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/*
* Copyright 2008-2009 Ben Boeckel <MathStuf@gmail.com>
*
* 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 <http://www.gnu.org/licenses/>.
*/
// Header include
#include "CoinListItemUI.h"
#include "CoinListItemUI_p.h"
// Sigmod includes
#include <sigmod/CoinListItem.h>
#include <sigmod/Game.h>
#include <sigmod/Item.h>
#include <sigmod/Species.h>
// KDE includes
#include <KComboBox>
#include <KIntNumInput>
// Qt includes
#include <QtGui/QButtonGroup>
#include <QtGui/QRadioButton>
using namespace Sigmod;
using namespace Sigmodr::Widgets;
CoinListItemUI::CoinListItemUI(CoinListItem* item, QWidget* parent) :
ObjectUI(item, parent),
d(new Private(new CoinListItem(*item)))
{
setPrivate(d);
}
void CoinListItemUI::apply()
{
*qobject_cast<CoinListItem*>(m_object) = *d->m_item;
ObjectUI::apply();
}
void CoinListItemUI::discard()
{
*d->m_item = *qobject_cast<CoinListItem*>(m_object);
d->resetGui();
ObjectUI::discard();
}
CoinListItemUI::Private::Private(CoinListItem* item) :
ObjectUIPrivate(item),
m_item(item)
{
}
CoinListItemUI::Private::~Private()
{
delete m_item;
}
QWidget* CoinListItemUI::Private::makeWidgets(ObjectUI* widget)
{
QWidget *form = openUiFile(":/gui/coinlistitem.ui", widget);
QRadioButton* item = form->findChild<QRadioButton*>("varItem");
QRadioButton* species = form->findChild<QRadioButton*>("varSpecies");
ui_object = form->findChild<KComboBox*>("varObject");
ui_cost = form->findChild<KIntNumInput*>("varCost");
ui_type = new QButtonGroup(widget);
ui_type->addButton(item, CoinListItem::Item);
ui_type->addButton(species, CoinListItem::Species);
connect(ui_type, SIGNAL(buttonClicked(int)), this, SLOT(typeChanged(int)));
connect(ui_object, SIGNAL(currentIndexChanged(int)), this, SLOT(objectChanged(int)));
connect(ui_cost, SIGNAL(valueChanged(int)), this, SLOT(costChanged(int)));
return form;
}
void CoinListItemUI::Private::resetGui()
{
ui_type->button(m_item->type())->setChecked(true);
if (m_item->type() == CoinListItem::Item)
ui_object->setCurrentIndex(m_item->game()->itemIndex(m_item->object()));
else
ui_object->setCurrentIndex(m_item->game()->speciesIndex(m_item->object()));
ui_cost->setValue(m_item->cost());
}
void CoinListItemUI::Private::typeChanged(const int type)
{
m_item->setType(static_cast<CoinListItem::Type>(type));
const bool blocked = ui_object->blockSignals(true);
ui_object->clear();
if (m_item->type() == CoinListItem::Item)
{
for (int i = 0; i < m_item->game()->itemCount(); ++i)
ui_object->addItem(m_item->game()->item(i)->name());
}
else
{
for (int i = 0; i < m_item->game()->speciesCount(); ++i)
ui_object->addItem(m_item->game()->species(i)->name());
}
ui_object->blockSignals(blocked);
}
void CoinListItemUI::Private::objectChanged(const int object)
{
if (0 <= object)
{
if (m_item->type() == CoinListItem::Item)
m_item->setObject(m_item->game()->item(object)->id());
else
m_item->setObject(m_item->game()->species(object)->id());
}
}
void CoinListItemUI::Private::costChanged(const int cost)
{
m_item->setCost(cost);
}
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