62 connect(ui.pageMain->BtnNet, SIGNAL(clicked()), this, SLOT(GoToNet())); |
62 connect(ui.pageMain->BtnNet, SIGNAL(clicked()), this, SLOT(GoToNet())); |
63 connect(ui.pageMain->BtnInfo, SIGNAL(clicked()), this, SLOT(GoToInfo())); |
63 connect(ui.pageMain->BtnInfo, SIGNAL(clicked()), this, SLOT(GoToInfo())); |
64 connect(ui.pageMain->BtnExit, SIGNAL(pressed()), this, SLOT(btnExitPressed())); |
64 connect(ui.pageMain->BtnExit, SIGNAL(pressed()), this, SLOT(btnExitPressed())); |
65 connect(ui.pageMain->BtnExit, SIGNAL(clicked()), this, SLOT(btnExitClicked())); |
65 connect(ui.pageMain->BtnExit, SIGNAL(clicked()), this, SLOT(btnExitClicked())); |
66 |
66 |
67 connect(ui.pageSimpleGame->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
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68 connect(ui.pageSimpleGame->BtnSimpleGame, SIGNAL(clicked()), this, SLOT(SimpleGame())); |
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69 |
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70 connect(ui.pageEditTeam->BtnTeamSave, SIGNAL(clicked()), this, SLOT(TeamSave())); |
67 connect(ui.pageEditTeam->BtnTeamSave, SIGNAL(clicked()), this, SLOT(TeamSave())); |
71 connect(ui.pageEditTeam->BtnTeamDiscard, SIGNAL(clicked()), this, SLOT(TeamDiscard())); |
68 connect(ui.pageEditTeam->BtnTeamDiscard, SIGNAL(clicked()), this, SLOT(TeamDiscard())); |
72 |
69 |
73 connect(ui.pageMultiplayer->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
70 connect(ui.pageMultiplayer->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
74 connect(ui.pageMultiplayer->BtnStartMPGame, SIGNAL(clicked()), this, SLOT(StartMPGame())); |
71 connect(ui.pageMultiplayer->BtnStartMPGame, SIGNAL(clicked()), this, SLOT(StartMPGame())); |
107 |
104 |
108 connect(ui.pageInfo->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
105 connect(ui.pageInfo->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
109 |
106 |
110 connect(ui.pageGameStats->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
107 connect(ui.pageGameStats->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
111 |
108 |
112 connect(ui.pageSinglePlayer->BtnSimpleGamePage, SIGNAL(clicked()), this, SLOT(GoToSimpleGame())); |
109 connect(ui.pageSinglePlayer->BtnSimpleGamePage, SIGNAL(clicked()), this, SLOT(SimpleGame())); |
113 connect(ui.pageSinglePlayer->BtnTrainPage, SIGNAL(clicked()), this, SLOT(GoToTraining())); |
110 connect(ui.pageSinglePlayer->BtnTrainPage, SIGNAL(clicked()), this, SLOT(GoToTraining())); |
114 connect(ui.pageSinglePlayer->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
111 connect(ui.pageSinglePlayer->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
115 |
112 |
116 connect(ui.pageTraining->BtnStartTrain, SIGNAL(clicked()), this, SLOT(StartTraining())); |
113 connect(ui.pageTraining->BtnStartTrain, SIGNAL(clicked()), this, SLOT(StartTraining())); |
117 connect(ui.pageTraining->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
114 connect(ui.pageTraining->BtnBack, SIGNAL(clicked()), this, SLOT(GoBack())); |
133 void HWForm::UpdateWeapons() |
130 void HWForm::UpdateWeapons() |
134 { |
131 { |
135 // FIXME: rewrite this with boost (or TR1/0x) |
132 // FIXME: rewrite this with boost (or TR1/0x) |
136 QVector<QComboBox*> combos; |
133 QVector<QComboBox*> combos; |
137 combos.push_back(ui.pageOptions->WeaponsName); |
134 combos.push_back(ui.pageOptions->WeaponsName); |
138 combos.push_back(ui.pageSimpleGame->gameCFG->WeaponsName); |
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139 combos.push_back(ui.pageMultiplayer->gameCFG->WeaponsName); |
135 combos.push_back(ui.pageMultiplayer->gameCFG->WeaponsName); |
140 combos.push_back(ui.pageNetGame->pGameCFG->WeaponsName); |
136 combos.push_back(ui.pageNetGame->pGameCFG->WeaponsName); |
141 |
137 |
142 for(QVector<QComboBox*>::iterator it=combos.begin(); it!=combos.end(); ++it) { |
138 for(QVector<QComboBox*>::iterator it=combos.begin(); it!=combos.end(); ++it) { |
143 (*it)->clear(); |
139 (*it)->clear(); |