openclonk/src/editor/C4ConsoleQtState.cpp

1237 lines
41 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 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.
*/
/* Editor windows using Qt*/
#include "C4Include.h"
#include "editor/C4ConsoleQtState.h"
#include "editor/C4ConsoleQtPropListViewer.h"
#include "editor/C4ConsoleQtObjectListViewer.h"
#include "editor/C4ConsoleQtDefinitionListViewer.h"
#include "editor/C4ConsoleQtNewScenario.h"
#include "editor/C4ConsoleQtViewport.h"
#include "editor/C4ConsoleQtShapes.h"
#include "editor/C4Console.h"
#include "platform/StdRegistry.h"
#include "landscape/C4Landscape.h"
#include "player/C4PlayerList.h"
#include "object/C4Def.h"
#include "object/C4Object.h"
#include "game/C4Viewport.h"
#include "config/C4Config.h"
#ifdef USE_WIN32_WINDOWS
#include <shellapi.h>
#endif
/* String translation */
QString C4ConsoleQtTranslator::translate(const char * context, const char * sourceText, const char * disambiguation, int n) const
{
// Map to LoadResStr for all QStrings marked as res
if (disambiguation && !strcmp(disambiguation, "res"))
return QString(LoadResStr(sourceText));
else
return QString(sourceText);
}
C4ConsoleQtTranslator qt_translator;
/* Kick client action */
C4ConsoleClientAction::C4ConsoleClientAction(int32_t client_id, const char *text, QObject *parent, C4ConsoleGUI::ClientOperation op)
: QAction(text, parent), client_id(client_id), op(op)
{
connect(this, SIGNAL(triggered()), this, SLOT(Execute()));
}
void C4ConsoleClientAction::Execute()
{
if (!::Control.isCtrlHost()) return;
switch (op)
{
case C4ConsoleGUI::CO_Deactivate:
::Control.DoInput(CID_ClientUpdate, new C4ControlClientUpdate(client_id, CUT_Activate, false), CDT_Sync);
break;
case C4ConsoleGUI::CO_Activate:
::Control.DoInput(CID_ClientUpdate, new C4ControlClientUpdate(client_id, CUT_Activate, true), CDT_Sync);
break;
case C4ConsoleGUI::CO_Kick:
::Game.Clients.CtrlRemove(Game.Clients.getClientByID(client_id), LoadResStr("IDS_MSG_KICKBYMENU"));
break;
}
}
/* Remove player action */
C4ConsoleRemovePlayerAction::C4ConsoleRemovePlayerAction(int32_t player_num, const char *text, QObject *parent)
: QAction(text, parent), player_num(player_num)
{
connect(this, SIGNAL(triggered()), this, SLOT(Execute()));
}
void C4ConsoleRemovePlayerAction::Execute()
{
C4Player *plr = ::Players.Get(player_num);
if (!plr) return;
::Control.Input.Add(CID_PlrAction, C4ControlPlayerAction::Eliminate(plr));
}
/* Add viewport for player action */
C4ConsoleOpenViewportAction::C4ConsoleOpenViewportAction(int32_t player_num, const char *text, QObject *parent)
: QAction(text, parent), player_num(player_num)
{
connect(this, SIGNAL(triggered()), this, SLOT(Execute()));
}
void C4ConsoleOpenViewportAction::Execute()
{
::Viewports.CreateViewport(player_num);
}
/* Recursion check to avoid some crashing Qt re-entry */
class ExecRecursionCheck
{
static int counter;
public:
ExecRecursionCheck() { ++counter; }
~ExecRecursionCheck() { --counter; }
bool IsRecursion() const { return counter > 1; }
};
int ExecRecursionCheck::counter = 0;
/* Console main window */
C4ConsoleQtMainWindow::C4ConsoleQtMainWindow(C4AbstractApp *app, C4ConsoleGUIState *state)
: QMainWindow(NULL), state(state)
{
}
void C4ConsoleQtMainWindow::keyPressEvent(QKeyEvent * event)
{
if (HandleEditorKeyDown(event)) event->setAccepted(true);
QMainWindow::keyPressEvent(event);
}
void C4ConsoleQtMainWindow::keyReleaseEvent(QKeyEvent * event)
{
if (HandleEditorKeyUp(event)) event->setAccepted(true);
QMainWindow::keyPressEvent(event);
}
// Editor window state config file
struct EditorWindowState
{
StdCopyBuf geometry, window_state;
void CompileFunc(StdCompiler *comp)
{
comp->Value(geometry);
comp->Value(window_state);
}
};
void C4ConsoleQtMainWindow::closeEvent(QCloseEvent *event)
{
// Store window settings
EditorWindowState ws;
QByteArray geometry = saveGeometry(), window_state = saveState();
ws.geometry.Copy(geometry.constData(), geometry.size());
ws.window_state.Copy(window_state.constData(), window_state.size());
StdBuf ws_contents = DecompileToBuf<StdCompilerBinWrite>(ws);
ws_contents.SaveToFile(Config.AtUserDataPath(C4CFN_EditorGeometry));
// Perform close
QMainWindow::closeEvent(event);
::Console.Close();
}
void C4ConsoleQtMainWindow::LoadGeometry()
{
// Restore window settings from file
StdBuf ws_contents;
if (ws_contents.LoadFromFile(Config.AtUserDataPath(C4CFN_EditorGeometry)))
{
EditorWindowState ws;
CompileFromBuf<StdCompilerBinRead>(ws, ws_contents);
QByteArray geometry(static_cast<const char *>(ws.geometry.getData()), ws.geometry.getSize()),
window_state(static_cast<const char *>(ws.window_state.getData()), ws.window_state.getSize());
restoreGeometry(geometry);
restoreState(window_state);
}
}
void C4ConsoleQtMainWindow::PlayPressed(bool down)
{
if (down)
::Console.DoPlay();
else // cannot un-check by pressing again
state->ui.actionPlay->setChecked(true);
}
void C4ConsoleQtMainWindow::PausePressed(bool down)
{
if (down)
::Console.DoHalt();
else // can un-check by pressing again!
::Console.DoPlay();
}
void C4ConsoleQtMainWindow::CursorGamePressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModePlay);
}
else
{
// cannot un-check by pressing again
state->ui.actionCursorGame->setChecked(true);
}
}
void C4ConsoleQtMainWindow::CursorSelectPressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeEdit);
// When the select cursor is activated, always show either the property dock
state->ui.propertyDockWidget->raise();
}
else
{
// cannot un-check by pressing again
state->ui.actionCursorSelect->setChecked(true);
}
}
void C4ConsoleQtMainWindow::CursorCreateObjPressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeCreateObject);
// When the creator cursor is activated, always show the defintiion list
state->ui.creatorDockWidget->raise();
}
else
{
// cannot un-check by pressing again
state->ui.actionCursorCreateObj->setChecked(true);
}
}
void C4ConsoleQtMainWindow::CursorDrawPenPressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeDraw);
::Console.ToolsDlg.SetTool(C4TLS_Brush, false);
}
else // cannot un-check by pressing again
state->ui.actionCursorDrawPen->setChecked(true);
}
void C4ConsoleQtMainWindow::CursorDrawLinePressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeDraw);
::Console.ToolsDlg.SetTool(C4TLS_Line, false);
}
else // cannot un-check by pressing again
state->ui.actionCursorDrawLine->setChecked(true);
}
void C4ConsoleQtMainWindow::CursorDrawRectPressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeDraw);
::Console.ToolsDlg.SetTool(C4TLS_Rect, false);
}
else // cannot un-check by pressing again
state->ui.actionCursorDrawRect->setChecked(true);
}
void C4ConsoleQtMainWindow::CursorFillPressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeDraw);
::Console.ToolsDlg.SetTool(C4TLS_Fill, false);
}
else // cannot un-check by pressing again
state->ui.actionCursorFill->setChecked(true);
}
void C4ConsoleQtMainWindow::CursorPickerPressed(bool down)
{
if (down)
{
::Console.EditCursor.SetMode(C4CNS_ModeDraw);
::Console.ToolsDlg.SetTool(C4TLS_Picker, false);
}
else // cannot un-check by pressing again
state->ui.actionCursorPicker->setChecked(true);
}
void C4ConsoleQtMainWindow::DynamicLandscapePressed(bool down)
{
if (down)
::Console.ToolsDlg.SetLandscapeMode(LandscapeMode::Dynamic, false);
else // cannot un-check by pressing again
state->ui.actionDynamicLandscape->setChecked(true);
}
void C4ConsoleQtMainWindow::StaticLandscapePressed(bool down)
{
if (down)
::Console.ToolsDlg.SetLandscapeMode(LandscapeMode::Static, false);
else // cannot un-check by pressing again
state->ui.actionStaticLandscape->setChecked(true);
}
void C4ConsoleQtMainWindow::StaticFlatLandscapePressed(bool down)
{
if (down)
::Console.ToolsDlg.SetLandscapeMode(LandscapeMode::Static, true);
else // cannot un-check by pressing again
state->ui.actionStaticFlatLandscape->setChecked(true);
}
void C4ConsoleQtMainWindow::ExactLandscapePressed(bool down)
{
if (down)
::Console.ToolsDlg.SetLandscapeMode(LandscapeMode::Exact, false);
else // cannot un-check by pressing again
state->ui.actionExactLandscape->setChecked(true);
}
void C4ConsoleQtMainWindow::DrawSizeChanged(int newval)
{
::Console.ToolsDlg.SetGrade(newval);
}
// File menu
void C4ConsoleQtMainWindow::FileNew() { ::Console.FileNew(); }
void C4ConsoleQtMainWindow::FileOpen() { ::Console.FileOpen(); }
void C4ConsoleQtMainWindow::FileOpenWithPlayers() { Console.FileOpenWPlrs(); }
void C4ConsoleQtMainWindow::FileRecord() { ::Console.FileRecord(); }
void C4ConsoleQtMainWindow::FileSave() { ::Console.FileSave(); }
void C4ConsoleQtMainWindow::FileSaveAs() { ::Console.FileSaveAs(false); }
void C4ConsoleQtMainWindow::FileSaveGameAs() { ::Console.FileSaveAs(true); }
void C4ConsoleQtMainWindow::FileClose() { ::Console.FileClose(); }
void C4ConsoleQtMainWindow::FileQuit() { ::Console.FileQuit(); }
void C4ConsoleQtMainWindow::FileReInitScenario()
{
::Control.DoInput(CID_ReInitScenario, new C4ControlReInitScenario(), CDT_Decide);
}
// Player menu
void C4ConsoleQtMainWindow::PlayerJoin() { ::Console.PlayerJoin(); }
// Window menu
void C4ConsoleQtMainWindow::ViewportNew() { ::Console.ViewportNew(); }
// Help menu
void C4ConsoleQtMainWindow::HelpAbout() { ::Console.HelpAbout(); }
void C4ConsoleQtMainWindow::HelpToggle(bool enabled)
{
::Config.Developer.ShowHelp = enabled;
::Console.EditCursor.InvalidateSelection();
repaint();
}
// Script enter
void C4ConsoleQtMainWindow::MainConsoleEditEnter()
{
QLineEdit *main_console_edit = state->ui.consoleInputBox->lineEdit();
::Console.RegisterRecentInput(main_console_edit->text().toUtf8(), C4Console::MRU_Scenario);
::Console.In(main_console_edit->text().toUtf8());
}
void C4ConsoleQtMainWindow::PropertyConsoleEditEnter()
{
QLineEdit *property_console_edit = state->ui.propertyInputBox->lineEdit();
::Console.EditCursor.In(property_console_edit->text().toUtf8());
}
// View selection changes
void C4ConsoleQtMainWindow::OnCreatorSelectionChanged(const QItemSelection & selected, const QItemSelection & deselected)
{
state->OnCreatorSelectionChanged(selected, deselected);
}
void C4ConsoleQtMainWindow::OnCreatorCurrentChanged(const QModelIndex & current, const QModelIndex & previous)
{
state->OnCreatorCurrentChanged(current, previous);
}
void C4ConsoleQtMainWindow::OnObjectListSelectionChanged(const QItemSelection & selected, const QItemSelection & deselected)
{
state->OnObjectListSelectionChanged(selected, deselected);
}
void C4ConsoleQtMainWindow::AscendPropertyPath()
{
state->property_model->AscendPath();
::Console.EditCursor.InvalidateSelection();
}
void C4ConsoleQtMainWindow::AddArrayElement()
{
if (state->property_model) state->property_model->AddArrayElement();
}
void C4ConsoleQtMainWindow::RemoveArrayElement()
{
if (state->property_model) state->property_model->RemoveArrayElement();
}
bool C4ConsoleQtMainWindow::HandleEditorKeyDown(QKeyEvent *event)
{
switch (event->key())
{
case Qt::Key_Delete:
::Console.EditCursor.Delete();
return true;
case Qt::Key_F2:
::Console.EditCursor.Duplicate();
return true;
}
uint32_t shift = 0;
if (event->modifiers() & Qt::AltModifier) shift |= MK_ALT;
if (event->modifiers() & Qt::ControlModifier) shift |= MK_CONTROL;
if (event->modifiers() & Qt::ShiftModifier) shift |= MK_SHIFT;
::Console.EditCursor.KeyDown(event->nativeScanCode(), shift);
// key not handled (ignore shift handling done in EditCursor)
return false;
}
bool C4ConsoleQtMainWindow::HandleEditorKeyUp(QKeyEvent *event)
{
uint32_t shift = 0;
if (event->modifiers() & Qt::AltModifier) shift |= MK_ALT;
if (event->modifiers() & Qt::ControlModifier) shift |= MK_CONTROL;
if (event->modifiers() & Qt::ShiftModifier) shift |= MK_SHIFT;
::Console.EditCursor.KeyUp(event->nativeScanCode(), shift);
// key not handled (ignore shift handling done in EditCursor)
return false;
}
void SplitMaterialTexture(const QString &mat_tex, QString *mat, QString *tex)
{
int sep = mat_tex.indexOf('-');
if (sep < 0)
{
*mat = mat_tex;
*tex = QString();
}
else
{
*mat = mat_tex.mid(0, sep);
*tex = mat_tex.mid(sep + 1);
}
}
void C4ConsoleQtMainWindow::ForegroundMaterialChanged(const QString &new_selection)
{
QString mat, tex;
SplitMaterialTexture(new_selection, &mat, &tex);
if (mat.size() > 0) ::Console.ToolsDlg.SelectMaterial(mat.toUtf8(), true);
if (tex.size() > 0) ::Console.ToolsDlg.SelectTexture(tex.toUtf8(), true);
}
void C4ConsoleQtMainWindow::BackgroundMaterialChanged(const QString &new_selection)
{
QString mat, tex;
SplitMaterialTexture(new_selection, &mat, &tex);
if (mat.size() > 0) ::Console.ToolsDlg.SelectBackMaterial(mat.toUtf8(), true);
if (tex.size() > 0) ::Console.ToolsDlg.SelectBackTexture(tex.toUtf8(), true);
}
void C4ConsoleQtMainWindow::WelcomeLinkActivated(const QString &link)
{
// Default links
if (link == "new") FileNew();
else if (link == "open") FileOpen();
else if (link == "exploreuserpath")
{
bool success = false;
#ifdef USE_WIN32_WINDOWS
StdStrBuf path(::Config.General.UserDataPath);
intptr_t iError = (intptr_t) ::ShellExecute(NULL, L"open", path.GetWideChar(), NULL, path.GetWideChar(), SW_SHOW);
if (iError > 32) success = true;
#else
success = QDesktopServices::openUrl(QUrl::fromLocalFile(::Config.General.UserDataPath));
#endif
if (!success)
QMessageBox::critical(this, LoadResStr("IDS_MNU_EXPLOREUSERPATH"), LoadResStr("IDS_ERR_EXPLOREUSERPATH"));
}
// Open recent link
else if (link.startsWith("open:"))
{
QString open_file = link.mid(5);
::Console.FileOpen(open_file.toUtf8());
}
}
void C4ConsoleQtMainWindow::SelectionDelete()
{
::Console.EditCursor.Delete();
}
void C4ConsoleQtMainWindow::SelectionDuplicate()
{
::Console.EditCursor.Duplicate();
}
void C4ConsoleQtMainWindow::SelectionEjectContents()
{
::Console.EditCursor.GrabContents();
}
void C4ConsoleQtMainWindow::FocusGlobalScriptBox()
{
state->ui.logDockWidget->show();
state->ui.logDockWidget->raise();
state->ui.consoleInputBox->setFocus();
}
void C4ConsoleQtMainWindow::FocusObjectScriptBox()
{
state->ui.propertyDockWidget->show();
state->ui.propertyDockWidget->raise();
state->ui.propertyInputBox->setFocus();
}
void C4ConsoleQtMainWindow::OpenMaterialSelection()
{
if (state->ui.foregroundMatTexComboBox->isEnabled())
{
state->ui.foregroundMatTexComboBox->setFocus();
state->ui.foregroundMatTexComboBox->showPopup();
}
}
void C4ConsoleQtMainWindow::FocusNextViewport()
{
// Focus viewport after the one that has focus
bool has_focus_vp = false;
for (C4ConsoleQtViewportDockWidget *vp : state->viewports)
{
if (has_focus_vp)
{
vp->SetFocus();
return;
}
else if (vp->HasFocus())
{
has_focus_vp = true;
}
}
// No focus or last viewport was focused? Focus first.
if (state->viewports.size())
{
state->viewports.front()->SetFocus();
}
}
void C4ConsoleQtMainWindow::GradeUp()
{
if (state->ui.drawSizeSlider->isEnabled())
{
state->ui.drawSizeSlider->setValue(state->ui.drawSizeSlider->value() + state->ui.drawSizeSlider->singleStep());
}
}
void C4ConsoleQtMainWindow::GradeDown()
{
if (state->ui.drawSizeSlider->isEnabled())
{
state->ui.drawSizeSlider->setValue(state->ui.drawSizeSlider->value() - state->ui.drawSizeSlider->singleStep());
}
}
/* Common C4ConsoleGUI interface */
C4ConsoleGUIState::C4ConsoleGUIState(C4ConsoleGUI *console) : viewport_area(NULL),
enabled(false), recording(false), net_enabled(false), landscape_mode(LandscapeMode::Dynamic), flat_chunk_shapes(false),
editcursor_mode(C4CNS_ModePlay), drawing_tool(C4TLS_Brush), is_object_selection_updating(0), disable_shortcut_filter(new C4DisableShortcutFilter(nullptr))
{
}
C4ConsoleGUIState::~C4ConsoleGUIState()
{
}
void C4ConsoleGUIState::AddToolbarSpacer(int space)
{
auto spacer = new QWidget();
spacer->setFixedWidth(space);
ui.toolBar->addWidget(spacer);
}
bool C4ConsoleGUIState::CreateConsoleWindow(C4AbstractApp *app)
{
// No Qt main loop execution during console creation
ExecRecursionCheck no_qt_recursion;
// Initialize OpenGL.
QSurfaceFormat format;
format.setMajorVersion(/*REQUESTED_GL_CTX_MAJOR*/ 3);
format.setMinorVersion(/*REQUESTED_GL_CTX_MINOR*/ 2);
format.setRedBufferSize(8);
format.setGreenBufferSize(8);
format.setBlueBufferSize(8);
format.setDepthBufferSize(8);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setSwapInterval(0); // turn off vsync because otherwise each viewport causes an extra 1/(refesh rate) delay
if (Config.Graphics.DebugOpenGL)
format.setOption(QSurfaceFormat::DebugContext);
QSurfaceFormat::setDefaultFormat(format);
QCoreApplication::setAttribute(Qt::AA_ShareOpenGLContexts);
// Basic Qt+Main window setup from .ui file
// Note that QApplication needs at least one valid argument which must
// stay valid over the lifetime of the application.
static int fake_argc = 1;
static const char *fake_argv[] = { "openclonk" };
application.reset(new QApplication(fake_argc, const_cast<char **>(fake_argv)));
application->installTranslator(&qt_translator);
window.reset(new C4ConsoleQtMainWindow(app, this));
ui.setupUi(window.get());
// Setup some extra stuff that cannot be done easily in the designer
// Divide status bar
status_cursor = new QLabel("", window.get());
status_framecounter = new QLabel("", window.get());
status_timefps = new QLabel("", window.get());
ui.statusbar->addPermanentWidget(status_cursor, 3);
ui.statusbar->addPermanentWidget(status_framecounter, 1);
ui.statusbar->addPermanentWidget(status_timefps, 1);
// Move drawing tools into toolbar
ui.toolBar->addWidget(ui.foregroundMatTexComboBox);
ui.toolBar->addWidget(ui.backgroundMatTexComboBox);
AddToolbarSpacer(5);
ui.toolBar->addWidget(ui.drawSizeLabel);
AddToolbarSpacer(5);
ui.toolBar->addWidget(ui.drawSizeSlider);
ui.drawSizeSlider->setMaximum(C4TLS_GradeMax);
ui.drawSizeSlider->setMinimum(C4TLS_GradeMin);
ui.drawSizeSlider->setValue(C4TLS_GradeDefault);
ui.drawSizeSlider->setSingleStep(1);
// Console input box signal
QLineEdit *main_console_edit = ui.consoleInputBox->lineEdit();
main_console_edit->completer()->setCaseSensitivity(Qt::CaseSensitivity::CaseSensitive);
main_console_edit->connect(main_console_edit, SIGNAL(returnPressed()), window.get(), SLOT(MainConsoleEditEnter()));
QLineEdit *property_console_edit = ui.propertyInputBox->lineEdit();
property_console_edit->connect(property_console_edit, SIGNAL(returnPressed()), window.get(), SLOT(PropertyConsoleEditEnter()));
property_console_edit->completer()->setCaseSensitivity(Qt::CaseSensitivity::CaseSensitive);
// Add window menu actions
window_menu_separator = ui.menuWindows->addSeparator();
QAction *dock_action = ui.creatorDockWidget->toggleViewAction();
dock_action->setShortcut(QKeySequence(Qt::ALT | Qt::Key_1));
ui.menuWindows->addAction(dock_action);
dock_action = ui.objectListDockWidget->toggleViewAction();
dock_action->setShortcut(QKeySequence(Qt::ALT | Qt::Key_2));
ui.menuWindows->addAction(dock_action);
dock_action = ui.propertyDockWidget->toggleViewAction();
dock_action->setShortcut(QKeySequence(Qt::ALT | Qt::Key_3));
ui.menuWindows->addAction(dock_action);
dock_action = ui.logDockWidget->toggleViewAction();
dock_action->setShortcut(QKeySequence(Qt::ALT | Qt::Key_4));
ui.menuWindows->addAction(dock_action);
// Viewport area setup
viewport_area = new QMainWindow();
viewport_area->setWindowFlags(Qt::Widget);
window->setCentralWidget(viewport_area);
window->setDockNestingEnabled(true);
viewport_area->setDockNestingEnabled(true);
QWidget *foo = new QWidget(viewport_area);
viewport_area->setCentralWidget(foo);
foo->hide();
// Default action state
ui.actionHelp->setChecked(::Config.Developer.ShowHelp);
// Disable some shortcuts on actions that are handled internally
// (none right now)
// Property editor
property_delegate_factory.reset(new C4PropertyDelegateFactory());
ui.propertyTable->setItemDelegateForColumn(1, property_delegate_factory.get());
ui.propertyEditAscendPathButton->setMaximumWidth(ui.propertyEditAscendPathButton->fontMetrics().boundingRect(ui.propertyEditAscendPathButton->text()).width() + 10);
ui.propertyTable->setDropIndicatorShown(true);
ui.propertyTable->setAcceptDrops(true);
property_name_delegate.reset(new C4PropertyNameDelegate());
ui.propertyTable->setItemDelegateForColumn(0, property_name_delegate.get());
ui.propertyTable->setMouseTracking(true);
// View models
property_model.reset(new C4ConsoleQtPropListModel(property_delegate_factory.get()));
property_delegate_factory->SetPropertyModel(property_model.get());
property_name_delegate->SetPropertyModel(property_model.get());
QItemSelectionModel *m = ui.propertyTable->selectionModel();
ui.propertyTable->setModel(property_model.get());
delete m;
property_model->SetSelectionModel(ui.propertyTable->selectionModel());
object_list_model.reset(new C4ConsoleQtObjectListModel());
m = ui.objectListView->selectionModel();
ui.objectListView->setModel(object_list_model.get());
delete m;
window->connect(ui.objectListView->selectionModel(), &QItemSelectionModel::selectionChanged, window.get(), &C4ConsoleQtMainWindow::OnObjectListSelectionChanged);
definition_list_model.reset(new C4ConsoleQtDefinitionListModel());
property_delegate_factory->SetDefinitionListModel(definition_list_model.get());
m = ui.creatorTreeView->selectionModel();
ui.creatorTreeView->setModel(definition_list_model.get());
delete m;
window->connect(ui.creatorTreeView->selectionModel(), &QItemSelectionModel::selectionChanged, window.get(), &C4ConsoleQtMainWindow::OnCreatorSelectionChanged);
window->connect(ui.creatorTreeView->selectionModel(), &QItemSelectionModel::currentChanged, window.get(), &C4ConsoleQtMainWindow::OnCreatorCurrentChanged);
window->connect(ui.propertyTable->selectionModel(), &QItemSelectionModel::currentChanged, window.get(), [this]() {
this->ui.arrayRemoveButton->setDisabled(this->property_model->IsTargetReadonly() || this->ui.propertyTable->selectionModel()->selectedRows().empty());
});
// Initial layout is tabified (somehow I cannot do this in the designer)
window->tabifyDockWidget(ui.objectListDockWidget, ui.propertyDockWidget);
window->tabifyDockWidget(ui.objectListDockWidget, ui.creatorDockWidget);
ui.propertyDockWidget->raise();
// Welcome page
InitWelcomeScreen();
ShowWelcomeScreen();
// Initial empty property page
auto sel = C4EditCursorSelection();
PropertyDlgUpdate(sel, true);
// Restore layout & show!
window->LoadGeometry();
window->showNormal();
return true;
}
void C4ConsoleGUIState::DeleteConsoleWindow()
{
// Reset to a state before CreateConsoleWindow was called
action_object = C4VNull;
is_object_selection_updating = false;
editcursor_mode = C4CNS_ModePlay;
drawing_tool = C4TLS_Brush;
landscape_mode = LandscapeMode::Dynamic;
net_enabled = false;
recording = false;
enabled = false;
window_menu_separator = nullptr;
status_cursor = status_framecounter = status_timefps = nullptr;
while (!viewports.empty())
{
auto vp = viewports.front();
viewports.erase(viewports.begin());
viewport_area->removeDockWidget(vp);
delete vp;
}
client_actions.clear();
player_actions.clear();
viewport_actions.clear();
viewport_area = nullptr;
disable_shortcut_filter.reset(nullptr);
definition_list_model.reset(nullptr);
object_list_model.reset(nullptr);
property_name_delegate.reset(nullptr);
property_delegate_factory.reset(nullptr);
property_model.reset(nullptr);
window.reset(nullptr);
application.reset(nullptr);
}
void C4ConsoleGUIState::Execute(bool redraw_only)
{
// Nothing to do - Qt's event loop is handling everything.
}
// Set action pressed/checked and enabled states
void C4ConsoleGUIState::UpdateActionStates()
{
// Enabled states
bool has_draw_tools = enabled && landscape_mode != LandscapeMode::Dynamic;
bool has_exact_draw_tools = enabled && landscape_mode == LandscapeMode::Exact;
bool is_drawing = has_draw_tools && editcursor_mode == C4CNS_ModeDraw;
bool is_lobby = ::Network.isLobbyActive();
ui.actionFileNew->setEnabled(!enabled);
ui.actionFileReInitScenario->setEnabled(enabled);
ui.actionPlay->setEnabled(enabled || is_lobby);
ui.actionPause->setEnabled(enabled);
ui.actionCursorGame->setEnabled(enabled);
ui.actionCursorSelect->setEnabled(enabled);
ui.actionCursorCreateObj->setEnabled(enabled);
ui.actionCursorDrawPen->setEnabled(has_draw_tools);
ui.actionCursorDrawLine->setEnabled(has_draw_tools);
ui.actionCursorDrawRect->setEnabled(has_draw_tools);
ui.actionCursorPicker->setEnabled(has_draw_tools);
ui.actionCursorFill->setEnabled(has_exact_draw_tools);
ui.actionDynamicLandscape->setEnabled(enabled);
ui.actionStaticLandscape->setEnabled(enabled);
ui.actionStaticFlatLandscape->setEnabled(enabled);
ui.actionExactLandscape->setEnabled(enabled);
ui.foregroundMatTexComboBox->setEnabled(is_drawing);
ui.backgroundMatTexComboBox->setEnabled(is_drawing);
ui.drawSizeSlider->setEnabled(is_drawing);
ui.actionFileClose->setEnabled(enabled);
ui.actionFileRecord->setEnabled(enabled && !recording);
ui.actionFileSaveGameAs->setEnabled(enabled);
ui.actionFileSaveScenario->setEnabled(enabled);
ui.actionFileSaveScenarioAs->setEnabled(enabled);
ui.actionViewportNew->setEnabled(enabled);
ui.actionPlayerJoin->setEnabled(enabled);
ui.menuNet->setEnabled(net_enabled);
// Checked states
ui.actionCursorGame->setChecked(editcursor_mode == C4CNS_ModePlay);
ui.actionCursorSelect->setChecked(editcursor_mode == C4CNS_ModeEdit);
ui.actionCursorCreateObj->setChecked(editcursor_mode == C4CNS_ModeCreateObject);
ui.actionCursorDrawPen->setChecked((editcursor_mode == C4CNS_ModeDraw) && (drawing_tool == C4TLS_Brush));
ui.actionCursorDrawLine->setChecked((editcursor_mode == C4CNS_ModeDraw) && (drawing_tool == C4TLS_Line));
ui.actionCursorDrawRect->setChecked((editcursor_mode == C4CNS_ModeDraw) && (drawing_tool == C4TLS_Rect));
ui.actionCursorFill->setChecked((editcursor_mode == C4CNS_ModeDraw) && (drawing_tool == C4TLS_Fill));
ui.actionCursorPicker->setChecked((editcursor_mode == C4CNS_ModeDraw) && (drawing_tool == C4TLS_Picker));
ui.actionDynamicLandscape->setChecked(landscape_mode == LandscapeMode::Dynamic);
ui.actionStaticLandscape->setChecked(landscape_mode == LandscapeMode::Static && !flat_chunk_shapes);
ui.actionStaticFlatLandscape->setChecked(landscape_mode == LandscapeMode::Static && flat_chunk_shapes);
ui.actionExactLandscape->setChecked(landscape_mode == LandscapeMode::Exact);
ui.actionFileRecord->setChecked(recording);
}
// Put function list into combo box selectable items
static void SetComboItems(QComboBox *box, std::list<const char*> &items)
{
QString text = box->lineEdit()->text(); // remember and restore current text
box->clear();
for (std::list<const char*>::iterator it = items.begin(); it != items.end(); it++)
{
if (!*it)
box->addItem("----------");
else
box->addItem(*it);
}
box->lineEdit()->setText(text);
}
void C4ConsoleGUIState::UpdateMatTex()
{
// Update selection of mattex in combo box
int new_index = 0;
if (material != C4TLS_MatSky) new_index = ui.foregroundMatTexComboBox->findText(QString(FormatString("%s-%s", material.getData(), texture.getData()).getData()));
if (new_index >= 0) ui.foregroundMatTexComboBox->setCurrentIndex(new_index);
}
void C4ConsoleGUIState::UpdateBackMatTex()
{
// Update selection of mattex in combo box
int new_index = 0;
if (back_material != C4TLS_MatSky) new_index = ui.backgroundMatTexComboBox->findText(QString(FormatString("%s-%s", back_material.getData(), back_texture.getData()).getData()));
if (new_index >= 0) ui.backgroundMatTexComboBox->setCurrentIndex(new_index);
}
void C4ConsoleGUIState::AddNetMenuItem(int32_t index, const char *text, C4ConsoleGUI::ClientOperation op)
{
auto *kick_action = new C4ConsoleClientAction(index, text, ui.menuNet, op);
if (op == C4ConsoleGUI::CO_None) kick_action->setDisabled(true);
client_actions.emplace_back(kick_action);
ui.menuNet->addAction(kick_action);
}
void C4ConsoleGUIState::ClearNetMenu()
{
for (auto &action : client_actions) ui.menuNet->removeAction(action.get());
client_actions.clear();
}
void C4ConsoleGUIState::AddKickPlayerMenuItem(int32_t plr, const char *text, bool item_enabled)
{
auto *kick_action = new C4ConsoleRemovePlayerAction(plr, text, ui.menuPlayers);
kick_action->setEnabled(item_enabled);
player_actions.emplace_back(kick_action);
ui.menuPlayers->addAction(kick_action);
}
void C4ConsoleGUIState::ClearPlayerMenu()
{
for (auto &action : player_actions) ui.menuPlayers->removeAction(action.get());
player_actions.clear();
}
void C4ConsoleGUIState::AddPlayerViewportMenuItem(int32_t plr, const char *text)
{
auto *action = new C4ConsoleOpenViewportAction(plr, text, ui.menuWindows);
viewport_actions.emplace_back(action);
ui.menuWindows->insertAction(window_menu_separator, action);
}
void C4ConsoleGUIState::ClearViewportMenu()
{
for (auto &action : viewport_actions) ui.menuWindows->removeAction(action.get());
viewport_actions.clear();
}
void C4ConsoleGUIState::AddViewport(C4ViewportWindow *cvp)
{
if (!viewport_area) return;
C4ConsoleQtViewportDockWidget *new_viewport = new C4ConsoleQtViewportDockWidget(window.get(), viewport_area, cvp);
viewport_area->addDockWidget(Qt::BottomDockWidgetArea, new_viewport);
viewports.push_back(new_viewport);
new_viewport->SetFocus();
}
void C4ConsoleGUIState::RemoveViewport(C4ViewportWindow *cvp)
{
if (!viewport_area) return;
for (auto iter = viewports.begin(); iter != viewports.end(); )
{
auto vp = *iter;
if (vp->GetViewportWindow() == cvp)
{
viewport_area->removeDockWidget(vp);
iter = viewports.erase(iter);
// cannot use deleteLater here because Qt will then
// still select/deselect the viewport's GL context
// behind the scenes, leaving us with an unselected
// GL context.
// Documented at http://doc.qt.io/qt-5/qopenglwidget.html
// Instead, delete the viewport widget directly.
delete vp;
}
else
{
++iter;
}
}
}
void C4ConsoleGUIState::SetInputFunctions(std::list<const char*> &functions)
{
SetComboItems(ui.consoleInputBox, functions);
}
void C4ConsoleGUIState::PropertyDlgUpdate(C4EditCursorSelection &rSelection, bool force_function_update)
{
int sel_count = rSelection.size();
bool is_array = false;
if (sel_count != 1)
{
// Multi object selection: Hide property view; show info label
property_model->SetBasePropList(nullptr);
ui.propertyTable->setEnabled(false);
ui.selectionInfoLabel->setText(rSelection.GetDataString().getData());
ui.propertyEditAscendPathButton->hide();
UpdateActionObject(nullptr);
ui.selectionHelpLabel->hide();
}
else
{
// Single object selection: Show property view + Object info in label
C4PropList *prev_list = property_model->GetBasePropList(), *new_list = rSelection.front().getPropList();
if (prev_list != new_list)
{
property_model->SetBasePropList(new_list);
ui.propertyTable->setFirstColumnSpanned(0, QModelIndex(), true);
ui.propertyTable->setFirstColumnSpanned(1, QModelIndex(), true);
ui.propertyTable->expand(property_model->index(0, 0, QModelIndex()));
UpdateActionObject(new_list->GetObject());
}
else if (::Console.EditCursor.IsSelectionInvalidated())
{
property_model->UpdateValue(false);
}
ui.selectionInfoLabel->setText(property_model->GetTargetPathText());
const char *help_text = property_model->GetTargetPathHelp();
if (help_text && ::Config.Developer.ShowHelp)
{
const char *help_label = property_model->GetTargetPathName();
if (!help_label) help_label = LoadResStr("IDS_CNS_DESCRIPTION");
ui.selectionHelpLabel->setText(FormatString("%s: %s", help_label, help_text).getData());
ui.selectionHelpLabel->show();
}
else
{
ui.selectionHelpLabel->hide();
}
ui.propertyEditAscendPathButton->setVisible(property_model->GetTargetPathStackSize() >= 1);
is_array = property_model->IsArray();
if (is_array)
{
bool is_readonly = property_model->IsTargetReadonly();
ui.arrayAddButton->setDisabled(is_readonly);
ui.arrayRemoveButton->setDisabled(is_readonly || ui.propertyTable->selectionModel()->selectedRows().empty());
}
ui.propertyTable->setEnabled(true);
::Console.EditCursor.ValidateSelection();
}
ui.arrayAddButton->setVisible(is_array);
ui.arrayRemoveButton->setVisible(is_array);
// Function update in script combo box
if (force_function_update)
{
auto suggestions = ::Console.GetScriptSuggestions(rSelection.GetObject(), C4Console::MRU_Object);
SetComboItems(ui.propertyInputBox, suggestions);
}
}
void C4ConsoleGUIState::ReInitDefinitions()
{
if (definition_list_model) definition_list_model->ReInit();
}
void C4ConsoleGUIState::OnCreatorSelectionChanged(const QItemSelection & selected, const QItemSelection & deselected)
{
if (is_object_selection_updating || !definition_list_model) return; // only process callbacks from users interacting with widget
// Forward to EditCursor
C4Def *def;
auto deselected_indexes = deselected.indexes();
for (const QModelIndex &item : deselected_indexes)
if ((def = definition_list_model->GetDefByModelIndex(item)))
::Console.EditCursor.RemoveFromSelection(def);
auto selected_indexes = selected.indexes();
for (const QModelIndex &item : selected_indexes)
if ((def = definition_list_model->GetDefByModelIndex(item)))
::Console.EditCursor.AddToSelection(def);
::Console.EditCursor.OnSelectionChanged(true);
// Switching to def selection mode: Remove any non-defs from selection
if (!selected.empty())
{
ui.objectListView->selectionModel()->clearSelection();
// ...and switch to creator mode
::Console.EditCursor.SetMode(C4CNS_ModeCreateObject);
}
}
void C4ConsoleGUIState::OnObjectListSelectionChanged(const QItemSelection & selected, const QItemSelection & deselected)
{
if (is_object_selection_updating) return; // only process callbacks from users interacting with widget
// Forward to EditCursor
C4PropList *p;
for (const QModelIndex &item : deselected.indexes())
if ((p = static_cast<C4PropList *>(item.internalPointer())))
::Console.EditCursor.RemoveFromSelection(p);
for (const QModelIndex &item : selected.indexes())
if ((p = static_cast<C4PropList *>(item.internalPointer())))
::Console.EditCursor.AddToSelection(p);
::Console.EditCursor.OnSelectionChanged(true);
// Switching to object/effect selection mode: Remove any non-objects/effects from selection
if (!selected.empty())
{
ui.creatorTreeView->selectionModel()->clearSelection();
// ...and switch to editing mode
::Console.EditCursor.SetMode(C4CNS_ModeEdit);
}
}
void C4ConsoleGUIState::SetObjectSelection(class C4EditCursorSelection &rSelection)
{
if (!window.get()) return;
// Callback from EditCursor when selection was changed e.g. from viewport
// Reflect selection change in object and definition view
C4Def *creator_def = ::Console.EditCursor.GetCreatorDef();
++is_object_selection_updating;
ui.objectListView->selectionModel()->clearSelection();
ui.creatorTreeView->selectionModel()->clearSelection();
QModelIndex last_idx_obj, last_idx_def, creator_idx;
for (C4Value &v : rSelection)
{
C4PropList *p = v.getPropList();
if (!p) continue;
C4Def *def = p->GetDef();
if (def && !p->GetObject())
{
QModelIndex idx = definition_list_model->GetModelIndexByItem(def);
if (idx.isValid())
{
ui.creatorTreeView->selectionModel()->select(idx, QItemSelectionModel::Select);
last_idx_def = idx;
if (def == creator_def) creator_idx = idx;
}
}
else
{
QModelIndex idx = object_list_model->GetModelIndexByItem(v.getPropList());
if (idx.isValid())
{
ui.objectListView->selectionModel()->select(idx, QItemSelectionModel::Select);
last_idx_obj = idx;
}
}
}
if (last_idx_obj.isValid()) ui.objectListView->scrollTo(last_idx_obj);
if (last_idx_def.isValid()) ui.creatorTreeView->scrollTo(last_idx_def);
else if (::Console.EditCursor.GetMode() == C4CNS_ModeCreateObject)
{
// Switch away from creator tool if user selected a non-definition
::Console.EditCursor.SetMode(C4CNS_ModeEdit);
}
// Sync creator selection
if (creator_idx.isValid()) ui.creatorTreeView->selectionModel()->select(creator_idx, QItemSelectionModel::Current);
--is_object_selection_updating;
}
void C4ConsoleGUIState::OnCreatorCurrentChanged(const QModelIndex & current, const QModelIndex & previous)
{
// A new definition was selected from the creator definition view
// Reflect in selection and auto-switch to creation mode if necessery
if (!definition_list_model) return;
C4Def *new_def = definition_list_model->GetDefByModelIndex(current);
//if (new_def) ::Console.EditCursor.SetMode(C4CNS_ModeCreateObject); - done by selection change
::Console.EditCursor.SetCreatorDef(new_def); // set or clear def in EditCursor
}
bool C4ConsoleGUIState::CreateNewScenario(StdStrBuf *out_filename)
{
// Show dialogue
std::unique_ptr<C4ConsoleQtNewScenarioDlg> dlg(new C4ConsoleQtNewScenarioDlg(window.get()));
if (!dlg->exec()) return false;
// Dlg said OK! Scenario created
out_filename->Copy(dlg->GetFilename());
return true;
}
void C4ConsoleGUIState::InitWelcomeScreen()
{
// Init links
ui.welcomeNewLabel->setText(QString("<a href=\"new\">%1</a>").arg(ui.welcomeNewLabel->text()));
ui.welcomeOpenLabel->setText(QString("<a href=\"open\">%1</a>").arg(ui.welcomeOpenLabel->text()));
ui.welcomeExploreUserPathLabel->setText(QString("<a href=\"exploreuserpath\">%1</a>").arg(ui.welcomeExploreUserPathLabel->text()));
// Recently opened scenarios
bool any_file = false;
int recent_idx = ui.welcomeScrollLayout->indexOf(ui.welcomeRecentLabel);
for (int32_t i = 0; i < CFG_MaxEditorMRU; ++i)
{
const char *filename = ::Config.Developer.RecentlyEditedSzenarios[i];
if (*filename && ::ItemExists(filename))
{
const char *basename = GetFilenameOnly(filename);
QLabel *link = new QLabel(ui.welcomeScrollAreaWidgetContents);
ui.welcomeScrollLayout->insertWidget(++recent_idx, link);
link->setIndent(ui.welcomeOpenLabel->indent());
link->setTextInteractionFlags(ui.welcomeOpenLabel->textInteractionFlags());
link->setText(QString("<a href=\"open:%1\">%2</a>").arg(filename).arg(basename)); // let's hope file names never contain "
any_file = true;
window->connect(link, SIGNAL(linkActivated(QString)), window.get(), SLOT(WelcomeLinkActivated(QString)));
}
}
if (!any_file) ui.welcomeRecentLabel->hide();
}
void C4ConsoleGUIState::ShowWelcomeScreen()
{
viewport_area->addDockWidget(Qt::BottomDockWidgetArea, ui.welcomeDockWidget);
}
void C4ConsoleGUIState::HideWelcomeScreen()
{
ui.welcomeDockWidget->close();
}
void C4ConsoleGUIState::ClearGamePointers()
{
if (property_delegate_factory) property_delegate_factory->ClearDelegates();
}
void C4ConsoleGUIState::UpdateActionObject(C4Object *new_action_object)
{
// No change? Do not recreate buttons then because it may interfere with their usage
C4Object *prev_object = action_object.getObj();
if (new_action_object && prev_object == new_action_object) return;
action_object = C4VObj(new_action_object);
// Clear old action buttons
int32_t i = ui.objectActionPanel->count();
while (i--)
{
ui.objectActionPanel->itemAt(i)->widget()->deleteLater();
}
// Create new buttons
// Actions are defined as properties in a local proplist called EditorActions
if (!new_action_object) return;
C4PropList *editor_actions_list = new_action_object->GetPropertyPropList(P_EditorActions);
if (!editor_actions_list) return;
auto new_properties = editor_actions_list->GetSortedProperties(nullptr);
int row = 0, column = 0;
for (C4String *action_def_id : new_properties)
{
// Get action definition proplist
C4Value action_def_val;
if (!editor_actions_list->GetPropertyByS(action_def_id, &action_def_val))
{
// property disappeared (cannot happen)
continue;
}
C4PropList *action_def = action_def_val.getPropList();
if (!action_def)
{
// property is of wrong type (can happen; scripter error)
continue;
}
// Get action name
C4String *action_name = action_def->GetPropertyStr(P_Name);
if (!action_name)
{
// Fallback to identifier for unnamed actions
action_name = action_def_id;
}
// Script command to execute
C4RefCntPointer<C4String> script_command = action_def->GetPropertyStr(P_Command);
int32_t object_number = new_action_object->Number;
// Create action button
QPushButton *btn = new QPushButton(action_name->GetCStr(), window.get());
if (script_command)
{
bool select_returned_object = action_def->GetPropertyBool(P_Select);
btn->connect(btn, &QPushButton::pressed, btn, [script_command, object_number, select_returned_object]()
{
// Action execution. Replace %player% by first local player.
StdStrBuf script_command_cpy(script_command->GetData(), true);
C4Player *local_player = ::Players.GetLocalByIndex(0);
int32_t local_player_number = local_player ? local_player->Number : NO_OWNER;
script_command_cpy.Replace("%player%", FormatString("%d", (int)local_player_number).getData());
::Console.EditCursor.EMControl(CID_Script, new C4ControlScript(script_command_cpy.getData(), object_number, false, select_returned_object));
});
}
ui.objectActionPanel->addWidget(btn, row, column);
if (++column >= 3)
{
column = 0;
++row;
}
}
}