forked from Mirrors/openclonk
352 lines
14 KiB
C++
352 lines
14 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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// Startup screen for non-parameterized engine start (stub)
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#include "C4Include.h"
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#include "gui/C4StartupMainDlg.h"
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#include "C4Version.h"
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#include "c4group/C4Components.h"
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#include "game/C4Application.h"
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#include "graphics/C4Draw.h"
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#include "graphics/C4GraphicsResource.h"
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#include "gui/C4Startup.h"
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#include "gui/C4StartupAboutDlg.h"
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#include "gui/C4StartupNetDlg.h"
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#include "gui/C4StartupOptionsDlg.h"
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#include "gui/C4StartupPlrSelDlg.h"
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#include "gui/C4StartupScenSelDlg.h"
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#include "gui/C4UpdateDlg.h"
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#ifdef _WIN32
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#include <shellapi.h>
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#endif
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C4StartupMainDlg::C4StartupMainDlg() : C4StartupDlg(nullptr) // create w/o title; it is drawn in custom draw proc
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{
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// ctor
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fFirstShown = true;
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// screen calculations
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int iButtonPadding = 2;
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int iButtonHeight = C4GUI_BigButtonHgt;
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C4GUI::ComponentAligner caMain(rcBounds, 0,0,true);
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C4GUI::ComponentAligner caRightPanel(caMain.GetFromLeft(rcBounds.Wdt*2/5), rcBounds.Wdt/26, 40+rcBounds.Hgt/5);
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C4GUI::ComponentAligner caButtons(caRightPanel.GetAll(), 0, iButtonPadding);
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// main menu buttons
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C4GUI::CallbackButton<C4StartupMainDlg> *btn;
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_BTN_LOCALGAME"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnStartBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_STARTGAME"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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pStartButton = btn;
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_BTN_NETWORKGAME"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnNetJoinBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_NETWORKGAME"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_PLAYERSELECTION"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnPlayerSelectionBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_PLAYERSELECTION"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_OPTIONS"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnOptionsBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_OPTIONS"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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#ifdef WITH_QT_EDITOR
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_EDITOR"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnEditorBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_EDITOR"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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#endif
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_ABOUT"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnAboutBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_ABOUT"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_EXIT"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnExitBtn));
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btn->SetToolTip(LoadResStr("IDS_DLGTIP_EXIT"));
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btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
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// list of selected players
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AddElement(pParticipantsLbl = new C4GUI::Label("test", GetClientRect().Wdt*39/40, GetClientRect().Hgt*9/10, ARight, 0xffffffff, &::GraphicsResource.TitleFont, false));
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pParticipantsLbl->SetToolTip(LoadResStr("IDS_DLGTIP_SELECTEDPLAYERS"));
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// player selection shortcut - to be made optional
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UpdateParticipants();
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pParticipantsLbl->SetContextHandler(new C4GUI::CBContextHandler<C4StartupMainDlg>(this, &C4StartupMainDlg::OnPlayerSelContext));
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// key bindings
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C4CustomKey::CodeList keys;
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keys.emplace_back(K_DOWN); keys.emplace_back(K_RIGHT);
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if (Config.Controls.GamepadGuiControl)
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{
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ControllerKeys::Down(keys); // right will be done by Dialog already
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}
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pKeyDown = new C4KeyBinding(keys, "StartupMainCtrlNext", KEYSCOPE_Gui,
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new C4GUI::DlgKeyCBEx<C4StartupMainDlg, bool>(*this, false, &C4StartupMainDlg::KeyAdvanceFocus), C4CustomKey::PRIO_CtrlOverride);
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keys.clear(); keys.emplace_back(K_UP); keys.emplace_back(K_LEFT);
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if (Config.Controls.GamepadGuiControl)
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{
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ControllerKeys::Up(keys); // left will be done by Dialog already
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}
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pKeyUp = new C4KeyBinding(keys, "StartupMainCtrlPrev", KEYSCOPE_Gui,
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new C4GUI::DlgKeyCBEx<C4StartupMainDlg, bool>(*this, true, &C4StartupMainDlg::KeyAdvanceFocus), C4CustomKey::PRIO_CtrlOverride);
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keys.clear(); keys.emplace_back(K_RETURN);
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pKeyEnter = new C4KeyBinding(keys, "StartupMainOK", KEYSCOPE_Gui,
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new C4GUI::DlgKeyCB<C4StartupMainDlg>(*this, &C4StartupMainDlg::KeyEnterDown, &C4StartupMainDlg::KeyEnterUp), C4CustomKey::PRIO_CtrlOverride);
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}
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C4StartupMainDlg::~C4StartupMainDlg()
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{
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// dtor
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delete pKeyEnter;
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delete pKeyUp;
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delete pKeyDown;
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}
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void C4StartupMainDlg::DrawElement(C4TargetFacet &cgo)
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{
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// inherited
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typedef C4GUI::FullscreenDialog Base;
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Base::DrawElement(cgo);
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// draw logo
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C4FacetID * fctStartupLogo = &C4Startup::Get()->Graphics.fctStartupLogo;
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float fLogoZoom = 1.0f;
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fctStartupLogo->DrawX(cgo.Surface, rcBounds.Wdt *1/21, rcBounds.Hgt/28, int32_t(fLogoZoom*fctStartupLogo->Wdt), int32_t(fLogoZoom*fctStartupLogo->Hgt));
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// draw version info
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StdStrBuf sVer;
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sVer.Format(LoadResStr("IDS_DLG_VERSION"), C4VERSION);
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pDraw->TextOut(sVer.getData(), ::GraphicsResource.TextFont, 1.0f, cgo.Surface, rcBounds.Wdt*1/40, rcBounds.Hgt*38/40, 0xffffffff, ALeft, true);
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}
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C4GUI::ContextMenu *C4StartupMainDlg::OnPlayerSelContext(C4GUI::Element *pBtn, int32_t iX, int32_t iY)
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{
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// preliminary player selection via simple context menu
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C4GUI::ContextMenu *pCtx = new C4GUI::ContextMenu();
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pCtx->AddItem("Add", "Add participant", C4GUI::Ico_None, nullptr, new C4GUI::CBContextHandler<C4StartupMainDlg>(this, &C4StartupMainDlg::OnPlayerSelContextAdd));
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pCtx->AddItem("Remove", "Remove participant", C4GUI::Ico_None, nullptr, new C4GUI::CBContextHandler<C4StartupMainDlg>(this, &C4StartupMainDlg::OnPlayerSelContextRemove));
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return pCtx;
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}
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C4GUI::ContextMenu *C4StartupMainDlg::OnPlayerSelContextAdd(C4GUI::Element *pBtn, int32_t iX, int32_t iY)
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{
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C4GUI::ContextMenu *pCtx = new C4GUI::ContextMenu();
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const char *szFn;
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StdStrBuf sSearchPath(Config.General.UserDataPath);
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// sSearchPath.Format("%s%s", (const char *) Config.General.ExePath, (const char *) Config.General.PlayerPath);
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for (DirectoryIterator i(sSearchPath.getData()); (szFn=*i); i++)
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{
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szFn = Config.AtRelativePath(szFn);
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if (*GetFilename(szFn) == '.') continue;
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if (!WildcardMatch(C4CFN_PlayerFiles, GetFilename(szFn))) continue;
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if (!SIsModule(Config.General.Participants, szFn, nullptr, false))
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pCtx->AddItem(GetFilenameOnly(szFn), "Let this player join in next game", C4GUI::Ico_Player,
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new C4GUI::CBMenuHandlerEx<C4StartupMainDlg, StdCopyStrBuf>(this, &C4StartupMainDlg::OnPlayerSelContextAddPlr, StdCopyStrBuf(szFn)), nullptr);
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}
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return pCtx;
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}
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C4GUI::ContextMenu *C4StartupMainDlg::OnPlayerSelContextRemove(C4GUI::Element *pBtn, int32_t iX, int32_t iY)
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{
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C4GUI::ContextMenu *pCtx = new C4GUI::ContextMenu();
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char szPlayer[1024+1];
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for (int i = 0; SCopySegment(Config.General.Participants, i, szPlayer, ';', 1024, true); i++)
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if (*szPlayer)
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pCtx->AddItem(GetFilenameOnly(szPlayer), "Remove this player from participation list", C4GUI::Ico_Player, new C4GUI::CBMenuHandlerEx<C4StartupMainDlg, int>(this, &C4StartupMainDlg::OnPlayerSelContextRemovePlr, i), nullptr);
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return pCtx;
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}
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void C4StartupMainDlg::OnPlayerSelContextAddPlr(C4GUI::Element *pTarget, const StdCopyStrBuf &rsFilename)
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{
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// De-select all other players for now (see #1529)
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SCopy(rsFilename.getData(), Config.General.Participants);
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//SAddModule(Config.General.Participants, rsFilename.getData());
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UpdateParticipants();
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}
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void C4StartupMainDlg::OnPlayerSelContextRemovePlr(C4GUI::Element *pTarget, const int &iIndex)
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{
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char szPlayer[1024+1];
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if (SCopySegment(Config.General.Participants, iIndex, szPlayer, ';', 1024, true))
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SRemoveModule(Config.General.Participants, szPlayer, false);
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UpdateParticipants();
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}
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void C4StartupMainDlg::UpdateParticipants()
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{
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// First validate all participants (files must exist)
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std::string strPlayers(Config.General.Participants);
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std::vector<char> strPlayer(1025);
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*Config.General.Participants=0;
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for (int i = 0; SCopySegment(strPlayers.c_str(), i, &strPlayer[0], ';', strPlayer.size() - 1, true); i++)
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{
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const char *szPlayer = &strPlayer[0];
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std::string strPlayerFile(Config.General.UserDataPath);
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strPlayerFile.append(szPlayer);
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if (!szPlayer || !*szPlayer) continue;
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if (!FileExists(strPlayerFile.c_str())) continue;
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if (!SEqualNoCase(GetExtension(szPlayer), "ocp")) continue; // additional sanity check to clear strange exe-path-only entries in player list?
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SAddModule(Config.General.Participants, szPlayer);
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}
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// Draw selected players - we are currently displaying the players stored in Config.General.Participants.
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// Existence of the player files is not validated and player filenames are displayed directly
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// (names are not loaded from the player core).
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strPlayers = LoadResStr("IDS_DESC_PLRS");
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if (!Config.General.Participants[0])
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strPlayers.append(LoadResStr("IDS_DLG_NOPLAYERSSELECTED"));
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else
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for (int i = 0; SCopySegment(Config.General.Participants, i, &strPlayer[0], ';', 1024, true); i++)
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{
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if (i > 0) strPlayers.append(", ");
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strPlayers.append(GetFilenameOnly(&strPlayer[0]));
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}
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pParticipantsLbl->SetText(strPlayers.c_str());
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}
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void C4StartupMainDlg::OnClosed(bool fOK)
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{
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// if dlg got aborted (by user), quit startup
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// if it got closed with OK, the user pressed one of the buttons and dialog switching has been done already
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if (!fOK) Application.Quit();
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}
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void C4StartupMainDlg::OnStartBtn(C4GUI::Control *btn)
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{
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// advance to scenario selection screen
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C4Startup::Get()->SwitchDialog(C4Startup::SDID_ScenSel);
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}
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void C4StartupMainDlg::OnPlayerSelectionBtn(C4GUI::Control *btn)
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{
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// advance to player selection screen
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C4Startup::Get()->SwitchDialog(C4Startup::SDID_PlrSel);
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}
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void C4StartupMainDlg::OnNetJoinBtn(C4GUI::Control *btn)
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{
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// advanced net join and host dlg!
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C4Startup::Get()->SwitchDialog(C4Startup::SDID_NetJoin);
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}
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void C4StartupMainDlg::OnNetJoin(const StdStrBuf &rsHostAddress)
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{
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// no IP given: No join
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if (!rsHostAddress || !*rsHostAddress.getData()) return;
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// set default startup parameters
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*Game.ScenarioFilename=0;
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SCopy("Objects.ocd", Game.DefinitionFilenames);
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Game.NetworkActive = true;
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Game.fLobby = true;
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Game.fObserve = false;
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SCopy(rsHostAddress.getData(), Game.DirectJoinAddress, sizeof(Game.DirectJoinAddress)-1);
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// start with this set!
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Application.OpenGame();
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}
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void C4StartupMainDlg::OnOptionsBtn(C4GUI::Control *btn)
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{
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// advance to options screen
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C4Startup::Get()->SwitchDialog(C4Startup::SDID_Options);
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}
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void C4StartupMainDlg::OnEditorBtn(C4GUI::Control *btn)
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{
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if (!RestartApplication({"--editor"}))
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{
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C4GUI::TheScreen.ShowErrorMessage(LoadResStr("IDS_ERR_STARTEDITOR"));
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}
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}
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void C4StartupMainDlg::OnAboutBtn(C4GUI::Control *btn)
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{
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// advance to about screen
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C4Startup::Get()->SwitchDialog(C4Startup::SDID_About);
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}
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void C4StartupMainDlg::OnExitBtn(C4GUI::Control *btn)
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{
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// callback: exit button pressed
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Application.Quit();
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}
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void C4StartupMainDlg::OnTODO(C4GUI::Control *btn)
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{
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GetScreen()->ShowMessage("not yet implemented", "2do", C4GUI::Ico_Error);
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}
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bool C4StartupMainDlg::KeyEnterDown()
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{
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// just execute selected button: Re-Send as space
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return Game.DoKeyboardInput(K_SPACE, KEYEV_Down, false, false, false, false, this);
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}
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bool C4StartupMainDlg::KeyEnterUp()
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{
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// just execute selected button: Re-Send as space
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return Game.DoKeyboardInput(K_SPACE, KEYEV_Up, false, false, false, false, this);
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}
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void C4StartupMainDlg::OnShown()
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{
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#ifdef WITH_AUTOMATIC_UPDATE
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// Incoming update
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if (!Application.IncomingUpdate.empty())
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{
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C4UpdateDlg::ApplyUpdate(Application.IncomingUpdate.c_str(), false, GetScreen());
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Application.IncomingUpdate.clear();
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}
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// Manual update by command line or url
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if (Application.CheckForUpdates)
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{
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C4UpdateDlg::CheckForUpdates(GetScreen(), false);
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Application.CheckForUpdates = false;
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}
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// Automatic update
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else
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{
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if (Config.Network.AutomaticUpdate)
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C4UpdateDlg::CheckForUpdates(GetScreen(), true);
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}
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#endif
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// first start evaluation
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if (Config.General.FirstStart)
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{
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Config.General.FirstStart = false;
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}
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// first thing that's needed is a new player, if there's none - independent of first start
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bool fHasPlayer = false;
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StdStrBuf sSearchPath(Config.General.UserDataPath);
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const char *szFn;
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// sSearchPath.Format("%s%s", (const char *) Config.General.ExePath, (const char *) Config.General.PlayerPath);
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for (DirectoryIterator i(sSearchPath.getData()); (szFn=*i); i++)
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{
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szFn = Config.AtRelativePath(szFn);
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if (*GetFilename(szFn) == '.') continue; // ignore ".", ".." and private files (".*")
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if (!WildcardMatch(C4CFN_PlayerFiles, GetFilename(szFn))) continue;
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fHasPlayer = true;
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break;
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}
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if (!fHasPlayer)
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{
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// no player created yet: Create one
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C4GUI::Dialog *pDlg;
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GetScreen()->ShowModalDlg(pDlg=new C4StartupPlrPropertiesDlg(nullptr, nullptr), true);
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}
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// make sure participants are updated after switching back from player selection
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UpdateParticipants();
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// First show
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if (fFirstShown)
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{
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// Activate the application (trying to prevent flickering half-focus in win32...)
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Application.Activate();
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// Set the focus to the start button (we might still not have the focus after the update-check sometimes... :/)
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SetFocus(pStartButton, false);
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}
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fFirstShown = false;
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}
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