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同步操作将从 ibc-dabing/Landlords 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
#ifndef GAMEPANEL_H
#define GAMEPANEL_H
#include <QLabel>
#include <QMainWindow>
#include <QMap>
#include "cardpanel.h"
#include "gamecontrol.h"
#include "animationwindow.h"
#include "player.h"
#include "countdown.h"
#include "bgmcontrol.h"
QT_BEGIN_NAMESPACE
namespace Ui { class GamePanel; }
QT_END_NAMESPACE
class GamePanel : public QMainWindow
{
Q_OBJECT
public:
GamePanel(QWidget *parent = nullptr);
~GamePanel();
enum AnimationType{ShunZi, LianDui, Plane, JokerBomb, Bomb, Bet};
void gameControlInit();
void updatePlayerScore();
void initCardMap();
void cropImage(QPixmap& pix, int x, int y, Card& c);
void initButtonsGroup();
void initPlayerContext();
void initGameScene();
void gameStatusPrecess(GameControl::GameStatus status);
void startDispatchCard();
void cardMoveStep(Player* player, int curPos);
void disposeCard(Player* player, const Cards& cards);
void updatePlayerCards(Player* player);
QPixmap loadRoleImage(Player::Sex sex, Player::Direction direct, Player::Role role);
void onDispatchCard();
void onPlayerStatusChanged(Player* player, GameControl::PlayerStatus status);
void onGrabLordBet(Player* player, int bet, bool flag);
void onDisposePlayHand(Player* player, const Cards& cards);
void onCardSelected(Qt::MouseButton button);
void onUserPlayHand();
void onUserPass();
void showAnimation(AnimationType type, int bet = 0);
void hidePlayerDropCards(Player* player);
void showEndingScorePanel();
void initCountDown();
protected:
void paintEvent(QPaintEvent* ev);
void mouseMoveEvent(QMouseEvent* ev);
private:
enum CardAlign{Horizontal, Vertical};
struct PlayerContext
{
QRect cardRect;
QRect playHandRect;
CardAlign align;
bool isFrontSide;
QLabel* info;
QLabel* roleImg;
Cards lastCards;
};
Ui::GamePanel *ui;
QPixmap m_bkImage;
GameControl* m_gameCtl;
QVector<Player*> m_playerList;
QMap<Card, CardPanel*> m_cardMap;
QSize m_cardSize;
QPixmap m_cardBackImg;
QMap<Player*, PlayerContext> m_contextMap;
CardPanel* m_baseCard;
CardPanel* m_moveCard;
QVector<CardPanel*> m_last3Card;
QPoint m_baseCardPos;
GameControl::GameStatus m_gameStatus;
QTimer* m_timer;
AnimationWindow* m_animation;
CardPanel* m_curSelCard;
QSet<CardPanel*> m_selectCards;
QRect m_cardsRect;
QHash<CardPanel*, QRect> m_userCards;
CountDown* m_countDown;
BGMControl* m_bgm;
};
#endif // GAMEPANEL_H
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