From dc6c3752201bd5a93f588a690cc462a118b3d40c Mon Sep 17 00:00:00 2001 From: Zach H Date: Sat, 15 Apr 2017 14:37:01 -0400 Subject: [PATCH] clear focus when changing phases (#2583) --- cockatrice/src/tab_game.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/cockatrice/src/tab_game.cpp b/cockatrice/src/tab_game.cpp index 49dd70e9..271c275f 100644 --- a/cockatrice/src/tab_game.cpp +++ b/cockatrice/src/tab_game.cpp @@ -754,7 +754,10 @@ void TabGame::processGameEventContainer(const GameEventContainer &cont, Abstract case GameEvent::GAME_HOST_CHANGED: eventGameHostChanged(event.GetExtension(Event_GameHostChanged::ext), playerId, context); break; case GameEvent::GAME_CLOSED: eventGameClosed(event.GetExtension(Event_GameClosed::ext), playerId, context); break; case GameEvent::SET_ACTIVE_PLAYER: eventSetActivePlayer(event.GetExtension(Event_SetActivePlayer::ext), playerId, context); break; - case GameEvent::SET_ACTIVE_PHASE: eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context); break; + case GameEvent::SET_ACTIVE_PHASE: + sayEdit->clearFocus(); + eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context); + break; default: { Player *player = players.value(playerId, 0);