mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Town picker in player settings implemented
This commit is contained in:
parent
727284c05e
commit
3024aaae30
@ -151,8 +151,7 @@ void PlayerParams::allowedFactionsCheck(QListWidgetItem * item)
|
|||||||
playerInfo.allowedFactions.erase(FactionID(item->data(Qt::UserRole).toInt()));
|
playerInfo.allowedFactions.erase(FactionID(item->data(Qt::UserRole).toInt()));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void PlayerParams::on_mainTown_currentIndexChanged(int index)
|
||||||
void PlayerParams::on_mainTown_activated(int index)
|
|
||||||
{
|
{
|
||||||
if(index == 0) //default
|
if(index == 0) //default
|
||||||
{
|
{
|
||||||
@ -198,16 +197,12 @@ void PlayerParams::on_townSelect_clicked()
|
|||||||
return false;
|
return false;
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector<std::reference_wrapper<ObjectPickerLayer>> pickers;
|
for(int lvl : {0, 1})
|
||||||
pickers.emplace_back(controller.scene(0)->objectPickerView);
|
|
||||||
if(controller.map()->twoLevel)
|
|
||||||
pickers.emplace_back(controller.scene(1)->objectPickerView);
|
|
||||||
|
|
||||||
for(auto l : pickers)
|
|
||||||
{
|
{
|
||||||
l.get().highlight(pred);
|
auto & l = controller.scene(lvl)->objectPickerView;
|
||||||
l.get().update();
|
l.highlight(pred);
|
||||||
QObject::connect(&l.get(), &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
|
l.update();
|
||||||
|
QObject::connect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
|
||||||
}
|
}
|
||||||
|
|
||||||
dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->hide();
|
dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->hide();
|
||||||
@ -217,20 +212,25 @@ void PlayerParams::onTownPicked(const CGObjectInstance * obj)
|
|||||||
{
|
{
|
||||||
dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->show();
|
dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->show();
|
||||||
|
|
||||||
std::vector<std::reference_wrapper<ObjectPickerLayer>> pickers;
|
for(int lvl : {0, 1})
|
||||||
pickers.emplace_back(controller.scene(0)->objectPickerView);
|
|
||||||
if(controller.map()->twoLevel)
|
|
||||||
pickers.emplace_back(controller.scene(1)->objectPickerView);
|
|
||||||
|
|
||||||
for(auto l : pickers)
|
|
||||||
{
|
{
|
||||||
l.get().clear();
|
auto & l = controller.scene(lvl)->objectPickerView;
|
||||||
l.get().update();
|
l.clear();
|
||||||
QObject::disconnect(&l.get(), &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
|
l.update();
|
||||||
|
QObject::disconnect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!obj) //discarded
|
if(!obj) //discarded
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
for(int i = 0; i < ui->mainTown->count(); ++i)
|
||||||
|
{
|
||||||
|
auto town = controller.map()->objects.at(ui->mainTown->itemData(i).toInt());
|
||||||
|
if(town == obj)
|
||||||
|
{
|
||||||
|
ui->mainTown->setCurrentIndex(i);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -36,7 +36,7 @@ private slots:
|
|||||||
|
|
||||||
void on_radioCpu_toggled(bool checked);
|
void on_radioCpu_toggled(bool checked);
|
||||||
|
|
||||||
void on_mainTown_activated(int index);
|
void on_mainTown_currentIndexChanged(int index);
|
||||||
|
|
||||||
void on_generateHero_stateChanged(int arg1);
|
void on_generateHero_stateChanged(int arg1);
|
||||||
|
|
||||||
|
@ -121,17 +121,20 @@ void ObjectPickerLayer::highlight(std::function<bool(const CGObjectInstance *)>
|
|||||||
if(!map)
|
if(!map)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
for(int j = 0; j < map->height; ++j)
|
if(scene->level == 0 || map->twoLevel)
|
||||||
{
|
{
|
||||||
for(int i = 0; i < map->width; ++i)
|
for(int j = 0; j < map->height; ++j)
|
||||||
{
|
{
|
||||||
auto tl = map->getTile(int3(i, j, scene->level));
|
for(int i = 0; i < map->width; ++i)
|
||||||
auto * obj = tl.topVisitableObj();
|
{
|
||||||
if(!obj && !tl.blockingObjects.empty())
|
auto tl = map->getTile(int3(i, j, scene->level));
|
||||||
obj = tl.blockingObjects.front();
|
auto * obj = tl.topVisitableObj();
|
||||||
|
if(!obj && !tl.blockingObjects.empty())
|
||||||
|
obj = tl.blockingObjects.front();
|
||||||
|
|
||||||
if(obj && predicate(obj))
|
if(obj && predicate(obj))
|
||||||
possibleObjects.insert(obj);
|
possibleObjects.insert(obj);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user