/* * 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 "TurnOptionsTab.h" #include "ExtraOptionsTab.h" #include "OptionsTab.h" #include "RandomMapTab.h" #include "SelectionTab.h" #include "../CServerHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../widgets/Buttons.h" #include "../windows/InfoWindows.h" #include "../render/Colors.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/campaign/CampaignHandler.h" #include "../../lib/mapping/CMapInfo.h" #include "../../lib/networkPacks/PacksForLobby.h" #include "../../lib/rmg/CMapGenOptions.h" #include "../CGameInfo.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), AnimationPath::builtin("GSPBUTT.DEF"), CGI->generaltexth->zelp[45], 0, EShortcut::LOBBY_SELECT_SCENARIO); buttonSelect->addCallback([&]() { toggleTab(tabSel); CSH->setMapInfo(tabSel->getSelectedMapInfo()); }); buttonOptions = std::make_shared(Point(411, 510), AnimationPath::builtin("GSPBUTT.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabOpt), EShortcut::LOBBY_ADDITIONAL_OPTIONS); if(settings["general"]["enableUiEnhancements"].Bool()) { buttonTurnOptions = std::make_shared(Point(619, 105), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabTurnOptions), EShortcut::NONE); buttonExtraOptions = std::make_shared(Point(619, 510), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabExtraOptions), EShortcut::NONE); } }; buttonChat = std::make_shared(Point(619, 80), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[48], std::bind(&CLobbyScreen::toggleChat, this), EShortcut::LOBBY_HIDE_CHAT); buttonChat->addTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL, Colors::WHITE); switch(screenType) { case ESelectionScreen::newGame: { tabOpt = std::make_shared(); tabTurnOptions = std::make_shared(); tabExtraOptions = std::make_shared(); tabRand = std::make_shared(); tabRand->mapInfoChanged += std::bind(&IServerAPI::setMapInfo, CSH, _1, _2); buttonRMG = std::make_shared(Point(411, 105), AnimationPath::builtin("GSPBUTT.DEF"), CGI->generaltexth->zelp[47], 0, EShortcut::LOBBY_RANDOM_MAP); 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), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_BEGIN_GAME); initLobby(); break; } case ESelectionScreen::loadGame: { tabOpt = std::make_shared(); tabTurnOptions = std::make_shared(); tabExtraOptions = std::make_shared(); buttonStart = std::make_shared(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_LOAD_GAME); initLobby(); break; } case ESelectionScreen::campaignList: tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr); buttonStart = std::make_shared(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CButton::tooltip(), std::bind(&CLobbyScreen::startCampaign, this), EShortcut::LOBBY_BEGIN_GAME); break; } buttonStart->block(true); // to be unblocked after map list is ready buttonBack = std::make_shared(Point(581, 535), AnimationPath::builtin("SCNRBACK.DEF"), CGI->generaltexth->zelp[105], [&]() { CSH->sendClientDisconnecting(); close(); }, EShortcut::GLOBAL_CANCEL); } 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); else if(tab == tabTurnOptions) CSH->sendGuiAction(LobbyGuiAction::OPEN_TURN_OPTIONS); else if(tab == tabExtraOptions) CSH->sendGuiAction(LobbyGuiAction::OPEN_EXTRA_OPTIONS); CSelectionBase::toggleTab(tab); } void CLobbyScreen::startCampaign() { if(CSH->mi) { auto ourCampaign = CampaignHandler::getCampaign(CSH->mi->fileURI); CSH->setCampaignState(ourCampaign); } } void CLobbyScreen::startScenario(bool allowOnlyAI) { if (CSH->validateGameStart(allowOnlyAI)) { CSH->sendStartGame(allowOnlyAI); buttonStart->block(true); } } 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 (buttonTurnOptions) buttonTurnOptions->addTextOverlay(CGI->generaltexth->translate("vcmi.optionsTab.turnOptions.hover"), FONT_SMALL, buttonColor); if (buttonExtraOptions) buttonExtraOptions->addTextOverlay(CGI->generaltexth->translate("vcmi.optionsTab.extraOptions.hover"), FONT_SMALL, buttonColor); if(buttonRMG) { buttonRMG->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL, buttonColor); buttonRMG->block(!host); } buttonSelect->block(!host); buttonOptions->block(!host); if (buttonTurnOptions) buttonTurnOptions->block(!host); if (buttonExtraOptions) buttonExtraOptions->block(!host); if(CSH->mi) { tabOpt->recreate(); tabTurnOptions->recreate(); tabExtraOptions->recreate(); } } void CLobbyScreen::toggleChat() { card->toggleChat(); if(card->showChat) buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE); else buttonChat->addTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL, Colors::WHITE); } void CLobbyScreen::updateAfterStateChange() { if(CSH->mi) { if (tabOpt) tabOpt->recreate(); if (tabTurnOptions) tabTurnOptions->recreate(); if (tabExtraOptions) tabExtraOptions->recreate(); } buttonStart->block(CSH->mi == nullptr || CSH->isGuest()); 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 && 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(); }