/* * CLobbyScreen.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 "CLobbyScreen.h" #include "CBonusSelection.h" #include "SelectionTab.h" #include "RandomMapTab.h" #include "OptionsTab.h" #include "../CServerHandler.h" #include "../gui/CGuiHandler.h" #include "../widgets/Buttons.h" #include "../windows/InfoWindows.h" #include "../../CCallback.h" #include "../CGameInfo.h" #include "../../lib/NetPacksLobby.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/mapping/CMapInfo.h" #include "../../lib/mapping/CCampaignHandler.h" #include "../../lib/rmg/CMapGenOptions.h" CLobbyScreen::CLobbyScreen(ESelectionScreen screenType) : CSelectionBase(screenType), bonusSel(nullptr) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; tabSel = std::make_shared(screenType); curTab = tabSel; auto initLobby = [&]() { tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr); buttonSelect = std::make_shared(Point(411, 80), "GSPBUTT.DEF", CGI->generaltexth->zelp[45], 0, SDLK_s); buttonSelect->addCallback([&]() { toggleTab(tabSel); CSH->setMapInfo(tabSel->getSelectedMapInfo()); }); buttonOptions = std::make_shared(Point(411, 510), "GSPBUTT.DEF", CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabOpt), SDLK_a); }; buttonChat = std::make_shared(Point(619, 83), "GSPBUT2.DEF", CGI->generaltexth->zelp[48], std::bind(&CLobbyScreen::toggleChat, this), SDLK_h); buttonChat->addTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL); switch(screenType) { case ESelectionScreen::newGame: { tabOpt = std::make_shared(); tabRand = std::make_shared(); tabRand->mapInfoChanged += std::bind(&IServerAPI::setMapInfo, CSH, _1, _2); buttonRMG = std::make_shared(Point(411, 105), "GSPBUTT.DEF", CGI->generaltexth->zelp[47], 0, SDLK_r); buttonRMG->addCallback([&]() { toggleTab(tabRand); tabRand->updateMapInfoByHost(); // TODO: This is only needed to force-update mapInfo in CSH when tab is opened }); card->iconDifficulty->addCallback(std::bind(&IServerAPI::setDifficulty, CSH, _1)); buttonStart = std::make_shared(Point(411, 535), "SCNRBEG.DEF", CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), SDLK_b); initLobby(); break; } case ESelectionScreen::loadGame: { tabOpt = std::make_shared(); buttonStart = std::make_shared(Point(411, 535), "SCNRLOD.DEF", CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), SDLK_l); initLobby(); break; } case ESelectionScreen::campaignList: tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr); buttonStart = std::make_shared(Point(411, 535), "SCNRLOD.DEF", CButton::tooltip(), std::bind(&CLobbyScreen::startCampaign, this), SDLK_b); break; } buttonStart->assignedKeys.insert(SDLK_RETURN); buttonBack = std::make_shared(Point(581, 535), "SCNRBACK.DEF", CGI->generaltexth->zelp[105], [&]() { CSH->sendClientDisconnecting(); close(); }, SDLK_ESCAPE); } CLobbyScreen::~CLobbyScreen() { // TODO: For now we always destroy whole lobby when leaving bonus selection screen if(CSH->state == EClientState::LOBBY_CAMPAIGN) CSH->sendClientDisconnecting(); } void CLobbyScreen::toggleTab(std::shared_ptr tab) { if(tab == curTab) CSH->sendGuiAction(LobbyGuiAction::NO_TAB); else if(tab == tabOpt) CSH->sendGuiAction(LobbyGuiAction::OPEN_OPTIONS); else if(tab == tabSel) CSH->sendGuiAction(LobbyGuiAction::OPEN_SCENARIO_LIST); else if(tab == tabRand) CSH->sendGuiAction(LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS); CSelectionBase::toggleTab(tab); } void CLobbyScreen::startCampaign() { if(CSH->mi) { auto ourCampaign = std::make_shared(CCampaignHandler::getCampaign(CSH->mi->fileURI)); CSH->setCampaignState(ourCampaign); } } void CLobbyScreen::startScenario(bool allowOnlyAI) { try { CSH->sendStartGame(allowOnlyAI); buttonStart->block(true); } catch(ExceptionMapMissing & e) { (void)e; // unused } catch(ExceptionNoHuman & e) { (void)e; // unused // You must position yourself prior to starting the game. CInfoWindow::showYesNoDialog(std::ref(CGI->generaltexth->allTexts[530]), CInfoWindow::TCompsInfo(), 0, std::bind(&CLobbyScreen::startScenario, this, true), PlayerColor(1)); } catch(ExceptionNoTemplate & e) { (void)e; // unused CInfoWindow::showInfoDialog(std::ref(CGI->generaltexth->allTexts[751]), CInfoWindow::TCompsInfo(), PlayerColor(1)); } catch(...) { } } void CLobbyScreen::toggleMode(bool host) { tabSel->toggleMode(); buttonStart->block(!host); if(screenType == ESelectionScreen::campaignList) return; auto buttonColor = host ? Colors::WHITE : Colors::ORANGE; buttonSelect->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL, buttonColor); buttonOptions->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL, buttonColor); if(buttonRMG) { buttonRMG->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL, buttonColor); buttonRMG->block(!host); } buttonSelect->block(!host); buttonOptions->block(!host); if(CSH->mi) tabOpt->recreate(); } void CLobbyScreen::toggleChat() { card->toggleChat(); if(card->showChat) buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL); else buttonChat->addTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL); } void CLobbyScreen::updateAfterStateChange() { if(CSH->mi && tabOpt) tabOpt->recreate(); card->changeSelection(); if (card->iconDifficulty) { if (screenType == ESelectionScreen::loadGame) { // When loading the game, only one button in the difficulty toggle group should be enabled, so here disable all other buttons first, then make selection card->iconDifficulty->setSelectedOnly(CSH->si->difficulty); } else { card->iconDifficulty->setSelected(CSH->si->difficulty); } } if(curTab == tabRand && CSH->si->mapGenOptions) tabRand->setMapGenOptions(CSH->si->mapGenOptions); } const StartInfo * CLobbyScreen::getStartInfo() { return CSH->si.get(); } const CMapInfo * CLobbyScreen::getMapInfo() { return CSH->mi.get(); }