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ActionsDialog.h
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#ifndef ACTIONSDIALOG_H
#define ACTIONSDIALOG_H
#include <QDialog>
#include "PriorityActionList.h"
#include "SingularPriorityAction.h"
namespace Ui {
class ActionsDialog;
}
class ActionsDialog : public QDialog
{
Q_OBJECT
public:
explicit ActionsDialog(QWidget *parent = nullptr);
~ActionsDialog();
void clearAllPriorityActions();
void transferPriorityActionFromExistingDialog(ActionsDialog *removeFrom, PriorityAction *action);
void removePriorityAction(PriorityAction *toRemove);
void addPriorityAction(PriorityAction *action);
void addPriorityActionByInternalName(std::string internalName);
bool hasPriorityAction(PriorityAction *action);
bool hasPriorityActionByInternalName(std::string name);
void clearAllActions();
void addPriorityActionList(PriorityActionList *PAL);
void handleConditionsButtonClicked();
void addClassPriorityActionList(PriorityActionList *PAL);
bool getIsClassActionDialog() const;
void setIsClassActionDialog(bool value);
ActionsDialog *getBaseActionsDialog() const;
void setBaseActionsDialog(ActionsDialog *value);
void showEvent(QShowEvent *showEvent);
void moveActionUp(PriorityAction *action);
void moveActionDown(PriorityAction *action);
SingularPriorityAction *getActionWidgetFromAction(PriorityAction *action);
PriorityActionList *getCurrentPriorityActionList() const;
void setCurrentPriorityActionList(PriorityActionList *value);
ActionsDialog *getClassActionsDialog() const;
void setClassActionsDialog(ActionsDialog *value);
PlayerCharacter *getPC() const;
void setPC(PlayerCharacter *value);
std::vector<Enemy *> *getEnemyListPtr() const;
void setEnemyListPtr(std::vector<Enemy *> *value);
private slots:
void on_ActionsDialog_rejected();
void on_addButton_clicked();
void on_saveButton_clicked();
void on_loadButton_clicked();
private:
Ui::ActionsDialog *ui;
std::vector<SingularPriorityAction *> priorityActionWidgets;
std::vector<Enemy *> *enemyListPtr = nullptr;
void swapActionsByIndex(int32_t indexFrom, int32_t indexTo);
void addPriorityActionUi(PriorityAction *action, std::string nameOverride, std::string name, std::string condition);
ActionsDialog *baseActionsDialog = nullptr;
bool isClassActionDialog = false;
PriorityActionList *currentPriorityActionList = nullptr;
PriorityActionList *classPriorityActionList = nullptr;
ActionsDialog *classActionsDialog = nullptr;
PlayerCharacter *PC = nullptr;
};
#endif // ACTIONSDIALOG_H