timePlayedBeforeTurn_ = 0;
status_ = NotRunning;
another_ = 0;
+ currentTurn_ = 0;
// Set clock timer calculating played time
clockTime_.start();
TurnInformation* ChessClock::endTurn()
{
- status_ = NotRunning;
updateTimer_.stop();
- // Update turn time
- currentTurn_->addTime( clockTime_.restart());
// Count time played
timePlayedBeforeTurn_ = getTimePlayed();
// Count time available
+ // This update current turn
timeAvailableBeforeTurn_ = getTimeAvailable();
+
+ status_ = NotRunning;
updateClock();
// Close and return turn information
if( currentTurn_)
{
// Update turn time
- currentTurn_->addTime( clockTime_.restart());
- return timeAvailableBeforeTurn_-currentTurn_->getDuration();
+ return timeAvailableBeforeTurn_-currentTurnPlayed();
}
else
return timeAvailableBeforeTurn_;
}
-int ChessClock::getTimePlayed() const
+int ChessClock::getTimePlayed()
{
// Count time played time
if( currentTurn_ )
- return timePlayedBeforeTurn_ + currentTurn_->getDuration();
+ return timePlayedBeforeTurn_ + currentTurnPlayed();
else
return timePlayedBeforeTurn_;
}
timeAvailableBeforeTurn_ += msecs;
}
+int ChessClock::currentTurnPlayed()
+{
+ if( currentTurn_ )
+ {
+ // Update current time
+ if( status_ == Running )
+ currentTurn_->addTime( clockTime_.restart());
+
+ // Return current time
+ return currentTurn_->getDuration();
+ }
+ else
+ // No current turn!
+ return 0;
+}
+
void ChessClock::updateClock()
{
// Check loser