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base.cpp
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executable file
·100 lines (59 loc) · 3.84 KB
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#include "base.h"
#include <set>
#include <stdlib.h> /* srand, rand */
#include <time.h>
Base::Base()
:_logic(), _gui(), _network()
{
// GUI -> LOGIC
connect(&_gui, &Widget::startConnectionServer, &_logic, &Logic::startConnectionServer);
connect(&_gui, &Widget::startConnectionClient, &_logic, &Logic::startConnectionClient);
connect(&_gui, &Widget::disconnect, &_logic, &Logic::disconnect);
// GUI to NETWORK
connect(&_gui, &Widget::sendMsg, &_network, &Network::netSendChat);
connect(&_gui, &Widget::startBroadcast, &_network, &Network::netStartBroadcast);
connect(&_gui, &Widget::endBroadcast, &_network, &Network::netEndBroadcast);
connect(&_gui, &Widget::disconnect, &_network, &Network::netDisconnect);
// LOGIC -> NETWORK
connect(&_logic, &Logic::netCreateHost, &_network, &Network::netCreateHost);
connect(&_logic, &Logic::netConnectToHost, &_network, &Network::netConnectToHost);
connect(&_logic, &Logic::netDisconnect, &_network, &Network::netDisconnect);
// NETWORK to GUI
connect(&_network, &Network::netConnected, &_gui, &Widget::netConnected);
connect(&_network, &Network::netFailedToConnect, &_gui, &Widget::netFailedToConnect);
connect(&_network, &Network::netRecChat, &_gui, &Widget::displayMsg);
// NETWORK -> LOGIC -> CONNECTION
connect(&_network, &Network::netConnected, &_logic, &Logic::netConnected);
connect(&_network, &Network::netFailedToConnect, &_logic, &Logic::netFailedToConnect);
connect(&_network, &Network::netRecGameParameters, &_logic, &Logic::netRecGameParameters);
connect(&_network, &Network::netRecRequestStartRound, &_logic, &Logic::netRecRequestStartRound);
connect(&_network, &Network::netRecResponseOnRequest, &_logic, &Logic::netRecResponseOnRequest);
connect(&_network, &Network::netRecNickName, &_logic, &Logic::netRecNickName);
// CONNECTION -> LOGIC -> NETWORK
connect(&_logic, &Logic::netSendGameParameters, &_network, &Network::netSendGameParameters);
connect(&_logic, &Logic::netSendRequestStartRound, &_network, &Network::netSendRequestStartRound);
connect(&_logic, &Logic::netSendResponseOnRequest, &_network, &Network::netSendResponseOnRequest);
connect(&_logic, &Logic::netSendNickName, &_network, &Network::netSendNickName);
// CONNECTION -> LOGIC -> GUI
connect(&_logic, &Logic::guiBuildGameField, &_gui, &Widget::buildGameField);
connect(&_logic, &Logic::guiStartGame, &_gui, &Widget::startGame);
connect(&_logic, &Logic::guiGameOver, &_gui, &Widget::gameOver);
connect(&_logic, &Logic::guiOpponentReadyToContinue, &_gui, &Widget::opponentReadyToContinue);
// GUI -> LOGIC -> CONNECTION
connect(&_gui, &Widget::newRound, &_logic, &Logic::guiNewRound);
// GUI -> LOGIC -> CONNECTION -> GAME
connect(&_gui, &Widget::makeMove, &_logic, &Logic::guiRecMove);
// NETWORK -> LOGIC -> CONNECTION -> GAME
connect(&_network, &Network::netRecMove, &_logic, &Logic::netRecMove);
connect(&_network, &Network::netRecResponseOnMove, &_logic, &Logic::netRecResponseOnMove);
// GAME -> CONNECTION -> LOGIC -> NETWORK
connect(&_logic, &Logic::netSendMove, &_network, &Network::netSendMove);
connect(&_logic, &Logic::netSendResponseOnMove, &_network, &Network::netSendResponseOnMove);
// GAME -> CONNECTION -> LOGIC -> GUI
connect(&_logic, &Logic::guiSetStone, &_gui, &Widget::setStone);
connect(&_logic, &Logic::guiSet3Warning, &_gui, &Widget::set3Warning);
_gui.show();
// _network.netStartBroadcast();
// _gui.test1();
// _gui.test2();
}