void PlayerListWnd::PlayerSelectionChanged(const GG::ListBox::SelectionSet& rows) { // mark as selected all PlayerDataPanel that are in \a rows and mark as not // selected all PlayerDataPanel that aren't in \a rows for (GG::ListBox::iterator it = m_player_list->begin(); it != m_player_list->end(); ++it) { bool select_this_row = (rows.find(it) != rows.end()); GG::ListBox::Row* row = *it; if (!row) { ErrorLogger() << "PlayerListWnd::PlayerSelectionChanged couldn't get row"; continue; } if (row->empty()) { ErrorLogger() << "PlayerListWnd::PlayerSelectionChanged got empty row"; continue; } GG::Control* control = !row->empty() ? row->at(0) : nullptr; if (!control) { ErrorLogger() << "PlayerListWnd::PlayerSelectionChanged couldn't get control from row"; continue; } PlayerDataPanel* data_panel = dynamic_cast<PlayerDataPanel*>(control); if (!data_panel) { ErrorLogger() << "PlayerListWnd::PlayerSelectionChanged couldn't get PlayerDataPanel from control"; continue; } data_panel->Select(select_this_row); } SelectedPlayersChangedSignal(); }
void QueueListBox::Render() { ListBox::Render(); // render drop point line if (m_show_drop_point && m_order_issuing_enabled) { GG::ListBox::Row* row = *(m_drop_point == end() ? --end() : m_drop_point); if (!row) return; GG::Pt ul = row->UpperLeft(), lr = row->LowerRight(); if (m_drop_point == end()) ul.y = lr.y; if (!row->empty()) { GG::Control* panel = (*row)[0]; ul.x = panel->UpperLeft().x; lr.x = panel->LowerRight().x; } GG::FlatRectangle(GG::Pt(ul.x, ul.y - 1), GG::Pt(lr.x, ul.y), GG::CLR_ZERO, GG::CLR_WHITE, 1); } }