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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
/*
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* SelectionTab.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CSelectionBase.h"
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class CSlider;
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class CLabel;
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enum ESortBy
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{
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_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps, _fileName
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}; //_numOfMaps is for campaigns
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/// Class which handles map sorting by different criteria
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class mapSorter
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{
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public:
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ESortBy sortBy;
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bool operator()(const std::shared_ptr<CMapInfo> aaa, const std::shared_ptr<CMapInfo> bbb);
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mapSorter(ESortBy es) : sortBy(es){};
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};
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class SelectionTab : public CIntObject
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{
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struct ListItem : public CIntObject
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{
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std::shared_ptr<CLabel> labelAmountOfPlayers;
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std::shared_ptr<CLabel> labelNumberOfCampaignMaps;
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std::shared_ptr<CLabel> labelMapSizeLetter;
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std::shared_ptr<CAnimImage> iconFormat;
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std::shared_ptr<CAnimImage> iconVictoryCondition;
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std::shared_ptr<CAnimImage> iconLossCondition;
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std::shared_ptr<CLabel> labelName;
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ListItem(Point position, std::shared_ptr<CAnimation> iconsFormats, std::shared_ptr<CAnimation> iconsVictory, std::shared_ptr<CAnimation> iconsLoss);
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void updateItem(std::shared_ptr<CMapInfo> info = {}, bool selected = false);
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};
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std::vector<std::shared_ptr<ListItem>> listItems;
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std::shared_ptr<CAnimation> iconsMapFormats;
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// FIXME: CSelectionBase use them too!
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std::shared_ptr<CAnimation> iconsVictoryCondition;
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std::shared_ptr<CAnimation> iconsLossCondition;
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public:
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std::vector<std::shared_ptr<CMapInfo>> allItems;
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std::vector<std::shared_ptr<CMapInfo>> curItems;
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size_t selectionPos;
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std::function<void(std::shared_ptr<CMapInfo>)> callOnSelect;
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ESortBy sortingBy;
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ESortBy generalSortingBy;
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bool sortModeAscending;
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std::shared_ptr<CTextInput> inputName;
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SelectionTab(ESelectionScreen Type);
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void toggleMode();
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void clickLeft(tribool down, bool previousState) override;
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void onDoubleClick() override;
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void filter(int size, bool selectFirst = false); //0 - all
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void sortBy(int criteria);
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void sort();
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void select(int position); //position: <0 - positions> position on the screen
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void selectAbs(int position); //position: absolute position in curItems vector
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void sliderMove(int slidPos);
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void updateListItems();
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int getLine();
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void selectFileName(std::string fname);
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std::shared_ptr<CMapInfo> getSelectedMapInfo() const;
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void rememberCurrentSelection();
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void restoreLastSelection();
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private:
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CSlider> slider;
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std::vector<std::shared_ptr<CButton>> buttonsSortBy;
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std::shared_ptr<CLabel> labelTabTitle;
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std::shared_ptr<CLabel> labelMapSizes;
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ESelectionScreen tabType;
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void parseMaps(const std::unordered_set<ResourceID> & files);
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void parseSaves(const std::unordered_set<ResourceID> & files);
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void parseCampaigns(const std::unordered_set<ResourceID> & files);
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std::unordered_set<ResourceID> getFiles(std::string dirURI, int resType);
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};
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