clear focus when changing phases (#2583)
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1 changed files with 4 additions and 1 deletions
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@ -754,7 +754,10 @@ void TabGame::processGameEventContainer(const GameEventContainer &cont, Abstract
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case GameEvent::GAME_HOST_CHANGED: eventGameHostChanged(event.GetExtension(Event_GameHostChanged::ext), playerId, context); break;
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case GameEvent::GAME_HOST_CHANGED: eventGameHostChanged(event.GetExtension(Event_GameHostChanged::ext), playerId, context); break;
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case GameEvent::GAME_CLOSED: eventGameClosed(event.GetExtension(Event_GameClosed::ext), playerId, context); break;
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case GameEvent::GAME_CLOSED: eventGameClosed(event.GetExtension(Event_GameClosed::ext), playerId, context); break;
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case GameEvent::SET_ACTIVE_PLAYER: eventSetActivePlayer(event.GetExtension(Event_SetActivePlayer::ext), playerId, context); break;
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case GameEvent::SET_ACTIVE_PLAYER: eventSetActivePlayer(event.GetExtension(Event_SetActivePlayer::ext), playerId, context); break;
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case GameEvent::SET_ACTIVE_PHASE: eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context); break;
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case GameEvent::SET_ACTIVE_PHASE:
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sayEdit->clearFocus();
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eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context);
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break;
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default: {
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default: {
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Player *player = players.value(playerId, 0);
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Player *player = players.value(playerId, 0);
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