/* * 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" #include "../gui/Shortcut.h" #include "../gui/WindowHandler.h" #include "../render/Graphics.h" #include "../render/IFont.h" #include "../widgets/CComponent.h" #include "../widgets/ComboBox.h" #include "../widgets/Buttons.h" #include "../widgets/Images.h" #include "../widgets/MiscWidgets.h" #include "../widgets/ObjectLists.h" #include "../widgets/Slider.h" #include "../widgets/TextControls.h" #include "../windows/GUIClasses.h" #include "../windows/InfoWindows.h" #include "../windows/CHeroOverview.h" #include "../eventsSDL/InputHandler.h" #include "../../lib/filesystem/Filesystem.h" #include "../../lib/networkPacks/PacksForLobby.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CArtHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/mapping/CMapInfo.h" #include "../../lib/mapping/CMapHeader.h" static JsonPath optionsTabConfigLocation() { if(settings["general"]["enableUiEnhancements"].Bool()) return JsonPath::builtin("config/widgets/playerOptionsTab.json"); else return JsonPath::builtin("config/widgets/advancedOptionsTab.json"); } OptionsTab::OptionsTab() : OptionsTabBase(optionsTabConfigLocation()) , humanPlayers(0) { } void OptionsTab::recreate() { entries.clear(); humanPlayers = 0; for (auto selectionWindow : GH.windows().findWindows()) { selectionWindow->reopen(); } OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; for(auto & pInfo : SEL->getStartInfo()->playerInfos) { if(pInfo.second.isControlledByHuman()) humanPlayers++; entries.insert(std::make_pair(pInfo.first, std::make_shared(pInfo.second, * this))); } OptionsTabBase::recreate(); } 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 = 156, HERO_NONE = 157 // Special frames in PortraitsSmall }; auto factionIndex = playerSettings.getCastleValidated(); switch(selectionType) { case TOWN: { if (playerSettings.castle == FactionID::NONE) return TOWN_NONE; if (playerSettings.castle == FactionID::RANDOM) return TOWN_RANDOM; return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + (big ? 0 : 2); } case HERO: { if (playerSettings.hero == HeroTypeID::NONE) return HERO_NONE; if (playerSettings.hero == HeroTypeID::RANDOM) return HERO_RANDOM; if(playerSettings.heroPortrait != HeroTypeID::NONE) return playerSettings.heroPortrait; auto index = playerSettings.getHeroValidated(); return (*CGI->heroh)[index]->imageIndex; } case BONUS: { switch(playerSettings.bonus) { case PlayerStartingBonus::RANDOM: return RANDOM; case PlayerStartingBonus::ARTIFACT: return ARTIFACT; case PlayerStartingBonus::GOLD: return GOLD; case PlayerStartingBonus::RESOURCE: { switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum()) { case EGameResID::WOOD_AND_ORE: return WOOD_ORE; case EGameResID::WOOD: return WOOD; case EGameResID::MERCURY: return MERCURY; case EGameResID::ORE: return ORE; case EGameResID::SULFUR: return SULFUR; case EGameResID::CRYSTAL: return CRYSTAL; case EGameResID::GEMS: return GEM; case EGameResID::GOLD: return GOLD; case EGameResID::MITHRIL: return MITHRIL; } } } } } return 0; } AnimationPath OptionsTab::CPlayerSettingsHelper::getImageName(bool big) { switch(selectionType) { case OptionsTab::TOWN: return AnimationPath::builtin(big ? "ITPt": "ITPA"); case OptionsTab::HERO: return AnimationPath::builtin(big ? "PortraitsLarge": "PortraitsSmall"); case OptionsTab::BONUS: return AnimationPath::builtin("SCNRSTAR"); } return {}; } std::string OptionsTab::CPlayerSettingsHelper::getName() { switch(selectionType) { case TOWN: { if (playerSettings.castle == FactionID::NONE) return CGI->generaltexth->allTexts[523]; if (playerSettings.castle == FactionID::RANDOM) return CGI->generaltexth->allTexts[522]; auto factionIndex = playerSettings.getCastleValidated(); return (*CGI->townh)[factionIndex]->getNameTranslated(); } case HERO: { if (playerSettings.hero == HeroTypeID::NONE) return CGI->generaltexth->allTexts[523]; if (playerSettings.hero == HeroTypeID::RANDOM) return CGI->generaltexth->allTexts[522]; if(!playerSettings.heroNameTextId.empty()) return CGI->generaltexth->translate(playerSettings.heroNameTextId); auto index = playerSettings.getHeroValidated(); return (*CGI->heroh)[index]->getNameTranslated(); } case BONUS: { if (playerSettings.bonus == PlayerStartingBonus::RANDOM) return CGI->generaltexth->allTexts[522]; return CGI->generaltexth->arraytxt[214 + static_cast(playerSettings.bonus)]; } } return ""; } std::string OptionsTab::CPlayerSettingsHelper::getTitle() { switch(selectionType) { case OptionsTab::TOWN: return playerSettings.castle.isValid() ? CGI->generaltexth->allTexts[80] : CGI->generaltexth->allTexts[103]; case OptionsTab::HERO: return playerSettings.hero.isValid() ? CGI->generaltexth->allTexts[77] : CGI->generaltexth->allTexts[101]; case OptionsTab::BONUS: { switch(playerSettings.bonus) { case PlayerStartingBonus::RANDOM: return CGI->generaltexth->allTexts[86]; //{Random Bonus} case PlayerStartingBonus::ARTIFACT: return CGI->generaltexth->allTexts[83]; //{Artifact Bonus} case PlayerStartingBonus::GOLD: return CGI->generaltexth->allTexts[84]; //{Gold Bonus} case PlayerStartingBonus::RESOURCE: return CGI->generaltexth->allTexts[85]; //{Resource Bonus} } } } return ""; } std::string OptionsTab::CPlayerSettingsHelper::getSubtitle() { auto factionIndex = playerSettings.getCastleValidated(); auto heroIndex = playerSettings.getHeroValidated(); switch(selectionType) { case TOWN: return getName(); case HERO: { if(playerSettings.hero.isValid()) return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated(); return getName(); } case BONUS: { switch(playerSettings.bonus) { case PlayerStartingBonus::GOLD: return CGI->generaltexth->allTexts[87]; //500-1000 case PlayerStartingBonus::RESOURCE: { switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum()) { case EGameResID::MERCURY: return CGI->generaltexth->allTexts[694]; case EGameResID::SULFUR: return CGI->generaltexth->allTexts[695]; case EGameResID::CRYSTAL: return CGI->generaltexth->allTexts[692]; case EGameResID::GEMS: return CGI->generaltexth->allTexts[693]; 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 = playerSettings.getCastleValidated(); switch(selectionType) { case TOWN: return CGI->generaltexth->allTexts[104]; case HERO: return CGI->generaltexth->allTexts[102]; case BONUS: { switch(playerSettings.bonus) { case PlayerStartingBonus::RANDOM: return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus case PlayerStartingBonus::ARTIFACT: return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero case PlayerStartingBonus::GOLD: return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool case PlayerStartingBonus::RESOURCE: { switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum()) { case EGameResID::MERCURY: return CGI->generaltexth->allTexts[690]; case EGameResID::SULFUR: return CGI->generaltexth->allTexts[691]; case EGameResID::CRYSTAL: return CGI->generaltexth->allTexts[688]; case EGameResID::GEMS: return CGI->generaltexth->allTexts[689]; 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; switch(selectionType) { case TOWN: genTownWindow(); break; case HERO: genHeroWindow(); break; case BONUS: genBonusWindow(); break; } center(); } void OptionsTab::CPlayerOptionTooltipBox::genHeader() { backgroundTexture = std::make_shared(ImagePath::builtin("DIBOXBCK"), pos); updateShadow(); labelTitle = std::make_shared(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle()); labelSubTitle = std::make_shared(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle()); image = std::make_shared(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45); } void OptionsTab::CPlayerOptionTooltipBox::genTownWindow() { auto factionIndex = playerSettings.getCastleValidated(); if (playerSettings.castle == FactionID::RANDOM) return genBonusWindow(); pos = Rect(0, 0, 228, 290); genHeader(); labelAssociatedCreatures = std::make_shared(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]); std::vector> components; const CTown * town = (*CGI->townh)[factionIndex]->town; for(auto & elem : town->creatures) { if(!elem.empty()) components.push_back(std::make_shared(ComponentType::CREATURE, elem.front(), std::nullopt, CComponent::tiny)); } boxAssociatedCreatures = std::make_shared(components, Rect(10, 140, pos.w - 20, 140)); } void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow() { auto heroIndex = playerSettings.getHeroValidated(); if (playerSettings.hero == HeroTypeID::RANDOM) return genBonusWindow(); pos = Rect(0, 0, 292, 226); genHeader(); labelHeroSpeciality = std::make_shared(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]); imageSpeciality = std::make_shared(AnimationPath::builtin("UN44"), (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134); labelSpecialityName = std::make_shared(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(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); } OptionsTab::SelectionWindow::SelectionWindow(const PlayerColor & color, SelType _type) : CWindowObject(BORDERED), color(color) { addUsedEvents(LCLICK | SHOW_POPUP); type = _type; initialFaction = SEL->getStartInfo()->playerInfos.find(color)->second.castle; initialHero = SEL->getStartInfo()->playerInfos.find(color)->second.hero; initialBonus = SEL->getStartInfo()->playerInfos.find(color)->second.bonus; selectedFaction = initialFaction; selectedHero = initialHero; selectedBonus = initialBonus; allowedFactions = SEL->getPlayerInfo(color).allowedFactions; allowedHeroes = SEL->getMapInfo()->mapHeader->allowedHeroes; for(auto & player : SEL->getStartInfo()->playerInfos) { if(player.first != color && (int)player.second.hero > HeroTypeID::RANDOM) unusableHeroes.insert(player.second.hero); } allowedBonus.push_back(PlayerStartingBonus::RANDOM); if(initialHero != HeroTypeID::NONE|| SEL->getPlayerInfo(color).heroesNames.size() > 0) allowedBonus.push_back(PlayerStartingBonus::ARTIFACT); allowedBonus.push_back(PlayerStartingBonus::GOLD); if(initialFaction.isValid()) allowedBonus.push_back(PlayerStartingBonus::RESOURCE); recreate(); } int OptionsTab::SelectionWindow::calcLines(FactionID faction) { double additionalItems = 1; // random if(!faction.isValid()) return std::ceil(((double)allowedFactions.size() + additionalItems) / elementsPerLine); int count = 0; for(auto & elemh : allowedHeroes) { CHero * type = VLC->heroh->objects[elemh]; if(type->heroClass->faction == faction) count++; } return std::ceil(std::max((double)count + additionalItems, (double)allowedFactions.size() + additionalItems) / (double)elementsPerLine); } void OptionsTab::SelectionWindow::apply() { if(GH.windows().isTopWindow(this)) { GH.input().hapticFeedback(); CCS->soundh->playSound(soundBase::button); close(); setSelection(); } } void OptionsTab::SelectionWindow::setSelection() { if(selectedFaction != initialFaction) CSH->setPlayerOption(LobbyChangePlayerOption::TOWN_ID, selectedFaction, color); if(selectedHero != initialHero) CSH->setPlayerOption(LobbyChangePlayerOption::HERO_ID, selectedHero, color); if(selectedBonus != initialBonus) CSH->setPlayerOption(LobbyChangePlayerOption::BONUS_ID, static_cast(selectedBonus), color); } void OptionsTab::SelectionWindow::reopen() { auto window = std::shared_ptr(new SelectionWindow(color, type)); close(); if(CSH->isMyColor(color) || CSH->isHost()) GH.windows().pushWindow(window); } void OptionsTab::SelectionWindow::recreate() { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; int amountLines = 1; if(type == SelType::BONUS) 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) { const CHero * type = elem.toHeroType(); if(type->heroClass->faction == selectedFaction) { count++; } } elementsPerLine = floor(sqrt(count)); } amountLines = calcLines((type > SelType::TOWN) ? selectedFaction : FactionID::RANDOM); } int x = (elementsPerLine) * (ICON_BIG_WIDTH-1); int y = (amountLines) * (ICON_BIG_HEIGHT-1); pos = Rect(0, 0, x, y); backgroundTexture = std::make_shared(ImagePath::builtin("DiBoxBck"), pos); backgroundTexture->playerColored(PlayerColor(1)); updateShadow(); if(type == SelType::TOWN) genContentFactions(); if(type == SelType::HERO) genContentHeroes(); if(type == SelType::BONUS) genContentBonus(); genContentGrid(amountLines); center(); } void OptionsTab::SelectionWindow::drawOutlinedText(int x, int y, ColorRGBA color, std::string text) { components.push_back(std::make_shared(x-1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56)); components.push_back(std::make_shared(x+1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56)); components.push_back(std::make_shared(x, y-1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56)); components.push_back(std::make_shared(x, y+1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56)); components.push_back(std::make_shared(x, y, FONT_TINY, ETextAlignment::CENTER, color, text, 56)); } void OptionsTab::SelectionWindow::genContentGrid(int lines) { for(int y = 0; y < lines; y++) { for(int x = 0; x < elementsPerLine; x++) { components.push_back(std::make_shared(ImagePath::builtin("lobby/townBorderBig"), x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1))); } } } void OptionsTab::SelectionWindow::genContentFactions() { int i = 1; // random PlayerSettings set = PlayerSettings(); set.castle = FactionID::RANDOM; CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN); components.push_back(std::make_shared(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2))); drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedFaction == FactionID::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName()); if(selectedFaction == FactionID::RANDOM) components.push_back(std::make_shared(ImagePath::builtin("lobby/townBorderSmallActivated"), 6, (ICON_SMALL_HEIGHT/2))); for(auto & elem : allowedFactions) { int x = i % elementsPerLine; int y = i / elementsPerLine; PlayerSettings set = PlayerSettings(); set.castle = elem; CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN); components.push_back(std::make_shared(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1))); components.push_back(std::make_shared(ImagePath::builtin(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()); factions.push_back(elem); i++; } } void OptionsTab::SelectionWindow::genContentHeroes() { int i = 1; // random PlayerSettings set = PlayerSettings(); set.hero = HeroTypeID::RANDOM; CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO); components.push_back(std::make_shared(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2))); drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero == HeroTypeID::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName()); if(selectedHero == HeroTypeID::RANDOM) components.push_back(std::make_shared(ImagePath::builtin("lobby/townBorderSmallActivated"), 6, (ICON_SMALL_HEIGHT/2))); for(auto & elem : allowedHeroes) { CHero * type = VLC->heroh->objects[elem]; if(type->heroClass->faction == selectedFaction) { int x = i % elementsPerLine; int y = i / elementsPerLine; PlayerSettings set = PlayerSettings(); set.hero = elem; CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO); components.push_back(std::make_shared(helper.getImageName(true), helper.getImageIndex(true), 0, 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()); ImagePath image = ImagePath::builtin("lobby/townBorderBig"); if(selectedHero == elem) image = ImagePath::builtin("lobby/townBorderBigActivated"); if(unusableHeroes.count(elem)) image = ImagePath::builtin("lobby/townBorderBigGrayedOut"); components.push_back(std::make_shared(image, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1))); heroes.push_back(elem); i++; } } } void OptionsTab::SelectionWindow::genContentBonus() { PlayerSettings set = SEL->getStartInfo()->playerInfos.find(color)->second; int i = 0; for(auto elem : allowedBonus) { int x = i; int y = 0; set.bonus = elem; CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS); components.push_back(std::make_shared(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()); if(selectedBonus == elem) { components.push_back(std::make_shared(ImagePath::builtin("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()); } i++; } } int OptionsTab::SelectionWindow::getElement(const Point & cursorPosition) { int x = (cursorPosition.x - pos.x) / (ICON_BIG_WIDTH-1); int y = (cursorPosition.y - pos.y) / (ICON_BIG_HEIGHT-1); return x + y * elementsPerLine; } void OptionsTab::SelectionWindow::setElement(int elem, bool doApply) { PlayerSettings set = PlayerSettings(); if(type == SelType::TOWN) { if(elem > 0) { elem--; if(elem >= factions.size()) return; set.castle = factions[elem]; } else { set.castle = FactionID::RANDOM; } if(set.castle != FactionID::NONE) { if(!doApply) { CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN); GH.windows().createAndPushWindow(helper); } else selectedFaction = set.castle; } } if(type == SelType::HERO) { if(elem > 0) { elem--; if(elem >= heroes.size()) return; set.hero = heroes[elem]; } else { set.hero = HeroTypeID::RANDOM; } if(doApply && unusableHeroes.count(heroes[elem])) return; if(set.hero != HeroTypeID::NONE) { if(!doApply) { CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO); if(settings["general"]["enableUiEnhancements"].Bool() && helper.playerSettings.hero.isValid() && helper.playerSettings.heroNameTextId.empty()) GH.windows().createAndPushWindow(helper.playerSettings.hero); else GH.windows().createAndPushWindow(helper); } else selectedHero = set.hero; } } if(type == SelType::BONUS) { if(elem >= 4) return; set.bonus = static_cast(allowedBonus[elem]); if(!doApply) { CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS); GH.windows().createAndPushWindow(helper); } else selectedBonus = set.bonus; } if(doApply) apply(); } bool OptionsTab::SelectionWindow::receiveEvent(const Point & position, int eventType) const { return true; // capture click also outside of window } void OptionsTab::SelectionWindow::clickReleased(const Point & cursorPosition) { if(!pos.isInside(cursorPosition)) { close(); return; } int elem = getElement(cursorPosition); setElement(elem, true); } void OptionsTab::SelectionWindow::showPopupWindow(const Point & cursorPosition) { if(!pos.isInside(cursorPosition)) return; int elem = getElement(cursorPosition); setElement(elem, false); } OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & playerSettings, SelType type) : Scrollable(LCLICK | SHOW_POPUP, position, Orientation::HORIZONTAL) , CPlayerSettingsHelper(playerSettings, type) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; image = std::make_shared(getImageName(), getImageIndex()); subtitle = std::make_shared(24, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName(), 71); 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(playerSettings.castle == FactionID::NONE && CPlayerSettingsHelper::selectionType == TOWN) return; if(playerSettings.hero == HeroTypeID::NONE && !SEL->getPlayerInfo(playerSettings.color).hasCustomMainHero() && CPlayerSettingsHelper::selectionType == HERO) return; if(settings["general"]["enableUiEnhancements"].Bool() && CPlayerSettingsHelper::selectionType == HERO && playerSettings.hero.isValid() && playerSettings.heroNameTextId.empty()) GH.windows().createAndPushWindow(playerSettings.hero); else GH.windows().createAndPushWindow(*this); } void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition) { if(SEL->screenType != ESelectionScreen::newGame) return; PlayerInfo pi = SEL->getPlayerInfo(playerSettings.color); const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(playerSettings.color); if(selectionType == SelType::TOWN && ((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer)) return; if(selectionType == SelType::HERO && ((pi.defaultHero() == HeroTypeID::NONE || !playerSettings.castle.isValid() || foreignPlayer))) return; if(selectionType == SelType::BONUS && foreignPlayer) return; GH.input().hapticFeedback(); GH.windows().createAndPushWindow(playerSettings.color, selectionType); } 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::selectionType) { case TOWN: CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, playerSettings.color); break; case HERO: CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, playerSettings.color); break; case BONUS: CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, playerSettings.color); break; } setScrollingEnabled(false); } OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent) : CIntObject(LCLICK | KEYBOARD | TEXTINPUT) , pi(std::make_unique(SEL->getPlayerInfo(S.color))) , s(std::make_unique(S)) , parentTab(parent) , name(S.name) { OBJ_CONSTRUCTION; defActions |= SHARE_POS; int serial = 0; for(PlayerColor g = PlayerColor(0); g < s->color; ++g) { auto itred = SEL->getPlayerInfo(g); if(itred.canComputerPlay || itred.canHumanPlay) serial++; } pos.x += 54; pos.y += 128 + serial * 50; assert(CSH->mi && CSH->mi->mapHeader); const PlayerInfo & p = SEL->getPlayerInfo(s->color); 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; static const std::array flags = {{ "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF", "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF" }}; static const std::array bgs = {{ "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp", "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp" }}; background = std::make_shared(ImagePath::builtin(bgs[s->color]), 0, 0); if(s->isControlledByAI() || CSH->isGuest()) labelPlayerName = std::make_shared(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, name, 95); else { labelPlayerNameEdit = std::make_shared(Rect(6, 3, 95, 15), EFonts::FONT_SMALL, nullptr, ETextAlignment::CENTER, false); labelPlayerNameEdit->setText(name); } labelWhoCanPlay = std::make_shared(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(Point(107, 5), AnimationPath::builtin("ADOPLFA.DEF"), CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color)); buttonTownRight = std::make_shared(Point(168, 5), AnimationPath::builtin("ADOPRTA.DEF"), CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color)); buttonHeroLeft = std::make_shared(Point(183, 5), AnimationPath::builtin("ADOPLFA.DEF"), CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color)); buttonHeroRight = std::make_shared(Point(244, 5), AnimationPath::builtin("ADOPRTA.DEF"), CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color)); buttonBonusLeft = std::make_shared(Point(259, 5), AnimationPath::builtin("ADOPLFA.DEF"), CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color)); buttonBonusRight = std::make_shared(Point(320, 5), AnimationPath::builtin("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).canHumanPlay) { flag = std::make_shared( Point(-43, 2), AnimationPath::builtin(flags[s->color.getNum()]), CGI->generaltexth->zelp[180], std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s) ); flag->hoverable = true; flag->block(CSH->isGuest()); } else flag = nullptr; town = std::make_shared(Point(119, 2), *s, TOWN); hero = std::make_shared(Point(195, 2), *s, HERO); bonus = std::make_shared(Point(271, 2), *s, BONUS); } bool OptionsTab::PlayerOptionsEntry::captureThisKey(EShortcut key) { return labelPlayerNameEdit && labelPlayerNameEdit->hasFocus() && key == EShortcut::GLOBAL_ACCEPT; } void OptionsTab::PlayerOptionsEntry::keyPressed(EShortcut key) { if(labelPlayerNameEdit && key == EShortcut::GLOBAL_ACCEPT) updateName(); } bool OptionsTab::PlayerOptionsEntry::receiveEvent(const Point & position, int eventType) const { return eventType == AEventsReceiver::LCLICK; // capture all left clicks (not only within control) } void OptionsTab::PlayerOptionsEntry::clickReleased(const Point & cursorPosition) { if(labelPlayerNameEdit && !labelPlayerNameEdit->pos.isInside(cursorPosition)) updateName(); } void OptionsTab::PlayerOptionsEntry::updateName() { if(labelPlayerNameEdit->getText() != name) { CSH->setPlayerName(s->color, labelPlayerNameEdit->getText()); if(CSH->isMyColor(s->color)) { Settings set = settings.write["general"]["playerName"]; set->String() = labelPlayerNameEdit->getText(); } } labelPlayerNameEdit->removeFocus(); name = labelPlayerNameEdit->getText(); } void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const { if(ps.isControlledByAI() || humanPlayers > 1) 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() != HeroTypeID::RANDOM || !s->castle.isValid()) //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(); } }