SettingsMainWindow.cpp 5.0 KB

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  1. /*
  2. * SettingsMainContainer.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 "SettingsMainWindow.h"
  12. #include "AdventureOptionsTab.h"
  13. #include "BattleOptionsTab.h"
  14. #include "GeneralOptionsTab.h"
  15. #include "OtherOptionsTab.h"
  16. #include "CMT.h"
  17. #include "CGameInfo.h"
  18. #include "texts/CGeneralTextHandler.h"
  19. #include "CPlayerInterface.h"
  20. #include "CServerHandler.h"
  21. #include "filesystem/ResourcePath.h"
  22. #include "gui/CGuiHandler.h"
  23. #include "gui/WindowHandler.h"
  24. #include "render/Canvas.h"
  25. #include "lobby/CSavingScreen.h"
  26. #include "widgets/Buttons.h"
  27. #include "widgets/Images.h"
  28. #include "widgets/ObjectLists.h"
  29. #include "windows/CMessage.h"
  30. SettingsMainWindow::SettingsMainWindow(BattleInterface * parentBattleUi) : InterfaceObjectConfigurable()
  31. {
  32. OBJECT_CONSTRUCTION;
  33. const JsonNode config(JsonPath::builtin("config/widgets/settings/settingsMainContainer.json"));
  34. addCallback("activateSettingsTab", [this](int tabId) { openTab(tabId); });
  35. addCallback("loadGame", [this](int) { loadGameButtonCallback(); });
  36. addCallback("saveGame", [this](int) { saveGameButtonCallback(); });
  37. addCallback("restartGame", [this](int) { restartGameButtonCallback(); });
  38. addCallback("quitGame", [this](int) { quitGameButtonCallback(); });
  39. addCallback("returnToMainMenu", [this](int) { mainMenuButtonCallback(); });
  40. addCallback("closeWindow", [this](int) { backButtonCallback(); });
  41. build(config);
  42. std::shared_ptr<CIntObject> background = widget<CIntObject>("background");
  43. pos.w = background->pos.w;
  44. pos.h = background->pos.h;
  45. pos = center();
  46. std::shared_ptr<CButton> loadButton = widget<CButton>("loadButton");
  47. assert(loadButton);
  48. std::shared_ptr<CButton> saveButton = widget<CButton>("saveButton");
  49. assert(saveButton);
  50. std::shared_ptr<CButton> restartButton = widget<CButton>("restartButton");
  51. assert(restartButton);
  52. loadButton->block(CSH->isGuest());
  53. saveButton->block(CSH->isGuest() || parentBattleUi);
  54. restartButton->block(CSH->isGuest() || parentBattleUi);
  55. int defaultTabIndex = 0;
  56. if(parentBattleUi != nullptr)
  57. defaultTabIndex = 2;
  58. else if(settings["general"]["lastSettingsTab"].isNumber())
  59. defaultTabIndex = settings["general"]["lastSettingsTab"].Integer();
  60. parentBattleInterface = parentBattleUi;
  61. tabContentArea = std::make_shared<CTabbedInt>(std::bind(&SettingsMainWindow::createTab, this, _1), Point(0, 0), defaultTabIndex);
  62. tabContentArea->setRedrawParent(true);
  63. std::shared_ptr<CToggleGroup> mainTabs = widget<CToggleGroup>("settingsTabs");
  64. mainTabs->setSelected(defaultTabIndex);
  65. LOCPLINT->gamePause(true);
  66. }
  67. std::shared_ptr<CIntObject> SettingsMainWindow::createTab(size_t index)
  68. {
  69. switch(index)
  70. {
  71. case 0:
  72. return std::make_shared<GeneralOptionsTab>();
  73. case 1:
  74. return std::make_shared<AdventureOptionsTab>();
  75. case 2:
  76. return std::make_shared<BattleOptionsTab>(parentBattleInterface);
  77. case 3:
  78. return std::make_shared<OtherOptionsTab>();
  79. default:
  80. logGlobal->error("Wrong settings tab ID!");
  81. return std::make_shared<GeneralOptionsTab>();
  82. }
  83. }
  84. void SettingsMainWindow::openTab(size_t index)
  85. {
  86. tabContentArea->setActive(index);
  87. CIntObject::redraw();
  88. Settings lastUsedTab = settings.write["general"]["lastSettingsTab"];
  89. lastUsedTab->Integer() = index;
  90. }
  91. void SettingsMainWindow::close()
  92. {
  93. if(!GH.windows().isTopWindow(this))
  94. logGlobal->error("Only top interface must be closed");
  95. LOCPLINT->gamePause(false);
  96. GH.windows().popWindows(1);
  97. }
  98. void SettingsMainWindow::quitGameButtonCallback()
  99. {
  100. LOCPLINT->showYesNoDialog(
  101. CGI->generaltexth->allTexts[578],
  102. [this]()
  103. {
  104. close();
  105. GH.dispatchMainThread( []()
  106. {
  107. handleQuit(false);
  108. });
  109. },
  110. 0
  111. );
  112. }
  113. void SettingsMainWindow::backButtonCallback()
  114. {
  115. close();
  116. }
  117. void SettingsMainWindow::mainMenuButtonCallback()
  118. {
  119. LOCPLINT->showYesNoDialog(
  120. CGI->generaltexth->allTexts[578],
  121. [this]()
  122. {
  123. close();
  124. CSH->endGameplay();
  125. CMM->menu->switchToTab("main");
  126. },
  127. 0
  128. );
  129. }
  130. void SettingsMainWindow::loadGameButtonCallback()
  131. {
  132. close();
  133. LOCPLINT->proposeLoadingGame();
  134. }
  135. void SettingsMainWindow::saveGameButtonCallback()
  136. {
  137. close();
  138. GH.windows().createAndPushWindow<CSavingScreen>();
  139. }
  140. void SettingsMainWindow::restartGameButtonCallback()
  141. {
  142. LOCPLINT->showYesNoDialog(
  143. CGI->generaltexth->allTexts[67],
  144. [this]()
  145. {
  146. close();
  147. GH.dispatchMainThread([](){
  148. CSH->sendRestartGame();
  149. });
  150. },
  151. 0
  152. );
  153. }
  154. void SettingsMainWindow::showAll(Canvas & to)
  155. {
  156. auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
  157. if(settings["session"]["spectate"].Bool())
  158. color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
  159. CIntObject::showAll(to);
  160. CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
  161. }
  162. void SettingsMainWindow::onScreenResize()
  163. {
  164. InterfaceObjectConfigurable::onScreenResize();
  165. auto tab = std::dynamic_pointer_cast<GeneralOptionsTab>(tabContentArea->getItem());
  166. if (tab)
  167. tab->updateResolutionSelector();
  168. }