/***************************************************************************** * Eliot * Copyright (C) 2013 Olivier Teulière * Authors: Olivier Teulière * * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *****************************************************************************/ #ifndef GAME_SIGNALS_H_ #define GAME_SIGNALS_H_ #include #include "pldrack.h" #include "logging.h" class PublicGame; /** * Since the Game library does not emit signals, GameSignals wraps a PublicGame * object and emit specific signals. * It acts as a signals demultiplexer: when receiving a gameUpdated() signal, * it finds out if some Game properties have changed, and if so, emits more * specific signals (such as gameRackChanged()). */ class GameSignals: public QObject { Q_OBJECT; DEFINE_LOGGER(); public: GameSignals(); public slots: void notifyGameUpdated(); void notifyGameChanged(PublicGame *iGame); signals: /// The PublicGame object itself is changed (could be NULL) void gameChangedNonConst(PublicGame *iGame); /// The PublicGame object itself is changed (could be NULL) void gameChanged(const PublicGame *iGame); /// Something changed in the game. This is the least precise signal. void gameUpdated(); /// The current turn has changed void turnChanged(int iCurrTurn, bool isLastTurn); /// Like turnChanged(), but only emitted when a new turn is created void newTurn(int iCurrTurn); /// Emitted when the game rack changes void gameRackChanged(const PlayedRack &iRack); /** * Emitted when the rack of the current player changes (because * the rack itself changes, or because the current player changes) */ void currPlayerRackChanged(const PlayedRack &iRack); private: /// Wrapped game (can be NULL) const PublicGame *m_game; /// Current turn number. Used to emit turnChanged() unsigned m_currentTurn; /// Last known turn number. Used to emit newTurn() unsigned m_lastTurn; // Last known game rack. Used to emit gameRackChanged() PlayedRack m_lastGameRack; // Last known rack for the current player. Used to emit currPlayerRackChanged() PlayedRack m_lastCurrPlayerRack; }; #endif