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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Fixed texts:
- added new texts to translate.json - implemented texts for abilities Remaining TODO's: - handling of stack artifact - handling of commander artifacts - stack experience
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3e9ad21ca9
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@ -181,6 +181,10 @@ void CStackWindow::CWindowSection::createStackInfo(bool showExp, bool showArt)
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morale->set(parent->info->stackNode);
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auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110));
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luck->set(parent->info->stackNode);
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//TODO: artifacts
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//TODO: stack artifacts
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}
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void CStackWindow::CWindowSection::createActiveSpells()
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@ -334,6 +338,8 @@ void CStackWindow::CWindowSection::createCommanderAbilities()
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{
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parent->setSelection(skillID, icon);
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};
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icon->text = stack->bonusToString(bonus, true);
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icon->hoverText = stack->bonusToString(bonus, false);
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return icon;
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}
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if (skillID >= 100)
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@ -355,11 +361,6 @@ void CStackWindow::CWindowSection::createCommanderAbilities()
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leftBtn->block(true);
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rightBtn->block(true);
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}
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pos.h += bg2->pos.h;
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/*
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bonusItems.push_back (new CBonusItem (genRect(0, 0, 251, 57), stack->bonusToString(b, false), stack->bonusToString(b, true), stack->bonusToGraphics(b)));
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*/
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}
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void CStackWindow::setSelection(si32 newSkill, CClickableObject * newIcon)
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@ -463,6 +464,7 @@ void CStackWindow::CWindowSection::createButtonPanel()
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{
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for (size_t i=0; i<2; i++)
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{
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std::string btnIDs[2] = { "showSkills", "showBonuses" };
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auto onSwitch = [&, i]()
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{
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parent->switchButtons[parent->activeTab]->enable();
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@ -471,7 +473,8 @@ void CStackWindow::CWindowSection::createButtonPanel()
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parent->redraw(); // FIXME: enable/disable don't redraw screen themselves
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};
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parent->switchButtons[i] = new CAdventureMapButton(std::make_pair("",""), onSwitch, 302 + i*40, 5, "stackWindow/upgradeButton");
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const JsonNode & text = VLC->generaltexth->localizedTexts["creatureWindow"][btnIDs[i]];
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parent->switchButtons[i] = new CAdventureMapButton(text["label"].String(), text["help"].String(), onSwitch, 302 + i*40, 5, "stackWindow/upgradeButton");
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parent->switchButtons[i]->addOverlay(new CAnimImage("stackWindow/switchModeIcons", i));
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}
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parent->switchButtons[parent->activeTab]->disable();
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@ -544,7 +547,8 @@ CIntObject * CStackWindow::switchTab(size_t index)
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activeTab = 0;
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auto ret = new CWindowSection(this);
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ret->createCommander();
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ret->createCommanderAbilities();
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if (info->levelupInfo)
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ret->createCommanderAbilities();
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return ret;
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}
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case 1:
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@ -27,8 +27,8 @@ public:
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std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState){};
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void clickLeft(tribool down, bool previousState) override;
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//void clickRight(tribool down, bool previousState){};
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void setObject(CIntObject * object);
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};
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@ -1147,14 +1147,15 @@ CHoverableArea::~CHoverableArea()
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void LRClickableAreaWText::clickLeft(tribool down, bool previousState)
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{
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if(!down && previousState)
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if(!down && previousState && !text.empty())
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{
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LOCPLINT->showInfoDialog(text);
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}
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}
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void LRClickableAreaWText::clickRight(tribool down, bool previousState)
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{
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adventureInt->handleRightClick(text, down);
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if (!text.empty())
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adventureInt->handleRightClick(text, down);
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}
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LRClickableAreaWText::LRClickableAreaWText()
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@ -54,5 +54,18 @@
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"anyOf" : "Any of the following:",
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"allOf" : "All of the following:",
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"noneOf" : "None of the following:"
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},
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"creatureWindow" :
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{
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"showBonuses" :
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{
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"label" : "Switch to bonuses view",
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"help" : "Displays all active bonuses of the commander"
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},
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"showSkills" :
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{
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"label" : "Switch to skills view",
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"help" : "Displays all learned skills of the commander"
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}
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}
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}
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