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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.
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
/*
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* RandomMapTab.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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#include "../../lib/FunctionList.h"
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class CMapGenOptions;
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class CToggleButton;
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class CLabel;
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class CLabelGroup;
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class RandomMapTab : public CIntObject
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{
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public:
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RandomMapTab();
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void updateMapInfoByHost();
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void setMapGenOptions(std::shared_ptr<CMapGenOptions> opts);
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CFunctionList<void(std::shared_ptr<CMapInfo>, std::shared_ptr<CMapGenOptions>)> mapInfoChanged;
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private:
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void addButtonsWithRandToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex, int helpRandIndex) const;
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void addButtonsToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex) const;
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void deactivateButtonsFrom(CToggleGroup * group, int startId);
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void validatePlayersCnt(int playersCnt);
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void validateCompOnlyPlayersCnt(int compOnlyPlayersCnt);
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std::vector<int> getPossibleMapSizes();
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CLabel> labelHeadlineBig;
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std::shared_ptr<CLabel> labelHeadlineSmall;
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std::shared_ptr<CLabel> labelMapSize;
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std::shared_ptr<CToggleGroup> groupMapSize;
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std::shared_ptr<CToggleButton> buttonTwoLevels;
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std::shared_ptr<CLabelGroup> labelGroupForOptions;
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std::shared_ptr<CToggleGroup> groupMaxPlayers;
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std::shared_ptr<CToggleGroup> groupMaxTeams;
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std::shared_ptr<CToggleGroup> groupCompOnlyPlayers;
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std::shared_ptr<CToggleGroup> groupCompOnlyTeams;
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std::shared_ptr<CToggleGroup> groupWaterContent;
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std::shared_ptr<CToggleGroup> groupMonsterStrength;
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std::shared_ptr<CButton> buttonShowRandomMaps;
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std::shared_ptr<CMapGenOptions> mapGenOptions;
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std::shared_ptr<CMapInfo> mapInfo;
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};
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