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https://github.com/Cockatrice/Cockatrice.git
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Do not open card reveal windows when skipping in replays (#5157)
* create EventProcessingOption QFlag * pass EventProcessingOption all the way down * implement reveal skipping logic
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parent
dd04c610ec
commit
e894e78346
7 changed files with 58 additions and 22 deletions
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@ -614,9 +614,9 @@ void TabGame::closeRequest()
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actLeaveGame();
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}
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void TabGame::replayNextEvent()
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void TabGame::replayNextEvent(Player::EventProcessingOptions options)
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{
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processGameEventContainer(replay->event_list(timelineWidget->getCurrentEvent()), nullptr);
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processGameEventContainer(replay->event_list(timelineWidget->getCurrentEvent()), nullptr, options);
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}
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void TabGame::replayFinished()
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@ -862,7 +862,9 @@ Player *TabGame::addPlayer(int playerId, const ServerInfo_User &info)
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return newPlayer;
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}
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void TabGame::processGameEventContainer(const GameEventContainer &cont, AbstractClient *client)
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void TabGame::processGameEventContainer(const GameEventContainer &cont,
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AbstractClient *client,
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Player::EventProcessingOptions options)
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{
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const GameEventContext &context = cont.context();
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messageLog->containerProcessingStarted(context);
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@ -937,7 +939,7 @@ void TabGame::processGameEventContainer(const GameEventContainer &cont, Abstract
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qDebug() << "unhandled game event: invalid player id";
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break;
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}
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player->processGameEvent(eventType, event, context);
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player->processGameEvent(eventType, event, context, options);
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emitUserEvent();
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}
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}
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@ -1731,7 +1733,8 @@ 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()), this, SLOT(replayNextEvent()));
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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::rewound, this, &TabGame::replayRewind);
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@ -2,6 +2,7 @@
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#define TAB_GAME_H
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#include "../../client/tearoff_menu.h"
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#include "../../game/player/player.h"
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#include "pb/event_leave.pb.h"
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#include "pb/serverinfo_game.pb.h"
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#include "tab.h"
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@ -47,7 +48,6 @@ class Event_Ping;
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class Event_GameSay;
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class Event_Kicked;
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class Event_ReverseTurn;
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class Player;
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class CardZone;
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class AbstractCardItem;
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class CardItem;
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@ -221,7 +221,7 @@ signals:
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void openDeckEditor(const DeckLoader *deck);
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void notIdle();
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private slots:
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void replayNextEvent();
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void replayNextEvent(Player::EventProcessingOptions options);
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void replayFinished();
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void replayPlayButtonToggled(bool checked);
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void replayFastForwardButtonToggled(bool checked);
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@ -307,7 +307,9 @@ public:
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return activeCard;
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}
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void processGameEventContainer(const GameEventContainer &cont, AbstractClient *client);
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void processGameEventContainer(const GameEventContainer &cont,
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AbstractClient *client,
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Player::EventProcessingOptions options);
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PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
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PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
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public slots:
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@ -541,7 +541,7 @@ void TabSupervisor::processGameEventContainer(const GameEventContainer &cont)
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{
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TabGame *tab = gameTabs.value(cont.game_id());
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if (tab)
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tab->processGameEventContainer(cont, qobject_cast<AbstractClient *>(sender()));
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tab->processGameEventContainer(cont, qobject_cast<AbstractClient *>(sender()), {});
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else
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qDebug() << "gameEvent: invalid gameId";
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}
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