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[Game] Populate playerLists for menus in their aboutToShow … (#6214)
* Populate playerLists for menus in their aboutToShow so they are always current and do not rely on playerMenu manually tracking them. Also add playerActions for previous playerListActions. Took 1 hour 35 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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015570c833
commit
30e6b52783
10 changed files with 313 additions and 159 deletions
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@ -1,7 +1,12 @@
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#include "grave_menu.h"
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#include "../../abstract_game.h"
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#include "../player.h"
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#include "../player_actions.h"
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#include "grave_menu.h"
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#include <QAction>
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#include <QMenu>
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GraveyardMenu::GraveyardMenu(Player *_player, QWidget *parent) : TearOffMenu(parent), player(_player)
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{
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@ -12,14 +17,11 @@ GraveyardMenu::GraveyardMenu(Player *_player, QWidget *parent) : TearOffMenu(par
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if (player->getPlayerInfo()->local || player->getPlayerInfo()->judge) {
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mRevealRandomGraveyardCard = addMenu(QString());
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QAction *newAction = mRevealRandomGraveyardCard->addAction(QString());
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newAction->setData(-1);
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connect(newAction, &QAction::triggered, player->getPlayerActions(),
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&PlayerActions::actRevealRandomGraveyardCard);
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emit newPlayerActionCreated(newAction);
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mRevealRandomGraveyardCard->addSeparator();
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connect(mRevealRandomGraveyardCard, &QMenu::aboutToShow, this,
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&GraveyardMenu::populateRevealRandomMenuWithActivePlayers);
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addSeparator();
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moveGraveMenu = addTearOffMenu(QString());
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moveGraveMenu->addAction(aMoveGraveToTopLibrary);
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moveGraveMenu->addAction(aMoveGraveToBottomLibrary);
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@ -39,10 +41,13 @@ void GraveyardMenu::createMoveActions()
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if (player->getPlayerInfo()->local || player->getPlayerInfo()->judge) {
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aMoveGraveToTopLibrary = new QAction(this);
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aMoveGraveToTopLibrary->setData(QList<QVariant>() << "deck" << 0);
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aMoveGraveToBottomLibrary = new QAction(this);
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aMoveGraveToBottomLibrary->setData(QList<QVariant>() << "deck" << -1);
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aMoveGraveToHand = new QAction(this);
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aMoveGraveToHand->setData(QList<QVariant>() << "hand" << 0);
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aMoveGraveToRfg = new QAction(this);
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aMoveGraveToRfg->setData(QList<QVariant>() << "rfg" << 0);
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@ -61,6 +66,33 @@ void GraveyardMenu::createViewActions()
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connect(aViewGraveyard, &QAction::triggered, playerActions, &PlayerActions::actViewGraveyard);
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}
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void GraveyardMenu::populateRevealRandomMenuWithActivePlayers()
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{
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mRevealRandomGraveyardCard->clear();
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QAction *allPlayers = mRevealRandomGraveyardCard->addAction(tr("&All players"));
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allPlayers->setData(-1);
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connect(allPlayers, &QAction::triggered, this, &GraveyardMenu::onRevealRandomTriggered);
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mRevealRandomGraveyardCard->addSeparator();
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const auto &players = player->getGame()->getPlayerManager()->getPlayers().values();
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for (auto *other : players) {
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if (other == player)
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continue;
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QAction *a = mRevealRandomGraveyardCard->addAction(other->getPlayerInfo()->getName());
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a->setData(other->getPlayerInfo()->getId());
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connect(a, &QAction::triggered, this, &GraveyardMenu::onRevealRandomTriggered);
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}
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}
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void GraveyardMenu::onRevealRandomTriggered()
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{
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if (auto *a = qobject_cast<QAction *>(sender())) {
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player->getPlayerActions()->actRevealRandomGraveyardCard(a->data().toInt());
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}
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}
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void GraveyardMenu::retranslateUi()
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{
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setTitle(tr("&Graveyard"));
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@ -73,6 +105,7 @@ void GraveyardMenu::retranslateUi()
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aMoveGraveToBottomLibrary->setText(tr("&Bottom of library"));
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aMoveGraveToHand->setText(tr("&Hand"));
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aMoveGraveToRfg->setText(tr("&Exile"));
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mRevealRandomGraveyardCard->setTitle(tr("Reveal random card to..."));
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}
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}
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@ -80,11 +113,10 @@ void GraveyardMenu::retranslateUi()
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void GraveyardMenu::setShortcutsActive()
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{
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ShortcutsSettings &shortcuts = SettingsCache::instance().shortcuts();
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aViewGraveyard->setShortcuts(shortcuts.getShortcut("Player/aViewGraveyard"));
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}
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void GraveyardMenu::setShortcutsInactive()
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{
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aViewGraveyard->setShortcut(QKeySequence());
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}
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}
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