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Copy pathmainwindow.cpp
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181 lines (159 loc) · 6.7 KB
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#include "mainwindow.h"
QPixmap *background = nullptr;
MainWindow::MainWindow(QWidget *parent)
: QWidget(parent), ui(new Ui::MainWindowClass()) {
ui->setupUi(this);
//showFullScreen();
resize(1280, 720);
socket = new Socket(this);
startWindow = new StartWindow(this);
homeWindow = new HomeWindow(this);
gameWindow = new GameWindow(this);
endWindow = new EndWindow(this);
homeWindow->hide();
gameWindow->hide();
endWindow->hide();
accountInfomation.id = 10001;
accountInfomation.nickname = "东川路徐先生";
/* 注册处理 */
connect(startWindow, &StartWindow::signupRequest, socket,
&Socket::onSignupRequest);
connect(socket, &Socket::signupSuccess, startWindow,
&StartWindow::onSignupSuccess);
connect(socket, &Socket::signupFail, startWindow, &StartWindow::onSignupFail);
/* 登录处理 */
connect(startWindow, &StartWindow::loginRequest, socket,
&Socket::onLoginRequest);
connect(socket, &Socket::loginSuccess, startWindow,
&StartWindow::onLoginSuccess);
connect(socket, &Socket::loginFail, startWindow, &StartWindow::onLoginFail);
connect(startWindow, &StartWindow::loginSuccess, this,
&MainWindow::onLoginSuccess);
/* 登出处理 */
connect(homeWindow, &HomeWindow::logoffRequest, socket,
[this] { socket->onLogoffRequest(accountInfomation.id); });
connect(socket, &Socket::logoffSuccess, homeWindow,
&HomeWindow::onLogoffSuccess);
connect(socket, &Socket::logoffFail, homeWindow, &HomeWindow::onLogoffFail);
connect(homeWindow, &HomeWindow::logoffSuccess, this,
&MainWindow::onLogoffSuccess);
/* 创建房间处理 */
connect(homeWindow->createRoomWindow, &CreateRoomWindow::createRoomRequest,
gameWindow, &GameWindow::setParameter);
connect(homeWindow->createRoomWindow, &CreateRoomWindow::createRoomRequest,
socket, &Socket::onCreateRoomRequest);
connect(socket, &Socket::createRoom, homeWindow->createRoomWindow,
&CreateRoomWindow::onCreateRoomSuccess);
connect(homeWindow->createRoomWindow, &CreateRoomWindow::createRoomSuccess,
this, &MainWindow::onCreateRoomSuccess);
/* 请求房间处理 */
connect(homeWindow->roomInfomationWindow,
&RoomInfomationWindow::requireRoomRequest, socket,
&Socket::onRequireRoomRequest);
connect(socket, &Socket::requireRoom, homeWindow->roomInfomationWindow,
&RoomInfomationWindow::onRequireRoomSuccess);
/* 进入房间处理 */
connect(homeWindow->roomInfomationWindow,
&RoomInfomationWindow::enterRoomRequest, socket,
&Socket::onEnterRoomRequest);
connect(homeWindow->roomInfomationWindow,
&RoomInfomationWindow::enterRoomRequest, this,
[this](quint64 rid) { roomId = rid; });
connect(socket, &Socket::enterRoomSuccess, this,
&MainWindow::onEnterRoomSuccess);
connect(socket, &Socket::enterRoomFail, homeWindow->roomInfomationWindow,
&RoomInfomationWindow::onEnterRoomFail);
/* 离开房间处理 */
connect(gameWindow, &GameWindow::exitRoomRequest, socket,
&Socket::onExitRoomRequest);
connect(socket, &Socket::exitRoomSuccess, gameWindow,
&GameWindow::onExitRoomSuccess);
connect(socket, &Socket::exitRoomFail, gameWindow,
&GameWindow::onExitRoomFail);
connect(gameWindow, &GameWindow::exitRoomSuccess, this,
&MainWindow::onExitRoomSuccess);
/* 准备处理 */
connect(gameWindow, &GameWindow::prepareRequest, socket,
&Socket::onPrepareRequest);
connect(socket, &Socket::playerPrepare, gameWindow,
[this](quint64 id, bool prepare) {
gameWindow->onPrepare(id, prepare, accountInfomation.id);
});
/* 房间人数变动处理 */
connect(socket, &Socket::playerEnter, gameWindow, &GameWindow::onPlayerEnter);
connect(socket, &Socket::playerExit, gameWindow, &GameWindow::onPlayerExit);
/* 游戏处理 */
connect(socket, &Socket::gameBegin, gameWindow, &GameWindow::onGameBegin);
connect(gameWindow, &GameWindow::moveRequest, socket, &Socket::onMoveRequest);
connect(socket, &Socket::playerMove, gameWindow,
[this](quint64 id, Direction d, bool flag) {
gameWindow->gameCanvas->movePlayer(id, d, flag);
});
connect(socket, &Socket::selectBlock, gameWindow,
[this](const QPoint &p, quint64 id) {
gameWindow->gameCanvas->selectBlock(p, id);
});
connect(socket, &Socket::unSelectBlock, gameWindow, [this](const QPoint &p) {
gameWindow->gameCanvas->unSelectBlock(p);
});
connect(socket, &Socket::drawPath, gameWindow,
[this](const QVector<QPoint> &path) {
gameWindow->gameCanvas->drawPath(path);
});
connect(socket, &Socket::mark, gameWindow, &GameWindow::onMark);
/* 游戏结束处理 */
connect(socket, &Socket::gameEnd, gameWindow,
[this](const QVector<QPair<quint64, int>> &rank) {
gameWindow->onGameEnd(rank, accountInfomation.id);
});
connect(gameWindow, &GameWindow::gameEnd, this, &MainWindow::onGameEnd);
connect(endWindow, &EndWindow::backToHome, this,
&MainWindow::onBackToHomeFromEnd);
socket->connectToHost(SERVER_IP, SERVER_PORT);
startWindow->show();
// homeWindow->show();
// gameWindow->show();
// gameWindow->setFocus();
}
void MainWindow::onLoginSuccess(quint64 id, const QString &nickname) {
homeWindow->setAccountInfomation(id, nickname);
startWindow->hide();
homeWindow->show();
accountInfomation.id = id;
accountInfomation.nickname = nickname;
}
void MainWindow::onLogoffSuccess() {
homeWindow->hide();
startWindow->show();
}
void MainWindow::onCreateRoomSuccess(quint64 rid) {
homeWindow->createRoomWindow->hide();
homeWindow->hide();
gameWindow->onCreateRoomSuccess(rid, accountInfomation.id,
accountInfomation.nickname);
gameWindow->show();
}
void MainWindow::onEnterRoomSuccess(
int playerLimit, int width, int height, int patternNumber, int time,
const QVector<QPair<quint64, QPair<QString, bool>>> &playerInfomation) {
homeWindow->roomInfomationWindow->onEnterRoomSuccess();
homeWindow->roomInfomationWindow->hide();
homeWindow->hide();
gameWindow->setParameter(playerLimit, width, height, patternNumber, time);
gameWindow->show();
gameWindow->onEnterRoomSuccess(playerInfomation, roomId, accountInfomation.id,
accountInfomation.nickname);
}
void MainWindow::onExitRoomSuccess() {
gameWindow->hide();
homeWindow->show();
}
void MainWindow::onGameEnd(const QVector<QPair<QString, int>> &rank, int self) {
gameWindow->hide();
endWindow->onGameEnd(rank, self);
endWindow->show();
}
void MainWindow::onBackToHomeFromEnd() {
endWindow->hide();
homeWindow->show();
}