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vcmi/client/lobby/OptionsTab.cpp

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/*
* OptionsTab.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "OptionsTab.h"
#include "CSelectionBase.h"
#include "../CGameInfo.h"
#include "../CServerHandler.h"
#include "../CMusicHandler.h"
#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../render/Graphics.h"
#include "../render/IFont.h"
#include "../widgets/CComponent.h"
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#include "../widgets/ComboBox.h"
#include "../widgets/Buttons.h"
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#include "../widgets/Images.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/ObjectLists.h"
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#include "../widgets/Slider.h"
#include "../widgets/TextControls.h"
#include "../windows/GUIClasses.h"
#include "../windows/InfoWindows.h"
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#include "../eventsSDL/InputHandler.h"
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#include "../../lib/filesystem/Filesystem.h"
#include "../../lib/NetPacksLobby.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapping/CMapInfo.h"
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#include "../../lib/mapping/CMapHeader.h"
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OptionsTab::OptionsTab() : humanPlayers(0)
{
recActions = 0;
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//addCallback("timerFieldChangedBase", <#std::function<void (std::string)> callback#>)
addCallback("setTimerPreset", [&](int index){
if(!variables["timerPresets"].isNull())
{
auto tpreset = variables["timerPresets"].Vector().at(index).Vector();
TurnTimerInfo tinfo;
tinfo.baseTimer = tpreset.at(0).Integer() * 1000;
tinfo.turnTimer = tpreset.at(1).Integer() * 1000;
tinfo.battleTimer = tpreset.at(2).Integer() * 1000;
tinfo.creatureTimer = tpreset.at(3).Integer() * 1000;
CSH->setTurnTimerInfo(tinfo);
}
});
auto parseTimerString = [](const std::string & str){
std::stringstream sstrm;
int a, b;
sstrm << str;
sstrm >> a;
char c = sstrm.get();
if(c == ':')
{
sstrm >> b;
return a * 60 + b;
}
return -1;
};
addCallback("parseAndSetTimer_base", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
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TurnTimerInfo tinfo = CSH->si->turnTimerInfo;
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tinfo.baseTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("parseAndSetTimer_turn", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
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TurnTimerInfo tinfo = CSH->si->turnTimerInfo;
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tinfo.turnTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("parseAndSetTimer_battle", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
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TurnTimerInfo tinfo = CSH->si->turnTimerInfo;
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tinfo.battleTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("parseAndSetTimer_creature", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
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TurnTimerInfo tinfo = CSH->si->turnTimerInfo;
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tinfo.creatureTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
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const JsonNode config(ResourceID("config/widgets/optionsTab.json"));
build(config);
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//set timers combo box callbacks
if(auto w = widget<ComboBox>("timerModeSwitch"))
{
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w->onConstructItems = [&](std::vector<const void *> & curItems){
if(variables["timers"].isNull())
return;
for(auto & p : variables["timers"].Vector())
{
curItems.push_back(&p);
}
};
w->onSetItem = [&](const void * item){
if(item)
{
if(auto * tObj = reinterpret_cast<const JsonNode *>(item))
{
for(auto wname : (*tObj)["hideWidgets"].Vector())
if(auto w = widget<CIntObject>(wname.String()))
{
w->setEnabled(false);
}
for(auto wname : (*tObj)["showWidgets"].Vector())
if(auto w = widget<CIntObject>(wname.String()))
{
w->setEnabled(true);
}
}
redraw();
}
};
w->getItemText = [this](int idx, const void * item){
if(item)
{
if(auto * tObj = reinterpret_cast<const JsonNode *>(item))
return readText((*tObj)["text"]);
}
return std::string("");
};
w->setItem(0);
}
}
void OptionsTab::recreate()
{
entries.clear();
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humanPlayers = 0;
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
for(auto & pInfo : SEL->getStartInfo()->playerInfos)
{
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if(pInfo.second.isControlledByHuman())
humanPlayers++;
entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
}
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if(auto turnSlider = widget<CSlider>("sliderTurnDuration"))
{
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if(!variables["timerPresets"].isNull())
{
for(int idx = 0; idx < variables["timerPresets"].Vector().size(); ++idx)
{
auto & tpreset = variables["timerPresets"].Vector()[idx];
if(tpreset.Vector().at(1).Integer() == SEL->getStartInfo()->turnTimerInfo.turnTimer / 1000)
{
turnSlider->scrollTo(idx);
if(auto w = widget<CLabel>("labelTurnDurationValue"))
w->setText(CGI->generaltexth->turnDurations[idx]);
}
}
}
}
}
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size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(bool big)
{
enum EBonusSelection //frames of bonuses file
{
WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
MERCURY = 3, SULFUR = 5, GOLD = 8,
ARTIFACT = 9, RANDOM = 10,
WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
};
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
switch(type)
{
case TOWN:
switch(settings.castle)
{
case PlayerSettings::NONE:
return TOWN_NONE;
case PlayerSettings::RANDOM:
return TOWN_RANDOM;
default:
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return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + (big ? 0 : 2);
}
case HERO:
switch(settings.hero)
{
case PlayerSettings::NONE:
return HERO_NONE;
case PlayerSettings::RANDOM:
return HERO_RANDOM;
default:
{
if(settings.heroPortrait != HeroTypeID::NONE)
return settings.heroPortrait;
auto index = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
return (*CGI->heroh)[index]->imageIndex;
}
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return RANDOM;
case PlayerSettings::ARTIFACT:
return ARTIFACT;
case PlayerSettings::GOLD:
return GOLD;
case PlayerSettings::RESOURCE:
{
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switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
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case EGameResID::WOOD_AND_ORE:
return WOOD_ORE;
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case EGameResID::WOOD:
return WOOD;
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case EGameResID::MERCURY:
return MERCURY;
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case EGameResID::ORE:
return ORE;
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case EGameResID::SULFUR:
return SULFUR;
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case EGameResID::CRYSTAL:
return CRYSTAL;
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case EGameResID::GEMS:
return GEM;
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case EGameResID::GOLD:
return GOLD;
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case EGameResID::MITHRIL:
return MITHRIL;
}
}
}
}
}
return 0;
}
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std::string OptionsTab::CPlayerSettingsHelper::getImageName(bool big)
{
switch(type)
{
case OptionsTab::TOWN:
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return big ? "ITPt": "ITPA";
case OptionsTab::HERO:
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return big ? "PortraitsLarge": "PortraitsSmall";
case OptionsTab::BONUS:
return "SCNRSTAR";
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getName()
{
switch(type)
{
case TOWN:
{
switch(settings.castle)
{
case PlayerSettings::NONE:
return CGI->generaltexth->allTexts[523];
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[522];
default:
{
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
return (*CGI->townh)[factionIndex]->getNameTranslated();
}
}
}
case HERO:
{
switch(settings.hero)
{
case PlayerSettings::NONE:
return CGI->generaltexth->allTexts[523];
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[522];
default:
{
if(!settings.heroName.empty())
return settings.heroName;
auto index = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
return (*CGI->heroh)[index]->getNameTranslated();
}
}
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[522];
default:
return CGI->generaltexth->arraytxt[214 + settings.bonus];
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getTitle()
{
switch(type)
{
case OptionsTab::TOWN:
return (settings.castle.getNum() < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
case OptionsTab::HERO:
return (settings.hero.getNum() < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
case OptionsTab::BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[86]; //{Random Bonus}
case PlayerSettings::ARTIFACT:
return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
case PlayerSettings::GOLD:
return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
case PlayerSettings::RESOURCE:
return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
{
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
auto heroIndex = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
switch(type)
{
case TOWN:
return getName();
case HERO:
{
if(settings.hero.getNum() >= 0)
return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
return getName();
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::GOLD:
return CGI->generaltexth->allTexts[87]; //500-1000
case PlayerSettings::RESOURCE:
{
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switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
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case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[694];
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case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[695];
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case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[692];
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case EGameResID::GEMS:
return CGI->generaltexth->allTexts[693];
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case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getDescription()
{
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
switch(type)
{
case TOWN:
return CGI->generaltexth->allTexts[104];
case HERO:
return CGI->generaltexth->allTexts[102];
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
case PlayerSettings::ARTIFACT:
return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
case PlayerSettings::GOLD:
return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
case PlayerSettings::RESOURCE:
{
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switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
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case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[690];
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case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[691];
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case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[688];
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case EGameResID::GEMS:
return CGI->generaltexth->allTexts[689];
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case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
: CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
int value = PlayerSettings::NONE;
switch(CPlayerSettingsHelper::type)
{
break;
case TOWN:
value = settings.castle;
break;
case HERO:
value = settings.hero;
break;
case BONUS:
value = settings.bonus;
}
if(value == PlayerSettings::RANDOM)
genBonusWindow();
else if(CPlayerSettingsHelper::type == BONUS)
genBonusWindow();
else if(CPlayerSettingsHelper::type == HERO)
genHeroWindow();
else if(CPlayerSettingsHelper::type == TOWN)
genTownWindow();
center();
}
void OptionsTab::CPlayerOptionTooltipBox::genHeader()
{
backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
updateShadow();
labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());
labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());
image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
}
void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
{
pos = Rect(0, 0, 228, 290);
genHeader();
labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
std::vector<std::shared_ptr<CComponent>> components;
const CTown * town = (*CGI->townh)[factionIndex]->town;
for(auto & elem : town->creatures)
{
if(!elem.empty())
components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
}
boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
}
void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
{
pos = Rect(0, 0, 292, 226);
genHeader();
labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
auto heroIndex = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
}
void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
{
pos = Rect(0, 0, 228, 162);
genHeader();
textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
}
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OptionsTab::SelectionWindow::SelectionWindow(PlayerColor _color, SelType _type)
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: CWindowObject(BORDERED)
{
addUsedEvents(LCLICK | SHOW_POPUP);
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color = _color;
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type = _type;
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initialFaction = SEL->getStartInfo()->playerInfos.find(color)->second.castle;
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initialHero = SEL->getStartInfo()->playerInfos.find(color)->second.hero;
initialBonus = SEL->getStartInfo()->playerInfos.find(color)->second.bonus;
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selectedFaction = initialFaction;
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selectedHero = initialHero;
selectedBonus = initialBonus;
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allowedFactions = SEL->getPlayerInfo(color.getNum()).allowedFactions;
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std::vector<bool> allowedHeroesFlag = SEL->getMapInfo()->mapHeader->allowedHeroes;
for(int i = 0; i < allowedHeroesFlag.size(); i++)
if(allowedHeroesFlag[i])
allowedHeroes.insert(HeroTypeID(i));
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allowedBonus.push_back(-1); // random
if(initialHero.getNum() >= -1)
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allowedBonus.push_back(0); // artifact
allowedBonus.push_back(1); // gold
if(initialFaction.getNum() >= 0)
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allowedBonus.push_back(2); // resource
recreate();
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}
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int OptionsTab::SelectionWindow::calcLines(FactionID faction)
{
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double additionalItems = 1; // random
if(faction.getNum() < 0)
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return std::ceil(((double)allowedFactions.size() + additionalItems) / elementsPerLine);
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int count = 0;
for(auto & elemh : allowedHeroes)
{
CHero * type = VLC->heroh->objects[elemh];
if(type->heroClass->faction == faction)
count++;
}
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return std::ceil(std::max((double)count + additionalItems, (double)allowedFactions.size() + additionalItems) / (double)elementsPerLine);
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}
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void OptionsTab::SelectionWindow::apply()
{
if(GH.windows().isTopWindow(this))
{
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GH.input().hapticFeedback();
CCS->soundh->playSound(soundBase::button);
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close();
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setSelection();
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}
}
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void OptionsTab::SelectionWindow::setSelection()
{
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if(selectedFaction != initialFaction)
CSH->setPlayerOption(LobbyChangePlayerOption::TOWN_ID, selectedFaction, color);
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if(selectedHero != initialHero)
CSH->setPlayerOption(LobbyChangePlayerOption::HERO_ID, selectedHero, color);
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if(selectedBonus != initialBonus)
CSH->setPlayerOption(LobbyChangePlayerOption::BONUS_ID, selectedBonus, color);
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}
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void OptionsTab::SelectionWindow::recreate()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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int amountLines = 1;
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if(type == SelType::BONUS)
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elementsPerLine = allowedBonus.size();
else
{
// try to make squarish
if(type == SelType::TOWN)
elementsPerLine = floor(sqrt(allowedFactions.size()));
if(type == SelType::HERO)
{
int count = 0;
for(auto & elem : allowedHeroes)
{
CHero * type = VLC->heroh->objects[elem];
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if(type->heroClass->faction == selectedFaction)
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{
count++;
}
}
elementsPerLine = floor(sqrt(count));
}
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amountLines = calcLines((type > SelType::TOWN) ? selectedFaction : static_cast<FactionID>(PlayerSettings::RANDOM));
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}
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int x = (elementsPerLine) * (ICON_BIG_WIDTH-1);
int y = (amountLines) * (ICON_BIG_HEIGHT-1);
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pos = Rect(0, 0, x, y);
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backgroundTexture = std::make_shared<FilledTexturePlayerColored>("DiBoxBck", pos);
backgroundTexture->playerColored(PlayerColor(1));
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updateShadow();
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if(type == SelType::TOWN)
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genContentFactions();
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if(type == SelType::HERO)
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genContentHeroes();
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if(type == SelType::BONUS)
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genContentBonus();
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genContentGrid(amountLines);
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center();
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}
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void OptionsTab::SelectionWindow::drawOutlinedText(int x, int y, ColorRGBA color, std::string text)
{
components.push_back(std::make_shared<CLabel>(x-1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x+1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x, y-1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x, y+1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x, y, FONT_TINY, ETextAlignment::CENTER, color, text));
}
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void OptionsTab::SelectionWindow::genContentGrid(int lines)
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{
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for(int y = 0; y < lines; y++)
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{
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for(int x = 0; x < elementsPerLine; x++)
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{
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components.push_back(std::make_shared<CPicture>("lobby/townBorderBig", x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
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}
}
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}
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void OptionsTab::SelectionWindow::genContentFactions()
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{
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int i = 1;
// random
PlayerSettings set = PlayerSettings();
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set.castle = PlayerSettings::RANDOM;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedFaction.getNum() == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedFaction.getNum() == PlayerSettings::RANDOM)
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components.push_back(std::make_shared<CPicture>("lobby/townBorderSmallActivated", 6, (ICON_SMALL_HEIGHT/2)));
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for(auto & elem : allowedFactions)
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{
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int x = i % elementsPerLine;
int y = i / elementsPerLine;
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PlayerSettings set = PlayerSettings();
set.castle = elem;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
components.push_back(std::make_shared<CPicture>(selectedFaction == elem ? "lobby/townBorderBigActivated" : "lobby/townBorderBig", x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, (selectedFaction == elem) ? Colors::YELLOW : Colors::WHITE, helper.getName());
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factions.push_back(elem);
i++;
}
}
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void OptionsTab::SelectionWindow::genContentHeroes()
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{
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int i = 1;
// random
PlayerSettings set = PlayerSettings();
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set.hero = PlayerSettings::RANDOM;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero.getNum() == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedHero.getNum() == PlayerSettings::RANDOM)
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components.push_back(std::make_shared<CPicture>("lobby/townBorderSmallActivated", 6, (ICON_SMALL_HEIGHT/2)));
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for(auto & elem : allowedHeroes)
{
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CHero * type = VLC->heroh->objects[elem];
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if(type->heroClass->faction == selectedFaction)
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{
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int x = i % elementsPerLine;
int y = i / elementsPerLine;
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PlayerSettings set = PlayerSettings();
set.hero = elem;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
components.push_back(std::make_shared<CPicture>(selectedHero == elem ? "lobby/townBorderBigActivated" : "lobby/townBorderBig", x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, (selectedHero == elem) ? Colors::YELLOW : Colors::WHITE, helper.getName());
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heroes.push_back(elem);
i++;
}
}
}
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void OptionsTab::SelectionWindow::genContentBonus()
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{
PlayerSettings set = PlayerSettings();
int i = 0;
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for(auto elem : allowedBonus)
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{
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int x = i;
int y = 0;
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set.bonus = static_cast<PlayerSettings::Ebonus>(elem);
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, x * (ICON_BIG_WIDTH-1) + 6, y * (ICON_BIG_HEIGHT-1) + (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, Colors::WHITE , helper.getName());
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if(selectedBonus == elem)
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{
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components.push_back(std::make_shared<CPicture>("lobby/townBorderSmallActivated", x * (ICON_BIG_WIDTH-1) + 6, y * (ICON_BIG_HEIGHT-1) + (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, Colors::YELLOW , helper.getName());
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}
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i++;
}
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}
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int OptionsTab::SelectionWindow::getElement(const Point & cursorPosition)
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{
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int x = (cursorPosition.x - pos.x) / (ICON_BIG_WIDTH-1);
int y = (cursorPosition.y - pos.y) / (ICON_BIG_HEIGHT-1);
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return x + y * elementsPerLine;
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}
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void OptionsTab::SelectionWindow::setElement(int elem, bool doApply)
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{
PlayerSettings set = PlayerSettings();
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if(type == SelType::TOWN)
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{
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if(elem > 0)
{
elem--;
if(elem >= factions.size())
return;
set.castle = factions[elem];
}
else
{
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set.castle = PlayerSettings::RANDOM;
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}
if(set.castle.getNum() != PlayerSettings::NONE)
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{
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if(!doApply)
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{
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
}
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else
selectedFaction = set.castle;
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}
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}
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if(type == SelType::HERO)
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{
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if(elem > 0)
{
elem--;
if(elem >= heroes.size())
return;
set.hero = heroes[elem];
}
else
{
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set.hero = PlayerSettings::RANDOM;
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}
if(set.hero.getNum() != PlayerSettings::NONE)
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{
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if(!doApply)
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{
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
}
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else
selectedHero = set.hero;
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}
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}
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if(type == SelType::BONUS)
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{
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if(elem >= 4)
return;
set.bonus = static_cast<PlayerSettings::Ebonus>(elem-1);
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if(set.bonus != PlayerSettings::NONE)
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{
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if(!doApply)
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{
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
}
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else
selectedBonus = set.bonus;
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}
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}
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if(doApply)
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apply();
}
bool OptionsTab::SelectionWindow::receiveEvent(const Point & position, int eventType) const
{
return true; // capture click also outside of window
}
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void OptionsTab::SelectionWindow::clickReleased(const Point & cursorPosition)
{
if(!pos.isInside(cursorPosition))
{
close();
return;
}
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int elem = getElement(cursorPosition);
setElement(elem, true);
}
void OptionsTab::SelectionWindow::showPopupWindow(const Point & cursorPosition)
{
if(!pos.isInside(cursorPosition))
return;
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int elem = getElement(cursorPosition);
setElement(elem, false);
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}
OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
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: Scrollable(LCLICK | SHOW_POPUP, position, Orientation::HORIZONTAL)
, CPlayerSettingsHelper(settings, type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName());
pos = image->pos;
setPanningStep(pos.w);
}
void OptionsTab::SelectedBox::update()
{
image->setFrame(getImageIndex());
subtitle->setText(getName());
}
void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition)
{
// cases when we do not need to display a message
if(settings.castle.getNum() == PlayerSettings::NONE && CPlayerSettingsHelper::type == TOWN)
return;
if(settings.hero.getNum() == PlayerSettings::NONE && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
return;
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);
}
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void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition)
{
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PlayerInfo pi = SEL->getPlayerInfo(settings.color.getNum());
const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(settings.color);
if(type == SelType::TOWN && ((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer))
return;
if(type == SelType::HERO && ((pi.defaultHero() != -1 || settings.castle.getNum() < 0) || foreignPlayer))
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return;
if(type == SelType::BONUS && foreignPlayer)
return;
GH.input().hapticFeedback();
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GH.windows().createAndPushWindow<SelectionWindow>(settings.color, type);
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}
void OptionsTab::SelectedBox::scrollBy(int distance)
{
// FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server
// because of that, panning event gets interrupted (due to destruction of element)
// so, currently, gesture will always move selection only by 1, and then wait for recreation from server info
distance = std::clamp(distance, -1, 1);
switch(CPlayerSettingsHelper::type)
{
case TOWN:
CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, settings.color);
break;
case HERO:
CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, settings.color);
break;
case BONUS:
CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, settings.color);
break;
}
setScrollingEnabled(false);
}
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OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
: pi(std::make_unique<PlayerInfo>(SEL->getPlayerInfo(S.color.getNum())))
, s(std::make_unique<PlayerSettings>(S))
, parentTab(parent)
{
OBJ_CONSTRUCTION;
defActions |= SHARE_POS;
int serial = 0;
for(int g = 0; g < s->color.getNum(); ++g)
{
auto itred = SEL->getPlayerInfo(g);
if(itred.canComputerPlay || itred.canHumanPlay)
serial++;
}
pos.x += 54;
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pos.y += 128 + serial * 50;
assert(CSH->mi && CSH->mi->mapHeader);
const PlayerInfo & p = SEL->getPlayerInfo(s->color.getNum());
assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
if(p.canHumanPlay && p.canComputerPlay)
whoCanPlay = HUMAN_OR_CPU;
else if(p.canComputerPlay)
whoCanPlay = CPU;
else
whoCanPlay = HUMAN;
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static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flags =
{{
"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
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}};
static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> bgs =
{{
"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
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}};
background = std::make_shared<CPicture>(bgs[s->color.getNum()], 0, 0);
labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s->name);
labelWhoCanPlay = std::make_shared<CMultiLineLabel>(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]);
if(SEL->screenType == ESelectionScreen::newGame)
{
buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color));
buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color));
buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color));
buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color));
buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color));
buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s->color));
}
hideUnavailableButtons();
if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color.getNum()).canHumanPlay)
{
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flag = std::make_shared<CButton>(
Point(-43, 2),
flags[s->color.getNum()],
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CGI->generaltexth->zelp[180],
std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s)
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);
flag->hoverable = true;
flag->block(CSH->isGuest());
}
else
flag = nullptr;
town = std::make_shared<SelectedBox>(Point(119, 2), *s, TOWN);
hero = std::make_shared<SelectedBox>(Point(195, 2), *s, HERO);
bonus = std::make_shared<SelectedBox>(Point(271, 2), *s, BONUS);
}
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void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
{
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if(ps.isControlledByAI() || humanPlayers > 0)
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CSH->setPlayer(ps.color);
}
void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
{
if(!buttonTownLeft)
return;
const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color);
if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer)
{
buttonTownLeft->disable();
buttonTownRight->disable();
}
else
{
buttonTownLeft->enable();
buttonTownRight->enable();
}
if((pi->defaultHero() != -1 || s->castle.getNum() < 0) //fixed hero
|| foreignPlayer) //or not our player
{
buttonHeroLeft->disable();
buttonHeroRight->disable();
}
else
{
buttonHeroLeft->enable();
buttonHeroRight->enable();
}
if(foreignPlayer)
{
buttonBonusLeft->disable();
buttonBonusRight->disable();
}
else
{
buttonBonusLeft->enable();
buttonBonusRight->enable();
}
}