mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-06-15 03:28:49 -07:00
Refactor files in src/game to new Qt Slot/Signal syntax (#5431)
* fix signals in CardDatabaseParser * update remaining signals * cleanup * wait this was always just broken * fix build failure * fix build failure * fix build failure
This commit is contained in:
parent
6e8adddc6d
commit
c3421669d5
25 changed files with 180 additions and 181 deletions
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@ -82,7 +82,7 @@ static constexpr int MOVE_TOP_CARD_UNTIL_INTERVAL = 100;
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PlayerArea::PlayerArea(QGraphicsItem *parentItem) : QObject(), QGraphicsItem(parentItem)
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{
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setCacheMode(DeviceCoordinateCache);
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connect(themeManager, SIGNAL(themeChanged()), this, SLOT(updateBg()));
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connect(themeManager, &ThemeManager::themeChanged, this, &PlayerArea::updateBg);
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updateBg();
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}
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@ -121,8 +121,8 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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userInfo = new ServerInfo_User;
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userInfo->CopyFrom(info);
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connect(&SettingsCache::instance(), SIGNAL(horizontalHandChanged()), this, SLOT(rearrangeZones()));
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connect(&SettingsCache::instance(), SIGNAL(handJustificationChanged()), this, SLOT(rearrangeZones()));
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connect(&SettingsCache::instance(), &SettingsCache::horizontalHandChanged, this, &Player::rearrangeZones);
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connect(&SettingsCache::instance(), &SettingsCache::handJustificationChanged, this, &Player::rearrangeZones);
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playerArea = new PlayerArea(this);
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@ -151,20 +151,20 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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sb->setVisible(false);
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table = new TableZone(this, this);
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connect(table, SIGNAL(sizeChanged()), this, SLOT(updateBoundingRect()));
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connect(table, &TableZone::sizeChanged, this, &Player::updateBoundingRect);
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stack = new StackZone(this, (int)table->boundingRect().height(), this);
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hand = new HandZone(this, _local || _judge || (_parent->getSpectator() && _parent->getSpectatorsSeeEverything()),
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(int)table->boundingRect().height(), this);
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connect(hand, SIGNAL(cardCountChanged()), handCounter, SLOT(updateNumber()));
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connect(handCounter, SIGNAL(showContextMenu(const QPoint &)), hand, SLOT(showContextMenu(const QPoint &)));
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connect(hand, &HandZone::cardCountChanged, handCounter, &HandCounter::updateNumber);
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connect(handCounter, &HandCounter::showContextMenu, hand, &HandZone::showContextMenu);
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updateBoundingRect();
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if (local || judge) {
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connect(_parent, SIGNAL(playerAdded(Player *)), this, SLOT(addPlayer(Player *)));
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connect(_parent, SIGNAL(playerRemoved(Player *)), this, SLOT(removePlayer(Player *)));
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connect(_parent, &TabGame::playerAdded, this, &Player::addPlayer);
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connect(_parent, &TabGame::playerRemoved, this, &Player::removePlayer);
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}
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if (local || judge) {
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@ -177,10 +177,10 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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aMoveHandToRfg = new QAction(this);
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aMoveHandToRfg->setData(QList<QVariant>() << "rfg" << 0);
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connect(aMoveHandToTopLibrary, SIGNAL(triggered()), hand, SLOT(moveAllToZone()));
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connect(aMoveHandToBottomLibrary, SIGNAL(triggered()), hand, SLOT(moveAllToZone()));
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connect(aMoveHandToGrave, SIGNAL(triggered()), hand, SLOT(moveAllToZone()));
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connect(aMoveHandToRfg, SIGNAL(triggered()), hand, SLOT(moveAllToZone()));
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connect(aMoveHandToTopLibrary, &QAction::triggered, hand, &HandZone::moveAllToZone);
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connect(aMoveHandToBottomLibrary, &QAction::triggered, hand, &HandZone::moveAllToZone);
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connect(aMoveHandToGrave, &QAction::triggered, hand, &HandZone::moveAllToZone);
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connect(aMoveHandToRfg, &QAction::triggered, hand, &HandZone::moveAllToZone);
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aMoveGraveToTopLibrary = new QAction(this);
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aMoveGraveToTopLibrary->setData(QList<QVariant>() << "deck" << 0);
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@ -191,10 +191,10 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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aMoveGraveToRfg = new QAction(this);
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aMoveGraveToRfg->setData(QList<QVariant>() << "rfg" << 0);
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connect(aMoveGraveToTopLibrary, SIGNAL(triggered()), grave, SLOT(moveAllToZone()));
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connect(aMoveGraveToBottomLibrary, SIGNAL(triggered()), grave, SLOT(moveAllToZone()));
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connect(aMoveGraveToHand, SIGNAL(triggered()), grave, SLOT(moveAllToZone()));
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connect(aMoveGraveToRfg, SIGNAL(triggered()), grave, SLOT(moveAllToZone()));
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connect(aMoveGraveToTopLibrary, &QAction::triggered, grave, &PileZone::moveAllToZone);
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connect(aMoveGraveToBottomLibrary, &QAction::triggered, grave, &PileZone::moveAllToZone);
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connect(aMoveGraveToHand, &QAction::triggered, grave, &PileZone::moveAllToZone);
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connect(aMoveGraveToRfg, &QAction::triggered, grave, &PileZone::moveAllToZone);
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aMoveRfgToTopLibrary = new QAction(this);
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aMoveRfgToTopLibrary->setData(QList<QVariant>() << "deck" << 0);
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@ -205,87 +205,87 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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aMoveRfgToGrave = new QAction(this);
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aMoveRfgToGrave->setData(QList<QVariant>() << "grave" << 0);
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connect(aMoveRfgToTopLibrary, SIGNAL(triggered()), rfg, SLOT(moveAllToZone()));
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connect(aMoveRfgToBottomLibrary, SIGNAL(triggered()), rfg, SLOT(moveAllToZone()));
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connect(aMoveRfgToHand, SIGNAL(triggered()), rfg, SLOT(moveAllToZone()));
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connect(aMoveRfgToGrave, SIGNAL(triggered()), rfg, SLOT(moveAllToZone()));
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connect(aMoveRfgToTopLibrary, &QAction::triggered, rfg, &PileZone::moveAllToZone);
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connect(aMoveRfgToBottomLibrary, &QAction::triggered, rfg, &PileZone::moveAllToZone);
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connect(aMoveRfgToHand, &QAction::triggered, rfg, &PileZone::moveAllToZone);
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connect(aMoveRfgToGrave, &QAction::triggered, rfg, &PileZone::moveAllToZone);
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aViewLibrary = new QAction(this);
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connect(aViewLibrary, SIGNAL(triggered()), this, SLOT(actViewLibrary()));
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connect(aViewLibrary, &QAction::triggered, this, &Player::actViewLibrary);
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aViewHand = new QAction(this);
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connect(aViewHand, SIGNAL(triggered()), this, SLOT(actViewHand()));
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connect(aViewHand, &QAction::triggered, this, &Player::actViewHand);
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aViewTopCards = new QAction(this);
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connect(aViewTopCards, SIGNAL(triggered()), this, SLOT(actViewTopCards()));
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connect(aViewTopCards, &QAction::triggered, this, &Player::actViewTopCards);
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aViewBottomCards = new QAction(this);
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connect(aViewBottomCards, &QAction::triggered, this, &Player::actViewBottomCards);
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aAlwaysRevealTopCard = new QAction(this);
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aAlwaysRevealTopCard->setCheckable(true);
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connect(aAlwaysRevealTopCard, SIGNAL(triggered()), this, SLOT(actAlwaysRevealTopCard()));
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connect(aAlwaysRevealTopCard, &QAction::triggered, this, &Player::actAlwaysRevealTopCard);
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aAlwaysLookAtTopCard = new QAction(this);
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aAlwaysLookAtTopCard->setCheckable(true);
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connect(aAlwaysLookAtTopCard, SIGNAL(triggered()), this, SLOT(actAlwaysLookAtTopCard()));
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connect(aAlwaysLookAtTopCard, &QAction::triggered, this, &Player::actAlwaysLookAtTopCard);
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aOpenDeckInDeckEditor = new QAction(this);
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aOpenDeckInDeckEditor->setEnabled(false);
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connect(aOpenDeckInDeckEditor, SIGNAL(triggered()), this, SLOT(actOpenDeckInDeckEditor()));
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connect(aOpenDeckInDeckEditor, &QAction::triggered, this, &Player::actOpenDeckInDeckEditor);
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}
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aViewGraveyard = new QAction(this);
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connect(aViewGraveyard, SIGNAL(triggered()), this, SLOT(actViewGraveyard()));
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connect(aViewGraveyard, &QAction::triggered, this, &Player::actViewGraveyard);
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aViewRfg = new QAction(this);
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connect(aViewRfg, SIGNAL(triggered()), this, SLOT(actViewRfg()));
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connect(aViewRfg, &QAction::triggered, this, &Player::actViewRfg);
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if (local || judge) {
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aViewSideboard = new QAction(this);
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connect(aViewSideboard, SIGNAL(triggered()), this, SLOT(actViewSideboard()));
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connect(aViewSideboard, &QAction::triggered, this, &Player::actViewSideboard);
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aDrawCard = new QAction(this);
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connect(aDrawCard, SIGNAL(triggered()), this, SLOT(actDrawCard()));
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connect(aDrawCard, &QAction::triggered, this, &Player::actDrawCard);
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aDrawCards = new QAction(this);
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connect(aDrawCards, SIGNAL(triggered()), this, SLOT(actDrawCards()));
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connect(aDrawCards, &QAction::triggered, this, &Player::actDrawCards);
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aUndoDraw = new QAction(this);
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connect(aUndoDraw, SIGNAL(triggered()), this, SLOT(actUndoDraw()));
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connect(aUndoDraw, &QAction::triggered, this, &Player::actUndoDraw);
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aShuffle = new QAction(this);
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connect(aShuffle, SIGNAL(triggered()), this, SLOT(actShuffle()));
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connect(aShuffle, &QAction::triggered, this, &Player::actShuffle);
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aMulligan = new QAction(this);
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connect(aMulligan, SIGNAL(triggered()), this, SLOT(actMulligan()));
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connect(aMulligan, &QAction::triggered, this, &Player::actMulligan);
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aMoveTopToPlay = new QAction(this);
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connect(aMoveTopToPlay, SIGNAL(triggered()), this, SLOT(actMoveTopCardToPlay()));
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connect(aMoveTopToPlay, &QAction::triggered, this, &Player::actMoveTopCardToPlay);
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aMoveTopToPlayFaceDown = new QAction(this);
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connect(aMoveTopToPlayFaceDown, SIGNAL(triggered()), this, SLOT(actMoveTopCardToPlayFaceDown()));
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connect(aMoveTopToPlayFaceDown, &QAction::triggered, this, &Player::actMoveTopCardToPlayFaceDown);
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aMoveTopCardToGraveyard = new QAction(this);
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connect(aMoveTopCardToGraveyard, SIGNAL(triggered()), this, SLOT(actMoveTopCardToGrave()));
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connect(aMoveTopCardToGraveyard, &QAction::triggered, this, &Player::actMoveTopCardToGrave);
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aMoveTopCardToExile = new QAction(this);
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connect(aMoveTopCardToExile, SIGNAL(triggered()), this, SLOT(actMoveTopCardToExile()));
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connect(aMoveTopCardToExile, &QAction::triggered, this, &Player::actMoveTopCardToExile);
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aMoveTopCardsToGraveyard = new QAction(this);
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connect(aMoveTopCardsToGraveyard, SIGNAL(triggered()), this, SLOT(actMoveTopCardsToGrave()));
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connect(aMoveTopCardsToGraveyard, &QAction::triggered, this, &Player::actMoveTopCardsToGrave);
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aMoveTopCardsToExile = new QAction(this);
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connect(aMoveTopCardsToExile, SIGNAL(triggered()), this, SLOT(actMoveTopCardsToExile()));
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connect(aMoveTopCardsToExile, &QAction::triggered, this, &Player::actMoveTopCardsToExile);
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aMoveTopCardsUntil = new QAction(this);
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connect(aMoveTopCardsUntil, SIGNAL(triggered()), this, SLOT(actMoveTopCardsUntil()));
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connect(aMoveTopCardsUntil, &QAction::triggered, this, &Player::actMoveTopCardsUntil);
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aMoveTopCardToBottom = new QAction(this);
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connect(aMoveTopCardToBottom, SIGNAL(triggered()), this, SLOT(actMoveTopCardToBottom()));
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connect(aMoveTopCardToBottom, &QAction::triggered, this, &Player::actMoveTopCardToBottom);
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aDrawBottomCard = new QAction(this);
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connect(aDrawBottomCard, SIGNAL(triggered()), this, SLOT(actDrawBottomCard()));
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connect(aDrawBottomCard, &QAction::triggered, this, &Player::actDrawBottomCard);
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aDrawBottomCards = new QAction(this);
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connect(aDrawBottomCards, SIGNAL(triggered()), this, SLOT(actDrawBottomCards()));
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connect(aDrawBottomCards, &QAction::triggered, this, &Player::actDrawBottomCards);
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aMoveBottomToPlay = new QAction(this);
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connect(aMoveBottomToPlay, SIGNAL(triggered()), this, SLOT(actMoveBottomCardToPlay()));
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connect(aMoveBottomToPlay, &QAction::triggered, this, &Player::actMoveBottomCardToPlay);
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aMoveBottomToPlayFaceDown = new QAction(this);
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connect(aMoveBottomToPlayFaceDown, SIGNAL(triggered()), this, SLOT(actMoveBottomCardToPlayFaceDown()));
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connect(aMoveBottomToPlayFaceDown, &QAction::triggered, this, &Player::actMoveBottomCardToPlayFaceDown);
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aMoveBottomCardToGraveyard = new QAction(this);
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connect(aMoveBottomCardToGraveyard, SIGNAL(triggered()), this, SLOT(actMoveBottomCardToGrave()));
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connect(aMoveBottomCardToGraveyard, &QAction::triggered, this, &Player::actMoveBottomCardToGrave);
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aMoveBottomCardToExile = new QAction(this);
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connect(aMoveBottomCardToExile, SIGNAL(triggered()), this, SLOT(actMoveBottomCardToExile()));
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connect(aMoveBottomCardToExile, &QAction::triggered, this, &Player::actMoveBottomCardToExile);
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aMoveBottomCardsToGraveyard = new QAction(this);
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connect(aMoveBottomCardsToGraveyard, SIGNAL(triggered()), this, SLOT(actMoveBottomCardsToGrave()));
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connect(aMoveBottomCardsToGraveyard, &QAction::triggered, this, &Player::actMoveBottomCardsToGrave);
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aMoveBottomCardsToExile = new QAction(this);
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connect(aMoveBottomCardsToExile, SIGNAL(triggered()), this, SLOT(actMoveBottomCardsToExile()));
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connect(aMoveBottomCardsToExile, &QAction::triggered, this, &Player::actMoveBottomCardsToExile);
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aMoveBottomCardToTop = new QAction(this);
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connect(aMoveBottomCardToTop, SIGNAL(triggered()), this, SLOT(actMoveBottomCardToTop()));
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connect(aMoveBottomCardToTop, &QAction::triggered, this, &Player::actMoveBottomCardToTop);
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}
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playerMenu = new TearOffMenu();
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@ -361,7 +361,7 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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mRevealRandomGraveyardCard = graveMenu->addMenu(QString());
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QAction *newAction = mRevealRandomGraveyardCard->addAction(QString());
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newAction->setData(-1);
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connect(newAction, SIGNAL(triggered()), this, SLOT(actRevealRandomGraveyardCard()));
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connect(newAction, &QAction::triggered, this, &Player::actRevealRandomGraveyardCard);
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allPlayersActions.append(newAction);
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mRevealRandomGraveyardCard->addSeparator();
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}
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@ -395,16 +395,16 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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sb->setMenu(sbMenu, aViewSideboard);
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aUntapAll = new QAction(this);
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connect(aUntapAll, SIGNAL(triggered()), this, SLOT(actUntapAll()));
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connect(aUntapAll, &QAction::triggered, this, &Player::actUntapAll);
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aRollDie = new QAction(this);
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connect(aRollDie, SIGNAL(triggered()), this, SLOT(actRollDie()));
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connect(aRollDie, &QAction::triggered, this, &Player::actRollDie);
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aCreateToken = new QAction(this);
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connect(aCreateToken, SIGNAL(triggered()), this, SLOT(actCreateToken()));
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connect(aCreateToken, &QAction::triggered, this, &Player::actCreateToken);
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aCreateAnotherToken = new QAction(this);
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connect(aCreateAnotherToken, SIGNAL(triggered()), this, SLOT(actCreateAnotherToken()));
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connect(aCreateAnotherToken, &QAction::triggered, this, &Player::actCreateAnotherToken);
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aCreateAnotherToken->setEnabled(false);
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createPredefinedTokenMenu = new QMenu(QString());
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@ -425,7 +425,8 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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if (local) {
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sayMenu = playerMenu->addMenu(QString());
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connect(&SettingsCache::instance().messages(), SIGNAL(messageMacrosChanged()), this, SLOT(initSayMenu()));
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connect(&SettingsCache::instance().messages(), &MessageSettings::messageMacrosChanged, this,
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&Player::initSayMenu);
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initSayMenu();
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}
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@ -439,7 +440,7 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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for (auto &playerList : playerLists) {
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QAction *newAction = playerList->addAction(QString());
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newAction->setData(-1);
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connect(newAction, SIGNAL(triggered()), this, SLOT(playerListActionTriggered()));
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connect(newAction, &QAction::triggered, this, &Player::playerListActionTriggered);
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allPlayersActions.append(newAction);
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playerList->addSeparator();
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}
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@ -454,47 +455,47 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
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aTap = new QAction(this);
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aTap->setData(cmTap);
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connect(aTap, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
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connect(aTap, &QAction::triggered, this, &Player::cardMenuAction);
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aDoesntUntap = new QAction(this);
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aDoesntUntap->setData(cmDoesntUntap);
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connect(aDoesntUntap, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
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connect(aDoesntUntap, &QAction::triggered, this, &Player::cardMenuAction);
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aAttach = new QAction(this);
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connect(aAttach, SIGNAL(triggered()), this, SLOT(actAttach()));
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connect(aAttach, &QAction::triggered, this, &Player::actAttach);
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aUnattach = new QAction(this);
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connect(aUnattach, SIGNAL(triggered()), this, SLOT(actUnattach()));
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connect(aUnattach, &QAction::triggered, this, &Player::actUnattach);
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aDrawArrow = new QAction(this);
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connect(aDrawArrow, SIGNAL(triggered()), this, SLOT(actDrawArrow()));
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connect(aDrawArrow, &QAction::triggered, this, &Player::actDrawArrow);
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aIncP = new QAction(this);
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connect(aIncP, SIGNAL(triggered()), this, SLOT(actIncP()));
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connect(aIncP, &QAction::triggered, this, &Player::actIncP);
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aDecP = new QAction(this);
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connect(aDecP, SIGNAL(triggered()), this, SLOT(actDecP()));
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connect(aDecP, &QAction::triggered, this, &Player::actDecP);
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aIncT = new QAction(this);
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connect(aIncT, SIGNAL(triggered()), this, SLOT(actIncT()));
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connect(aIncT, &QAction::triggered, this, &Player::actIncT);
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aDecT = new QAction(this);
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connect(aDecT, SIGNAL(triggered()), this, SLOT(actDecT()));
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connect(aDecT, &QAction::triggered, this, &Player::actDecT);
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aIncPT = new QAction(this);
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connect(aIncPT, SIGNAL(triggered()), this, SLOT(actIncPT()));
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connect(aIncPT, &QAction::triggered, this, [this] { actIncPT(); });
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aDecPT = new QAction(this);
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connect(aDecPT, SIGNAL(triggered()), this, SLOT(actDecPT()));
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connect(aDecPT, &QAction::triggered, this, &Player::actDecPT);
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aFlowP = new QAction(this);
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connect(aFlowP, SIGNAL(triggered()), this, SLOT(actFlowP()));
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connect(aFlowP, &QAction::triggered, this, &Player::actFlowP);
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aFlowT = new QAction(this);
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connect(aFlowT, SIGNAL(triggered()), this, SLOT(actFlowT()));
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connect(aFlowT, &QAction::triggered, this, &Player::actFlowT);
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aSetPT = new QAction(this);
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connect(aSetPT, SIGNAL(triggered()), this, SLOT(actSetPT()));
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connect(aSetPT, &QAction::triggered, this, &Player::actSetPT);
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aResetPT = new QAction(this);
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connect(aResetPT, SIGNAL(triggered()), this, SLOT(actResetPT()));
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connect(aResetPT, &QAction::triggered, this, &Player::actResetPT);
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aSetAnnotation = new QAction(this);
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connect(aSetAnnotation, SIGNAL(triggered()), this, SLOT(actSetAnnotation()));
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connect(aSetAnnotation, &QAction::triggered, this, &Player::actSetAnnotation);
|
||||
aFlip = new QAction(this);
|
||||
aFlip->setData(cmFlip);
|
||||
connect(aFlip, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aFlip, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
aPeek = new QAction(this);
|
||||
aPeek->setData(cmPeek);
|
||||
connect(aPeek, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aPeek, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
aClone = new QAction(this);
|
||||
aClone->setData(cmClone);
|
||||
connect(aClone, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aClone, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
aMoveToTopLibrary = new QAction(this);
|
||||
aMoveToTopLibrary->setData(cmMoveToTopLibrary);
|
||||
aMoveToBottomLibrary = new QAction(this);
|
||||
|
|
@ -506,26 +507,26 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
|
|||
aMoveToGraveyard->setData(cmMoveToGraveyard);
|
||||
aMoveToExile = new QAction(this);
|
||||
aMoveToExile->setData(cmMoveToExile);
|
||||
connect(aMoveToTopLibrary, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aMoveToBottomLibrary, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aMoveToXfromTopOfLibrary, SIGNAL(triggered()), this, SLOT(actMoveCardXCardsFromTop()));
|
||||
connect(aMoveToHand, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aMoveToGraveyard, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aMoveToExile, SIGNAL(triggered()), this, SLOT(cardMenuAction()));
|
||||
connect(aMoveToTopLibrary, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
connect(aMoveToBottomLibrary, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
connect(aMoveToXfromTopOfLibrary, &QAction::triggered, this, &Player::actMoveCardXCardsFromTop);
|
||||
connect(aMoveToHand, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
connect(aMoveToGraveyard, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
connect(aMoveToExile, &QAction::triggered, this, &Player::cardMenuAction);
|
||||
|
||||
aSelectAll = new QAction(this);
|
||||
connect(aSelectAll, SIGNAL(triggered()), this, SLOT(actSelectAll()));
|
||||
connect(aSelectAll, &QAction::triggered, this, &Player::actSelectAll);
|
||||
aSelectRow = new QAction(this);
|
||||
connect(aSelectRow, SIGNAL(triggered()), this, SLOT(actSelectRow()));
|
||||
connect(aSelectRow, &QAction::triggered, this, &Player::actSelectRow);
|
||||
aSelectColumn = new QAction(this);
|
||||
connect(aSelectColumn, SIGNAL(triggered()), this, SLOT(actSelectColumn()));
|
||||
connect(aSelectColumn, &QAction::triggered, this, &Player::actSelectColumn);
|
||||
|
||||
aPlay = new QAction(this);
|
||||
connect(aPlay, SIGNAL(triggered()), this, SLOT(actPlay()));
|
||||
connect(aPlay, &QAction::triggered, this, &Player::actPlay);
|
||||
aHide = new QAction(this);
|
||||
connect(aHide, SIGNAL(triggered()), this, SLOT(actHide()));
|
||||
connect(aHide, &QAction::triggered, this, &Player::actHide);
|
||||
aPlayFacedown = new QAction(this);
|
||||
connect(aPlayFacedown, SIGNAL(triggered()), this, SLOT(actPlayFacedown()));
|
||||
connect(aPlayFacedown, &QAction::triggered, this, &Player::actPlayFacedown);
|
||||
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
auto *tempAddCounter = new QAction(this);
|
||||
|
|
@ -537,9 +538,9 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
|
|||
aAddCounter.append(tempAddCounter);
|
||||
aRemoveCounter.append(tempRemoveCounter);
|
||||
aSetCounter.append(tempSetCounter);
|
||||
connect(tempAddCounter, SIGNAL(triggered()), this, SLOT(actCardCounterTrigger()));
|
||||
connect(tempRemoveCounter, SIGNAL(triggered()), this, SLOT(actCardCounterTrigger()));
|
||||
connect(tempSetCounter, SIGNAL(triggered()), this, SLOT(actCardCounterTrigger()));
|
||||
connect(tempAddCounter, &QAction::triggered, this, &Player::actCardCounterTrigger);
|
||||
connect(tempRemoveCounter, &QAction::triggered, this, &Player::actCardCounterTrigger);
|
||||
connect(tempSetCounter, &QAction::triggered, this, &Player::actCardCounterTrigger);
|
||||
}
|
||||
|
||||
const QList<Player *> &players = game->getPlayers().values();
|
||||
|
|
@ -554,7 +555,8 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
|
|||
|
||||
rearrangeZones();
|
||||
retranslateUi();
|
||||
connect(&SettingsCache::instance().shortcuts(), SIGNAL(shortCutChanged()), this, SLOT(refreshShortcuts()));
|
||||
connect(&SettingsCache::instance().shortcuts(), &ShortcutsSettings::shortCutChanged, this,
|
||||
&Player::refreshShortcuts);
|
||||
refreshShortcuts();
|
||||
}
|
||||
|
||||
|
|
@ -606,7 +608,7 @@ void Player::addPlayerToList(QMenu *playerList, Player *player)
|
|||
{
|
||||
QAction *newAction = playerList->addAction(player->getName());
|
||||
newAction->setData(player->getId());
|
||||
connect(newAction, SIGNAL(triggered()), this, SLOT(playerListActionTriggered()));
|
||||
connect(newAction, &QAction::triggered, this, &Player::playerListActionTriggered);
|
||||
}
|
||||
|
||||
void Player::removePlayer(Player *player)
|
||||
|
|
@ -1070,7 +1072,7 @@ void Player::initSayMenu()
|
|||
if (i < 10) {
|
||||
newAction->setShortcut(QKeySequence("Ctrl+" + QString::number((i + 1) % 10)));
|
||||
}
|
||||
connect(newAction, SIGNAL(triggered()), this, SLOT(actSayMessage()));
|
||||
connect(newAction, &QAction::triggered, this, &Player::actSayMessage);
|
||||
sayMenu->addAction(newAction);
|
||||
}
|
||||
}
|
||||
|
|
@ -1106,7 +1108,7 @@ void Player::setDeck(const DeckLoader &_deck)
|
|||
if (i < 10) {
|
||||
a->setShortcut(QKeySequence("Alt+" + QString::number((i + 1) % 10)));
|
||||
}
|
||||
connect(a, SIGNAL(triggered()), this, SLOT(actCreatePredefinedToken()));
|
||||
connect(a, &QAction::triggered, this, &Player::actCreatePredefinedToken);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3997,7 +3999,7 @@ void Player::addRelatedCardActions(const CardItem *card, QMenu *cardMenu)
|
|||
|
||||
auto *createRelated = new QAction(text, this);
|
||||
createRelated->setData(QVariant(index++));
|
||||
connect(createRelated, SIGNAL(triggered()), this, SLOT(actCreateRelatedCard()));
|
||||
connect(createRelated, &QAction::triggered, this, &Player::actCreateRelatedCard);
|
||||
cardMenu->addAction(createRelated);
|
||||
}
|
||||
|
||||
|
|
@ -4006,7 +4008,7 @@ void Player::addRelatedCardActions(const CardItem *card, QMenu *cardMenu)
|
|||
createRelatedCards->setShortcut(
|
||||
SettingsCache::instance().shortcuts().getSingleShortcut("Player/aCreateRelatedTokens"));
|
||||
}
|
||||
connect(createRelatedCards, SIGNAL(triggered()), this, SLOT(actCreateAllRelatedCards()));
|
||||
connect(createRelatedCards, &QAction::triggered, this, &Player::actCreateAllRelatedCards);
|
||||
cardMenu->addAction(createRelatedCards);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue