/*************************************************************************** * Copyright (C) 2007 by Lothar May * * * * 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., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ #include "serverguiwrapper.h" #include using namespace std; ServerGuiWrapper::ServerGuiWrapper(ConfigFile *config, ClientCallback *clientcb, ServerCallback *servercb) : myConfig(config), myClientcb(clientcb), myServercb(servercb) { } ServerGuiWrapper::~ServerGuiWrapper() { } void ServerGuiWrapper::initGui(int speed) {} Session &ServerGuiWrapper::getSession() { assert(mySession.get()); return *mySession; } void ServerGuiWrapper::setSession(boost::shared_ptr session) { mySession = session; } void ServerGuiWrapper::refreshSet() const {} void ServerGuiWrapper::refreshCash() const {} void ServerGuiWrapper::refreshAction(int playerID, int playerAction) const {} void ServerGuiWrapper::refreshChangePlayer() const {} void ServerGuiWrapper::refreshAll() const {} void ServerGuiWrapper::refreshPot() const {} void ServerGuiWrapper::refreshGroupbox(int playerID, int status) const {} void ServerGuiWrapper::refreshPlayerName() const {} void ServerGuiWrapper::refreshButton() const {} void ServerGuiWrapper::refreshGameLabels(GameState state) const {} void ServerGuiWrapper::waitForGuiUpdateDone() const {} void ServerGuiWrapper::dealHoleCards() {} void ServerGuiWrapper::dealFlopCards() {} void ServerGuiWrapper::dealTurnCard() {} void ServerGuiWrapper::dealRiverCard() {} void ServerGuiWrapper::nextPlayerAnimation() {} void ServerGuiWrapper::preflopAnimation1() {} void ServerGuiWrapper::preflopAnimation2() {} void ServerGuiWrapper::flopAnimation1() {} void ServerGuiWrapper::flopAnimation2() {} void ServerGuiWrapper::turnAnimation1() {} void ServerGuiWrapper::turnAnimation2() {} void ServerGuiWrapper::riverAnimation1() {} void ServerGuiWrapper::riverAnimation2() {} void ServerGuiWrapper::postRiverAnimation1() {} void ServerGuiWrapper::postRiverRunAnimation1() {} void ServerGuiWrapper::flipHolecardsAllIn() {} void ServerGuiWrapper::nextRoundCleanGui() {} void ServerGuiWrapper::meInAction() {} void ServerGuiWrapper::disableMyButtons() {} void ServerGuiWrapper::startTimeoutAnimation(int playerId, int timeoutSec) {} void ServerGuiWrapper::stopTimeoutAnimation(int playerId) {} void ServerGuiWrapper::logPlayerActionMsg(string playerName, int action, int setValue) {} void ServerGuiWrapper::logNewGameHandMsg(int gameID, int handID) {} void ServerGuiWrapper::logPlayerWinsMsg(int playerID, int pot) {} void ServerGuiWrapper::logDealBoardCardsMsg(int roundID, int card1, int card2, int card3, int card4, int card5) {} void ServerGuiWrapper::logFlipHoleCardsMsg(std::string playerName, int card1, int card2, int cardsValueInt, std::string showHas) {} void ServerGuiWrapper::logPlayerWinGame(std::string playerName, int gameID) {} void ServerGuiWrapper::SignalNetClientConnect(int actionID) { if (myClientcb) myClientcb->SignalNetClientConnect(actionID); } void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) myClientcb->SignalNetClientGameInfo(actionID); } void ServerGuiWrapper::SignalNetClientError(int errorID, int osErrorID) { if (myClientcb) myClientcb->SignalNetClientError(errorID, osErrorID); } void ServerGuiWrapper::SignalNetClientPlayerJoined(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerJoined(playerName); } void ServerGuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerLeft(playerName); } void ServerGuiWrapper::SignalNetClientGameStart(boost::shared_ptr game) { if (myClientcb) myClientcb->SignalNetClientGameStart(game); } void ServerGuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { if (myClientcb) myClientcb->SignalNetClientChatMsg(playerName, msg); } void ServerGuiWrapper::SignalNetClientWaitDialog() { if (myClientcb) myClientcb->SignalNetClientWaitDialog(); } void ServerGuiWrapper::SignalNetServerSuccess(int actionID) { if (myServercb) myServercb->SignalNetServerSuccess(actionID); } void ServerGuiWrapper::SignalNetServerError(int errorID, int osErrorID) { if (myServercb) myServercb->SignalNetServerError(errorID, osErrorID); } void ServerGuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { if (myServercb) myServercb->SignalNetServerPlayerJoined(playerName); } void ServerGuiWrapper::SignalNetServerPlayerLeft(const string &playerName) { if (myServercb) myServercb->SignalNetServerPlayerLeft(playerName); } void ServerGuiWrapper::SignalNetServerStartDialog() { if (myServercb) myServercb->SignalNetServerStartDialog(); }