openclonk/src/gui/C4StartupScenSelDlg.h

491 lines
18 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2013, 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.
*/
// Startup screen for non-parameterized engine start: Scenario selection dialog
#ifndef INC_C4StartupScenSelDlg
#define INC_C4StartupScenSelDlg
#include "C4Startup.h"
#include "C4Scenario.h"
#include "C4Folder.h"
#include "C4ScenarioParameters.h"
#include <list>
#include <string>
class C4StartupScenSelDlg;
const int32_t C4StartupScenSel_DefaultIcon_Scenario = 14,
C4StartupScenSel_DefaultIcon_Folder = 0,
C4StartupScenSel_DefaultIcon_SavegamesFolder = 29,
C4StartupScenSel_DefaultIcon_WinFolder = 44,
C4StartupScenSel_DefaultIcon_OldIconBG = 18,
C4StartupScenSel_IconCount = 45,
C4StartupScenSel_TitlePictureWdt = 200,
C4StartupScenSel_TitlePictureHgt = 150,
C4StartupScenSel_TitlePicturePadding = 10,
C4StartupScenSel_TitleOverlayMargin = 10, // number of pixels to each side of title overlay picture
C4StartupScenSel_MaxAchievements = 3; // maximum number of achievements shown next to entry
// a list of loaded scenarios
class C4ScenarioListLoader
{
public:
class Folder;
// either a scenario or scenario folder; manages singly linked tree
class Entry
{
protected:
class C4ScenarioListLoader *pLoader;
Entry *pNext;
class Folder *pParent;
friend class Folder;
protected:
StdStrBuf sName, sFilename, sDesc, sVersion, sAuthor;
C4FacetSurface fctIcon, fctTitle;
bool fBaseLoaded, fExLoaded;
int iIconIndex;
int iDifficulty;
int iFolderIndex;
public:
Entry(class C4ScenarioListLoader *pLoader, class Folder *pParent);
virtual ~Entry(); // dtor: unlink from tree
bool Load(C4Group *pFromGrp, const StdStrBuf *psFilename, bool fLoadEx); // load as child if pFromGrp, else directly from filename
virtual bool LoadCustom(C4Group &rGrp, bool fNameLoaded, bool fIconLoaded) { return true; } // load custom data for entry type (e.g. scenario title fallback in Scenario.txt)
virtual bool LoadCustomPre(C4Group &rGrp) { return true; } // preload stuff that's early in the group (Scenario.txt)
virtual bool Start() = 0; // start/open entry
virtual Folder *GetIsFolder() { return NULL; } // return this if this is a folder
const StdStrBuf &GetName() const { return sName; }
const StdStrBuf &GetEntryFilename() const { return sFilename; }
const StdStrBuf &GetVersion() const { return sVersion; }
const StdStrBuf &GetAuthor() const { return sAuthor; }
const C4Facet &GetIconFacet() const { return fctIcon; }
const C4Facet &GetTitlePicture() const { return fctTitle; }
const StdStrBuf &GetDesc() const { return sDesc; }
int GetIconIndex() { return iIconIndex; }
int GetDifficulty() { return iDifficulty; }
int GetFolderIndex() { return iFolderIndex; }
Entry *GetNext() const { return pNext; }
class Folder *GetParent() const { return pParent; }
virtual StdStrBuf GetTypeName() = 0;
virtual bool GetAchievement(int32_t idx, C4Facet *out_facet, const char **out_description) { return false; } // return true and fill output parameters if player got the indexed achievement
static Entry *CreateEntryForFile(const StdStrBuf &sFilename, C4ScenarioListLoader *pLoader, Folder *pParent); // create correct entry type based on file extension
virtual bool CanOpen(StdStrBuf &sError) { return true; } // whether item can be started/opened (e.g. mission access, unregistered)
virtual bool IsGrayed() { return false; } // additional condition for graying out - notice unreg folders are grayed but can still be opened
virtual bool HasMissionAccess() const { return true; }
virtual bool HasUnregisteredAccess() const { return false; }
virtual StdStrBuf GetOpenText() = 0; // get open button text
virtual StdStrBuf GetOpenTooltip() = 0;
virtual const char *GetDefaultExtension() { return NULL; } // extension to be added when item is renamed
virtual bool SetTitleInGroup(C4Group &rGrp, const char *szNewTitle);
bool RenameTo(const char *szNewName); // change name+filename
virtual bool IsScenario() { return false; }
};
// a loaded scenario to be started
class Scenario : public Entry
{
private:
C4Scenario C4S;
C4ScenarioParameterDefs ParameterDefs;
C4FacetSurface fctAchievements[C4StartupScenSel_MaxAchievements];
StdCopyStrBuf sAchievementDescriptions[C4StartupScenSel_MaxAchievements];
int32_t nAchievements;
bool fNoMissionAccess;
int32_t iMinPlrCount;
public:
Scenario(class C4ScenarioListLoader *pLoader, class Folder *pParent) : Entry(pLoader, pParent), fNoMissionAccess(false), iMinPlrCount(0), nAchievements(0) {}
virtual ~Scenario() {}
virtual bool LoadCustom(C4Group &rGrp, bool fNameLoaded, bool fIconLoaded); // do fallbacks for title and icon; check whether scenario is valid
virtual bool LoadCustomPre(C4Group &rGrp); // load scenario core
virtual bool Start(); // launch scenario!
virtual bool CanOpen(StdStrBuf &sError); // check mission access, player count, etc.
virtual bool IsGrayed() { return false; } // additional option for graying out
virtual bool HasMissionAccess() const { return !fNoMissionAccess; }; // check mission access only
virtual StdStrBuf GetOpenText(); // get open button text
virtual StdStrBuf GetOpenTooltip();
const C4Scenario &GetC4S() const { return C4S; } // get scenario core
virtual bool GetAchievement(int32_t idx, C4Facet *out_facet, const char **out_description); // return true and fill output parameters if player got the indexed achievement
virtual StdStrBuf GetTypeName() { return StdCopyStrBuf(LoadResStr("IDS_TYPE_SCENARIO"), true); }
virtual const char *GetDefaultExtension() { return "ocs"; }
virtual bool IsScenario() { return true; }
};
// scenario folder
class Folder : public Entry
{
protected:
C4Folder C4F;
bool fContentsLoaded; // if set, directory contents are already loaded
Entry *pFirst; // tree structure
class C4MapFolderData *pMapData; // if set, contains gfx and data for special map-style folders
friend class Entry;
public:
Folder(class C4ScenarioListLoader *pLoader, Folder *pParent) : Entry(pLoader, pParent), fContentsLoaded(false), pFirst(NULL), pMapData(NULL) {}
virtual ~Folder();
virtual bool LoadCustomPre(C4Group &rGrp); // load folder core
bool LoadContents(C4ScenarioListLoader *pLoader, C4Group *pFromGrp, const StdStrBuf *psFilename, bool fLoadEx, bool fReload); // load folder contents as child if pFromGrp, else directly from filename
uint32_t GetEntryCount() const;
protected:
void ClearChildren();
void Sort();
virtual bool DoLoadContents(C4ScenarioListLoader *pLoader, C4Group *pFromGrp, const StdStrBuf &sFilename, bool fLoadEx) = 0; // load folder contents as child if pFromGrp, else directly from filename
public:
virtual bool Start(); // open as subfolder
virtual Folder *GetIsFolder() { return this; } // this is a folder
Entry *GetFirstEntry() const { return pFirst; }
void Resort() { Sort(); }
Entry *FindEntryByName(const char *szFilename) const; // find entry by filename comparison
virtual bool CanOpen(StdStrBuf &sError) { return true; } // can always open folders
virtual bool IsGrayed(); // unreg folders can be opened to view stuff but they are still grayed out for clarity
virtual StdStrBuf GetOpenText(); // get open button text
virtual StdStrBuf GetOpenTooltip();
C4MapFolderData *GetMapData() const { return pMapData; }
};
// .ocf subfolder: Read through by group
class SubFolder : public Folder
{
public:
SubFolder(class C4ScenarioListLoader *pLoader, Folder *pParent) : Folder(pLoader, pParent) {}
virtual ~SubFolder() {}
virtual const char *GetDefaultExtension() { return "ocf"; }
virtual StdStrBuf GetTypeName() { return StdCopyStrBuf(LoadResStr("IDS_TYPE_FOLDER"), true); }
protected:
virtual bool LoadCustom(C4Group &rGrp, bool fNameLoaded, bool fIconLoaded); // load custom data for entry type - icon fallback to folder icon
virtual bool DoLoadContents(C4ScenarioListLoader *pLoader, C4Group *pFromGrp, const StdStrBuf &sFilename, bool fLoadEx); // load folder contents as child if pFromGrp, else directly from filename
};
// regular, open folder: Read through by directory iterator
class RegularFolder : public Folder
{
public:
RegularFolder(class C4ScenarioListLoader *pLoader, Folder *pParent) : Folder(pLoader, pParent) {}
virtual ~RegularFolder();
virtual StdStrBuf GetTypeName() { return StdCopyStrBuf(LoadResStr("IDS_TYPE_DIRECTORY"), true); }
void Merge(const char *szPath);
protected:
virtual bool LoadCustom(C4Group &rGrp, bool fNameLoaded, bool fIconLoaded); // load custom data for entry type - icon fallback to folder icon
virtual bool DoLoadContents(C4ScenarioListLoader *pLoader, C4Group *pFromGrp, const StdStrBuf &sFilename, bool fLoadEx); // load folder contents as child if pFromGrp, else directly from filename
typedef std::list<std::string> NameList;
NameList contents;
};
private:
RegularFolder *pRootFolder;
Folder *pCurrFolder; // scenario list in working directory
int32_t iLoading, iProgress, iMaxProgress;
bool fAbortThis, fAbortPrevious; // activity state
const C4ScenarioParameters &Achievements;
public:
C4ScenarioListLoader(const C4ScenarioParameters &Achievements);
~C4ScenarioListLoader();
private:
// activity control (to be replaced by true multithreading)
bool BeginActivity(bool fAbortPrevious);
void EndActivity();
public:
bool DoProcessCallback(int32_t iProgress, int32_t iMaxProgress); // returns false if the activity was aborted
public:
bool Load(const StdStrBuf &sRootFolder); // (unthreaded) loading of all entries in root folder
bool Load(Folder *pSpecifiedFolder, bool fReload); // (unthreaded) loading of all entries in subfolder
bool LoadExtended(Entry *pEntry); // (unthreaded) loading of desc and title image of specified entry
bool FolderBack(); // go upwards by one folder
bool ReloadCurrent(); // reload file list
bool IsLoading() const { return !!iLoading; }
Entry *GetFirstEntry() const { return pCurrFolder ? pCurrFolder->GetFirstEntry() : NULL; }
Folder *GetCurrFolder() const { return pCurrFolder; }
Folder *GetRootFolder() const { return pRootFolder; }
int32_t GetProgress() const { return iProgress; }
int32_t GetMaxProgress() const { return iMaxProgress; }
int32_t GetProgressPercent() const { return iProgress * 100 / Max<int32_t>(iMaxProgress, 1); }
const C4ScenarioParameters &GetAchievements() const { return Achievements; }
};
// -----------------------------------------------
// for map-style folders: Data for map display
class C4MapFolderData
{
private:
struct Scenario
{
// compiled data
StdStrBuf sFilename;
StdStrBuf sBaseImage, sOverlayImage;
// parameters for title as drawn on the map (if desired; otherwise sTitle empty)
StdStrBuf sTitle;
int32_t iTitleFontSize;
uint32_t dwTitleInactClr, dwTitleActClr;
int32_t iTitleOffX, iTitleOffY;
uint8_t byTitleAlign;
bool fTitleBookFont;
bool fImgDump; // developer help: Dump background image part
C4Rect rcOverlayPos;
FLOAT_RECT rcfOverlayPos;
// set during initialization
C4FacetSurface fctBase, fctOverlay;
C4ScenarioListLoader::Entry *pScenEntry;
C4GUI::Button *pBtn; // used to resolve button events to scenario
void CompileFunc(StdCompiler *pComp);
};
struct AccessGfx
{
// compiled data
StdStrBuf sPassword;
StdStrBuf sOverlayImage;
C4Rect rcOverlayPos;
FLOAT_RECT rcfOverlayPos;
// set during initialization
C4FacetSurface fctOverlay;
void CompileFunc(StdCompiler *pComp);
};
// non-interactive map item
class MapPic : public C4GUI::Picture
{
private:
FLOAT_RECT rcfBounds; // drawing bounds
public:
MapPic(const FLOAT_RECT &rcfBounds, const C4Facet &rfct); // ctor
protected:
virtual void MouseInput(C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons - deselect everything if clicked
virtual void DrawElement(C4TargetFacet &cgo); // draw the image
};
private:
C4FacetSurface fctBackgroundPicture; FLOAT_RECT rcfBG;
bool fCoordinatesAdjusted;
C4Rect rcScenInfoArea; // area in which scenario info is displayed
class C4ScenarioListLoader::Folder *pScenarioFolder;
class C4ScenarioListLoader::Entry *pSelectedEntry;
C4GUI::TextWindow *pSelectionInfoBox;
int32_t MinResX, MinResY; // minimum resolution for display of the map
bool fUseFullscreenMap;
Scenario **ppScenList; int32_t iScenCount;
AccessGfx **ppAccessGfxList; int32_t iAccessGfxCount;
class C4StartupScenSelDlg *pMainDlg;
public:
C4MapFolderData() : fCoordinatesAdjusted(false), ppScenList(NULL), iScenCount(0), ppAccessGfxList(NULL), iAccessGfxCount(0), pMainDlg(NULL) {}
~C4MapFolderData() { Clear(); }
private:
void ConvertFacet2ScreenCoord(const C4Rect &rc, FLOAT_RECT *pfrc, float fBGZoomX, float fBGZoomY, int iOffX, int iOffY);
void ConvertFacet2ScreenCoord(int32_t *piValue, float fBGZoom, int iOff);
void ConvertFacet2ScreenCoord(C4Rect &rcMapArea, bool fAspect); // adjust coordinates of loaded facets so they match given area
protected:
void OnButtonScenario(C4GUI::Control *pEl);
friend class C4StartupScenSelDlg;
public:
void Clear();
bool Load(C4Group &hGroup, C4ScenarioListLoader::Folder *pScenLoaderFolder);
void CompileFunc(StdCompiler *pComp);
void CreateGUIElements(C4StartupScenSelDlg *pMainDlg, C4GUI::Window &rContainer);
void ResetSelection();
C4GUI::TextWindow *GetSelectionInfoBox() const { return pSelectionInfoBox; }
C4ScenarioListLoader::Entry *GetSelectedEntry() const { return pSelectedEntry; }
};
// -----------------------------------------------
// startup dialog: Scenario selection
class C4StartupScenSelDlg : public C4StartupDlg
{
public:
// one item in the scenario list
class ScenListItem : public C4GUI::Window
{
private:
typedef C4GUI::Window BaseClass;
// subcomponents
C4GUI::Picture *pIcon; // item icon
C4GUI::Label *pNameLabel; // item caption
C4GUI::Picture *ppAchievements[C4StartupScenSel_MaxAchievements]; // achievement icons
C4ScenarioListLoader::Entry *pScenListEntry; // associated, loaded item info
public:
ScenListItem(C4GUI::ListBox *pForListBox, C4ScenarioListLoader::Entry *pForEntry, C4GUI::Element *pInsertBeforeElement=NULL);
protected:
struct RenameParams { };
void AbortRenaming(RenameParams par);
C4GUI::RenameEdit::RenameResult DoRenaming(RenameParams par, const char *szNewName);
public:
bool KeyRename();
protected:
virtual void UpdateOwnPos(); // recalculate item positioning
virtual void MouseInput(C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam);
void Update() {}
public:
C4ScenarioListLoader::Entry *GetEntry() const { return pScenListEntry; }
ScenListItem *GetNext() { return static_cast<ScenListItem *>(BaseClass::GetNext()); }
virtual bool CheckNameHotkey(const char * c); // return whether this item can be selected by entering given char
};
public:
C4StartupScenSelDlg(bool fNetwork); // ctor
~C4StartupScenSelDlg(); // dtor
private:
enum { ShowStyle_Book=0, ShowStyle_Map=1 };
enum { IconLabelSpacing = 2 }; // space between an icon and its text
// book style scenario selection
C4GUI::Label *pScenSelCaption; // caption label atop scenario list; indicating current folder
C4GUI::ListBox *pScenSelList; // left page of book: Scenario selection
C4GUI::Label *pScenSelProgressLabel; // progress label shown while scenario list is being generated
C4GUI::TextWindow *pSelectionInfo; // used to display the description of the current selection
C4KeyBinding *pKeyRefresh, *pKeyBack, *pKeyForward, *pKeyRename, *pKeyDelete, *pKeyCheat;
class C4GameOptionButtons *pGameOptionButtons;
C4GUI::Button *pOpenBtn;
C4GUI::Tabular *pScenSelStyleTabular;
C4ScenarioListLoader *pScenLoader;
// map style scenario selection
C4MapFolderData *pMapData;
C4Facet *pfctBackground;
bool fIsInitialLoading;
bool fStartNetworkGame;
C4GUI::RenameEdit *pRenameEdit;
// achievements of all activated players
C4ScenarioParameters Achievements;
public:
static C4StartupScenSelDlg *pInstance; // singleton
protected:
virtual int32_t GetMarginTop() { return (rcBounds.Hgt/7); }
virtual bool HasBackground() { return false; }
virtual void DrawElement(C4TargetFacet &cgo);
virtual bool OnEnter() { DoOK(); return true; }
virtual bool OnEscape() { DoBack(true); return true; }
bool KeyBack() { return DoBack(true); }
bool KeyRefresh() { DoRefresh(); return true; }
bool KeyForward() { DoOK(); return true; }
bool KeyRename();
bool KeyDelete();
bool KeyCheat();
void KeyCheat2(const StdStrBuf &rsCheatCode);
void DeleteConfirm(ScenListItem *pSel);
virtual void OnShown(); // callback when shown: Init file list
virtual void OnClosed(bool fOK); // callback when dlg got closed: Return to main screen
void OnBackBtn(C4GUI::Control *btn) { DoBack(true); }
void OnNextBtn(C4GUI::Control *btn) { DoOK(); }
void OnSelChange(class C4GUI::Element *pEl) { UpdateSelection(); }
void OnSelDblClick(class C4GUI::Element *pEl) { DoOK(); }
void OnButtonScenario(C4GUI::Control *pEl);
friend class C4MapFolderData;
private:
void UpdateList();
void UpdateSelection();
void ResortFolder();
ScenListItem *GetSelectedItem();
C4ScenarioListLoader::Entry *GetSelectedEntry();
void SetOpenButtonDefaultText();
void FocusScenList();
void UpdateAchievements();
public:
bool StartScenario(C4ScenarioListLoader::Scenario *pStartScen);
bool OpenFolder(C4ScenarioListLoader::Folder *pNewFolder);
void ProcessCallback() { UpdateList(); } // process callback by loader
bool DoOK(); // open/start currently selected item
bool DoBack(bool fAllowClose); // back folder, or abort dialog
void DoRefresh(); // refresh file list
void DeselectAll(); // reset focus and update selection info
void StartRenaming(C4GUI::RenameEdit *pNewRenameEdit);
void AbortRenaming();
bool IsRenaming() const { return !!pRenameEdit; }
void SetRenamingDone() { pRenameEdit=NULL; }
void SetBackground(C4Facet *pNewBG) { pfctBackground=pNewBG; }
bool IsNetworkStart() const { return fStartNetworkGame; }
friend class ScenListItem;
};
#endif // INC_C4StartupScenSelDlg