Files
pokerth/src/gui/qt/guiwrapper.cpp
T
lotodore fa8d7b14ec Information about the game is now shown in lobby, when selecting a game.
Some GUI modifications, GUI update is working properly now if the dialog is shown the second time (after clearing items).
List of players for the game is still missing. With the new on-demand model for player id/player name, this is kind of hard to implement.
2007-08-27 09:57:51 +00:00

140 lines
7.6 KiB
C++

/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "guiwrapper.h"
#include "session.h"
#include "log.h"
#include "chat.h"
#include "mainwindowimpl.h"
#include "configfile.h"
using namespace std;
GuiWrapper::GuiWrapper(ConfigFile *c) : myLog(0), myW(0), myConfig(c)
{
myW = new mainWindowImpl(myConfig);
myW->show();
myLog = new Log(myW, myConfig);
myChat = new Chat(myW, myConfig);
}
GuiWrapper::~GuiWrapper()
{
}
void GuiWrapper::initGui(int speed) { myW->signalInitGui(speed); }
Session &GuiWrapper::getSession() { return myW->getSession(); }
void GuiWrapper::setSession(boost::shared_ptr<Session> session) { myW->setSession(session); }
void GuiWrapper::refreshSet() const { myW->signalRefreshSet(); }
void GuiWrapper::refreshCash() const { myW->signalRefreshCash(); }
void GuiWrapper::refreshAction(int playerID, int playerAction) const { myW->signalRefreshAction(playerID, playerAction); }
void GuiWrapper::refreshChangePlayer() const { myW->signalRefreshChangePlayer(); }
void GuiWrapper::refreshAll() const { myW->signalRefreshAll(); }
void GuiWrapper::refreshPot() const { myW->signalRefreshPot(); }
void GuiWrapper::refreshGroupbox(int playerID, int status) const { myW->signalRefreshGroupbox(playerID, status); }
void GuiWrapper::refreshPlayerName() const { myW->signalRefreshPlayerName(); }
void GuiWrapper::refreshButton() const { myW->signalRefreshButton(); }
void GuiWrapper::refreshGameLabels(GameState state) const { myW->signalRefreshGameLabels(state); }
void GuiWrapper::waitForGuiUpdateDone() const
{
myW->signalGuiUpdateDone();
myW->waitForGuiUpdateDone();
}
void GuiWrapper::dealBeRoCards(int myBeRoID) { myW->signalDealBeRoCards(myBeRoID); }
void GuiWrapper::dealHoleCards() { myW->signalDealHoleCards(); }
void GuiWrapper::dealFlopCards() { myW->signalDealFlopCards0(); }
void GuiWrapper::dealTurnCard() { myW->signalDealTurnCards0(); }
void GuiWrapper::dealRiverCard() { myW->signalDealRiverCards0(); }
void GuiWrapper::nextPlayerAnimation() { myW->signalNextPlayerAnimation(); }
void GuiWrapper::beRoAnimation2(int myBeRoID) { myW->signalBeRoAnimation2(myBeRoID); }
void GuiWrapper::preflopAnimation1() { myW->signalPreflopAnimation1(); }
void GuiWrapper::preflopAnimation2() { myW->signalPreflopAnimation2(); }
void GuiWrapper::flopAnimation1() { myW->signalFlopAnimation1(); }
void GuiWrapper::flopAnimation2() { myW->signalFlopAnimation2(); }
void GuiWrapper::turnAnimation1() { myW->signalTurnAnimation1(); }
void GuiWrapper::turnAnimation2() { myW->signalTurnAnimation2(); }
void GuiWrapper::riverAnimation1() { myW->signalRiverAnimation1(); }
void GuiWrapper::riverAnimation2() { myW->signalRiverAnimation2(); }
void GuiWrapper::postRiverAnimation1() { myW->signalPostRiverAnimation1(); }
void GuiWrapper::postRiverRunAnimation1() { myW->signalPostRiverRunAnimation1(); }
void GuiWrapper::flipHolecardsAllIn() { myW->signalFlipHolecardsAllIn(); }
void GuiWrapper::nextRoundCleanGui() { myW->signalNextRoundCleanGui(); }
void GuiWrapper::meInAction() { myW->signalMeInAction(); }
void GuiWrapper::disableMyButtons() { myW->signalDisableMyButtons(); }
void GuiWrapper::startTimeoutAnimation(int playerId, int timeoutSec) { myW->signalStartTimeoutAnimation(playerId, timeoutSec); }
void GuiWrapper::stopTimeoutAnimation(int playerId) { myW->signalStopTimeoutAnimation(playerId); }
void GuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) { myLog->signalLogPlayerActionMsg(QString::fromUtf8(playerName.c_str()), action, setValue); }
void GuiWrapper::logNewGameHandMsg(int gameID, int handID) { myLog->signalLogNewGameHandMsg(gameID, handID); }
void GuiWrapper::logPlayerWinsMsg(int playerID, int pot) { myLog->signalLogPlayerWinsMsg(playerID, pot); }
void GuiWrapper::logDealBoardCardsMsg(int roundID, int card1, int card2, int card3, int card4, int card5) { myLog->signalLogDealBoardCardsMsg(roundID, card1, card2, card3, card4, card5); }
void GuiWrapper::logFlipHoleCardsMsg(string playerName, int card1, int card2, int cardsValueInt, string showHas) { myLog->signalLogFlipHoleCardsMsg(QString::fromUtf8(playerName.c_str()), card1, card2, cardsValueInt, QString::fromUtf8(showHas.c_str())); }
void GuiWrapper::logPlayerWinGame(std::string playerName, int gameID) { myLog->signalLogPlayerWinGame(QString::fromUtf8(playerName.c_str()), gameID); }
void GuiWrapper::SignalNetClientConnect(int actionID) { myW->signalNetClientConnect(actionID); }
void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGameInfo(actionID); }
void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); }
void GuiWrapper::SignalNetClientSelfJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientSelfJoined(QString::fromUtf8(playerName.c_str()), rights); }
void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str()), rights); }
void GuiWrapper::SignalNetClientPlayerChanged(const string &oldPlayerName, const string &newPlayerName)
{
myW->signalNetClientPlayerChanged(QString::fromUtf8(oldPlayerName.c_str()), QString::fromUtf8(newPlayerName.c_str()));
}
void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName)
{
QString tmpName(QString::fromUtf8(playerName.c_str()));
myW->signalNetClientPlayerLeft(tmpName);
if (!playerName.empty() && playerName[0] != '#')
myLog->signalLogPlayerLeftMsg(tmpName);
}
void GuiWrapper::SignalNetClientGameListNew(const string &gameName) { myW->signalNetClientGameListNew(QString::fromUtf8(gameName.c_str())); }
void GuiWrapper::SignalNetClientGameListRemove(const string &gameName) { myW->signalNetClientGameListRemove(QString::fromUtf8(gameName.c_str())); }
void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->signalNetClientGameStart(game); }
void GuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { myChat->signalChatMessage(QString::fromUtf8(playerName.c_str()), QString::fromUtf8(msg.c_str())); }
void GuiWrapper::SignalNetClientWaitDialog() { myW->signalShowNetworkStartDialog(); }
void GuiWrapper::SignalNetServerSuccess(int actionID) { }
void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { myW->signalNetServerError(errorID, osErrorID); }
void GuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { }
void GuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { }