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@@ -1006,14 +1006,33 @@ void mainWindowImpl::callSettingsDialog() {
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//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
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if (mySettingsDialog->getPlayerNickIsChanged() && mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
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// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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// currentHand->getPlayerArray()[0]->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
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// currentHand->getPlayerArray()[1]->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
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// currentHand->getPlayerArray()[2]->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
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// currentHand->getPlayerArray()[3]->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
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// currentHand->getPlayerArray()[4]->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
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// currentHand->getPlayerArray()[5]->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
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// currentHand->getPlayerArray()[6]->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
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// mySettingsDialog->setPlayerNickIsChanged(FALSE);
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//
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// refreshPlayerName();
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HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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currentHand->getPlayerArray()[0]->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
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currentHand->getPlayerArray()[1]->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
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currentHand->getPlayerArray()[2]->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
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currentHand->getPlayerArray()[3]->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
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currentHand->getPlayerArray()[4]->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
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currentHand->getPlayerArray()[5]->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
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currentHand->getPlayerArray()[6]->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
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PlayerListIterator it = currentHand->getSeatsList()->begin();
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(*it)->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
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(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
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(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
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(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
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(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
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(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
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(*(++it))->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
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mySettingsDialog->setPlayerNickIsChanged(FALSE);
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refreshPlayerName();
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@@ -1021,17 +1040,46 @@ void mainWindowImpl::callSettingsDialog() {
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if(mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
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// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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// currentHand->getPlayerArray()[0]->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
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// currentHand->getPlayerArray()[1]->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
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// currentHand->getPlayerArray()[2]->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
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// currentHand->getPlayerArray()[3]->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
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// currentHand->getPlayerArray()[4]->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
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// currentHand->getPlayerArray()[5]->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
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// currentHand->getPlayerArray()[6]->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
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//
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// //avatar refresh
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// refreshPlayerAvatar();
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HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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currentHand->getPlayerArray()[0]->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
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currentHand->getPlayerArray()[1]->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
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currentHand->getPlayerArray()[2]->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
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currentHand->getPlayerArray()[3]->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
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currentHand->getPlayerArray()[4]->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
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currentHand->getPlayerArray()[5]->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
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currentHand->getPlayerArray()[6]->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
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PlayerListIterator it = currentHand->getSeatsList()->begin();
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(*it)->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
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(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
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(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
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(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
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(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
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(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
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(*(++it))->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
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//avatar refresh
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refreshPlayerAvatar();
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}
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//Flipside refresh
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@@ -1117,11 +1165,21 @@ void mainWindowImpl::setSession(boost::shared_ptr<Session> session) { mySession
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//refresh-Funktionen
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void mainWindowImpl::refreshSet() {
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int i;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet() == 0) setLabelArray[i]->setText("");
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else setLabelArray[i]->setText("Set: "+QString::number(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet(),10)+" $");
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// int i;
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// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// if(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet() == 0) setLabelArray[i]->setText("");
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// else setLabelArray[i]->setText("Set: "+QString::number(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet(),10)+" $");
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// }
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HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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PlayerListIterator it;
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for (it=currentHand->getSeatsList()->begin(); it!=currentHand->getSeatsList()->end(); it++) {
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if( (*it)->getMySet() == 0 ) setLabelArray[ (*it)->getMyID() ]->setText("");
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else setLabelArray[(*it)->getMyID()]->setText("Set: "+QString::number( (*it)->getMySet(),10)+" $");
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}
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}
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void mainWindowImpl::refreshButton() {
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