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|||org.zazof.jteg.* (87)||||org.zazof.jteg.gui.* (24)||||org.zazof.jtegServer.* (38)|
MessageManager: This class is responsible for: Processing incoming messages from the server in a protocolindependent way Converting information from this application to the string that is accurate for the active protocol Managing the listeners that are interested in one or more messages coming from the server Ideally, only this class should have contact with the TEGServer Implements the Singleton pattern.
CardController: The CardController is the responsible entitiy of the Cards. It is a varient of the Model-view-controller scheme, but here the CardController is both the controller and the model (CardList). It implements the MessageListener interface, and will notify interested GUI objects when the cardlist is adjusted. (When a card is added or removed from the controller)
RegroupAfterAttackMessage: This message "tropas" is received by a client who just won attack, so it knows how many armies it may station on the conquered country. Message that processes "tropas=" events. This message is valid for following protocols: version 3: OK version 4: ? version 5: ? Content = "tropas=from_id,to_id,max_nb_armies"
TEGServer: This class servers as a TEG server proxy. All communication with the TEG server passes via this class. Implements the singleton pattern. This class contains methods for each message that can be send to the TEG server. The real connection with the server is encapsulated in a Connection object.
AttaqueMessage: An observer gets this messages "attaque=..." when it logs in. Message that processes "attaque=" events. This message is valid for following protocols: version 3: OK version 4: ? version 5: ? Content = "ataque=x,y" ; country x attaques country y
JTEGStateMachine: This class encapsulates the current state of the JTEGClient It implements Model-View-Controller. Classes can subscribe to the JTEGStateMachine, and they will be notified of changes in the state of the client. JTEGStateMachine implements the Singleton Pattern
PlaceArmiesMouseInput: Serious rewrite of the PlaceMouseArmiesInput. The old version was rather buggy and often caused the application to crash. This version should do better. This class is responsible for placing the armies on the board, and checking whether the conditions have been met.
BoardCanvas: BoardCanvas is the class responsible for drawing the Main Screen (the Map). It is the main 'container' that will also hold references to countrycanvas-objects and dices ,... Implements the BoardModelListener interface for interaction with the user.
CardContainerCanvas: CardContainerCanvas is the class responsible for drawing the Cardset of the user of this client. It is the 'container' that will hold references to CardCanvas objects ,... It also implements the MouseListener interface for interaction with the user.
MenuBar: This class represents the Menubar of the main GUI window. Implements: Languagelistener for adapting to current Language Implements: StateListener for enabling/disabling MenuItems to current State
NewPlayerMessage: Message that processes "new_player=" events. This message is valid for following protocols: version 3: OK version 4: NO version 5: NO Content = "new_player=player_name,player_number,playercolor"
InformationVisualizer: This class provides an interface for objects that wish to visualize some information. They can register with the boardcanvas, which will call them whenever the canvas is updated.
RegroupMouseInput: This class is responsible for handling the mouse input when the game state is "regrouping" the armies. It maintains basic information that may be interrogated by a visualizer.
InputTextField: This class represents the InputTextfield which provides the inputfield for chatting. Implements: StateListener for enabling/disabling the field to current State
Connection: Provides a connection with the TEG server, provides a read and write method for communication with the server. This class may only be used by the TEGServer class.
LanguageManager: The LanguageManager is a SingletonClass that will handle language-independent lookups of data for the game. It parses an XML file with the languagedescriptions.
BoardModel: The BoardModel is a part of the Model-View-Controller structure and handles all board data. Thus this class doesn't know anything about its visualization.
NewPlayerMessageProt4: Message that processes "new_player=" events for protocol 4 This message is valid for following protocols: version 3: NO version 4: OK version 5: ?
TurnMessage: Message that processes "turno=" events. This message is valid for following protocols: version 3: OK version 4: ? version 5: ? Content = "turno"
RegroupArmiesMessage: Message that is sent to server when the player wishes to regroup. There is no incoming equivalent, so this message only does not override decodeMessage
PlayerColorMessage: Message that is sent to server to set the color of the clientplayer There is no incoming equivalent, so this message does not override decodeMessage
ProtocolThreeBuilder: This class builds a Chain Of Responsability for protocol version 3 of TEG This is the protocol used by teg servers upto 0.7
ConnectDialog: This class implements the ConnectionDialog, which allows the use to connect to a server, either as a player or observer.
MissionMH: This MessageHandler handles all "mission" messages. For the moment "conquer the world" is the only mission possible.
BoardController: The BoardController is part of the Model-View-Controller structure: responsible for handling all board data.