servatrice/cockatrice/src/tab_game.h

225 lines
7.1 KiB
C++

#ifndef TAB_GAME_H
#define TAB_GAME_H
#include <QMap>
#include <QPushButton>
#include "tab.h"
#include "pb/serverinfo_game.pb.h"
class AbstractClient;
class CardDatabase;
class GameView;
class DeckView;
class GameScene;
class CardInfoWidget;
class MessageLogWidget;
class QTimer;
class QSplitter;
class QLabel;
class QLineEdit;
class QPushButton;
class QToolButton;
class QMenu;
class ZoneViewLayout;
class ZoneViewWidget;
class PhasesToolbar;
class PlayerListWidget;
class ReplayTimelineWidget;
class Response;
class GameEventContainer;
class GameEventContext;
class GameCommand;
class CommandContainer;
class Event_GameJoined;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
class Event_Leave;
class Event_GameHostChanged;
class Event_GameClosed;
class Event_GameStart;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Event_Ping;
class Event_GameSay;
class Event_Kicked;
class Player;
class CardZone;
class AbstractCardItem;
class CardItem;
class TabGame;
class DeckLoader;
class QVBoxLayout;
class QHBoxLayout;
class GameReplay;
class ServerInfo_User;
class PendingCommand;
class ToggleButton : public QPushButton {
Q_OBJECT
private:
bool state;
signals:
void stateChanged();
public:
ToggleButton(QWidget *parent = 0);
bool getState() const { return state; }
void setState(bool _state);
protected:
void paintEvent(QPaintEvent *event);
};
class DeckViewContainer : public QWidget {
Q_OBJECT
private:
QPushButton *loadLocalButton, *loadRemoteButton;
ToggleButton *readyStartButton, *sideboardLockButton;
DeckView *deckView;
int playerId;
private slots:
void loadLocalDeck();
void loadRemoteDeck();
void readyStart();
void deckSelectFinished(const Response &r);
void sideboardPlanChanged();
void sideboardLockButtonClicked();
void updateSideboardLockButtonText();
signals:
void newCardAdded(AbstractCardItem *card);
public:
DeckViewContainer(int _playerId, TabGame *parent = 0);
void retranslateUi();
void setButtonsVisible(bool _visible);
void setReadyStart(bool ready);
void setSideboardLocked(bool locked);
void setDeck(const DeckLoader &deck);
};
class TabGame : public Tab {
Q_OBJECT
private:
QTimer *gameTimer;
int secondsElapsed;
QList<AbstractClient *> clients;
ServerInfo_Game gameInfo;
QMap<int, QString> roomGameTypes;
int hostId;
int localPlayerId;
bool spectator;
QMap<int, Player *> players;
QMap<int, ServerInfo_User> spectators;
bool gameStateKnown;
bool resuming;
QStringList phasesList;
int currentPhase;
int activePlayer;
CardItem *activeCard;
bool gameClosed;
// Replay related members
GameReplay *replay;
int currentReplayStep;
QList<int> replayTimeline;
ReplayTimelineWidget *timelineWidget;
QToolButton *replayToStartButton, *replayStartButton, *replayPauseButton, *replayStopButton, *replayFastForwardButton, *replayToEndButton;
QSplitter *splitter;
CardInfoWidget *cardInfo;
PlayerListWidget *playerListWidget;
QLabel *timeElapsedLabel;
MessageLogWidget *messageLog;
QLabel *sayLabel;
QLineEdit *sayEdit;
PhasesToolbar *phasesToolbar;
GameScene *scene;
GameView *gameView;
QMap<int, DeckViewContainer *> deckViewContainers;
QVBoxLayout *deckViewContainerLayout;
QHBoxLayout *mainLayout;
ZoneViewLayout *zoneLayout;
QAction *playersSeparator;
QMenu *gameMenu;
QMenu *phasesMenu;
QAction *aGameInfo, *aConcede, *aLeaveGame, *aCloseReplay, *aNextPhase, *aNextTurn, *aRemoveLocalArrows;
QList<QAction *> phaseActions;
Player *addPlayer(int playerId, const ServerInfo_User &info);
void startGame(bool resuming);
void stopGame();
void closeGame();
void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
void eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context);
void eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event, int eventPlayerId, const GameEventContext &context);
void eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context);
void eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
void eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context);
void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
Player *setActivePlayer(int id);
void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
void setActivePhase(int phase);
void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
signals:
void gameClosing(TabGame *tab);
void playerAdded(Player *player);
void playerRemoved(Player *player);
void containerProcessingStarted(const GameEventContext &context);
void containerProcessingDone();
void openMessageDialog(const QString &userName, bool focus);
void openDeckEditor(const DeckLoader *deck);
private slots:
void replayNextEvent();
void replayFinished();
void replayToStartButtonClicked();
void replayStartButtonClicked();
void replayPauseButtonClicked();
void replayStopButtonClicked();
void replayFastForwardButtonToggled(bool checked);
void replayToEndButtonClicked();
void incrementGameTime();
void adminLockChanged(bool lock);
void newCardAdded(AbstractCardItem *card);
void updateCardMenu(AbstractCardItem *card);
void actGameInfo();
void actConcede();
void actLeaveGame();
void actRemoveLocalArrows();
void actSay();
void actPhaseAction();
void actNextPhase();
void actNextTurn();
public:
TabGame(TabSupervisor *_tabSupervisor, QList<AbstractClient *> &_clients, const Event_GameJoined &event, const QMap<int, QString> &_roomGameTypes);
TabGame(TabSupervisor *_tabSupervisor, GameReplay *replay);
~TabGame();
void retranslateUi();
void closeRequest();
const QMap<int, Player *> &getPlayers() const { return players; }
CardItem *getCard(int playerId, const QString &zoneName, int cardId) const;
bool isHost() const { return hostId == localPlayerId; }
int getGameId() const { return gameInfo.game_id(); }
QString getTabText() const;
bool getSpectator() const { return spectator; }
bool getSpectatorsSeeEverything() const { return gameInfo.spectators_omniscient(); }
Player *getActiveLocalPlayer() const;
AbstractClient *getClientForPlayer(int playerId) const;
void setActiveCard(CardItem *_card) { activeCard = _card; }
CardItem *getActiveCard() const { return activeCard; }
void processGameEventContainer(const GameEventContainer &cont, AbstractClient *client);
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
PendingCommand *prepareGameCommand(const QList< const ::google::protobuf::Message * > &cmdList);
public slots:
void sendGameCommand(PendingCommand *pend, int playerId = -1);
void sendGameCommand(const ::google::protobuf::Message &command, int playerId = -1);
};
#endif