160 lines
5.3 KiB
C++
160 lines
5.3 KiB
C++
#include <QAction>
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#include <QVBoxLayout>
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#include <QPainter>
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#include <QPen>
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#include "phasestoolbar.h"
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#include "protocol_items.h"
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PhaseButton::PhaseButton(const QIcon &icon, QAction *_doubleClickAction)
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: QPushButton(icon, QString()), active(false), doubleClickAction(_doubleClickAction), activePixmap(50, 50), inactivePixmap(50, 50)
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{
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setFocusPolicy(Qt::NoFocus);
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setFixedSize(50, 50);
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updatePixmap(activePixmap, true);
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updatePixmap(inactivePixmap, false);
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}
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void PhaseButton::updatePixmap(QPixmap &pixmap, bool active)
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{
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pixmap.fill(Qt::transparent);
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QPainter painter(&pixmap);
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int height = pixmap.height();
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int width = pixmap.width();
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if (active)
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painter.setBrush(Qt::red);
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painter.setPen(Qt::gray);
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painter.drawRect(1, 1, width - 2, height - 2);
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icon().paint(&painter, 5, 5, width - 10, height - 10);
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}
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void PhaseButton::paintEvent(QPaintEvent */*event*/)
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{
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QPainter painter(this);
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if (active)
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painter.drawPixmap(0, 0, size().width(), size().height(), activePixmap);
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else
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painter.drawPixmap(0, 0, size().width(), size().height(), inactivePixmap);
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}
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void PhaseButton::setPhaseText(const QString &_phaseText)
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{
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phaseText = _phaseText;
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setToolTip(phaseText);
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}
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void PhaseButton::mouseDoubleClickEvent(QMouseEvent */*event*/)
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{
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if (doubleClickAction)
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doubleClickAction->trigger();
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}
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PhasesToolbar::PhasesToolbar(QWidget *parent)
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: QFrame(parent)
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{
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QAction *aUntapAll = new QAction(this);
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connect(aUntapAll, SIGNAL(triggered()), this, SLOT(actUntapAll()));
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QAction *aDrawCard = new QAction(this);
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connect(aDrawCard, SIGNAL(triggered()), this, SLOT(actDrawCard()));
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PhaseButton *untapButton = new PhaseButton(QIcon(":/resources/icon_phase_untap.svg"), aUntapAll);
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PhaseButton *upkeepButton = new PhaseButton(QIcon(":/resources/icon_phase_upkeep.svg"));
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PhaseButton *drawButton = new PhaseButton(QIcon(":/resources/icon_phase_draw.svg"), aDrawCard);
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PhaseButton *main1Button = new PhaseButton(QIcon(":/resources/icon_phase_main1.svg"));
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PhaseButton *combatStartButton = new PhaseButton(QIcon(":/resources/icon_phase_combat_start.svg"));
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PhaseButton *combatAttackersButton = new PhaseButton(QIcon(":/resources/icon_phase_combat_attackers.svg"));
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PhaseButton *combatBlockersButton = new PhaseButton(QIcon(":/resources/icon_phase_combat_blockers.svg"));
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PhaseButton *combatDamageButton = new PhaseButton(QIcon(":/resources/icon_phase_combat_damage.svg"));
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PhaseButton *combatEndButton = new PhaseButton(QIcon(":/resources/icon_phase_combat_end.svg"));
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PhaseButton *main2Button = new PhaseButton(QIcon(":/resources/icon_phase_main2.svg"));
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PhaseButton *cleanupButton = new PhaseButton(QIcon(":/resources/icon_phase_cleanup.svg"));
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buttonList << untapButton << upkeepButton << drawButton << main1Button << combatStartButton
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<< combatAttackersButton << combatBlockersButton << combatDamageButton << combatEndButton
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<< main2Button << cleanupButton;
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for (int i = 0; i < buttonList.size(); ++i)
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connect(buttonList[i], SIGNAL(clicked()), this, SLOT(phaseButtonClicked()));
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QPushButton *nextTurnButton = new QPushButton(QIcon(":/resources/icon_nextturn.svg"), QString());
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nextTurnButton->setFocusPolicy(Qt::NoFocus);
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nextTurnButton->setIconSize(QSize(40, 40));
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nextTurnButton->setFixedSize(50, 50);
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connect(nextTurnButton, SIGNAL(clicked()), this, SLOT(actNextTurn()));
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QVBoxLayout *layout = new QVBoxLayout;
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layout->setSpacing(0);
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layout->addStretch(1);
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layout->addWidget(untapButton);
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layout->addWidget(upkeepButton);
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layout->addWidget(drawButton);
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layout->addSpacing(10);
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layout->addWidget(main1Button);
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layout->addSpacing(10);
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layout->addWidget(combatStartButton);
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layout->addWidget(combatAttackersButton);
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layout->addWidget(combatBlockersButton);
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layout->addWidget(combatDamageButton);
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layout->addWidget(combatEndButton);
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layout->addSpacing(10);
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layout->addWidget(main2Button);
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layout->addSpacing(10);
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layout->addWidget(cleanupButton);
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layout->addSpacing(20);
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layout->addWidget(nextTurnButton);
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layout->addStretch(1);
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retranslateUi();
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setLayout(layout);
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}
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void PhasesToolbar::retranslateUi()
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{
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buttonList[0]->setPhaseText(tr("Untap step"));
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buttonList[1]->setPhaseText(tr("Upkeep step"));
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buttonList[2]->setPhaseText(tr("Draw step"));
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buttonList[3]->setPhaseText(tr("First main phase"));
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buttonList[4]->setPhaseText(tr("Beginning of combat step"));
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buttonList[5]->setPhaseText(tr("Declare attackers step"));
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buttonList[6]->setPhaseText(tr("Declare blockers step"));
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buttonList[7]->setPhaseText(tr("Combat damage step"));
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buttonList[8]->setPhaseText(tr("End of combat step"));
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buttonList[9]->setPhaseText(tr("Second main phase"));
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buttonList[10]->setPhaseText(tr("End of turn step"));
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}
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void PhasesToolbar::setActivePhase(int phase)
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{
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if (phase >= buttonList.size())
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return;
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for (int i = 0; i < buttonList.size(); ++i)
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buttonList[i]->setActive(i == phase);
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}
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void PhasesToolbar::phaseButtonClicked()
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{
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PhaseButton *button = qobject_cast<PhaseButton *>(sender());
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if (button->getActive())
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return;
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emit sendGameCommand(new Command_SetActivePhase(-1, buttonList.indexOf(button)));
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}
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void PhasesToolbar::actNextTurn()
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{
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emit sendGameCommand(new Command_NextTurn);
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}
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void PhasesToolbar::actUntapAll()
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{
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emit sendGameCommand(new Command_SetCardAttr(-1, "table", -1, "tapped", "0"));
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}
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void PhasesToolbar::actDrawCard()
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{
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emit sendGameCommand(new Command_DrawCards(-1, 1));
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}
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