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https://github.com/vcmi/vcmi.git
synced 2025-11-23 22:37:55 +02:00
Town picker in player settings implemented
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@@ -151,8 +151,7 @@ void PlayerParams::allowedFactionsCheck(QListWidgetItem * item)
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playerInfo.allowedFactions.erase(FactionID(item->data(Qt::UserRole).toInt()));
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}
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void PlayerParams::on_mainTown_activated(int index)
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void PlayerParams::on_mainTown_currentIndexChanged(int index)
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{
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if(index == 0) //default
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{
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@@ -198,16 +197,12 @@ void PlayerParams::on_townSelect_clicked()
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return false;
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};
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std::vector<std::reference_wrapper<ObjectPickerLayer>> pickers;
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pickers.emplace_back(controller.scene(0)->objectPickerView);
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if(controller.map()->twoLevel)
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pickers.emplace_back(controller.scene(1)->objectPickerView);
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for(auto l : pickers)
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for(int lvl : {0, 1})
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{
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l.get().highlight(pred);
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l.get().update();
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QObject::connect(&l.get(), &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
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auto & l = controller.scene(lvl)->objectPickerView;
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l.highlight(pred);
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l.update();
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QObject::connect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
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}
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dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->hide();
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@@ -217,20 +212,25 @@ void PlayerParams::onTownPicked(const CGObjectInstance * obj)
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{
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dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->show();
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std::vector<std::reference_wrapper<ObjectPickerLayer>> pickers;
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pickers.emplace_back(controller.scene(0)->objectPickerView);
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if(controller.map()->twoLevel)
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pickers.emplace_back(controller.scene(1)->objectPickerView);
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for(auto l : pickers)
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for(int lvl : {0, 1})
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{
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l.get().clear();
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l.get().update();
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QObject::disconnect(&l.get(), &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
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auto & l = controller.scene(lvl)->objectPickerView;
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l.clear();
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l.update();
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QObject::disconnect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
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}
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if(!obj) //discarded
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return;
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for(int i = 0; i < ui->mainTown->count(); ++i)
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{
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auto town = controller.map()->objects.at(ui->mainTown->itemData(i).toInt());
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if(town == obj)
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{
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ui->mainTown->setCurrentIndex(i);
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break;
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}
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}
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}
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