diff options
Diffstat (limited to 'src/gui/windows/quitdialog.cpp')
-rw-r--r-- | src/gui/windows/quitdialog.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/gui/windows/quitdialog.cpp b/src/gui/windows/quitdialog.cpp index 9c5a2dee1..1f876e731 100644 --- a/src/gui/windows/quitdialog.cpp +++ b/src/gui/windows/quitdialog.cpp @@ -73,10 +73,10 @@ QuitDialog::QuitDialog(QuitDialog **const pointerToMe) : ContainerPlacer placer = getPlacer(0, 0); const State state = client->getState(); - mNeedForceQuit = (state == STATE_CHOOSE_SERVER - || state == STATE_CONNECT_SERVER || state == STATE_LOGIN - || state == STATE_PRE_LOGIN || state == STATE_LOGIN_ATTEMPT - || state == STATE_UPDATE || state == STATE_LOAD_DATA); + mNeedForceQuit = (state == State::CHOOSE_SERVER + || state == State::CONNECT_SERVER || state == State::LOGIN + || state == State::PRE_LOGIN || state == State::LOGIN_ATTEMPT + || state == State::UPDATE || state == State::LOAD_DATA); // All states, when we're not logged in to someone. if (mNeedForceQuit) @@ -90,7 +90,7 @@ QuitDialog::QuitDialog(QuitDialog **const pointerToMe) : placeOption(placer, mSwitchAccountServer); // Only added if we are connected to a gameserver - if (state == STATE_GAME) + if (state == State::GAME) placeOption(placer, mSwitchCharacter); } @@ -157,12 +157,12 @@ void QuitDialog::action(const ActionEvent &event) if (mForceQuit->isSelected()) { - client->setState(STATE_FORCE_QUIT); + client->setState(State::FORCE_QUIT); } else if (mLogoutQuit->isSelected()) { DialogsManager::closeDialogs(); - client->setState(STATE_EXIT); + client->setState(State::EXIT); } else if (mRate && mRate->isSelected()) { @@ -171,23 +171,23 @@ void QuitDialog::action(const ActionEvent &event) config.setValue("rated", true); if (mNeedForceQuit) { - client->setState(STATE_FORCE_QUIT); + client->setState(State::FORCE_QUIT); } else { DialogsManager::closeDialogs(); - client->setState(STATE_EXIT); + client->setState(State::EXIT); } } else if (gameHandler->isConnected() && mSwitchAccountServer->isSelected()) { DialogsManager::closeDialogs(); - client->setState(STATE_SWITCH_SERVER); + client->setState(State::SWITCH_SERVER); } else if (mSwitchCharacter->isSelected()) { - if (client->getState() == STATE_GAME) + if (client->getState() == State::GAME) { charServerHandler->switchCharacter(); DialogsManager::closeDialogs(); |