armywidget.cpp 3.2 KB

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  1. #include "armywidget.h"
  2. #include "ui_armywidget.h"
  3. #include "CCreatureHandler.h"
  4. ArmyWidget::ArmyWidget(CArmedInstance & a, QWidget *parent) :
  5. QDialog(parent),
  6. army(a),
  7. ui(new Ui::ArmyWidget)
  8. {
  9. ui->setupUi(this);
  10. uiCounts[0] = ui->count0; uiSlots[0] = ui->slot0;
  11. uiCounts[1] = ui->count1; uiSlots[1] = ui->slot1;
  12. uiCounts[2] = ui->count2; uiSlots[2] = ui->slot2;
  13. uiCounts[3] = ui->count3; uiSlots[3] = ui->slot3;
  14. uiCounts[4] = ui->count4; uiSlots[4] = ui->slot4;
  15. uiCounts[5] = ui->count5; uiSlots[5] = ui->slot5;
  16. uiCounts[6] = ui->count6; uiSlots[6] = ui->slot6;
  17. for(int i = 0; i < TOTAL_SLOTS; ++i)
  18. {
  19. uiCounts[i]->setInputMask("d0000");
  20. uiCounts[i]->setText("1");
  21. uiSlots[i]->addItem("");
  22. uiSlots[i]->setItemData(0, -1);
  23. for(int c = 0; c < VLC->creh->objects.size(); ++c)
  24. {
  25. auto creature = VLC->creh->objects[c];
  26. uiSlots[i]->insertItem(c + 1, tr(creature->getPluralName().c_str()));
  27. uiSlots[i]->setItemData(c + 1, creature->getId().getNum());
  28. }
  29. }
  30. ui->formationTight->setChecked(true);
  31. }
  32. int ArmyWidget::searchItemIndex(int slotId, CreatureID creId) const
  33. {
  34. for(int i = 0; i < uiSlots[slotId]->count(); ++i)
  35. {
  36. if(creId.getNum() == uiSlots[slotId]->itemData(i).toInt())
  37. return i;
  38. }
  39. return 0;
  40. }
  41. void ArmyWidget::obtainData()
  42. {
  43. for(int i = 0; i < TOTAL_SLOTS; ++i)
  44. {
  45. if(army.hasStackAtSlot(SlotID(i)))
  46. {
  47. auto * creature = army.getCreature(SlotID(i));
  48. uiSlots[i]->setCurrentIndex(searchItemIndex(i, creature->getId()));
  49. uiCounts[i]->setText(QString::number(army.getStackCount(SlotID(i))));
  50. }
  51. }
  52. if(army.formation)
  53. ui->formationTight->setChecked(true);
  54. else
  55. ui->formationWide->setChecked(true);
  56. }
  57. bool ArmyWidget::commitChanges()
  58. {
  59. bool isArmed = false;
  60. for(int i = 0; i < TOTAL_SLOTS; ++i)
  61. {
  62. CreatureID creId(uiSlots[i]->itemData(uiSlots[i]->currentIndex()).toInt());
  63. if(creId == -1)
  64. {
  65. if(army.hasStackAtSlot(SlotID(i)))
  66. army.eraseStack(SlotID(i));
  67. }
  68. else
  69. {
  70. isArmed = true;
  71. int amount = uiCounts[i]->text().toInt();
  72. if(amount)
  73. {
  74. army.setCreature(SlotID(i), creId, amount);
  75. }
  76. else
  77. {
  78. if(army.hasStackAtSlot(SlotID(i)))
  79. army.eraseStack(SlotID(i));
  80. army.putStack(SlotID(i), new CStackInstance(creId, amount, false));
  81. }
  82. }
  83. }
  84. army.setFormation(ui->formationTight->isChecked());
  85. return isArmed;
  86. }
  87. ArmyWidget::~ArmyWidget()
  88. {
  89. delete ui;
  90. }
  91. ArmyDelegate::ArmyDelegate(CArmedInstance & t): army(t), QStyledItemDelegate()
  92. {
  93. }
  94. QWidget * ArmyDelegate::createEditor(QWidget *parent, const QStyleOptionViewItem &option, const QModelIndex &index) const
  95. {
  96. return new ArmyWidget(army, parent);
  97. }
  98. void ArmyDelegate::setEditorData(QWidget *editor, const QModelIndex &index) const
  99. {
  100. if(auto * ed = qobject_cast<ArmyWidget *>(editor))
  101. {
  102. ed->obtainData();
  103. }
  104. else
  105. {
  106. QStyledItemDelegate::setEditorData(editor, index);
  107. }
  108. }
  109. void ArmyDelegate::setModelData(QWidget *editor, QAbstractItemModel *model, const QModelIndex &index) const
  110. {
  111. if(auto * ed = qobject_cast<ArmyWidget *>(editor))
  112. {
  113. auto isArmed = ed->commitChanges();
  114. model->setData(index, "dummy");
  115. if(isArmed)
  116. model->setData(index, "HAS ARMY");
  117. else
  118. model->setData(index, "");
  119. }
  120. else
  121. {
  122. QStyledItemDelegate::setModelData(editor, model, index);
  123. }
  124. }