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SingularPriorityAction.cpp
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#include "SingularPriorityAction.h"
#include "ui_SingularPriorityAction.h"
#include "ActionsDialog.h"
SingularPriorityAction::SingularPriorityAction(QWidget *parent) :
QWidget(parent),
ui(new Ui::SingularPriorityAction)
{
ui->setupUi(this);
}
SingularPriorityAction::~SingularPriorityAction()
{
delete ui;
}
void SingularPriorityAction::on_removeButton_clicked()
{
ActionsDialog *actionsDialog = (ActionsDialog *) this->parentWidget()->parentWidget()->parentWidget()->parentWidget();
if (actionsDialog->getIsClassActionDialog()) {
ActionsDialog *classActionsDialog = actionsDialog;
ActionsDialog *playerActionsDialog = classActionsDialog->getBaseActionsDialog();
playerActionsDialog->transferPriorityActionFromExistingDialog(classActionsDialog, this->getPriorityAction());
} else {
ActionsDialog *playerActionsDialog = actionsDialog;
playerActionsDialog->getClassActionsDialog()->transferPriorityActionFromExistingDialog(playerActionsDialog, this->getPriorityAction());
}
}
PriorityAction *SingularPriorityAction::getPriorityAction() const
{
return priorityAction;
}
void SingularPriorityAction::setPriorityAction(PriorityAction *value)
{
priorityAction = value;
}
void SingularPriorityAction::on_upButton_clicked()
{
ActionsDialog *actionsDialog = (ActionsDialog *) this->parentWidget()->parentWidget()->parentWidget()->parentWidget();
actionsDialog->moveActionUp(this->getPriorityAction());
}
void SingularPriorityAction::on_downButton_clicked()
{
ActionsDialog *actionsDialog = (ActionsDialog *) this->parentWidget()->parentWidget()->parentWidget()->parentWidget();
actionsDialog->moveActionDown(this->getPriorityAction());
}