Ejemplo n.º 1
0
    def OnPaint(self, e):
        width, height = self.GetClientSize()

        if USE_BUFFERED_DC:
            dc = wx.BufferedPaintDC(self, self._Buffer)
        else:
            dc = wx.PaintDC(self)
        brBack = wx.Brush('#053154', wx.SOLID)
        dc.SetBackground(brBack)
        dc.Clear()

        pokerW, pokerH = self.bmpPoker['0'].GetSize()
        x = 0
        y = 0

        # draw player's hand cards
        dc.SetTextForeground(wx.WHITE)
        for i in range(0, 2):
            x = 0
            cp_no = self.gp.curr_player_no
            playerid = "player%d" % (1 - i)
            dc.DrawText(playerid, x, self.rcHand[1 - i].GetY())
            if cp_no == (1 - i):
                # draw arrow
                arlist = [(0, 0), (8, 8), (0, 16)]
                dc.DrawPolygon(arlist, self.rcHand[1 - i].GetX() - 10,
                               self.rcHand[1 - i].GetY() + pokerH / 2 - 8)

            player = libqp.gp_get_player(self.gp, 1 - i)
            hand = libqp.gp_get_player_hand(player)
            num = libqp.hand_num(hand)
            x = self.rcHand[1 - i].GetX()
            y = self.rcHand[1 - i].GetY()
            for j in range(0, num):
                card = libqp.hand_get(hand, j)
                keyname = libqp.card_text(card)
                if self.flag_up[j] > 0 and cp_no == (1 - i):
                    dc.DrawBitmap(self.bmpPoker[keyname], x, y - self.upH, 0)
                else:
                    dc.DrawBitmap(self.bmpPoker[keyname], x, y, 0)
                x = x + self.pokerOffsetW

        # draw last hand
        num = self.gp.last_hand.num
        x = (width - ((num - 1) * self.pokerOffsetW + pokerW)) / 2
        for i in range(0, num):
            card = libqp.hand_get(self.gp.last_hand, i)
            keyname = libqp.card_text(card)
            dc.DrawBitmap(self.bmpPoker[keyname], x, 0, 0)
            x = x + self.pokerOffsetW

        # info
        info = "rule:%d\n" % self.gp.game_rule
        info += "state:%d\n" % (self.gp.game_state)
        info += "curr player:%d\n" % (self.gp.curr_player_no)
        info += "last hand:%d,%d\n" % (self.gp.last_hand.type,
                                       self.gp.last_hand.param)
        info += "select:%d,%d" % (self.sel_handtype, self.sel_handparam)
        dc.DrawText(info, 0, 0)
Ejemplo n.º 2
0
    def OnPaint(self, e):
        width, height = self.GetClientSize()
        
        if USE_BUFFERED_DC:
            dc = wx.BufferedPaintDC(self, self._Buffer)
        else:
            dc = wx.PaintDC(self)
        brBack = wx.Brush('#053154', wx.SOLID);
        dc.SetBackground(brBack)
        dc.Clear()
        
        pokerW, pokerH = self.bmpPoker['0'].GetSize()
        x = 0
        y = 0
           
        # draw player's hand cards
        dc.SetTextForeground(wx.WHITE)
        for i in range(0, 2):
            x = 0
            cp_no = self.gp.curr_player_no
            playerid = "player%d" % (1 - i)
            dc.DrawText(playerid, x, self.rcHand[1-i].GetY())
            if cp_no == (1 - i):
                # draw arrow
                arlist = [(0,0), (8,8), (0,16)]
                dc.DrawPolygon(arlist, self.rcHand[1-i].GetX() - 10,
                    self.rcHand[1-i].GetY() + pokerH / 2 - 8)

            player = libqp.gp_get_player(self.gp, 1 - i)
            hand = libqp.gp_get_player_hand(player)
            num = libqp.hand_num(hand)
            x = self.rcHand[1-i].GetX()
            y = self.rcHand[1-i].GetY()
            for j in range(0, num):
                card = libqp.hand_get(hand, j)
                keyname = libqp.card_text(card)
                if self.flag_up[j] > 0 and cp_no == (1 - i):
                    dc.DrawBitmap(self.bmpPoker[keyname], x, y - self.upH, 0)
                else:
                    dc.DrawBitmap(self.bmpPoker[keyname], x, y, 0)
                x = x + self.pokerOffsetW
               
        # draw last hand
        num = self.gp.last_hand.num
        x = (width - ((num - 1) * self.pokerOffsetW + pokerW)) / 2
        for i in range(0, num):
            card = libqp.hand_get(self.gp.last_hand, i)
            keyname = libqp.card_text(card)
            dc.DrawBitmap(self.bmpPoker[keyname], x, 0, 0)
            x = x + self.pokerOffsetW
        
        # info
        info = "rule:%d\n" % self.gp.game_rule
        info += "state:%d\n" % (self.gp.game_state)
        info += "curr player:%d\n" % (self.gp.curr_player_no)
        info += "last hand:%d,%d\n" % (self.gp.last_hand.type,self.gp.last_hand.param)
        info += "select:%d,%d" % (self.sel_handtype,self.sel_handparam)
        dc.DrawText(info, 0, 0)
Ejemplo n.º 3
0
    def NewGame(self):
        libqp.gp_start(self.gp)

        # sort
        for i in range(0, 3):
            player = libqp.gp_get_player(self.gp, i)
            hand = libqp.gp_get_player_hand(player)
            libqp.cards_sort(hand)
        # recalc all rect
        self.CalcRect()
        self.Refresh()        
Ejemplo n.º 4
0
    def NewGame(self):
        libqp.gp_start(self.gp)

        # sort
        for i in range(0, 3):
            player = libqp.gp_get_player(self.gp, i)
            hand = libqp.gp_get_player_hand(player)
            libqp.cards_sort(hand)
        # recalc all rect
        self.CalcRect()
        self.Refresh()
Ejemplo n.º 5
0
 def CalcRect(self):
     width, height = self.GetClientSize()
     pokerW, pokerH = self.bmpPoker['0'].GetSize()
     y = height
     for i in range(0, 2):
         self.rcHand[1-i].SetY(y - pokerH)
         player = libqp.gp_get_player(self.gp, 1 - i)
         hand = libqp.gp_get_player_hand(player)
         num = libqp.hand_num(hand)
         self.rcHand[1-i].SetWidth(pokerW + (num - 1) * self.pokerOffsetW)
         self.rcHand[1-i].SetHeight(pokerH)
         y = y - pokerH - self.blankH
Ejemplo n.º 6
0
 def CalcRect(self):
     width, height = self.GetClientSize()
     pokerW, pokerH = self.bmpPoker['0'].GetSize()
     y = height
     for i in range(0, 2):
         self.rcHand[1 - i].SetY(y - pokerH)
         player = libqp.gp_get_player(self.gp, 1 - i)
         hand = libqp.gp_get_player_hand(player)
         num = libqp.hand_num(hand)
         self.rcHand[1 - i].SetWidth(pokerW + (num - 1) * self.pokerOffsetW)
         self.rcHand[1 - i].SetHeight(pokerH)
         y = y - pokerH - self.blankH
Ejemplo n.º 7
0
 def ButtonEstimate(self, e):
     cp_no = self.gp.curr_player_no
     outlist = []
     for i in range(0, 50):
         if self.flag_up[i] > 0:
             outlist.append(i)
     if len(outlist) > 0:
         player = libqp.gp_get_player(self.gp, cp_no)
         hand_p = libqp.gp_get_player_hand(player)
         hand_out = libqp.hand_new(len(outlist))
         for j in outlist:
             card = libqp.hand_get(hand_p, j)
             libqp.hand_push(hand_out, card)
         libqp.gp_handtype(self.gp, hand_out)
         self.sel_handtype = hand_out.type
         self.sel_handparam = hand_out.param
         self.Refresh()
Ejemplo n.º 8
0
 def ButtonEstimate(self, e):
     cp_no = self.gp.curr_player_no
     outlist = []
     for i in range(0, 50):
         if self.flag_up[i] > 0:
             outlist.append(i)
     if len(outlist) > 0:
         player = libqp.gp_get_player(self.gp, cp_no)
         hand_p = libqp.gp_get_player_hand(player)
         hand_out = libqp.hand_new(len(outlist))
         for j in outlist:
             card = libqp.hand_get(hand_p, j)
             libqp.hand_push(hand_out, card)
         libqp.gp_handtype(self.gp, hand_out)
         self.sel_handtype = hand_out.type
         self.sel_handparam = hand_out.param
         self.Refresh()
Ejemplo n.º 9
0
 def OnLeftDown(self, e):
     pokerW, pokerH = self.bmpPoker['0'].GetSize()
     pt = e.GetPosition()
     cp_no = self.gp.curr_player_no
     rc = wx.Rect(self.rcHand[cp_no].GetX(),
         self.rcHand[cp_no].GetY(),
         self.rcHand[cp_no].GetWidth(),
         self.rcHand[cp_no].GetHeight())
     rc.SetY(rc.GetY() - self.upH)
     rc.SetHeight(rc.GetHeight() + self.upH)
     flag = 0
     if rc.Inside(pt):
         player = libqp.gp_get_player(self.gp, cp_no)
         hand = libqp.gp_get_player_hand(player)
         num = libqp.hand_num(hand)
         if pt.x > (rc.GetRight() - pokerW):
             if self.flag_up[num-1] > 0:
                 y1 = rc.GetTop()
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[num-1] = 0
                     flag = 1
             else:
                 y1 = rc.GetTop() + self.upH
                 y2 = y1 + pokerH                    
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[num-1] = 1
                     flag = 1
         else:
             idx = (pt.x - rc.GetLeft()) / self.pokerOffsetW
             if self.flag_up[idx] > 0:
                 y1 = rc.GetTop()
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[idx] = 0
                     flag = 1
             else:
                 y1 = rc.GetTop() + self.upH
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[idx] = 1
                     flag = 1
     if flag > 0:
         self.Refresh()
Ejemplo n.º 10
0
 def OnLeftDown(self, e):
     pokerW, pokerH = self.bmpPoker['0'].GetSize()
     pt = e.GetPosition()
     cp_no = self.gp.curr_player_no
     rc = wx.Rect(self.rcHand[cp_no].GetX(), self.rcHand[cp_no].GetY(),
                  self.rcHand[cp_no].GetWidth(),
                  self.rcHand[cp_no].GetHeight())
     rc.SetY(rc.GetY() - self.upH)
     rc.SetHeight(rc.GetHeight() + self.upH)
     flag = 0
     if rc.Inside(pt):
         player = libqp.gp_get_player(self.gp, cp_no)
         hand = libqp.gp_get_player_hand(player)
         num = libqp.hand_num(hand)
         if pt.x > (rc.GetRight() - pokerW):
             if self.flag_up[num - 1] > 0:
                 y1 = rc.GetTop()
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[num - 1] = 0
                     flag = 1
             else:
                 y1 = rc.GetTop() + self.upH
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[num - 1] = 1
                     flag = 1
         else:
             idx = (pt.x - rc.GetLeft()) / self.pokerOffsetW
             if self.flag_up[idx] > 0:
                 y1 = rc.GetTop()
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[idx] = 0
                     flag = 1
             else:
                 y1 = rc.GetTop() + self.upH
                 y2 = y1 + pokerH
                 if pt.y >= y1 and pt.y <= y2:
                     self.flag_up[idx] = 1
                     flag = 1
     if flag > 0:
         self.Refresh()
Ejemplo n.º 11
0
 def OnRightDown(self, e):
     pt = e.GetPosition()
     cp_no = self.gp.curr_player_no
     if self.rcHand[cp_no].Inside(pt):
         outlist = []
         for i in range(0, 50):
             if self.flag_up[i] > 0:
                 outlist.append(i)
         if len(outlist) > 0:
             player = libqp.gp_get_player(self.gp, cp_no)
             hand_p = libqp.gp_get_player_hand(player)
             hand_out = libqp.hand_new(len(outlist))
             for j in outlist:
                 card = libqp.hand_get(hand_p, j)
                 libqp.hand_push(hand_out, card)
             htype = libqp.hand_type()
             libqp.gp_handtype(self.gp, hand_out, htype)
             ret = libqp.gp_canplay(self.gp, hand_out, htype)
             if ret > 0:
                 libqp.gp_play(self.gp, cp_no, hand_out)
                 num = libqp.hand_num(hand_p)
                 pokerW, pokerH = self.bmpPoker['0'].GetSize()
                 self.rcHand[cp_no].SetWidth(pokerW +
                                             (num - 1) * self.pokerOffsetW)
                 for i in range(0, 50):
                     self.flag_up[i] = 0
                 self.Refresh()
             else:
                 print "can't play:", htype.type, htype.logic_value1
         else:
             # pass
             libqp.gp_pass(self.gp, cp_no)
             self.Refresh()
     else:
         # reset flag_up
         flag = 0
         for i in range(0, 50):
             if self.flag_up[i] > 0:
                 flag = 1
                 self.flag_up[i] = 0
         if flag > 0:
             self.Refresh()
Ejemplo n.º 12
0
 def OnRightDown(self, e):
     pt = e.GetPosition()
     cp_no = self.gp.curr_player_no
     if self.rcHand[cp_no].Inside(pt):
         outlist = []
         for i in range(0, 50):
             if self.flag_up[i] > 0:
                 outlist.append(i)
         if len(outlist) > 0:
             player = libqp.gp_get_player(self.gp, cp_no)
             hand_p = libqp.gp_get_player_hand(player)
             hand_out = libqp.hand_new(len(outlist))
             for j in outlist:
                 card = libqp.hand_get(hand_p, j)
                 libqp.hand_push(hand_out, card)
             htype = libqp.hand_type()
             libqp.gp_handtype(self.gp, hand_out, htype)
             ret = libqp.gp_canplay(self.gp, hand_out, htype)
             if ret > 0:
                 libqp.gp_play(self.gp, cp_no, hand_out)
                 num = libqp.hand_num(hand_p)
                 pokerW, pokerH = self.bmpPoker['0'].GetSize()
                 self.rcHand[cp_no].SetWidth(pokerW + (num - 1) * self.pokerOffsetW)
                 for i in range(0, 50):
                     self.flag_up[i] = 0
                 self.Refresh()
             else:
                 print "can't play:",htype.type,htype.logic_value1
         else:
             # pass
             libqp.gp_pass(self.gp, cp_no)
             self.Refresh()
     else:
         # reset flag_up
         flag = 0
         for i in range(0, 50):
             if self.flag_up[i] > 0:
                 flag = 1
                 self.flag_up[i] = 0
         if flag > 0:
             self.Refresh()