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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
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7 changed files with 58 additions and 22 deletions
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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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