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https://github.com/vcmi/vcmi.git
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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.
128 lines
3.5 KiB
C++
128 lines
3.5 KiB
C++
/*
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* OptionsTab.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 "../../lib/StartInfo.h"
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#include "../../lib/mapping/CMap.h"
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class CSlider;
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class CLabel;
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class CMultiLineLabel;
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class CFilledTexture;
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class CAnimImage;
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class CComponentBox;
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/// The options tab which is shown at the map selection phase.
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class OptionsTab : public CIntObject
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{
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CLabel> labelTitle;
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std::shared_ptr<CMultiLineLabel> labelSubTitle;
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std::shared_ptr<CMultiLineLabel> labelPlayerNameAndHandicap;
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std::shared_ptr<CMultiLineLabel> labelStartingTown;
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std::shared_ptr<CMultiLineLabel> labelStartingHero;
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std::shared_ptr<CMultiLineLabel> labelStartingBonus;
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std::shared_ptr<CLabel> labelPlayerTurnDuration;
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std::shared_ptr<CLabel> labelTurnDurationValue;
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public:
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enum SelType
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{
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TOWN,
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HERO,
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BONUS
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};
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struct CPlayerSettingsHelper
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{
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const PlayerSettings & settings;
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const SelType type;
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CPlayerSettingsHelper(const PlayerSettings & settings, SelType type)
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: settings(settings), type(type)
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{}
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/// visible image settings
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size_t getImageIndex();
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std::string getImageName();
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std::string getName(); /// name visible in options dialog
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std::string getTitle(); /// title in popup box
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std::string getSubtitle(); /// popup box subtitle
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std::string getDescription(); /// popup box description, not always present
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};
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class CPlayerOptionTooltipBox : public CWindowObject, public CPlayerSettingsHelper
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{
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std::shared_ptr<CFilledTexture> backgroundTexture;
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std::shared_ptr<CLabel> labelTitle;
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std::shared_ptr<CLabel> labelSubTitle;
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std::shared_ptr<CAnimImage> image;
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std::shared_ptr<CLabel> labelAssociatedCreatures;
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std::shared_ptr<CComponentBox> boxAssociatedCreatures;
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std::shared_ptr<CLabel> labelHeroSpeciality;
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std::shared_ptr<CAnimImage> imageSpeciality;
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std::shared_ptr<CLabel> labelSpecialityName;
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std::shared_ptr<CTextBox> textBonusDescription;
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void genHeader();
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void genTownWindow();
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void genHeroWindow();
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void genBonusWindow();
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public:
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CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper);
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};
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/// Image with current town/hero/bonus
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struct SelectedBox : public CIntObject, public CPlayerSettingsHelper
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{
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std::shared_ptr<CAnimImage> image;
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std::shared_ptr<CLabel> subtitle;
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SelectedBox(Point position, PlayerSettings & settings, SelType type);
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void clickRight(tribool down, bool previousState) override;
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void update();
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};
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struct PlayerOptionsEntry : public CIntObject
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{
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PlayerInfo pi;
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PlayerSettings s;
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std::shared_ptr<CLabel> labelPlayerName;
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std::shared_ptr<CMultiLineLabel> labelWhoCanPlay;
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CButton> buttonTownLeft;
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std::shared_ptr<CButton> buttonTownRight;
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std::shared_ptr<CButton> buttonHeroLeft;
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std::shared_ptr<CButton> buttonHeroRight;
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std::shared_ptr<CButton> buttonBonusLeft;
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std::shared_ptr<CButton> buttonBonusRight;
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std::shared_ptr<CButton> flag;
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std::shared_ptr<SelectedBox> town;
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std::shared_ptr<SelectedBox> hero;
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std::shared_ptr<SelectedBox> bonus;
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enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
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PlayerOptionsEntry(const PlayerSettings & S);
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void hideUnavailableButtons();
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};
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std::shared_ptr<CSlider> sliderTurnDuration;
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std::map<PlayerColor, std::shared_ptr<PlayerOptionsEntry>> entries;
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OptionsTab();
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void recreate();
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};
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