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[Refactor] Emit phase toolbar intent instead of protobuf commands (#7419)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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5 changed files with 49 additions and 49 deletions
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@ -1276,8 +1276,14 @@ 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, &PhasesToolbar::sendGameCommand, game->getGameEventHandler(),
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qOverload<const ::google::protobuf::Message &, int>(&GameEventHandler::sendGameCommand));
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connect(phasesToolbar, &PhasesToolbar::setActivePhaseRequested, game->getGameEventHandler(),
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&GameEventHandler::handleActivePhaseChanged);
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connect(phasesToolbar, &PhasesToolbar::nextTurnRequested, game->getGameEventHandler(),
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&GameEventHandler::handleNextTurn);
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connect(phasesToolbar, &PhasesToolbar::untapAllRequested, game->getGameEventHandler(),
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&GameEventHandler::handleUntapAll);
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connect(phasesToolbar, &PhasesToolbar::drawCardRequested, game->getGameEventHandler(),
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&GameEventHandler::handleDrawCard);
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}
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scene = new GameScene(phasesToolbar, this);
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connect(game->getPlayerManager(), &PlayerManager::playerConceded, scene, &GameScene::rearrange);
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