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Fix visibility of alternative actions button in tactics stage
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parent
cf966015bb
commit
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@ -86,34 +86,34 @@ BattleWindow::BattleWindow(BattleInterface & owner):
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void BattleWindow::createQueue()
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void BattleWindow::createQueue()
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{
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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//create stack queue and adjust our own position
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//create stack queue and adjust our own position
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bool embedQueue;
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bool embedQueue;
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bool showQueue = settings["battle"]["showQueue"].Bool();
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bool showQueue = settings["battle"]["showQueue"].Bool();
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std::string queueSize = settings["battle"]["queueSize"].String();
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std::string queueSize = settings["battle"]["queueSize"].String();
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if(queueSize == "auto")
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if(queueSize == "auto")
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embedQueue = GH.screenDimensions().y < 700;
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embedQueue = GH.screenDimensions().y < 700;
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else
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else
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embedQueue = GH.screenDimensions().y < 700 || queueSize == "small";
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embedQueue = GH.screenDimensions().y < 700 || queueSize == "small";
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queue = std::make_shared<StackQueue>(embedQueue, owner);
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queue = std::make_shared<StackQueue>(embedQueue, owner);
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if(!embedQueue && showQueue)
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if(!embedQueue && showQueue)
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{
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{
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//re-center, taking into account stack queue position
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//re-center, taking into account stack queue position
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pos.y -= queue->pos.h;
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pos.y -= queue->pos.h;
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pos.h += queue->pos.h;
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pos.h += queue->pos.h;
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pos = center();
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pos = center();
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}
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}
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if (!showQueue)
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if (!showQueue)
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queue->disable();
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queue->disable();
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}
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}
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BattleWindow::~BattleWindow()
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BattleWindow::~BattleWindow()
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{
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{
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CPlayerInterface::battleInt = nullptr;
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CPlayerInterface::battleInt = nullptr;
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}
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}
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std::shared_ptr<BattleConsole> BattleWindow::buildBattleConsole(const JsonNode & config) const
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std::shared_ptr<BattleConsole> BattleWindow::buildBattleConsole(const JsonNode & config) const
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{
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{
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@ -144,14 +144,14 @@ void BattleWindow::hideQueue()
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if (!queue->embedded)
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if (!queue->embedded)
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{
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{
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//re-center, taking into account stack queue position
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//re-center, taking into account stack queue position
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pos.y += queue->pos.h;
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pos.y += queue->pos.h;
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pos.h -= queue->pos.h;
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pos.h -= queue->pos.h;
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pos = center();
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pos = center();
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}
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}
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GH.totalRedraw();
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GH.totalRedraw();
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}
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}
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void BattleWindow::showQueue()
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void BattleWindow::showQueue()
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{
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{
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if(settings["battle"]["showQueue"].Bool() == true)
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if(settings["battle"]["showQueue"].Bool() == true)
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return;
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return;
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@ -217,9 +217,12 @@ void BattleWindow::tacticPhaseStarted()
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auto menuTactics = widget<CIntObject>("menuTactics");
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auto menuTactics = widget<CIntObject>("menuTactics");
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auto tacticNext = widget<CIntObject>("tacticNext");
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auto tacticNext = widget<CIntObject>("tacticNext");
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auto tacticEnd = widget<CIntObject>("tacticEnd");
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auto tacticEnd = widget<CIntObject>("tacticEnd");
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auto alternativeAction = widget<CIntObject>("alternativeAction");
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menuBattle->disable();
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menuBattle->disable();
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console->disable();
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console->disable();
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if (alternativeAction)
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alternativeAction->disable();
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menuTactics->enable();
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menuTactics->enable();
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tacticNext->enable();
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tacticNext->enable();
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@ -235,9 +238,12 @@ void BattleWindow::tacticPhaseEnded()
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auto menuTactics = widget<CIntObject>("menuTactics");
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auto menuTactics = widget<CIntObject>("menuTactics");
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auto tacticNext = widget<CIntObject>("tacticNext");
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auto tacticNext = widget<CIntObject>("tacticNext");
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auto tacticEnd = widget<CIntObject>("tacticEnd");
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auto tacticEnd = widget<CIntObject>("tacticEnd");
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auto alternativeAction = widget<CIntObject>("alternativeAction");
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menuBattle->enable();
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menuBattle->enable();
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console->enable();
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console->enable();
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if (alternativeAction)
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alternativeAction->enable();
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menuTactics->disable();
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menuTactics->disable();
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tacticNext->disable();
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tacticNext->disable();
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