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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/windows/InfoWindows.cpp
Ivan Savenko 9bfe000724 Added semi-workaround method for network thread shutdown:
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
2024-05-18 11:04:10 +00:00

336 lines
10 KiB
C++

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