Command Executor: removed set_button_state()

This had to do with setting up GUI1 theme buttons.
This commit is contained in:
Charles Dang 2018-03-22 04:33:11 +11:00
parent d6cc93be1b
commit db64bc7126
5 changed files with 0 additions and 85 deletions

View file

@ -1226,7 +1226,6 @@ void editor_controller::refresh_image_cache()
void editor_controller::display_redraw_callback(display&)
{
set_button_state();
toolkit_->adjust_size();
toolkit_->get_palette_manager()->draw_contents();
get_current_map_context().get_labels().recalculate_labels();
@ -1302,7 +1301,6 @@ bool editor_controller::left_click(int x, int y, const bool browse)
LOG_ED << "Left click action " << hex_clicked << "\n";
editor_action* a = get_mouse_action().click_left(*gui_, x, y);
perform_refresh_delete(a, true);
if (a) set_button_state();
return false;
}
@ -1317,7 +1315,6 @@ void editor_controller::left_mouse_up(int x, int y, const bool /*browse*/)
{
editor_action* a = get_mouse_action().up_left(*gui_, x, y);
perform_delete(a);
if (a) set_button_state();
toolkit_->set_mouseover_overlay();
context_manager_->refresh_after_action();
}
@ -1332,7 +1329,6 @@ bool editor_controller::right_click(int x, int y, const bool browse)
LOG_ED << "Right click action " << hex_clicked << "\n";
editor_action* a = get_mouse_action().click_right(*gui_, x, y);
perform_refresh_delete(a, true);
if (a) set_button_state();
return false;
}
@ -1349,7 +1345,6 @@ void editor_controller::right_mouse_up(int x, int y, const bool browse)
editor_action* a = get_mouse_action().up_right(*gui_, x, y);
perform_delete(a);
if (a) set_button_state();
toolkit_->set_mouseover_overlay();
context_manager_->refresh_after_action();
}

View file

@ -40,17 +40,6 @@ EXIT_STATUS start(const config& game_conf, const std::string& filename /* = "" *
editor.context_manager_->load_map_dialog(true);
} else {
editor.context_manager_->load_map(filename, false);
// HACK: this fixes an issue where the button overlays would be missing when
// the loaded map appears. Since we're gonna drop this ridiculous GUI1 drawing
// stuff in 1.15 I'm not going to waste time coming up with a better fix.
//
// Do note adding a redraw_everything call to context_manager::refresh_all also
// fixes the issue, but I'm pretty sure thats just because editor_controller::
// display_redraw_callback gets called, which then calls set_button_state.
//
// -- vultraz, 2018-02-24
editor.set_button_state();
}
if (take_screenshot) {

View file

@ -417,7 +417,6 @@ void command_executor::show_menu(const std::vector<config>& items_arg, int xloc,
} else {
const hotkey::hotkey_command& cmd = hotkey::get_hotkey_command(items[res]["id"]);
do_execute_command(cmd, res);
set_button_state();
}
}
@ -433,7 +432,6 @@ void command_executor::execute_action(const std::vector<std::string>& items_arg,
const hotkey_command &command = hotkey::get_hotkey_command(*i);
if (can_execute_command(command)) {
do_execute_command(command);
set_button_state();
}
++i;
}
@ -551,7 +549,6 @@ static void event_execute(const SDL_Event& event, command_executor* executor)
{
if (!executor) return;
executor->execute_command(event);
executor->set_button_state();
}
void command_executor::execute_command(const SDL_Event& event, int index)
@ -632,68 +629,6 @@ void command_executor::execute_command(const SDL_Event& event, int index)
}
}
void command_executor_default::set_button_state()
{
display& disp = get_display();
for (const theme::menu& menu : disp.get_theme().menus()) {
std::shared_ptr<gui::button> button = disp.find_menu_button(menu.get_id());
if (!button) continue;
bool enabled = false;
for (const auto& command : menu.items()) {
const hotkey::hotkey_command& command_obj = hotkey::get_hotkey_command(command["id"]);
bool can_execute = can_execute_command(command_obj);
if (can_execute) {
enabled = true;
break;
}
}
button->enable(enabled);
}
for (const theme::action& action : disp.get_theme().actions()) {
std::shared_ptr<gui::button> button = disp.find_action_button(action.get_id());
if (!button) continue;
bool enabled = false;
int i = 0;
for (const std::string& command : action.items()) {
const hotkey::hotkey_command& command_obj = hotkey::get_hotkey_command(command);
std::string tooltip = action.tooltip(i);
if (filesystem::file_exists(game_config::path + "/images/icons/action/" + command + "_25.png" ))
button->set_overlay("icons/action/" + command);
if (!tooltip.empty())
button->set_tooltip_string(tooltip);
bool can_execute = can_execute_command(command_obj);
i++;
if (!can_execute) continue;
enabled = true;
ACTION_STATE state = get_action_state(command_obj.id, -1);
switch (state) {
case ACTION_SELECTED:
case ACTION_ON:
button->set_check(true);
break;
case ACTION_OFF:
case ACTION_DESELECTED:
button->set_check(false);
break;
case ACTION_STATELESS:
break;
default:
break;
}
break;
}
button->enable(enabled);
}
}
void command_executor_default::recalculate_minimap()
{
get_display().recalculate_minimap();

View file

@ -117,7 +117,6 @@ public:
virtual void map_screenshot() {}
virtual void surrender_quit_game() {}
virtual void set_button_state() {}
virtual void recalculate_minimap() {}
// execute_command's parameter is changed to "hotkey_command& command" and this not maybe that is too inconsistent.
@ -157,7 +156,6 @@ class command_executor_default : public command_executor
protected:
virtual display& get_display() = 0;
public:
void set_button_state();
void recalculate_minimap();
void lua_console();
void zoom_in();

View file

@ -136,7 +136,6 @@ void playsingle_controller::init_gui()
}
update_locker lock_display(gui_->video(), is_skipping_replay());
get_hotkey_command_executor()->set_button_state();
}
@ -505,7 +504,6 @@ void playsingle_controller::linger()
void playsingle_controller::end_turn_enable(bool enable)
{
gui_->enable_menu("endturn", enable);
get_hotkey_command_executor()->set_button_state();
}