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vcmi/client/windows/settings/SettingsMainWindow.cpp

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/*
* SettingsMainContainer.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"
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#include "SettingsMainWindow.h"
#include "AdventureOptionsTab.h"
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#include "BattleOptionsTab.h"
#include "GeneralOptionsTab.h"
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#include "OtherOptionsTab.h"
#include "CGameInfo.h"
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#include "CGeneralTextHandler.h"
#include "CPlayerInterface.h"
#include "CServerHandler.h"
#include "filesystem/ResourceID.h"
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#include "gui/CGuiHandler.h"
#include "lobby/CSavingScreen.h"
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#include "widgets/Buttons.h"
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#include "widgets/Images.h"
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#include "widgets/ObjectLists.h"
#include "windows/CMessage.h"
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SettingsMainWindow::SettingsMainWindow(BattleInterface * parentBattleUi) : InterfaceObjectConfigurable()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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const JsonNode config(ResourceID("config/widgets/settings/settingsMainContainer.json"));
addCallback("activateSettingsTab", [this](int tabId) { openTab(tabId); });
addCallback("loadGame", [this](int) { loadGameButtonCallback(); });
addCallback("saveGame", [this](int) { saveGameButtonCallback(); });
addCallback("restartGame", [this](int) { restartGameButtonCallback(); });
addCallback("quitGame", [this](int) { quitGameButtonCallback(); });
addCallback("returnToMainMenu", [this](int) { mainMenuButtonCallback(); });
addCallback("closeWindow", [this](int) { backButtonCallback(); });
build(config);
std::shared_ptr<CIntObject> background = widget<CIntObject>("background");
pos.w = background->pos.w;
pos.h = background->pos.h;
pos = center();
std::shared_ptr<CButton> loadButton = widget<CButton>("loadButton");
assert(loadButton);
std::shared_ptr<CButton> saveButton = widget<CButton>("saveButton");
assert(saveButton);
std::shared_ptr<CButton> restartButton = widget<CButton>("restartButton");
assert(restartButton);
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loadButton->block(CSH->isGuest());
saveButton->block(CSH->isGuest() || parentBattleUi);
restartButton->block(CSH->isGuest() || parentBattleUi);
int defaultTabIndex = 0;
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if(parentBattleUi != nullptr)
defaultTabIndex = 2;
else if(settings["general"]["lastSettingsTab"].isNumber())
defaultTabIndex = settings["general"]["lastSettingsTab"].Integer();
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parentBattleInterface = parentBattleUi;
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tabContentArea = std::make_shared<CTabbedInt>(std::bind(&SettingsMainWindow::createTab, this, _1), Point(0, 0), defaultTabIndex);
tabContentArea->type |= REDRAW_PARENT;
std::shared_ptr<CToggleGroup> mainTabs = widget<CToggleGroup>("settingsTabs");
mainTabs->setSelected(defaultTabIndex);
}
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std::shared_ptr<CIntObject> SettingsMainWindow::createTab(size_t index)
{
switch(index)
{
case 0:
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return std::make_shared<GeneralOptionsTab>();
case 1:
return std::make_shared<AdventureOptionsTab>();
case 2:
return std::make_shared<BattleOptionsTab>(parentBattleInterface);
case 3:
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return std::make_shared<OtherOptionsTab>();
default:
logGlobal->error("Wrong settings tab ID!");
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return std::make_shared<GeneralOptionsTab>();
}
}
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void SettingsMainWindow::openTab(size_t index)
{
tabContentArea->setActive(index);
CIntObject::redraw();
Settings lastUsedTab = settings.write["general"]["lastSettingsTab"];
lastUsedTab->Integer() = index;
}
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void SettingsMainWindow::close()
{
if(GH.topInt().get() != this)
logGlobal->error("Only top interface must be closed");
GH.popInts(1);
}
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void SettingsMainWindow::quitGameButtonCallback()
{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], [this](){ closeAndPushEvent(EUserEvent::FORCE_QUIT); }, 0);
}
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void SettingsMainWindow::backButtonCallback()
{
close();
}
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void SettingsMainWindow::mainMenuButtonCallback()
{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], [this](){ closeAndPushEvent(EUserEvent::RETURN_TO_MAIN_MENU); }, 0);
}
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void SettingsMainWindow::loadGameButtonCallback()
{
close();
LOCPLINT->proposeLoadingGame();
}
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void SettingsMainWindow::saveGameButtonCallback()
{
close();
GH.pushIntT<CSavingScreen>();
}
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void SettingsMainWindow::restartGameButtonCallback()
{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [this](){ closeAndPushEvent(EUserEvent::RESTART_GAME); }, 0);
}
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void SettingsMainWindow::closeAndPushEvent(EUserEvent code)
{
close();
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GH.pushUserEvent(code);
}
void SettingsMainWindow::showAll(SDL_Surface *to)
{
auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
if(settings["session"]["spectate"].Bool())
color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
CIntObject::showAll(to);
CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
}