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https://github.com/vcmi/vcmi.git
synced 2025-07-05 00:49:09 +02:00
Remove custom flag from Quick spell panel
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@ -214,7 +214,6 @@ void BattleWindow::hideStickyQuickSpellWindow()
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showStickyQuickSpellWindow->Bool() = false;
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quickSpellWindow->disable();
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quickSpellWindow->isEnabled = false;
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setPositionInfoWindow();
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createTimerInfoWindows();
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@ -229,15 +228,9 @@ void BattleWindow::showStickyQuickSpellWindow()
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auto hero = owner.getBattle()->battleGetMyHero();
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if(ENGINE->screenDimensions().x >= 1050 && hero != nullptr && hero->hasSpellbook())
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{
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quickSpellWindow->enable();
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quickSpellWindow->isEnabled = true;
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}
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else
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{
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quickSpellWindow->disable();
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quickSpellWindow->isEnabled = false;
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}
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setPositionInfoWindow();
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createTimerInfoWindows();
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@ -248,7 +241,7 @@ void BattleWindow::createTimerInfoWindows()
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{
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OBJECT_CONSTRUCTION;
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int xOffsetAttacker = quickSpellWindow->isEnabled ? -53 : 0;
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int xOffsetAttacker = quickSpellWindow->isDisabled() ? 0 : -53;
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if(GAME->interface()->cb->getStartInfo()->turnTimerInfo.battleTimer != 0 || GAME->interface()->cb->getStartInfo()->turnTimerInfo.unitTimer != 0)
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{
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@ -385,7 +378,7 @@ void BattleWindow::updateQueue()
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void BattleWindow::setPositionInfoWindow()
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{
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int xOffsetAttacker = quickSpellWindow->isEnabled ? -53 : 0;
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int xOffsetAttacker = quickSpellWindow->isDisabled() ? 0 : -53;
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if(defenderHeroWindow)
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{
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Point position = (ENGINE->screenDimensions().x >= 1000)
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@ -31,7 +31,6 @@
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QuickSpellPanel::QuickSpellPanel(BattleInterface & owner)
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: CIntObject(0)
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, owner(owner)
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, isEnabled(true)
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{
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OBJECT_CONSTRUCTION;
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@ -32,8 +32,6 @@ private:
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public:
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static constexpr int QUICKSPELL_SLOTS = 12;
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bool isEnabled; // isActive() is not working on multiple conditions, because of this we need a seperate flag
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QuickSpellPanel(BattleInterface & owner);
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void create();
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@ -121,6 +121,11 @@ void CIntObject::enable()
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recActions = ALL_ACTIONS;
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}
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bool CIntObject::isDisabled()
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{
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return recActions == NO_ACTIONS;
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}
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void CIntObject::setEnabled(bool on)
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{
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if (on)
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@ -73,6 +73,9 @@ public:
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void disable();
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/// activates if needed, all activity enabled (Warning: may not be symmetric with disable if recActions was limited!)
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void enable();
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/// returns true if element was disabled via disable() call
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bool isDisabled();
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/// deactivates or activates UI element based on flag
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void setEnabled(bool on);
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