--- a/QTfrontend/hwform.cpp Thu Mar 12 13:55:47 2009 +0000
+++ b/QTfrontend/hwform.cpp Thu Mar 12 20:19:33 2009 +0000
@@ -33,6 +33,7 @@
#include <QTimer>
#include <QScrollBar>
#include <QDataWidgetMapper>
+#include <QTableView>
#include "hwform.h"
#include "game.h"
@@ -124,30 +125,34 @@
connect(ui.pageGameStats->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
- connect(ui.pageSinglePlayer->BtnSimpleGamePage, SIGNAL(clicked()), this, SLOT(SimpleGame()));
- connect(ui.pageSinglePlayer->BtnTrainPage, SIGNAL(clicked()), this, SLOT(GoToTraining()));
- connect(ui.pageSinglePlayer->BtnMultiplayer, SIGNAL(clicked()), this, SLOT(GoToMultiplayer()));
- connect(ui.pageSinglePlayer->BtnLoad, SIGNAL(clicked()), this, SLOT(GoToSaves()));
- connect(ui.pageSinglePlayer->BtnDemos, SIGNAL(clicked()), this, SLOT(GoToDemos()));
- connect(ui.pageSinglePlayer->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
+ connect(ui.pageSinglePlayer->BtnSimpleGamePage, SIGNAL(clicked()), this, SLOT(SimpleGame()));
+ connect(ui.pageSinglePlayer->BtnTrainPage, SIGNAL(clicked()), this, SLOT(GoToTraining()));
+ connect(ui.pageSinglePlayer->BtnMultiplayer, SIGNAL(clicked()), this, SLOT(GoToMultiplayer()));
+ connect(ui.pageSinglePlayer->BtnLoad, SIGNAL(clicked()), this, SLOT(GoToSaves()));
+ connect(ui.pageSinglePlayer->BtnDemos, SIGNAL(clicked()), this, SLOT(GoToDemos()));
+ connect(ui.pageSinglePlayer->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
- connect(ui.pageTraining->BtnStartTrain, SIGNAL(clicked()), this, SLOT(StartTraining()));
- connect(ui.pageTraining->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
+ connect(ui.pageTraining->BtnStartTrain, SIGNAL(clicked()), this, SLOT(StartTraining()));
+ connect(ui.pageTraining->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
- connect(ui.pageSelectWeapon->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
- connect(ui.pageSelectWeapon->BtnDefault, SIGNAL(clicked()), ui.pageSelectWeapon->pWeapons, SLOT(setDefault()));
- connect(ui.pageSelectWeapon->BtnSave, SIGNAL(clicked()), ui.pageSelectWeapon->pWeapons, SLOT(save()));
+ connect(ui.pageSelectWeapon->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
+ connect(ui.pageSelectWeapon->BtnDefault, SIGNAL(clicked()), ui.pageSelectWeapon->pWeapons, SLOT(setDefault()));
+ connect(ui.pageSelectWeapon->BtnSave, SIGNAL(clicked()), ui.pageSelectWeapon->pWeapons, SLOT(save()));
- connect(ui.pageSelectWeapon->BtnDelete, SIGNAL(clicked()),
+ connect(ui.pageSelectWeapon->BtnDelete, SIGNAL(clicked()),
ui.pageSelectWeapon->pWeapons, SLOT(deleteWeaponsName())); // executed first
- connect(ui.pageSelectWeapon->pWeapons, SIGNAL(weaponsDeleted()),
+ connect(ui.pageSelectWeapon->pWeapons, SIGNAL(weaponsDeleted()),
this, SLOT(UpdateWeapons())); // executed second
- connect(ui.pageSelectWeapon->pWeapons, SIGNAL(weaponsDeleted()),
+ connect(ui.pageSelectWeapon->pWeapons, SIGNAL(weaponsDeleted()),
this, SLOT(GoBack())); // executed third
+ connect(ui.pageScheme->BtnSave, SIGNAL(clicked()), this, SLOT(GoBack()));
+ connect(ui.pageScheme->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack()));
+
AmmoSchemeModel * ammoSchemeModel = new AmmoSchemeModel(this);
- ui.pageScheme->mapper->setModel(ammoSchemeModel);
+ ui.pageScheme->setModel(ammoSchemeModel);
+ ui.pageMultiplayer->gameCFG->tv->setModel(ammoSchemeModel);
PagesStack.push(ID_PAGE_MAIN);
GoBack();