/* * Copyright 2008-2009 Ben Boeckel * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ // Header include #include "AbilityUI.h" #include "AbilityUI_p.h" // Sigmodr core widget includes #include // Sigmod includes #include // KDE includes #include #include using namespace Sigcore; using namespace Sigmod; using namespace Sigmodr::CoreWidgets; using namespace Sigmodr::Widgets; AbilityUI::AbilityUI(Ability* ability, QWidget* parent) : ObjectUI(ability, parent), d(new Private(new Ability(*ability))) { setPrivate(d); } void AbilityUI::apply() { *qobject_cast(m_object) = *d->m_ability; ObjectUI::apply(); } void AbilityUI::discard() { *d->m_ability = *qobject_cast(m_object); d->resetGui(); ObjectUI::discard(); } AbilityUI::Private::Private(Ability* ability) : ObjectUIPrivate(ability), m_ability(ability) { } AbilityUI::Private::~Private() { delete m_ability; } QWidget* AbilityUI::Private::makeWidgets(ObjectUI* widget) { QWidget *form = openUiFile(":/gui/ability.ui", widget); ui_name = form->findChild("varName"); ui_priority = form->findChild("varPriority"); ui_description = form->findChild("varDescription"); ui_battleScript = form->findChild("varBattleScript"); ui_worldScript = form->findChild("varWorldScript"); ui_priorityScript = form->findChild("varPriorityScript"); connect(ui_name, SIGNAL(textChanged(QString)), this, SLOT(nameChanged(QString))); connect(ui_priority, SIGNAL(valueChanged(int)), this, SLOT(priorityChanged(int))); connect(ui_description, SIGNAL(textChanged(QString)), this, SLOT(descriptionChanged(QString))); connect(ui_battleScript, SIGNAL(valueChanged(Sigcore::Script)), this, SLOT(battleScriptChanged(Sigcore::Script))); connect(ui_worldScript, SIGNAL(valueChanged(Sigcore::Script)), this, SLOT(worldScriptChanged(Sigcore::Script))); connect(ui_priorityScript, SIGNAL(valueChanged(Sigcore::Script)), this, SLOT(priorityScriptChanged(Sigcore::Script))); return form; } void AbilityUI::Private::resetGui() { ui_name->setText(m_ability->name()); ui_priority->setValue(m_ability->priority()); ui_description->setText(m_ability->description()); ui_battleScript->setValue(m_ability->battleScript()); ui_worldScript->setValue(m_ability->worldScript()); ui_priorityScript->setValue(m_ability->priorityScript()); } void AbilityUI::Private::nameChanged(const QString& name) { const int cursor = ui_name->cursorPosition(); m_ability->setName(name); ui_name->setCursorPosition(cursor); } void AbilityUI::Private::priorityChanged(const int priority) { m_ability->setPriority(priority); } void AbilityUI::Private::descriptionChanged(const QString& description) { const int cursor = ui_description->cursorPosition(); m_ability->setDescription(description); ui_description->setCursorPosition(cursor); } void AbilityUI::Private::battleScriptChanged(const Script& battleScript) { m_ability->setBattleScript(battleScript); } void AbilityUI::Private::worldScriptChanged(const Script& worldScript) { m_ability->setWorldScript(worldScript); } void AbilityUI::Private::priorityScriptChanged(const Script& priorityScript) { m_ability->setPriorityScript(priorityScript); }