oups. reused same variable twice. my bad. You know, maybe somewhere in uVariables or uGearsList should define what we use Gear variables for in each gear
/* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA */#ifndef PAGE_ROOMLIST_H#define PAGE_ROOMLIST_H#include <QTableView>#include "AbstractPage.h"class HWChatWidget;class AmmoSchemeModel;class QTableView;class RoomsListModel;class QSortFilterProxyModel;class RoomTableView : public QTableView{ friend class PageRoomsList; public: RoomTableView(QWidget* parent = 0) : QTableView(parent){} void moveUp(); void moveDown();};class PageRoomsList : public AbstractPage{ Q_OBJECT public: PageRoomsList(QWidget* parent); void displayError(const QString & message); void displayNotice(const QString & message); void displayWarning(const QString & message); void setSettings(QSettings * settings); QLineEdit * searchText; RoomTableView * roomsList; QPushButton * BtnCreate; QPushButton * BtnJoin; QPushButton * BtnAdmin; QPushButton * BtnClear; QComboBox * CBState; QComboBox * CBRules; QComboBox * CBWeapons; HWChatWidget * chatWidget; QLabel * lblCount; void setModel(RoomsListModel * model); public slots: void setAdmin(bool); void setUser(const QString & nickname); void updateNickCounter(int cnt); signals: void askForCreateRoom(const QString &); void askForJoinRoom(const QString &); void askForRoomList(); void askJoinConfirmation(const QString &); protected: QLayout * bodyLayoutDefinition(); QLayout * footerLayoutDefinition(); void connectSignals(); private slots: void onCreateClick(); void onJoinClick(); void onRefreshClick(); void onClearClick(); void onJoinConfirmation(const QString &); void onSortIndicatorChanged(int logicalIndex, Qt::SortOrder order); void onFilterChanged(); void saveHeaderState(); void onRoomNameChosen(const QString &); void roomSelectionChanged(const QModelIndex &, const QModelIndex &); void moveSelectionUp(); void moveSelectionDown(); private: QSettings * m_gameSettings; QSortFilterProxyModel * roomsModel; QSortFilterProxyModel * stateFilteredModel; QSortFilterProxyModel * schemeFilteredModel; QSortFilterProxyModel * weaponsFilteredModel; QAction * showGamesInLobby; QAction * showGamesInProgress; AmmoSchemeModel * ammoSchemeModel; bool restoreHeaderState();};#endif