openclonk/src/gui/C4PlayerInfoListBox.h

350 lines
13 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2008-2009, 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.
*/
// player listbox used in lobby and game over dlg
#ifndef INC_C4PlayerInfoListBox
#define INC_C4PlayerInfoListBox
#include "gui/C4Gui.h"
class C4PlayerInfoListBox : public C4GUI::ListBox
{
public:
enum Spacings
{
// some spacings
IconLabelSpacing = 2, // space between an icon and its text
ClientListBoxSpacing = 8, // space between two clients in the list
PlayerListBoxIndent = 3, // indent of player list box items
NoneLabelSpacing = 20, // indent of "- none -"-label in list box
SoundIconShowTime = 1 // seconds. min time a sound icon is shown
};
// list box mode
enum Mode
{
PILBM_LobbyClientSort,
PILBM_LobbyTeamSort,
PILBM_Evaluation,
PILBM_EvaluationNoWinners
};
private:
// generic player list item
class ListItem : public C4GUI::Window
{
protected:
C4PlayerInfoListBox *pList;
uint32_t dwBackground; // not drawn if 0
public:
struct ID
{
enum IDType
{
PLI_NONE=0,
PLI_SCRIPTPLR, // script player caption (ID=0) - script players themselbed are regular PLI_PLAYER
PLI_SAVEGAMEPLR, // restore savegame player (ID>0), or caption (ID=0)
PLI_PLAYER, // player
PLI_CLIENT, // client label
PLI_TEAM, // team label
PLI_REPLAY // replay player (ID>0), or caption (ID=0)
} idType{PLI_NONE};
int32_t id{0}; // player file ID or team ID or client ID
ID() = default;
ID(IDType eType, int32_t id) : idType(eType), id(id) {}
inline bool operator ==(const ID &r2)
{
return idType == r2.idType && id == r2.id;
}
};
ID idListItemID;
C4GameLobby::MainDlg *GetLobby() const;
virtual void Update() {} // periodic update callback
protected:
void DrawElement(C4TargetFacet &cgo) override; // draw background
bool CanLocalChooseTeams(int32_t idPlayer=0) const; // whether the local client can change any teams
public:
ListItem(C4PlayerInfoListBox *pList) : C4GUI::Window(), pList(pList), dwBackground(0) {}
};
// lobby information and display of joined players
class PlayerListItem : public ListItem
{
private:
// subcomponents
C4GUI::Icon *pIcon; // player icon
C4GUI::Label *pNameLabel; // label indicating player name
C4GUI::Label *pScoreLabel; // label showing some player score (league)
C4GUI::Label *pTimeLabel; // evaluation only: label showing total playing time
C4GUI::Label *pExtraLabel; // evaluation only: label showing extra data set by script
C4GUI::Icon *pRankIcon; // league rank icon
C4GUI::ComboBox *pTeamCombo; // team selection combo - nullptr for no-team-scens
C4GUI::Picture *pTeamPic; // evaluation only: Team icon spec
bool fIconSet; // whether custom icon has been set
bool fJoinedInfoSet; // join info for savegame recreation
DWORD dwJoinClr, dwPlrClr;//colors currently reflected in icon
protected:
int32_t idClient, idPlayer; // referenced IDs
bool fFreeSavegamePlayer; // if set, the player is an (unassociated) savegame player
bool fShownCollapsed; // true if small view is shown
protected:
void UpdateOwnPos() override; // recalculate item positioning
int32_t GetListItemTopSpacing() override;
public:
PlayerListItem(C4PlayerInfoListBox *pForListBox, int32_t idClient, int32_t idPlayer, bool fSavegamePlayer, C4GUI::Element *pInsertBeforeElement); // ctor
~PlayerListItem() override = default;; // dtor
void UpdateIcon(C4PlayerInfo *pInfo, C4PlayerInfo *pJoinedInfo); // update player icon
void UpdateTeam();
void UpdateScoreLabel(C4PlayerInfo *pInfo); // update league score labels and icons
void UpdateCollapsed();
public:
C4GUI::ContextMenu *OnContext(C4GUI::Element *pListItem, int32_t iX, int32_t iY); // open context menu
C4GUI::ContextMenu *OnContextTakeOver(C4GUI::Element *pListItem, int32_t iX, int32_t iY); // takeover savegame player submenu
void OnCtxTakeOver(C4GUI::Element *pListItem, const int32_t &idPlayer);
void OnCtxRemove(C4GUI::Element *pListItem);
void OnCtxNewColor(C4GUI::Element *pListItem);
void OnTeamComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnTeamComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void Update() override; // update icon and team
int32_t GetInfoID() const { return idPlayer; }
C4Network2Client *GetNetClient() const; // return associated network client
C4PlayerInfo *GetPlayerInfo() const;
C4PlayerInfo *GetJoinedInfo() const; // if this player is joined or associated to a joined info, return the joined info
bool IsLocalClientPlayer() const; // whether this player is going to join locally
bool CanLocalChooseTeam() const; // whether the local client can change team for this player
};
// lobby information and display of connected clients
class ClientListItem : public ListItem
{
private:
// subcomponents
C4GUI::Icon *pStatusIcon; // icon indicating client status (host, etc.)
C4GUI::Label *pNameLabel; // label indicating client name
C4GUI::Label *pPingLabel; // label indicating ping to client - may be nullptr
protected:
int32_t idClient; // associated network interface ID
DWORD dwClientClr; // client color used for chatting
bool fIsShownActive; // whether client was active in last update
time_t tLastSoundTime; // now() when the client last issued a sound (display as sound icon). 0 for no sound.
public:
ClientListItem(C4PlayerInfoListBox *pForListBox, const C4ClientCore &rClientInfo, ListItem *pInsertBefore); // ctor
~ClientListItem() override = default; // dtor
void SetColor(DWORD dwToClr) // update color of client name label
{ pNameLabel->SetColor((dwClientClr=dwToClr) | C4GUI_MessageFontAlpha); }
void SetStatus(C4GUI::Icons icoNewStatus) // set new status
{ pStatusIcon->SetIcon(icoNewStatus); }
void SetPing(int32_t iToPing); // update ping label; iToPing=-1 removes the label
void UpdateCore(const C4ClientCore &rCore); // core update: re-set name and indicate whether active or not
void SetSoundIcon(); // sets the sound icon as current icon and schedules reset after some time
// spacing inserted between two client list items
int32_t GetListItemTopSpacing() override { return ClientListBoxSpacing; }
bool GetListItemTopSpacingBar() override { return true; }
public:
void Init(const C4ClientCore &rClientInfo); // init members
void UpdateInfo(); // update for changed player info
DWORD GetColor() const { return dwClientClr; } // client chat color
C4Client *GetClient() const; // get client associated with this list item
bool IsLocalClientPlayer() const; // whether this player is going to join locally
C4GUI::Icons GetCurrentStatusIcon(); // get status icon that shows the current client state
class C4Network2Client *GetNetClient() const; // return assicuated network client; nullptr for local
bool IsLocal() const;
void Update() override { UpdatePing(); UpdateInfo(); }
void UpdatePing(); // update ping label
C4GUI::ContextMenu *OnContext(C4GUI::Element *pListItem, int32_t iX, int32_t iY); // open context menu
void OnCtxKick(C4GUI::Element *pListItem); // kick item selected in client ctx menu
void OnCtxActivate(C4GUI::Element *pListItem); // toggle player/observer
void OnCtxInfo(C4GUI::Element *pListItem); // show info dlg (modal)
void OnCtxIgnore(C4GUI::Element *pListItem);
void OnBtnAddPlr(C4GUI::Control *btn);
};
// team label
class TeamListItem : public ListItem
{
private:
// subcomponents
C4GUI::Icon *pIcon;
C4GUI::Label *pNameLabel;
int32_t idTeam; // team ID
protected:
void UpdateOwnPos() override; // recalculate item positioning
public:
TeamListItem(C4PlayerInfoListBox *pForListBox, int32_t idTeam, ListItem *pInsertBefore); // ctor
void MouseInput(C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam) override; // input: mouse movement or buttons
// spacing inserted between of those list items; usually this is top anyway...
bool GetListItemTopSpacingBar() override { return true; }
int32_t GetListItemTopSpacing() override { return ClientListBoxSpacing; }
void Update() override;
private:
void MoveLocalPlayersIntoTeam(); // move all local players into team marked by this label
};
// list of unassigned savegame recreation players
class FreeSavegamePlayersListItem : public ListItem
{
private:
// subcomponents
C4GUI::Icon *pIcon;
C4GUI::Label *pNameLabel;
public:
FreeSavegamePlayersListItem(C4PlayerInfoListBox *pForListBox, ListItem *pInsertBefore); // ctor
// spacing inserted between of those list items; usually this is top anyway...
virtual bool ListItemTopSpacingBar() { return true; }
int32_t GetListItemTopSpacing() override { return ClientListBoxSpacing; }
public:
void Update() override;
};
// list of script players (both savegame recreation and regular)
class ScriptPlayersListItem : public ListItem
{
private:
// subcomponents
C4GUI::Icon *pIcon;
C4GUI::Label *pNameLabel;
C4GUI::IconButton *btnAddPlayer;
public:
ScriptPlayersListItem(C4PlayerInfoListBox *pForListBox, ListItem *pInsertBefore); // ctor
// spacing inserted between of those list items; usually this is top anyway...
virtual bool ListItemTopSpacingBar() { return true; }
int32_t GetListItemTopSpacing() override { return ClientListBoxSpacing; }
protected:
void OnBtnAddPlr(C4GUI::Control *btn);
public:
void Update() override;
};
// list of players in record (currently not used, because replays in network are not allowed :C)
class ReplayPlayersListItem : public ListItem
{
private:
// subcomponents
C4GUI::Icon *pIcon;
C4GUI::Label *pNameLabel;
public:
ReplayPlayersListItem(C4PlayerInfoListBox *pForListBox, ListItem *pInsertBefore); // ctor
// spacing inserted between of those list items; usually this is top anyway...
bool GetListItemTopSpacingBar() override { return true; }
int32_t GetListItemTopSpacing() override { return ClientListBoxSpacing; }
};
// -----------------------------------------------------------------------------------------------
private:
Mode eMode;
int32_t iMaxUncollapsedPlayers; // maximum number of players that can be displayed without collapse - valid only if fIsCollapsed
bool fIsCollapsed;
int32_t iTeamFilter; // if nonzero, only playeers of this team are shown in the listbox
uint32_t dwTextColor;
CStdFont *pCustomFont;
enum AddMode
{
AM_Winners,
AM_Losers,
AM_All
};
void UpdateSavegamePlayers(ListItem **ppCurrInList);
void UpdateReplayPlayers(ListItem **ppCurrInList);
void UpdateScriptPlayers(ListItem **ppCurrInList);
void UpdatePlayersByTeam(ListItem **ppCurrInList);
void UpdatePlayersByRandomTeam(ListItem **ppCurrInList);
void UpdatePlayersByClient(ListItem **ppCurrInList);
void UpdatePlayersByEvaluation(ListItem **ppCurrInList, bool fShowWinners);
void UpdatePlayersByEvaluation(ListItem **ppCurrInList, C4Team *pTeam, AddMode eAddMode);
ListItem *GetPlayerListItem(ListItem::ID::IDType eType, int32_t id); // search for a player list item
bool PlrListItemUpdate(ListItem::ID::IDType eType, int32_t id, class ListItem **pEnsurePos); // search for player list item with given ID in the list starting at ensurepos; ensure it's positioned at given pos; update and return true if found
bool IsEvaluation() const { return eMode == PILBM_Evaluation || eMode == PILBM_EvaluationNoWinners; }
bool IsLobby() const { return eMode == PILBM_LobbyClientSort || eMode == PILBM_LobbyTeamSort; }
bool IsTeamFilter() const { return !!iTeamFilter; }
protected:
bool IsPlayerItemCollapsed(PlayerListItem *pItem); // CB from list item: return true if it should be shown small
void OnPlrListSelChange(class C4GUI::Element *pEl) { Update(); }
uint32_t GetTextColor() const { return dwTextColor; }
CStdFont *GetCustomFont() const { return pCustomFont; }
public:
C4PlayerInfoListBox(const C4Rect &rcBounds, Mode eMode, int32_t iTeamFilter=0);
~C4PlayerInfoListBox() override = default;
void Update(); // update player list
void SetClientSoundIcon(int32_t iForClientID);
void SetMode(Mode eNewMode);
void SetTeamFilter(int32_t idNewTeamFilter) { iTeamFilter = idNewTeamFilter; }
void SetCustomFont(CStdFont *pNewFont, uint32_t dwTextColor);
Mode GetMode() const { return eMode; }
friend class PlayerListItem;
friend class TeamListItem;
};
#endif // INC_C4PlayerInfoListBox