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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

Some code cleaning up

This commit is contained in:
nordsoft 2022-09-25 00:53:57 +04:00
parent 061ac414e8
commit 700e957cdb
6 changed files with 0 additions and 310 deletions

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/*
* CGameInfo.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGameInfo.h"
#include "../lib/VCMI_Lib.h"
const CGameInfo * CGI;
CClientState * CCS = nullptr;
CServerHandler * CSH;
CGameInfo::CGameInfo()
{
generaltexth = nullptr;
mh = nullptr;
townh = nullptr;
globalServices = nullptr;
}
void CGameInfo::setFromLib()
{
globalServices = VLC;
modh = VLC->modh;
generaltexth = VLC->generaltexth;
creh = VLC->creh;
townh = VLC->townh;
heroh = VLC->heroh;
objh = VLC->objh;
spellh = VLC->spellh;
skillh = VLC->skillh;
objtypeh = VLC->objtypeh;
obstacleHandler = VLC->obstacleHandler;
battleFieldHandler = VLC->battlefieldsHandler;
}
const ArtifactService * CGameInfo::artifacts() const
{
return globalServices->artifacts();
}
const BattleFieldService * CGameInfo::battlefields() const
{
return globalServices->battlefields();
}
const CreatureService * CGameInfo::creatures() const
{
return globalServices->creatures();
}
const FactionService * CGameInfo::factions() const
{
return globalServices->factions();
}
const HeroClassService * CGameInfo::heroClasses() const
{
return globalServices->heroClasses();
}
const HeroTypeService * CGameInfo::heroTypes() const
{
return globalServices->heroTypes();
}
#if SCRIPTING_ENABLED
const scripting::Service * CGameInfo::scripts() const
{
return globalServices->scripts();
}
#endif
const spells::Service * CGameInfo::spells() const
{
return globalServices->spells();
}
const SkillService * CGameInfo::skills() const
{
return globalServices->skills();
}
const ObstacleService * CGameInfo::obstacles() const
{
return globalServices->obstacles();
}
void CGameInfo::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
{
logGlobal->error("CGameInfo::updateEntity call is not expected.");
}
spells::effects::Registry * CGameInfo::spellEffects()
{
return nullptr;
}
const spells::effects::Registry * CGameInfo::spellEffects() const
{
return globalServices->spellEffects();
}

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/*
* CGameInfo.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <vcmi/Services.h>
#include "../lib/ConstTransitivePtr.h"
class CModHandler;
class CMapHandler;
class CHeroHandler;
class CCreatureHandler;
class CSpellHandler;
class CSkillHandler;
class CBuildingHandler;
class CObjectHandler;
class CSoundHandler;
class CMusicHandler;
class CObjectClassesHandler;
class CTownHandler;
class CGeneralTextHandler;
class CConsoleHandler;
class CCursorHandler;
class CGameState;
class IMainVideoPlayer;
class CServerHandler;
class BattleFieldHandler;
class ObstacleHandler;
class CMap;
//a class for non-mechanical client GUI classes
class CClientState
{
public:
CSoundHandler * soundh;
CMusicHandler * musich;
CConsoleHandler * consoleh;
CCursorHandler * curh;
IMainVideoPlayer * videoh;
};
extern CClientState * CCS;
/// CGameInfo class
/// for allowing different functions for accessing game informations
class CGameInfo : public Services
{
public:
const ArtifactService * artifacts() const override;
const CreatureService * creatures() const override;
const FactionService * factions() const override;
const HeroClassService * heroClasses() const override;
const HeroTypeService * heroTypes() const override;
#if SCRIPTING_ENABLED
const scripting::Service * scripts() const override;
#endif
const spells::Service * spells() const override;
const SkillService * skills() const override;
const ObstacleService * obstacles() const override;
const BattleFieldService * battlefields() const override;
void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) override;
const spells::effects::Registry * spellEffects() const override;
spells::effects::Registry * spellEffects() override;
ConstTransitivePtr<CModHandler> modh; //public?
ConstTransitivePtr<BattleFieldHandler> battleFieldHandler;
ConstTransitivePtr<CHeroHandler> heroh;
ConstTransitivePtr<CCreatureHandler> creh;
ConstTransitivePtr<CSpellHandler> spellh;
ConstTransitivePtr<CSkillHandler> skillh;
ConstTransitivePtr<CObjectHandler> objh;
ConstTransitivePtr<CObjectClassesHandler> objtypeh;
ConstTransitivePtr<ObstacleHandler> obstacleHandler;
CGeneralTextHandler * generaltexth;
CMapHandler * mh;
CTownHandler * townh;
void setFromLib();
CGameInfo();
private:
const Services * globalServices;
};
extern const CGameInfo* CGI;

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#include "StdInc.h"
#include "radiopushbutton.h"
RadioPushButton::RadioPushButton()
{
}

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#ifndef RADIOPUSHBUTTON_H
#define RADIOPUSHBUTTON_H
#include <QPushButton>
class RadioPushButton : public QPushButton
{
public:
RadioPushButton();
};
#endif // RADIOPUSHBUTTON_H

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#include "StdInc.h"
#include <QPropertyAnimation>
#include "spoiler.h"
Spoiler::Spoiler(const QString & title, const int animationDuration, QWidget *parent) : QWidget(parent), animationDuration(animationDuration)
{
toggleButton.setStyleSheet("QToolButton { border: none; }");
toggleButton.setToolButtonStyle(Qt::ToolButtonTextBesideIcon);
toggleButton.setArrowType(Qt::ArrowType::RightArrow);
toggleButton.setText(title);
toggleButton.setCheckable(true);
toggleButton.setChecked(false);
headerLine.setFrameShape(QFrame::HLine);
headerLine.setFrameShadow(QFrame::Sunken);
headerLine.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Maximum);
contentArea.setStyleSheet("QScrollArea { background-color: white; border: none; }");
contentArea.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Fixed);
// start out collapsed
contentArea.setMaximumHeight(0);
contentArea.setMinimumHeight(0);
// let the entire widget grow and shrink with its content
toggleAnimation.addAnimation(new QPropertyAnimation(this, "minimumHeight"));
toggleAnimation.addAnimation(new QPropertyAnimation(this, "maximumHeight"));
toggleAnimation.addAnimation(new QPropertyAnimation(&contentArea, "maximumHeight"));
// don't waste space
mainLayout.setVerticalSpacing(0);
mainLayout.setContentsMargins(0, 0, 0, 0);
int row = 0;
mainLayout.addWidget(&toggleButton, row, 0, 1, 1, Qt::AlignLeft);
mainLayout.addWidget(&headerLine, row++, 2, 1, 1);
mainLayout.addWidget(&contentArea, row, 0, 1, 3);
setLayout(&mainLayout);
QObject::connect(&toggleButton, &QToolButton::clicked, [this](const bool checked) {
toggleButton.setArrowType(checked ? Qt::ArrowType::DownArrow : Qt::ArrowType::RightArrow);
toggleAnimation.setDirection(checked ? QAbstractAnimation::Forward : QAbstractAnimation::Backward);
toggleAnimation.start();
});
}
void Spoiler::setContentLayout(QLayout & contentLayout)
{
delete contentArea.layout();
contentArea.setLayout(&contentLayout);
const auto collapsedHeight = sizeHint().height() - contentArea.maximumHeight();
auto contentHeight = contentLayout.sizeHint().height();
for (int i = 0; i < toggleAnimation.animationCount() - 1; ++i) {
QPropertyAnimation * spoilerAnimation = static_cast<QPropertyAnimation *>(toggleAnimation.animationAt(i));
spoilerAnimation->setDuration(animationDuration);
spoilerAnimation->setStartValue(collapsedHeight);
spoilerAnimation->setEndValue(collapsedHeight + contentHeight);
}
QPropertyAnimation * contentAnimation = static_cast<QPropertyAnimation *>(toggleAnimation.animationAt(toggleAnimation.animationCount() - 1));
contentAnimation->setDuration(animationDuration);
contentAnimation->setStartValue(0);
contentAnimation->setEndValue(contentHeight);
}

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#ifndef SPOILER_H
#define SPOILER_H
#include <QFrame>
#include <QGridLayout>
#include <QParallelAnimationGroup>
#include <QScrollArea>
#include <QToolButton>
#include <QWidget>
class Spoiler : public QWidget {
Q_OBJECT
private:
QGridLayout mainLayout;
QToolButton toggleButton;
QFrame headerLine;
QParallelAnimationGroup toggleAnimation;
QScrollArea contentArea;
int animationDuration{300};
public:
explicit Spoiler(const QString & title = "", const int animationDuration = 300, QWidget *parent = 0);
void setContentLayout(QLayout & contentLayout);
};
#endif // SPOILER_H