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/****************************************************************
**
** Attal : Lords of Doom
**
** clientInterface.h
** Manages the whole game
**
** Version : $Id: clientInterface.h,v 1.70 2008/05/24 16:04:25 lusum Exp $
**
** Author(s) : Pascal Audoux - Sardi Carlo
**
** Date : 17/08/2000
**
** Licence :
** 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, 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.
**
****************************************************************/
#ifndef CLIENTINTERFACE_H
#define CLIENTINTERFACE_H
// include files for QT
#include <QAbstractSocket>
#include <QApplication>
#include <QCloseEvent>
#include <QDialog>
#include <QLineEdit>
#include <QMainWindow>
#include <QKeySequence>
#include <QString>
#include <QVector>
#include <QStackedWidget>
// application specific includes
#include "libCommon/displayHelp.h"
#include "libCommon/genericBuilding.h"
#include "libClient/player.h"
#include "libClient/game.h"
#include "libClient/gui.h"
#include "libClient/ressourceBar.h"
#include "libServer/loadGame.h"
class QProcess;
class QAction;
class QProgressDialog;
class QSignalMapper;
class AttalSocket;
class DisplayBase;
class Fight;
class GainLevel;
class GenericLord;
class ConfigConnection;
class StartGameDialog;
class AttalMessage;
class AttalServer;
class Engine;
class Analyst;
/* ------------------------------
* ClientInterface
* ------------------------------ */
class ClientInterface : public QMainWindow, public LoadGame
{
Q_OBJECT
public:
/** Constructor */
ClientInterface();
/** Destructor */
~ClientInterface();
public slots:
/** Slot for managing 'actions' */
void slot_action( int num );
/** Slot for writing in the StatusBar */
void slot_status( const QString & text );
void slot_scenInfo( const QString & text );
/** Slot for reading the socket */
void slot_readSocket();
/** when connection is closed by server **/
void slot_connectionClosed();
void slot_endGame();
void slot_exchange();
void slot_hostfound();
/** manage connection's errors **/
void slot_error( QAbstractSocket::SocketError error );
/** Slot for displaying the base */
void slot_base( GenericBase * base );
/** Slot for quitting the base */
void slot_map();
/** Slot for beginning fight */
void slot_fight( GenericLord * lord, CLASS_FIGHTER cla );
void slot_clientConnect();
void slot_quit() { actionQuit(); }
void slot_newScen();
void slot_newCamp();
void slot_loadScen();
void slot_loadCamp();
void slot_dialogClosed();
void slot_ready();
void slot_endConnection( QString name );
void slot_endTurn();
void slot_beginTurn();
void slot_result(bool result);
void slot_resourceBar();
void slot_loadThemeStep();
void actionOptionsAnimations(int state);
#ifdef WITH_SOUND
void actionOptionsMusic(int state);
void actionOptionsSound(int state);
#endif
signals:
void sig_newMessage( const QString & );
void sig_map();
void sig_baseDisplay();
void sig_fightDisplay();
void sig_widgChanged( int );
void sig_animations();
void sig_dispositions();
protected:
void closeEvent( QCloseEvent* );
void updateScreen();
void resizeWidget();
virtual void changeEvent ( QEvent * e );
private:
enum MENU_ACTIONS {
ACTION_CONNECT = 0,
ACTION_START,
ACTION_END,
ACTION_SAVE,
ACTION_FASTCONNECT ,
ACTION_DISCONNECT,
ACTION_MINIMAP,
ACTION_FULL,
ACTION_CHAT,
ACTION_OPTIONS,
ACTION_INFO,
ACTION_ENDTURN,
ACTION_NEXTLORD,
ACTION_NEXTBASE,
ACTION_HELP,
ACTION_ABOUT,
ACTION_QUIT,
ACTION_FREESIZE,
ACTION_800,
ACTION_1024,
ACTION_1280,
ACTION_TESTSTYLE,
NB_ACTIONS
};
enum StateGame {
SG_MAP,
SG_FIGHT,
SG_BASE
};
enum SizeMode {
SIZEMODE_FREE,
SIZEMODE_800,
SIZEMODE_1024,
SIZEMODE_1280
};
/** Define menus */
void initMenuBar();
/** Define statusBar */
void initStatusBar();
void initActions();
void initProgressBar();
void loadMenu( bool show );
/** Add a new action */
QAction * addAction( const QString & label, const QKeySequence & shortcut, MENU_ACTIONS id, QSignalMapper * sigmap );
/** Manage socket SO_FIGHT */
void socketFight();
/** Manage socket QR */
void socketQR();
void showFightResults( char result );
void updateUnits();
void actionConnect(bool fast);
void actionStart();
void actionEnd();
void actionFastConnect();
void actionDisconnect();
void actionMinimap();
void actionFullScreen();
void actionPopupChat();
void actionOptions();
void actionInfo();
void actionNextLord();
void actionNextBase();
void actionHelp();
void actionAbout();
bool actionQuit();
void actionResize( SizeMode mode );
void actionTestStyle();
void killServer();
void addInternalAI();
bool killAI();
void adjustWidgetLoading( StatusWidget type );
void endEngine();
void endServer();
void disconnectClient();
void disconnectAI();
void reinit();
Game * _game;
Fight * _fight;
DisplayBase * _base;
AttalSocket * _socket;
GainLevel * _level;
ConfigConnection * _config;
StartGameDialog * _startDialog;
bool _mini, _inLoad;
bool _full;
QProcess * _proc;
QVector<QAction *> _actions;
QList<Analyst *> _aiList;
DisplayHelp * _help;
QStackedWidget * _centralWindow;
AttalMessage * _msg;
QProgressDialog * _progress;
int _progressNum;
QString _scenInfo;
QStatusBar * _statusBar;
RessourceBar * _resourceBar;
QLabel * _cal;
int _numWidg[3];
QSignalMapper * _sigmap;
StateGame _state;
};
#endif // CLIENTINTERFACE_H
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