Implemented a few room property inputs
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ffd4c821ef
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25e522fd8a
42 files changed
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-294
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@@ -18,7 +18,7 @@ ObjectPropertiesDialog::ObjectPropertiesDialog(Object &object, ProjectTreeModel
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m_projectModel{projectModel},
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m_events{m_object.events},
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m_eventsModel{std::make_unique<ObjectEventsModel>(m_events)},
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m_spritesMenu{new QMenu{m_ui->toolButtonSprite}},
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m_menuSprites{new QMenu{this}},
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m_spriteName{object.spriteName}
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{
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m_ui->setupUi(this);
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@@ -33,7 +33,8 @@ ObjectPropertiesDialog::ObjectPropertiesDialog(Object &object, ProjectTreeModel
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m_ui->lineEditName->setText(m_object.name);
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m_ui->lineEditSprite->setText(m_spriteName.isEmpty() ? tr("<no sprite>") : m_spriteName);
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updateSpritePreview();
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m_ui->toolButtonSprite->setMenu(m_spritesMenu);
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m_menuSprites->setParent(m_ui->toolButtonSprite);
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m_ui->toolButtonSprite->setMenu(m_menuSprites);
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m_ui->checkBoxVisible->setChecked(m_object.visible);
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m_ui->checkBoxSolid->setChecked(m_object.solid);
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m_ui->spinBoxDepth->setValue(m_object.depth);
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@@ -83,7 +84,7 @@ ObjectPropertiesDialog::ObjectPropertiesDialog(Object &object, ProjectTreeModel
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connect(m_ui->checkBoxPersistent, &QCheckBox::toggled,
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this, &ObjectPropertiesDialog::changed);
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connect(m_spritesMenu, &QMenu::aboutToShow,
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connect(m_menuSprites, &QMenu::aboutToShow,
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this, &ObjectPropertiesDialog::spritesMenuAboutToShow);
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connect(m_ui->listViewEvents->selectionModel(), &QItemSelectionModel::currentChanged,
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@@ -289,10 +290,10 @@ void ObjectPropertiesDialog::spritePixmapsChanged(const Sprite &sprite)
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void ObjectPropertiesDialog::spritesMenuAboutToShow()
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{
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m_spritesMenu->clear();
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m_spritesMenu->addAction(tr("<no sprite>"), this, &ObjectPropertiesDialog::clearSprite);
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m_menuSprites->clear();
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m_menuSprites->addAction(tr("<no sprite>"), this, &ObjectPropertiesDialog::clearSprite);
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for (const auto &sprite : m_projectModel.project()->sprites)
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m_spritesMenu->addAction(sprite.pixmaps.empty() ? QPixmap{} : sprite.pixmaps.front(),
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m_menuSprites->addAction(sprite.pixmaps.empty() ? QPixmap{} : sprite.pixmaps.front(),
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sprite.name,
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this,
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[&sprite,this](){ setSprite(sprite); });
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