Display: removed interface that set up theme buttons
Unused now, since we're moving to GUI2 for the ingame UI. The functions to get buttons are left, but they always return nullptr.
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39b05dd0db
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e1e7f65ec1
7 changed files with 0 additions and 139 deletions
123
src/display.cpp
123
src/display.cpp
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@ -229,10 +229,6 @@ display::display(const display_context * dc, std::weak_ptr<wb::manager> wb, repo
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init_flags();
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if(!menu_buttons_.empty() || !action_buttons_.empty()) {
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create_buttons();
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}
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rebuild_all();
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assert(builder_);
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//builder_->rebuild_cache_all();
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@ -247,7 +243,6 @@ display::~display()
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void display::set_theme(config theme_cfg) {
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theme_ = theme(theme_cfg, video_.screen_area()); menu_buttons_.clear();
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action_buttons_.clear();
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create_buttons();
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}
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void display::init_flags() {
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@ -801,122 +796,6 @@ std::shared_ptr<gui::button> display::find_menu_button(const std::string& id)
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return nullptr;
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}
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void display::layout_buttons()
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{
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return;
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DBG_DP << "positioning menu buttons...\n";
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for(const auto& menu : theme_.menus()) {
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std::shared_ptr<gui::button> b = find_menu_button(menu.get_id());
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if(b) {
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const SDL_Rect& loc = menu.location(video_.screen_area());
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b->set_location(loc);
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b->set_measurements(0,0);
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b->set_label(menu.title());
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b->set_image(menu.image());
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}
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}
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DBG_DP << "positioning action buttons...\n";
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for(const auto& action : theme_.actions()) {
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std::shared_ptr<gui::button> b = find_action_button(action.get_id());
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if(b) {
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const SDL_Rect& loc = action.location(video_.screen_area());
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b->set_location(loc);
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b->set_measurements(0,0);
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b->set_label(action.title());
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b->set_image(action.image());
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}
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}
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}
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void display::create_buttons()
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{
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return;
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std::vector<std::shared_ptr<gui::button>> menu_work;
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std::vector<std::shared_ptr<gui::button>> action_work;
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DBG_DP << "creating menu buttons...\n";
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for(const auto& menu : theme_.menus()) {
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if (!menu.is_button()) continue;
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std::shared_ptr<gui::button> b(new gui::button(video_, menu.title(), gui::button::TYPE_PRESS, menu.image(),
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gui::button::DEFAULT_SPACE, false, menu.overlay()));
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DBG_DP << "drawing button " << menu.get_id() << "\n";
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b->join_same(this);
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b->set_id(menu.get_id());
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if (!menu.tooltip().empty()){
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b->set_tooltip_string(menu.tooltip());
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}
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std::shared_ptr<gui::button> b_prev = find_menu_button(b->id());
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if(b_prev) {
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b->enable(b_prev->enabled());
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}
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menu_work.push_back(b);
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}
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DBG_DP << "creating action buttons...\n";
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for(const auto& action : theme_.actions()) {
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std::shared_ptr<gui::button> b(new gui::button(video_, action.title(), string_to_button_type(action.type()), action.image(),
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gui::button::DEFAULT_SPACE, false, action.overlay()));
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DBG_DP << "drawing button " << action.get_id() << "\n";
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b->set_id(action.get_id());
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b->join_same(this);
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if (!action.tooltip(0).empty()){
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b->set_tooltip_string(action.tooltip(0));
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}
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std::shared_ptr<gui::button> b_prev = find_action_button(b->id());
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if(b_prev) {
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b->enable(b_prev->enabled());
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if (b_prev->get_type() == gui::button::TYPE_CHECK) {
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b->set_check(b_prev->checked());
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}
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}
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action_work.push_back(b);
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}
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menu_buttons_.clear();
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menu_buttons_.assign(menu_work.begin(), menu_work.end());
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action_buttons_.clear();
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action_buttons_.assign(action_work.begin(), action_work.end());
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layout_buttons();
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DBG_DP << "buttons created\n";
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}
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void display::render_buttons()
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{
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return;
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for (std::shared_ptr<gui::button> btn : menu_buttons_) {
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btn->set_dirty(true);
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btn->draw();
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}
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for (std::shared_ptr<gui::button> btn : action_buttons_) {
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btn->set_dirty(true);
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btn->draw();
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}
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}
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gui::button::TYPE display::string_to_button_type(std::string type)
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{
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gui::button::TYPE res = gui::button::TYPE_PRESS;
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if (type == "checkbox") { res = gui::button::TYPE_CHECK; }
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else if (type == "image") { res = gui::button::TYPE_IMAGE; }
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else if (type == "radiobox") { res = gui::button::TYPE_RADIO; }
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else if (type == "turbo") { res = gui::button::TYPE_TURBO; }
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return res;
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}
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static const std::string& get_direction(std::size_t n)
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{
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static const std::array<std::string, 6> dirs {{ "-n", "-ne", "-se", "-s", "-sw", "-nw" }};
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@ -1139,8 +1018,6 @@ void display::draw_all_panels()
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for(const auto& label : theme_.labels()) {
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draw_label(video(), screen, label);
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}
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render_buttons();
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}
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#if 0
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@ -534,13 +534,6 @@ public:
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std::shared_ptr<gui::button> find_action_button(const std::string& id);
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std::shared_ptr<gui::button> find_menu_button(const std::string& id);
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static gui::button::TYPE string_to_button_type(std::string type);
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void create_buttons();
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void layout_buttons();
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void render_buttons();
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void refresh_report(const std::string& report_name, const config* new_cfg = nullptr);
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void draw_minimap_units();
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@ -88,8 +88,6 @@ editor_controller::editor_controller(const config &game_config)
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cursor::set(cursor::NORMAL);
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join();
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gui().create_buttons();
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}
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void editor_controller::init_gui()
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@ -117,7 +117,6 @@ void context_manager::refresh_all()
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{
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gui_.rebuild_all();
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get_map_context().set_needs_terrain_rebuild(false);
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gui_.create_buttons();
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get_map_context().clear_changed_locations();
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gui_.recalculate_minimap();
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}
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@ -677,7 +677,6 @@ std::string game_display::current_team_name() const
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void game_display::begin_game()
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{
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in_game_ = true;
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create_buttons();
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}
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void game_display::needs_rebuild(bool b)
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@ -1402,8 +1402,6 @@ std::vector<std::string> menu_handler::get_commands_list()
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void console_handler::do_refresh()
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{
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image::flush_cache();
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menu_handler_.gui_->create_buttons();
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}
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void console_handler::do_droid()
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@ -75,7 +75,6 @@ replay_controller::replay_controller(play_controller& controller, bool control_v
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vision_ = HUMAN_TEAM;
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}
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controller_.get_display().get_theme().theme_reset_event().attach_handler(this);
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controller_.get_display().create_buttons();
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}
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replay_controller::~replay_controller()
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{
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@ -83,8 +82,6 @@ replay_controller::~replay_controller()
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controller_.toggle_skipping_replay();
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}
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controller_.get_display().get_theme().theme_reset_event().detach_handler(this);
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controller_.get_display().create_buttons();
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controller_.get_display().create_buttons();
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}
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void replay_controller::add_replay_theme()
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{
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