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Add border around selected commander "grandmaster ability" on levelup
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@ -15,6 +15,7 @@
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../render/Canvas.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/CArtifactHolder.h"
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#include "../widgets/CComponent.h"
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@ -84,7 +85,6 @@ public:
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{
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}
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std::string getName() const
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{
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if(commander)
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@ -96,11 +96,14 @@ private:
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};
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CCommanderSkillIcon::CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, std::function<void()> callback)
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CCommanderSkillIcon::CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, bool isGrandmasterAbility_, std::function<void()> callback)
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: object(),
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isGrandmasterAbility(isGrandmasterAbility_),
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isSelected(false),
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callback(callback)
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{
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pos = object_->pos;
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this->isGrandmasterAbility = isGrandmasterAbility_;
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setObject(object_);
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}
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@ -117,6 +120,20 @@ void CCommanderSkillIcon::setObject(std::shared_ptr<CIntObject> newObject)
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void CCommanderSkillIcon::clickPressed(const Point & cursorPosition)
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{
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callback();
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isSelected = true;
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}
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void CCommanderSkillIcon::deselect()
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{
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isSelected = false;
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}
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void CCommanderSkillIcon::show(Canvas &to)
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{
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CIntObject::show(to);
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if(isGrandmasterAbility && isSelected)
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to.drawBorder(pos, Colors::YELLOW, 2);
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}
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static std::string skillToFile(int skill, int level, bool selected)
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@ -376,7 +393,7 @@ CStackWindow::CommanderMainSection::CommanderMainSection(CStackWindow * owner, i
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{
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Point skillPos = getSkillPos(index);
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auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(getSkillImage(index), skillPos.x, skillPos.y), [=]()
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auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(getSkillImage(index), skillPos.x, skillPos.y), false, [=]()
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{
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LOCPLINT->showInfoDialog(getSkillDescription(index));
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});
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@ -430,7 +447,7 @@ CStackWindow::CommanderMainSection::CommanderMainSection(CStackWindow * owner, i
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{
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const auto bonus = CGI->creh->skillRequirements[skillID-100].first;
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const CStackInstance * stack = parent->info->commander;
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auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(stack->bonusToGraphics(bonus)), [](){});
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auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(stack->bonusToGraphics(bonus)), true, [](){});
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icon->callback = [=]()
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{
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parent->setSelection(skillID, icon);
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@ -897,7 +914,10 @@ void CStackWindow::setSelection(si32 newSkill, std::shared_ptr<CCommanderSkillIc
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selectedIcon->setObject(std::make_shared<CPicture>(getSkillImage(oldSelection)));
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if(selectedIcon)
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{
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selectedIcon->text = getSkillDescription(oldSelection, false); //update previously selected icon's message to existing skill level
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selectedIcon->deselect();
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}
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selectedIcon = newIcon; // update new selection
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if(newSkill < 100)
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@ -32,14 +32,19 @@ class CCommanderArtPlace;
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class CCommanderSkillIcon : public LRClickableAreaWText //TODO: maybe bring commander skill button initialization logic inside?
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{
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std::shared_ptr<CIntObject> object; // passive object that will be used to determine clickable area
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bool isGrandmasterAbility; // refers to WoG abilities obtainable via combining grandmaster skills (for example attack + speed unlocks shoot)
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bool isSelected; // used only for programatically created border around selected "grandmaster abilities"
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public:
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CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, std::function<void()> callback);
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CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, bool isGrandmasterAbility, std::function<void()> callback);
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std::function<void()> callback;
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void clickPressed(const Point & cursorPosition) override;
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void setObject(std::shared_ptr<CIntObject> object);
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void deselect(); //TODO: consider using observer pattern instead?
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void show(Canvas &to) override;
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};
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class CStackWindow : public CWindowObject
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