[Refactor] Emit phase toolbar intent instead of protobuf commands (#7419)

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-10-31 18:44:10 +01:00 • committed by GitHub
parent 095b135640
commit 73d5a2a0ab
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GPG key ID: B5690EEEBB952194
5 changed files with 49 additions and 49 deletions

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@ -1276,8 +1276,14 @@ void TabGame::createPlayAreaWidget(bool bReplay)
{
phasesToolbar = new PhasesToolbar;
if (!bReplay) {
connect(phasesToolbar, &PhasesToolbar::sendGameCommand, game->getGameEventHandler(),
qOverload<const ::google::protobuf::Message &, int>(&GameEventHandler::sendGameCommand));
connect(phasesToolbar, &PhasesToolbar::setActivePhaseRequested, game->getGameEventHandler(),
&GameEventHandler::handleActivePhaseChanged);
connect(phasesToolbar, &PhasesToolbar::nextTurnRequested, game->getGameEventHandler(),
&GameEventHandler::handleNextTurn);
connect(phasesToolbar, &PhasesToolbar::untapAllRequested, game->getGameEventHandler(),
&GameEventHandler::handleUntapAll);
connect(phasesToolbar, &PhasesToolbar::drawCardRequested, game->getGameEventHandler(),
&GameEventHandler::handleDrawCard);
}
scene = new GameScene(phasesToolbar, this);
connect(game->getPlayerManager(), &PlayerManager::playerConceded, scene, &GameScene::rearrange);