Cockatrice 2026-09-01-Development-3.1.0-beta.10
A virtual tabletop for multiplayer card games
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intent_connect_to_server.h
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1#ifndef COCKATRICE_INTENT_CONNECT_TO_SERVER_H
2#define COCKATRICE_INTENT_CONNECT_TO_SERVER_H
3
5#include "intent.h"
6#include "remote_client.h"
7
9{
10 Q_OBJECT
11
12public:
14
15protected:
16 bool checkPrecondition() const override;
17 void onPreconditionSatisfied() override;
18 void onPreconditionNotSatisfied() override;
19
20private:
23
24private slots:
25 void onStatusChanged(ClientStatus status);
26 void onSocketError(const QString &errorString);
27};
28
29#endif // COCKATRICE_INTENT_CONNECT_TO_SERVER_H
ClientStatus
Definition abstract_client.h:42
ContextConnectToServer * context
Definition intent_connect_to_server.h:22
void onPreconditionNotSatisfied() override
Definition intent_connect_to_server.cpp:31
void onSocketError(const QString &errorString)
Definition intent_connect_to_server.cpp:43
bool checkPrecondition() const override
Definition intent_connect_to_server.cpp:12
void onPreconditionSatisfied() override
Definition intent_connect_to_server.cpp:17
IntentConnectToServer(RemoteClient *_remoteClient, ContextConnectToServer *_context)
Definition intent_connect_to_server.cpp:7
void onStatusChanged(ClientStatus status)
Definition intent_connect_to_server.cpp:36
RemoteClient * remoteClient
Definition intent_connect_to_server.h:21
Intent(QObject *parent=nullptr)
Definition intent.cpp:3
Definition remote_client.h:22
Definition context_connect_to_server.h:7