feat: implemented clear-one and clear-all buttons.
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1 changed files with 17 additions and 1 deletions
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@ -196,6 +196,7 @@ void HUD::showCombatHud() {
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// TODO: make those class members?
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showControl("BTN_CLEARALL");
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showControl("BTN_CLEARONE");
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showControl("BTN_CLEARONE2");
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showControl("LBL_CMBTMODEMSG");
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showControl("LBL_CMBTMSGBG");
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@ -213,6 +214,7 @@ void HUD::showCombatHud() {
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void HUD::hideCombatHud() {
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hideControl("BTN_CLEARALL");
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hideControl("BTN_CLEARONE");
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showControl("BTN_CLEARONE2");
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hideControl("LBL_CMBTMODEMSG");
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hideControl("LBL_CMBTMSGBG");
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@ -233,7 +235,7 @@ void HUD::drawActionQueueItems() const {
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// clear the drawn queue items first
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for (int j = 0; j < 4; ++j) {
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Control& qItem = getControl("LBL_QUEUE" + to_string(j));
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Control &qItem = getControl("LBL_QUEUE" + to_string(j));
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qItem.setBorderFill("");
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}
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@ -241,6 +243,7 @@ void HUD::drawActionQueueItems() const {
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while (i < 4 && it != actionQueue.end()) {
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ActionType actionType = (*it)->type();
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// TODO: if (isDisplayableAction(*it))
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if (actionType == ActionType::AttackObject) {
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Control &qItem = getControl("LBL_QUEUE"+to_string(i));
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qItem.setBorderFill("i_attack");
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@ -268,6 +271,19 @@ void HUD::onClick(const string &control) {
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_game->openInGameMenu(InGameMenu::Tab::Map);
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} else if (control == "BTN_OPT") {
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_game->openInGameMenu(InGameMenu::Tab::Options);
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} else if (control == "BTN_CLEARALL") {
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_game->party().leader()->actionQueue().clear();
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} else if (control == "BTN_CLEARONE" || control == "BTN_CLEARONE2") {
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auto &actionQueue = _game->party().leader()->actionQueue();
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for (auto& it=actionQueue.begin(); it!=actionQueue.end(); ++it) {
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// TODO: if (isDisplayableAction(*it))
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if ((*it)->type() == ActionType::AttackObject) {
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(*it)->complete();
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break;
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}
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}
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}
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}
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