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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/client/lobby/OptionsTab.cpp
Ivan Savenko 037efdf5fc Improvements to type safety of Identifier class
- Constructor of Identifier from integer is now explicit
- Lobby hero/town selection now uses Identifiers instead of int's
- Removed serialization workaround for hero portraits
- Added dummy objects for custom heroes portraits for ID resolver to use
- HeroInstance now stores portrait ID only in case of custom portrait
- Fixed loading of campaign heroes portraits on RoE maps
2023-10-04 18:05:23 +03:00

1165 lines
36 KiB
C++

/*
* OptionsTab.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 "OptionsTab.h"
#include "CSelectionBase.h"
#include "../CGameInfo.h"
#include "../CServerHandler.h"
#include "../CMusicHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../render/Graphics.h"
#include "../render/IFont.h"
#include "../widgets/CComponent.h"
#include "../widgets/ComboBox.h"
#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/ObjectLists.h"
#include "../widgets/Slider.h"
#include "../widgets/TextControls.h"
#include "../windows/GUIClasses.h"
#include "../windows/InfoWindows.h"
#include "../windows/CHeroOverview.h"
#include "../eventsSDL/InputHandler.h"
#include "../../lib/filesystem/Filesystem.h"
#include "../../lib/NetPacksLobby.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapping/CMapInfo.h"
#include "../../lib/mapping/CMapHeader.h"
OptionsTab::OptionsTab() : humanPlayers(0)
{
recActions = 0;
addCallback("setTimerPreset", [&](int index){
if(!variables["timerPresets"].isNull())
{
auto tpreset = variables["timerPresets"].Vector().at(index).Vector();
TurnTimerInfo tinfo;
tinfo.baseTimer = tpreset.at(0).Integer() * 1000;
tinfo.turnTimer = tpreset.at(1).Integer() * 1000;
tinfo.battleTimer = tpreset.at(2).Integer() * 1000;
tinfo.creatureTimer = tpreset.at(3).Integer() * 1000;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("setSimturnDuration", [&](int index){
SimturnsInfo info;
info.optionalTurns = index;
CSH->setSimturnsInfo(info);
});
//helper function to parse string containing time to integer reflecting time in seconds
//assumed that input string can be modified by user, function shall support user's intention
// normal: 2:00, 12:30
// adding symbol: 2:005 -> 2:05, 2:305 -> 23:05,
// adding symbol (>60 seconds): 12:095 -> 129:05
// removing symbol: 129:0 -> 12:09, 2:0 -> 0:20, 0:2 -> 0:02
auto parseTimerString = [](const std::string & str) -> int
{
auto sc = str.find(":");
if(sc == std::string::npos)
return str.empty() ? 0 : std::stoi(str);
auto l = str.substr(0, sc);
auto r = str.substr(sc + 1, std::string::npos);
if(r.length() == 3) //symbol added
{
l.push_back(r.front());
r.erase(r.begin());
}
else if(r.length() == 1) //symbol removed
{
r.insert(r.begin(), l.back());
l.pop_back();
}
else if(r.empty())
r = "0";
int sec = std::stoi(r);
if(sec >= 60)
{
if(l.empty()) //9:00 -> 0:09
return sec / 10;
l.push_back(r.front()); //0:090 -> 9:00
r.erase(r.begin());
}
else if(l.empty())
return sec;
return std::stoi(l) * 60 + std::stoi(r);
};
addCallback("parseAndSetTimer_base", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
TurnTimerInfo tinfo = SEL->getStartInfo()->turnTimerInfo;
tinfo.baseTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("parseAndSetTimer_turn", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
TurnTimerInfo tinfo = SEL->getStartInfo()->turnTimerInfo;
tinfo.turnTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("parseAndSetTimer_battle", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
TurnTimerInfo tinfo = SEL->getStartInfo()->turnTimerInfo;
tinfo.battleTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
addCallback("parseAndSetTimer_creature", [parseTimerString](const std::string & str){
int time = parseTimerString(str) * 1000;
if(time >= 0)
{
TurnTimerInfo tinfo = SEL->getStartInfo()->turnTimerInfo;
tinfo.creatureTimer = time;
CSH->setTurnTimerInfo(tinfo);
}
});
const JsonNode config(JsonPath::builtin("config/widgets/optionsTab.json"));
build(config);
//set timers combo box callbacks
if(auto w = widget<ComboBox>("timerModeSwitch"))
{
w->onConstructItems = [&](std::vector<const void *> & curItems){
if(variables["timers"].isNull())
return;
for(auto & p : variables["timers"].Vector())
{
curItems.push_back(&p);
}
};
w->onSetItem = [&](const void * item){
if(item)
{
if(auto * tObj = reinterpret_cast<const JsonNode *>(item))
{
for(auto wname : (*tObj)["hideWidgets"].Vector())
{
if(auto w = widget<CIntObject>(wname.String()))
w->setEnabled(false);
}
for(auto wname : (*tObj)["showWidgets"].Vector())
{
if(auto w = widget<CIntObject>(wname.String()))
w->setEnabled(true);
}
if((*tObj)["default"].isVector())
{
TurnTimerInfo tinfo;
tinfo.baseTimer = (*tObj)["default"].Vector().at(0).Integer() * 1000;
tinfo.turnTimer = (*tObj)["default"].Vector().at(1).Integer() * 1000;
tinfo.battleTimer = (*tObj)["default"].Vector().at(2).Integer() * 1000;
tinfo.creatureTimer = (*tObj)["default"].Vector().at(3).Integer() * 1000;
CSH->setTurnTimerInfo(tinfo);
}
}
redraw();
}
};
w->getItemText = [this](int idx, const void * item){
if(item)
{
if(auto * tObj = reinterpret_cast<const JsonNode *>(item))
return readText((*tObj)["text"]);
}
return std::string("");
};
w->setItem(0);
}
}
void OptionsTab::recreate()
{
entries.clear();
humanPlayers = 0;
for (auto selectionWindow : GH.windows().findWindows<SelectionWindow>())
{
selectionWindow->reopen();
}
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
for(auto & pInfo : SEL->getStartInfo()->playerInfos)
{
if(pInfo.second.isControlledByHuman())
humanPlayers++;
entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
}
//Simultaneous turns
if(auto turnSlider = widget<CSlider>("labelSimturnsDurationValue"))
turnSlider->scrollTo(SEL->getStartInfo()->simturnsInfo.optionalTurns);
if(auto w = widget<CLabel>("labelSimturnsDurationValue"))
{
MetaString message;
message.appendRawString("Simturns: up to %d days");
message.replaceNumber(SEL->getStartInfo()->simturnsInfo.optionalTurns);
w->setText(message.toString());
}
const auto & turnTimerRemote = SEL->getStartInfo()->turnTimerInfo;
//classic timer
if(auto turnSlider = widget<CSlider>("sliderTurnDuration"))
{
if(!variables["timerPresets"].isNull() && !turnTimerRemote.battleTimer && !turnTimerRemote.creatureTimer && !turnTimerRemote.baseTimer)
{
for(int idx = 0; idx < variables["timerPresets"].Vector().size(); ++idx)
{
auto & tpreset = variables["timerPresets"].Vector()[idx];
if(tpreset.Vector().at(1).Integer() == turnTimerRemote.turnTimer / 1000)
{
turnSlider->scrollTo(idx);
if(auto w = widget<CLabel>("labelTurnDurationValue"))
w->setText(CGI->generaltexth->turnDurations[idx]);
}
}
}
}
//chess timer
auto timeToString = [](int time) -> std::string
{
std::stringstream ss;
ss << time / 1000 / 60 << ":" << std::setw(2) << std::setfill('0') << time / 1000 % 60;
return ss.str();
};
if(auto ww = widget<CTextInput>("chessFieldBase"))
ww->setText(timeToString(turnTimerRemote.baseTimer), false);
if(auto ww = widget<CTextInput>("chessFieldTurn"))
ww->setText(timeToString(turnTimerRemote.turnTimer), false);
if(auto ww = widget<CTextInput>("chessFieldBattle"))
ww->setText(timeToString(turnTimerRemote.battleTimer), false);
if(auto ww = widget<CTextInput>("chessFieldCreature"))
ww->setText(timeToString(turnTimerRemote.creatureTimer), false);
if(auto w = widget<ComboBox>("timerModeSwitch"))
{
if(turnTimerRemote.battleTimer || turnTimerRemote.creatureTimer || turnTimerRemote.baseTimer)
{
if(auto turnSlider = widget<CSlider>("sliderTurnDuration"))
if(turnSlider->isActive())
w->setItem(1);
}
}
}
size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(bool big)
{
enum EBonusSelection //frames of bonuses file
{
WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
MERCURY = 3, SULFUR = 5, GOLD = 8,
ARTIFACT = 9, RANDOM = 10,
WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
HERO_RANDOM = 156, HERO_NONE = 157 // Special frames in PortraitsSmall
};
auto factionIndex = playerSettings.getCastleValidated();
switch(selectionType)
{
case TOWN:
{
if (playerSettings.castle == FactionID::NONE)
return TOWN_NONE;
if (playerSettings.castle == FactionID::RANDOM)
return TOWN_RANDOM;
return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + (big ? 0 : 2);
}
case HERO:
{
if (playerSettings.hero == HeroTypeID::NONE)
return HERO_NONE;
if (playerSettings.hero == HeroTypeID::RANDOM)
return HERO_RANDOM;
if(playerSettings.heroPortrait != HeroTypeID::NONE)
return playerSettings.heroPortrait;
auto index = playerSettings.getHeroValidated();
return (*CGI->heroh)[index]->imageIndex;
}
case BONUS:
{
switch(playerSettings.bonus)
{
case PlayerStartingBonus::RANDOM:
return RANDOM;
case PlayerStartingBonus::ARTIFACT:
return ARTIFACT;
case PlayerStartingBonus::GOLD:
return GOLD;
case PlayerStartingBonus::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case EGameResID::WOOD_AND_ORE:
return WOOD_ORE;
case EGameResID::WOOD:
return WOOD;
case EGameResID::MERCURY:
return MERCURY;
case EGameResID::ORE:
return ORE;
case EGameResID::SULFUR:
return SULFUR;
case EGameResID::CRYSTAL:
return CRYSTAL;
case EGameResID::GEMS:
return GEM;
case EGameResID::GOLD:
return GOLD;
case EGameResID::MITHRIL:
return MITHRIL;
}
}
}
}
}
return 0;
}
AnimationPath OptionsTab::CPlayerSettingsHelper::getImageName(bool big)
{
switch(selectionType)
{
case OptionsTab::TOWN:
return AnimationPath::builtin(big ? "ITPt": "ITPA");
case OptionsTab::HERO:
return AnimationPath::builtin(big ? "PortraitsLarge": "PortraitsSmall");
case OptionsTab::BONUS:
return AnimationPath::builtin("SCNRSTAR");
}
return {};
}
std::string OptionsTab::CPlayerSettingsHelper::getName()
{
switch(selectionType)
{
case TOWN:
{
if (playerSettings.castle == FactionID::NONE)
return CGI->generaltexth->allTexts[523];
if (playerSettings.castle == FactionID::RANDOM)
return CGI->generaltexth->allTexts[522];
auto factionIndex = playerSettings.getCastleValidated();
return (*CGI->townh)[factionIndex]->getNameTranslated();
}
case HERO:
{
if (playerSettings.hero == HeroTypeID::NONE)
return CGI->generaltexth->allTexts[523];
if (playerSettings.hero == HeroTypeID::RANDOM)
return CGI->generaltexth->allTexts[522];
if(!playerSettings.heroNameTextId.empty())
return playerSettings.heroNameTextId;
auto index = playerSettings.getHeroValidated();
return (*CGI->heroh)[index]->getNameTranslated();
}
case BONUS:
{
if (playerSettings.bonus == PlayerStartingBonus::RANDOM)
return CGI->generaltexth->allTexts[522];
return CGI->generaltexth->arraytxt[214 + static_cast<int>(playerSettings.bonus)];
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getTitle()
{
switch(selectionType)
{
case OptionsTab::TOWN:
return playerSettings.castle.isValid() ? CGI->generaltexth->allTexts[80] : CGI->generaltexth->allTexts[103];
case OptionsTab::HERO:
return playerSettings.hero.isValid() ? CGI->generaltexth->allTexts[77] : CGI->generaltexth->allTexts[101];
case OptionsTab::BONUS:
{
switch(playerSettings.bonus)
{
case PlayerStartingBonus::RANDOM:
return CGI->generaltexth->allTexts[86]; //{Random Bonus}
case PlayerStartingBonus::ARTIFACT:
return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
case PlayerStartingBonus::GOLD:
return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
case PlayerStartingBonus::RESOURCE:
return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
{
auto factionIndex = playerSettings.getCastleValidated();
auto heroIndex = playerSettings.getHeroValidated();
switch(selectionType)
{
case TOWN:
return getName();
case HERO:
{
if(playerSettings.hero.isValid())
return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
return getName();
}
case BONUS:
{
switch(playerSettings.bonus)
{
case PlayerStartingBonus::GOLD:
return CGI->generaltexth->allTexts[87]; //500-1000
case PlayerStartingBonus::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[694];
case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[695];
case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[692];
case EGameResID::GEMS:
return CGI->generaltexth->allTexts[693];
case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getDescription()
{
auto factionIndex = playerSettings.getCastleValidated();
switch(selectionType)
{
case TOWN:
return CGI->generaltexth->allTexts[104];
case HERO:
return CGI->generaltexth->allTexts[102];
case BONUS:
{
switch(playerSettings.bonus)
{
case PlayerStartingBonus::RANDOM:
return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
case PlayerStartingBonus::ARTIFACT:
return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
case PlayerStartingBonus::GOLD:
return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
case PlayerStartingBonus::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
{
case EGameResID::MERCURY:
return CGI->generaltexth->allTexts[690];
case EGameResID::SULFUR:
return CGI->generaltexth->allTexts[691];
case EGameResID::CRYSTAL:
return CGI->generaltexth->allTexts[688];
case EGameResID::GEMS:
return CGI->generaltexth->allTexts[689];
case EGameResID::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
: CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
switch(selectionType)
{
case TOWN:
genTownWindow();
break;
case HERO:
genHeroWindow();
break;
case BONUS:
genBonusWindow();
break;
}
center();
}
void OptionsTab::CPlayerOptionTooltipBox::genHeader()
{
backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), pos);
updateShadow();
labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());
labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());
image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
}
void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
{
pos = Rect(0, 0, 228, 290);
genHeader();
labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
auto factionIndex = playerSettings.getCastleValidated();
std::vector<std::shared_ptr<CComponent>> components;
const CTown * town = (*CGI->townh)[factionIndex]->town;
for(auto & elem : town->creatures)
{
if(!elem.empty())
components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
}
boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
}
void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
{
pos = Rect(0, 0, 292, 226);
genHeader();
labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
auto heroIndex = playerSettings.getHeroValidated();
imageSpeciality = std::make_shared<CAnimImage>(AnimationPath::builtin("UN44"), (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
}
void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
{
pos = Rect(0, 0, 228, 162);
genHeader();
textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
}
OptionsTab::SelectionWindow::SelectionWindow(PlayerColor _color, SelType _type)
: CWindowObject(BORDERED)
{
addUsedEvents(LCLICK | SHOW_POPUP);
color = _color;
type = _type;
initialFaction = SEL->getStartInfo()->playerInfos.find(color)->second.castle;
initialHero = SEL->getStartInfo()->playerInfos.find(color)->second.hero;
initialBonus = SEL->getStartInfo()->playerInfos.find(color)->second.bonus;
selectedFaction = initialFaction;
selectedHero = initialHero;
selectedBonus = initialBonus;
allowedFactions = SEL->getPlayerInfo(color).allowedFactions;
std::vector<bool> allowedHeroesFlag = SEL->getMapInfo()->mapHeader->allowedHeroes;
for(int i = 0; i < allowedHeroesFlag.size(); i++)
if(allowedHeroesFlag[i])
allowedHeroes.insert(HeroTypeID(i));
for(auto & player : SEL->getStartInfo()->playerInfos)
{
if(player.first != color && (int)player.second.hero > HeroTypeID::RANDOM)
unusableHeroes.insert(player.second.hero);
}
allowedBonus.push_back(PlayerStartingBonus::RANDOM);
if(initialHero != HeroTypeID::NONE|| SEL->getPlayerInfo(color).heroesNames.size() > 0)
allowedBonus.push_back(PlayerStartingBonus::ARTIFACT);
allowedBonus.push_back(PlayerStartingBonus::GOLD);
if(initialFaction.isValid())
allowedBonus.push_back(PlayerStartingBonus::RESOURCE);
recreate();
}
int OptionsTab::SelectionWindow::calcLines(FactionID faction)
{
double additionalItems = 1; // random
if(!faction.isValid())
return std::ceil(((double)allowedFactions.size() + additionalItems) / elementsPerLine);
int count = 0;
for(auto & elemh : allowedHeroes)
{
CHero * type = VLC->heroh->objects[elemh];
if(type->heroClass->faction == faction)
count++;
}
return std::ceil(std::max((double)count + additionalItems, (double)allowedFactions.size() + additionalItems) / (double)elementsPerLine);
}
void OptionsTab::SelectionWindow::apply()
{
if(GH.windows().isTopWindow(this))
{
GH.input().hapticFeedback();
CCS->soundh->playSound(soundBase::button);
close();
setSelection();
}
}
void OptionsTab::SelectionWindow::setSelection()
{
if(selectedFaction != initialFaction)
CSH->setPlayerOption(LobbyChangePlayerOption::TOWN_ID, selectedFaction, color);
if(selectedHero != initialHero)
CSH->setPlayerOption(LobbyChangePlayerOption::HERO_ID, selectedHero, color);
if(selectedBonus != initialBonus)
CSH->setPlayerOption(LobbyChangePlayerOption::BONUS_ID, static_cast<int>(selectedBonus), color);
}
void OptionsTab::SelectionWindow::reopen()
{
std::shared_ptr<SelectionWindow> window = std::shared_ptr<SelectionWindow>(new SelectionWindow(color, type));
close();
GH.windows().pushWindow(window);
}
void OptionsTab::SelectionWindow::recreate()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
int amountLines = 1;
if(type == SelType::BONUS)
elementsPerLine = allowedBonus.size();
else
{
// try to make squarish
if(type == SelType::TOWN)
elementsPerLine = floor(sqrt(allowedFactions.size()));
if(type == SelType::HERO)
{
int count = 0;
for(auto & elem : allowedHeroes)
{
CHero * type = VLC->heroh->objects[elem];
if(type->heroClass->faction == selectedFaction)
{
count++;
}
}
elementsPerLine = floor(sqrt(count));
}
amountLines = calcLines((type > SelType::TOWN) ? selectedFaction : FactionID::RANDOM);
}
int x = (elementsPerLine) * (ICON_BIG_WIDTH-1);
int y = (amountLines) * (ICON_BIG_HEIGHT-1);
pos = Rect(0, 0, x, y);
backgroundTexture = std::make_shared<FilledTexturePlayerColored>(ImagePath::builtin("DiBoxBck"), pos);
backgroundTexture->playerColored(PlayerColor(1));
updateShadow();
if(type == SelType::TOWN)
genContentFactions();
if(type == SelType::HERO)
genContentHeroes();
if(type == SelType::BONUS)
genContentBonus();
genContentGrid(amountLines);
center();
}
void OptionsTab::SelectionWindow::drawOutlinedText(int x, int y, ColorRGBA color, std::string text)
{
components.push_back(std::make_shared<CLabel>(x-1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x+1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x, y-1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x, y+1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text));
components.push_back(std::make_shared<CLabel>(x, y, FONT_TINY, ETextAlignment::CENTER, color, text));
}
void OptionsTab::SelectionWindow::genContentGrid(int lines)
{
for(int y = 0; y < lines; y++)
{
for(int x = 0; x < elementsPerLine; x++)
{
components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderBig"), x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
}
}
}
void OptionsTab::SelectionWindow::genContentFactions()
{
int i = 1;
// random
PlayerSettings set = PlayerSettings();
set.castle = FactionID::RANDOM;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedFaction == FactionID::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedFaction == FactionID::RANDOM)
components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderSmallActivated"), 6, (ICON_SMALL_HEIGHT/2)));
for(auto & elem : allowedFactions)
{
int x = i % elementsPerLine;
int y = i / elementsPerLine;
PlayerSettings set = PlayerSettings();
set.castle = elem;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
components.push_back(std::make_shared<CPicture>(ImagePath::builtin(selectedFaction == elem ? "lobby/townBorderBigActivated" : "lobby/townBorderBig"), x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, (selectedFaction == elem) ? Colors::YELLOW : Colors::WHITE, helper.getName());
factions.push_back(elem);
i++;
}
}
void OptionsTab::SelectionWindow::genContentHeroes()
{
int i = 1;
// random
PlayerSettings set = PlayerSettings();
set.hero = HeroTypeID::RANDOM;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero == HeroTypeID::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedHero == HeroTypeID::RANDOM)
components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderSmallActivated"), 6, (ICON_SMALL_HEIGHT/2)));
for(auto & elem : allowedHeroes)
{
CHero * type = VLC->heroh->objects[elem];
if(type->heroClass->faction == selectedFaction)
{
int x = i % elementsPerLine;
int y = i / elementsPerLine;
PlayerSettings set = PlayerSettings();
set.hero = elem;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, (selectedHero == elem) ? Colors::YELLOW : Colors::WHITE, helper.getName());
ImagePath image = ImagePath::builtin("lobby/townBorderBig");
if(selectedHero == elem)
image = ImagePath::builtin("lobby/townBorderBigActivated");
if(unusableHeroes.count(elem))
image = ImagePath::builtin("lobby/townBorderBigGrayedOut");
components.push_back(std::make_shared<CPicture>(image, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
heroes.push_back(elem);
i++;
}
}
}
void OptionsTab::SelectionWindow::genContentBonus()
{
PlayerSettings set = PlayerSettings();
int i = 0;
for(auto elem : allowedBonus)
{
int x = i;
int y = 0;
set.bonus = elem;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, x * (ICON_BIG_WIDTH-1) + 6, y * (ICON_BIG_HEIGHT-1) + (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, Colors::WHITE , helper.getName());
if(selectedBonus == elem)
{
components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderSmallActivated"), x * (ICON_BIG_WIDTH-1) + 6, y * (ICON_BIG_HEIGHT-1) + (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, Colors::YELLOW , helper.getName());
}
i++;
}
}
int OptionsTab::SelectionWindow::getElement(const Point & cursorPosition)
{
int x = (cursorPosition.x - pos.x) / (ICON_BIG_WIDTH-1);
int y = (cursorPosition.y - pos.y) / (ICON_BIG_HEIGHT-1);
return x + y * elementsPerLine;
}
void OptionsTab::SelectionWindow::setElement(int elem, bool doApply)
{
PlayerSettings set = PlayerSettings();
if(type == SelType::TOWN)
{
if(elem > 0)
{
elem--;
if(elem >= factions.size())
return;
set.castle = factions[elem];
}
else
{
set.castle = FactionID::RANDOM;
}
if(set.castle != FactionID::NONE)
{
if(!doApply)
{
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
}
else
selectedFaction = set.castle;
}
}
if(type == SelType::HERO)
{
if(elem > 0)
{
elem--;
if(elem >= heroes.size())
return;
set.hero = heroes[elem];
}
else
{
set.hero = HeroTypeID::RANDOM;
}
if(doApply && unusableHeroes.count(heroes[elem]))
return;
if(set.hero != HeroTypeID::NONE)
{
if(!doApply)
{
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
if(settings["general"]["enableUiEnhancements"].Bool() && helper.playerSettings.hero.isValid() && helper.playerSettings.heroNameTextId.empty())
GH.windows().createAndPushWindow<CHeroOverview>(helper.playerSettings.hero);
else
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
}
else
selectedHero = set.hero;
}
}
if(type == SelType::BONUS)
{
if(elem >= 4)
return;
set.bonus = static_cast<PlayerStartingBonus>(allowedBonus[elem]);
if(!doApply)
{
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
}
else
selectedBonus = set.bonus;
}
if(doApply)
apply();
}
bool OptionsTab::SelectionWindow::receiveEvent(const Point & position, int eventType) const
{
return true; // capture click also outside of window
}
void OptionsTab::SelectionWindow::clickReleased(const Point & cursorPosition)
{
if(!pos.isInside(cursorPosition))
{
close();
return;
}
int elem = getElement(cursorPosition);
setElement(elem, true);
}
void OptionsTab::SelectionWindow::showPopupWindow(const Point & cursorPosition)
{
if(!pos.isInside(cursorPosition))
return;
int elem = getElement(cursorPosition);
setElement(elem, false);
}
OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & playerSettings, SelType type)
: Scrollable(LCLICK | SHOW_POPUP, position, Orientation::HORIZONTAL)
, CPlayerSettingsHelper(playerSettings, type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName());
pos = image->pos;
setPanningStep(pos.w);
}
void OptionsTab::SelectedBox::update()
{
image->setFrame(getImageIndex());
subtitle->setText(getName());
}
void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition)
{
// cases when we do not need to display a message
if(playerSettings.castle == FactionID::NONE && CPlayerSettingsHelper::selectionType == TOWN)
return;
if(playerSettings.hero == HeroTypeID::NONE && !SEL->getPlayerInfo(playerSettings.color).hasCustomMainHero() && CPlayerSettingsHelper::selectionType == HERO)
return;
if(settings["general"]["enableUiEnhancements"].Bool() && CPlayerSettingsHelper::selectionType == HERO && playerSettings.hero.isValid() && playerSettings.heroNameTextId.empty())
GH.windows().createAndPushWindow<CHeroOverview>(playerSettings.hero);
else
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);
}
void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition)
{
PlayerInfo pi = SEL->getPlayerInfo(playerSettings.color);
const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(playerSettings.color);
if(selectionType == SelType::TOWN && ((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer))
return;
if(selectionType == SelType::HERO && ((pi.defaultHero() == HeroTypeID::NONE || !playerSettings.castle.isValid() || foreignPlayer)))
return;
if(selectionType == SelType::BONUS && foreignPlayer)
return;
GH.input().hapticFeedback();
GH.windows().createAndPushWindow<SelectionWindow>(playerSettings.color, selectionType);
}
void OptionsTab::SelectedBox::scrollBy(int distance)
{
// FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server
// because of that, panning event gets interrupted (due to destruction of element)
// so, currently, gesture will always move selection only by 1, and then wait for recreation from server info
distance = std::clamp(distance, -1, 1);
switch(CPlayerSettingsHelper::selectionType)
{
case TOWN:
CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, playerSettings.color);
break;
case HERO:
CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, playerSettings.color);
break;
case BONUS:
CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, playerSettings.color);
break;
}
setScrollingEnabled(false);
}
OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
: pi(std::make_unique<PlayerInfo>(SEL->getPlayerInfo(S.color)))
, s(std::make_unique<PlayerSettings>(S))
, parentTab(parent)
{
OBJ_CONSTRUCTION;
defActions |= SHARE_POS;
int serial = 0;
for(PlayerColor g = PlayerColor(0); g < s->color; ++g)
{
auto itred = SEL->getPlayerInfo(g);
if(itred.canComputerPlay || itred.canHumanPlay)
serial++;
}
pos.x += 54;
pos.y += 128 + serial * 50;
assert(CSH->mi && CSH->mi->mapHeader);
const PlayerInfo & p = SEL->getPlayerInfo(s->color);
assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
if(p.canHumanPlay && p.canComputerPlay)
whoCanPlay = HUMAN_OR_CPU;
else if(p.canComputerPlay)
whoCanPlay = CPU;
else
whoCanPlay = HUMAN;
static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flags =
{{
"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
}};
static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> bgs =
{{
"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
}};
background = std::make_shared<CPicture>(ImagePath::builtin(bgs[s->color]), 0, 0);
labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s->name);
labelWhoCanPlay = std::make_shared<CMultiLineLabel>(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]);
if(SEL->screenType == ESelectionScreen::newGame)
{
buttonTownLeft = std::make_shared<CButton>(Point(107, 5), AnimationPath::builtin("ADOPLFA.DEF"), CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color));
buttonTownRight = std::make_shared<CButton>(Point(168, 5), AnimationPath::builtin("ADOPRTA.DEF"), CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color));
buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), AnimationPath::builtin("ADOPLFA.DEF"), CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color));
buttonHeroRight = std::make_shared<CButton>(Point(244, 5), AnimationPath::builtin("ADOPRTA.DEF"), CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color));
buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), AnimationPath::builtin("ADOPLFA.DEF"), CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color));
buttonBonusRight = std::make_shared<CButton>(Point(320, 5), AnimationPath::builtin("ADOPRTA.DEF"), CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s->color));
}
hideUnavailableButtons();
if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color).canHumanPlay)
{
flag = std::make_shared<CButton>(
Point(-43, 2),
AnimationPath::builtin(flags[s->color.getNum()]),
CGI->generaltexth->zelp[180],
std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s)
);
flag->hoverable = true;
flag->block(CSH->isGuest());
}
else
flag = nullptr;
town = std::make_shared<SelectedBox>(Point(119, 2), *s, TOWN);
hero = std::make_shared<SelectedBox>(Point(195, 2), *s, HERO);
bonus = std::make_shared<SelectedBox>(Point(271, 2), *s, BONUS);
}
void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
{
if(ps.isControlledByAI() || humanPlayers > 0)
CSH->setPlayer(ps.color);
}
void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
{
if(!buttonTownLeft)
return;
const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color);
if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer)
{
buttonTownLeft->disable();
buttonTownRight->disable();
}
else
{
buttonTownLeft->enable();
buttonTownRight->enable();
}
if((pi->defaultHero() != HeroTypeID::RANDOM || !s->castle.isValid()) //fixed hero
|| foreignPlayer) //or not our player
{
buttonHeroLeft->disable();
buttonHeroRight->disable();
}
else
{
buttonHeroLeft->enable();
buttonHeroRight->enable();
}
if(foreignPlayer)
{
buttonBonusLeft->disable();
buttonBonusRight->disable();
}
else
{
buttonBonusLeft->enable();
buttonBonusRight->enable();
}
}