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* Generify TabDeckEditor. * Connect dockTopLevelChanged signals. * Connect eventFilters. * Remove comments. * Fix ze build (accidentally deleted a line) * Fix some pointer chaining. * Be a lot saner about some signals/slots, as in, individual Deck Editor widgets now internally determine their CardInfo and then simply communicate this to the DeckEditor * Lint. * DeckDock can handle its own menu. * DeckDock can handle its own decrement. * DeckDock now notifies the deck editor on deck change, instead of individually modifying menu items and modification status. * Rename. * Include pixelmap generator for icon. * Directly use an AbstractTabDeckEditor as parent. * Move clearing database filter into signal/slot relation. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
41 lines
1 KiB
C++
41 lines
1 KiB
C++
#ifndef WINDOW_DECKEDITOR_H
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#define WINDOW_DECKEDITOR_H
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#include "../../game/cards/card_database.h"
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#include "../game_logic/key_signals.h"
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#include "../ui/widgets/visual_deck_storage/deck_preview/deck_preview_deck_tags_display_widget.h"
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#include "abstract_tab_deck_editor.h"
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class CardDatabaseModel;
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class CardDatabaseDisplayModel;
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class DeckListModel;
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class QLabel;
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class DeckLoader;
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class TabDeckEditor : public AbstractTabDeckEditor
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{
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Q_OBJECT
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protected slots:
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void loadLayout() override;
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void restartLayout() override;
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void freeDocksSize() override;
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void refreshShortcuts() override;
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bool eventFilter(QObject *o, QEvent *e) override;
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void dockVisibleTriggered() override;
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void dockFloatingTriggered() override;
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void dockTopLevelChanged(bool topLevel) override;
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public:
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explicit TabDeckEditor(TabSupervisor *_tabSupervisor);
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void retranslateUi() override;
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QString getTabText() const override;
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void createMenus() override;
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public slots:
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void showPrintingSelector() override;
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};
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#endif
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