next steps startwindow-integration. network- and internet-game --> UNSTABLE
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-2
@@ -7,8 +7,8 @@ isEmpty( PREFIX ) {
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TEMPLATE = app
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TEMPLATE = app
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CODECFORSRC = UTF-8
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CODECFORSRC = UTF-8
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CONFIG += qt thread embed_manifest_exe exceptions rtti stl warn_on release
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#CONFIG += qt thread embed_manifest_exe exceptions rtti stl warn_on release
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#CONFIG += qt thread embed_manifest_exe exceptions rtti stl warn_on debug
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CONFIG += qt thread embed_manifest_exe exceptions rtti stl warn_on debug
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#####Uncomment this for RELEASE
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#####Uncomment this for RELEASE
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#QTPLUGIN += qjpeg qgif
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#QTPLUGIN += qjpeg qgif
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+2
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@@ -3,8 +3,8 @@
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TEMPLATE = lib
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TEMPLATE = lib
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CODECFORSRC = UTF-8
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CODECFORSRC = UTF-8
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CONFIG += staticlib thread exceptions rtti stl warn_on release
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#CONFIG += staticlib thread exceptions rtti stl warn_on release
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#CONFIG += staticlib thread exceptions rtti stl warn_on debug
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CONFIG += staticlib thread exceptions rtti stl warn_on debug
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UI_DIR = uics
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UI_DIR = uics
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TARGET = lib/pokerth_lib
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TARGET = lib/pokerth_lib
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@@ -208,6 +208,7 @@ void gameLobbyDialogImpl::refresh(int actionID) {
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{
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{
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treeWidget_GameList->clear();
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treeWidget_GameList->clear();
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this->accept();
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this->accept();
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myW->show();
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// TODO doitux: hier gametable holen
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// TODO doitux: hier gametable holen
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}
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}
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}
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}
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@@ -123,6 +123,11 @@ void GuiWrapper::logPlayerWinGame(std::string playerName, int gameID) { myLog->s
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void GuiWrapper::flushLogAtGame(int gameID) { myLog->signalFlushLogAtGame(gameID); }
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void GuiWrapper::flushLogAtGame(int gameID) { myLog->signalFlushLogAtGame(gameID); }
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void GuiWrapper::flushLogAtHand() { myLog->signalFlushLogAtHand(); }
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void GuiWrapper::flushLogAtHand() { myLog->signalFlushLogAtHand(); }
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void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myW->signalNetClientGameStart(game); }
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////////// this is for startwindow ////////////////////
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////////// this is for startwindow ////////////////////
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@@ -161,7 +166,7 @@ void GuiWrapper::SignalNetClientGameListUpdateAdmin(unsigned gameId, unsigned ad
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void GuiWrapper::SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) { myStartWindow->signalNetClientGameListPlayerJoined(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) { myStartWindow->signalNetClientGameListPlayerJoined(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) { myStartWindow->signalNetClientGameListPlayerLeft(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) { myStartWindow->signalNetClientGameListPlayerLeft(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { myStartWindow->signalNetClientGameStart(game); }
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void GuiWrapper::SignalNetClientWaitDialog() { myStartWindow->signalShowClientDialog(); }
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void GuiWrapper::SignalNetClientWaitDialog() { myStartWindow->signalShowClientDialog(); }
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void GuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { myW->signalNetClientChatMsg(QString::fromUtf8(playerName.c_str()), QString::fromUtf8(msg.c_str())); }
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void GuiWrapper::SignalNetClientChatMsg(const string &playerName, const string &msg) { myW->signalNetClientChatMsg(QString::fromUtf8(playerName.c_str()), QString::fromUtf8(msg.c_str())); }
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void GuiWrapper::SignalNetServerSuccess(int /*actionID*/) { }
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void GuiWrapper::SignalNetServerSuccess(int /*actionID*/) { }
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@@ -234,3 +234,9 @@ bool startNetworkGameDialogImpl::eventFilter(QObject *obj, QEvent *event)
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void startNetworkGameDialogImpl::receiveChatMsg(QString playerName, QString message) {
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void startNetworkGameDialogImpl::receiveChatMsg(QString playerName, QString message) {
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myChat->receiveMessage(playerName, message);
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myChat->receiveMessage(playerName, message);
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}
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}
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void startNetworkGameDialogImpl::accept()
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{
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myW->show();
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QDialog::accept();
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}
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@@ -46,6 +46,7 @@ public slots:
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void startGame();
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void startGame();
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void cancel();
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void cancel();
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void refresh(int actionID);
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void refresh(int actionID);
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void accept();
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void joinedNetworkGame(unsigned playerId, QString playerName, int rights);
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void joinedNetworkGame(unsigned playerId, QString playerName, int rights);
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void addConnectedPlayer(unsigned playerId, QString playerName, int rights);
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void addConnectedPlayer(unsigned playerId, QString playerName, int rights);
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void updatePlayer(unsigned playerId, QString newPlayerName);
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void updatePlayer(unsigned playerId, QString newPlayerName);
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