forked from Mirrors/openclonk
229 lines
6.4 KiB
C++
229 lines
6.4 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2005-2008 Sven Eberhardt
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* Copyright (c) 2006 Günther Brammer
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* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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*/
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// Custom game options and configuration dialog
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#ifndef INC_C4GameOptions
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#define INC_C4GameOptions
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#include "C4Gui.h"
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class C4GameOptionsList;
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// scenario-defined game options (2do)
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class C4GameOptions
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{
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public:
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// base class for an option
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class Option
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{
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private:
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Option *pNext; // singly linked list maintained by C4GameOptions class
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friend class C4GameOptions;
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public:
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Option() : pNext(NULL) {}
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virtual ~Option() {}
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static Option *CreateOptionByTypeName(const char *szTypeName);
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virtual void CompileFunc(StdCompiler *pComp) = 0;
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private:
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virtual C4GUI::Element *CreateOptionControl(C4GameOptionsList *pContainer) = 0;
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};
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// option of enumeration type
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class OptionEnum : public Option
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{
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public:
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// element of the enumeration
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struct Element
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{
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StdCopyStrBuf Name;
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int32_t id;
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Element *pNext; // singly linked list maintained by OptionEnum class
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Element() : Name(), id(0), pNext(NULL) {}
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void CompileFunc(StdCompiler *pComp);
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};
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private:
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Element *pFirstElement;
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public:
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OptionEnum() : pFirstElement(NULL) {}
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virtual ~OptionEnum() { Clear(); }
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void Clear();
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virtual void CompileFunc(StdCompiler *pComp);
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private:
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virtual C4GUI::Element *CreateOptionControl(C4GameOptionsList *pContainer);
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};
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private:
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Option *pFirstOption; // linked list of options
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public:
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C4GameOptions() : pFirstOption(NULL) {}
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~C4GameOptions() { Clear(); }
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void Clear();
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void CompileFunc(StdCompiler *pComp);
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};
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// options dialog: created as listbox inside another dialog
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// used to configure some standard runtime options, as well as custom game options
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class C4GameOptionsList : public C4GUI::ListBox, private C4ApplicationSec1Timer
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{
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public:
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enum { IconLabelSpacing = 2 }; // space between an icon and its text
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private:
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class Option : public C4GUI::Control
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{
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protected:
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typedef C4GUI::Control BaseClass;
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// primary subcomponent: forward focus to this element
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C4GUI::Control *pPrimarySubcomponent;
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virtual bool IsFocused(C4GUI::Control *pCtrl)
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{
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// also forward own focus to primary control
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return BaseClass::IsFocused(pCtrl) || (HasFocus() && pPrimarySubcomponent == pCtrl);
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}
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public:
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Option(class C4GameOptionsList *pForDlg); // ctor - adds to list
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void InitOption(C4GameOptionsList *pForDlg); // add to list and do initial update
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virtual void Update() {}; // update data
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Option *GetNext() { return static_cast<Option *>(BaseClass::GetNext()); }
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};
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// dropdown list option
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class OptionDropdown : public Option
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{
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public:
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OptionDropdown(class C4GameOptionsList *pForDlg, const char *szCaption, bool fReadOnly);
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protected:
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C4GUI::Label *pCaption;
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C4GUI::ComboBox *pDropdownList;
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virtual void DoDropdownFill(C4GUI::ComboBox_FillCB *pFiller) = 0;
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void OnDropdownFill(C4GUI::ComboBox_FillCB *pFiller)
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{ DoDropdownFill(pFiller); }
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virtual void DoDropdownSelChange(int32_t idNewSelection) = 0;
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bool OnDropdownSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection)
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{ DoDropdownSelChange(idNewSelection); Update(); return true; }
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};
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// drop down list to specify central/decentral control mode
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class OptionControlMode : public OptionDropdown
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{
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public:
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OptionControlMode(class C4GameOptionsList *pForDlg);
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protected:
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virtual void DoDropdownFill(C4GUI::ComboBox_FillCB *pFiller);
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virtual void DoDropdownSelChange(int32_t idNewSelection);
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virtual void Update(); // update data to current control rate
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};
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// drop down list option to adjust control rate
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class OptionControlRate : public OptionDropdown
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{
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public:
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OptionControlRate(class C4GameOptionsList *pForDlg);
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protected:
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virtual void DoDropdownFill(C4GUI::ComboBox_FillCB *pFiller);
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virtual void DoDropdownSelChange(int32_t idNewSelection);
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virtual void Update(); // update data to current control rate
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};
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// drop down list option to adjust team usage
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class OptionTeamDist : public OptionDropdown
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{
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public:
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OptionTeamDist(class C4GameOptionsList *pForDlg);
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protected:
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virtual void DoDropdownFill(C4GUI::ComboBox_FillCB *pFiller);
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virtual void DoDropdownSelChange(int32_t idNewSelection);
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virtual void Update(); // update data to current team mode
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};
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// drop down list option to adjust team color state
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class OptionTeamColors : public OptionDropdown
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{
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public:
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OptionTeamColors(class C4GameOptionsList *pForDlg);
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protected:
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virtual void DoDropdownFill(C4GUI::ComboBox_FillCB *pFiller);
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virtual void DoDropdownSelChange(int32_t idNewSelection);
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virtual void Update(); // update data to current team color mode
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};
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// drop down list option to adjust control rate
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class OptionRuntimeJoin : public OptionDropdown
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{
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public:
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OptionRuntimeJoin(class C4GameOptionsList *pForDlg);
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protected:
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virtual void DoDropdownFill(C4GUI::ComboBox_FillCB *pFiller);
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virtual void DoDropdownSelChange(int32_t idNewSelection);
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virtual void Update(); // update data to current runtime join state
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};
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public:
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C4GameOptionsList(const C4Rect &rcBounds, bool fActive, bool fRuntime);
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~C4GameOptionsList() { Deactivate(); }
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private:
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bool fRuntime; // set for runtime options dialog - does not provide pre-game options such as team colors
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void InitOptions(); // creates option selection components
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public:
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// update all option flags by current game state
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void Update();
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void OnSec1Timer() { Update(); }
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// activate/deactivate periodic updates
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void Activate();
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void Deactivate();
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// config
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bool IsTabular() const { return fRuntime; } // wide runtime dialog allows tabular layout
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bool IsRuntime() const { return fRuntime; }
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};
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#endif //INC_C4GameOptions
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