feat(ui): enhance GameUI with active game state updates and player actions

- Added callbacks for playing and drawing cards.
- Integrated hand card and player list updates during active game stages.
- Implemented discard pile, current color, and game direction display.
This commit is contained in:
Kieran Kihn
2025-12-10 21:44:34 +08:00
parent 4420552a84
commit fb9f308635
2 changed files with 73 additions and 0 deletions

View File

@@ -29,6 +29,28 @@ namespace UNO::UI {
this->callback_({CLIENT::PlayerActionType::START_GAME, payload}); this->callback_({CLIENT::PlayerActionType::START_GAME, payload});
this->window_->set_is_ready(true); this->window_->set_is_ready(true);
}); });
window_->on_request_play_card([this](const auto &card_id, const auto &card_color) {
GAME::CardColor game_card_color = GAME::CardColor::RED;
switch (card_color) {
case CardColor::Red: game_card_color = GAME::CardColor::RED; break;
case CardColor::Green: game_card_color = GAME::CardColor::GREEN; break;
case CardColor::Blue: game_card_color = GAME::CardColor::BLUE; break;
case CardColor::Yellow: game_card_color = GAME::CardColor::YELLOW; break;
}
CLIENT::PlayerPlayCardPayload payload = {static_cast<size_t>(card_id), game_card_color};
this->callback_({CLIENT::PlayerActionType::PLAY_CARD, payload});
});
window_->on_request_draw_card([this]() {
CLIENT::PlayerDrawCardPayload payload;
this->callback_({CLIENT::PlayerActionType::DRAW_CARD, payload});
});
for (auto color : GAME::AllColors) {
for (auto type : GAME::AllTypes) {
this->images_[{color, type}] =
slint::Image::load_from_path(std::format("../assets/cards/{}.svg", GAME::Card{color, type}.toString()).data());
}
}
} }
void GameUI::doUpdateUI(const std::shared_ptr<const GAME::ClientGameState> &clientGameState) void GameUI::doUpdateUI(const std::shared_ptr<const GAME::ClientGameState> &clientGameState)
@@ -39,6 +61,54 @@ namespace UNO::UI {
if (clientGameState->getClientGameStage() == GAME::ClientGameStage::PRE_GAME) { if (clientGameState->getClientGameStage() == GAME::ClientGameStage::PRE_GAME) {
window_->set_active_page(PageType::StartPage); window_->set_active_page(PageType::StartPage);
} }
if (clientGameState->getClientGameStage() == GAME::ClientGameStage::ACTIVE
|| clientGameState->getClientGameStage() == GAME::ClientGameStage::IDLE) {
window_->set_active_page(PageType::GamePage);
auto players = clientGameState->getPlayers();
std::vector<OtherPlayer> other_player;
for (auto it = players.begin(); it != players.end(); it++) {
other_player.push_back({it->getName().data(),
static_cast<int>(it->getRemainingCardCount()),
it->getIsUno(),
it - players.begin() == clientGameState->getCurrentPlayerId()});
}
auto self = other_player.begin() + static_cast<int>(clientGameState->getSelfId());
std::ranges::rotate(other_player, self);
other_player.pop_back();
auto other_player_slint = std::make_shared<slint::VectorModel<OtherPlayer>>();
other_player_slint->set_vector(other_player);
auto cards = clientGameState->getCards();
window_->set_other_players(other_player_slint);
window_->set_current_player_name(clientGameState->getPlayerName().data());
window_->set_current_player_card_count(static_cast<int>(cards.size()));
window_->set_current_player_has_uno(false);
window_->set_is_current_player_turn(clientGameState->getClientGameStage() == GAME::ClientGameStage::ACTIVE);
auto hand_cards = std::make_shared<slint::VectorModel<HandCard>>();
size_t id = 0;
for (auto it = cards.begin(); it != cards.end(); it++, id++) {
hand_cards->push_back({images_[*it],
false,
static_cast<int>(id),
it->getType() == GAME::CardType::WILD || it->getType() == GAME::CardType::WILDDRAWFOUR,
it->canBePlayedOn(clientGameState->getDiscardPile().getFront(), clientGameState->getDrawCount())});
}
window_->set_hand_cards(hand_cards);
window_->set_discard_top_card(images_[clientGameState->getDiscardPile().getFront()]);
window_->set_game_direction(clientGameState->getIsReversed() ? GameDirection::Clockwise : GameDirection::CounterClockwise);
switch (clientGameState->getDiscardPile().getFront().getColor()) {
case GAME::CardColor::RED: window_->set_current_color(CardColor::Red); break;
case GAME::CardColor::BLUE: window_->set_current_color(CardColor::Blue); break;
case GAME::CardColor::GREEN: window_->set_current_color(CardColor::Green); break;
case GAME::CardColor::YELLOW: window_->set_current_color(CardColor::Yellow); break;
}
}
} }
void GameUI::updateUI(const std::shared_ptr<const GAME::ClientGameState> &clientGameState) void GameUI::updateUI(const std::shared_ptr<const GAME::ClientGameState> &clientGameState)

View File

@@ -10,6 +10,7 @@
#include "MainWindow.h" #include "MainWindow.h"
#include <functional> #include <functional>
#include <map>
#include <memory> #include <memory>
namespace UNO::UI { namespace UNO::UI {
@@ -18,6 +19,8 @@ namespace UNO::UI {
std::function<void(CLIENT::PlayerAction)> callback_; std::function<void(CLIENT::PlayerAction)> callback_;
slint::ComponentHandle<MainWindow> window_; slint::ComponentHandle<MainWindow> window_;
std::map<GAME::Card, slint::Image> images_;
void doUpdateUI(const std::shared_ptr<const GAME::ClientGameState> &clientGameState); void doUpdateUI(const std::shared_ptr<const GAME::ClientGameState> &clientGameState);
public: public: