isWhite_ = white;
loser_ = false;
turn_ = 0;
- timePlayed_ = 0;
+ timePlayedBeforeTurn_ = 0;
status_ = NotRunning;
+ another_ = 0;
// Set clock timer calculating played time
clockTime_.start();
// Set updating timer
updateTimer_.setInterval( UPDATEINTERVAL );
- connect( &updateTimer_, SIGNAL(timeout),this,SLOT(updateClock()));
+ connect( &updateTimer_, SIGNAL(timeout()),this,SLOT(updateClock()));
}
void ChessClock::startTurn()
// Turn information for this new turn
currentTurn_ = new TurnInformation(turn_, isWhite_);
clockTime_.restart();
+ updateTimer_.start();
status_=Running;
// Repaint clock
- repaintClock();
+ updateClock();
}
void ChessClock::pauseTurn()
{
+ updateTimer_.stop();
// Update turn time
currentTurn_->addTime( clockTime_.restart() );
status_ = Paused;
- repaintClock();
+ updateClock();
}
void ChessClock::continueTurn()
// Add pause duration to information object
currentTurn_->addPause( clockTime_.restart() );
status_ = Running;
- repaintClock();
+ updateTimer_.start();
+ updateClock();
}
TurnInformation* ChessClock::endTurn()
{
status_ = NotRunning;
+ updateTimer_.stop();
// Update turn time
currentTurn_->addTime( clockTime_.restart());
+ // Count time played
+ timePlayedBeforeTurn_ = getTimePlayed();
// Count time available
timeAvailableBeforeTurn_ = getTimeAvailable();
- repaintClock();
+ updateClock();
// Close and return turn information
currentTurn_->turnReady(timeAvailableBeforeTurn_ );
TurnInformation* information = currentTurn_;
currentTurn_ = 0;
+ emit endTurn();
return information;
}
// Most simple - will be overwritten in more complex time controls:
// subtract duration time!
if( currentTurn_)
+ {
+ // Update turn time
+ currentTurn_->addTime( clockTime_.restart());
return timeAvailableBeforeTurn_-currentTurn_->getDuration();
+ }
else
return timeAvailableBeforeTurn_;
}
+
+
+int ChessClock::getTimePlayed() const
+{
+ // Count time played time
+ if( currentTurn_ )
+ return timePlayedBeforeTurn_ + currentTurn_->getDuration();
+ else
+ return timePlayedBeforeTurn_;
+}
+
+
+void ChessClock::setTimeAvailable(int msecs)
+{
+ timeAvailableBeforeTurn_ = msecs;
+}
+
+void ChessClock::updateClock()
+{
+ // Check loser
+ if( another_ && !another_->isLoser())
+ {
+ if( getTimeAvailable() < 0 && !loser_)
+ {
+ loser_ = true;
+ emit timeOutLoser();
+ }
+
+ }
+ repaintClock();
+
+}
+