mirror of
https://github.com/vcmi/vcmi.git
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3738171b21
- extracted low-level reader from MapFormatH3M class - added separate structure to define version-specific values - cleared up some H3M format edge cases - replaced witch hut skill vector with set - converted several fields to enum type
153 lines
3.4 KiB
C++
153 lines
3.4 KiB
C++
/*
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* armywidget.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "armywidget.h"
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#include "ui_armywidget.h"
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#include "CCreatureHandler.h"
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ArmyWidget::ArmyWidget(CArmedInstance & a, QWidget *parent) :
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QDialog(parent),
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army(a),
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ui(new Ui::ArmyWidget)
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{
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ui->setupUi(this);
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uiCounts[0] = ui->count0; uiSlots[0] = ui->slot0;
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uiCounts[1] = ui->count1; uiSlots[1] = ui->slot1;
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uiCounts[2] = ui->count2; uiSlots[2] = ui->slot2;
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uiCounts[3] = ui->count3; uiSlots[3] = ui->slot3;
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uiCounts[4] = ui->count4; uiSlots[4] = ui->slot4;
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uiCounts[5] = ui->count5; uiSlots[5] = ui->slot5;
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uiCounts[6] = ui->count6; uiSlots[6] = ui->slot6;
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for(int i = 0; i < TOTAL_SLOTS; ++i)
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{
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uiCounts[i]->setText("1");
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uiSlots[i]->addItem("");
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uiSlots[i]->setItemData(0, -1);
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for(int c = 0; c < VLC->creh->objects.size(); ++c)
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{
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auto creature = VLC->creh->objects[c];
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uiSlots[i]->insertItem(c + 1, creature->getNamePluralTranslated().c_str());
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uiSlots[i]->setItemData(c + 1, creature->getIndex());
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}
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}
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ui->formationTight->setChecked(true);
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}
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int ArmyWidget::searchItemIndex(int slotId, CreatureID creId) const
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{
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for(int i = 0; i < uiSlots[slotId]->count(); ++i)
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{
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if(creId.getNum() == uiSlots[slotId]->itemData(i).toInt())
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return i;
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}
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return 0;
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}
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void ArmyWidget::obtainData()
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{
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for(int i = 0; i < TOTAL_SLOTS; ++i)
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{
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if(army.hasStackAtSlot(SlotID(i)))
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{
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auto * creature = army.getCreature(SlotID(i));
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uiSlots[i]->setCurrentIndex(searchItemIndex(i, creature->getId()));
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uiCounts[i]->setText(QString::number(army.getStackCount(SlotID(i))));
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}
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}
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if(army.formation == EArmyFormation::TIGHT)
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ui->formationTight->setChecked(true);
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else
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ui->formationWide->setChecked(true);
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}
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bool ArmyWidget::commitChanges()
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{
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bool isArmed = false;
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for(int i = 0; i < TOTAL_SLOTS; ++i)
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{
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CreatureID creId(uiSlots[i]->itemData(uiSlots[i]->currentIndex()).toInt());
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if(creId == -1)
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{
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if(army.hasStackAtSlot(SlotID(i)))
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army.eraseStack(SlotID(i));
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}
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else
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{
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isArmed = true;
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int amount = uiCounts[i]->text().toInt();
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if(amount)
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{
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army.setCreature(SlotID(i), creId, amount);
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}
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else
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{
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if(army.hasStackAtSlot(SlotID(i)))
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army.eraseStack(SlotID(i));
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army.putStack(SlotID(i), new CStackInstance(creId, amount, false));
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}
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}
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}
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army.setFormation(ui->formationTight->isChecked());
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return isArmed;
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}
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ArmyWidget::~ArmyWidget()
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{
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delete ui;
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}
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ArmyDelegate::ArmyDelegate(CArmedInstance & t): army(t), QStyledItemDelegate()
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{
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}
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QWidget * ArmyDelegate::createEditor(QWidget *parent, const QStyleOptionViewItem &option, const QModelIndex &index) const
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{
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return new ArmyWidget(army, parent);
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}
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void ArmyDelegate::setEditorData(QWidget *editor, const QModelIndex &index) const
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{
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if(auto * ed = qobject_cast<ArmyWidget *>(editor))
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{
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ed->obtainData();
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}
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else
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{
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QStyledItemDelegate::setEditorData(editor, index);
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}
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}
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void ArmyDelegate::setModelData(QWidget *editor, QAbstractItemModel *model, const QModelIndex &index) const
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{
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if(auto * ed = qobject_cast<ArmyWidget *>(editor))
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{
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auto isArmed = ed->commitChanges();
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model->setData(index, "dummy");
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if(isArmed)
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model->setData(index, "HAS ARMY");
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else
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model->setData(index, "");
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}
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else
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{
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QStyledItemDelegate::setModelData(editor, model, index);
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}
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}
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