OptionsTab.cpp 32 KB

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  1. /*
  2. * OptionsTab.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "OptionsTab.h"
  12. #include "CSelectionBase.h"
  13. #include "../CGameInfo.h"
  14. #include "../CServerHandler.h"
  15. #include "../gui/CGuiHandler.h"
  16. #include "../gui/Shortcut.h"
  17. #include "../gui/WindowHandler.h"
  18. #include "../render/Graphics.h"
  19. #include "../render/IFont.h"
  20. #include "../media/ISoundPlayer.h"
  21. #include "../widgets/CComponent.h"
  22. #include "../widgets/ComboBox.h"
  23. #include "../widgets/CTextInput.h"
  24. #include "../widgets/Buttons.h"
  25. #include "../widgets/Images.h"
  26. #include "../widgets/MiscWidgets.h"
  27. #include "../widgets/ObjectLists.h"
  28. #include "../widgets/Slider.h"
  29. #include "../widgets/TextControls.h"
  30. #include "../windows/GUIClasses.h"
  31. #include "../windows/InfoWindows.h"
  32. #include "../windows/CHeroOverview.h"
  33. #include "../eventsSDL/InputHandler.h"
  34. #include "../../lib/filesystem/Filesystem.h"
  35. #include "../../lib/networkPacks/PacksForLobby.h"
  36. #include "../../lib/CGeneralTextHandler.h"
  37. #include "../../lib/CArtHandler.h"
  38. #include "../../lib/CConfigHandler.h"
  39. #include "../../lib/CTownHandler.h"
  40. #include "../../lib/CHeroHandler.h"
  41. #include "../../lib/mapping/CMapInfo.h"
  42. #include "../../lib/mapping/CMapHeader.h"
  43. static JsonPath optionsTabConfigLocation()
  44. {
  45. if(settings["general"]["enableUiEnhancements"].Bool())
  46. return JsonPath::builtin("config/widgets/playerOptionsTab.json");
  47. else
  48. return JsonPath::builtin("config/widgets/advancedOptionsTab.json");
  49. }
  50. OptionsTab::OptionsTab()
  51. : OptionsTabBase(optionsTabConfigLocation())
  52. , humanPlayers(0)
  53. {
  54. }
  55. void OptionsTab::recreate()
  56. {
  57. entries.clear();
  58. humanPlayers = 0;
  59. for (auto selectionWindow : GH.windows().findWindows<SelectionWindow>())
  60. {
  61. selectionWindow->reopen();
  62. }
  63. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  64. for(auto & pInfo : SEL->getStartInfo()->playerInfos)
  65. {
  66. if(pInfo.second.isControlledByHuman())
  67. humanPlayers++;
  68. entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
  69. }
  70. OptionsTabBase::recreate();
  71. }
  72. size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(bool big)
  73. {
  74. enum EBonusSelection //frames of bonuses file
  75. {
  76. WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
  77. MERCURY = 3, SULFUR = 5, GOLD = 8,
  78. ARTIFACT = 9, RANDOM = 10,
  79. WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
  80. TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
  81. HERO_RANDOM = 156, HERO_NONE = 157 // Special frames in PortraitsSmall
  82. };
  83. auto factionIndex = playerSettings.getCastleValidated();
  84. switch(selectionType)
  85. {
  86. case TOWN:
  87. {
  88. if (playerSettings.castle == FactionID::NONE)
  89. return TOWN_NONE;
  90. if (playerSettings.castle == FactionID::RANDOM)
  91. return TOWN_RANDOM;
  92. return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + (big ? 0 : 2);
  93. }
  94. case HERO:
  95. {
  96. if (playerSettings.hero == HeroTypeID::NONE)
  97. return HERO_NONE;
  98. if (playerSettings.hero == HeroTypeID::RANDOM)
  99. return HERO_RANDOM;
  100. if(playerSettings.heroPortrait != HeroTypeID::NONE)
  101. return playerSettings.heroPortrait;
  102. auto index = playerSettings.getHeroValidated();
  103. return (*CGI->heroh)[index]->imageIndex;
  104. }
  105. case BONUS:
  106. {
  107. switch(playerSettings.bonus)
  108. {
  109. case PlayerStartingBonus::RANDOM:
  110. return RANDOM;
  111. case PlayerStartingBonus::ARTIFACT:
  112. return ARTIFACT;
  113. case PlayerStartingBonus::GOLD:
  114. return GOLD;
  115. case PlayerStartingBonus::RESOURCE:
  116. {
  117. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  118. {
  119. case EGameResID::WOOD_AND_ORE:
  120. return WOOD_ORE;
  121. case EGameResID::WOOD:
  122. return WOOD;
  123. case EGameResID::MERCURY:
  124. return MERCURY;
  125. case EGameResID::ORE:
  126. return ORE;
  127. case EGameResID::SULFUR:
  128. return SULFUR;
  129. case EGameResID::CRYSTAL:
  130. return CRYSTAL;
  131. case EGameResID::GEMS:
  132. return GEM;
  133. case EGameResID::GOLD:
  134. return GOLD;
  135. case EGameResID::MITHRIL:
  136. return MITHRIL;
  137. }
  138. }
  139. }
  140. }
  141. }
  142. return 0;
  143. }
  144. AnimationPath OptionsTab::CPlayerSettingsHelper::getImageName(bool big)
  145. {
  146. switch(selectionType)
  147. {
  148. case OptionsTab::TOWN:
  149. return AnimationPath::builtin(big ? "ITPt": "ITPA");
  150. case OptionsTab::HERO:
  151. return AnimationPath::builtin(big ? "PortraitsLarge": "PortraitsSmall");
  152. case OptionsTab::BONUS:
  153. return AnimationPath::builtin("SCNRSTAR");
  154. }
  155. return {};
  156. }
  157. std::string OptionsTab::CPlayerSettingsHelper::getName()
  158. {
  159. switch(selectionType)
  160. {
  161. case TOWN:
  162. {
  163. if (playerSettings.castle == FactionID::NONE)
  164. return CGI->generaltexth->allTexts[523];
  165. if (playerSettings.castle == FactionID::RANDOM)
  166. return CGI->generaltexth->allTexts[522];
  167. auto factionIndex = playerSettings.getCastleValidated();
  168. return (*CGI->townh)[factionIndex]->getNameTranslated();
  169. }
  170. case HERO:
  171. {
  172. if (playerSettings.hero == HeroTypeID::NONE)
  173. return CGI->generaltexth->allTexts[523];
  174. if (playerSettings.hero == HeroTypeID::RANDOM)
  175. return CGI->generaltexth->allTexts[522];
  176. if(!playerSettings.heroNameTextId.empty())
  177. return CGI->generaltexth->translate(playerSettings.heroNameTextId);
  178. auto index = playerSettings.getHeroValidated();
  179. return (*CGI->heroh)[index]->getNameTranslated();
  180. }
  181. case BONUS:
  182. {
  183. if (playerSettings.bonus == PlayerStartingBonus::RANDOM)
  184. return CGI->generaltexth->allTexts[522];
  185. return CGI->generaltexth->arraytxt[214 + static_cast<int>(playerSettings.bonus)];
  186. }
  187. }
  188. return "";
  189. }
  190. std::string OptionsTab::CPlayerSettingsHelper::getTitle()
  191. {
  192. switch(selectionType)
  193. {
  194. case OptionsTab::TOWN:
  195. return playerSettings.castle.isValid() ? CGI->generaltexth->allTexts[80] : CGI->generaltexth->allTexts[103];
  196. case OptionsTab::HERO:
  197. return playerSettings.hero.isValid() ? CGI->generaltexth->allTexts[77] : CGI->generaltexth->allTexts[101];
  198. case OptionsTab::BONUS:
  199. {
  200. switch(playerSettings.bonus)
  201. {
  202. case PlayerStartingBonus::RANDOM:
  203. return CGI->generaltexth->allTexts[86]; //{Random Bonus}
  204. case PlayerStartingBonus::ARTIFACT:
  205. return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  206. case PlayerStartingBonus::GOLD:
  207. return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  208. case PlayerStartingBonus::RESOURCE:
  209. return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  210. }
  211. }
  212. }
  213. return "";
  214. }
  215. std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
  216. {
  217. auto factionIndex = playerSettings.getCastleValidated();
  218. auto heroIndex = playerSettings.getHeroValidated();
  219. switch(selectionType)
  220. {
  221. case TOWN:
  222. return getName();
  223. case HERO:
  224. {
  225. if(playerSettings.hero.isValid())
  226. return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
  227. return getName();
  228. }
  229. case BONUS:
  230. {
  231. switch(playerSettings.bonus)
  232. {
  233. case PlayerStartingBonus::GOLD:
  234. return CGI->generaltexth->allTexts[87]; //500-1000
  235. case PlayerStartingBonus::RESOURCE:
  236. {
  237. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  238. {
  239. case EGameResID::MERCURY:
  240. return CGI->generaltexth->allTexts[694];
  241. case EGameResID::SULFUR:
  242. return CGI->generaltexth->allTexts[695];
  243. case EGameResID::CRYSTAL:
  244. return CGI->generaltexth->allTexts[692];
  245. case EGameResID::GEMS:
  246. return CGI->generaltexth->allTexts[693];
  247. case EGameResID::WOOD_AND_ORE:
  248. 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
  249. }
  250. }
  251. }
  252. }
  253. }
  254. return "";
  255. }
  256. std::string OptionsTab::CPlayerSettingsHelper::getDescription()
  257. {
  258. auto factionIndex = playerSettings.getCastleValidated();
  259. switch(selectionType)
  260. {
  261. case TOWN:
  262. return CGI->generaltexth->allTexts[104];
  263. case HERO:
  264. return CGI->generaltexth->allTexts[102];
  265. case BONUS:
  266. {
  267. switch(playerSettings.bonus)
  268. {
  269. case PlayerStartingBonus::RANDOM:
  270. return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  271. case PlayerStartingBonus::ARTIFACT:
  272. return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  273. case PlayerStartingBonus::GOLD:
  274. return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  275. case PlayerStartingBonus::RESOURCE:
  276. {
  277. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  278. {
  279. case EGameResID::MERCURY:
  280. return CGI->generaltexth->allTexts[690];
  281. case EGameResID::SULFUR:
  282. return CGI->generaltexth->allTexts[691];
  283. case EGameResID::CRYSTAL:
  284. return CGI->generaltexth->allTexts[688];
  285. case EGameResID::GEMS:
  286. return CGI->generaltexth->allTexts[689];
  287. case EGameResID::WOOD_AND_ORE:
  288. 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
  289. }
  290. }
  291. }
  292. }
  293. }
  294. return "";
  295. }
  296. OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
  297. : CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
  298. {
  299. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  300. switch(selectionType)
  301. {
  302. case TOWN:
  303. genTownWindow();
  304. break;
  305. case HERO:
  306. genHeroWindow();
  307. break;
  308. case BONUS:
  309. genBonusWindow();
  310. break;
  311. }
  312. center();
  313. }
  314. void OptionsTab::CPlayerOptionTooltipBox::genHeader()
  315. {
  316. backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), pos);
  317. updateShadow();
  318. labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());
  319. labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());
  320. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
  321. }
  322. void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
  323. {
  324. auto factionIndex = playerSettings.getCastleValidated();
  325. if (playerSettings.castle == FactionID::RANDOM)
  326. return genBonusWindow();
  327. pos = Rect(0, 0, 228, 290);
  328. genHeader();
  329. labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
  330. std::vector<std::shared_ptr<CComponent>> components;
  331. const CTown * town = (*CGI->townh)[factionIndex]->town;
  332. for(auto & elem : town->creatures)
  333. {
  334. if(!elem.empty())
  335. components.push_back(std::make_shared<CComponent>(ComponentType::CREATURE, elem.front(), std::nullopt, CComponent::tiny));
  336. }
  337. boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140), 20, 10, 22, 4);
  338. }
  339. void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
  340. {
  341. auto heroIndex = playerSettings.getHeroValidated();
  342. if (playerSettings.hero == HeroTypeID::RANDOM)
  343. return genBonusWindow();
  344. pos = Rect(0, 0, 292, 226);
  345. genHeader();
  346. labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
  347. imageSpeciality = std::make_shared<CAnimImage>(AnimationPath::builtin("UN44"), (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
  348. labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
  349. }
  350. void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
  351. {
  352. pos = Rect(0, 0, 228, 162);
  353. genHeader();
  354. textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  355. }
  356. OptionsTab::SelectionWindow::SelectionWindow(const PlayerColor & color, SelType _type)
  357. : CWindowObject(BORDERED), color(color)
  358. {
  359. addUsedEvents(LCLICK | SHOW_POPUP);
  360. type = _type;
  361. initialFaction = SEL->getStartInfo()->playerInfos.find(color)->second.castle;
  362. initialHero = SEL->getStartInfo()->playerInfos.find(color)->second.hero;
  363. initialBonus = SEL->getStartInfo()->playerInfos.find(color)->second.bonus;
  364. selectedFaction = initialFaction;
  365. selectedHero = initialHero;
  366. selectedBonus = initialBonus;
  367. allowedFactions = SEL->getPlayerInfo(color).allowedFactions;
  368. allowedHeroes = SEL->getMapInfo()->mapHeader->allowedHeroes;
  369. for(auto & player : SEL->getStartInfo()->playerInfos)
  370. {
  371. if(player.first != color && (int)player.second.hero > HeroTypeID::RANDOM)
  372. unusableHeroes.insert(player.second.hero);
  373. }
  374. allowedBonus.push_back(PlayerStartingBonus::RANDOM);
  375. if(initialHero != HeroTypeID::NONE|| SEL->getPlayerInfo(color).heroesNames.size() > 0)
  376. allowedBonus.push_back(PlayerStartingBonus::ARTIFACT);
  377. allowedBonus.push_back(PlayerStartingBonus::GOLD);
  378. if(initialFaction.isValid())
  379. allowedBonus.push_back(PlayerStartingBonus::RESOURCE);
  380. recreate();
  381. }
  382. int OptionsTab::SelectionWindow::calcLines(FactionID faction)
  383. {
  384. double additionalItems = 1; // random
  385. if(!faction.isValid())
  386. return std::ceil(((double)allowedFactions.size() + additionalItems) / elementsPerLine);
  387. int count = 0;
  388. for(auto & elemh : allowedHeroes)
  389. {
  390. const CHero * type = elemh.toHeroType();
  391. if(type->heroClass->faction == faction)
  392. count++;
  393. }
  394. return std::ceil(((double)count + additionalItems) / (double)elementsPerLine);
  395. }
  396. void OptionsTab::SelectionWindow::apply()
  397. {
  398. if(GH.windows().isTopWindow(this))
  399. {
  400. GH.input().hapticFeedback();
  401. CCS->soundh->playSound(soundBase::button);
  402. close();
  403. setSelection();
  404. }
  405. }
  406. void OptionsTab::SelectionWindow::setSelection()
  407. {
  408. if(selectedFaction != initialFaction)
  409. CSH->setPlayerOption(LobbyChangePlayerOption::TOWN_ID, selectedFaction, color);
  410. if(selectedHero != initialHero)
  411. CSH->setPlayerOption(LobbyChangePlayerOption::HERO_ID, selectedHero, color);
  412. if(selectedBonus != initialBonus)
  413. CSH->setPlayerOption(LobbyChangePlayerOption::BONUS_ID, static_cast<int>(selectedBonus), color);
  414. }
  415. void OptionsTab::SelectionWindow::reopen()
  416. {
  417. auto window = std::shared_ptr<SelectionWindow>(new SelectionWindow(color, type));
  418. close();
  419. if(CSH->isMyColor(color) || CSH->isHost())
  420. GH.windows().pushWindow(window);
  421. }
  422. void OptionsTab::SelectionWindow::recreate()
  423. {
  424. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  425. sliderLine = slider ? slider->getValue() : 0;
  426. int amountLines = 1;
  427. if(type == SelType::BONUS)
  428. elementsPerLine = allowedBonus.size();
  429. else
  430. {
  431. // try to make squarish
  432. if(type == SelType::TOWN)
  433. elementsPerLine = floor(sqrt(allowedFactions.size()));
  434. if(type == SelType::HERO)
  435. {
  436. int count = 0;
  437. for(auto & elem : allowedHeroes)
  438. {
  439. const CHero * type = elem.toHeroType();
  440. if(type->heroClass->faction == selectedFaction)
  441. {
  442. count++;
  443. }
  444. }
  445. elementsPerLine = floor(sqrt(count));
  446. }
  447. amountLines = calcLines((type > SelType::TOWN) ? selectedFaction : FactionID::RANDOM);
  448. }
  449. int x = (elementsPerLine) * (ICON_BIG_WIDTH-1);
  450. int y = (std::min(amountLines, MAX_LINES)) * (ICON_BIG_HEIGHT-1);
  451. pos = Rect(0, 0, x + ((amountLines > MAX_LINES) ? 16 : 0), y);
  452. backgroundTexture = std::make_shared<FilledTexturePlayerColored>(ImagePath::builtin("DiBoxBck"), pos);
  453. backgroundTexture->playerColored(PlayerColor(1));
  454. updateShadow();
  455. if(type == SelType::TOWN)
  456. genContentFactions();
  457. if(type == SelType::HERO)
  458. genContentHeroes();
  459. if(type == SelType::BONUS)
  460. genContentBonus();
  461. genContentGrid(std::min(amountLines, MAX_LINES));
  462. if(amountLines > MAX_LINES)
  463. {
  464. slider = std::make_shared<CSlider>(Point(x, 0), y, std::bind(&OptionsTab::SelectionWindow::sliderMove, this, _1), MAX_LINES, amountLines, 0, Orientation::VERTICAL, CSlider::BLUE);
  465. slider->setPanningStep(ICON_BIG_HEIGHT);
  466. slider->setScrollBounds(Rect(0, 0, x, y));
  467. slider->scrollTo(sliderLine);
  468. }
  469. center();
  470. }
  471. void OptionsTab::SelectionWindow::drawOutlinedText(int x, int y, ColorRGBA color, std::string text)
  472. {
  473. components.push_back(std::make_shared<CLabel>(x-1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56));
  474. components.push_back(std::make_shared<CLabel>(x+1, y, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56));
  475. components.push_back(std::make_shared<CLabel>(x, y-1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56));
  476. components.push_back(std::make_shared<CLabel>(x, y+1, FONT_TINY, ETextAlignment::CENTER, Colors::BLACK, text, 56));
  477. components.push_back(std::make_shared<CLabel>(x, y, FONT_TINY, ETextAlignment::CENTER, color, text, 56));
  478. }
  479. void OptionsTab::SelectionWindow::genContentGrid(int lines)
  480. {
  481. for(int y = 0; y < lines; y++)
  482. {
  483. for(int x = 0; x < elementsPerLine; x++)
  484. {
  485. components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderBig"), x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
  486. }
  487. }
  488. }
  489. void OptionsTab::SelectionWindow::genContentFactions()
  490. {
  491. int i = 1;
  492. // random
  493. PlayerSettings set = PlayerSettings();
  494. set.castle = FactionID::RANDOM;
  495. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
  496. components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
  497. drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedFaction == FactionID::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
  498. if(selectedFaction == FactionID::RANDOM)
  499. components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderSmallActivated"), 6, (ICON_SMALL_HEIGHT/2)));
  500. for(auto & elem : allowedFactions)
  501. {
  502. int x = i % elementsPerLine;
  503. int y = i / elementsPerLine;
  504. PlayerSettings set = PlayerSettings();
  505. set.castle = elem;
  506. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
  507. components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
  508. 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)));
  509. 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());
  510. factions.push_back(elem);
  511. i++;
  512. }
  513. }
  514. void OptionsTab::SelectionWindow::genContentHeroes()
  515. {
  516. int i = 1;
  517. // random
  518. PlayerSettings set = PlayerSettings();
  519. set.hero = HeroTypeID::RANDOM;
  520. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
  521. components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
  522. drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero == HeroTypeID::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
  523. if(selectedHero == HeroTypeID::RANDOM)
  524. components.push_back(std::make_shared<CPicture>(ImagePath::builtin("lobby/townBorderSmallActivated"), 6, (ICON_SMALL_HEIGHT/2)));
  525. for(auto & elem : allowedHeroes)
  526. {
  527. const CHero * type = elem.toHeroType();
  528. if(type->heroClass->faction == selectedFaction)
  529. {
  530. int x = i % elementsPerLine;
  531. int y = i / elementsPerLine;
  532. PlayerSettings set = PlayerSettings();
  533. set.hero = elem;
  534. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
  535. components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
  536. 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());
  537. ImagePath image = ImagePath::builtin("lobby/townBorderBig");
  538. if(selectedHero == elem)
  539. image = ImagePath::builtin("lobby/townBorderBigActivated");
  540. if(unusableHeroes.count(elem))
  541. image = ImagePath::builtin("lobby/townBorderBigGrayedOut");
  542. components.push_back(std::make_shared<CPicture>(image, x * (ICON_BIG_WIDTH-1), y * (ICON_BIG_HEIGHT-1)));
  543. heroes.push_back(elem);
  544. i++;
  545. }
  546. }
  547. }
  548. void OptionsTab::SelectionWindow::genContentBonus()
  549. {
  550. PlayerSettings set = SEL->getStartInfo()->playerInfos.find(color)->second;
  551. int i = 0;
  552. for(auto elem : allowedBonus)
  553. {
  554. int x = i;
  555. int y = 0;
  556. set.bonus = elem;
  557. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
  558. 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)));
  559. drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, Colors::WHITE , helper.getName());
  560. if(selectedBonus == elem)
  561. {
  562. 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)));
  563. drawOutlinedText(x * (ICON_BIG_WIDTH-1) + TEXT_POS_X, y * (ICON_BIG_HEIGHT-1) + TEXT_POS_Y, Colors::YELLOW , helper.getName());
  564. }
  565. i++;
  566. }
  567. }
  568. int OptionsTab::SelectionWindow::getElement(const Point & cursorPosition)
  569. {
  570. int x = (cursorPosition.x - pos.x) / (ICON_BIG_WIDTH-1);
  571. int y = (cursorPosition.y - pos.y) / (ICON_BIG_HEIGHT-1);
  572. return x + y * elementsPerLine;
  573. }
  574. void OptionsTab::SelectionWindow::setElement(int elem, bool doApply)
  575. {
  576. PlayerSettings set = PlayerSettings();
  577. if(type == SelType::TOWN)
  578. {
  579. if(elem > 0)
  580. {
  581. elem--;
  582. if(elem >= factions.size())
  583. return;
  584. set.castle = factions[elem];
  585. }
  586. else
  587. {
  588. set.castle = FactionID::RANDOM;
  589. }
  590. if(set.castle != FactionID::NONE)
  591. {
  592. if(!doApply)
  593. {
  594. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
  595. GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
  596. }
  597. else
  598. selectedFaction = set.castle;
  599. }
  600. }
  601. if(type == SelType::HERO)
  602. {
  603. if(elem > 0)
  604. {
  605. elem--;
  606. if(elem >= heroes.size())
  607. return;
  608. set.hero = heroes[elem];
  609. }
  610. else
  611. {
  612. set.hero = HeroTypeID::RANDOM;
  613. }
  614. if(doApply && unusableHeroes.count(heroes[elem]))
  615. return;
  616. if(set.hero != HeroTypeID::NONE)
  617. {
  618. if(!doApply)
  619. {
  620. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
  621. if(settings["general"]["enableUiEnhancements"].Bool() && helper.playerSettings.hero.isValid() && helper.playerSettings.heroNameTextId.empty())
  622. GH.windows().createAndPushWindow<CHeroOverview>(helper.playerSettings.hero);
  623. else
  624. GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
  625. }
  626. else
  627. selectedHero = set.hero;
  628. }
  629. }
  630. if(type == SelType::BONUS)
  631. {
  632. if(elem >= 4)
  633. return;
  634. set.bonus = static_cast<PlayerStartingBonus>(allowedBonus[elem]);
  635. if(!doApply)
  636. {
  637. CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
  638. GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
  639. }
  640. else
  641. selectedBonus = set.bonus;
  642. }
  643. if(doApply)
  644. apply();
  645. }
  646. void OptionsTab::SelectionWindow::sliderMove(int slidPos)
  647. {
  648. if(!slider)
  649. return; // ignore spurious call when slider is being created
  650. recreate();
  651. redraw();
  652. }
  653. bool OptionsTab::SelectionWindow::receiveEvent(const Point & position, int eventType) const
  654. {
  655. return true; // capture click also outside of window
  656. }
  657. void OptionsTab::SelectionWindow::clickReleased(const Point & cursorPosition)
  658. {
  659. if(slider && slider->pos.isInside(cursorPosition))
  660. return;
  661. if(!pos.isInside(cursorPosition))
  662. {
  663. close();
  664. return;
  665. }
  666. int elem = getElement(cursorPosition);
  667. setElement(elem, true);
  668. }
  669. void OptionsTab::SelectionWindow::showPopupWindow(const Point & cursorPosition)
  670. {
  671. if(!pos.isInside(cursorPosition) || (slider && slider->pos.isInside(cursorPosition)))
  672. return;
  673. int elem = getElement(cursorPosition);
  674. setElement(elem, false);
  675. }
  676. OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & playerSettings, SelType type)
  677. : Scrollable(LCLICK | SHOW_POPUP, position, Orientation::HORIZONTAL)
  678. , CPlayerSettingsHelper(playerSettings, type)
  679. {
  680. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  681. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
  682. subtitle = std::make_shared<CLabel>(24, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName(), 71);
  683. pos = image->pos;
  684. setPanningStep(pos.w);
  685. }
  686. void OptionsTab::SelectedBox::update()
  687. {
  688. image->setFrame(getImageIndex());
  689. subtitle->setText(getName());
  690. }
  691. void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition)
  692. {
  693. // cases when we do not need to display a message
  694. if(playerSettings.castle == FactionID::NONE && CPlayerSettingsHelper::selectionType == TOWN)
  695. return;
  696. if(playerSettings.hero == HeroTypeID::NONE && !SEL->getPlayerInfo(playerSettings.color).hasCustomMainHero() && CPlayerSettingsHelper::selectionType == HERO)
  697. return;
  698. if(settings["general"]["enableUiEnhancements"].Bool() && CPlayerSettingsHelper::selectionType == HERO && playerSettings.hero.isValid() && playerSettings.heroNameTextId.empty())
  699. GH.windows().createAndPushWindow<CHeroOverview>(playerSettings.hero);
  700. else
  701. GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);
  702. }
  703. void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition)
  704. {
  705. if(SEL->screenType != ESelectionScreen::newGame)
  706. return;
  707. PlayerInfo pi = SEL->getPlayerInfo(playerSettings.color);
  708. const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(playerSettings.color);
  709. if(selectionType == SelType::TOWN && ((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer))
  710. return;
  711. if(selectionType == SelType::HERO && ((pi.defaultHero() == HeroTypeID::NONE || !playerSettings.castle.isValid() || foreignPlayer)))
  712. return;
  713. if(selectionType == SelType::BONUS && foreignPlayer)
  714. return;
  715. GH.input().hapticFeedback();
  716. GH.windows().createAndPushWindow<SelectionWindow>(playerSettings.color, selectionType);
  717. }
  718. void OptionsTab::SelectedBox::scrollBy(int distance)
  719. {
  720. // FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server
  721. // because of that, panning event gets interrupted (due to destruction of element)
  722. // so, currently, gesture will always move selection only by 1, and then wait for recreation from server info
  723. distance = std::clamp(distance, -1, 1);
  724. switch(CPlayerSettingsHelper::selectionType)
  725. {
  726. case TOWN:
  727. CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, playerSettings.color);
  728. break;
  729. case HERO:
  730. CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, playerSettings.color);
  731. break;
  732. case BONUS:
  733. CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, playerSettings.color);
  734. break;
  735. }
  736. setScrollingEnabled(false);
  737. }
  738. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
  739. : CIntObject(LCLICK | KEYBOARD | TEXTINPUT)
  740. , pi(std::make_unique<PlayerInfo>(SEL->getPlayerInfo(S.color)))
  741. , s(std::make_unique<PlayerSettings>(S))
  742. , parentTab(parent)
  743. , name(S.name)
  744. {
  745. OBJ_CONSTRUCTION;
  746. defActions |= SHARE_POS;
  747. int serial = 0;
  748. for(PlayerColor g = PlayerColor(0); g < s->color; ++g)
  749. {
  750. auto itred = SEL->getPlayerInfo(g);
  751. if(itred.canComputerPlay || itred.canHumanPlay)
  752. serial++;
  753. }
  754. pos.x += 54;
  755. pos.y += 128 + serial * 50;
  756. assert(CSH->mi && CSH->mi->mapHeader);
  757. const PlayerInfo & p = SEL->getPlayerInfo(s->color);
  758. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  759. if(p.canHumanPlay && p.canComputerPlay)
  760. whoCanPlay = HUMAN_OR_CPU;
  761. else if(p.canComputerPlay)
  762. whoCanPlay = CPU;
  763. else
  764. whoCanPlay = HUMAN;
  765. static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flags =
  766. {{
  767. "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  768. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
  769. }};
  770. static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> bgs =
  771. {{
  772. "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  773. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
  774. }};
  775. background = std::make_shared<CPicture>(ImagePath::builtin(bgs[s->color]), 0, 0);
  776. if(s->isControlledByAI() || CSH->isGuest())
  777. labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, name, 95);
  778. else
  779. {
  780. labelPlayerNameEdit = std::make_shared<CTextInput>(Rect(6, 3, 95, 15), EFonts::FONT_SMALL, ETextAlignment::CENTER, false);
  781. labelPlayerNameEdit->setText(name);
  782. }
  783. 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]);
  784. if(SEL->screenType == ESelectionScreen::newGame)
  785. {
  786. 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));
  787. 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));
  788. 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));
  789. 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));
  790. 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));
  791. 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));
  792. }
  793. hideUnavailableButtons();
  794. if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color).canHumanPlay)
  795. {
  796. flag = std::make_shared<CButton>(
  797. Point(-43, 2),
  798. AnimationPath::builtin(flags[s->color.getNum()]),
  799. CGI->generaltexth->zelp[180],
  800. std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s)
  801. );
  802. flag->setHoverable(true);
  803. flag->block(CSH->isGuest());
  804. }
  805. else
  806. flag = nullptr;
  807. town = std::make_shared<SelectedBox>(Point(119, 2), *s, TOWN);
  808. hero = std::make_shared<SelectedBox>(Point(195, 2), *s, HERO);
  809. bonus = std::make_shared<SelectedBox>(Point(271, 2), *s, BONUS);
  810. }
  811. bool OptionsTab::PlayerOptionsEntry::captureThisKey(EShortcut key)
  812. {
  813. return labelPlayerNameEdit && labelPlayerNameEdit->hasFocus() && key == EShortcut::GLOBAL_ACCEPT;
  814. }
  815. void OptionsTab::PlayerOptionsEntry::keyPressed(EShortcut key)
  816. {
  817. if(labelPlayerNameEdit && key == EShortcut::GLOBAL_ACCEPT)
  818. updateName();
  819. }
  820. bool OptionsTab::PlayerOptionsEntry::receiveEvent(const Point & position, int eventType) const
  821. {
  822. return eventType == AEventsReceiver::LCLICK; // capture all left clicks (not only within control)
  823. }
  824. void OptionsTab::PlayerOptionsEntry::clickReleased(const Point & cursorPosition)
  825. {
  826. if(labelPlayerNameEdit && !labelPlayerNameEdit->pos.isInside(cursorPosition))
  827. updateName();
  828. }
  829. void OptionsTab::PlayerOptionsEntry::updateName() {
  830. if(labelPlayerNameEdit->getText() != name)
  831. {
  832. CSH->setPlayerName(s->color, labelPlayerNameEdit->getText());
  833. if(CSH->isMyColor(s->color))
  834. {
  835. Settings set = settings.write["general"]["playerName"];
  836. set->String() = labelPlayerNameEdit->getText();
  837. }
  838. }
  839. labelPlayerNameEdit->removeFocus();
  840. name = labelPlayerNameEdit->getText();
  841. }
  842. void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
  843. {
  844. if(ps.isControlledByAI() || humanPlayers > 1)
  845. CSH->setPlayer(ps.color);
  846. }
  847. void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
  848. {
  849. if(!buttonTownLeft)
  850. return;
  851. const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color);
  852. if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer)
  853. {
  854. buttonTownLeft->disable();
  855. buttonTownRight->disable();
  856. }
  857. else
  858. {
  859. buttonTownLeft->enable();
  860. buttonTownRight->enable();
  861. }
  862. if((pi->defaultHero() != HeroTypeID::RANDOM || !s->castle.isValid()) //fixed hero
  863. || foreignPlayer) //or not our player
  864. {
  865. buttonHeroLeft->disable();
  866. buttonHeroRight->disable();
  867. }
  868. else
  869. {
  870. buttonHeroLeft->enable();
  871. buttonHeroRight->enable();
  872. }
  873. if(foreignPlayer)
  874. {
  875. buttonBonusLeft->disable();
  876. buttonBonusRight->disable();
  877. }
  878. else
  879. {
  880. buttonBonusLeft->enable();
  881. buttonBonusRight->enable();
  882. }
  883. }