Files
QtGameMaker/dialogs/triggersdialog.cpp
T

77 lines
2.3 KiB
C++

#include "triggersdialog.h"
#include "ui_triggersdialog.h"
#include <QDebug>
#include <QMessageBox>
#include "projectcontainer.h"
#include "models/triggersmodel.h"
#include "triggerconditiondialog.h"
TriggersDialog::TriggersDialog(ProjectContainer &project, QWidget *parent) :
QDialog{parent},
m_ui{std::make_unique<Ui::TriggersDialog>()},
m_project{project},
m_model{std::make_unique<TriggersModel>(project, this)}
{
m_ui->setupUi(this);
if (auto button = m_ui->buttonBox->button(QDialogButtonBox::Ok))
button->setIcon(QIcon{":/qtgameengine/icons/ok.png"});
if (auto button = m_ui->buttonBox->button(QDialogButtonBox::Cancel))
button->setIcon(QIcon{":/qtgameengine/icons/delete.png"});
m_ui->listView->setModel(m_model.get());
connect(m_ui->pushButtonAdd, &QAbstractButton::clicked,
this, &TriggersDialog::add);
connect(m_ui->pushButtonDelete, &QAbstractButton::clicked,
this, &TriggersDialog::delete_);
connect(m_ui->pushButtonLoad, &QAbstractButton::clicked,
this, &TriggersDialog::load);
connect(m_ui->pushButtonSave, &QAbstractButton::clicked,
this, &TriggersDialog::save);
connect(m_ui->pushButtonClear, &QAbstractButton::clicked,
this, &TriggersDialog::clear);
connect(m_ui->pushButtonUseCodeEditor, &QAbstractButton::clicked,
this, &TriggersDialog::openCodeEditor);
}
void TriggersDialog::add()
{
QMessageBox::warning(this, tr("Not yet implemented"), tr("Not yet implemented"));
}
void TriggersDialog::delete_()
{
QMessageBox::warning(this, tr("Not yet implemented"), tr("Not yet implemented"));
}
void TriggersDialog::load()
{
QMessageBox::warning(this, tr("Not yet implemented"), tr("Not yet implemented"));
}
void TriggersDialog::save()
{
QMessageBox::warning(this, tr("Not yet implemented"), tr("Not yet implemented"));
}
void TriggersDialog::clear()
{
QMessageBox::warning(this, tr("Not yet implemented"), tr("Not yet implemented"));
}
TriggersDialog::~TriggersDialog() = default;
void TriggersDialog::openCodeEditor()
{
TriggerConditionDialog dialog{this};
dialog.setScript(m_ui->plainTextEdit->toPlainText());
if (dialog.exec() == QDialog::Accepted)
{
m_ui->plainTextEdit->setPlainText(dialog.script());
// changed();
}
}