QTfrontend/pageroomslist.cpp
author nemo
Sun, 12 Jun 2011 14:45:26 -0400
changeset 5237 963d787a25c2
parent 5204 e1a5f4d5d86a
child 5259 926958e3e87b
permissions -rw-r--r--
If 2 or more resolutions are available, use the 2nd in the list. This should (usually) be smaller than the desktop resolution, which should reduce noob fail (not realising part of interface is obscured)
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#include <QGridLayout>
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#include <QPushButton>
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#include <QComboBox>
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#include <QLabel>
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#include <QLineEdit>
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#include <QMessageBox>
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#include <QHeaderView>
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#include <QTableWidget>
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#include "ammoSchemeModel.h"
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#include "pageroomslist.h"
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#include "hwconsts.h"
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#include "chatwidget.h"
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PageRoomsList::PageRoomsList(QWidget* parent, QSettings * gameSettings, SDLInteraction * sdli) :
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  AbstractPage(parent)
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{
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    QGridLayout * pageLayout = new QGridLayout(this);
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    QHBoxLayout * newRoomLayout = new QHBoxLayout();
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    QLabel * roomNameLabel = new QLabel(this);
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    roomNameLabel->setText(tr("Room Name:"));
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    roomName = new QLineEdit(this);
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    roomName->setMaxLength(60);
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    newRoomLayout->addWidget(roomNameLabel);
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    newRoomLayout->addWidget(roomName);
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    pageLayout->addLayout(newRoomLayout, 0, 0);
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    roomsList = new QTableWidget(this);
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    roomsList->setSelectionBehavior(QAbstractItemView::SelectRows);
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    roomsList->verticalHeader()->setVisible(false);
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    roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
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    roomsList->setAlternatingRowColors(true);
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    roomsList->setShowGrid(false);
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    roomsList->setSelectionMode(QAbstractItemView::SingleSelection);
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    pageLayout->addWidget(roomsList, 1, 0, 3, 1);
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    pageLayout->setRowStretch(2, 100);
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    QHBoxLayout * filterLayout = new QHBoxLayout();
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    QLabel * stateLabel = new QLabel(this);
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    stateLabel->setText(tr("State:"));
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    CBState = new QComboBox(this);
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    CBState->addItem(QComboBox::tr("Any"));
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    CBState->addItem(QComboBox::tr("In lobby"));
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    CBState->addItem(QComboBox::tr("In progress"));
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    filterLayout->addWidget(stateLabel);
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    filterLayout->addWidget(CBState);
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    filterLayout->addSpacing(30);
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    QLabel * ruleLabel = new QLabel(this);
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    ruleLabel->setText(tr("Rules:"));
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    CBRules = new QComboBox(this);
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    CBRules->addItem(QComboBox::tr("Any"));
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    // not the most elegant solution but it works
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    ammoSchemeModel = new AmmoSchemeModel(this, NULL);
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    for (int i = 0; i < ammoSchemeModel->predefSchemesNames.count(); i++)
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        CBRules->addItem(ammoSchemeModel->predefSchemesNames.at(i).toAscii().constData());
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    filterLayout->addWidget(ruleLabel);
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    filterLayout->addWidget(CBRules);
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    filterLayout->addSpacing(30);
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    QLabel * weaponLabel = new QLabel(this);
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    weaponLabel->setText(tr("Weapons:"));
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    CBWeapons = new QComboBox(this);
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    CBWeapons->addItem(QComboBox::tr("Any"));
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    for (int i = 0; i < cDefaultAmmos.count(); i++) {
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        QPair<QString,QString> ammo = cDefaultAmmos.at(i);
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        CBWeapons->addItem(ammo.first.toAscii().constData());
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    }
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    filterLayout->addWidget(weaponLabel);
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    filterLayout->addWidget(CBWeapons);
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    filterLayout->addSpacing(30);
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    QLabel * searchLabel = new QLabel(this);
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    searchLabel->setText(tr("Search:"));
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    searchText = new QLineEdit(this);
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    searchText->setMaxLength(60);
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    filterLayout->addWidget(searchLabel);
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    filterLayout->addWidget(searchText);
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    pageLayout->addLayout(filterLayout, 4, 0);
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    chatWidget = new HWChatWidget(this, gameSettings, sdli, false);
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    pageLayout->addWidget(chatWidget, 5, 0, 1, 2);
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    pageLayout->setRowStretch(5, 350);
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    BtnCreate = addButton(tr("Create"), pageLayout, 0, 1);
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    BtnJoin = addButton(tr("Join"), pageLayout, 1, 1);
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    BtnRefresh = addButton(tr("Refresh"), pageLayout, 3, 1);
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    BtnClear = addButton(tr("Clear"), pageLayout, 4, 1);
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    BtnBack = addButton(":/res/Exit.png", pageLayout, 6, 0, true);
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    BtnAdmin = addButton(tr("Admin features"), pageLayout, 6, 1);
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    connect(BtnCreate, SIGNAL(clicked()), this, SLOT(onCreateClick()));
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    connect(BtnJoin, SIGNAL(clicked()), this, SLOT(onJoinClick()));
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    connect(BtnRefresh, SIGNAL(clicked()), this, SLOT(onRefreshClick()));
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    connect(BtnClear, SIGNAL(clicked()), this, SLOT(onClearClick()));
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    connect(roomsList, SIGNAL(doubleClicked (const QModelIndex &)), this, SLOT(onJoinClick()));
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    connect(CBState, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
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    connect(CBRules, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
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    connect(CBWeapons, SIGNAL(currentIndexChanged (int)), this, SLOT(onRefreshClick()));
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    connect(searchText, SIGNAL(textChanged (const QString &)), this, SLOT(onRefreshClick()));
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    connect(this, SIGNAL(askJoinConfirmation (const QString &)), this, SLOT(onJoinConfirmation(const QString &)), Qt::QueuedConnection);
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    gameInLobby = false;
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}
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void PageRoomsList::setAdmin(bool flag)
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{
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    BtnAdmin->setVisible(flag);
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}
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void PageRoomsList::setRoomsList(const QStringList & list)
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{
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    QBrush red(QColor(255, 0, 0));
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    QBrush orange(QColor(127, 127, 0));
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    QBrush yellow(QColor(255, 255, 0));
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    QBrush green(QColor(0, 255, 0));
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    listFromServer = list;
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    QString selection = "";
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    if(QTableWidgetItem *item = roomsList->item(roomsList->currentRow(), 0))
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        selection = item->text();
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    roomsList->clear();
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    roomsList->setColumnCount(7);
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    roomsList->setHorizontalHeaderLabels(
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            QStringList() <<
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            QTableWidget::tr("Room Name") <<
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            QTableWidget::tr("C") <<
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            QTableWidget::tr("T") <<
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            QTableWidget::tr("Owner") <<
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            QTableWidget::tr("Map") <<
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            QTableWidget::tr("Rules") <<
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            QTableWidget::tr("Weapons")
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            );
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    // set minimum sizes
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//  roomsList->horizontalHeader()->resizeSection(0, 200);
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//  roomsList->horizontalHeader()->resizeSection(1, 50);
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//  roomsList->horizontalHeader()->resizeSection(2, 50);
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//  roomsList->horizontalHeader()->resizeSection(3, 100);
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//  roomsList->horizontalHeader()->resizeSection(4, 100);
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//  roomsList->horizontalHeader()->resizeSection(5, 100);
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//  roomsList->horizontalHeader()->resizeSection(6, 100);
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    // set resize modes
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//  roomsList->horizontalHeader()->setResizeMode(QHeaderView::Interactive);
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    bool gameCanBeJoined = true;
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    if (list.size() % 8)
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        return;
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    roomsList->setRowCount(list.size() / 8);
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    for(int i = 0, r = 0; i < list.size(); i += 8, r++)
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    {
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        // if we are joining a game
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        // TODO: Should NOT be done here
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        if (gameInLobby) {
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            if (gameInLobbyName == list[i + 1]) {
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                gameCanBeJoined = list[i].compare("True");
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            }
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        }
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        // check filter settings
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        #define NO_FILTER_MATCH roomsList->setRowCount(roomsList->rowCount() - 1); --r; continue
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        if (list[i].compare("True") && CBState->currentIndex() == 2) { NO_FILTER_MATCH; }
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        if (list[i].compare("False") && CBState->currentIndex() == 1) { NO_FILTER_MATCH; }
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        if (CBRules->currentIndex() != 0 && list[i + 6].compare(CBRules->currentText())) { NO_FILTER_MATCH; }
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        if (CBWeapons->currentIndex() != 0 && list[i + 7].compare(CBWeapons->currentText())) { NO_FILTER_MATCH; }
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        bool found = list[i + 1].contains(searchText->text(), Qt::CaseInsensitive);
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        if (!found) {
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            for (int a = 4; a <= 7; ++a) {
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                QString compString = list[i + a];
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                if (a == 5 && compString == "+rnd+") {
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                    compString = "Random Map";
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                } else if (a == 5 && compString == "+maze+") {
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                    compString = "Random Maze";
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                } else if (a == 5 && compString == "+drawn+") {
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                    compString = "Drawn Map";
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                }
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                if (compString.contains(searchText->text(), Qt::CaseInsensitive)) {
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                    found = true;
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                    break;
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                }
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            }
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        }
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        if (!searchText->text().isEmpty() && !found) { NO_FILTER_MATCH; }
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        QTableWidgetItem * item;
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        item = new QTableWidgetItem(list[i + 1]); // room name
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        // pick appropriate room icon and tooltip (game in progress yes/no; later maybe locked rooms etc.)
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        if(list[i].compare("True"))
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        {
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            item->setIcon(QIcon(":/res/iconTime.png"));// game is in lobby
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            item->setToolTip(tr("This game is in lobby.\nYou may join and start playing once the game starts."));
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        }
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        else
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        {
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            item->setIcon(QIcon(":/res/iconDamage.png"));// game has started
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            item->setToolTip(tr("This game is in progress.\nYou may join and spectate now but you'll have to wait for the game to end to start playing."));
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        }
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        roomsList->setItem(r, 0, item);
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        item = new QTableWidgetItem(list[i + 2]); // number of clients
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setTextAlignment(Qt::AlignCenter);
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        item->setToolTip(tr("There are %1 clients connected to this room.", "", list[i + 2].toInt()).arg(list[i + 2]));
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        roomsList->setItem(r, 1, item);
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        item = new QTableWidgetItem(list[i + 3]); // number of teams
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setTextAlignment(Qt::AlignCenter);
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        item->setToolTip(tr("There are %1 teams participating in this room.", "", list[i + 3].toInt()).arg(list[i + 3]));
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        //Should we highlight "full" games? Might get misinterpreted
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        //if(list[i + 3].toInt() >= cMaxTeams)
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        //    item->setForeground(red);
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        roomsList->setItem(r, 2, item);
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        item = new QTableWidgetItem(list[i + 4].left(15)); // name of host
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("%1 is the host. He may adjust settings and start the game.").arg(list[i + 4]));
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        roomsList->setItem(r, 3, item);
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        if(list[i + 5] == "+rnd+")
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        {
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            item = new QTableWidgetItem(tr("Random Map")); // selected map (is randomized)
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// FIXME - need real icons. Disabling until then
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//            item->setIcon(QIcon(":/res/mapRandom.png"));
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        }
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        else if (list[i+5] == "+maze+")
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        {
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            item = new QTableWidgetItem(tr("Random Maze"));
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// FIXME - need real icons. Disabling until then
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//            item->setIcon(QIcon(":/res/mapMaze.png"));
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        }
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        else
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        {
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            item = new QTableWidgetItem(list[i + 5]); // selected map
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            // check to see if we've got this map
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            // not perfect but a start
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            if(!mapList->contains(list[i + 5]))
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            {
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                item->setForeground(red);
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                item->setIcon(QIcon(":/res/mapMissing.png"));
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            }
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            else
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            {
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               // todo: mission icon?
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// FIXME - need real icons. Disabling until then
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//               item->setIcon(QIcon(":/res/mapCustom.png"));
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            }
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        }
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("Games may be played on precreated or randomized maps."));
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        roomsList->setItem(r, 4, item);
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        item = new QTableWidgetItem(list[i + 6].left(24)); // selected game scheme
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("The Game Scheme defines general options and preferences like Round Time, Sudden Death or Vampirism."));
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        roomsList->setItem(r, 5, item);
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   291
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        item = new QTableWidgetItem(list[i + 7].left(24)); // selected weapon scheme
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        item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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        item->setToolTip(tr("The Weapon Scheme defines available weapons and their ammunition count."));
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        roomsList->setItem(r, 6, item);
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   296
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        if(!list[i + 1].compare(selection) && !selection.isEmpty())
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            roomsList->selectionModel()->setCurrentIndex(roomsList->model()->index(r, 0), QItemSelectionModel::SelectCurrent | QItemSelectionModel::Rows);
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    }
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    roomsList->horizontalHeader()->setResizeMode(0, QHeaderView::Stretch);
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    roomsList->horizontalHeader()->setResizeMode(1, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(2, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(3, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(4, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(5, QHeaderView::ResizeToContents);
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    roomsList->horizontalHeader()->setResizeMode(6, QHeaderView::ResizeToContents);
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   308
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    // TODO: Should NOT be done here
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    if (gameInLobby) {
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        gameInLobby = false;
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        if (gameCanBeJoined) {
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            emit askForJoinRoom(gameInLobbyName);
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   314
        } else {
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            emit askJoinConfirmation(gameInLobbyName);
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   316
        }
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   317
    }
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   318
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//  roomsList->resizeColumnsToContents();
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   320
}
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   321
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void PageRoomsList::onCreateClick()
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   323
{
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   324
    if (roomName->text().size())
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   325
        emit askForCreateRoom(roomName->text());
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   326
    else
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        QMessageBox::critical(this,
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   328
                tr("Error"),
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   329
                tr("Please enter room name"),
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   330
                tr("OK"));
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diff changeset
   331
}
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   332
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   333
void PageRoomsList::onJoinClick()
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diff changeset
   334
{
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   335
    QTableWidgetItem * curritem = roomsList->item(roomsList->currentRow(), 0);
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diff changeset
   336
    if (!curritem)
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diff changeset
   337
    {
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   338
        QMessageBox::critical(this,
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   339
                tr("Error"),
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   340
                tr("Please select room from the list"),
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diff changeset
   341
                tr("OK"));
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diff changeset
   342
        return;
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diff changeset
   343
    }
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   344
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   345
    for (int i = 0; i < listFromServer.size(); i += 8) {
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   346
        if (listFromServer[i + 1] == curritem->data(Qt::DisplayRole).toString()) {
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   347
            gameInLobby = listFromServer[i].compare("True");
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   348
            break;
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diff changeset
   349
        }
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diff changeset
   350
    }
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diff changeset
   351
    
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   352
    if (gameInLobby) {
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   353
        gameInLobbyName = curritem->data(Qt::DisplayRole).toString();
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   354
        emit askForRoomList();
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diff changeset
   355
    } else {
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diff changeset
   356
        emit askForJoinRoom(curritem->data(Qt::DisplayRole).toString());
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diff changeset
   357
    }
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diff changeset
   358
}
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diff changeset
   359
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   360
void PageRoomsList::onRefreshClick()
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diff changeset
   361
{
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diff changeset
   362
    emit askForRoomList();
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diff changeset
   363
}
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diff changeset
   364
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   365
void PageRoomsList::onClearClick()
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diff changeset
   366
{
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   367
    CBState->setCurrentIndex(0);
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diff changeset
   368
    CBRules->setCurrentIndex(0);
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   369
    CBWeapons->setCurrentIndex(0);
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diff changeset
   370
    searchText->clear();
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diff changeset
   371
}
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diff changeset
   372
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   373
void PageRoomsList::onJoinConfirmation(const QString & room)
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diff changeset
   374
{
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   375
    if (QMessageBox::warning(this,
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diff changeset
   376
        tr("Warning"),
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diff changeset
   377
        tr("The game you are trying to join has started.\nDo you still want to join the room?"),
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   378
        QMessageBox::Yes | QMessageBox::No) == QMessageBox::Yes)
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diff changeset
   379
    {
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diff changeset
   380
        emit askForJoinRoom(room);
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diff changeset
   381
    }
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   382
}