openclonk/src/gui/C4GameLobby.cpp

826 lines
27 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// the ingame-lobby
#include "C4Include.h"
#include "C4ForbidLibraryCompilation.h"
#include "gui/C4GameLobby.h"
#include "c4group/C4Components.h"
#include "control/C4GameControl.h"
#include "game/C4Application.h"
#include "graphics/C4GraphicsResource.h"
#include "gui/C4ChatDlg.h"
#include "gui/C4GameOptions.h"
#include "gui/C4MessageInput.h"
#include "gui/C4PlayerInfoListBox.h"
#include "network/C4Network2.h"
#include "network/C4Network2Dialogs.h"
namespace C4GameLobby
{
bool UserAbort = false;
// ----------- C4PacketCountdown ---------------------------------------------
void C4PacketCountdown::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(iCountdown, "Countdown", 0));
}
StdStrBuf C4PacketCountdown::GetCountdownMsg(bool fInitialMsg) const
{
const char *szCountdownMsg;
if (iCountdown < AlmostStartCountdownTime && !fInitialMsg) szCountdownMsg = "%d..."; else szCountdownMsg = LoadResStr("IDS_PRC_COUNTDOWN");
return FormatString(szCountdownMsg, (int)iCountdown);
}
// ----------- C4PacketSetScenarioParameter ---------------------------------------------
void C4PacketSetScenarioParameter::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(mkParAdapt(ID, StdCompiler::RCT_Idtf), "ID", StdCopyStrBuf()));
pComp->Value(mkNamingAdapt(Value, "Value", 0));
}
// ----------- ScenDescs ---------------------------------------------
ScenDesc::ScenDesc(const C4Rect &rcBounds, bool fActive) : C4GUI::Window(), fDescFinished(false)
{
// build components
SetBounds(rcBounds);
C4GUI::ComponentAligner caMain(GetClientRect(), 0,0, true);
AddElement(pDescBox = new C4GUI::TextWindow(caMain.GetAll(), 0, 0, 0, 100, 4096, "", true));
pDescBox->SetDecoration(false, false, nullptr, true);
// initial update to set current data
if (fActive) Activate();
}
void ScenDesc::Update()
{
// scenario present?
C4Network2Res *pRes = Game.Parameters.Scenario.getNetRes();
if (!pRes) return; // something's wrong
CStdFont &rTitleFont = ::GraphicsResource.CaptionFont;
CStdFont &rTextFont = ::GraphicsResource.TextFont;
pDescBox->ClearText(false);
if (pRes->isComplete())
{
C4Group ScenarioFile;
if (!ScenarioFile.Open(pRes->getFile()))
{
pDescBox->AddTextLine("scenario file load error", &rTextFont, C4GUI_MessageFontClr, false, true);
}
else
{
// load desc
C4ComponentHost DefDesc;
if (C4Language::LoadComponentHost(&DefDesc, ScenarioFile, C4CFN_ScenarioDesc, Config.General.LanguageEx))
pDescBox->AddTextLine(DefDesc.GetData(), &rTextFont, C4GUI_MessageFontClr, false, true, &rTitleFont);
else
pDescBox->AddTextLine(Game.ScenarioTitle.getData(), &rTitleFont, C4GUI_CaptionFontClr, false, true);
}
// okay, done loading. No more updates.
fDescFinished = true;
Deactivate();
}
else
{
pDescBox->AddTextLine(FormatString(LoadResStr("IDS_MSG_SCENARIODESC_LOADING"), (int) pRes->getPresentPercent()).getData(),
&rTextFont, C4GUI_MessageFontClr, false, true);
}
pDescBox->UpdateHeight();
}
void ScenDesc::Activate()
{
// final desc set? no update then
if (fDescFinished) return;
// register timer if necessary
Application.Add(this);
// force an update
Update();
}
void ScenDesc::Deactivate()
{
// release timer if set
Application.Remove(this);
}
// ----------- MainDlg -----------------------------------------------------------------------------
MainDlg::MainDlg(bool fHost)
: C4GUI::FullscreenDialog(!Game.ScenarioTitle ?
(const char *) LoadResStr("IDS_DLG_LOBBY"):
FormatString("%s - %s", Game.ScenarioTitle.getData(), LoadResStr("IDS_DLG_LOBBY")).getData(),
Game.ScenarioTitle.getData()),
pPlayerList(nullptr), pResList(nullptr), pChatBox(nullptr), pRightTabLbl(nullptr), pRightTab(nullptr),
pEdt(nullptr), btnRun(nullptr), btnPlayers(nullptr), btnResources(nullptr), btnTeams(nullptr), btnChat(nullptr)
{
// key bindings
pKeyHistoryUp = new C4KeyBinding(C4KeyCodeEx(K_UP ), "LobbyChatHistoryUp" , KEYSCOPE_Gui, new C4GUI::DlgKeyCBEx<MainDlg, bool>(*this, true , &MainDlg::KeyHistoryUpDown), C4CustomKey::PRIO_CtrlOverride);
pKeyHistoryDown= new C4KeyBinding(C4KeyCodeEx(K_DOWN), "LobbyChatHistoryDown", KEYSCOPE_Gui, new C4GUI::DlgKeyCBEx<MainDlg, bool>(*this, false, &MainDlg::KeyHistoryUpDown), C4CustomKey::PRIO_CtrlOverride);
// timer
Application.Add(this);
// indents / sizes
int32_t iDefBtnHeight = 32;
int32_t iIndentX1, iIndentX2, iIndentX3;
int32_t iIndentY1, iIndentY2, iIndentY3, iIndentY4;
int32_t iClientListWdt;
if (GetClientRect().Wdt > 500)
{
// normal dlg
iIndentX1 = 10; // lower button area
iIndentX2 = 20; // center area (chat)
iIndentX3 = 5; // client/player list
iClientListWdt = GetClientRect().Wdt / 3;
}
else
{
// small dlg
iIndentX1 = 2; // lower button area
iIndentX2 = 2; // center area (chat)
iIndentX3 = 1; // client/player list
iClientListWdt = GetClientRect().Wdt / 2;
}
if (GetClientRect().Hgt > 320)
{
// normal dlg
iIndentY1 = 16; // lower button area
iIndentY2 = 20; // status bar offset
iIndentY3 = 8; // center area (chat)
iIndentY4 = 8; // client/player list
}
else
{
// small dlg
iIndentY1 = 2; // lower button area
iIndentY2 = 2; // status bar offset
iIndentY3 = 1; // center area (chat)
iIndentY4 = 1; // client/player list
}
// set subtitle ToolTip
if (pSubTitle)
pSubTitle->SetToolTip(LoadResStr("IDS_DLG_SCENARIOTITLE"));
C4GUI::Label *pLbl;
// main screen components
C4GUI::ComponentAligner caMain(GetClientRect(), 0,0,true);
caMain.GetFromBottom(iIndentY2);
// lower button-area
C4GUI::ComponentAligner caBottom(caMain.GetFromBottom(iDefBtnHeight+iIndentY1*2), iIndentX1,iIndentY1);
// add buttons
C4GUI::CallbackButton<MainDlg> *btnExit;
btnExit = new C4GUI::CallbackButton<MainDlg>(LoadResStr("IDS_DLG_EXIT"), caBottom.GetFromLeft(100), &MainDlg::OnExitBtn);
if (fHost)
{
btnRun = new C4GUI::CallbackButton<MainDlg>(LoadResStr("IDS_DLG_GAMEGO"), caBottom.GetFromRight(100), &MainDlg::OnRunBtn);
checkReady = nullptr;
}
else
{
checkReady = new C4GUI::CheckBox(caBottom.GetFromRight(90), LoadResStr("IDS_DLG_READY"), false);
checkReady->SetOnChecked(new C4GUI::CallbackHandler<MainDlg>(this, &MainDlg::OnReadyCheck));
caBottom.GetFromRight(90);
}
pGameOptionButtons = new C4GameOptionButtons(caBottom.GetCentered(caBottom.GetInnerWidth(), std::min<int32_t>(C4GUI_IconExHgt, caBottom.GetHeight())), true, fHost, true);
// players / resources sidebar
C4GUI::ComponentAligner caRight(caMain.GetFromRight(iClientListWdt), iIndentX3,iIndentY4);
pRightTabLbl = new C4GUI::WoodenLabel("", caRight.GetFromTop(C4GUI::WoodenLabel::GetDefaultHeight(&(::GraphicsResource.TextFont))), C4GUI_CaptionFontClr, &::GraphicsResource.TextFont, ALeft);
caRight.ExpandTop(iIndentY4*2 + 1); // undo margin, so client list is located directly under label
pRightTab = new C4GUI::Tabular(caRight.GetAll(), C4GUI::Tabular::tbNone);
C4GUI::Tabular::Sheet *pPlayerSheet = pRightTab->AddSheet(LoadResStr("IDS_DLG_PLAYERS"));
C4GUI::Tabular::Sheet *pResSheet = pRightTab->AddSheet(LoadResStr("IDS_DLG_RESOURCES"));
C4GUI::Tabular::Sheet *pOptionsSheet = pRightTab->AddSheet(LoadResStr("IDS_DLG_OPTIONS"));
C4GUI::Tabular::Sheet *pScenarioSheet = pRightTab->AddSheet(LoadResStr("IDS_DLG_SCENARIO"));
pPlayerList = new C4PlayerInfoListBox(pPlayerSheet->GetContainedClientRect(), C4PlayerInfoListBox::PILBM_LobbyClientSort);
pPlayerSheet->AddElement(pPlayerList);
pResList = new C4Network2ResDlg(pResSheet->GetContainedClientRect(), false);
pResSheet->AddElement(pResList);
pOptionsList = new C4GameOptionsList(pResSheet->GetContainedClientRect(), false, C4GameOptionsList::GOLS_Lobby);
pOptionsSheet->AddElement(pOptionsList);
pScenarioInfo = new ScenDesc(pResSheet->GetContainedClientRect(), false);
pScenarioSheet->AddElement(pScenarioInfo);
pRightTabLbl->SetContextHandler(new C4GUI::CBContextHandler<C4GameLobby::MainDlg>(this, &MainDlg::OnRightTabContext));
pRightTabLbl->SetClickFocusControl(pPlayerList);
bool fHasTeams = Game.Teams.IsMultiTeams();
bool fHasChat = C4ChatDlg::IsChatActive();
int32_t iBtnNum = 4+fHasTeams+fHasChat;
if (fHasTeams)
{
btnTeams = new C4GUI::CallbackButton<MainDlg, C4GUI::IconButton>(C4GUI::Ico_Team, pRightTabLbl->GetToprightCornerRect(16, 16, 4, 4, --iBtnNum), LoadResStr("IDS_DLG_PLAYERSBYTEAM"), &MainDlg::OnTabTeams);
}
btnPlayers = new C4GUI::CallbackButton<MainDlg, C4GUI::IconButton>(C4GUI::Ico_Player, pRightTabLbl->GetToprightCornerRect(16,16,4,4,--iBtnNum), LoadResStr("IDS_DLG_PLAYERS"), &MainDlg::OnTabPlayers);
btnResources = new C4GUI::CallbackButton<MainDlg, C4GUI::IconButton>(C4GUI::Ico_Resource, pRightTabLbl->GetToprightCornerRect(16,16,4,4,--iBtnNum), LoadResStr("IDS_DLG_RESOURCES"), &MainDlg::OnTabRes);
btnOptions = new C4GUI::CallbackButton<MainDlg, C4GUI::IconButton>(C4GUI::Ico_Options, pRightTabLbl->GetToprightCornerRect(16,16,4,4,--iBtnNum), LoadResStr("IDS_DLG_OPTIONS"), &MainDlg::OnTabOptions);
btnScenario = new C4GUI::CallbackButton<MainDlg, C4GUI::IconButton>(C4GUI::Ico_Gfx, pRightTabLbl->GetToprightCornerRect(16,16,4,4,--iBtnNum), LoadResStr("IDS_DLG_SCENARIO"), &MainDlg::OnTabScenario);
if (fHasChat)
btnChat = new C4GUI::CallbackButton<MainDlg, C4GUI::IconButton>(C4GUI::Ico_Ex_Chat, pRightTabLbl->GetToprightCornerRect(16,16,4,4,--iBtnNum), LoadResStr("IDS_CTL_CHAT"), &MainDlg::OnBtnChat);
// update labels and tooltips for player list
UpdateRightTab();
// chat area
C4GUI::ComponentAligner caCenter(caMain.GetAll(), iIndentX2, iIndentY3);
// chat input box
C4GUI::ComponentAligner caChat(caCenter.GetFromBottom(C4GUI::Edit::GetDefaultEditHeight()), 0,0);
pLbl = new C4GUI::WoodenLabel(LoadResStr("IDS_CTL_CHAT"), caChat.GetFromLeft(40), C4GUI_CaptionFontClr, &::GraphicsResource.TextFont);
pEdt = new C4GUI::CallbackEdit<MainDlg>(caChat.GetAll(), this, &MainDlg::OnChatInput);
pEdt->SetToolTip(LoadResStr("IDS_DLGTIP_CHAT")); pLbl->SetToolTip(LoadResStr("IDS_DLGTIP_CHAT"));
pLbl->SetClickFocusControl(pEdt);
// log box
pChatBox = new C4GUI::TextWindow(caCenter.GetAll());
// add components in tab-order
AddElement(pChatBox);
AddElement(pLbl); AddElement(pEdt); // chat
AddElement(pRightTabLbl);
if (btnTeams) AddElement(btnTeams);
AddElement(btnPlayers);
AddElement(btnResources);
AddElement(btnOptions);
AddElement(btnScenario);
if (btnChat) AddElement(btnChat);
AddElement(pRightTab);
AddElement(btnExit); btnExit->SetToolTip(LoadResStr("IDS_DLGTIP_EXIT"));
AddElement(pGameOptionButtons);
if (fHost)
{
AddElement(btnRun);
btnRun->SetToolTip(LoadResStr("IDS_DLGTIP_GAMEGO"));
}
else
{
AddElement(checkReady);
checkReady->SetToolTip(LoadResStr("IDS_DLGTIP_READY"));
}
// set initial focus
SetFocus(pEdt, false);
// stuff
eCountdownState = CDS_None;
iBackBufferIndex = -1;
// initial player list update
UpdatePlayerList();
}
MainDlg::~MainDlg()
{
Application.Remove(this);
delete pKeyHistoryUp;
delete pKeyHistoryDown;
}
void MainDlg::OnExitBtn(C4GUI::Control *btn)
{
// abort dlg
Close(false);
}
void MainDlg::OnReadyCheck(C4GUI::Element *pCheckBox)
{
bool rIsOn = static_cast<C4GUI::CheckBox *>(pCheckBox)->GetChecked();
::Control.DoInput(CID_ClientUpdate, new C4ControlClientUpdate(::Game.Clients.getLocalID(), CUT_SetReady, rIsOn), CDT_Direct);
}
void MainDlg::SetCountdownState(CountdownState eToState, int32_t iTimer)
{
// no change?
if (eToState == eCountdownState) return;
// changing away from countdown?
if (eCountdownState == CDS_Countdown)
{
StopSoundEffect("Structures::Elevator::Moving", nullptr);
if (eToState != CDS_Start) StartSoundEffect("Liquids::Pshshsh");
}
// change to game start?
if (eToState == CDS_Start)
{
// announce it!
StartSoundEffect("Fire::Blast3");
}
else if (eToState == CDS_Countdown)
{
StartSoundEffect("Fire::Fuse");
}
if (eToState == CDS_Countdown || eToState == CDS_LongCountdown)
{
// game start notify
Application.NotifyUserIfInactive();
if (!eCountdownState)
{
// host update start button to be abort button
if (btnRun) btnRun->SetText(LoadResStr("IDS_DLG_CANCEL"));
}
}
// countdown abort?
if (!eToState)
{
// host update start button to be start button again
if (btnRun) btnRun->SetText(LoadResStr("IDS_DLG_GAMEGO"));
// countdown abort message
OnLog(LoadResStr("IDS_PRC_STARTABORTED"), C4GUI_LogFontClr2);
}
// set new state
eCountdownState = eToState;
// update stuff (makes team sel and fair crew btn available)
pGameOptionButtons->SetCountdown(IsCountdown());
UpdatePlayerList();
}
void MainDlg::OnCountdownPacket(const C4PacketCountdown &Pkt)
{
// determine new countdown state
int32_t iTimer = 0;
CountdownState eNewState;
if (Pkt.IsAbort())
eNewState = CDS_None;
else
{
iTimer = Pkt.GetCountdown();
if (!iTimer)
eNewState = CDS_Start; // game is about to be started (boom)
else if (iTimer <= AlmostStartCountdownTime)
eNewState = CDS_Countdown; // eToState
else
eNewState = CDS_LongCountdown;
}
bool fWasCountdown = !!eCountdownState;
SetCountdownState(eNewState, iTimer);
// display countdown (except last, which ends the lobby anyway)
if (iTimer)
{
// first countdown message
OnLog(Pkt.GetCountdownMsg(!fWasCountdown).getData(), C4GUI_LogFontClr2);
StartSoundEffect("UI::Tick");
}
}
bool MainDlg::IsCountdown()
{
// flag as countdown if countdown running or game is about to start
// so team choice, etc. will not become available in the last split-second
return eCountdownState >= CDS_Countdown;
}
void MainDlg::OnClosed(bool fOK)
{
// lobby aborted by user: remember not to display error log
if (!fOK)
C4GameLobby::UserAbort = true;
// finish countdown if running
// (may not be finished if status change packet from host is faster than the countdown-initiate)
if (eCountdownState) SetCountdownState(fOK ? CDS_Start : CDS_None, 0);
}
void MainDlg::OnRunBtn(C4GUI::Control *btn)
{
// only for host
if (!::Network.isHost()) return;
// already started? then abort
if (eCountdownState) { ::Network.AbortLobbyCountdown(); return; }
// otherwise start, utilizing correct countdown time
Start(Config.Lobby.CountdownTime);
}
void MainDlg::Start(int32_t iCountdownTime)
{
// network savegame resumes: Warn if not all players have been associated
if (Game.C4S.Head.SaveGame)
{
if (Game.PlayerInfos.FindUnassociatedRestoreInfo(Game.RestorePlayerInfos))
{
StdStrBuf sMsg; sMsg.Ref(LoadResStr("IDS_MSG_NOTALLSAVEGAMEPLAYERSHAVE"));
if (!GetScreen()->ShowMessageModal(sMsg.getData(), LoadResStr("IDS_MSG_FREESAVEGAMEPLRS"), C4GUI::MessageDialog::btnYesNo, C4GUI::Ico_SavegamePlayer, &Config.Startup.HideMsgPlrNoTakeOver))
return;
}
// warning about desync bug #1965
int i=0; C4ClientPlayerInfos *pkInfo;
while ((pkInfo = Game.PlayerInfos.GetIndexedInfo(i++))) {
C4PlayerInfo *pPlrInfo; int32_t iInfo=0;
while ((pPlrInfo = pkInfo->GetPlayerInfo(iInfo++)))
if (!pPlrInfo->GetAssociatedSavegamePlayerID())
{
bool ignore = GetScreen()->ShowMessageModal(
LoadResStr("IDS_DLG_NETRESUME"),
LoadResStr("IDS_MSG_FREESAVEGAMEPLRS"),
C4GUI::MessageDialog::btnYesNo,
C4GUI::Ico_Error
);
if (ignore)
break;
else
return;
}
}
}
// validate countdown time
iCountdownTime = ValidatedCountdownTime(iCountdownTime);
// either direct start...
if (!iCountdownTime)
::Network.Start();
else
// ...or countdown
::Network.StartLobbyCountdown(iCountdownTime);
}
C4GUI::Edit::InputResult MainDlg::OnChatInput(C4GUI::Edit *edt, bool fPasting, bool fPastingMore)
{
// get edit text
C4GUI::Edit *pEdt = reinterpret_cast<C4GUI::Edit *>(edt);
const char *szInputText = pEdt->GetText();
// no input?
if (!szInputText || !*szInputText)
{
// do some error sound then
C4GUI::GUISound("UI::Error");
}
else
{
// store input in backbuffer before processing commands
// because those might kill the edit field
::MessageInput.StoreBackBuffer(szInputText);
::MessageInput.ProcessInput(szInputText);
}
// clear edit field after text has been processed
pEdt->SelectAll(); pEdt->DeleteSelection();
// reset backbuffer-index of chat history
iBackBufferIndex = -1;
// OK, on we go. Leave edit intact
return C4GUI::Edit::IR_None;
}
void MainDlg::OnClientJoin(C4Client *pNewClient)
{
// update list
UpdatePlayerList();
}
void MainDlg::OnClientConnect(C4Client *pClient, C4Network2IOConnection *pConn)
{
}
void MainDlg::OnClientPart(C4Client *pPartClient)
{
// update list
UpdatePlayerList();
}
void MainDlg::HandlePacket(char cStatus, const C4PacketBase *pPacket, C4Network2Client *pClient)
{
// note that player info update packets are not handled by this function,
// but by player info list and then forwarded to MainDlg::OnPlayerUpdate
// this is necessary because there might be changes (e.g. duplicate colors)
// done by player info list
// besides, this releases the lobby from doing any host/client-specializations
#define GETPKT(type, name) \
assert(pPacket); const type &name = \
static_cast<const type &>(*pPacket);
switch (cStatus)
{
case PID_LobbyCountdown: // initiate or abort countdown
{
GETPKT(C4PacketCountdown, Pkt);
// do countdown
OnCountdownPacket(Pkt);
}
break;
case PID_SetScenarioParameter: // set a scenario parameter value
{
GETPKT(C4PacketSetScenarioParameter, Pkt);
::Game.Parameters.ScenarioParameters.SetValue(Pkt.GetID(), Pkt.GetValue(), false);
// reflect updated value immediately on clients
if (pRightTab->GetActiveSheetIndex() == SheetIdx_Options) if (pOptionsList) pOptionsList->Update();
}
};
#undef GETPKT
}
bool MainDlg::OnMessage(C4Client *pOfClient, const char *szMessage)
{
// output message should be prefixed with client already
const char *szMsgBuf = szMessage;
// 2do: log with player colors?
if (pChatBox && !pOfClient->IsIgnored())
{
pChatBox->AddTextLine(szMsgBuf, &::GraphicsResource.TextFont, ::Network.Players.GetClientChatColor(pOfClient ? pOfClient->getID() : Game.Clients.getLocalID(), true) | C4GUI_MessageFontAlpha, true, true);
pChatBox->ScrollToBottom();
}
// log it
LogSilent(szMsgBuf);
// done, success
return true;
}
void MainDlg::OnClientSound(C4Client *pOfClient)
{
// show that someone played a sound
if (pOfClient && pPlayerList)
{
pPlayerList->SetClientSoundIcon(pOfClient->getID());
}
}
void MainDlg::OnLog(const char *szLogMsg, DWORD dwClr)
{
if (pChatBox)
{
pChatBox->AddTextLine(szLogMsg, &::GraphicsResource.TextFont, dwClr, true, true);
pChatBox->ScrollToBottom();
}
}
void MainDlg::OnError(const char *szErrMsg)
{
if (pChatBox)
{
StartSoundEffect("UI::Error");
pChatBox->AddTextLine(szErrMsg, &::GraphicsResource.TextFont, C4GUI_ErrorFontClr, true, true);
pChatBox->ScrollToBottom();
}
}
void MainDlg::OnSec1Timer()
{
UpdatePlayerList();
}
void MainDlg::UpdatePlayerList()
{
// this updates ping label texts and teams
if (pPlayerList) pPlayerList->Update();
}
C4GUI::ContextMenu *MainDlg::OnRightTabContext(C4GUI::Element *pLabel, int32_t iX, int32_t iY)
{
// create context menu
C4GUI::ContextMenu *pMenu = new C4GUI::ContextMenu();
// players/resources
C4GUI::Tabular::Sheet *pPlayerSheet = pRightTab->GetSheet(0);
C4GUI::Tabular::Sheet *pResSheet = pRightTab->GetSheet(1);
C4GUI::Tabular::Sheet *pOptionsSheet = pRightTab->GetSheet(2);
pMenu->AddItem(pPlayerSheet->GetTitle(), pPlayerSheet->GetToolTip(), C4GUI::Ico_Player,
new C4GUI::CBMenuHandler<MainDlg>(this, &MainDlg::OnCtxTabPlayers));
if (Game.Teams.IsMultiTeams())
{
StdCopyStrBuf strShowTeamsDesc(LoadResStr("IDS_MSG_SHOWTEAMS_DESC"));
pMenu->AddItem(LoadResStr("IDS_MSG_SHOWTEAMS"), strShowTeamsDesc.getData(), C4GUI::Ico_Team,
new C4GUI::CBMenuHandler<MainDlg>(this, &MainDlg::OnCtxTabTeams));
}
pMenu->AddItem(pResSheet->GetTitle(), pResSheet->GetToolTip(), C4GUI::Ico_Resource,
new C4GUI::CBMenuHandler<MainDlg>(this, &MainDlg::OnCtxTabRes));
pMenu->AddItem(pOptionsSheet->GetTitle(), pOptionsSheet->GetToolTip(), C4GUI::Ico_Options,
new C4GUI::CBMenuHandler<MainDlg>(this, &MainDlg::OnCtxTabOptions));
// open it
return pMenu;
}
void MainDlg::OnClientAddPlayer(const char *szFilename, int32_t idClient)
{
// check client number
if (idClient != Game.Clients.getLocalID())
{
LobbyError(FormatString(LoadResStr("IDS_ERR_JOINPLR_NOLOCALCLIENT"), szFilename, idClient).getData());
return;
}
// player join - check filename
if (!ItemExists(szFilename))
{
LobbyError(FormatString(LoadResStr("IDS_ERR_JOINPLR_NOFILE"), szFilename).getData());
return;
}
// join!
::Network.Players.JoinLocalPlayer(Config.AtRelativePath(szFilename));
}
void MainDlg::OnTabPlayers(C4GUI::Control *btn)
{
if (pPlayerList) pPlayerList->SetMode(C4PlayerInfoListBox::PILBM_LobbyClientSort);
if (pRightTab)
{
pRightTab->SelectSheet(SheetIdx_PlayerList, true);
UpdateRightTab();
}
}
void MainDlg::OnTabTeams(C4GUI::Control *btn)
{
if (pPlayerList) pPlayerList->SetMode(C4PlayerInfoListBox::PILBM_LobbyTeamSort);
if (pRightTab)
{
pRightTab->SelectSheet(SheetIdx_PlayerList, true);
UpdateRightTab();
}
}
void MainDlg::OnTabRes(C4GUI::Control *btn)
{
if (pRightTab)
{
pRightTab->SelectSheet(SheetIdx_Res, true);
UpdateRightTab();
}
}
void MainDlg::OnTabOptions(C4GUI::Control *btn)
{
if (pRightTab)
{
pRightTab->SelectSheet(SheetIdx_Options, true);
UpdateRightTab();
}
}
void MainDlg::OnTabScenario(C4GUI::Control *btn)
{
if (pRightTab)
{
pRightTab->SelectSheet(SheetIdx_Scenario, true);
UpdateRightTab();
}
}
void MainDlg::UpdateRightTab()
{
if (!pRightTabLbl || !pRightTab || !pRightTab->GetActiveSheet() || !pPlayerList) return;
// copy active sheet data to label
pRightTabLbl->SetText(pRightTab->GetActiveSheet()->GetTitle());
pRightTabLbl->SetToolTip(pRightTab->GetActiveSheet()->GetToolTip());
// update
if (pRightTab->GetActiveSheetIndex() == SheetIdx_PlayerList) UpdatePlayerList();
if (pRightTab->GetActiveSheetIndex() == SheetIdx_Res) pResList->Activate(); else pResList->Deactivate();
if (pRightTab->GetActiveSheetIndex() == SheetIdx_Options) pOptionsList->Activate(); else pOptionsList->Deactivate();
if (pRightTab->GetActiveSheetIndex() == SheetIdx_Scenario) pScenarioInfo->Activate(); else pScenarioInfo->Deactivate();
// update selection buttons
if (btnPlayers) btnPlayers->SetHighlight(pRightTab->GetActiveSheetIndex() == SheetIdx_PlayerList && pPlayerList->GetMode() == C4PlayerInfoListBox::PILBM_LobbyClientSort);
if (btnResources) btnResources->SetHighlight(pRightTab->GetActiveSheetIndex() == SheetIdx_Res);
if (btnTeams) btnTeams->SetHighlight(pRightTab->GetActiveSheetIndex() == SheetIdx_PlayerList && pPlayerList->GetMode() == C4PlayerInfoListBox::PILBM_LobbyTeamSort);
if (btnOptions) btnOptions->SetHighlight(pRightTab->GetActiveSheetIndex() == SheetIdx_Options);
if (btnScenario) btnScenario->SetHighlight(pRightTab->GetActiveSheetIndex() == SheetIdx_Scenario);
}
void MainDlg::OnBtnChat(C4GUI::Control *btn)
{
// open chat dialog
C4ChatDlg::ShowChat();
}
bool MainDlg::KeyHistoryUpDown(bool fUp)
{
// chat input only
if (!IsFocused(pEdt)) return false;
pEdt->SelectAll(); pEdt->DeleteSelection();
const char *szPrevInput = ::MessageInput.GetBackBuffer(fUp ? (++iBackBufferIndex) : (--iBackBufferIndex));
if (!szPrevInput || !*szPrevInput)
iBackBufferIndex = -1;
else
{
pEdt->InsertText(szPrevInput, true);
pEdt->SelectAll();
}
return true;
}
void MainDlg::UpdatePassword()
{
// if the password setting has changed, make sure the buttons reflect this change
pGameOptionButtons->UpdatePasswordBtn();
}
int32_t MainDlg::ValidatedCountdownTime(int32_t iTimeout)
{
// no negative timeouts
if (iTimeout < 0) iTimeout = 5;
// in leage mode, there must be at least five seconds timeout
if (Game.Parameters.isLeague() && iTimeout < 5) iTimeout = 5;
return iTimeout;
}
void MainDlg::ClearLog()
{
pChatBox->ClearText(true);
}
void LobbyError(const char *szErrorMsg)
{
// get lobby
MainDlg *pLobby = ::Network.GetLobby();
if (pLobby) pLobby->OnError(szErrorMsg);
else Log(szErrorMsg);
}
/* Countdown */
Countdown::Countdown(int32_t iStartTimer) : iStartTimer(iStartTimer)
{
// only on network hosts
assert(::Network.isHost());
// ctor: Init; sends initial countdown packet
C4PacketCountdown pck(iStartTimer);
::Network.Clients.BroadcastMsgToClients(MkC4NetIOPacket(PID_LobbyCountdown, pck));
// also process on host
MainDlg *pLobby = ::Network.GetLobby();
if (pLobby)
{
pLobby->OnCountdownPacket(pck);
}
else
{
// no lobby: Message to log for dedicated/console hosts
Log(pck.GetCountdownMsg().getData());
}
// init timer callback
Application.Add(this);
}
Countdown::~Countdown()
{
// release timer
Application.Remove(this);
}
void Countdown::OnSec1Timer()
{
// count down
iStartTimer = std::max<int32_t>(iStartTimer - 1, 0);
// only send "important" start timer numbers to all clients
if (iStartTimer <= AlmostStartCountdownTime || // last seconds
(iStartTimer <= 600 && !(iStartTimer % 10)) || // last minute: 10s interval
!(iStartTimer % 60)) // otherwise, minute interval
{
C4PacketCountdown pck(iStartTimer);
::Network.Clients.BroadcastMsgToClients(MkC4NetIOPacket(PID_LobbyCountdown, pck));
// also process on host
MainDlg *pLobby = ::Network.GetLobby();
if (pLobby)
pLobby->OnCountdownPacket(pck);
else if (iStartTimer)
{
// no lobby: Message to log for dedicated/console hosts
Log(pck.GetCountdownMsg().getData());
}
}
// countdown done
if (!iStartTimer)
{
#ifdef USE_CONSOLE
// Dedicated server: if there are not enough players for this game, abort and quit the application
if (Game.PlayerInfos.GetPlayerCount() < Game.C4S.GetMinPlayer()
|| ::Network.Clients.Count() <= 2)
{
Log(LoadResStr("IDS_MSG_NOTENOUGHPLAYERSFORTHISRO")); // it would also be nice to send this message to all clients...
Application.Quit();
}
// Start the game
else
#endif // USE_CONSOLE
::Network.Start();
}
}
void Countdown::Abort()
{
// host sends packets
if (!::Network.isHost()) return;
C4PacketCountdown pck(C4PacketCountdown::Abort);
::Network.Clients.BroadcastMsgToClients(MkC4NetIOPacket(PID_LobbyCountdown, pck));
// also process on host
MainDlg *pLobby = ::Network.GetLobby();
if (pLobby)
{
pLobby->OnCountdownPacket(pck);
}
else
{
// no lobby: Message to log for dedicated/console hosts
Log(LoadResStr("IDS_PRC_STARTABORTED"));
}
}
} // end of namespace