Scenario Editor: display town's name when selecting a town...

This commit is contained in:
Laurent alonso
2021-11-07 09:23:30 +01:00
committed by Celtic Minstrel
parent 2ad286b12d
commit baa0bf81c4
4 changed files with 24 additions and 7 deletions

View File

@@ -3,12 +3,13 @@
<dialog defbtn='okay'>
<!-- OK button -->
<field type='uint' name='town' top='58' left='102' width='62' height='16'/>
<button name='okay' type='regular' top='82' left='177'>OK</button>
<button name='cancel' type='regular' top='82' left='111'>Cancel</button>
<button name='okay' type='regular' top='114' left='177'>OK</button>
<button name='cancel' type='regular' top='114' left='111'>Cancel</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text size='large' top='6' left='50' width='167' height='17'>Pick Town to Edit:</text>
<text name='prompt' top='25' left='50' width='185' height='28'>
Enter the number of the town you want to edit next:
</text>
<button name='choose' type='regular' top='56' left='169'>Choose</button>
<text name='name' framed='true' top='87' left='50' width='213' height='20'/>
</dialog>

View File

@@ -3,12 +3,13 @@
<dialog defbtn='okay'>
<!-- OK button -->
<field type='uint' name='town' top='71' left='119' width='62' height='16'/>
<button name='okay' type='regular' top='95' left='206'>OK</button>
<button name='cancel' type='regular' top='95' left='140'>Cancel</button>
<button name='okay' type='regular' top='127' left='206'>OK</button>
<button name='cancel' type='regular' top='127' left='140'>Cancel</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text size='large' top='6' left='50' width='207' height='17'>Entrance to what town?</text>
<text name='prompt' top='25' left='50' width='213' height='42'>
What town do you want the party to end up in when they walk into this space?
</text>
<button name='choose' type='regular' top='69' left='186'>Choose</button>
<text name='name' framed='true' top='100' left='50' width='213' height='20'/>
</dialog>

View File

@@ -814,12 +814,13 @@ void draw_terrain(short mode) {
if((can_draw != 0) && (overall_mode != MODE_RESTING)) { // if can see, not a pit, and not resting
if(is_combat()) anim_ticks = 0;
eTrimType trim = univ.get_terrain(spec_terrain).trim_type;
auto const &terrain=univ.get_terrain(spec_terrain);
eTrimType trim = terrain.trim_type;
// Finally, draw this terrain spot
if(trim == eTrimType::WALKWAY){
int trim = -1;
unsigned short ground_t = univ.get_terrain(spec_terrain).trim_ter;
unsigned short ground_t = terrain.trim_ter;
ter_num_t ground_ter = univ.scenario.get_ter_from_ground(ground_t);
if(!loc_off_act_area(where_draw)) {
if(is_nature(where_draw.x - 1,where_draw.y,ground_t)){ // check left

View File

@@ -381,13 +381,24 @@ static bool save_town_num(cDialog& me, std::string, eKeyMod) {
return true;
}
static bool check_range_and_update_town_name(cDialog& me,std::string id,bool losing,std::vector<cTown*> const &towns)
{
if (!check_range_msg(me, id, losing, 0, long(towns.size())-1, "Town number", "")) {
me["name"].setText("");
return false;
}
int i = me["town"].getTextAsNum();
me["name"].setText((i>=0 && i<towns.size()) ? towns[i]->name : "");
return true;
}
short pick_town_num(std::string which_dlog,short def,cScenario& scenario) {
using namespace std::placeholders;
cDialog town_dlg(which_dlog);
town_dlg["cancel"].attachClickHandler(std::bind(&cDialog::toast, &town_dlg, false));
town_dlg["okay"].attachClickHandler(save_town_num);
town_dlg["town"].attachFocusHandler(std::bind(check_range, _1, _2, _3, 0, scenario.towns.size() - 1, "Town number"));
town_dlg["town"].attachFocusHandler(std::bind(check_range_and_update_town_name, _1, _2, _3, scenario.towns));
town_dlg["choose"].attachClickHandler([&scenario](cDialog& me, std::string, eKeyMod) -> bool {
int i = me["town"].getTextAsNum();
if(&scenario != &::scenario)
@@ -396,10 +407,13 @@ short pick_town_num(std::string which_dlog,short def,cScenario& scenario) {
if(&scenario != &::scenario)
scenario.towns.swap(::scenario.towns);
me["town"].setTextToNum(i);
me["name"].setText((i>=0 && i<scenario.towns.size()) ? scenario.towns[i]->name : "");
return true;
});
town_dlg["town"].setTextToNum(def);
if (def>=0 && def<scenario.towns.size())
town_dlg["name"].setText(scenario.towns[def]->name);
std::string prompt = town_dlg["prompt"].getText();
prompt += " (0 - " + std::to_string(scenario.towns.size() - 1) + ')';
town_dlg["prompt"].setText(prompt);