#include <tab_game.h>
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| Player * | addPlayer (Player *newPlayer) |
| void | addLocalPlayer (Player *newPlayer, int playerId) |
| void | processRemotePlayerDeckSelect (QString deckList, int playerId, QString playerName) |
| void | processMultipleRemotePlayerDeckSelect (QVector< QPair< int, QPair< QString, QString > > > playerIdDeckMap) |
| void | processLocalPlayerDeckSelect (Player *localPlayer, int playerId, ServerInfo_Player playerInfo) |
| void | loadDeckForLocalPlayer (Player *localPlayer, int playerId, ServerInfo_Player playerInfo) |
| void | processLocalPlayerReady (int playerId, ServerInfo_Player playerInfo) |
| void | createZoneForPlayer (Player *newPlayer, int playerId) |
| void | startGame (bool resuming) |
| void | stopGame () |
| void | closeGame () |
| bool | leaveGame () |
| Player * | setActivePlayer (int id) |
| void | setActivePhase (int phase) |
| void | createMenuItems () |
| void | createReplayMenuItems () |
| void | createViewMenuItems () |
| void | createCardInfoDock (bool bReplay=false) |
| void | createPlayerListDock (bool bReplay=false) |
| void | createMessageDock (bool bReplay=false) |
| void | createPlayAreaWidget (bool bReplay=false) |
| void | createDeckViewContainerWidget (bool bReplay=false) |
| void | createReplayDock (GameReplay *replay) |
◆ TabGame() [1/2]
| TabGame::TabGame |
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TabSupervisor * | _tabSupervisor, |
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QList< AbstractClient * > & | _clients, |
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const Event_GameJoined & | event, |
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const QMap< int, QString > & | _roomGameTypes ) |
◆ TabGame() [2/2]
| TabGame::TabGame |
( |
TabSupervisor * | _tabSupervisor, |
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GameReplay * | replay ) |
◆ ~TabGame()
◆ actCompleterChanged
| void TabGame::actCompleterChanged |
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privateslot |
◆ actConcede
| void TabGame::actConcede |
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privateslot |
◆ actGameInfo
| void TabGame::actGameInfo |
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privateslot |
◆ actNextPhase
| void TabGame::actNextPhase |
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privateslot |
◆ actNextPhaseAction
| void TabGame::actNextPhaseAction |
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privateslot |
◆ actPhaseAction
| void TabGame::actPhaseAction |
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privateslot |
◆ actRemoveLocalArrows
| void TabGame::actRemoveLocalArrows |
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privateslot |
◆ actResetLayout
| void TabGame::actResetLayout |
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privateslot |
◆ actRotateViewCCW
| void TabGame::actRotateViewCCW |
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privateslot |
◆ actRotateViewCW
| void TabGame::actRotateViewCW |
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privateslot |
◆ actSay
◆ addLocalPlayer()
| void TabGame::addLocalPlayer |
( |
Player * | newPlayer, |
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int | playerId ) |
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private |
◆ addMentionTag
| void TabGame::addMentionTag |
( |
const QString & | value | ) |
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privateslot |
◆ addPlayer()
◆ addPlayerToAutoCompleteList
| void TabGame::addPlayerToAutoCompleteList |
( |
QString | playerName | ) |
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slot |
◆ adminLockChanged
| void TabGame::adminLockChanged |
( |
bool | lock | ) |
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privateslot |
◆ arrowDeletionRequested
| void TabGame::arrowDeletionRequested |
( |
int | arrowId | ) |
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signal |
◆ chatMessageSent
| void TabGame::chatMessageSent |
( |
QString | chatMessage | ) |
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signal |
◆ closeEvent
| void TabGame::closeEvent |
( |
QCloseEvent * | event | ) |
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overrideprotectedslot |
◆ closeGame()
| void TabGame::closeGame |
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private |
◆ closeRequest()
| bool TabGame::closeRequest |
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overridevirtual |
Nicely asks to close the tab. Override this method to do checks or ask for confirmation before closing the tab. If you need to force close the tab, just call close() instead.
- Returns
- True if the tab is successfully closed.
Reimplemented from Tab.
◆ connectMessageLogToGameEventHandler()
| void TabGame::connectMessageLogToGameEventHandler |
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◆ connectPlayerListToGameEventHandler()
| void TabGame::connectPlayerListToGameEventHandler |
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◆ connectToGameEventHandler()
| void TabGame::connectToGameEventHandler |
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◆ connectToGameState()
| void TabGame::connectToGameState |
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◆ connectToPlayerManager()
| void TabGame::connectToPlayerManager |
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◆ containerProcessingDone
| void TabGame::containerProcessingDone |
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signal |
◆ containerProcessingStarted
| void TabGame::containerProcessingStarted |
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const GameEventContext & | context | ) |
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signal |
◆ createCardInfoDock()
| void TabGame::createCardInfoDock |
( |
bool | bReplay = false | ) |
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private |
◆ createDeckViewContainerWidget()
| void TabGame::createDeckViewContainerWidget |
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bool | bReplay = false | ) |
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private |
◆ createMenuItems()
| void TabGame::createMenuItems |
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private |
◆ createMessageDock()
| void TabGame::createMessageDock |
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bool | bReplay = false | ) |
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private |
◆ createPlayAreaWidget()
| void TabGame::createPlayAreaWidget |
( |
bool | bReplay = false | ) |
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private |
◆ createPlayerListDock()
| void TabGame::createPlayerListDock |
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bool | bReplay = false | ) |
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private |
◆ createReplayDock()
| void TabGame::createReplayDock |
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GameReplay * | replay | ) |
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private |
◆ createReplayMenuItems()
| void TabGame::createReplayMenuItems |
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private |
◆ createViewMenuItems()
| void TabGame::createViewMenuItems |
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private |
◆ createZoneForPlayer()
| void TabGame::createZoneForPlayer |
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Player * | newPlayer, |
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int | playerId ) |
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private |
◆ dockFloatingTriggered
| void TabGame::dockFloatingTriggered |
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privateslot |
◆ dockTopLevelChanged
| void TabGame::dockTopLevelChanged |
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bool | topLevel | ) |
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privateslot |
◆ dockVisibleTriggered
| void TabGame::dockVisibleTriggered |
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privateslot |
◆ emitUserEvent
| void TabGame::emitUserEvent |
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slot |
◆ eventFilter
| bool TabGame::eventFilter |
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QObject * | o, |
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QEvent * | e ) |
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overrideprivateslot |
◆ freeDocksSize
| void TabGame::freeDocksSize |
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privateslot |
◆ gameClosing
| void TabGame::gameClosing |
( |
TabGame * | tab | ) |
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signal |
◆ gameLeft
| void TabGame::gameLeft |
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signal |
◆ getGame()
◆ getTabText()
| QString TabGame::getTabText |
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const |
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nodiscardoverridevirtual |
◆ hideEvent
| void TabGame::hideEvent |
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QHideEvent * | event | ) |
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overrideprivateslot |
◆ leaveGame()
| bool TabGame::leaveGame |
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private |
Confirms the leave game and sends the leave game command, if applicable.
- Returns
- True if the leave game is confirmed
◆ linkCardToChat
| void TabGame::linkCardToChat |
( |
const QString & | cardName | ) |
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privateslot |
◆ loadDeckForLocalPlayer()
| void TabGame::loadDeckForLocalPlayer |
( |
Player * | localPlayer, |
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int | playerId, |
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ServerInfo_Player | playerInfo ) |
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private |
◆ loadLayout
| void TabGame::loadLayout |
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privateslot |
◆ newCardAdded
◆ notIdle
| void TabGame::notIdle |
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signal |
◆ notifyPlayerJoin
| void TabGame::notifyPlayerJoin |
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QString | playerName | ) |
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privateslot |
◆ notifyPlayerKicked
| void TabGame::notifyPlayerKicked |
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privateslot |
◆ openDeckEditor
| void TabGame::openDeckEditor |
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DeckLoader * | deck | ) |
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signal |
◆ openMessageDialog
| void TabGame::openMessageDialog |
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const QString & | userName, |
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bool | focus ) |
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signal |
◆ phaseChanged
| void TabGame::phaseChanged |
( |
int | phase | ) |
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signal |
◆ processLocalPlayerDeckSelect()
| void TabGame::processLocalPlayerDeckSelect |
( |
Player * | localPlayer, |
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int | playerId, |
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ServerInfo_Player | playerInfo ) |
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private |
◆ processLocalPlayerReady()
| void TabGame::processLocalPlayerReady |
( |
int | playerId, |
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ServerInfo_Player | playerInfo ) |
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private |
◆ processLocalPlayerReadyStateChanged
| void TabGame::processLocalPlayerReadyStateChanged |
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int | playerId, |
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bool | ready ) |
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slot |
◆ processLocalPlayerSideboardLocked
| void TabGame::processLocalPlayerSideboardLocked |
( |
int | playerId, |
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bool | sideboardLocked ) |
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slot |
◆ processMultipleRemotePlayerDeckSelect()
| void TabGame::processMultipleRemotePlayerDeckSelect |
( |
QVector< QPair< int, QPair< QString, QString > > > | playerIdDeckMap | ) |
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private |
◆ processPlayerLeave
| void TabGame::processPlayerLeave |
( |
Player * | leavingPlayer | ) |
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privateslot |
◆ processRemotePlayerDeckSelect()
| void TabGame::processRemotePlayerDeckSelect |
( |
QString | deckList, |
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int | playerId, |
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QString | playerName ) |
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private |
◆ refreshShortcuts
| void TabGame::refreshShortcuts |
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privateslot |
◆ removePlayerFromAutoCompleteList
| void TabGame::removePlayerFromAutoCompleteList |
( |
QString | playerName | ) |
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slot |
◆ removeSpectator
| void TabGame::removeSpectator |
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int | spectatorId, |
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ServerInfo_User | spectator ) |
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slot |
◆ resetChatAndPhase
| void TabGame::resetChatAndPhase |
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slot |
◆ retranslateUi()
| void TabGame::retranslateUi |
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overridevirtual |
◆ setActivePhase()
| void TabGame::setActivePhase |
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int | phase | ) |
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private |
◆ setActivePlayer()
| Player * TabGame::setActivePlayer |
( |
int | id | ) |
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private |
◆ setCardMenu
| void TabGame::setCardMenu |
( |
QMenu * | menu | ) |
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privateslot |
- Parameters
-
| menu | The menu to set. Pass in nullptr to set the menu to empty. |
◆ startGame()
| void TabGame::startGame |
( |
bool | resuming | ) |
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private |
◆ stopGame()
| void TabGame::stopGame |
( |
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private |
◆ turnAdvanced
| void TabGame::turnAdvanced |
( |
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signal |
◆ updatePlayerListDockTitle()
| void TabGame::updatePlayerListDockTitle |
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◆ updateTimeElapsedLabel
| void TabGame::updateTimeElapsedLabel |
( |
QString | newTime | ) |
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slot |
◆ viewCardInfo
| void TabGame::viewCardInfo |
( |
const CardRef & | cardRef = {} | ) |
const |
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slot |
◆ aCardInfoDockFloating
| QAction * TabGame::aCardInfoDockFloating |
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private |
◆ aCardInfoDockVisible
| QAction* TabGame::aCardInfoDockVisible |
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private |
◆ aCardMenu
| QAction* TabGame::aCardMenu |
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private |
◆ aConcede
| QAction * TabGame::aConcede |
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private |
◆ aFocusChat
| QAction* TabGame::aFocusChat |
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private |
◆ aGameInfo
| QAction* TabGame::aGameInfo |
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private |
◆ aLeaveGame
| QAction * TabGame::aLeaveGame |
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private |
◆ aMessageLayoutDockFloating
| QAction * TabGame::aMessageLayoutDockFloating |
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private |
◆ aMessageLayoutDockVisible
| QAction * TabGame::aMessageLayoutDockVisible |
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private |
◆ aNextPhase
| QAction * TabGame::aNextPhase |
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private |
◆ aNextPhaseAction
| QAction * TabGame::aNextPhaseAction |
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private |
◆ aNextTurn
| QAction * TabGame::aNextTurn |
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private |
◆ aPlayerListDockFloating
| QAction * TabGame::aPlayerListDockFloating |
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private |
◆ aPlayerListDockVisible
| QAction * TabGame::aPlayerListDockVisible |
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private |
◆ aRemoveLocalArrows
| QAction * TabGame::aRemoveLocalArrows |
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private |
◆ aReplayDockFloating
| QAction * TabGame::aReplayDockFloating |
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private |
◆ aReplayDockVisible
| QAction * TabGame::aReplayDockVisible |
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private |
◆ aResetLayout
| QAction * TabGame::aResetLayout |
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private |
◆ aResetReplayLayout
| QAction * TabGame::aResetReplayLayout |
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private |
◆ aReverseTurn
| QAction * TabGame::aReverseTurn |
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private |
◆ aRotateViewCCW
| QAction * TabGame::aRotateViewCCW |
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private |
◆ aRotateViewCW
| QAction * TabGame::aRotateViewCW |
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private |
◆ autocompleteUserList
| QStringList TabGame::autocompleteUserList |
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private |
◆ cardInfoDock
| QDockWidget* TabGame::cardInfoDock |
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private |
◆ cardInfoDockMenu
| QMenu * TabGame::cardInfoDockMenu |
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private |
◆ cardInfoFrameWidget
◆ completer
| QCompleter* TabGame::completer |
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private |
◆ deckViewContainerLayout
| QVBoxLayout* TabGame::deckViewContainerLayout |
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private |
◆ deckViewContainers
◆ deckViewContainerWidget
| QWidget * TabGame::deckViewContainerWidget |
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private |
◆ game
◆ gameMenu
◆ gamePlayAreaWidget
| QWidget* TabGame::gamePlayAreaWidget |
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private |
◆ gameTypes
| QStringList TabGame::gameTypes |
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private |
◆ gameView
◆ mainWidget
| QStackedWidget* TabGame::mainWidget |
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private |
◆ messageLayoutDock
| QDockWidget * TabGame::messageLayoutDock |
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private |
◆ messageLayoutDockMenu
| QMenu * TabGame::messageLayoutDockMenu |
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private |
◆ messageLog
◆ phaseActions
| QList<QAction *> TabGame::phaseActions |
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private |
◆ phasesMenu
◆ phasesToolbar
◆ playerListDock
| QDockWidget * TabGame::playerListDock |
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private |
◆ playerListDockMenu
| QMenu * TabGame::playerListDockMenu |
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private |
◆ playerListWidget
◆ playersSeparator
| QAction* TabGame::playersSeparator |
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private |
◆ replayDock
| QDockWidget * TabGame::replayDock |
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private |
◆ replayDockMenu
| QMenu * TabGame::replayDockMenu |
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private |
◆ replayManager
◆ sayEdit
◆ sayLabel
| QLabel* TabGame::sayLabel |
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private |
◆ scene
◆ timeElapsedLabel
| QLabel* TabGame::timeElapsedLabel |
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private |
◆ userListProxy
◆ viewMenu
| QMenu * TabGame::viewMenu |
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private |
The documentation for this class was generated from the following files: