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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RickyRister 2024-11-08 17:06:23 -08:00 committed by GitHub
parent dd04c610ec
commit e894e78346
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GPG key ID: B5690EEEBB952194
7 changed files with 58 additions and 22 deletions

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@ -2,6 +2,7 @@
#define TAB_GAME_H
#include "../../client/tearoff_menu.h"
#include "../../game/player/player.h"
#include "pb/event_leave.pb.h"
#include "pb/serverinfo_game.pb.h"
#include "tab.h"
@ -47,7 +48,6 @@ class Event_Ping;
class Event_GameSay;
class Event_Kicked;
class Event_ReverseTurn;
class Player;
class CardZone;
class AbstractCardItem;
class CardItem;
@ -221,7 +221,7 @@ signals:
void openDeckEditor(const DeckLoader *deck);
void notIdle();
private slots:
void replayNextEvent();
void replayNextEvent(Player::EventProcessingOptions options);
void replayFinished();
void replayPlayButtonToggled(bool checked);
void replayFastForwardButtonToggled(bool checked);
@ -307,7 +307,9 @@ public:
return activeCard;
}
void processGameEventContainer(const GameEventContainer &cont, AbstractClient *client);
void processGameEventContainer(const GameEventContainer &cont,
AbstractClient *client,
Player::EventProcessingOptions options);
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
public slots: