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vcmi/client/windows/SettingsMainContainer.cpp
2023-02-12 15:49:17 +01:00

144 lines
4.1 KiB
C++

/*
* 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 <SDL_events.h>
#include "StdInc.h"
#include "SettingsMainContainer.h"
#include "SystemOptionsWindow.h"
#include "VcmiSettingsWindow.h"
#include "BattleOptionsWindow.h"
#include "../../lib/filesystem/ResourceID.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../gui/CGuiHandler.h"
#include "../lobby/CSavingScreen.h"
#include "../widgets/Images.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CServerHandler.h"
SettingsMainContainer::SettingsMainContainer(BattleInterface * parentBattleUi) : InterfaceObjectConfigurable()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
const JsonNode config(ResourceID("config/widgets/settingsMainContainer.json"));
addCallback("activateMainTab", [this](int) { openTab(0); });
addCallback("activateBattleSettingsTab", [this](int) { openTab(1); });
addCallback("activateVcmiSettingsTab", [this](int) { openTab(2); });
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<CPicture> background = widget<CPicture>("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);
if(CSH->isGuest())
{
loadButton->block(true);
saveButton->block(true);
restartButton->block(true);
}
int defaultTabIndex = 0;
if(settings["general"]["lastSettingsTab"].isNumber())
defaultTabIndex = settings["general"]["lastSettingsTab"].Integer();
parentBattleInterface = parentBattleUi;
tabContentArea = std::make_shared<CTabbedInt>(std::bind(&SettingsMainContainer::createTab, this, _1), Point(0, 50), defaultTabIndex);
}
std::shared_ptr<CIntObject> SettingsMainContainer::createTab(size_t index)
{
switch(index)
{
case 0:
return std::make_shared<SystemOptionsWindow>();
case 1:
return std::make_shared<BattleOptionsWindow>(parentBattleInterface);
case 2:
return std::make_shared<VcmiSettingsWindow>();
default:
logGlobal->error("Wrong settings tab ID!");
return std::make_shared<SystemOptionsWindow>();
}
}
void SettingsMainContainer::openTab(size_t index)
{
tabContentArea->setActive(index);
CIntObject::redraw();
Settings lastUsedTab = settings.write["general"]["lastSettingsTab"];
lastUsedTab->Integer() = index;
}
void SettingsMainContainer::close()
{
if(GH.topInt().get() != this)
logGlobal->error("Only top interface must be closed");
GH.popInts(1);
}
void SettingsMainContainer::quitGameButtonCallback()
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], [this](){ closeAndPushEvent(EUserEvent::FORCE_QUIT); }, 0);
}
void SettingsMainContainer::backButtonCallback()
{
close();
}
void SettingsMainContainer::mainMenuButtonCallback()
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], [this](){ closeAndPushEvent(EUserEvent::RETURN_TO_MAIN_MENU); }, 0);
}
void SettingsMainContainer::loadGameButtonCallback()
{
close();
LOCPLINT->proposeLoadingGame();
}
void SettingsMainContainer::saveGameButtonCallback()
{
close();
GH.pushIntT<CSavingScreen>();
}
void SettingsMainContainer::restartGameButtonCallback()
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [this](){ closeAndPushEvent(EUserEvent::RESTART_GAME); }, 0);
}
void SettingsMainContainer::closeAndPushEvent(EUserEvent code)
{
close();
GH.pushUserEvent(code);
}