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Implemented configurable buttons. Replaced 'animateLonelyFrame' logic.
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@@ -1332,14 +1332,12 @@ void CCastleInterface::recreateIcons()
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hall = std::make_shared<CTownInfo>(80, 413, town, true);
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fort = std::make_shared<CTownInfo>(122, 413, town, false);
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fastTownHall = std::make_shared<CButton>(Point(80, 413), AnimationPath::builtin("ITMTL.def"), CButton::tooltip(), [&](){ builds->enterTownHall(); });
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fastTownHall->setImageOrder(town->hallLevel(), town->hallLevel(), town->hallLevel(), town->hallLevel());
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//TODO: fastTownHall->setAnimateLonelyFrame(true);
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fastTownHall = std::make_shared<CButton>(Point(80, 413), AnimationPath::builtin("castleInterfaceQuickAccess"), CButton::tooltip(), [&](){ builds->enterTownHall(); });
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fastTownHall->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("ITMTL"), town->hallLevel()));
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int imageIndex = town->fortLevel() == CGTownInstance::EFortLevel::NONE ? 3 : town->fortLevel() - 1;
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fastArmyPurchase = std::make_shared<CButton>(Point(122, 413), AnimationPath::builtin("itmcl.def"), CButton::tooltip(), [&](){ builds->enterToTheQuickRecruitmentWindow(); });
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fastArmyPurchase->setImageOrder(imageIndex, imageIndex, imageIndex, imageIndex);
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//TODO: fastArmyPurchase->setAnimateLonelyFrame(true);
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fastArmyPurchase = std::make_shared<CButton>(Point(122, 413), AnimationPath::builtin("castleInterfaceQuickAccess"), CButton::tooltip(), [&](){ builds->enterToTheQuickRecruitmentWindow(); });
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fastArmyPurchase->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("itmcl"), imageIndex));
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fastMarket = std::make_shared<LRClickableArea>(Rect(163, 410, 64, 42), [&]()
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{
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