#include "pt_menu.h" #include "../player_actions.h" #include "../player_logic.h" PtMenu::PtMenu(PlayerGraphicsItem *player) : QMenu(tr("Power / toughness")) { PlayerActions *playerActions = player->getLogic()->getPlayerActions(); aIncP = new QAction(this); connect(aIncP, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actIncP(player->getGameScene()->selectedCards()); }); aDecP = new QAction(this); connect(aDecP, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actDecP(player->getGameScene()->selectedCards()); }); aIncT = new QAction(this); connect(aIncT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actIncT(player->getGameScene()->selectedCards()); }); aDecT = new QAction(this); connect(aDecT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actDecT(player->getGameScene()->selectedCards()); }); aIncPT = new QAction(this); connect(aIncPT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actIncPT(player->getGameScene()->selectedCards()); }); aDecPT = new QAction(this); connect(aDecPT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actDecPT(player->getGameScene()->selectedCards()); }); aFlowP = new QAction(this); connect(aFlowP, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actFlowP(player->getGameScene()->selectedCards()); }); aFlowT = new QAction(this); connect(aFlowT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actFlowT(player->getGameScene()->selectedCards()); }); aSetPT = new QAction(this); connect(aSetPT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actRequestSetPTDialog(player->getGameScene()->selectedCards()); }); aResetPT = new QAction(this); connect(aResetPT, &QAction::triggered, playerActions, [player, playerActions] { playerActions->actResetPT(player->getGameScene()->selectedCards()); }); addAction(aIncP); addAction(aDecP); addAction(aFlowP); addSeparator(); addAction(aIncT); addAction(aDecT); addAction(aFlowT); addSeparator(); addAction(aIncPT); addAction(aDecPT); addSeparator(); addAction(aSetPT); addAction(aResetPT); setShortcutsActive(); retranslateUi(); } void PtMenu::retranslateUi() { aIncP->setText(tr("&Increase power")); aDecP->setText(tr("&Decrease power")); aIncT->setText(tr("I&ncrease toughness")); aDecT->setText(tr("D&ecrease toughness")); aIncPT->setText(tr("In&crease power and toughness")); aDecPT->setText(tr("Dec&rease power and toughness")); aFlowP->setText(tr("Increase power and decrease toughness")); aFlowT->setText(tr("Decrease power and increase toughness")); aSetPT->setText(tr("Set &power and toughness...")); aResetPT->setText(tr("Reset p&ower and toughness")); } void PtMenu::setShortcutsActive() { ShortcutsSettings &shortcuts = SettingsCache::instance().shortcuts(); aIncP->setShortcuts(shortcuts.getShortcut("Player/aIncP")); aDecP->setShortcuts(shortcuts.getShortcut("Player/aDecP")); aIncT->setShortcuts(shortcuts.getShortcut("Player/aIncT")); aDecT->setShortcuts(shortcuts.getShortcut("Player/aDecT")); aIncPT->setShortcuts(shortcuts.getShortcut("Player/aIncPT")); aDecPT->setShortcuts(shortcuts.getShortcut("Player/aDecPT")); aFlowP->setShortcuts(shortcuts.getShortcut("Player/aFlowP")); aFlowT->setShortcuts(shortcuts.getShortcut("Player/aFlowT")); aSetPT->setShortcuts(shortcuts.getShortcut("Player/aSetPT")); aResetPT->setShortcuts(shortcuts.getShortcut("Player/aResetPT")); }