1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
vcmi/client/lobby/RandomMapTab.h
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
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.
2018-04-04 14:24:26 +07:00

59 lines
1.9 KiB
C++

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