Files
MagicSetEditor2/src/gui/control/keyword_list.cpp
T
twanvl 7b45f6f69e Editing of keywords
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@255 0fc631ac-6414-0410-93d0-97cfa31319b6
2007-04-13 23:59:42 +00:00

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//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2006 Twan van Laarhoven |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <gui/control/keyword_list.hpp>
#include <data/set.hpp>
#include <data/game.hpp>
#include <data/keyword.hpp>
#include <data/action/value.hpp>
#include <data/action/keyword.hpp>
#include <util/tagged_string.hpp>
#include <gfx/gfx.hpp>
DECLARE_TYPEOF_COLLECTION(KeywordP);
// ----------------------------------------------------------------------------- : Events
DEFINE_EVENT_TYPE(EVENT_KEYWORD_SELECT);
// ----------------------------------------------------------------------------- : KeywordList
KeywordList::KeywordList(Window* parent, int id, long additional_style)
: ItemList(parent, id, additional_style)
{
// Add columns
InsertColumn(0, _LABEL_("keyword"), wxLIST_FORMAT_LEFT, 0);
InsertColumn(1, _LABEL_("match"), wxLIST_FORMAT_LEFT, 200);
InsertColumn(2, _LABEL_("mode"), wxLIST_FORMAT_LEFT, 60);
InsertColumn(3, _LABEL_("uses"), wxLIST_FORMAT_RIGHT, 80);
InsertColumn(4, _LABEL_("reminder"), wxLIST_FORMAT_LEFT, 300);
}
KeywordList::~KeywordList() {
storeColumns();
}
void KeywordList::storeColumns() {
// TODO
}
void KeywordList::onBeforeChangeSet() {
storeColumns();
}
void KeywordList::onChangeSet() {
refreshList();
}
void KeywordList::onAction(const Action& action, bool undone) {
TYPE_CASE(action, AddKeywordAction) {
if (undone) {
long pos = selected_item_pos;
refreshList();
if (action.keyword == selected_item) {
// select the next keyword, if not possible, select the last
if (pos + 1 < GetItemCount()) {
selectItemPos(pos, true);
} else {
selectItemPos(GetItemCount() - 1, true);
}
}
} else {
// select the new keyword
selectItem(action.keyword, false /*list will be refreshed anyway*/, true);
refreshList();
}
}
TYPE_CASE(action, RemoveKeywordAction) {
if (undone) {
// select the re-added keyword
selectItem(action.keyword, false /*list will be refreshed anyway*/, true);
refreshList();
} else {
long pos = selected_item_pos;
refreshList();
if (action.keyword == selected_item) {
// select the next keyword, if not possible, select the last
if (pos + 1 < GetItemCount()) {
selectItemPos(pos, true);
} else {
selectItemPos(GetItemCount() - 1, true);
}
}
}
}
TYPE_CASE(action, ValueAction) {
KeywordTextValue* value = dynamic_cast<KeywordTextValue*>(action.valueP.get());
if (value) {
// this is indeed an action on a keyword, refresh
refreshList();
}
}
}
// ----------------------------------------------------------------------------- : KeywordListBase : for ItemList
String match_string(const Keyword& a) {
return untag(replace_all(replace_all(
a.match,
_("<param>"), _("")),
_("</param>"), _(""))
);
}
void KeywordList::getItems(vector<VoidP>& out) const {
FOR_EACH(k, set->keywords) {
k->fixed = false;
out.push_back(k);
}
FOR_EACH(k, set->game->keywords) {
k->fixed = true;
out.push_back(k);
}
}
void KeywordList::sendEvent() {
KeywordSelectEvent ev(getKeyword());
ProcessEvent(ev);
}
bool KeywordList::compareItems(void* a, void* b) const {
const Keyword& ka = *(Keyword*)a;
const Keyword& kb = *(Keyword*)b;
switch(sort_by_column) {
case 0: return ka.keyword < kb.keyword;
case 1: return ka.match < kb.match;
case 2: return ka.mode < kb.mode;
//case 3:
case 4: return ka.reminder.getUnparsed() < kb.reminder.getUnparsed();
default: // TODO: 3
return ka.keyword < kb.keyword;
}
}
// ----------------------------------------------------------------------------- : KeywordListBase : Item text
String KeywordList::OnGetItemText (long pos, long col) const {
const Keyword& kw = *getKeyword(pos);
switch(col) {
case 0: return kw.keyword;
case 1: return match_string(kw);
case 2: return kw.mode;
case 3: return _("TODO");
case 4: return kw.reminder.getUnparsed();
default: return wxEmptyString;
}
}
int KeywordList::OnGetItemImage(long pos) const {
return -1;
}
wxListItemAttr* KeywordList::OnGetItemAttr(long pos) const {
// black for set keywords, grey for game keywords (uneditable)
const Keyword& kw = *getKeyword(pos);
if (!kw.fixed) return nullptr;
item_attr.SetTextColour(lerp(wxSystemSettings::GetColour(wxSYS_COLOUR_WINDOW),wxSystemSettings::GetColour(wxSYS_COLOUR_WINDOWTEXT),0.5));
return &item_attr;
}