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#include <tdeapplication.h>
#include <kdebug.h>
#include <tqtimer.h>
#include "localplayer.h"
#include "global.h"
#include "interface.h"
#include "physics.h"
KueLocalPlayer::KueLocalPlayer(TQString n, TQColor color) : KuePlayer(n), _dest(0)
{
_color = color;
}
// Rules' functions
void KueLocalPlayer::placeBilliard(int index, const KueBilliard &b, double line, TQObject *dest, const char *dest_slot)
{
_dest = dest;
_dest_slot = dest_slot;
connect(KueGlobal::glWidget(), TQ_SIGNAL(billiardPlaced(point &)), this, TQ_SLOT(billiardPlaced(point &)));
connect(KueGlobal::glWidget(), TQ_SIGNAL(previewBilliardPlace(point &)), this, TQ_SLOT(previewBilliardPlace(point &)));
_index = index;
// We use the passed billiard as a template, and just move it around
KueGlobal::physics()->insertBilliard(index, b);
KueGlobal::glWidget()->placeBilliard(line);
}
void KueLocalPlayer::takeShot(int index, bool forward_only, TQObject *dest, const char *dest_slot)
{
_dest = dest;
_dest_slot = dest_slot;
connect(KueGlobal::glWidget(), TQ_SIGNAL(shotTaken(vector &)), this, TQ_SLOT(shotTaken(vector &)));
_index = index;
KueGlobal::glWidget()->startShot(*KueGlobal::physics()->billiards()[index], _color, forward_only);
}
// Called by the interface when the user has decided on a cue location
void KueLocalPlayer::billiardPlaced(point &location)
{
KueGlobal::physics()->billiards()[_index]->setPosition(location);
KueGlobal::physics()->run(0);
disconnect();
callBack();
}
// Called by the interface when the user is deciding on a cue location
void KueLocalPlayer::previewBilliardPlace(point &location)
{
// Inform the physics engine
KueGlobal::physics()->billiards()[_index]->setPosition(location);
// Redraw
KueGlobal::glWidget()->updateGL();
}
void KueLocalPlayer::shotTaken(vector &velocity)
{
KueGlobal::physics()->billiards()[_index]->setVelocity(velocity);
disconnect();
callBack();
}
void KueLocalPlayer::callBack()
{
// Call the completion callback
if (_dest)
{
TQTimer::singleShot(0, _dest, _dest_slot);
_dest = 0;
}
}
#include "localplayer.moc"
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