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https://github.com/vcmi/vcmi.git
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9bfe000724
Currently closing game while network thread is waiting for something is very bug-prone, since network thread may resume during shutdown and access partially destroyed client state. Now if exit has been requested, the very first step would be semi- graceful shutdown of network thread (via exception throwing). This may in theory skip some cleanup in non-RAII code, but since game is shutting down this does not matters much. This logic applies to: - shutting down while network thread is waiting for dialogs - shuttind down while network thread waiting for animations in combat
336 lines
10 KiB
C++
336 lines
10 KiB
C++
/*
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* InfoWindows.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 "InfoWindows.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../PlayerLocalState.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/Shortcut.h"
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#include "../gui/WindowHandler.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/CComponent.h"
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#include "../widgets/Images.h"
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#include "../widgets/MiscWidgets.h"
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#include "../widgets/TextControls.h"
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#include "../windows/CMessage.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../ConditionalWait.h"
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#include "../../lib/gameState/InfoAboutArmy.h"
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#include "../../lib/mapObjects/CGCreature.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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CSelWindow::CSelWindow( const std::string & Text, PlayerColor player, int charperline, const std::vector<std::shared_ptr<CSelectableComponent>> & comps, const std::vector<std::pair<AnimationPath, CFunctionList<void()>>> & Buttons, QueryID askID)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
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backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DiBoxBck"), pos);
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ID = askID;
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for(int i = 0; i < Buttons.size(); i++)
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{
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buttons.push_back(std::make_shared<CButton>(Point(0, 0), Buttons[i].first, CButton::tooltip(), Buttons[i].second));
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if(!i && askID.getNum() >= 0)
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buttons.back()->addCallback(std::bind(&CSelWindow::madeChoice, this));
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buttons[i]->addCallback(std::bind(&CInfoWindow::close, this)); //each button will close the window apart from call-defined actions
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}
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text = std::make_shared<CTextBox>(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE);
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if(buttons.size() > 1 && askID.getNum() >= 0) //cancel button functionality
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buttons.back()->addCallback([askID](){LOCPLINT->cb->selectionMade(0, askID);});
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if(buttons.size() == 1)
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buttons.front()->assignedKey = EShortcut::GLOBAL_RETURN;
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if(buttons.size() == 2)
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{
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buttons.front()->assignedKey = EShortcut::GLOBAL_ACCEPT;
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buttons.back()->assignedKey = EShortcut::GLOBAL_CANCEL;
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}
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if(!comps.empty())
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{
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components = std::make_shared<CComponentBox>(comps, Rect(0,0,0,0));
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for (auto & comp : comps)
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comp->onChoose = [this](){ madeChoiceAndClose(); };
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}
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CMessage::drawIWindow(this, Text, player);
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}
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void CSelWindow::madeChoice()
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{
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if(ID.getNum() < 0)
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return;
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int ret = -1;
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if(components)
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ret = components->selectedIndex();
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LOCPLINT->cb->selectionMade(ret + 1, ID);
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}
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void CSelWindow::madeChoiceAndClose()
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{
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madeChoice();
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close();
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}
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CInfoWindow::CInfoWindow(const std::string & Text, PlayerColor player, const TCompsInfo & comps, const TButtonsInfo & Buttons)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
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backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DiBoxBck"), pos);
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ID = QueryID(-1);
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for(const auto & Button : Buttons)
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{
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auto button = std::make_shared<CButton>(Point(0, 0), Button.first, CButton::tooltip(), std::bind(&CInfoWindow::close, this));
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button->setBorderColor(Colors::METALLIC_GOLD);
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button->addCallback(Button.second); //each button will close the window apart from call-defined actions
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buttons.push_back(button);
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}
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text = std::make_shared<CTextBox>(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE);
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if(!text->slider)
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{
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int finalWidth = std::min(250, text->label->textSize.x + 32);
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int finalHeight = text->label->textSize.y;
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text->resize(Point(finalWidth, finalHeight));
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}
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if(buttons.size() == 1)
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buttons.front()->assignedKey = EShortcut::GLOBAL_RETURN;
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if(buttons.size() == 2)
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{
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buttons.front()->assignedKey = EShortcut::GLOBAL_ACCEPT;
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buttons.back()->assignedKey = EShortcut::GLOBAL_CANCEL;
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}
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if(!comps.empty())
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components = std::make_shared<CComponentBox>(comps, Rect(0,0,0,0));
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CMessage::drawIWindow(this, Text, player);
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}
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CInfoWindow::CInfoWindow()
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{
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ID = QueryID(-1);
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}
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void CInfoWindow::close()
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{
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WindowBase::close();
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if(LOCPLINT)
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LOCPLINT->showingDialog->setFree();
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}
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void CInfoWindow::showAll(Canvas & to)
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{
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CIntObject::showAll(to);
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CMessage::drawBorder(LOCPLINT ? LOCPLINT->playerID : PlayerColor(1), to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
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}
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CInfoWindow::~CInfoWindow() = default;
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void CInfoWindow::showInfoDialog(const std::string & text, const TCompsInfo & components, PlayerColor player)
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{
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GH.windows().pushWindow(CInfoWindow::create(text, player, components));
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}
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void CInfoWindow::showYesNoDialog(const std::string & text, const TCompsInfo & components, const CFunctionList<void()> & onYes, const CFunctionList<void()> & onNo, PlayerColor player)
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{
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assert(!LOCPLINT || LOCPLINT->showingDialog->isBusy());
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std::vector<std::pair<AnimationPath, CFunctionList<void()>>> pom;
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pom.emplace_back(AnimationPath::builtin("IOKAY.DEF"), nullptr);
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pom.emplace_back(AnimationPath::builtin("ICANCEL.DEF"), nullptr);
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auto temp = std::make_shared<CInfoWindow>(text, player, components, pom);
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temp->buttons[0]->addCallback(onYes);
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temp->buttons[1]->addCallback(onNo);
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GH.windows().pushWindow(temp);
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}
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std::shared_ptr<CInfoWindow> CInfoWindow::create(const std::string & text, PlayerColor playerID, const TCompsInfo & components)
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{
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std::vector<std::pair<AnimationPath, CFunctionList<void()>>> pom;
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pom.emplace_back(AnimationPath::builtin("IOKAY.DEF"), nullptr);
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return std::make_shared<CInfoWindow>(text, playerID, components, pom);
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}
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std::string CInfoWindow::genText(const std::string & title, const std::string & description)
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{
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return std::string("{") + title + "}" + "\n\n" + description;
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}
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bool CRClickPopup::isPopupWindow() const
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{
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return true;
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}
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void CRClickPopup::close()
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{
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WindowBase::close();
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}
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void CRClickPopup::createAndPush(const std::string & txt, const CInfoWindow::TCompsInfo & comps)
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{
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PlayerColor player = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1); //if no player, then use blue
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if(settings["session"]["spectate"].Bool()) //TODO: there must be better way to implement this
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player = PlayerColor(1);
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auto temp = std::make_shared<CInfoWindow>(txt, player, comps);
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temp->center(GH.getCursorPosition()); //center on mouse
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#ifdef VCMI_MOBILE
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temp->moveBy({0, -temp->pos.h / 2});
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#endif
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temp->fitToScreen(10);
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GH.windows().createAndPushWindow<CRClickPopupInt>(temp);
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}
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void CRClickPopup::createAndPush(const std::string & txt, const std::shared_ptr<CComponent> & component)
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{
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CInfoWindow::TCompsInfo intComps;
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intComps.push_back(component);
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createAndPush(txt, intComps);
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}
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void CRClickPopup::createAndPush(const CGObjectInstance * obj, const Point & p, ETextAlignment alignment)
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{
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auto iWin = createCustomInfoWindow(p, obj); //try get custom infowindow for this obj
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if(iWin)
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{
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GH.windows().pushWindow(iWin);
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}
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else
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{
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std::vector<Component> components;
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if(settings["general"]["enableUiEnhancements"].Bool())
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{
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if(LOCPLINT->localState->getCurrentHero())
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components = obj->getPopupComponents(LOCPLINT->localState->getCurrentHero());
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else
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components = obj->getPopupComponents(LOCPLINT->playerID);
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}
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std::vector<std::shared_ptr<CComponent>> guiComponents;
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for(auto & component : components)
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guiComponents.push_back(std::make_shared<CComponent>(component));
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if(LOCPLINT->localState->getCurrentHero())
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CRClickPopup::createAndPush(obj->getPopupText(LOCPLINT->localState->getCurrentHero()), guiComponents);
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else
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CRClickPopup::createAndPush(obj->getPopupText(LOCPLINT->playerID), guiComponents);
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}
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}
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CRClickPopupInt::CRClickPopupInt(const std::shared_ptr<CIntObject> & our)
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{
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CCS->curh->hide();
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defActions = SHOWALL | UPDATE;
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our->recActions = defActions;
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inner = our;
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addChild(our.get(), false);
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}
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CRClickPopupInt::~CRClickPopupInt()
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{
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CCS->curh->show();
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}
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Point CInfoBoxPopup::toScreen(Point p)
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{
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auto bounds = adventureInt->terrainAreaPixels();
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vstd::abetween(p.x, bounds.top() + 100, bounds.bottom() - 100);
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vstd::abetween(p.y, bounds.left() + 100, bounds.right() - 100);
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return p;
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}
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CInfoBoxPopup::CInfoBoxPopup(Point position, const CGTownInstance * town)
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: CWindowObject(RCLICK_POPUP | PLAYER_COLORED, ImagePath::builtin("TOWNQVBK"), toScreen(position))
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{
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InfoAboutTown iah;
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LOCPLINT->cb->getTownInfo(town, iah, LOCPLINT->localState->getCurrentTown()); //todo: should this be nearest hero?
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OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
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tooltip = std::make_shared<CTownTooltip>(Point(9, 10), iah);
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}
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CInfoBoxPopup::CInfoBoxPopup(Point position, const CGHeroInstance * hero)
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: CWindowObject(RCLICK_POPUP | PLAYER_COLORED, ImagePath::builtin("HEROQVBK"), toScreen(position))
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{
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InfoAboutHero iah;
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LOCPLINT->cb->getHeroInfo(hero, iah, LOCPLINT->localState->getCurrentHero()); //todo: should this be nearest hero?
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OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
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tooltip = std::make_shared<CHeroTooltip>(Point(9, 10), iah);
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}
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CInfoBoxPopup::CInfoBoxPopup(Point position, const CGGarrison * garr)
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: CWindowObject(RCLICK_POPUP | PLAYER_COLORED, ImagePath::builtin("TOWNQVBK"), toScreen(position))
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{
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InfoAboutTown iah;
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LOCPLINT->cb->getTownInfo(garr, iah);
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OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
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tooltip = std::make_shared<CArmyTooltip>(Point(9, 10), iah);
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}
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CInfoBoxPopup::CInfoBoxPopup(Point position, const CGCreature * creature)
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: CWindowObject(RCLICK_POPUP | BORDERED, ImagePath::builtin("DIBOXBCK"), toScreen(position))
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{
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OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
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tooltip = std::make_shared<CreatureTooltip>(Point(9, 10), creature);
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}
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std::shared_ptr<WindowBase>
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CRClickPopup::createCustomInfoWindow(Point position, const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
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{
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if(nullptr == specific)
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specific = LOCPLINT->localState->getCurrentArmy();
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if(nullptr == specific)
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{
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logGlobal->error("createCustomInfoWindow: no object to describe");
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return nullptr;
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}
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switch(specific->ID)
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{
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case Obj::HERO:
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return std::make_shared<CInfoBoxPopup>(position, dynamic_cast<const CGHeroInstance *>(specific));
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case Obj::TOWN:
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return std::make_shared<CInfoBoxPopup>(position, dynamic_cast<const CGTownInstance *>(specific));
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case Obj::MONSTER:
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return std::make_shared<CInfoBoxPopup>(position, dynamic_cast<const CGCreature *>(specific));
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case Obj::GARRISON:
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case Obj::GARRISON2:
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return std::make_shared<CInfoBoxPopup>(position, dynamic_cast<const CGGarrison *>(specific));
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default:
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return std::shared_ptr<WindowBase>();
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}
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}
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