mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-06-10 08:14:47 -07:00
Refactor files in src/client/tabs to new Qt Slot/Signal syntax (#5833)
* Refactor files in src/client/tabs to new Qt Slot/Signal syntax * Refactor DeckEditorMenu to use new signal/slot syntax Add DeckEditorMenu as friend class to AbstractTabDeckEditor since the slots are protected * fix build failure
This commit is contained in:
parent
c4d0921a15
commit
686717e544
12 changed files with 152 additions and 157 deletions
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@ -115,11 +115,12 @@ TabGame::TabGame(TabSupervisor *_tabSupervisor, GameReplay *_replay)
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createReplayMenuItems();
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createViewMenuItems();
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retranslateUi();
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connect(&SettingsCache::instance().shortcuts(), SIGNAL(shortCutChanged()), this, SLOT(refreshShortcuts()));
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connect(&SettingsCache::instance().shortcuts(), &ShortcutsSettings::shortCutChanged, this,
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&TabGame::refreshShortcuts);
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refreshShortcuts();
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messageLog->logReplayStarted(gameInfo.game_id());
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QTimer::singleShot(0, this, SLOT(loadLayout()));
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QTimer::singleShot(0, this, &TabGame::loadLayout);
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}
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TabGame::TabGame(TabSupervisor *_tabSupervisor,
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@ -156,14 +157,15 @@ TabGame::TabGame(TabSupervisor *_tabSupervisor,
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createMenuItems();
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createViewMenuItems();
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retranslateUi();
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connect(&SettingsCache::instance().shortcuts(), SIGNAL(shortCutChanged()), this, SLOT(refreshShortcuts()));
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connect(&SettingsCache::instance().shortcuts(), &ShortcutsSettings::shortCutChanged, this,
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&TabGame::refreshShortcuts);
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refreshShortcuts();
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// append game to rooms game list for others to see
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for (int i = gameInfo.game_types_size() - 1; i >= 0; i--)
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gameTypes.append(roomGameTypes.find(gameInfo.game_types(i)).value());
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QTimer::singleShot(0, this, SLOT(loadLayout()));
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QTimer::singleShot(0, this, &TabGame::loadLayout);
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}
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void TabGame::addMentionTag(const QString &value)
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@ -628,7 +630,7 @@ Player *TabGame::addPlayer(int playerId, const ServerInfo_User &info)
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}
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scene->addPlayer(newPlayer);
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connect(newPlayer, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
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connect(newPlayer, &Player::newCardAdded, this, &TabGame::newCardAdded);
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messageLog->connectToPlayer(newPlayer);
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if (local && !spectator) {
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@ -636,7 +638,7 @@ Player *TabGame::addPlayer(int playerId, const ServerInfo_User &info)
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newPlayer->setShortcutsActive();
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auto *deckView = new DeckViewContainer(playerId, this);
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connect(deckView, SIGNAL(newCardAdded(AbstractCardItem *)), this, SLOT(newCardAdded(AbstractCardItem *)));
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connect(deckView, &DeckViewContainer::newCardAdded, this, &TabGame::newCardAdded);
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deckViewContainers.insert(playerId, deckView);
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deckViewContainerLayout->addWidget(deckView);
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@ -784,8 +786,7 @@ void TabGame::sendGameCommand(PendingCommand *pend, int playerId)
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if (!client)
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return;
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connect(pend, SIGNAL(finished(Response, CommandContainer, QVariant)), this,
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SLOT(commandFinished(const Response &)));
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connect(pend, &PendingCommand::finished, this, &TabGame::commandFinished);
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client->sendCommand(pend);
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}
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@ -796,8 +797,7 @@ void TabGame::sendGameCommand(const google::protobuf::Message &command, int play
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return;
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PendingCommand *pend = prepareGameCommand(command);
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connect(pend, SIGNAL(finished(Response, CommandContainer, QVariant)), this,
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SLOT(commandFinished(const Response &)));
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connect(pend, &PendingCommand::finished, this, &TabGame::commandFinished);
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client->sendCommand(pend);
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}
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@ -1198,10 +1198,11 @@ void TabGame::eventSetActivePhase(const Event_SetActivePhase &event,
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void TabGame::newCardAdded(AbstractCardItem *card)
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{
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connect(card, SIGNAL(hovered(AbstractCardItem *)), cardInfoFrameWidget, SLOT(setCard(AbstractCardItem *)));
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connect(card, &AbstractCardItem::hovered, cardInfoFrameWidget,
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qOverload<AbstractCardItem *>(&CardInfoFrameWidget::setCard));
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connect(card, &AbstractCardItem::showCardInfoPopup, this, &TabGame::showCardInfoPopup);
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connect(card, SIGNAL(deleteCardInfoPopup(QString)), this, SLOT(deleteCardInfoPopup(QString)));
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connect(card, SIGNAL(cardShiftClicked(QString)), this, SLOT(linkCardToChat(QString)));
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connect(card, &AbstractCardItem::cardShiftClicked, this, &TabGame::linkCardToChat);
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}
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CardItem *TabGame::getCard(int playerId, const QString &zoneName, int cardId) const
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@ -1289,34 +1290,34 @@ void TabGame::updateCardMenu(AbstractCardItem *card)
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void TabGame::createMenuItems()
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{
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aNextPhase = new QAction(this);
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connect(aNextPhase, SIGNAL(triggered()), this, SLOT(actNextPhase()));
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connect(aNextPhase, &QAction::triggered, this, &TabGame::actNextPhase);
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aNextPhaseAction = new QAction(this);
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connect(aNextPhaseAction, SIGNAL(triggered()), this, SLOT(actNextPhaseAction()));
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connect(aNextPhaseAction, &QAction::triggered, this, &TabGame::actNextPhaseAction);
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aNextTurn = new QAction(this);
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connect(aNextTurn, SIGNAL(triggered()), this, SLOT(actNextTurn()));
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connect(aNextTurn, &QAction::triggered, this, &TabGame::actNextTurn);
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aReverseTurn = new QAction(this);
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connect(aReverseTurn, SIGNAL(triggered()), this, SLOT(actReverseTurn()));
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connect(aReverseTurn, &QAction::triggered, this, &TabGame::actReverseTurn);
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aRemoveLocalArrows = new QAction(this);
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connect(aRemoveLocalArrows, SIGNAL(triggered()), this, SLOT(actRemoveLocalArrows()));
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connect(aRemoveLocalArrows, &QAction::triggered, this, &TabGame::actRemoveLocalArrows);
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aRotateViewCW = new QAction(this);
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connect(aRotateViewCW, SIGNAL(triggered()), this, SLOT(actRotateViewCW()));
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connect(aRotateViewCW, &QAction::triggered, this, &TabGame::actRotateViewCW);
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aRotateViewCCW = new QAction(this);
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connect(aRotateViewCCW, SIGNAL(triggered()), this, SLOT(actRotateViewCCW()));
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connect(aRotateViewCCW, &QAction::triggered, this, &TabGame::actRotateViewCCW);
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aGameInfo = new QAction(this);
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connect(aGameInfo, SIGNAL(triggered()), this, SLOT(actGameInfo()));
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connect(aGameInfo, &QAction::triggered, this, &TabGame::actGameInfo);
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aConcede = new QAction(this);
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connect(aConcede, SIGNAL(triggered()), this, SLOT(actConcede()));
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connect(aConcede, &QAction::triggered, this, &TabGame::actConcede);
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aLeaveGame = new QAction(this);
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connect(aLeaveGame, &QAction::triggered, this, [this] { closeRequest(); });
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aFocusChat = new QAction(this);
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connect(aFocusChat, SIGNAL(triggered()), sayEdit, SLOT(setFocus()));
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connect(aFocusChat, &QAction::triggered, sayEdit, qOverload<>(&LineEditCompleter::setFocus));
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aCloseReplay = nullptr;
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phasesMenu = new TearOffMenu(this);
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for (int i = 0; i < phasesToolbar->phaseCount(); ++i) {
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QAction *temp = new QAction(QString(), this);
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connect(temp, SIGNAL(triggered()), this, SLOT(actPhaseAction()));
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connect(temp, &QAction::triggered, this, &TabGame::actPhaseAction);
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phasesMenu->addAction(temp);
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phaseActions.append(temp);
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}
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@ -1375,40 +1376,40 @@ void TabGame::createViewMenuItems()
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aCardInfoDockVisible = cardInfoDockMenu->addAction(QString());
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aCardInfoDockVisible->setCheckable(true);
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connect(aCardInfoDockVisible, SIGNAL(triggered()), this, SLOT(dockVisibleTriggered()));
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connect(aCardInfoDockVisible, &QAction::triggered, this, &TabGame::dockVisibleTriggered);
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aCardInfoDockFloating = cardInfoDockMenu->addAction(QString());
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aCardInfoDockFloating->setCheckable(true);
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connect(aCardInfoDockFloating, SIGNAL(triggered()), this, SLOT(dockFloatingTriggered()));
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connect(aCardInfoDockFloating, &QAction::triggered, this, &TabGame::dockFloatingTriggered);
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aMessageLayoutDockVisible = messageLayoutDockMenu->addAction(QString());
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aMessageLayoutDockVisible->setCheckable(true);
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connect(aMessageLayoutDockVisible, SIGNAL(triggered()), this, SLOT(dockVisibleTriggered()));
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connect(aMessageLayoutDockVisible, &QAction::triggered, this, &TabGame::dockVisibleTriggered);
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aMessageLayoutDockFloating = messageLayoutDockMenu->addAction(QString());
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aMessageLayoutDockFloating->setCheckable(true);
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connect(aMessageLayoutDockFloating, SIGNAL(triggered()), this, SLOT(dockFloatingTriggered()));
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connect(aMessageLayoutDockFloating, &QAction::triggered, this, &TabGame::dockFloatingTriggered);
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aPlayerListDockVisible = playerListDockMenu->addAction(QString());
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aPlayerListDockVisible->setCheckable(true);
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connect(aPlayerListDockVisible, SIGNAL(triggered()), this, SLOT(dockVisibleTriggered()));
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connect(aPlayerListDockVisible, &QAction::triggered, this, &TabGame::dockVisibleTriggered);
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aPlayerListDockFloating = playerListDockMenu->addAction(QString());
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aPlayerListDockFloating->setCheckable(true);
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connect(aPlayerListDockFloating, SIGNAL(triggered()), this, SLOT(dockFloatingTriggered()));
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connect(aPlayerListDockFloating, &QAction::triggered, this, &TabGame::dockFloatingTriggered);
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if (replayDock) {
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replayDockMenu = viewMenu->addMenu(QString());
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aReplayDockVisible = replayDockMenu->addAction(QString());
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aReplayDockVisible->setCheckable(true);
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connect(aReplayDockVisible, SIGNAL(triggered()), this, SLOT(dockVisibleTriggered()));
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connect(aReplayDockVisible, &QAction::triggered, this, &TabGame::dockVisibleTriggered);
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aReplayDockFloating = replayDockMenu->addAction(QString());
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aReplayDockFloating->setCheckable(true);
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connect(aReplayDockFloating, SIGNAL(triggered()), this, SLOT(dockFloatingTriggered()));
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connect(aReplayDockFloating, &QAction::triggered, this, &TabGame::dockFloatingTriggered);
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}
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viewMenu->addSeparator();
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aResetLayout = viewMenu->addAction(QString());
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connect(aResetLayout, SIGNAL(triggered()), this, SLOT(actResetLayout()));
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connect(aResetLayout, &QAction::triggered, this, &TabGame::actResetLayout);
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viewMenu->addAction(aResetLayout);
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addTabMenu(viewMenu);
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@ -1459,7 +1460,7 @@ void TabGame::loadLayout()
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aReplayDockFloating->setChecked(replayDock->isFloating());
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}
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QTimer::singleShot(100, this, SLOT(freeDocksSize()));
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QTimer::singleShot(100, this, &TabGame::freeDocksSize);
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}
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void TabGame::freeDocksSize()
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@ -1525,15 +1526,15 @@ void TabGame::actResetLayout()
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playerListDock->setMaximumSize(250, 50);
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}
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QTimer::singleShot(100, this, SLOT(freeDocksSize()));
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QTimer::singleShot(100, this, &TabGame::freeDocksSize);
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}
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void TabGame::createPlayAreaWidget(bool bReplay)
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{
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phasesToolbar = new PhasesToolbar;
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if (!bReplay)
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connect(phasesToolbar, SIGNAL(sendGameCommand(const ::google::protobuf::Message &, int)), this,
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SLOT(sendGameCommand(const ::google::protobuf::Message &, int)));
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connect(phasesToolbar, &PhasesToolbar::sendGameCommand, this,
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qOverload<const ::google::protobuf::Message &, int>(&TabGame::sendGameCommand));
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scene = new GameScene(phasesToolbar, this);
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gameView = new GameView(scene);
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@ -1551,9 +1552,8 @@ void TabGame::createReplayDock()
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// timeline widget
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timelineWidget = new ReplayTimelineWidget;
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timelineWidget->setTimeline(replayTimeline);
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connect(timelineWidget, SIGNAL(processNextEvent(Player::EventProcessingOptions)), this,
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SLOT(replayNextEvent(Player::EventProcessingOptions)));
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connect(timelineWidget, SIGNAL(replayFinished()), this, SLOT(replayFinished()));
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connect(timelineWidget, &ReplayTimelineWidget::processNextEvent, this, &TabGame::replayNextEvent);
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connect(timelineWidget, &ReplayTimelineWidget::replayFinished, this, &TabGame::replayFinished);
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connect(timelineWidget, &ReplayTimelineWidget::rewound, this, &TabGame::replayRewind);
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// timeline skip shortcuts
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@ -1585,13 +1585,13 @@ void TabGame::createReplayDock()
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playButtonIcon.addPixmap(QPixmap("theme:replay/pause"), QIcon::Normal, QIcon::On);
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replayPlayButton->setIcon(playButtonIcon);
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replayPlayButton->setCheckable(true);
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connect(replayPlayButton, SIGNAL(toggled(bool)), this, SLOT(replayPlayButtonToggled(bool)));
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connect(replayPlayButton, &QToolButton::toggled, this, &TabGame::replayPlayButtonToggled);
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replayFastForwardButton = new QToolButton;
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replayFastForwardButton->setIconSize(QSize(32, 32));
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replayFastForwardButton->setIcon(QPixmap("theme:replay/fastforward"));
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replayFastForwardButton->setCheckable(true);
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connect(replayFastForwardButton, SIGNAL(toggled(bool)), this, SLOT(replayFastForwardButtonToggled(bool)));
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connect(replayFastForwardButton, &QToolButton::toggled, this, &TabGame::replayFastForwardButtonToggled);
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// putting everything together
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replayControlLayout = new QHBoxLayout;
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@ -1611,7 +1611,7 @@ void TabGame::createReplayDock()
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replayDock->setFloating(false);
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replayDock->installEventFilter(this);
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connect(replayDock, SIGNAL(topLevelChanged(bool)), this, SLOT(dockTopLevelChanged(bool)));
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connect(replayDock, &QDockWidget::topLevelChanged, this, &TabGame::dockTopLevelChanged);
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}
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void TabGame::createDeckViewContainerWidget(bool bReplay)
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@ -1652,7 +1652,7 @@ void TabGame::createCardInfoDock(bool bReplay)
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cardInfoDock->setFloating(false);
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cardInfoDock->installEventFilter(this);
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connect(cardInfoDock, SIGNAL(topLevelChanged(bool)), this, SLOT(dockTopLevelChanged(bool)));
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connect(cardInfoDock, &QDockWidget::topLevelChanged, this, &TabGame::dockTopLevelChanged);
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}
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void TabGame::createPlayerListDock(bool bReplay)
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@ -1674,26 +1674,28 @@ void TabGame::createPlayerListDock(bool bReplay)
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playerListDock->setFloating(false);
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playerListDock->installEventFilter(this);
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connect(playerListDock, SIGNAL(topLevelChanged(bool)), this, SLOT(dockTopLevelChanged(bool)));
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connect(playerListDock, &QDockWidget::topLevelChanged, this, &TabGame::dockTopLevelChanged);
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}
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void TabGame::createMessageDock(bool bReplay)
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{
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messageLog = new MessageLogWidget(tabSupervisor, this);
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connect(messageLog, SIGNAL(cardNameHovered(QString)), cardInfoFrameWidget, SLOT(setCard(QString)));
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connect(messageLog, &MessageLogWidget::cardNameHovered, cardInfoFrameWidget,
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qOverload<const QString &>(&CardInfoFrameWidget::setCard));
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connect(messageLog, &MessageLogWidget::showCardInfoPopup, this, &TabGame::showCardInfoPopup);
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connect(messageLog, SIGNAL(deleteCardInfoPopup(QString)), this, SLOT(deleteCardInfoPopup(QString)));
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connect(messageLog, &MessageLogWidget::deleteCardInfoPopup, this, &TabGame::deleteCardInfoPopup);
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if (!bReplay) {
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connect(messageLog, SIGNAL(openMessageDialog(QString, bool)), this, SIGNAL(openMessageDialog(QString, bool)));
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connect(messageLog, SIGNAL(addMentionTag(QString)), this, SLOT(addMentionTag(QString)));
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connect(&SettingsCache::instance(), SIGNAL(chatMentionCompleterChanged()), this, SLOT(actCompleterChanged()));
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connect(messageLog, &MessageLogWidget::openMessageDialog, this, &TabGame::openMessageDialog);
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connect(messageLog, &MessageLogWidget::addMentionTag, this, &TabGame::addMentionTag);
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connect(&SettingsCache::instance(), &SettingsCache::chatMentionCompleterChanged, this,
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&TabGame::actCompleterChanged);
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timeElapsedLabel = new QLabel;
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timeElapsedLabel->setAlignment(Qt::AlignCenter);
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gameTimer = new QTimer(this);
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gameTimer->setInterval(1000);
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connect(gameTimer, SIGNAL(timeout()), this, SLOT(incrementGameTime()));
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connect(gameTimer, &QTimer::timeout, this, &TabGame::incrementGameTime);
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gameTimer->start();
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sayLabel = new QLabel;
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@ -1721,8 +1723,8 @@ void TabGame::createMessageDock(bool bReplay)
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}
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}
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connect(tabSupervisor, SIGNAL(adminLockChanged(bool)), this, SLOT(adminLockChanged(bool)));
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connect(sayEdit, SIGNAL(returnPressed()), this, SLOT(actSay()));
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connect(tabSupervisor, &TabSupervisor::adminLockChanged, this, &TabGame::adminLockChanged);
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connect(sayEdit, &LineEditCompleter::returnPressed, this, &TabGame::actSay);
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sayHLayout = new QHBoxLayout;
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sayHLayout->addWidget(sayLabel);
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@ -1748,7 +1750,7 @@ void TabGame::createMessageDock(bool bReplay)
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messageLayoutDock->setFloating(false);
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messageLayoutDock->installEventFilter(this);
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connect(messageLayoutDock, SIGNAL(topLevelChanged(bool)), this, SLOT(dockTopLevelChanged(bool)));
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connect(messageLayoutDock, &QDockWidget::topLevelChanged, this, &TabGame::dockTopLevelChanged);
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}
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void TabGame::hideEvent(QHideEvent *event)
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