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Diffstat (limited to 'src/charselect.cpp')
-rw-r--r--src/charselect.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/charselect.cpp b/src/charselect.cpp
index 8e1b9122..4987cf57 100644
--- a/src/charselect.cpp
+++ b/src/charselect.cpp
@@ -44,7 +44,6 @@ void Courtroom::construct_char_select()
set_size_and_pos(ui_char_buttons, "char_buttons");
- connect (char_button_mapper, SIGNAL(mapped(int)), this, SLOT(char_clicked(int)));
connect(ui_back_to_lobby, SIGNAL(clicked()), this, SLOT(on_back_to_lobby_clicked()));
connect(ui_char_select_left, SIGNAL(clicked()), this, SLOT(on_char_select_left_clicked()));
@@ -52,9 +51,9 @@ void Courtroom::construct_char_select()
connect(ui_spectator, SIGNAL(clicked()), this, SLOT(on_spectator_clicked()));
- connect(ui_char_search, SIGNAL(textEdited(const QString&)), this, SLOT(on_char_search_changed(const QString&)));
- connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, SLOT(on_char_passworded_clicked(int)));
- connect(ui_char_taken, SIGNAL(stateChanged(int)), this, SLOT(on_char_taken_clicked(int)));
+ connect(ui_char_search, SIGNAL(textEdited(const QString&)), this, SLOT(on_char_search_changed()));
+ connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, SLOT(on_char_passworded_clicked()));
+ connect(ui_char_taken, SIGNAL(stateChanged(int)), this, SLOT(on_char_taken_clicked()));
}
void Courtroom::set_char_select()
@@ -197,14 +196,15 @@ void Courtroom::character_loading_finished()
// Later on, we'll be revealing buttons as we need them.
for (int n = 0; n < char_list.size(); n++)
{
- AOCharButton* character = new AOCharButton(ui_char_buttons, ao_app, 0, 0, char_list.at(n).taken);
- character->reset();
- character->hide();
- character->set_image(char_list.at(n).name);
- ui_char_button_list.append(character);
+ AOCharButton* char_button = new AOCharButton(ui_char_buttons, ao_app, 0, 0, char_list.at(n).taken);
+ char_button->reset();
+ char_button->hide();
+ char_button->set_image(char_list.at(n).name);
+ ui_char_button_list.append(char_button);
- connect(character, SIGNAL(clicked()), char_button_mapper, SLOT(map()));
- char_button_mapper->setMapping(character, ui_char_button_list.size() - 1);
+ connect(char_button, &AOCharButton::clicked, [this, n](){
+ this->char_clicked(n);
+ });
// This part here serves as a way of showing to the player that the game is still running, it is
// just loading the pictures of the characters.
@@ -252,17 +252,17 @@ void Courtroom::filter_character_list()
set_char_select_page();
}
-void Courtroom::on_char_search_changed(const QString& newtext)
+void Courtroom::on_char_search_changed()
{
filter_character_list();
}
-void Courtroom::on_char_passworded_clicked(int newstate)
+void Courtroom::on_char_passworded_clicked()
{
filter_character_list();
}
-void Courtroom::on_char_taken_clicked(int newstate)
+void Courtroom::on_char_taken_clicked()
{
filter_character_list();
}