Class ClientGUI

java.lang.Object
net.sf.colossus.gui.ClientGUI
All Implemented Interfaces:
IClientGUI, GUICallbacks

public class ClientGUI extends Object implements IClientGUI, GUICallbacks
  • Field Details

    • LOGGER

      private static final Logger LOGGER
    • CONN_CHECK_TIMEOUT

      private static final int CONN_CHECK_TIMEOUT
      See Also:
    • connectionCheckMutex

      private final Object connectionCheckMutex
    • connectionCheckTimer

      private Timer connectionCheckTimer
    • lastConnectionCheckPackageSent

      private long lastConnectionCheckPackageSent
    • board

      private MasterBoard board
    • statusScreen

      private StatusScreen statusScreen
    • caretakerDisplay

      private CreatureCollectionView caretakerDisplay
    • movementDie

      private MovementDie movementDie
    • engagementResults

      private EngagementResults engagementResults
    • autoInspector

      private AutoInspector autoInspector
    • eventViewer

      private EventViewer eventViewer
    • preferencesWindow

      private PreferencesWindow preferencesWindow
    • logWindow

      private LogWindow logWindow
    • connectionLogWindow

      private ConnectionLogWindow connectionLogWindow
    • pickCarryDialog

      private PickCarry pickCarryDialog
    • negotiate

      private Negotiate negotiate
    • replyToProposal

      private ReplyToProposal replyToProposal
    • battleBoard

      private BattleBoard battleBoard
    • webClient

      private WebClient webClient
    • startedByWebClient

      private boolean startedByWebClient
    • whatNextManager

      private final WhatNextManager whatNextManager
      The object which handles what to do next when a game is going to end
    • undoStack

      private final LinkedList<Object> undoStack
      Stack of legion marker ID's, to allow multiple levels of undo for splits, moves, and recruits. (for battle actions, the Strings are not actually marker ID's, it's battle hex ID's there instead). TODO it would probably be good to have a full Command pattern here, similar to Swing's UndoManager stuff. In the GUI client we could/should probably just use that. A list of objects (which are mostly the string identifiers of something) isn't that safe.
    • pendingMoves

      private final LinkedList<ClientGUI.PendingMove> pendingMoves
    • pendingMoveHexes

      private final Set<MasterHex> pendingMoveHexes
    • recoveredFromMoveNak

      private boolean recoveredFromMoveNak
    • battleChits

      private final List<GUIBattleChit> battleChits
    • mover

      private Legion mover
      Information on the current moving legion.
    • secondaryParent

      private JFrame secondaryParent
      the parent frame for secondary windows
    • replayLastTurn

      private int replayLastTurn
    • replayMaxTurn

      private int replayMaxTurn
    • viewMode

      private int viewMode
    • recruitChitMode

      private int recruitChitMode
    • legionMoveConfirmationMode

      private int legionMoveConfirmationMode
    • nextSplitClickMode

      private int nextSplitClickMode
    • gameOverMessageAlreadyShown

      private boolean gameOverMessageAlreadyShown
    • client

      protected final Client client
    • oracle

      protected final IOracle oracle
    • options

      private final Options options
    • quitAlreadyTried

      boolean quitAlreadyTried
    • tellEngagementResultsAttackerStartingContents

      private List<String> tellEngagementResultsAttackerStartingContents
    • tellEngagementResultsDefenderStartingContents

      private List<String> tellEngagementResultsDefenderStartingContents
    • tellEngagementResultsAttackerLegionCertainities

      private List<Boolean> tellEngagementResultsAttackerLegionCertainities
    • tellEngagementResultsDefenderLegionCertainities

      private List<Boolean> tellEngagementResultsDefenderLegionCertainities
    • message

      String message
  • Constructor Details

  • Method Details