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https://github.com/vcmi/vcmi.git
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2c9b7089ad
Save rmg options
265 lines
8.6 KiB
C++
265 lines
8.6 KiB
C++
/*
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* CLobbyScreen.cpp, 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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#include "StdInc.h"
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#include "CLobbyScreen.h"
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#include "CBonusSelection.h"
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#include "TurnOptionsTab.h"
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#include "ExtraOptionsTab.h"
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#include "OptionsTab.h"
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#include "RandomMapTab.h"
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#include "SelectionTab.h"
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#include "../CServerHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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#include "../widgets/Buttons.h"
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#include "../windows/InfoWindows.h"
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#include "../render/Colors.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/campaign/CampaignHandler.h"
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#include "../../lib/mapping/CMapInfo.h"
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#include "../../lib/networkPacks/PacksForLobby.h"
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#include "../../lib/rmg/CMapGenOptions.h"
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#include "../CGameInfo.h"
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CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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: CSelectionBase(screenType), bonusSel(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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tabSel = std::make_shared<SelectionTab>(screenType);
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curTab = tabSel;
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auto initLobby = [&]()
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{
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tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr);
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buttonSelect = std::make_shared<CButton>(Point(411, 80), AnimationPath::builtin("GSPBUTT.DEF"), CGI->generaltexth->zelp[45], 0, EShortcut::LOBBY_SELECT_SCENARIO);
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buttonSelect->addCallback([&]()
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{
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toggleTab(tabSel);
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CSH->setMapInfo(tabSel->getSelectedMapInfo());
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});
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buttonOptions = std::make_shared<CButton>(Point(411, 510), AnimationPath::builtin("GSPBUTT.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabOpt), EShortcut::LOBBY_ADDITIONAL_OPTIONS);
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if(settings["general"]["enableUiEnhancements"].Bool())
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{
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buttonTurnOptions = std::make_shared<CButton>(Point(619, 105), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabTurnOptions), EShortcut::NONE);
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buttonExtraOptions = std::make_shared<CButton>(Point(619, 510), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabExtraOptions), EShortcut::NONE);
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}
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};
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buttonChat = std::make_shared<CButton>(Point(619, 80), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[48], std::bind(&CLobbyScreen::toggleChat, this), EShortcut::LOBBY_HIDE_CHAT);
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buttonChat->setTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL, Colors::WHITE);
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switch(screenType)
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{
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case ESelectionScreen::newGame:
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{
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tabOpt = std::make_shared<OptionsTab>();
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tabTurnOptions = std::make_shared<TurnOptionsTab>();
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tabExtraOptions = std::make_shared<ExtraOptionsTab>();
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tabRand = std::make_shared<RandomMapTab>();
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tabRand->mapInfoChanged += std::bind(&IServerAPI::setMapInfo, CSH, _1, _2);
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buttonRMG = std::make_shared<CButton>(Point(411, 105), AnimationPath::builtin("GSPBUTT.DEF"), CGI->generaltexth->zelp[47], 0, EShortcut::LOBBY_RANDOM_MAP);
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buttonRMG->addCallback([&]()
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{
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toggleTab(tabRand);
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tabRand->updateMapInfoByHost(); // TODO: This is only needed to force-update mapInfo in CSH when tab is opened
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});
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card->iconDifficulty->addCallback(std::bind(&IServerAPI::setDifficulty, CSH, _1));
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_BEGIN_GAME);
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initLobby();
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break;
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}
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case ESelectionScreen::loadGame:
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{
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tabOpt = std::make_shared<OptionsTab>();
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tabTurnOptions = std::make_shared<TurnOptionsTab>();
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tabExtraOptions = std::make_shared<ExtraOptionsTab>();
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_LOAD_GAME);
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initLobby();
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break;
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}
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case ESelectionScreen::campaignList:
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tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr);
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CButton::tooltip(), std::bind(&CLobbyScreen::startCampaign, this), EShortcut::LOBBY_BEGIN_GAME);
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break;
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}
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buttonStart->block(true); // to be unblocked after map list is ready
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buttonBack = std::make_shared<CButton>(Point(581, 535), AnimationPath::builtin("SCNRBACK.DEF"), CGI->generaltexth->zelp[105], [&]()
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{
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CSH->sendClientDisconnecting();
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close();
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}, EShortcut::GLOBAL_CANCEL);
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}
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CLobbyScreen::~CLobbyScreen()
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{
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// TODO: For now we always destroy whole lobby when leaving bonus selection screen
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if(CSH->getState() == EClientState::LOBBY_CAMPAIGN)
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CSH->sendClientDisconnecting();
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}
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void CLobbyScreen::toggleTab(std::shared_ptr<CIntObject> tab)
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{
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if(tab == curTab)
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CSH->sendGuiAction(LobbyGuiAction::NO_TAB);
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else if(tab == tabOpt)
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CSH->sendGuiAction(LobbyGuiAction::OPEN_OPTIONS);
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else if(tab == tabSel)
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CSH->sendGuiAction(LobbyGuiAction::OPEN_SCENARIO_LIST);
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else if(tab == tabRand)
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CSH->sendGuiAction(LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS);
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else if(tab == tabTurnOptions)
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CSH->sendGuiAction(LobbyGuiAction::OPEN_TURN_OPTIONS);
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else if(tab == tabExtraOptions)
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CSH->sendGuiAction(LobbyGuiAction::OPEN_EXTRA_OPTIONS);
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CSelectionBase::toggleTab(tab);
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}
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void CLobbyScreen::startCampaign()
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{
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if(!CSH->mi)
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return;
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try {
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auto ourCampaign = CampaignHandler::getCampaign(CSH->mi->fileURI);
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CSH->setCampaignState(ourCampaign);
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}
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catch (const std::runtime_error &e)
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{
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// handle possible exception on map loading. For example campaign that contains map in unsupported format
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// for example, wog campaigns or hota campaigns without hota map support mod
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MetaString message;
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message.appendTextID("vcmi.client.errors.invalidMap");
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message.replaceRawString(e.what());
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CInfoWindow::showInfoDialog(message.toString(), {});
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}
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}
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void CLobbyScreen::startScenario(bool allowOnlyAI)
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{
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if (tabRand && CSH->si->mapGenOptions)
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{
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// Save RMG settings at game start
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tabRand->saveOptions(*CSH->si->mapGenOptions);
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}
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// Save chosen difficulty
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Settings lastDifficulty = settings.write["general"]["lastDifficulty"];
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lastDifficulty->Integer() = getCurrentDifficulty();
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if (CSH->validateGameStart(allowOnlyAI))
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{
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CSH->sendStartGame(allowOnlyAI);
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buttonStart->block(true);
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}
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}
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void CLobbyScreen::toggleMode(bool host)
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{
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tabSel->toggleMode();
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buttonStart->block(!host);
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if(screenType == ESelectionScreen::campaignList)
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return;
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auto buttonColor = host ? Colors::WHITE : Colors::ORANGE;
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buttonSelect->setTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL, buttonColor);
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buttonOptions->setTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL, buttonColor);
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if (buttonTurnOptions)
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buttonTurnOptions->setTextOverlay(CGI->generaltexth->translate("vcmi.optionsTab.turnOptions.hover"), FONT_SMALL, buttonColor);
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if (buttonExtraOptions)
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buttonExtraOptions->setTextOverlay(CGI->generaltexth->translate("vcmi.optionsTab.extraOptions.hover"), FONT_SMALL, buttonColor);
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if(buttonRMG)
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{
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buttonRMG->setTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL, buttonColor);
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buttonRMG->block(!host);
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}
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buttonSelect->block(!host);
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buttonOptions->block(!host);
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if (buttonTurnOptions)
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buttonTurnOptions->block(!host);
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if (buttonExtraOptions)
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buttonExtraOptions->block(!host);
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if(CSH->mi)
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{
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tabOpt->recreate();
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tabTurnOptions->recreate();
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tabExtraOptions->recreate();
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}
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}
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void CLobbyScreen::toggleChat()
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{
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card->toggleChat();
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if(card->showChat)
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buttonChat->setTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
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else
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buttonChat->setTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL, Colors::WHITE);
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}
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void CLobbyScreen::updateAfterStateChange()
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{
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if(CSH->mi)
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{
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if (tabOpt)
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tabOpt->recreate();
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if (tabTurnOptions)
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tabTurnOptions->recreate();
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if (tabExtraOptions)
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tabExtraOptions->recreate();
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}
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buttonStart->block(CSH->mi == nullptr || CSH->isGuest());
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card->changeSelection();
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if (card->iconDifficulty)
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{
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if (screenType == ESelectionScreen::loadGame)
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{
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// 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
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card->iconDifficulty->setSelectedOnly(CSH->si->difficulty);
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}
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else
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{
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card->iconDifficulty->setSelected(CSH->si->difficulty);
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}
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}
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if(curTab && curTab == tabRand && CSH->si->mapGenOptions)
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tabRand->setMapGenOptions(CSH->si->mapGenOptions);
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}
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const StartInfo * CLobbyScreen::getStartInfo()
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{
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return CSH->si.get();
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}
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const CMapInfo * CLobbyScreen::getMapInfo()
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{
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return CSH->mi.get();
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}
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