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vcmi/client/lobby/CLobbyScreen.cpp
2023-11-13 19:49:41 +02:00

224 lines
7.0 KiB
C++

/*
* 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 "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<SelectionTab>(screenType);
curTab = tabSel;
auto initLobby = [&]()
{
tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr);
buttonSelect = std::make_shared<CButton>(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<CButton>(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<CButton>(Point(619, 510), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[46], std::bind(&CLobbyScreen::toggleTab, this, tabTurnOptions), EShortcut::NONE);
};
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);
buttonChat->addTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL, Colors::WHITE);
switch(screenType)
{
case ESelectionScreen::newGame:
{
tabOpt = std::make_shared<OptionsTab>();
tabTurnOptions = std::make_shared<TurnOptionsTab>();
tabRand = std::make_shared<RandomMapTab>();
tabRand->mapInfoChanged += std::bind(&IServerAPI::setMapInfo, CSH, _1, _2);
buttonRMG = std::make_shared<CButton>(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<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_BEGIN_GAME);
initLobby();
break;
}
case ESelectionScreen::loadGame:
{
tabOpt = std::make_shared<OptionsTab>();
tabTurnOptions = std::make_shared<TurnOptionsTab>();
buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_LOAD_GAME);
initLobby();
break;
}
case ESelectionScreen::campaignList:
tabSel->callOnSelect = std::bind(&IServerAPI::setMapInfo, CSH, _1, nullptr);
buttonStart = std::make_shared<CButton>(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<CButton>(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<CIntObject> 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);
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(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(CSH->mi)
{
tabOpt->recreate();
tabTurnOptions->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();
}
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();
}