Files
pokerth/src/gui/qt/guiwrapper.cpp
T
lotodore 9f0d204f56 First test version with network timeout. Only activity timeout and global timeout, no game admin timeout yet. Set to test values (will disconnect rapidly).
Modified method for init timeout (if session cannot be established) - now using one non-modifiable timer for each session, and an additional timer which is reset whenever session data is received.
2008-03-04 23:47:45 +00:00

170 lines
11 KiB
C++

/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "guiwrapper.h"
#include "session.h"
#include "log.h"
#include "chat.h"
#include "mainwindowimpl.h"
#include "configfile.h"
using namespace std;
GuiWrapper::GuiWrapper(ConfigFile *c) : myLog(0), myW(0), myConfig(c)
{
myW = new mainWindowImpl(myConfig);
myW->show();
myLog = new Log(myW, myConfig);
}
GuiWrapper::~GuiWrapper()
{
}
void GuiWrapper::initGui(int speed) { myW->signalInitGui(speed); }
Session &GuiWrapper::getSession() { return myW->getSession(); }
void GuiWrapper::setSession(boost::shared_ptr<Session> session) { myW->setSession(session); }
void GuiWrapper::refreshSet() const { myW->signalRefreshSet(); }
void GuiWrapper::refreshCash() const { myW->signalRefreshCash(); }
void GuiWrapper::refreshAction(int playerID, int playerAction) const { myW->signalRefreshAction(playerID, playerAction); }
void GuiWrapper::refreshChangePlayer() const { myW->signalRefreshChangePlayer(); }
void GuiWrapper::refreshAll() const { myW->signalRefreshAll(); }
void GuiWrapper::refreshPot() const { myW->signalRefreshPot(); }
void GuiWrapper::refreshGroupbox(int playerID, int status) const { myW->signalRefreshGroupbox(playerID, status); }
void GuiWrapper::refreshPlayerName() const { myW->signalRefreshPlayerName(); }
void GuiWrapper::refreshButton() const { myW->signalRefreshButton(); }
void GuiWrapper::refreshGameLabels(GameState state) const { myW->signalRefreshGameLabels(state); }
void GuiWrapper::setPlayerAvatar(int myUniqueID, const std::string &myAvatar) const { myW->signalSetPlayerAvatar(myUniqueID, QString::fromUtf8(myAvatar.c_str())); }
void GuiWrapper::waitForGuiUpdateDone() const
{
myW->signalGuiUpdateDone();
myW->waitForGuiUpdateDone();
}
void GuiWrapper::dealBeRoCards(int myBeRoID) { myW->signalDealBeRoCards(myBeRoID); }
void GuiWrapper::dealHoleCards() { myW->signalDealHoleCards(); }
void GuiWrapper::dealFlopCards() { myW->signalDealFlopCards0(); }
void GuiWrapper::dealTurnCard() { myW->signalDealTurnCards0(); }
void GuiWrapper::dealRiverCard() { myW->signalDealRiverCards0(); }
void GuiWrapper::nextPlayerAnimation() { myW->signalNextPlayerAnimation(); }
void GuiWrapper::beRoAnimation2(int myBeRoID) { myW->signalBeRoAnimation2(myBeRoID); }
void GuiWrapper::preflopAnimation1() { myW->signalPreflopAnimation1(); }
void GuiWrapper::preflopAnimation2() { myW->signalPreflopAnimation2(); }
void GuiWrapper::flopAnimation1() { myW->signalFlopAnimation1(); }
void GuiWrapper::flopAnimation2() { myW->signalFlopAnimation2(); }
void GuiWrapper::turnAnimation1() { myW->signalTurnAnimation1(); }
void GuiWrapper::turnAnimation2() { myW->signalTurnAnimation2(); }
void GuiWrapper::riverAnimation1() { myW->signalRiverAnimation1(); }
void GuiWrapper::riverAnimation2() { myW->signalRiverAnimation2(); }
void GuiWrapper::postRiverAnimation1() { myW->signalPostRiverAnimation1(); }
void GuiWrapper::postRiverRunAnimation1() { myW->signalPostRiverRunAnimation1(); }
void GuiWrapper::flipHolecardsAllIn() { myW->signalFlipHolecardsAllIn(); }
void GuiWrapper::nextRoundCleanGui() { myW->signalNextRoundCleanGui(); }
void GuiWrapper::meInAction() { myW->signalMeInAction(); }
void GuiWrapper::updateMyButtonsState() { myW->signalUpdateMyButtonsState(); }
void GuiWrapper::disableMyButtons() { myW->signalDisableMyButtons(); }
void GuiWrapper::startTimeoutAnimation(int playerId, int timeoutSec) { myW->signalStartTimeoutAnimation(playerId, timeoutSec); }
void GuiWrapper::stopTimeoutAnimation(int playerId) { myW->signalStopTimeoutAnimation(playerId); }
void GuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) { myLog->signalLogPlayerActionMsg(QString::fromUtf8(playerName.c_str()), action, setValue); }
void GuiWrapper::logNewGameHandMsg(int gameID, int handID) { myLog->signalLogNewGameHandMsg(gameID, handID); }
void GuiWrapper::logNewBlindsSetsMsg(int sbSet, int bbSet, std::string sbName, std::string bbName) { myLog->signalLogNewBlindsSetsMsg(sbSet, bbSet, QString::fromUtf8(sbName.c_str()), QString::fromUtf8(bbName.c_str())); }
void GuiWrapper::logPlayerWinsMsg(std::string playerName, int pot, bool main) { myLog->signalLogPlayerWinsMsg(QString::fromUtf8(playerName.c_str()), pot, main); }
void GuiWrapper::logPlayerSitsOut(std::string playerName) { myLog->signalLogPlayerSitsOut(QString::fromUtf8(playerName.c_str())); }
void GuiWrapper::logDealBoardCardsMsg(int roundID, int card1, int card2, int card3, int card4, int card5) { myLog->signalLogDealBoardCardsMsg(roundID, card1, card2, card3, card4, card5); }
void GuiWrapper::logFlipHoleCardsMsg(string playerName, int card1, int card2, int cardsValueInt, string showHas) { myLog->signalLogFlipHoleCardsMsg(QString::fromUtf8(playerName.c_str()), card1, card2, cardsValueInt, QString::fromUtf8(showHas.c_str())); }
void GuiWrapper::logPlayerWinGame(std::string playerName, int gameID) { myLog->signalLogPlayerWinGame(QString::fromUtf8(playerName.c_str()), gameID); }
void GuiWrapper::flushLogAtGame(int gameID) { myLog->signalFlushLogAtGame(gameID); }
void GuiWrapper::flushLogAtHand() { myLog->signalFlushLogAtHand(); }
void GuiWrapper::SignalNetClientConnect(int actionID) { myW->signalNetClientConnect(actionID); }
void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGameInfo(actionID); }
void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); }
void GuiWrapper::SignalNetClientNotification(int notificationId) { myW->signalNetClientNotification(notificationId); }
void GuiWrapper::SignalNetClientStatsUpdate(const ServerStats &stats) { myW->signalNetClientStatsUpdate(stats); }
void GuiWrapper::SignalNetClientShowTimeoutDialog(NetTimeoutReason reason, unsigned remainingSec) { myW->signalNetClientShowTimeoutDialog(reason, remainingSec); }
void GuiWrapper::SignalNetClientRemovedFromGame(int notificationId) { myW->signalNetClientRemovedFromGame(notificationId); }
void GuiWrapper::SignalNetClientSelfJoined(unsigned playerId, const string &playerName, PlayerRights rights) { myW->signalNetClientSelfJoined(playerId, QString::fromUtf8(playerName.c_str()), rights); }
void GuiWrapper::SignalNetClientPlayerJoined(unsigned playerId, const string &playerName, PlayerRights rights) { myW->signalNetClientPlayerJoined(playerId, QString::fromUtf8(playerName.c_str()), rights); }
void GuiWrapper::SignalNetClientPlayerChanged(unsigned playerId, const string &newPlayerName)
{
myW->signalNetClientPlayerChanged(playerId, QString::fromUtf8(newPlayerName.c_str()));
}
void GuiWrapper::SignalNetClientPlayerLeft(unsigned playerId, const string &playerName)
{
QString tmpName(QString::fromUtf8(playerName.c_str()));
myW->signalNetClientPlayerLeft(playerId, tmpName);
if (!playerName.empty() && playerName[0] != '#')
myLog->signalLogPlayerLeftMsg(tmpName);
}
void GuiWrapper::SignalNetClientNewGameAdmin(unsigned playerId, const string &playerName) {
myW->signalNetClientNewGameAdmin(playerId, QString::fromUtf8(playerName.c_str()));
if (!playerName.empty() && playerName[0] != '#')
myLog->signalLogNewGameAdminMsg(QString::fromUtf8(playerName.c_str()));
}
void GuiWrapper::SignalNetClientGameListNew(unsigned gameId) { myW->signalNetClientGameListNew(gameId); }
void GuiWrapper::SignalNetClientGameListRemove(unsigned gameId) { myW->signalNetClientGameListRemove(gameId); }
void GuiWrapper::SignalNetClientGameListUpdateMode(unsigned gameId, GameMode mode) { myW->signalNetClientGameListUpdateMode(gameId, mode); }
void GuiWrapper::SignalNetClientGameListUpdateAdmin(unsigned gameId, unsigned adminPlayerId) {myW->signalNetClientGameListUpdateAdmin(gameId, adminPlayerId); }
void GuiWrapper::SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) { myW->signalNetClientGameListPlayerJoined(gameId, playerId); }
void GuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) { myW->signalNetClientGameListPlayerLeft(gameId, playerId); }
void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->signalNetClientGameStart(game); }
void GuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { myW->signalNetClientChatMsg(QString::fromUtf8(playerName.c_str()), QString::fromUtf8(msg.c_str())); }
void GuiWrapper::SignalNetClientWaitDialog() { myW->signalShowClientDialog(); }
void GuiWrapper::SignalNetServerSuccess(int /*actionID*/) { }
void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { myW->signalNetServerError(errorID, osErrorID); }
void GuiWrapper::SignalIrcConnect(const string &server) { myW->signalIrcConnect(QString::fromUtf8(server.c_str())); }
void GuiWrapper::SignalIrcSelfJoined(const string &nickName, const string &channel) { myW->signalIrcSelfJoined(QString::fromUtf8(nickName.c_str()), QString::fromUtf8(channel.c_str())); }
void GuiWrapper::SignalIrcPlayerJoined(const string &nickName) { myW->signalIrcPlayerJoined(QString::fromUtf8(nickName.c_str())); }
void GuiWrapper::SignalIrcPlayerChanged(const string &oldNick, const string &newNick) { myW->signalIrcPlayerChanged(QString::fromUtf8(oldNick.c_str()), QString::fromUtf8(newNick.c_str())); }
void GuiWrapper::SignalIrcPlayerKicked(const std::string &nickName, const std::string &byWhom, const std::string &reason) { myW->signalIrcPlayerKicked(QString::fromUtf8(nickName.c_str()), QString::fromUtf8(byWhom.c_str()), QString::fromUtf8(reason.c_str())); }
void GuiWrapper::SignalIrcPlayerLeft(const std::string &nickName) { myW->signalIrcPlayerLeft(QString::fromUtf8(nickName.c_str())); }
void GuiWrapper::SignalIrcChatMsg(const std::string &nickName, const std::string &msg) { myW->signalIrcChatMessage(QString::fromUtf8(nickName.c_str()), QString::fromUtf8(msg.c_str())); }
void GuiWrapper::SignalIrcError(int errorCode) { myW->signalIrcError(errorCode); }
void GuiWrapper::SignalIrcServerError(int errorCode) {myW->signalIrcServerError(errorCode); }