LuaMachine::LuaMachine( QXmppPeer * parent, TInit init ) : QObject( parent ) { pd = new PD( this, init ); pd->client = parent; connect( this, SIGNAL(sigPrint(QString)), this, SLOT(slotPrint(QString)), Qt::QueuedConnection ); connect( this, SIGNAL(sigStatus(QString, QString)), this, SLOT(slotStatus(QString, QString)), Qt::QueuedConnection ); connect( this, SIGNAL(sigProcess(QString)), this, SLOT(slotProcess(QString)), Qt::QueuedConnection ); connect( pd->client, SIGNAL(textmsg(QString)), this, SLOT(qxmppMessageReceived(QString)), Qt::QueuedConnection ); }
// Constructor Battleship::Battleship(QWidget *parent) : QMainWindow(parent) { QApplication::setStyle("plastique"); setupUi(this); gridLayoutHuman->sizePolicy().setHeightForWidth(true); gridLayoutEnemy->sizePolicy().setHeightForWidth(true); labelStatus = new QLabel(QString::fromUtf8("Press Ön to start the Game"), statusbar); statusbar->setSizeGripEnabled(true); statusbar->addWidget(labelStatus, 3); imageDialog = new ImageDialog(this); alignment = h; // set default alignment enemyPlayer = new AI(enemy, this); // Create players and their fields setupField(enemyPlayer); humanPlayer = new Human(human, this); setupField(humanPlayer); round = 0; // for first round gridLayoutHuman->installEventFilter(this); // EventFilter for right mouse button gridLayoutEnemy->setCursor(QCursor(Qt::ForbiddenCursor)); gridLayoutHuman->setCursor(QCursor(Qt::ForbiddenCursor)); // Buttons: connect(pushButtonEwo, SIGNAL(toggled(bool)), this, SLOT(slotSetEwoMode(bool))); connect(pushButtonStartGame, SIGNAL(clicked()), this, SLOT(slotStartGame())); // Place fleet & ships connect(this, SIGNAL(sigHumanPlaceShip(int, int, int)), humanPlayer, SLOT(slotPlaceShip(int, int, int))); connect(this, SIGNAL(sigPlaceFleet()), humanPlayer, SLOT(slotPlaceFleet())); connect(this, SIGNAL(sigPlaceFleet()), enemyPlayer, SLOT(slotPlaceFleet())); connect(humanPlayer, SIGNAL(sigFleetComplete()), this, SLOT(slotPlayerReady())); connect(enemyPlayer, SIGNAL(sigFleetComplete()), this, SLOT(slotPlayerReady())); // players get shot connect(this, SIGNAL(sigShotAtEnemy(int, int)), enemyPlayer, SLOT(slotShotAt(int, int))); connect(enemyPlayer, SIGNAL(sigShotAtHuman(int, int)), humanPlayer, SLOT(slotShotAt(int, int))); // toggle player turn connect(enemyPlayer, SIGNAL(sigDone(PlayerT)), this, SLOT(slotPlayerTurn(PlayerT))); connect(humanPlayer, SIGNAL(sigDone(PlayerT)), this, SLOT(slotPlayerTurn(PlayerT))); // AI shall shoot connect(this, SIGNAL(sigRequestShotFromEnemy()), enemyPlayer, SLOT(slotFire())); connect(humanPlayer, SIGNAL(sigEnemyTryAgain()), this, SLOT(slotRequestShotNow())); //Feedback of shots for AI connect(humanPlayer, SIGNAL(sigFireFeedback(int, int, ConditionT)), enemyPlayer, SLOT(slotFireFeedback(int, int, ConditionT))); // Game Over connect(enemyPlayer, SIGNAL(sigGameOver(PlayerT)), this, SLOT(slotGameOver(PlayerT))); connect(humanPlayer, SIGNAL(sigGameOver(PlayerT)), this, SLOT(slotGameOver(PlayerT))); // console output connect(humanPlayer, SIGNAL(sigPrint(QString)), this, SLOT(slotPrintToConsole(QString))); connect(enemyPlayer, SIGNAL(sigPrint(QString)), this, SLOT(slotPrintToConsole(QString))); //sound output connect(humanPlayer, SIGNAL(sigPlaySound(QString)), this, SLOT(slotPlaySound(QString))); connect(enemyPlayer, SIGNAL(sigPlaySound(QString)), this, SLOT(slotPlaySound(QString))); connect(humanPlayer, SIGNAL(sigPlayDelayedSound(QString, int)), this, SLOT(slotPlayDelayedSound(QString, int))); connect(enemyPlayer, SIGNAL(sigPlayDelayedSound(QString, int)), this, SLOT(slotPlayDelayedSound(QString, int))); // help menu -> display info infoDialog = new InfoDialog(this); connect(actionManual, SIGNAL(triggered()), infoDialog, SLOT(slotLoadTutorial())); connect(actionAbout, SIGNAL(triggered()), infoDialog, SLOT(slotLoadAbout())); connect(actionLicense, SIGNAL(triggered()), infoDialog, SLOT(slotLoadLicense())); //options menu connect(actionSound_on, SIGNAL(triggered()), this, SLOT(slotSoundOn())); if(QSound::isAvailable()) { soundAvailable = true; soundOn = true; slotPrintToConsole("Sound is availiable\n"); } else { soundAvailable = false; soundOn = false; slotPrintToConsole("Sound is not availiable\n"); } }
void LuaMachine::print( const QString & stri ) { emit sigPrint( stri ); }