|
} else {
|
|
tabWidget_Left->setCurrentIndex(tab);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::switchHelpWindow() {
|
|
|
|
int tab = 0;
|
|
if (groupBox_LeftToolBox->isHidden()) {
|
|
tabWidget_Left->setCurrentIndex(tab);
|
|
groupBox_LeftToolBox->show();
|
|
} else {
|
|
if (tabWidget_Left->currentIndex() == tab) {
|
|
groupBox_LeftToolBox->hide();
|
|
} else {
|
|
tabWidget_Left->setCurrentIndex(tab);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::switchLogWindow() {
|
|
|
|
int tab = 0;
|
|
if (groupBox_RightToolBox->isHidden()) {
|
|
tabWidget_Right->setCurrentIndex(tab);
|
|
groupBox_RightToolBox->show();
|
|
} else {
|
|
if (tabWidget_Right->currentIndex() == tab) {
|
|
groupBox_RightToolBox->hide();
|
|
} else {
|
|
tabWidget_Right->setCurrentIndex(tab);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::switchAwayWindow() {
|
|
|
|
int tab = 1;
|
|
if (groupBox_RightToolBox->isHidden()) {
|
|
tabWidget_Right->setCurrentIndex(tab);
|
|
groupBox_RightToolBox->show();
|
|
} else {
|
|
if (tabWidget_Right->currentIndex() == tab) {
|
|
groupBox_RightToolBox->hide();
|
|
} else {
|
|
tabWidget_Right->setCurrentIndex(tab);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::switchChanceWindow() {
|
|
|
|
int tab = 2;
|
|
if (groupBox_RightToolBox->isHidden()) {
|
|
tabWidget_Right->setCurrentIndex(tab);
|
|
groupBox_RightToolBox->show();
|
|
} else {
|
|
if (tabWidget_Right->currentIndex() == tab) {
|
|
groupBox_RightToolBox->hide();
|
|
} else {
|
|
tabWidget_Right->setCurrentIndex(tab);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::switchFullscreen() {
|
|
|
|
if (this->isFullScreen()) {
|
|
this->showNormal();
|
|
}
|
|
else {
|
|
this->showFullScreen();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::blinkingStartButtonAnimationAction() {
|
|
|
|
QString style = pushButton_break->styleSheet();
|
|
|
|
if(style.contains("QPushButton:enabled { background-color: #"+myGameTableStyle->getBreakLobbyButtonBgColor())) {
|
|
myGameTableStyle->setBreakButtonStyle(pushButton_break,1);
|
|
}
|
|
else {
|
|
myGameTableStyle->setBreakButtonStyle(pushButton_break,0);
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::sendChatMessage() { myChat->sendMessage(); }
|
|
void gameTableImpl::checkChatInputLength(QString string) { myChat->checkInputLength(string); }
|
|
|
|
|
|
void gameTableImpl::tabSwitchAction() {
|
|
|
|
switch(tabWidget_Left->currentIndex()) {
|
|
|
|
case 1: { lineEdit_ChatInput->setFocus(); }
|
|
break;
|
|
default: { lineEdit_ChatInput->clearFocus(); }
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void gameTableImpl::localGameModification() {
|
|
|
|
tabWidget_Left->setCurrentIndex(0);
|
|
tabWidget_Left->removeTab(1);
|
|
tabWidget_Left->removeTab(1);
|
|
|
|
int i;
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
|
|
timeoutLabelArray[i]->stopTimeOutAnimation();
|
|
playerAvatarLabelArray[i]->setEnabledContextMenu(FALSE);
|
|
}
|
|
|
|
pushButton_break->show();
|
|
QFontMetrics tempMetrics = this->fontMetrics();
|
|
int width = tempMetrics.width(tr("Stop"));
|
|
pushButton_break->setText(tr("Stop"));
|
|
pushButton_break->setMinimumSize(width+10,20);
|
|
|
|
//Set the playing mode to "manual"
|
|
radioButton_manualAction->click();
|
|
|
|
//clear log
|
|
textBrowser_Log->clear();
|
|
|
|
//restore saved windows geometry
|
|
restoreGameTableGeometry();
|
|
}
|
|
|
|
void gameTableImpl::networkGameModification() {
|
|
|
|
if(tabWidget_Left->widget(1) != tab_Chat)
|
|
tabWidget_Left->insertTab(1, tab_Chat, QString(tr("Chat"))); /*TODO text abgeschnitten --> stylesheets*/
|
|
|
|
tabWidget_Left->removeTab(2);
|
|
|
|
tabWidget_Left->setCurrentIndex(1);
|
|
myChat->clearChat();
|
|
|
|
int i;
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
|
|
playerAvatarLabelArray[i]->setEnabledContextMenu(TRUE);
|
|
playerAvatarLabelArray[i]->setVoteOnKickContextMenuEnabled(TRUE);
|
|
}
|
|
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET) {
|
|
pushButton_break->show();
|
|
QFontMetrics tempMetrics = this->fontMetrics();
|
|
int width = tempMetrics.width(tr("Lobby"));
|
|
pushButton_break->setText(tr("Lobby"));
|
|
pushButton_break->setMinimumSize(width+10,20);
|
|
}
|
|
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK) {
|
|
|
|
pushButton_break->hide();
|
|
}
|
|
//Set the playing mode to "manual"
|
|
radioButton_manualAction->click();
|
|
|
|
//clear log
|
|
textBrowser_Log->clear();
|
|
|
|
//restore saved windows geometry
|
|
restoreGameTableGeometry();
|
|
}
|
|
|
|
void gameTableImpl::mouseOverFlipCards(bool front) {
|
|
|
|
if(myStartWindow->getSession()->getCurrentGame()) {
|
|
if(myConfig->readConfigInt("AntiPeekMode") && myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getSeatsList()->front()->getMyActiveStatus()/* && myStartWindow->getSession()->getCurrentGame()->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_FOLD*/){
|
|
holeCardsArray[0][0]->signalFastFlipCards(front);
|
|
holeCardsArray[0][1]->signalFastFlipCards(front);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::updateMyButtonsState(int mode) {
|
|
|
|
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
|
|
|
|
if(currentHand->getLastPlayersTurn() == 0) {
|
|
myButtonsCheckable(FALSE);
|
|
clearMyButtons();
|
|
}
|
|
else {
|
|
if(myStartWindow->getSession()->getCurrentGame()->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_ALLIN) { // dont show pre-actions after flip cards when allin
|
|
myButtonsCheckable(TRUE);
|
|
provideMyActions(mode);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::uncheckMyButtons() {
|
|
|
|
pushButton_BetRaise->setChecked(FALSE);
|
|
pushButton_CallCheck->setChecked(FALSE);
|
|
pushButton_Fold->setChecked(FALSE);
|
|
pushButton_AllIn->setChecked(FALSE);
|
|
|
|
}
|
|
|
|
void gameTableImpl::resetMyButtonsCheckStateMemory() {
|
|
|
|
pushButtonCallCheckIsChecked = FALSE;
|
|
pushButtonFoldIsChecked = FALSE;
|
|
pushButtonAllInIsChecked = FALSE;
|
|
pushButtonBetRaiseIsChecked = FALSE;
|
|
}
|
|
|
|
void gameTableImpl::clearMyButtons() {
|
|
|
|
refreshActionButtonFKeyIndicator(1);
|
|
|
|
pushButton_BetRaise->setText("");
|
|
pushButton_CallCheck->setText("");
|
|
pushButton_Fold->setText("");
|
|
pushButton_AllIn->setText("");
|
|
}
|
|
|
|
void gameTableImpl::myButtonsCheckable(bool state) {
|
|
|
|
Game *currentGame = myStartWindow->getSession()->getCurrentGame();
|
|
HandInterface *currentHand = currentGame->getCurrentHand();
|
|
|
|
if(state) {
|
|
//checkable
|
|
|
|
// exception: full bet rule
|
|
if(!currentHand->getCurrentBeRo()->getFullBetRule()) {
|
|
pushButton_BetRaise->setCheckable(TRUE);
|
|
}
|
|
pushButton_CallCheck->setCheckable(TRUE);
|
|
pushButton_Fold->setCheckable(TRUE);
|
|
pushButton_AllIn->setCheckable(TRUE);
|
|
|
|
//design
|
|
myGameTableStyle->setButtonsStyle(pushButton_BetRaise, pushButton_CallCheck, pushButton_Fold, pushButton_AllIn, 2);
|
|
|
|
myButtonsAreCheckable = TRUE;
|
|
}
|
|
else {
|
|
//not checkable
|
|
|
|
pushButton_BetRaise->setCheckable(FALSE);
|
|
pushButton_CallCheck->setCheckable(FALSE);
|
|
pushButton_Fold->setCheckable(FALSE);
|
|
pushButton_AllIn->setCheckable(FALSE);
|
|
|
|
QString hover;
|
|
if(pushButton_AllIn->text()==AllInString) {
|
|
myGameTableStyle->setButtonsStyle(pushButton_BetRaise, pushButton_CallCheck, pushButton_Fold, pushButton_AllIn, 0);
|
|
}
|
|
else {
|
|
myGameTableStyle->setButtonsStyle(pushButton_BetRaise, pushButton_CallCheck, pushButton_Fold, pushButton_AllIn, 1);
|
|
}
|
|
|
|
myButtonsAreCheckable = FALSE;
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::showMaximized () {
|
|
this->showFullScreen ();
|
|
}
|
|
|
|
void gameTableImpl::closeGameTable() {
|
|
|
|
if (myStartWindow->getMyServerGuiInterface().get() && myStartWindow->getMyServerGuiInterface()->getSession()->isNetworkServerRunning()) {
|
|
|
|
QMessageBox msgBox(QMessageBox::Warning, tr("Closing PokerTH during network game"),
|
|
tr("You are the hosting server. Do you want to close PokerTH anyway?"), QMessageBox::Yes | QMessageBox::No, this);
|
|
|
|
if (msgBox.exec() == QMessageBox::Yes ) {
|
|
myStartWindow->getSession()->terminateNetworkClient();
|
|
stopTimer();
|
|
if (myStartWindow->getMyServerGuiInterface().get()) myStartWindow->getMyServerGuiInterface()->getSession()->terminateNetworkServer();
|
|
saveGameTableGeometry();
|
|
myStartWindow->show();
|
|
this->hide();
|
|
}
|
|
}
|
|
else {
|
|
myStartWindow->getSession()->terminateNetworkClient();
|
|
stopTimer();
|
|
saveGameTableGeometry();
|
|
myStartWindow->show();
|
|
this->hide();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::changeLineEditBetValue(int value) {
|
|
|
|
int temp;
|
|
if(betSliderChangedByInput) {
|
|
//prevent interval cutting of lineEdit_betValue input from code below
|
|
betSliderChangedByInput = FALSE;
|
|
}
|
|
else {
|
|
if(horizontalSlider_bet->maximum() <= 1000 ) {
|
|
temp = (int)((value/10)*10);
|
|
if(temp < horizontalSlider_bet->minimum())
|
|
lineEdit_betValue->setText(QString("%L1").arg(horizontalSlider_bet->minimum()));
|
|
else
|
|
lineEdit_betValue->setText(QString("%L1").arg(temp));
|
|
}
|
|
else if(horizontalSlider_bet->maximum() > 1000 && horizontalSlider_bet->maximum() <= 10000) {
|
|
temp = (int)((value/50)*50);
|
|
if(temp < horizontalSlider_bet->minimum())
|
|
lineEdit_betValue->setText(QString("%L1").arg(horizontalSlider_bet->minimum()));
|
|
else
|
|
lineEdit_betValue->setText(QString("%L1").arg(temp));
|
|
}
|
|
else if(horizontalSlider_bet->maximum() > 10000 && horizontalSlider_bet->maximum() <= 100000) {
|
|
temp = (int)((value/500)*500);
|
|
if(temp < horizontalSlider_bet->minimum())
|
|
lineEdit_betValue->setText(QString("%L1").arg(horizontalSlider_bet->minimum()));
|
|
else
|
|
lineEdit_betValue->setText(QString("%L1").arg(temp));
|
|
}
|
|
else {
|
|
temp = (int)((value/5000)*5000);
|
|
if(temp < horizontalSlider_bet->minimum())
|
|
lineEdit_betValue->setText(QString("%L1").arg(horizontalSlider_bet->minimum()));
|
|
else
|
|
lineEdit_betValue->setText(QString("%L1").arg(temp));
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::lineEditBetValueChanged(QString valueString) {
|
|
|
|
if(horizontalSlider_bet->isEnabled()) {
|
|
|
|
bool ok;
|
|
int betValue = QString(valueString.remove(QRegExp("[^0-9]"))).toInt(&ok, 10);
|
|
QString betRaise = pushButton_BetRaise->text().section("\n",0 ,0);
|
|
|
|
if(betValue >= horizontalSlider_bet->minimum()) {
|
|
|
|
if(betValue > horizontalSlider_bet->maximum()) { // print the maximum
|
|
pushButton_BetRaise->setText(betRaise + "\n$" + QString("%L1").arg(horizontalSlider_bet->maximum()));
|
|
betSliderChangedByInput = TRUE;
|
|
horizontalSlider_bet->setValue(horizontalSlider_bet->maximum());
|
|
}
|
|
else { // really print the value
|
|
pushButton_BetRaise->setText(betRaise + "\n$" + QString("%L1").arg(valueString.toInt()));
|
|
betSliderChangedByInput = TRUE;
|
|
horizontalSlider_bet->setValue(betValue);
|
|
}
|
|
}
|
|
else { // print the minimum
|
|
pushButton_BetRaise->setText(betRaise + "\n$" + QString("%L1").arg(horizontalSlider_bet->minimum()));
|
|
betSliderChangedByInput = TRUE;
|
|
horizontalSlider_bet->setValue(horizontalSlider_bet->minimum());
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::leaveCurrentNetworkGame() {
|
|
|
|
if (myStartWindow->getSession()->isNetworkClientRunning()) {
|
|
|
|
if(myConfig->readConfigInt("DisableBackToLobbyWarning")) {
|
|
|
|
assert(myStartWindow->getSession());
|
|
myStartWindow->getSession()->sendLeaveCurrentGame();
|
|
}
|
|
else {
|
|
myMessageDialogImpl dialog(this);
|
|
dialog.setWindowTitle(tr("PokerTH - Internet Game Message"));
|
|
dialog.label_icon->setPixmap(QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/logoChip3D.png")).scaled(50,50,Qt::KeepAspectRatio,Qt::SmoothTransformation));
|
|
dialog.label->setText(tr("Attention! Do you really want to leave the current game\nand go back to the lobby?"));
|
|
|
|
if (dialog.exec() == QDialog::Accepted ) {
|
|
|
|
if(dialog.checkBox->isChecked()) {
|
|
myConfig->writeConfigInt("DisableBackToLobbyWarning",1);
|
|
myConfig->writeBuffer();
|
|
}
|
|
assert(myStartWindow->getSession());
|
|
myStartWindow->getSession()->sendLeaveCurrentGame();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::triggerVoteOnKick(int id) {
|
|
|
|
assert(myStartWindow->getSession()->getCurrentGame());
|
|
int playerCount = static_cast<int>(myStartWindow->getSession()->getCurrentGame()->getSeatsList()->size());
|
|
if (id < playerCount)
|
|
{
|
|
PlayerListIterator pos = myStartWindow->getSession()->getCurrentGame()->getSeatsList()->begin();
|
|
advance(pos, id);
|
|
myStartWindow->getSession()->startVoteKickPlayer((*pos)->getMyUniqueID());
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::startVoteOnKick(unsigned playerId, unsigned voteStarterPlayerId, int timeoutSec, int numVotesNeededToKick)
|
|
{
|
|
if(tabWidget_Left->widget(2) != tab_Kick)
|
|
tabWidget_Left->insertTab(2, tab_Kick, QString(tr("Kick")));
|
|
|
|
tabWidget_Left->setCurrentIndex(2);
|
|
pushButton_voteOnKickNo->hide();
|
|
pushButton_voteOnKickYes->hide();
|
|
label_kickUser->clear();
|
|
label_kickVoteTimeout->clear();
|
|
|
|
voteOnKickTimeoutSecs = timeoutSec;
|
|
|
|
playerAboutToBeKickedId = playerId;
|
|
refreshVotesMonitor(1, numVotesNeededToKick);
|
|
|
|
PlayerInfo info(myStartWindow->getSession()->getClientPlayerInfo(voteStarterPlayerId));
|
|
label_voteStarterNick->setText("<b>"+QString::fromUtf8(info.playerName.c_str())+"</b>");
|
|
|
|
startVoteOnKickTimeout();
|
|
|
|
int i;
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
|
|
playerAvatarLabelArray[i]->setVoteRunning(TRUE);
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::changeVoteOnKickButtonsState(bool showHide)
|
|
{
|
|
if(showHide) {
|
|
|
|
PlayerInfo info(myStartWindow->getSession()->getClientPlayerInfo(playerAboutToBeKickedId));
|
|
label_kickUser->setText(tr("Do you want to kick <b>%1</b><br>from this game?").arg(QString::fromUtf8(info.playerName.c_str())));
|
|
|
|
pushButton_voteOnKickNo->show();
|
|
pushButton_voteOnKickYes->show();
|
|
}
|
|
else {
|
|
label_kickUser->clear();
|
|
pushButton_voteOnKickNo->hide();
|
|
pushButton_voteOnKickYes->hide();
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::endVoteOnKick()
|
|
{
|
|
stopVoteOnKickTimeout();
|
|
tabWidget_Left->removeTab(2);
|
|
|
|
int i;
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
|
|
playerAvatarLabelArray[i]->setVoteRunning(FALSE);
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::voteOnKickYes()
|
|
{
|
|
changeVoteOnKickButtonsState(false);
|
|
myStartWindow->getSession()->voteKick(true);
|
|
}
|
|
|
|
void gameTableImpl::voteOnKickNo()
|
|
{
|
|
changeVoteOnKickButtonsState(false);
|
|
myStartWindow->getSession()->voteKick(false);
|
|
}
|
|
|
|
void gameTableImpl::startVoteOnKickTimeout()
|
|
{
|
|
voteOnKickRealTimer.reset();
|
|
voteOnKickRealTimer.start();
|
|
voteOnKickTimeoutTimer->start(1000);
|
|
}
|
|
|
|
void gameTableImpl::stopVoteOnKickTimeout()
|
|
{
|
|
voteOnKickRealTimer.reset();
|
|
voteOnKickTimeoutTimer->stop();
|
|
}
|
|
|
|
void gameTableImpl::nextVoteOnKickTimeoutAnimationFrame()
|
|
{
|
|
if(voteOnKickTimeoutSecs-voteOnKickRealTimer.elapsed().total_seconds() > 0)
|
|
label_kickVoteTimeout->setText(tr("<b>%1</b> secs left").arg(voteOnKickTimeoutSecs-voteOnKickRealTimer.elapsed().total_seconds()));
|
|
else
|
|
label_kickVoteTimeout->setText(tr("<b>%1</b> secs left").arg(0));
|
|
}
|
|
|
|
void gameTableImpl::refreshVotesMonitor(int currentVotes, int numVotesNeededToKick)
|
|
{
|
|
QString currentVotesString;
|
|
if(currentVotes == 1) currentVotesString = tr("vote");
|
|
else currentVotesString = tr("votes");
|
|
|
|
if((*myStartWindow->getSession()->getCurrentGame()->getSeatsList()->begin())->getMyUniqueID() != playerAboutToBeKickedId) {
|
|
PlayerInfo info(myStartWindow->getSession()->getClientPlayerInfo(playerAboutToBeKickedId));
|
|
label_votesMonitor->setText(tr("Player <b>%1</b> has <b>%2</b> %3<br>against him. <b>%4</b> vote(s) needed to kick.").arg(QString::fromUtf8(info.playerName.c_str())).arg(currentVotes).arg(currentVotesString).arg(numVotesNeededToKick-currentVotes));
|
|
}
|
|
else {
|
|
label_votesMonitor->setText(tr("You have <b>%1</b> %2 against you.<br><b>%3</b> vote(s) needed to kick.").arg(currentVotes).arg(currentVotesString).arg(numVotesNeededToKick-currentVotes));
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshCardsChance(GameState bero)
|
|
{
|
|
|
|
CardsValue* myCardsValue = new CardsValue;
|
|
|
|
if(myConfig->readConfigInt("ShowCardsChanceMonitor")) {
|
|
|
|
if((*myStartWindow->getSession()->getCurrentGame()->getSeatsList()->begin())->getMyActiveStatus() && (*myStartWindow->getSession()->getCurrentGame()->getSeatsList()->begin())->getMyAction() != PLAYER_ACTION_FOLD) {
|
|
int boardCards[5];
|
|
int holeCards[2];
|
|
|
|
(*myStartWindow->getSession()->getCurrentGame()->getSeatsList()->begin())->getMyCards(holeCards);
|
|
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(boardCards);
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|
|
|
label_chance->refreshChance(myCardsValue->calcCardsChance(bero, holeCards, boardCards));
|
|
}
|
|
else {
|
|
label_chance->resetChance();
|
|
}
|
|
}
|
|
|
|
delete myCardsValue;
|
|
}
|
|
|
|
void gameTableImpl::refreshActionButtonFKeyIndicator(bool clear)
|
|
{
|
|
if(clear) {
|
|
pushButton_AllIn->setFKeyText("");
|
|
pushButton_BetRaise->setFKeyText("");
|
|
pushButton_CallCheck->setFKeyText("");
|
|
pushButton_Fold->setFKeyText("");
|
|
}
|
|
else {
|
|
if(myConfig->readConfigInt("AlternateFKeysUserActionMode") == 0 ){
|
|
if(!pushButton_AllIn->text().isEmpty()) pushButton_AllIn->setFKeyText("F4");
|
|
if(!pushButton_BetRaise->text().isEmpty()) pushButton_BetRaise->setFKeyText("F3");
|
|
if(!pushButton_CallCheck->text().isEmpty()) pushButton_CallCheck->setFKeyText("F2");
|
|
if(!pushButton_Fold->text().isEmpty()) pushButton_Fold->setFKeyText("F1");
|
|
}
|
|
else {
|
|
if(!pushButton_AllIn->text().isEmpty()) pushButton_AllIn->setFKeyText("F1");
|
|
if(!pushButton_BetRaise->text().isEmpty()) pushButton_BetRaise->setFKeyText("F2");
|
|
if(!pushButton_CallCheck->text().isEmpty()) pushButton_CallCheck->setFKeyText("F3");
|
|
if(!pushButton_Fold->text().isEmpty()) pushButton_Fold->setFKeyText("F4");
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::refreshGameTableStyle()
|
|
{
|
|
myGameTableStyle->setWindowsGeometry(this);
|
|
myGameTableStyle->setChatLogStyle(textBrowser_Log);
|
|
myGameTableStyle->setChatLogStyle(textBrowser_Chat);
|
|
myGameTableStyle->setChatInputStyle(lineEdit_ChatInput);
|
|
|
|
int i;
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
|
|
|
myGameTableStyle->setCashLabelStyle(cashLabelArray[i]);
|
|
myGameTableStyle->setSetLabelStyle(setLabelArray[i]);
|
|
myGameTableStyle->setPlayerNameLabelStyle(playerNameLabelArray[i]);
|
|
}
|
|
|
|
myGameTableStyle->setSmallFontBoardStyle(label_Sets);
|
|
myGameTableStyle->setSmallFontBoardStyle(label_Total);
|
|
myGameTableStyle->setSmallFontBoardStyle(textLabel_Sets);
|
|
myGameTableStyle->setSmallFontBoardStyle(textLabel_Pot);
|
|
myGameTableStyle->setSmallFontBoardStyle(label_handNumber);
|
|
myGameTableStyle->setSmallFontBoardStyle(label_gameNumber);
|
|
myGameTableStyle->setSmallFontBoardStyle(label_handNumberValue);
|
|
myGameTableStyle->setSmallFontBoardStyle(label_gameNumberValue);
|
|
myGameTableStyle->setBigFontBoardStyle(textLabel_handLabel);
|
|
myGameTableStyle->setBigFontBoardStyle(label_Pot);
|
|
myGameTableStyle->setCardHolderStyle(label_CardHolder0,0);
|
|
myGameTableStyle->setCardHolderStyle(label_CardHolder1,0);
|
|
myGameTableStyle->setCardHolderStyle(label_CardHolder2,0);
|
|
myGameTableStyle->setCardHolderStyle(label_CardHolder3,1);
|
|
myGameTableStyle->setCardHolderStyle(label_CardHolder4,2);
|
|
myGameTableStyle->setTableBackground(this);
|
|
myGameTableStyle->setMenuBarStyle(menubar);
|
|
myGameTableStyle->setBreakButtonStyle(pushButton_break,0);
|
|
myGameTableStyle->setSpeedStringStyle(label_speedString);
|
|
myGameTableStyle->setSpeedStringStyle(label_speedValue);
|
|
myGameTableStyle->setVoteButtonStyle(pushButton_voteOnKickYes);
|
|
myGameTableStyle->setVoteButtonStyle(pushButton_voteOnKickNo);
|
|
myGameTableStyle->setVoteStringsStyle(label_timeout);
|
|
myGameTableStyle->setVoteStringsStyle(label_kickVoteTimeout);
|
|
myGameTableStyle->setVoteStringsStyle(label_kickUser);
|
|
myGameTableStyle->setVoteStringsStyle(label_votesMonitor);
|
|
myGameTableStyle->setVoteStringsStyle(label_voteStarterNick);
|
|
myGameTableStyle->setVoteStringsStyle(label_votestartedby);
|
|
|
|
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
|
|
|
myGameTableStyle->setPlayerSeatInactiveStyle(groupBoxArray[i]);
|
|
}
|
|
//Human player button
|
|
myGameTableStyle->setButtonsStyle(pushButton_BetRaise, pushButton_CallCheck, pushButton_Fold, pushButton_AllIn, 0);
|
|
|
|
myGameTableStyle->setBetValueInputStyle(lineEdit_betValue);
|
|
myGameTableStyle->setSliderStyle(horizontalSlider_bet);
|
|
myGameTableStyle->setSliderStyle(horizontalSlider_speed);
|
|
|
|
// away radiobuttons
|
|
myGameTableStyle->setAwayRadioButtonsStyle(radioButton_manualAction);
|
|
myGameTableStyle->setAwayRadioButtonsStyle(radioButton_autoCheckFold);
|
|
myGameTableStyle->setAwayRadioButtonsStyle(radioButton_autoCheckCallAny);
|
|
|
|
myGameTableStyle->setToolBoxBackground(groupBox_RightToolBox);
|
|
myGameTableStyle->setToolBoxBackground(groupBox_LeftToolBox);
|
|
|
|
myGameTableStyle->setTabWidgetStyle(tabWidget_Right, tabWidget_Right->getMyTabBar());
|
|
myGameTableStyle->setTabWidgetStyle(tabWidget_Left, tabWidget_Left->getMyTabBar());
|
|
|
|
label_Handranking->setPixmap(myGameTableStyle->getHandRanking());
|
|
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getActionCallI18NString() == "NULL") { CallString = "Call"; }
|
|
else { CallString = myGameTableStyle->getActionCallI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getActionCheckI18NString() == "NULL") { CheckString = "Check"; }
|
|
else { CheckString = myGameTableStyle->getActionCheckI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getActionBetI18NString() == "NULL") { BetString = "Bet"; }
|
|
else { BetString = myGameTableStyle->getActionBetI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getActionRaiseI18NString() == "NULL") { RaiseString = "Raise"; }
|
|
else { RaiseString = myGameTableStyle->getActionRaiseI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getActionFoldI18NString() == "NULL") { FoldString = "Fold"; }
|
|
else { FoldString = myGameTableStyle->getActionFoldI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getActionAllInI18NString() == "NULL") { AllInString = "All-In"; }
|
|
else { AllInString = myGameTableStyle->getActionAllInI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getPotI18NString() == "NULL") { PotString = "Pot"; }
|
|
else { PotString = myGameTableStyle->getPotI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getTotalI18NString() == "NULL") { TotalString = "Total"; }
|
|
else { TotalString = myGameTableStyle->getTotalI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getBetsI18NString() == "NULL") { BetsString = "Bets"; }
|
|
else { BetsString = myGameTableStyle->getBetsI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getGameI18NString() == "NULL") { GameString = "Game"; }
|
|
else { GameString = myGameTableStyle->getGameI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getHandI18NString() == "NULL") { HandString = "Hand"; }
|
|
else { HandString = myGameTableStyle->getHandI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getPreflopI18NString() == "NULL") { PreflopString = "Preflop"; }
|
|
else { PreflopString = myGameTableStyle->getPreflopI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getFlopI18NString() == "NULL") { FlopString = "Flop"; }
|
|
else { FlopString = myGameTableStyle->getFlopI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getTurnI18NString() == "NULL") { TurnString = "Turn"; }
|
|
else { TurnString = myGameTableStyle->getTurnI18NString(); }
|
|
if(myConfig->readConfigInt("DontTranslateInternationalPokerStringsFromStyle") || myGameTableStyle->getRiverI18NString() == "NULL") { RiverString = "River"; }
|
|
else { RiverString = myGameTableStyle->getRiverI18NString(); }
|
|
|
|
label_Pot->setText(PotString);
|
|
label_Total->setText(TotalString+":");
|
|
label_Sets->setText(BetsString+":");
|
|
label_handNumber->setText(HandString+":");
|
|
label_gameNumber->setText(GameString+":");
|
|
|
|
}
|
|
|
|
void gameTableImpl::saveGameTableGeometry()
|
|
{
|
|
if(this->isFullScreen()) {
|
|
myConfig->writeConfigInt("GameTableFullScreenSave", 1);
|
|
}
|
|
else {
|
|
myConfig->writeConfigInt("GameTableFullScreenSave", 0);
|
|
myConfig->writeConfigInt("GameTableHeightSave", this->height());
|
|
myConfig->writeConfigInt("GameTableWidthSave", this->width());
|
|
}
|
|
myConfig->writeBuffer();
|
|
}
|
|
|
|
void gameTableImpl::restoreGameTableGeometry()
|
|
{
|
|
if(myConfig->readConfigInt("GameTableFullScreenSave")) {
|
|
if(actionFullScreen->isEnabled()) this->showFullScreen();
|
|
}
|
|
else {
|
|
//resize only if style size allow this and if NOT fixed windows size
|
|
if(!myGameTableStyle->getIfFixedWindowSize().toInt() && myConfig->readConfigInt("GameTableHeightSave") <= myGameTableStyle->getMaximumWindowHeight().toInt() && myConfig->readConfigInt("GameTableHeightSave") >= myGameTableStyle->getMinimumWindowHeight().toInt() && myConfig->readConfigInt("GameTableWidthSave") <= myGameTableStyle->getMaximumWindowWidth().toInt() && myConfig->readConfigInt("GameTableWidthSave") >= myGameTableStyle->getMinimumWindowWidth().toInt()){
|
|
|
|
this->resize(myConfig->readConfigInt("GameTableWidthSave"), myConfig->readConfigInt("GameTableHeightSave"));
|
|
}
|
|
}
|
|
}
|
|
|
|
void gameTableImpl::netClientPlayerLeft(unsigned playerId) {
|
|
|
|
if (myStartWindow->getSession()->getCurrentGame() && myStartWindow->getSession()->isNetworkClientRunning()) {
|
|
|
|
boost::shared_ptr<PlayerInterface> tmpPlayer = myStartWindow->getSession()->getCurrentGame()->getPlayerByUniqueId(playerId);
|
|
if (tmpPlayer.get()) {
|
|
tmpPlayer->setMyStayOnTableStatus(0);
|
|
refreshPlayerAvatar();
|
|
refreshPlayerName();
|
|
}
|
|
}
|
|
}
|