void MainWindow::enterRoom(){ // add current ip to history if(!Config.HistoryIPs.contains(Config.HostAddress)){ Config.HistoryIPs << Config.HostAddress; Config.HistoryIPs.sort(); Config.setValue("HistoryIPs", Config.HistoryIPs); } ui->actionStart_Game->setEnabled(false); ui->actionStart_Server->setEnabled(false); ui->actionAI_Melee->setEnabled(false); RoomScene *room_scene = new RoomScene(this); ui->actionView_Discarded->setEnabled(true); ui->actionView_distance->setEnabled(true); ui->actionServerInformation->setEnabled(true); ui->actionKick->setEnabled(true); ui->actionSurrender->setEnabled(true); ui->actionSaveRecord->setEnabled(true); connect(ui->actionView_Discarded, SIGNAL(triggered()), room_scene, SLOT(toggleDiscards())); connect(ui->actionView_distance, SIGNAL(triggered()), room_scene, SLOT(viewDistance())); connect(ui->actionServerInformation, SIGNAL(triggered()), room_scene, SLOT(showServerInformation())); connect(ui->actionKick, SIGNAL(triggered()), room_scene, SLOT(kick())); connect(ui->actionSurrender, SIGNAL(triggered()), room_scene, SLOT(surrender())); connect(ui->actionSaveRecord, SIGNAL(triggered()), room_scene, SLOT(saveReplayRecord())); connect(ui->actionExpand_dashboard, SIGNAL(toggled(bool)), room_scene, SLOT(adjustDashboard(bool))); if(Config.value("UI/ExpandDashboard").toBool()) ui->actionExpand_dashboard->toggle(); if(ServerInfo.FreeChoose){ ui->menuCheat->setEnabled(true); connect(ui->actionGet_card, SIGNAL(triggered()), ui->actionCard_Overview, SLOT(trigger())); connect(ui->actionDeath_note, SIGNAL(triggered()), room_scene, SLOT(makeKilling())); connect(ui->actionDamage_maker, SIGNAL(triggered()), room_scene, SLOT(makeDamage())); connect(ui->actionRevive_wand, SIGNAL(triggered()), room_scene, SLOT(makeReviving())); connect(ui->actionSend_lowlevel_command, SIGNAL(triggered()), this, SLOT(sendLowLevelCommand())); connect(ui->actionExecute_script_at_server_side, SIGNAL(triggered()), room_scene, SLOT(doScript())); } else{ ui->menuCheat->setEnabled(false); ui->actionGet_card->disconnect(); ui->actionDeath_note->disconnect(); ui->actionDamage_maker->disconnect(); ui->actionRevive_wand->disconnect(); ui->actionSend_lowlevel_command->disconnect(); ui->actionExecute_script_at_server_side->disconnect(); } connect(room_scene, SIGNAL(restart()), this, SLOT(startConnection())); connect(room_scene, SIGNAL(return_to_start()), this, SLOT(gotoStartScene())); room_scene->adjustItems(); gotoScene(room_scene); }
void MainWindow::enterRoom(){ // add current ip to history if(!Config.HistoryIPs.contains(Config.HostAddress)){ Config.HistoryIPs << Config.HostAddress; Config.HistoryIPs.sort(); Config.setValue("HistoryIPs", Config.HistoryIPs); } ui->actionStart_Game->setEnabled(false); ui->actionStart_Server->setEnabled(false); RoomScene *room_scene = new RoomScene(this); ui->actionView_Discarded->setEnabled(true); ui->actionView_distance->setEnabled(true); ui->actionServerInformation->setEnabled(true); ui->actionKick->setEnabled(true); ui->actionSurrender->setEnabled(true); ui->actionSaveRecord->setEnabled(true); connect(ui->actionView_Discarded, SIGNAL(triggered()), room_scene, SLOT(toggleDiscards())); connect(ui->actionView_distance, SIGNAL(triggered()), room_scene, SLOT(viewDistance())); connect(ui->actionServerInformation, SIGNAL(triggered()), room_scene, SLOT(showServerInformation())); connect(ui->actionKick, SIGNAL(triggered()), room_scene, SLOT(kick())); connect(ui->actionSurrender, SIGNAL(triggered()), room_scene, SLOT(surrender())); connect(ui->actionSaveRecord, SIGNAL(triggered()), room_scene, SLOT(saveReplayRecord())); connect(ui->actionExpand_dashboard, SIGNAL(triggered()), room_scene, SLOT(adjustDashboard())); if(ServerInfo.FreeChoose){ ui->menuCheat->setEnabled(true); connect(ui->actionGet_card, SIGNAL(triggered()), ui->actionCard_Overview, SLOT(trigger())); connect(ui->actionDeath_note, SIGNAL(triggered()), room_scene, SLOT(makeKilling())); connect(ui->actionDamage_maker, SIGNAL(triggered()), room_scene, SLOT(makeDamage())); connect(ui->actionRevive_wand, SIGNAL(triggered()), room_scene, SLOT(makeReviving())); //modify by ce connect(ui->actionMp_maker, SIGNAL(triggered()), room_scene, SLOT(makeMp())); } connect(room_scene, SIGNAL(restart()), this, SLOT(startConnection())); gotoScene(room_scene); }