mirror of
https://github.com/vcmi/vcmi.git
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159 lines
4.7 KiB
C++
159 lines
4.7 KiB
C++
/*
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* SettingsMainContainer.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 "SettingsMainWindow.h"
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#include "AdventureOptionsTab.h"
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#include "BattleOptionsTab.h"
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#include "GeneralOptionsTab.h"
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#include "OtherOptionsTab.h"
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#include "CGameInfo.h"
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#include "CGeneralTextHandler.h"
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#include "CPlayerInterface.h"
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#include "CServerHandler.h"
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#include "filesystem/ResourceID.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "lobby/CSavingScreen.h"
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#include "widgets/Buttons.h"
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#include "widgets/Images.h"
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#include "widgets/ObjectLists.h"
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#include "windows/CMessage.h"
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SettingsMainWindow::SettingsMainWindow(BattleInterface * parentBattleUi) : InterfaceObjectConfigurable()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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const JsonNode config(ResourceID("config/widgets/settings/settingsMainContainer.json"));
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addCallback("activateSettingsTab", [this](int tabId) { openTab(tabId); });
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addCallback("loadGame", [this](int) { loadGameButtonCallback(); });
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addCallback("saveGame", [this](int) { saveGameButtonCallback(); });
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addCallback("restartGame", [this](int) { restartGameButtonCallback(); });
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addCallback("quitGame", [this](int) { quitGameButtonCallback(); });
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addCallback("returnToMainMenu", [this](int) { mainMenuButtonCallback(); });
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addCallback("closeWindow", [this](int) { backButtonCallback(); });
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build(config);
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std::shared_ptr<CIntObject> background = widget<CIntObject>("background");
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pos.w = background->pos.w;
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pos.h = background->pos.h;
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pos = center();
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std::shared_ptr<CButton> loadButton = widget<CButton>("loadButton");
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assert(loadButton);
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std::shared_ptr<CButton> saveButton = widget<CButton>("saveButton");
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assert(saveButton);
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std::shared_ptr<CButton> restartButton = widget<CButton>("restartButton");
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assert(restartButton);
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loadButton->block(CSH->isGuest());
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saveButton->block(CSH->isGuest() || parentBattleUi);
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restartButton->block(CSH->isGuest() || parentBattleUi);
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int defaultTabIndex = 0;
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if(parentBattleUi != nullptr)
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defaultTabIndex = 2;
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else if(settings["general"]["lastSettingsTab"].isNumber())
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defaultTabIndex = settings["general"]["lastSettingsTab"].Integer();
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parentBattleInterface = parentBattleUi;
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tabContentArea = std::make_shared<CTabbedInt>(std::bind(&SettingsMainWindow::createTab, this, _1), Point(0, 0), defaultTabIndex);
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tabContentArea->type |= REDRAW_PARENT;
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std::shared_ptr<CToggleGroup> mainTabs = widget<CToggleGroup>("settingsTabs");
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mainTabs->setSelected(defaultTabIndex);
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}
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std::shared_ptr<CIntObject> SettingsMainWindow::createTab(size_t index)
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{
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switch(index)
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{
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case 0:
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return std::make_shared<GeneralOptionsTab>();
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case 1:
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return std::make_shared<AdventureOptionsTab>();
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case 2:
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return std::make_shared<BattleOptionsTab>(parentBattleInterface);
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case 3:
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return std::make_shared<OtherOptionsTab>();
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default:
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logGlobal->error("Wrong settings tab ID!");
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return std::make_shared<GeneralOptionsTab>();
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}
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}
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void SettingsMainWindow::openTab(size_t index)
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{
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tabContentArea->setActive(index);
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CIntObject::redraw();
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Settings lastUsedTab = settings.write["general"]["lastSettingsTab"];
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lastUsedTab->Integer() = index;
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}
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void SettingsMainWindow::close()
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{
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if(!GH.windows().isTopWindow(this))
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logGlobal->error("Only top interface must be closed");
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GH.windows().popWindows(1);
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}
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void SettingsMainWindow::quitGameButtonCallback()
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{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], [this](){ closeAndPushEvent(EUserEvent::FORCE_QUIT); }, 0);
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}
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void SettingsMainWindow::backButtonCallback()
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{
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close();
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}
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void SettingsMainWindow::mainMenuButtonCallback()
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{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], [this](){ closeAndPushEvent(EUserEvent::RETURN_TO_MAIN_MENU); }, 0);
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}
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void SettingsMainWindow::loadGameButtonCallback()
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{
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close();
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LOCPLINT->proposeLoadingGame();
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}
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void SettingsMainWindow::saveGameButtonCallback()
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{
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close();
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GH.windows().createAndPushWindow<CSavingScreen>();
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}
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void SettingsMainWindow::restartGameButtonCallback()
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{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [this](){ closeAndPushEvent(EUserEvent::RESTART_GAME); }, 0);
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}
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void SettingsMainWindow::closeAndPushEvent(EUserEvent code)
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{
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close();
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GH.pushUserEvent(code);
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}
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void SettingsMainWindow::showAll(SDL_Surface *to)
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{
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auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
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if(settings["session"]["spectate"].Bool())
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color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
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CIntObject::showAll(to);
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CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
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}
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