Revamped some table stuff. First I don't know why I called players occupants,

that was stupid. Now they're called players. Next I added a list of watchers
rather than simply a count. If we're going to go to all the trouble to update
the table when the watchers change, let's have the goods.

This will probably break Bang and/or Yohoho. I'll fix them toot sweet.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@515 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2007-12-06 00:37:32 +00:00
parent 0048bde6db
commit 32c4464a85
6 changed files with 118 additions and 99 deletions
@@ -84,7 +84,7 @@ public class TableItem
add(tlabel, gbc);
// we have one button for every "seat" at the table
int bcount = table.occupants.length;
int bcount = table.players.length;
// create blank buttons for now and then we'll update everything
// with the current state when we're done
@@ -148,19 +148,19 @@ public class TableItem
// now enable and label the buttons accordingly
int slength = _seats.length;
for (int i = 0; i < slength; i++) {
if (table.occupants[i] == null) {
if (table.players[i] == null) {
_seats[i].setText(JOIN_LABEL);
_seats[i].setEnabled(!isSeated);
_seats[i].setActionCommand("join");
} else if (table.occupants[i].equals(_self) &&
} else if (table.players[i].equals(_self) &&
!table.inPlay()) {
_seats[i].setText(LEAVE_LABEL);
_seats[i].setEnabled(true);
_seats[i].setActionCommand("leave");
} else {
_seats[i].setText(table.occupants[i].toString());
_seats[i].setText(table.players[i].toString());
_seats[i].setEnabled(false);
}
}