Files
pokerth/src/gui/qt/gametable/gametableimpl.cpp
T

3552 lines
138 KiB
C++
Executable File

/***************************************************************************
* 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 "gametableimpl.h"
#include "mymessagedialogimpl.h"
#include "settingsdialogimpl.h"
#include "startwindowimpl.h"
#include "startsplash.h"
#include "mycardspixmaplabel.h"
#include "mysetlabel.h"
#include "myavatarlabel.h"
#include "myactionbutton.h"
#include "mychancelabel.h"
#include "mytimeoutlabel.h"
#include "mymenubar.h"
#include "guilog.h"
#include "chattools.h"
#include "playerinterface.h"
#include "boardinterface.h"
#include "handinterface.h"
#include "game.h"
#include "session.h"
#include "cardsvalue.h"
#include "configfile.h"
#include "sdlplayer.h"
#include "gametablestylereader.h"
#include "carddeckstylereader.h"
#include <gamedata.h>
#include <generic/serverguiwrapper.h>
#include <net/socket_msg.h>
#include "math.h"
#define FORMATLEFT(X) "<p align='center'>(X)"
#define FORMATRIGHT(X) "(X)</p>"
using namespace std;
gameTableImpl::gameTableImpl(ConfigFile *c, QMainWindow *parent)
: 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), guestMode(FALSE), myLastPreActionBetValue(0)
{
int i;
// this->setStyle(new QPlastiqueStyle);
//for statistic development
for(i=0; i<15; i++) {
statisticArray[i] = 0;
}
////////////////////////////
myAppDataPath = QString::fromUtf8(myConfig->readConfigString("AppDataDir").c_str());
setupUi(this);
//Sound
mySDLPlayer = new SDLPlayer(myConfig);
// Init game table style
myGameTableStyle = new GameTableStyleReader(myConfig, this);
myGameTableStyle->readStyleFile(QString::fromUtf8(myConfig->readConfigString("CurrentGameTableStyle").c_str()));
// Init card deck style
myCardDeckStyle = new CardDeckStyleReader(myConfig, this);
myCardDeckStyle->readStyleFile(QString::fromUtf8(myConfig->readConfigString("CurrentCardDeckStyle").c_str()));
//Player0 pixmapCardsLabel needs Myw
pixmapLabel_card0b->setMyW(this);
pixmapLabel_card0a->setMyW(this);
//set myStyle to widgets wich needs it
label_chance->setMyStyle(myGameTableStyle);
//Flipside festlegen;
if (myConfig->readConfigInt("FlipsideOwn") && myConfig->readConfigString("FlipsideOwnFile") != "") {
flipside = QPixmap::fromImage(QImage(QString::fromUtf8(myConfig->readConfigString("FlipsideOwnFile").c_str())));
}
else {
flipside = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+"flipside.png"));
}
//Flipside Animation noch nicht erledigt
flipHolecardsAllInAlreadyDone = FALSE;
//Toolboxen verstecken?
if (!myConfig->readConfigInt("ShowRightToolBox")) {
groupBox_RightToolBox->hide();
}
if (!myConfig->readConfigInt("ShowLeftToolBox")) {
groupBox_LeftToolBox->hide();
}
//CardsChanceMonitor show/hide
if (!myConfig->readConfigInt("ShowCardsChanceMonitor")) {
tabWidget_Right->removeTab(2);
tabWidget_Right->setCurrentIndex(0);
}
// userWidgetsArray init
userWidgetsArray[0] = pushButton_BetRaise;
userWidgetsArray[1] = pushButton_CallCheck;
userWidgetsArray[2] = pushButton_Fold;
userWidgetsArray[3] = spinBox_betValue;
userWidgetsArray[4] = horizontalSlider_bet;
userWidgetsArray[5] = pushButton_AllIn;
//hide userWidgets
for(i=0; i<6; i++) {
userWidgetsArray[i]->hide();
}
//Timer Objekt erstellen
dealFlopCards0Timer = new QTimer(this);
dealFlopCards1Timer = new QTimer(this);
dealFlopCards2Timer = new QTimer(this);
dealFlopCards3Timer = new QTimer(this);
dealFlopCards4Timer = new QTimer(this);
dealFlopCards5Timer = new QTimer(this);
dealFlopCards6Timer = new QTimer(this);
dealTurnCards0Timer = new QTimer(this);
dealTurnCards1Timer = new QTimer(this);
dealTurnCards2Timer = new QTimer(this);
dealRiverCards0Timer = new QTimer(this);
dealRiverCards1Timer = new QTimer(this);
dealRiverCards2Timer = new QTimer(this);
nextPlayerAnimationTimer = new QTimer(this);
preflopAnimation1Timer = new QTimer(this);
preflopAnimation2Timer = new QTimer(this);
flopAnimation1Timer = new QTimer(this);
flopAnimation2Timer = new QTimer(this);
turnAnimation1Timer = new QTimer(this);
turnAnimation2Timer = new QTimer(this);
riverAnimation1Timer = new QTimer(this);
riverAnimation2Timer = new QTimer(this);
postRiverAnimation1Timer = new QTimer(this);
postRiverRunAnimation1Timer = new QTimer(this);
postRiverRunAnimation2Timer = new QTimer(this);
postRiverRunAnimation2_flipHoleCards1Timer = new QTimer(this);
postRiverRunAnimation2_flipHoleCards2Timer = new QTimer(this);
postRiverRunAnimation3Timer = new QTimer(this);
postRiverRunAnimation5Timer = new QTimer(this);
potDistributeTimer = new QTimer(this);
postRiverRunAnimation6Timer = new QTimer(this);
blinkingStartButtonAnimationTimer = new QTimer(this);
voteOnKickTimeoutTimer = new QTimer(this);
dealFlopCards0Timer->setSingleShot(TRUE);
dealFlopCards1Timer->setSingleShot(TRUE);
dealFlopCards2Timer->setSingleShot(TRUE);
dealFlopCards3Timer->setSingleShot(TRUE);
dealFlopCards4Timer->setSingleShot(TRUE);
dealFlopCards5Timer->setSingleShot(TRUE);
dealFlopCards6Timer->setSingleShot(TRUE);
dealTurnCards0Timer->setSingleShot(TRUE);
dealTurnCards1Timer->setSingleShot(TRUE);
dealTurnCards2Timer->setSingleShot(TRUE);
dealRiverCards0Timer->setSingleShot(TRUE);
dealRiverCards1Timer->setSingleShot(TRUE);
dealRiverCards2Timer->setSingleShot(TRUE);
nextPlayerAnimationTimer->setSingleShot(TRUE);
preflopAnimation1Timer->setSingleShot(TRUE);
preflopAnimation2Timer->setSingleShot(TRUE);
flopAnimation1Timer->setSingleShot(TRUE);
flopAnimation2Timer->setSingleShot(TRUE);
turnAnimation1Timer->setSingleShot(TRUE);
turnAnimation2Timer->setSingleShot(TRUE);
riverAnimation1Timer->setSingleShot(TRUE);
riverAnimation2Timer->setSingleShot(TRUE);
postRiverAnimation1Timer->setSingleShot(TRUE);
postRiverRunAnimation1Timer->setSingleShot(TRUE);
postRiverRunAnimation2Timer->setSingleShot(TRUE);
postRiverRunAnimation3Timer->setSingleShot(TRUE);
postRiverRunAnimation5Timer->setSingleShot(TRUE);
postRiverRunAnimation6Timer->setSingleShot(TRUE);
playerStarsArray[1][0]=label_Star10;
playerStarsArray[2][0]=label_Star20;
playerStarsArray[3][0]=label_Star30;
playerStarsArray[4][0]=label_Star40;
playerStarsArray[5][0]=label_Star50;
playerStarsArray[1][1]=label_Star11;
playerStarsArray[2][1]=label_Star21;
playerStarsArray[3][1]=label_Star31;
playerStarsArray[4][1]=label_Star41;
playerStarsArray[5][1]=label_Star51;
playerStarsArray[1][2]=label_Star12;
playerStarsArray[2][2]=label_Star22;
playerStarsArray[3][2]=label_Star32;
playerStarsArray[4][2]=label_Star42;
playerStarsArray[5][2]=label_Star52;
playerStarsArray[1][3]=label_Star13;
playerStarsArray[2][3]=label_Star23;
playerStarsArray[3][3]=label_Star33;
playerStarsArray[4][3]=label_Star43;
playerStarsArray[5][3]=label_Star53;
playerStarsArray[1][4]=label_Star14;
playerStarsArray[2][4]=label_Star24;
playerStarsArray[3][4]=label_Star34;
playerStarsArray[4][4]=label_Star44;
playerStarsArray[5][4]=label_Star54;
playerStarsArray[1][5]=label_Star15;
playerStarsArray[2][5]=label_Star25;
playerStarsArray[3][5]=label_Star35;
playerStarsArray[4][5]=label_Star45;
playerStarsArray[5][5]=label_Star55;
playerStarsArray[1][6]=label_Star16;
playerStarsArray[2][6]=label_Star26;
playerStarsArray[3][6]=label_Star36;
playerStarsArray[4][6]=label_Star46;
playerStarsArray[5][6]=label_Star56;
playerStarsArray[1][7]=label_Star17;
playerStarsArray[2][7]=label_Star27;
playerStarsArray[3][7]=label_Star37;
playerStarsArray[4][7]=label_Star47;
playerStarsArray[5][7]=label_Star57;
playerStarsArray[1][8]=label_Star18;
playerStarsArray[2][8]=label_Star28;
playerStarsArray[3][8]=label_Star38;
playerStarsArray[4][8]=label_Star48;
playerStarsArray[5][8]=label_Star58;
playerStarsArray[1][9]=label_Star19;
playerStarsArray[2][9]=label_Star29;
playerStarsArray[3][9]=label_Star39;
playerStarsArray[4][9]=label_Star49;
playerStarsArray[5][9]=label_Star59;
// buttonLabelArray init
buttonLabelArray[0] = textLabel_Button0;
buttonLabelArray[1] = textLabel_Button1;
buttonLabelArray[2] = textLabel_Button2;
buttonLabelArray[3] = textLabel_Button3;
buttonLabelArray[4] = textLabel_Button4;
buttonLabelArray[5] = textLabel_Button5;
buttonLabelArray[6] = textLabel_Button6;
buttonLabelArray[7] = textLabel_Button7;
buttonLabelArray[8] = textLabel_Button8;
buttonLabelArray[9] = textLabel_Button9;
// cashLabelArray init
cashLabelArray[0] = textLabel_Cash0;
cashLabelArray[1] = textLabel_Cash1;
cashLabelArray[2] = textLabel_Cash2;
cashLabelArray[3] = textLabel_Cash3;
cashLabelArray[4] = textLabel_Cash4;
cashLabelArray[5] = textLabel_Cash5;
cashLabelArray[6] = textLabel_Cash6;
cashLabelArray[7] = textLabel_Cash7;
cashLabelArray[8] = textLabel_Cash8;
cashLabelArray[9] = textLabel_Cash9;
playerTipLabelArray[0] = label_playerTip0;
playerTipLabelArray[1] = label_playerTip1;
playerTipLabelArray[2] = label_playerTip2;
playerTipLabelArray[3] = label_playerTip3;
playerTipLabelArray[4] = label_playerTip4;
playerTipLabelArray[5] = label_playerTip5;
playerTipLabelArray[6] = label_playerTip6;
playerTipLabelArray[7] = label_playerTip7;
playerTipLabelArray[8] = label_playerTip8;
playerTipLabelArray[9] = label_playerTip9;
// playerNameLabelArray init
playerNameLabelArray[0] = label_PlayerName0;
playerNameLabelArray[1] = label_PlayerName1;
playerNameLabelArray[2] = label_PlayerName2;
playerNameLabelArray[3] = label_PlayerName3;
playerNameLabelArray[4] = label_PlayerName4;
playerNameLabelArray[5] = label_PlayerName5;
playerNameLabelArray[6] = label_PlayerName6;
playerNameLabelArray[7] = label_PlayerName7;
playerNameLabelArray[8] = label_PlayerName8;
playerNameLabelArray[9] = label_PlayerName9;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerNameLabelArray[i]->setMyW(this);
}
// playerAvatarLabelArray init
playerAvatarLabelArray[0] = label_Avatar0;
playerAvatarLabelArray[1] = label_Avatar1;
playerAvatarLabelArray[2] = label_Avatar2;
playerAvatarLabelArray[3] = label_Avatar3;
playerAvatarLabelArray[4] = label_Avatar4;
playerAvatarLabelArray[5] = label_Avatar5;
playerAvatarLabelArray[6] = label_Avatar6;
playerAvatarLabelArray[7] = label_Avatar7;
playerAvatarLabelArray[8] = label_Avatar8;
playerAvatarLabelArray[9] = label_Avatar9;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerAvatarLabelArray[i]->setMyW(this);
playerAvatarLabelArray[i]->setMyId(i);
}
// timeoutLabelArray init
timeoutLabelArray[0] = label_Timeout0;
timeoutLabelArray[1] = label_Timeout1;
timeoutLabelArray[2] = label_Timeout2;
timeoutLabelArray[3] = label_Timeout3;
timeoutLabelArray[4] = label_Timeout4;
timeoutLabelArray[5] = label_Timeout5;
timeoutLabelArray[6] = label_Timeout6;
timeoutLabelArray[7] = label_Timeout7;
timeoutLabelArray[8] = label_Timeout8;
timeoutLabelArray[9] = label_Timeout9;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { timeoutLabelArray[i]->setMyW(this); }
// setLabelArray init
setLabelArray[0] = textLabel_Set0;
setLabelArray[1] = textLabel_Set1;
setLabelArray[2] = textLabel_Set2;
setLabelArray[3] = textLabel_Set3;
setLabelArray[4] = textLabel_Set4;
setLabelArray[5] = textLabel_Set5;
setLabelArray[6] = textLabel_Set6;
setLabelArray[7] = textLabel_Set7;
setLabelArray[8] = textLabel_Set8;
setLabelArray[9] = textLabel_Set9;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { setLabelArray[i]->setMyW(this); }
label_Timeout0->setMyW(this);
// statusLabelArray init
actionLabelArray[0] = textLabel_Status0;
actionLabelArray[1] = textLabel_Status1;
actionLabelArray[2] = textLabel_Status2;
actionLabelArray[3] = textLabel_Status3;
actionLabelArray[4] = textLabel_Status4;
actionLabelArray[5] = textLabel_Status5;
actionLabelArray[6] = textLabel_Status6;
actionLabelArray[7] = textLabel_Status7;
actionLabelArray[8] = textLabel_Status8;
actionLabelArray[9] = textLabel_Status9;
textLabel_Status0->setMyW(this);
// GroupBoxArray init
groupBoxArray[0] = groupBox0;
groupBoxArray[1] = groupBox1;
groupBoxArray[2] = groupBox2;
groupBoxArray[3] = groupBox3;
groupBoxArray[4] = groupBox4;
groupBoxArray[5] = groupBox5;
groupBoxArray[6] = groupBox6;
groupBoxArray[7] = groupBox7;
groupBoxArray[8] = groupBox8;
groupBoxArray[9] = groupBox9;
// boardCardsArray init
boardCardsArray[0] = pixmapLabel_cardBoard0;
boardCardsArray[1] = pixmapLabel_cardBoard1;
boardCardsArray[2] = pixmapLabel_cardBoard2;
boardCardsArray[3] = pixmapLabel_cardBoard3;
boardCardsArray[4] = pixmapLabel_cardBoard4;
// holeCardsArray int
holeCardsArray[0][0] = pixmapLabel_card0a;
holeCardsArray[0][1] = pixmapLabel_card0b;
holeCardsArray[1][0] = pixmapLabel_card1a;
holeCardsArray[1][1] = pixmapLabel_card1b;
holeCardsArray[2][0] = pixmapLabel_card2a;
holeCardsArray[2][1] = pixmapLabel_card2b;
holeCardsArray[3][0] = pixmapLabel_card3a;
holeCardsArray[3][1] = pixmapLabel_card3b;
holeCardsArray[4][0] = pixmapLabel_card4a;
holeCardsArray[4][1] = pixmapLabel_card4b;
holeCardsArray[5][0] = pixmapLabel_card5a;
holeCardsArray[5][1] = pixmapLabel_card5b;
holeCardsArray[6][0] = pixmapLabel_card6a;
holeCardsArray[6][1] = pixmapLabel_card6b;
holeCardsArray[7][0] = pixmapLabel_card7a;
holeCardsArray[7][1] = pixmapLabel_card7b;
holeCardsArray[8][0] = pixmapLabel_card8a;
holeCardsArray[8][1] = pixmapLabel_card8b;
holeCardsArray[9][0] = pixmapLabel_card9a;
holeCardsArray[9][1] = pixmapLabel_card9b;
pushButton_showMyCards->hide();
//style Game Table
refreshGameTableStyle();
//raise actionLable above just inserted mypixmaplabel
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { actionLabelArray[i]->raise(); }
//raise board cards
for (i=0; i<5; i++) { boardCardsArray[i]->raise(); }
//fix for away string bug in righttabwidget on windows
#if (defined _WIN32) || (defined __APPLE__)
tabWidget_Right->setTabText(0, " "+tabWidget_Right->tabText(0)+" ");
tabWidget_Right->setTabText(1, " "+tabWidget_Right->tabText(1)+" ");
tabWidget_Right->setTabText(2, " "+tabWidget_Right->tabText(2)+" ");
tabWidget_Left->setTabText(0, " "+tabWidget_Left->tabText(0)+" ");
tabWidget_Left->setTabText(1, " "+tabWidget_Left->tabText(1)+" ");
tabWidget_Left->setTabText(2, " "+tabWidget_Left->tabText(2)+" ");
tabWidget_Left->setTabText(3, " "+tabWidget_Left->tabText(3)+" ");
#endif
//resize stop-button depending on translation
QFontMetrics tempMetrics = this->fontMetrics();
int width = tempMetrics.width(tr("Stop"));
pushButton_break->setMinimumSize(width+10,20);
//Clear Focus
groupBox_LeftToolBox->clearFocus();
groupBox_RightToolBox->clearFocus();
//set Focus to gametable
this->setFocus();
//windowicon
// QString windowIconString();
this->setWindowIcon(QIcon(myAppDataPath+"gfx/gui/misc/windowicon.png"));
//Statusbar
if(myConfig->readConfigInt("ShowStatusbarMessages")) {
#ifdef __APPLE__
// statusBar()->showMessage(tr("Cmd+N to start a new game"));
#else
// statusBar()->showMessage(tr("Ctrl+N to start a new game"));
#endif
}
// Dialogs
myChat = new ChatTools(lineEdit_ChatInput, myConfig, INGAME_CHAT, textBrowser_Chat);
myChat->setMyStyle(myGameTableStyle);
lineEdit_ChatInput->installEventFilter(this);
this->installEventFilter(this);
//set WindowTitle dynamically
this->setWindowTitle(QString(tr("PokerTH %1 - The Open-Source Texas Holdem Engine").arg(POKERTH_BETA_RELEASE_STRING)));
// create universal messageDialgo
myUniversalMessageDialog = new myMessageDialogImpl(myConfig, this);
myUniversalMessageDialog->setParent(this);
//Connects
connect(pushButton_tipSave, SIGNAL( clicked(bool) ), playerAvatarLabelArray[0], SLOT ( setPlayerTip() ) );
connect(dealFlopCards0Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards1() ));
connect(dealFlopCards1Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards2() ));
connect(dealFlopCards2Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards3() ));
connect(dealFlopCards3Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards4() ));
connect(dealFlopCards4Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards5() ));
connect(dealFlopCards5Timer, SIGNAL(timeout()), this, SLOT( dealFlopCards6() ));
connect(dealFlopCards6Timer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
connect(dealTurnCards0Timer, SIGNAL(timeout()), this, SLOT( dealTurnCards1() ));
connect(dealTurnCards1Timer, SIGNAL(timeout()), this, SLOT( dealTurnCards2() ));
connect(dealTurnCards2Timer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
connect(dealRiverCards0Timer, SIGNAL(timeout()), this, SLOT( dealRiverCards1() ));
connect(dealRiverCards1Timer, SIGNAL(timeout()), this, SLOT( dealRiverCards2() ));
connect(dealRiverCards2Timer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
connect(nextPlayerAnimationTimer, SIGNAL(timeout()), this, SLOT( handSwitchRounds() ));
connect(preflopAnimation1Timer, SIGNAL(timeout()), this, SLOT( preflopAnimation1Action() ));
connect(preflopAnimation2Timer, SIGNAL(timeout()), this, SLOT( preflopAnimation2Action() ));
connect(flopAnimation1Timer, SIGNAL(timeout()), this, SLOT( flopAnimation1Action() ));
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(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 ( changeSpinBoxBetValue(int) ) );
connect( spinBox_betValue, SIGNAL( valueChanged(int)), this, SLOT ( spinBoxBetValueChanged(int) ) );
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() ) );
connect( pushButton_showMyCards, SIGNAL( clicked() ), this, SLOT( sendShowMyCardsSignal() ) );
for(i=0;i<=9;i++)connect( playerTipLabelArray[i], SIGNAL( linkActivated(QString) ), playerAvatarLabelArray[i], SLOT(startChangePlayerTip(QString) ) );
for(i=0;i<=9;i++)
{
for(int j=1;j<=5;j++)
{
connect( playerStarsArray[j][i], SIGNAL( linkActivated(QString) ), playerAvatarLabelArray[i], SLOT(setPlayerRating(QString) ) );
}
}
//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(signalPostRiverShowCards(unsigned)), this, SLOT(showHoleCards(unsigned)));
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)));
connect(this, SIGNAL(signalWarningAutoFoldInRankingGame(unsigned)), this, SLOT(showWarningAutoFoldInRankingGame(unsigned)));
}
gameTableImpl::~gameTableImpl() {
}
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(QString::fromUtf8(myConfig->readConfigString("MyAvatar").c_str()).toLocal8Bit().constData());
//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
if (mySettingsDialog->getPlayerNickIsChanged() && myStartWindow->getSession()->getCurrentGame() && !myStartWindow->getSession()->isNetworkClientRunning()) {
boost::shared_ptr<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()) {
boost::shared_ptr<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);
GameState currentState = myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->getMyBeRoID();
if(currentState >= GAME_STATE_FLOP && currentState <= GAME_STATE_POST_RIVER)
for(int 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 = QPixmap::fromImage(QImage(QString::fromUtf8(myConfig->readConfigString("FlipsideOwnFile").c_str())));
}
else {
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
boost::shared_ptr<PlayerInterface> humanPlayer = myStartWindow->getSession()->getCurrentGame()->getSeatsList()->front();
if(humanPlayer->getMyActiveStatus()) {
QPixmap tempCardsPixmapArray[2];
int tempCardsIntArray[2];
humanPlayer->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();
// qDebug() << "table: " << myGameTableStyle->getStyleDescription() << myGameTableStyle->getState();
if(this->isVisible() && myGameTableStyle->getState() != GT_STYLE_OK) myGameTableStyle->showErrorMessage();
//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() {
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->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"));
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
PlayerList activePlayerList = currentGame->getActivePlayerList();
for (it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
if( (*it_c)->getMyActiveStatus() ) {
if( activePlayerList->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()) {
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
if((*it_c)->getMyActiveStatus()) {
bool guest = myStartWindow->getSession()->getClientPlayerInfo((*it_c)->getMyUniqueID()).isGuest;
bool computerPlayer = false;
if((*it_c)->getMyType() == PLAYER_TYPE_COMPUTER) { computerPlayer = true; }
playerNameLabelArray[(*it_c)->getMyID()]->setText(QString::fromUtf8((*it_c)->getMyName().c_str()), FALSE, guest, computerPlayer );
}
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) {
bool guest = myStartWindow->getSession()->getClientPlayerInfo((*it_c)->getMyUniqueID()).isGuest;
bool computerPlayer = false;
if((*it_c)->getMyType() == PLAYER_TYPE_COMPUTER) { computerPlayer = true; }
playerNameLabelArray[(*it_c)->getMyID()]->setText(QString::fromUtf8((*it_c)->getMyName().c_str()), TRUE, guest, computerPlayer);
}
else {
playerNameLabelArray[(*it_c)->getMyID()]->setText("");
}
}
else {
playerNameLabelArray[(*it_c)->getMyID()]->setText("");
}
}
}
}
playerAvatarLabelArray[0]->refreshTooltips();
}
void gameTableImpl::refreshPlayerAvatar() {
if(myStartWindow->getSession()->getCurrentGame()) {
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
int seatPlace;
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(), seatPlace=0; it_c!=seatsList->end(); it_c++, seatPlace++) {
QString countryString(QString(myStartWindow->getSession()->getClientPlayerInfo((*it_c)->getMyUniqueID()).countryCode.c_str()).toLower());
countryString = QString(":/cflags/cflags/%1.png").arg(countryString);
if((*it_c)->getMyActiveStatus()) {
QFile myAvatarFile(QString::fromUtf8((*it_c)->getMyAvatar().c_str()));
if((*it_c)->getMyAvatar() == "" || !myAvatarFile.exists()) {
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmapAndCountry(QPixmap::fromImage(QImage(myGameTableStyle->getDefaultAvatar())),countryString,seatPlace);
}
else {
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmapAndCountry(QPixmap::fromImage(QImage(QString::fromUtf8((*it_c)->getMyAvatar().c_str()))),countryString,seatPlace);
}
}
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) {
QFile myAvatarFile(QString::fromUtf8((*it_c)->getMyAvatar().c_str()));
if((*it_c)->getMyAvatar() == "" || !myAvatarFile.exists()) {
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmapAndCountry(QPixmap::fromImage(QImage(myGameTableStyle->getDefaultAvatar())), countryString, seatPlace, TRUE);
}
else {
playerAvatarLabelArray[(*it_c)->getMyID()]->setPixmapAndCountry(QPixmap::fromImage(QImage(QString::fromUtf8((*it_c)->getMyAvatar().c_str()))),countryString,seatPlace, 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()) {
QFile myAvatarFile(myAvatar);
if(myAvatarFile.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";
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
if(playerID == -1 || playerAction == -1) {
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->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() {
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->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) {
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->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();
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
refreshAction( (*it_c)->getMyID(), (*it_c)->getMyAction());
}
refreshCash();
refreshGroupbox();
refreshPlayerName();
refreshPlayerAvatar();
}
void gameTableImpl::refreshChangePlayer() {
refreshSet();
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
refreshAction( (*it_c)->getMyID(), (*it_c)->getMyAction());
}
refreshCash();
}
void gameTableImpl::refreshPot() {
boost::shared_ptr<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() {
int i,k;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
for ( k=0; k<=1; k++ ) {
holeCardsArray[i][k]->setFadeOutAction(FALSE);
holeCardsArray[i][k]->stopFlipCardsAnimation();
}
}
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;
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->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);
holeCardsArray[(*it_c)->getMyID()][j]->setFlipsidePix(flipside);
}
}
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);
spinBox_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]->setFront(card);
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]->setFront(card);
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]->setFront(card);
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]->setFront(card);
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]->setFront(card);
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();
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
PlayerList activePlayerList = currentHand->getActivePlayerList();
//really disabled buttons if human player is fold/all-in or ... and not called from dealberocards
if(/*pushButton_BetRaise->isCheckable() && */mode != 0 && (humanPlayer->getMyAction() == PLAYER_ACTION_ALLIN || humanPlayer->getMyAction() == PLAYER_ACTION_FOLD || (humanPlayer->getMySet() == currentHand->getCurrentBeRo()->getHighestSet() && (humanPlayer->getMyAction() != PLAYER_ACTION_NONE)))) {
pushButton_BetRaise->setText("");
pushButton_CallCheck->setText("");
pushButton_Fold->setText("");
pushButton_AllIn->setText("");
horizontalSlider_bet->setDisabled(TRUE);
spinBox_betValue->setDisabled(TRUE);
myButtonsCheckable(FALSE);
refreshActionButtonFKeyIndicator(1);
}
else {
horizontalSlider_bet->setEnabled(TRUE);
spinBox_betValue->setEnabled(TRUE);
//show available actions on buttons
if(currentHand->getCurrentRound() == 0) { // preflop
if (humanPlayer->getMyCash()+humanPlayer->getMySet() > currentHand->getCurrentBeRo()->getHighestSet() && !currentHand->getCurrentBeRo()->getFullBetRule()) {
pushButtonBetRaiseString = RaiseString+"\n$"+QString("%L1").arg(getMyBetAmount());
}
if (humanPlayer->getMySet()== currentHand->getCurrentBeRo()->getHighestSet() && humanPlayer->getMyButton() == 3) { pushButtonCallCheckString = CheckString; }
else { pushButtonCallCheckString = CallString+"\n$"+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$"+QString("%L1").arg(getMyBetAmount());
}
if (currentHand->getCurrentBeRo()->getHighestSet() > 0 && currentHand->getCurrentBeRo()->getHighestSet() > humanPlayer->getMySet()) {
pushButtonCallCheckString = CallString+"\n$"+QString("%L1").arg(getMyCallAmount());
if (humanPlayer->getMyCash()+humanPlayer->getMySet() > currentHand->getCurrentBeRo()->getHighestSet() && !currentHand->getCurrentBeRo()->getFullBetRule()) {
pushButtonBetRaiseString = RaiseString+"\n$"+QString("%L1").arg(getMyBetAmount());
}
}
if(!currentHand->getCurrentBeRo()->getFullBetRule()) {
pushButtonAllInString = AllInString;
}
}
if(mode == 0) {
if( humanPlayer->getMyAction() != PLAYER_ACTION_FOLD ) {
pushButtonBetRaiseString = BetString+"\n$"+QString("%L1").arg(getMyBetAmount());
pushButtonCallCheckString = CheckString;
if( (activePlayerList->size() > 2 && humanPlayer->getMyButton() == BUTTON_SMALL_BLIND ) || ( activePlayerList->size() <= 2 && humanPlayer->getMyButton() == BUTTON_BIG_BLIND)) { pushButtonFoldString = FoldString; }
else { pushButtonFoldString = CheckString+" /\n"+FoldString; }
pushButtonAllInString = AllInString;
}
else {
pushButtonBetRaiseString = "";
pushButtonCallCheckString = "";
pushButtonFoldString = "";
pushButtonAllInString = "";
horizontalSlider_bet->setDisabled(TRUE);
spinBox_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);
spinBox_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() - humanPlayer->getMySet() + currentHand->getCurrentBeRo()->getMinimumRaise());
horizontalSlider_bet->setMaximum(humanPlayer->getMyCash());
horizontalSlider_bet->setSingleStep(10);
spinBox_betValue->setMinimum(currentHand->getCurrentBeRo()->getHighestSet() - humanPlayer->getMySet() + currentHand->getCurrentBeRo()->getMinimumRaise());
spinBox_betValue->setMaximum(humanPlayer->getMyCash());
changeSpinBoxBetValue(horizontalSlider_bet->value());
myActionIsRaise = 1;
}
else if(pushButton_BetRaise->text().startsWith(BetString)) {
horizontalSlider_bet->setMinimum(currentHand->getSmallBlind()*2);
horizontalSlider_bet->setMaximum(humanPlayer->getMyCash());
horizontalSlider_bet->setSingleStep(10);
spinBox_betValue->setMinimum(currentHand->getSmallBlind()*2);
spinBox_betValue->setMaximum(humanPlayer->getMyCash());
changeSpinBoxBetValue(horizontalSlider_bet->value());
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")) {
spinBox_betValue->setFocus();
spinBox_betValue->selectAll();
}
if(myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL) {
spinBox_betValue->setFocus();
spinBox_betValue->selectAll();
}
}
}
void gameTableImpl::meInAction() {
myButtonsCheckable(FALSE);
horizontalSlider_bet->setEnabled(TRUE);
spinBox_betValue->setEnabled(TRUE);
if((myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK) && lineEdit_ChatInput->text() == "" && myConfig->readConfigInt("EnableBetInputFocusSwitch")) {
spinBox_betValue->setFocus();
spinBox_betValue->selectAll();
}
// if(this->isMinimized()){
// this->showNormal();
// this->activateWindow();
// this->raise();
// }
// else if(!this->isActiveWindow()) {
// this->showMinimized();
// this->activateWindow();
// this->raise();
// this->showNormal();
// this->activateWindow();
// this->raise();
//
// }
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() {
boost::shared_ptr<PlayerInterface> humanPlayer = myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getSeatsList()->front();
clearMyButtons();
//clear userWidgets
horizontalSlider_bet->setDisabled(TRUE);
spinBox_betValue->setDisabled(TRUE);
horizontalSlider_bet->setMinimum(0);
horizontalSlider_bet->setMaximum(humanPlayer->getMyCash());
spinBox_betValue->setMinimum(0);
spinBox_betValue->setMaximum(humanPlayer->getMyCash());
spinBox_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) {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
humanPlayer->setMyAction(1);
humanPlayer->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() {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
humanPlayer->setMyTurn(0);
humanPlayer->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;
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
tempHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
if (humanPlayer->getMyCash() + humanPlayer->getMySet() <= tempHighestSet) {
return humanPlayer->getMyCash();
}
else {
return tempHighestSet - humanPlayer->getMySet();
}
}
int gameTableImpl::getBetRaisePushButtonValue() {
int betValue = pushButton_BetRaise->text().simplified().remove(QRegExp("[^0-9]")).toInt();
return betValue;
}
int gameTableImpl::getMyBetAmount() {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
int betValue = getBetRaisePushButtonValue();
int minimum;
minimum = currentHand->getCurrentBeRo()->getHighestSet() - humanPlayer->getMySet() + currentHand->getCurrentBeRo()->getMinimumRaise();
if(betValue < minimum) {
return min(minimum,humanPlayer->getMyCash());
}
else {
return betValue;
}
}
void gameTableImpl::myCall(){
int tempHighestSet = 0;
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
tempHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
if (humanPlayer->getMyCash() + humanPlayer->getMySet() <= tempHighestSet) {
humanPlayer->setMySet(humanPlayer->getMyCash());
humanPlayer->setMyCash(0);
humanPlayer->setMyAction(6);
}
else {
humanPlayer->setMySet(tempHighestSet - humanPlayer->getMySet());
humanPlayer->setMyAction(3);
}
humanPlayer->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() != "") {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
int tempCash = humanPlayer->getMyCash();
// cout << "Set-Value " << getBetRaisePushButtonValue() << endl;
humanPlayer->setMySet(getBetRaisePushButtonValue());
if (getBetRaisePushButtonValue() >= tempCash ) {
humanPlayer->setMySet(humanPlayer->getMyCash());
humanPlayer->setMyCash(0);
humanPlayer->setMyAction(6);
// full bet rule
if(currentHand->getCurrentBeRo()->getHighestSet() + currentHand->getCurrentBeRo()->getMinimumRaise() > humanPlayer->getMySet()) {
currentHand->getCurrentBeRo()->setFullBetRule(true);
}
}
if(myActionIsRaise) {
//do not if allIn
if(humanPlayer->getMyAction() != 6) {
humanPlayer->setMyAction(5);
}
myActionIsRaise = 0;
currentHand->getCurrentBeRo()->setMinimumRaise(humanPlayer->getMySet() - currentHand->getCurrentBeRo()->getHighestSet());
}
if(myActionIsBet) {
//do not if allIn
if(humanPlayer->getMyAction() != 6) {
humanPlayer->setMyAction(4);
}
myActionIsBet = 0;
currentHand->getCurrentBeRo()->setMinimumRaise(humanPlayer->getMySet());
}
currentHand->getCurrentBeRo()->setHighestSet(humanPlayer->getMySet());
humanPlayer->setMyTurn(0);
currentHand->getBoard()->collectSets();
refreshPot();
// statusBar()->clearMessage();
//set that i was the last active player. need this for unhighlighting groupbox
currentHand->setLastPlayersTurn(0);
// lastPlayerAction für Karten umblättern reihenfolge setzrn
currentHand->setLastActionPlayer(humanPlayer->getMyUniqueID());
//Spiel läuft weiter
myActionDone();
}
}
void gameTableImpl::myAllIn(){
if(pushButton_AllIn->text() == AllInString) {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
boost::shared_ptr<PlayerInterface> humanPlayer = currentHand->getSeatsList()->front();
humanPlayer->setMySet(humanPlayer->getMyCash());
humanPlayer->setMyCash(0);
humanPlayer->setMyAction(6);
// full bet rule
if(currentHand->getCurrentBeRo()->getHighestSet() + currentHand->getCurrentBeRo()->getMinimumRaise() > humanPlayer->getMySet()) {
currentHand->getCurrentBeRo()->setFullBetRule(true);
}
if(humanPlayer->getMySet() > currentHand->getCurrentBeRo()->getHighestSet()) {
currentHand->getCurrentBeRo()->setMinimumRaise(humanPlayer->getMySet() - currentHand->getCurrentBeRo()->getHighestSet());
currentHand->getCurrentBeRo()->setHighestSet(humanPlayer->getMySet());
// lastPlayerAction für Karten umblättern reihenfolge setzrn
currentHand->setLastActionPlayer(humanPlayer->getMyUniqueID());
}
humanPlayer->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 = spinBox_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() {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
//refresh Change Player
refreshSet();
PlayerListConstIterator it_c;
PlayerList seatsList = currentHand->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->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);
spinBox_betValue->setDisabled(TRUE);
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
bool internetOrNetworkGame = (myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK);
int nonfoldPlayersCounter = 0;
PlayerListConstIterator it_c;
PlayerList activePlayerList = currentGame->getActivePlayerList();
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD)
nonfoldPlayersCounter++;
}
if(nonfoldPlayersCounter!=1) {
if(!flipHolecardsAllInAlreadyDone) {
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->checkIfINeedToShowCards()) {
showHoleCards((*it_c)->getMyUniqueID());
}
//if human player dont need to show cards he gets the button "show cards" in internet or network game
if( internetOrNetworkGame && (*it_c)->getMyID() == 0 && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && !(*it_c)->checkIfINeedToShowCards()) {
showShowMyCardsButton();
}
}
//Wenn einmal umgedreht dann fertig!!
flipHolecardsAllInAlreadyDone = TRUE;
}
else {
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
//set Player value (logging) for all in already shown cards
(*it_c)->setMyCardsFlip(1,3);
}
}
}
postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
}
else {
//display show! button if human player is active and the latest non foldedone
boost::shared_ptr<PlayerInterface> humanPlayer = myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getSeatsList()->front();
if( internetOrNetworkGame && humanPlayer->getMyActiveStatus() && humanPlayer->getMyAction() != PLAYER_ACTION_FOLD) {
showShowMyCardsButton();
}
postRiverRunAnimation3();
}
}
void gameTableImpl::postRiverRunAnimation3() {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
int nonfoldPlayerCounter = 0;
PlayerListConstIterator it_c;
PlayerList activePlayerList = currentHand->getActivePlayerList();
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
nonfoldPlayerCounter++;
}
}
list<unsigned> winners = currentHand->getBoard()->getWinners();
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
//Show "Winner" label
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);
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( activePlayerList->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=activePlayerList->begin(); it_c!=activePlayerList->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=activePlayerList->begin(); it_c!=activePlayerList->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() {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
PlayerList activePlayerList = currentHand->getActivePlayerList();
PlayerListConstIterator it_c;
if (distributePotAnimCounter<10) {
if (distributePotAnimCounter==0 || distributePotAnimCounter==2 || distributePotAnimCounter==4 || distributePotAnimCounter==6 || distributePotAnimCounter==8) {
label_Pot->setText("");
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
playerNameLabelArray[(*it_c)->getMyID()]->hide();
}
}
}
else {
label_Pot->setText(PotString);
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
playerNameLabelArray[(*it_c)->getMyID()]->show();
}
}
}
distributePotAnimCounter++;
}
else {
potDistributeTimer->stop();
postRiverRunAnimation5Timer->start(gameSpeed);
}
}
void gameTableImpl::postRiverRunAnimation6() {
//GUI HACK show every nick label
int i;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerNameLabelArray[i]->show();
}
boost::shared_ptr<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;
PlayerList activePlayerList = currentHand->getActivePlayerList();
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyCash() > 0) playersPositiveCashCounter++;
}
if (playersPositiveCashCounter==1) {
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->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::showHoleCards(unsigned playerId, bool allIn)
{
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
//TempArrays
QPixmap tempCardsPixmapArray[2];
int tempCardsIntArray[2];
int showFlipcardAnimation = myConfig->readConfigInt("ShowFlipCardsAnimation");
int j;
PlayerListConstIterator it_c;
PlayerList activePlayerList = currentHand->getActivePlayerList();
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyUniqueID() == playerId) {
(*it_c)->getMyCards(tempCardsIntArray);
for(j=0; j<2; j++) {
if(showFlipcardAnimation) { // with Eye-Candy
holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), flipside);
}
else { //without Eye-Candy
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)
if(currentHand->getCurrentRound() < 3 || allIn) {
(*it_c)->setMyCardsFlip(1,2); //for bero before postriver or allin just log the hole cards
}
else {
(*it_c)->setMyCardsFlip(1,1); //for postriver log the value
}
}
}
}
void gameTableImpl::flipHolecardsAllIn() {
boost::shared_ptr<Game> currentGame = myStartWindow->getSession()->getCurrentGame();
if(!flipHolecardsAllInAlreadyDone) {
//Aktive Spieler zählen --> wenn nur noch einer nicht-folded dann keine Karten umdrehen
int nonfoldPlayersCounter = 0;
PlayerListConstIterator it_c;
PlayerList activePlayerList = currentGame->getActivePlayerList();
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) nonfoldPlayersCounter++;
}
if(nonfoldPlayersCounter!=1) {
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
showHoleCards((*it_c)->getMyUniqueID());
}
}
}
//Wenn einmal umgedreht dann fertig!!
flipHolecardsAllInAlreadyDone = TRUE;
}
}
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();
}
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++ ) {
timeoutLabelArray[i]->stopTimeOutAnimation();
for ( j=0; j<=1; j++ ) {
holeCardsArray[i][j]->setFadeOutAction(FALSE);
holeCardsArray[i][j]->stopFlipCardsAnimation();
}
}
// 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);
spinBox_betValue->setDisabled(TRUE);
uncheckMyButtons();
myButtonsCheckable(FALSE);
resetMyButtonsCheckStateMemory();
clearMyButtons();
pushButton_showMyCards->hide();
}
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(spinBox_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) { pushButton_showMyCards->click(); }
if (event->key() == Qt::Key_F6) { radioButton_manualAction->click(); }
if (event->key() == Qt::Key_F7) { radioButton_autoCheckFold->click(); }
if (event->key() == Qt::Key_F8) { 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) { showShowMyCardsButton(); }
}
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);
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();
if(myGameTableStyle->getState() != GT_STYLE_OK) myGameTableStyle->showErrorMessage();
}
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->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);
playerAvatarLabelArray[i]->setVoteRunning(FALSE);
}
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);
myGameTableStyle->setBreakButtonStyle(pushButton_break,0);
blinkingStartButtonAnimationTimer->stop();
}
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();
if(myStartWindow->getSession()->getClientPlayerInfo(myStartWindow->getSession()->getClientUniquePlayerId()).isGuest) {
guestUserMode();
}
else { registeredUserMode(); }
blinkingStartButtonAnimationTimer->stop();
myGameTableStyle->setBreakButtonStyle(pushButton_break,0);
}
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) {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
if(currentHand->getLastPlayersTurn() == 0) {
myButtonsCheckable(FALSE);
clearMyButtons();
}
else {
if(currentHand->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) {
boost::shared_ptr<HandInterface> currentHand = myStartWindow->getSession()->getCurrentGame()->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() && 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()) myStartWindow->getMyServerGuiInterface()->getSession()->terminateNetworkServer();
saveGameTableGeometry();
myStartWindow->show();
this->hide();
}
}
else {
bool close = true;
if(myUniversalMessageDialog->checkIfMesssageWillBeDisplayed(6) && (myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK ) && this->isVisible()) {
if (myUniversalMessageDialog->exec(6, tr("Really want to exit?"), tr("PokerTH - Close Table?"), QPixmap(":/gfx/logoChip3D.png"), QDialogButtonBox::Yes|QDialogButtonBox::No, true) == QDialog::Rejected) {
close = false;
}
}
if(close) {
//now really close the table
myStartWindow->getSession()->terminateNetworkClient();
stopTimer();
saveGameTableGeometry();
myStartWindow->show();
this->hide();
}
}
}
void gameTableImpl::changeSpinBoxBetValue(int value) {
if(betSliderChangedByInput) {
//prevent interval cutting of spinBox_betValue input from code below
betSliderChangedByInput = FALSE;
}
else {
int temp;
if(horizontalSlider_bet->maximum() <= 1000 ) {
temp = (int)((value/10)*10);
}
else if(horizontalSlider_bet->maximum() > 1000 && horizontalSlider_bet->maximum() <= 10000) {
temp = (int)((value/50)*50);
}
else if(horizontalSlider_bet->maximum() > 10000 && horizontalSlider_bet->maximum() <= 100000) {
temp = (int)((value/500)*500);
}
else {
temp = (int)((value/5000)*5000);
}
if(temp < horizontalSlider_bet->minimum())
spinBox_betValue->setValue(horizontalSlider_bet->minimum());
else
spinBox_betValue->setValue(temp);
}
}
void gameTableImpl::spinBoxBetValueChanged(int value) {
if(horizontalSlider_bet->isEnabled()) {
QString betRaise = pushButton_BetRaise->text().section("\n",0 ,0);
if(value >= horizontalSlider_bet->minimum()) {
if(value > 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(value));
betSliderChangedByInput = TRUE;
horizontalSlider_bet->setValue(value);
}
}
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(!myUniversalMessageDialog->checkIfMesssageWillBeDisplayed(1)) {
assert(myStartWindow->getSession());
myStartWindow->getSession()->sendLeaveCurrentGame();
}
else {
if (myUniversalMessageDialog->exec(1, tr("Attention! Do you really want to leave the current game\nand go back to the lobby?"), tr("PokerTH - Internet Game Message"), QPixmap(":/gfx/logoChip3D.png"), QDialogButtonBox::Yes|QDialogButtonBox::No, true) == QDialog::Accepted) {
assert(myStartWindow->getSession());
myStartWindow->getSession()->sendLeaveCurrentGame();
}
}
}
}
void gameTableImpl::triggerVoteOnKick(int id) {
assert(myStartWindow->getSession()->getCurrentGame());
PlayerList seatList = myStartWindow->getSession()->getCurrentGame()->getSeatsList();
int playerCount = static_cast<int>(seatList->size());
if (id < playerCount)
{
PlayerListIterator pos = seatList->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")) {
boost::shared_ptr<PlayerInterface> humanPlayer = myStartWindow->getSession()->getCurrentGame()->getSeatsList()->front();
if(humanPlayer->getMyActiveStatus() && humanPlayer->getMyAction() != PLAYER_ACTION_FOLD) {
int boardCards[5];
int holeCards[2];
humanPlayer->getMyCards(holeCards);
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(boardCards);
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->setChatLogStyle(textEdit_tipInput);
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->setBreakButtonStyle(pushButton_tipSave,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->setShowMyCardsButtonStyle(pushButton_showMyCards);
myGameTableStyle->setBetValueInputStyle(spinBox_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();
}
}
}
void gameTableImpl::registeredUserMode()
{
lineEdit_ChatInput->clear();
lineEdit_ChatInput->setEnabled(true);
guestMode = false;
}
void gameTableImpl::guestUserMode()
{
lineEdit_ChatInput->setText(tr("Chat is only available to registered players."));
lineEdit_ChatInput->setDisabled(true);
guestMode = true;
}
void gameTableImpl::showShowMyCardsButton()
{
pushButton_showMyCards->show();
pushButton_showMyCards->raise();
}
void gameTableImpl::sendShowMyCardsSignal()
{
if(pushButton_showMyCards->isVisible()) {
myStartWindow->getSession()->showMyCards();
pushButton_showMyCards->hide();
}
}
void gameTableImpl::showWarningAutoFoldInRankingGame(unsigned remainingAutoFolds)
{
QMessageBox::warning(this, tr("PokerTH - Warning"),
tr("You have triggered a warning level of timeouts in a ranking game.\n"
"After %1 additional timeouts the server needs to kick you to provide a better game flow!\n\n"
"If you are temporarily away, you can use the \"away\" tools in the tool box on the right.").arg(remainingAutoFolds),
QMessageBox::Ok);
tabWidget_Right->setCurrentIndex(1);
}
void gameTableImpl::closeMessageBoxes() {
myUniversalMessageDialog->close();
}