servatrice/cockatrice/src/tab_game.h

117 lines
3.2 KiB
C++

#ifndef TAB_GAME_H
#define TAB_GAME_H
#include <QMap>
#include "tab.h"
class Client;
class CardDatabase;
class GameView;
class DeckView;
class GameScene;
class CardInfoWidget;
class MessageLogWidget;
class QLabel;
class QLineEdit;
class QPushButton;
class QMenu;
class ZoneViewLayout;
class ZoneViewWidget;
class PhasesToolbar;
class PlayerListWidget;
class ProtocolResponse;
class GameEventContainer;
class GameEventContext;
class GameCommand;
class CommandContainer;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
class Event_Leave;
class Event_GameClosed;
class Event_GameStart;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Event_Ping;
class Player;
class CardZone;
class AbstractCardItem;
class CardItem;
class TabGame : public Tab {
Q_OBJECT
private:
Client *client;
int gameId;
QString gameDescription;
int localPlayerId;
bool spectator;
QMap<int, Player *> players;
QMap<int, QString> spectators;
bool started;
bool resuming;
int currentPhase;
QPushButton *loadLocalButton, *loadRemoteButton, *readyStartButton;
CardInfoWidget *cardInfo;
PlayerListWidget *playerListWidget;
MessageLogWidget *messageLog;
QLabel *sayLabel;
QLineEdit *sayEdit;
PhasesToolbar *phasesToolbar;
GameScene *scene;
GameView *gameView;
DeckView *deckView;
QWidget *deckViewContainer;
ZoneViewLayout *zoneLayout;
QAction *playersSeparator;
QMenu *playersMenu;
QAction *aCloseMostRecentZoneView,
*aConcede, *aLeaveGame, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
Player *addPlayer(int playerId, const QString &playerName);
void startGame();
void stopGame();
void eventGameStateChanged(Event_GameStateChanged *event, GameEventContext *context);
void eventPlayerPropertiesChanged(Event_PlayerPropertiesChanged *event, GameEventContext *context);
void eventJoin(Event_Join *event, GameEventContext *context);
void eventLeave(Event_Leave *event, GameEventContext *context);
void eventGameClosed(Event_GameClosed *event, GameEventContext *context);
Player *setActivePlayer(int id);
void eventSetActivePlayer(Event_SetActivePlayer *event, GameEventContext *context);
void setActivePhase(int phase);
void eventSetActivePhase(Event_SetActivePhase *event, GameEventContext *context);
void eventPing(Event_Ping *event, GameEventContext *context);
signals:
void gameClosing(TabGame *tab);
private slots:
void loadLocalDeck();
void loadRemoteDeck();
void readyStart();
void deckSelectFinished(ProtocolResponse *r);
void newCardAdded(AbstractCardItem *card);
void sideboardPlanChanged();
void actConcede();
void actLeaveGame();
void actRemoveLocalArrows();
void actSay();
void actNextPhase();
void actNextTurn();
public:
TabGame(Client *_client, int _gameId, const QString &_gameDescription, int _localPlayerId, bool _spectator, bool _resuming);
~TabGame();
void retranslateUi();
const QMap<int, Player *> &getPlayers() const { return players; }
int getGameId() const { return gameId; }
QString getTabText() const { return tr("Game %1: %2").arg(gameId).arg(gameDescription); }
void processGameEventContainer(GameEventContainer *cont);
public slots:
void sendGameCommand(GameCommand *command);
void sendCommandContainer(CommandContainer *cont);
};
#endif