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Message #10555
[Merge] lp:~widelands-dev/widelands/multiplayer_dropdowns_2_init_team into lp:widelands
GunChleoc has proposed merging lp:~widelands-dev/widelands/multiplayer_dropdowns_2_init_team into lp:widelands with lp:~widelands-dev/widelands/multiplayer_dropdowns_1_type as a prerequisite.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #536489 in widelands: "Dropdown button"
https://bugs.launchpad.net/widelands/+bug/536489
Bug #1307199 in widelands: "Player spots have randomly colored borders in multiplayer setup"
https://bugs.launchpad.net/widelands/+bug/1307199
Bug #1690901 in widelands: "Multiplayer Game Setup: Strange sign"
https://bugs.launchpad.net/widelands/+bug/1690901
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/multiplayer_dropdowns_2_init_team/+merge/326303
Branch2 in a 3-branch series to implement dropdown menus in multiplayer setup. This branch implements the init and team dropdowns.
DO NOT TEST THIS BRANCH!
All testing and bugfixing is to be done in https://code.launchpad.net/~widelands-dev/widelands/multiplayer_dropdowns/+merge/326302
--
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/multiplayer_dropdowns_2_init_team into lp:widelands.
=== added file 'data/images/players/no_team.png'
Binary files data/images/players/no_team.png 1970-01-01 00:00:00 +0000 and data/images/players/no_team.png 2017-06-26 14:48:51 +0000 differ
=== added file 'data/images/players/team.png'
Binary files data/images/players/team.png 1970-01-01 00:00:00 +0000 and data/images/players/team.png 2017-06-26 14:48:51 +0000 differ
=== added file 'data/images/players/team_pc.png'
Binary files data/images/players/team_pc.png 1970-01-01 00:00:00 +0000 and data/images/players/team_pc.png 2017-06-26 14:48:51 +0000 differ
=== modified file 'src/ai/computer_player.cc'
--- src/ai/computer_player.cc 2017-01-25 18:55:59 +0000
+++ src/ai/computer_player.cc 2017-06-26 14:48:51 +0000
@@ -36,12 +36,13 @@
}
struct EmptyAIImpl : Implementation {
- EmptyAIImpl() {
- name = "empty";
- /** TRANSLATORS: This is the name of an AI used in the game setup screens */
- descname = _("No AI");
- icon_filename = "images/ai/ai_empty.png";
- type = Implementation::Type::kEmpty;
+ EmptyAIImpl()
+ : Implementation(
+ "empty",
+ /** TRANSLATORS: This is the name of an AI used in the game setup screens */
+ _("No AI"),
+ "images/ai/ai_empty.png",
+ Implementation::Type::kEmpty) {
}
ComputerPlayer* instantiate(Widelands::Game& g,
Widelands::PlayerNumber const pid) const override {
=== modified file 'src/ai/computer_player.h'
--- src/ai/computer_player.h 2017-04-22 08:02:21 +0000
+++ src/ai/computer_player.h 2017-06-26 14:48:51 +0000
@@ -23,9 +23,15 @@
#include <string>
#include <vector>
+#include <boost/algorithm/string/predicate.hpp>
+
#include "base/macros.h"
#include "logic/widelands.h"
+// We need to use a string prefix in the game setup screens to identify the AIs, so we make sure
+// that the AI names don't contain the separator that's used to parse the strings there.
+#define AI_NAME_SEPARATOR "|"
+
namespace Widelands {
class Game;
} // namespace Widelands
@@ -61,6 +67,17 @@
std::string descname;
std::string icon_filename;
Type type;
+ explicit Implementation(std::string init_name,
+ std::string init_descname,
+ std::string init_icon_filename,
+ Type init_type)
+ : name(init_name),
+ descname(init_descname),
+ icon_filename(init_icon_filename),
+ type(init_type) {
+ assert(!boost::contains(name, AI_NAME_SEPARATOR));
+ }
+
virtual ~Implementation() {
}
virtual ComputerPlayer* instantiate(Widelands::Game&, Widelands::PlayerNumber) const = 0;
=== modified file 'src/ai/defaultai.h'
--- src/ai/defaultai.h 2017-01-25 18:55:59 +0000
+++ src/ai/defaultai.h 2017-06-26 14:48:51 +0000
@@ -96,12 +96,13 @@
/// Implementation for Strong
struct NormalImpl : public ComputerPlayer::Implementation {
- NormalImpl() {
- name = "normal";
- /** TRANSLATORS: This is the name of an AI used in the game setup screens */
- descname = _("Normal AI");
- icon_filename = "images/ai/ai_normal.png";
- type = Implementation::Type::kDefault;
+ NormalImpl()
+ : Implementation(
+ "normal",
+ /** TRANSLATORS: This is the name of an AI used in the game setup screens */
+ _("Normal AI"),
+ "images/ai/ai_normal.png",
+ Implementation::Type::kDefault) {
}
ComputerPlayer* instantiate(Widelands::Game& game,
Widelands::PlayerNumber const p) const override {
@@ -110,12 +111,13 @@
};
struct WeakImpl : public ComputerPlayer::Implementation {
- WeakImpl() {
- name = "weak";
- /** TRANSLATORS: This is the name of an AI used in the game setup screens */
- descname = _("Weak AI");
- icon_filename = "images/ai/ai_weak.png";
- type = Implementation::Type::kDefault;
+ WeakImpl()
+ : Implementation(
+ "weak",
+ /** TRANSLATORS: This is the name of an AI used in the game setup screens */
+ _("Weak AI"),
+ "images/ai/ai_weak.png",
+ Implementation::Type::kDefault) {
}
ComputerPlayer* instantiate(Widelands::Game& game,
Widelands::PlayerNumber const p) const override {
@@ -124,12 +126,13 @@
};
struct VeryWeakImpl : public ComputerPlayer::Implementation {
- VeryWeakImpl() {
- name = "very_weak";
- /** TRANSLATORS: This is the name of an AI used in the game setup screens */
- descname = _("Very Weak AI");
- icon_filename = "images/ai/ai_very_weak.png";
- type = Implementation::Type::kDefault;
+ VeryWeakImpl()
+ : Implementation(
+ "very_weak",
+ /** TRANSLATORS: This is the name of an AI used in the game setup screens */
+ _("Very Weak AI"),
+ "images/ai/ai_very_weak.png",
+ Implementation::Type::kDefault) {
}
ComputerPlayer* instantiate(Widelands::Game& game,
Widelands::PlayerNumber const p) const override {
=== modified file 'src/base/macros.h'
--- src/base/macros.h 2017-06-23 08:33:03 +0000
+++ src/base/macros.h 2017-06-26 14:48:51 +0000
@@ -104,4 +104,8 @@
// the side-effect upcast has of creating a new identifier which won't be used.
#define is_a(type, source) (dynamic_cast<const type*>(source) != nullptr)
+// For printf placeholders, we need to cast int8_t/uint8_t to avoid confusion with char
+#define cast_unsigned(u) static_cast<unsigned int>(u)
+#define cast_signed(i) static_cast<int>(i)
+
#endif // end of include guard: WL_BASE_MACROS_H
=== modified file 'src/graphic/playercolor.h'
--- src/graphic/playercolor.h 2017-04-28 06:47:01 +0000
+++ src/graphic/playercolor.h 2017-06-26 14:48:51 +0000
@@ -49,6 +49,19 @@
RGBColor(144, 144, 144), // light gray
};
+// Hard coded team colors
+const RGBColor kTeamColors[kMaxPlayers / 2 + 1] = {
+ RGBColor(100, 100, 100), // No team
+ RGBColor(2, 2, 198), // blue
+ RGBColor(255, 41, 0), // red
+ RGBColor(255, 232, 0), // yellow
+ RGBColor(59, 223, 3), // green
+ RGBColor(57, 57, 57), // black/dark gray
+ RGBColor(255, 172, 0), // orange
+ RGBColor(215, 0, 218), // purple
+ RGBColor(255, 255, 255), // white
+};
+
/// Looks for a player color mask image, and if it finds one,
/// returns the image with added playercolor. If no player color
/// image file is found, gets the image from 'image_filename'
=== modified file 'src/logic/CMakeLists.txt'
--- src/logic/CMakeLists.txt 2017-06-05 07:48:28 +0000
+++ src/logic/CMakeLists.txt 2017-06-26 14:48:51 +0000
@@ -13,6 +13,7 @@
io_filesystem
logic
logic_constants
+ notifications
scripting_lua_interface
scripting_lua_table
)
=== modified file 'src/logic/game.cc'
--- src/logic/game.cc 2017-06-25 08:20:25 +0000
+++ src/logic/game.cc 2017-06-26 14:48:51 +0000
@@ -265,10 +265,10 @@
for (uint32_t i = 0; i < settings.players.size(); ++i) {
const PlayerSettings& playersettings = settings.players[i];
- if (playersettings.state == PlayerSettings::stateClosed ||
- playersettings.state == PlayerSettings::stateOpen)
+ if (playersettings.state == PlayerSettings::State::kClosed ||
+ playersettings.state == PlayerSettings::State::kOpen)
continue;
- else if (playersettings.state == PlayerSettings::stateShared) {
+ else if (playersettings.state == PlayerSettings::State::kShared) {
shared.push_back(playersettings);
shared_num.push_back(i + 1);
continue;
=== modified file 'src/logic/game_settings.h'
--- src/logic/game_settings.h 2017-06-05 07:33:18 +0000
+++ src/logic/game_settings.h 2017-06-26 14:48:51 +0000
@@ -28,11 +28,26 @@
#include "logic/map_objects/tribes/tribe_basic_info.h"
#include "logic/player_end_result.h"
#include "logic/widelands.h"
+#include "notifications/note_ids.h"
+#include "notifications/notifications.h"
#include "scripting/lua_interface.h"
#include "scripting/lua_table.h"
+// Player slot 0 will give us PlayerNumber 1 etc., so we rename it to avoid confusion
+// TODO(GunChleoc): Rename all uint8_t to PlayerSlot or Widelands::PlayerNumber
+using PlayerSlot = Widelands::PlayerNumber;
+
+struct NoteGameSettings {
+ CAN_BE_SENT_AS_NOTE(NoteId::GameSettings)
+
+ Widelands::PlayerNumber position;
+
+ explicit NoteGameSettings(Widelands::PlayerNumber init_position) : position(init_position) {
+ }
+};
+
struct PlayerSettings {
- enum State { stateOpen, stateHuman, stateComputer, stateClosed, stateShared };
+ enum class State { kOpen, kHuman, kComputer, kClosed, kShared };
State state;
uint8_t initialization_index;
@@ -154,7 +169,9 @@
bool savegame = false) = 0;
virtual void set_player_state(uint8_t number, PlayerSettings::State) = 0;
virtual void set_player_ai(uint8_t number, const std::string&, bool const random_ai = false) = 0;
- virtual void next_player_state(uint8_t number) = 0;
+ // Multiplayer no longer toggles per button
+ virtual void next_player_state(uint8_t /* number */) {
+ }
virtual void
set_player_tribe(uint8_t number, const std::string&, bool const random_tribe = false) = 0;
virtual void set_player_init(uint8_t number, uint8_t index) = 0;
=== modified file 'src/logic/single_player_game_settings_provider.cc'
--- src/logic/single_player_game_settings_provider.cc 2017-02-10 14:12:36 +0000
+++ src/logic/single_player_game_settings_provider.cc 2017-06-26 14:48:51 +0000
@@ -81,14 +81,15 @@
while (oldplayers < maxplayers) {
PlayerSettings& player = s.players[oldplayers];
- player.state = (oldplayers == 0) ? PlayerSettings::stateHuman : PlayerSettings::stateComputer;
+ player.state =
+ (oldplayers == 0) ? PlayerSettings::State::kHuman : PlayerSettings::State::kComputer;
player.tribe = s.tribes.at(0).name;
player.random_tribe = false;
player.initialization_index = 0;
player.name = (boost::format(_("Player %u")) % (oldplayers + 1)).str();
player.team = 0;
// Set default computerplayer ai type
- if (player.state == PlayerSettings::stateComputer) {
+ if (player.state == PlayerSettings::State::kComputer) {
const ComputerPlayer::ImplementationVector& impls = ComputerPlayer::get_implementations();
if (impls.size() > 1) {
player.ai = impls.at(0)->name;
@@ -107,8 +108,8 @@
if (number == s.playernum || number >= s.players.size())
return;
- if (state == PlayerSettings::stateOpen)
- state = PlayerSettings::stateComputer;
+ if (state == PlayerSettings::State::kOpen)
+ state = PlayerSettings::State::kComputer;
s.players[number].state = state;
}
@@ -147,7 +148,7 @@
s.players[number].ai = (*it)->name;
}
- s.players[number].state = PlayerSettings::stateComputer;
+ s.players[number].state = PlayerSettings::State::kComputer;
}
void SinglePlayerGameSettingsProvider::set_player_tribe(uint8_t const number,
@@ -219,8 +220,8 @@
return;
PlayerSettings const position = settings().players.at(number);
PlayerSettings const player = settings().players.at(settings().playernum);
- if (number < settings().players.size() && (position.state == PlayerSettings::stateOpen ||
- position.state == PlayerSettings::stateComputer)) {
+ if (number < settings().players.size() && (position.state == PlayerSettings::State::kOpen ||
+ position.state == PlayerSettings::State::kComputer)) {
set_player(number, player);
set_player(settings().playernum, position);
s.playernum = number;
=== modified file 'src/network/gameclient.cc'
--- src/network/gameclient.cc 2017-06-15 15:45:01 +0000
+++ src/network/gameclient.cc 2017-06-26 14:48:51 +0000
@@ -360,14 +360,14 @@
d->net->send(s);
}
-void GameClient::set_player_init(uint8_t number, uint8_t) {
+void GameClient::set_player_init(uint8_t number, uint8_t initialization_index) {
if ((number != d->settings.playernum))
return;
- // Host will decide what to change, therefore the init is not send, just the request to change
SendPacket s;
s.unsigned_8(NETCMD_SETTING_CHANGEINIT);
s.unsigned_8(number);
+ s.unsigned_8(initialization_index);
d->net->send(s);
}
@@ -397,8 +397,8 @@
return;
// Same if the player is not selectable
if (number < d->settings.players.size() &&
- (d->settings.players.at(number).state == PlayerSettings::stateClosed ||
- d->settings.players.at(number).state == PlayerSettings::stateComputer))
+ (d->settings.players.at(number).state == PlayerSettings::State::kClosed ||
+ d->settings.players.at(number).state == PlayerSettings::State::kComputer))
return;
// Send request
@@ -452,6 +452,7 @@
player.random_ai = packet.unsigned_8() == 1;
player.team = packet.unsigned_8();
player.shared_in = packet.unsigned_8();
+ Notifications::publish(NoteGameSettings(number));
}
void GameClient::receive_one_user(uint32_t const number, StreamRead& packet) {
@@ -469,6 +470,7 @@
if (static_cast<int32_t>(number) == d->settings.usernum) {
d->localplayername = d->settings.users.at(number).name;
d->settings.playernum = d->settings.users.at(number).position;
+ Notifications::publish(NoteGameSettings(d->settings.playernum));
}
}
=== modified file 'src/network/gameclient.h'
--- src/network/gameclient.h 2017-06-15 15:45:01 +0000
+++ src/network/gameclient.h 2017-06-26 14:48:51 +0000
@@ -85,7 +85,7 @@
virtual void set_player_tribe(uint8_t number,
const std::string& tribe,
bool const random_tribe = false) override;
- void set_player_init(uint8_t number, uint8_t index) override;
+ void set_player_init(uint8_t number, uint8_t initialization_index) override;
void set_player_name(uint8_t number, const std::string& name) override;
void set_player(uint8_t number, const PlayerSettings& ps) override;
void set_player_number(uint8_t number) override;
=== modified file 'src/network/gamehost.cc'
--- src/network/gamehost.cc 2017-06-25 21:55:39 +0000
+++ src/network/gamehost.cc 2017-06-26 14:48:51 +0000
@@ -82,12 +82,12 @@
}
bool can_change_player_state(uint8_t const number) override {
if (settings().savegame)
- return settings().players.at(number).state != PlayerSettings::stateClosed;
+ return settings().players.at(number).state != PlayerSettings::State::kClosed;
else if (settings().scenario)
- return ((settings().players.at(number).state == PlayerSettings::stateOpen ||
- settings().players.at(number).state == PlayerSettings::stateHuman) &&
+ return ((settings().players.at(number).state == PlayerSettings::State::kOpen ||
+ settings().players.at(number).state == PlayerSettings::State::kHuman) &&
settings().players.at(number).closeable) ||
- settings().players.at(number).state == PlayerSettings::stateClosed;
+ settings().players.at(number).state == PlayerSettings::State::kClosed;
return true;
}
bool can_change_player_tribe(uint8_t const number) override {
@@ -105,7 +105,7 @@
return false;
if (number == settings().playernum)
return true;
- return settings().players.at(number).state == PlayerSettings::stateComputer;
+ return settings().players.at(number).state == PlayerSettings::State::kComputer;
}
bool can_launch() override {
@@ -124,83 +124,6 @@
host_->set_player_state(number, state);
}
- void next_player_state(uint8_t const number) override {
- if (number > settings().players.size())
- return;
-
- PlayerSettings::State newstate = PlayerSettings::stateClosed;
- switch (host_->settings().players.at(number).state) {
- case PlayerSettings::stateClosed:
- // In savegames : closed players can not be changed.
- assert(!host_->settings().savegame);
- newstate = PlayerSettings::stateOpen;
- break;
- case PlayerSettings::stateOpen:
- case PlayerSettings::stateHuman:
- if (host_->settings().scenario) {
- assert(host_->settings().players.at(number).closeable);
- newstate = PlayerSettings::stateClosed;
- break;
- } // else fall through
- FALLS_THROUGH;
- case PlayerSettings::stateComputer: {
- const ComputerPlayer::ImplementationVector& impls = ComputerPlayer::get_implementations();
- ComputerPlayer::ImplementationVector::const_iterator it = impls.begin();
- if (host_->settings().players.at(number).ai.empty()) {
- set_player_ai(number, (*it)->name);
- newstate = PlayerSettings::stateComputer;
- break;
- }
- do {
- ++it;
- if ((*(it - 1))->name == host_->settings().players.at(number).ai)
- break;
- } while (it != impls.end());
- if (settings().players.at(number).random_ai) {
- set_player_ai(number, std::string());
- set_player_name(number, std::string());
- // Do not share a player in savegames or scenarios
- if (host_->settings().scenario || host_->settings().savegame)
- newstate = PlayerSettings::stateOpen;
- else {
- uint8_t shared = 0;
- for (; shared < settings().players.size(); ++shared) {
- if (settings().players.at(shared).state != PlayerSettings::stateClosed &&
- settings().players.at(shared).state != PlayerSettings::stateShared)
- break;
- }
- if (shared < settings().players.size()) {
- newstate = PlayerSettings::stateShared;
- set_player_shared(number, shared + 1);
- } else
- newstate = PlayerSettings::stateClosed;
- }
- } else if (it == impls.end()) {
- do {
- uint8_t random = (std::rand() % impls.size()); // Choose a random AI
- it = impls.begin() + random;
- } while ((*it)->type == ComputerPlayer::Implementation::Type::kEmpty);
- set_player_ai(number, (*it)->name, true);
- newstate = PlayerSettings::stateComputer;
- break;
- } else {
- set_player_ai(number, (*it)->name);
- newstate = PlayerSettings::stateComputer;
- }
- break;
- }
- case PlayerSettings::stateShared: {
- // Do not close a player in savegames or scenarios
- if (host_->settings().scenario || host_->settings().savegame)
- newstate = PlayerSettings::stateOpen;
- else
- newstate = PlayerSettings::stateClosed;
- break;
- }
- }
-
- host_->set_player_state(number, newstate, true);
- }
void
set_player_tribe(uint8_t number, const std::string& tribe, bool const random_tribe) override {
@@ -208,9 +131,10 @@
return;
if (number == settings().playernum ||
- settings().players.at(number).state == PlayerSettings::stateComputer ||
- settings().players.at(number).state == PlayerSettings::stateShared ||
- settings().players.at(number).state == PlayerSettings::stateOpen) // For savegame loading
+ settings().players.at(number).state == PlayerSettings::State::kComputer ||
+ settings().players.at(number).state == PlayerSettings::State::kShared ||
+ settings().players.at(number).state ==
+ PlayerSettings::State::kOpen) // For savegame loading
host_->set_player_tribe(number, tribe, random_tribe);
}
@@ -219,7 +143,7 @@
return;
if (number == settings().playernum ||
- settings().players.at(number).state == PlayerSettings::stateComputer)
+ settings().players.at(number).state == PlayerSettings::State::kComputer)
host_->set_player_team(number, team);
}
@@ -1024,9 +948,9 @@
// but not all should be closed!
bool one_not_closed = false;
for (PlayerSettings& setting : d->settings.players) {
- if (setting.state != PlayerSettings::stateClosed)
+ if (setting.state != PlayerSettings::State::kClosed)
one_not_closed = true;
- if (setting.state == PlayerSettings::stateOpen)
+ if (setting.state == PlayerSettings::State::kOpen)
return false;
}
return one_not_closed;
@@ -1076,7 +1000,7 @@
while (oldplayers < maxplayers) {
PlayerSettings& player = d->settings.players.at(oldplayers);
- player.state = PlayerSettings::stateOpen;
+ player.state = PlayerSettings::State::kOpen;
player.name = "";
player.tribe = d->settings.tribes.at(0).name;
player.random_tribe = false;
@@ -1153,7 +1077,7 @@
SendPacket s;
- if (player.state == PlayerSettings::stateHuman) {
+ if (player.state == PlayerSettings::State::kHuman) {
// 0 is host and has no client
if (d->settings.users.at(0).position == number) {
d->settings.users.at(0).position = UserSettings::none();
@@ -1187,7 +1111,7 @@
player.state = state;
- if (player.state == PlayerSettings::stateComputer)
+ if (player.state == PlayerSettings::State::kComputer)
player.name = get_computer_player_name(number);
// Broadcast change
@@ -1327,8 +1251,8 @@
return;
PlayerSettings& sharedplr = d->settings.players.at(shared - 1);
- assert(sharedplr.state != PlayerSettings::stateClosed &&
- sharedplr.state != PlayerSettings::stateShared);
+ assert(sharedplr.state != PlayerSettings::State::kClosed &&
+ sharedplr.state != PlayerSettings::State::kShared);
player.shared_in = shared;
player.tribe = sharedplr.tribe;
@@ -1372,8 +1296,8 @@
void GameHost::switch_to_player(uint32_t user, uint8_t number) {
if (number < d->settings.players.size() &&
- (d->settings.players.at(number).state != PlayerSettings::stateOpen &&
- d->settings.players.at(number).state != PlayerSettings::stateHuman))
+ (d->settings.players.at(number).state != PlayerSettings::State::kOpen &&
+ d->settings.players.at(number).state != PlayerSettings::State::kHuman))
return;
uint32_t old = d->settings.users.at(user).position;
@@ -1388,14 +1312,14 @@
temp2 = temp2.erase(op.name.find(temp), temp.size());
set_player_name(old, temp2);
if (temp2.empty())
- set_player_state(old, PlayerSettings::stateOpen);
+ set_player_state(old, PlayerSettings::State::kOpen);
}
if (number < d->settings.players.size()) {
// Add clients name to new player slot
PlayerSettings& op = d->settings.players.at(number);
- if (op.state == PlayerSettings::stateOpen) {
- set_player_state(number, PlayerSettings::stateHuman);
+ if (op.state == PlayerSettings::State::kOpen) {
+ set_player_state(number, PlayerSettings::State::kHuman);
set_player_name(number, " " + name + " ");
} else
set_player_name(number, op.name + " " + name + " ");
@@ -1495,6 +1419,7 @@
packet.unsigned_8(player.random_ai ? 1 : 0);
packet.unsigned_8(player.team);
packet.unsigned_8(player.shared_in);
+ Notifications::publish(NoteGameSettings(number));
}
void GameHost::write_setting_all_players(SendPacket& packet) {
@@ -1507,6 +1432,7 @@
packet.string(d->settings.users.at(number).name);
packet.signed_32(d->settings.users.at(number).position);
packet.unsigned_8(d->settings.users.at(number).ready ? 1 : 0);
+ Notifications::publish(NoteGameSettings(d->settings.users.at(number).position));
}
void GameHost::write_setting_all_users(SendPacket& packet) {
@@ -1678,7 +1604,7 @@
// Check if there is an unoccupied player left and if, assign.
for (uint8_t i = 0; i < d->settings.players.size(); ++i)
- if (d->settings.players.at(i).state == PlayerSettings::stateOpen) {
+ if (d->settings.players.at(i).state == PlayerSettings::State::kOpen) {
switch_to_player(client.usernum, i);
break;
}
@@ -2100,10 +2026,11 @@
case NETCMD_SETTING_CHANGEINIT:
if (!d->game) {
+ // TODO(GunChleoc): For some nebulous reason, we don't receive the num that the client is sending when a player changes slot. So, keeping the access to the client off for now. Would be nice to have though.
uint8_t num = r.unsigned_8();
if (num != client.playernum)
throw DisconnectException("NO_ACCESS_TO_PLAYER");
- d->npsb.toggle_init(num);
+ set_player_init(num, r.unsigned_8());
}
break;
@@ -2273,7 +2200,7 @@
}
}
- set_player_state(number, PlayerSettings::stateOpen);
+ set_player_state(number, PlayerSettings::State::kOpen);
if (d->game)
init_computer_player(number + 1);
}
=== modified file 'src/network/network_player_settings_backend.cc'
--- src/network/network_player_settings_backend.cc 2017-02-14 10:18:15 +0000
+++ src/network/network_player_settings_backend.cc 2017-06-26 14:48:51 +0000
@@ -19,6 +19,7 @@
#include "network/network_player_settings_backend.h"
+#include "ai/computer_player.h"
#include "base/i18n.h"
#include "base/log.h"
#include "base/wexception.h"
@@ -26,127 +27,163 @@
#include "logic/map_objects/tribes/tribe_descr.h"
#include "logic/player.h"
-/// Toggle through the types
-void NetworkPlayerSettingsBackend::toggle_type(uint8_t id) {
- if (id >= s->settings().players.size())
- return;
-
- s->next_player_state(id);
-}
-
-void NetworkPlayerSettingsBackend::set_tribe(uint8_t id, const std::string& tribename) {
+void NetworkPlayerSettingsBackend::set_player_state(PlayerSlot id, PlayerSettings::State state) {
+ if (id >= s->settings().players.size()) {
+ return;
+ }
+ // Do not close a player in savegames or scenarios
+ if (state == PlayerSettings::State::kClosed &&
+ ((s->settings().scenario && !s->settings().players.at(id).closeable) ||
+ s->settings().savegame)) {
+ state = PlayerSettings::State::kOpen;
+ }
+
+ s->set_player_state(id, state);
+ if (state == PlayerSettings::State::kShared) {
+ PlayerSlot shared = 0;
+ for (; shared < s->settings().players.size(); ++shared) {
+ if (s->settings().players.at(shared).state != PlayerSettings::State::kClosed &&
+ s->settings().players.at(shared).state != PlayerSettings::State::kShared)
+ break;
+ }
+ if (shared < s->settings().players.size()) {
+ s->set_player_shared(id, shared + 1);
+ } else {
+ s->set_player_state(id, PlayerSettings::State::kClosed);
+ }
+ }
+}
+
+void NetworkPlayerSettingsBackend::set_player_ai(PlayerSlot id,
+ const std::string& name,
+ bool random_ai) {
+ if (id >= s->settings().players.size()) {
+ return;
+ }
+ if (random_ai) {
+ const ComputerPlayer::ImplementationVector& impls = ComputerPlayer::get_implementations();
+ ComputerPlayer::ImplementationVector::const_iterator it = impls.begin();
+ if (impls.size() > 1) {
+ do {
+ size_t random = (std::rand() % impls.size()); // Choose a random AI
+ it = impls.begin() + random;
+ } while ((*it)->type == ComputerPlayer::Implementation::Type::kEmpty);
+ }
+ s->set_player_ai(id, (*it)->name, random_ai);
+ } else {
+ s->set_player_ai(id, name, random_ai);
+ }
+}
+
+void NetworkPlayerSettingsBackend::set_tribe(PlayerSlot id, const std::string& tribename) {
const GameSettings& settings = s->settings();
if (id >= settings.players.size() || tribename.empty())
return;
- if (settings.players.at(id).state != PlayerSettings::stateShared) {
+ if (settings.players.at(id).state != PlayerSettings::State::kShared) {
s->set_player_tribe(id, tribename, tribename == "random");
}
}
/// Set the shared in player for the given id
-void NetworkPlayerSettingsBackend::set_shared_in(uint8_t id, uint8_t shared_in) {
+void NetworkPlayerSettingsBackend::set_shared_in(PlayerSlot id, Widelands::PlayerNumber shared_in) {
const GameSettings& settings = s->settings();
if (id > settings.players.size() || shared_in > settings.players.size())
return;
- if (settings.players.at(id).state == PlayerSettings::stateShared) {
+ if (settings.players.at(id).state == PlayerSettings::State::kShared) {
s->set_player_shared(id, shared_in);
}
}
-/// Toggle through shared in players
-void NetworkPlayerSettingsBackend::toggle_shared_in(uint8_t id) {
+/// Toggle through shared in players. We don't set them here yet to avoid triggering extra
+/// notifications from the server. If '0' is returned, no suitable player was found.
+Widelands::PlayerNumber NetworkPlayerSettingsBackend::find_next_shared_in(PlayerSlot id) {
const GameSettings& settings = s->settings();
if (id >= settings.players.size() ||
- settings.players.at(id).state != PlayerSettings::stateShared)
- return;
+ settings.players.at(id).state != PlayerSettings::State::kShared)
+ return 0;
- uint8_t sharedplr = settings.players.at(id).shared_in;
+ Widelands::PlayerNumber sharedplr = settings.players.at(id).shared_in;
for (; sharedplr < settings.players.size(); ++sharedplr) {
- if (settings.players.at(sharedplr).state != PlayerSettings::stateClosed &&
- settings.players.at(sharedplr).state != PlayerSettings::stateShared)
+ if (settings.players.at(sharedplr).state != PlayerSettings::State::kClosed &&
+ settings.players.at(sharedplr).state != PlayerSettings::State::kShared)
break;
}
if (sharedplr < settings.players.size()) {
// We have already found the next player
- set_shared_in(id, sharedplr + 1);
- return;
+ return ++sharedplr;
}
sharedplr = 0;
for (; sharedplr < settings.players.at(id).shared_in; ++sharedplr) {
- if (settings.players.at(sharedplr).state != PlayerSettings::stateClosed &&
- settings.players.at(sharedplr).state != PlayerSettings::stateShared)
+ if (settings.players.at(sharedplr).state != PlayerSettings::State::kClosed &&
+ settings.players.at(sharedplr).state != PlayerSettings::State::kShared)
break;
}
if (sharedplr < settings.players.at(id).shared_in) {
- // We have found the next player
- set_shared_in(id, sharedplr + 1);
- return;
- } else {
- // No fitting player found
- return toggle_type(id);
- }
-}
-
-/// Toggle through the initializations
-void NetworkPlayerSettingsBackend::toggle_init(uint8_t id) {
- const GameSettings& settings = s->settings();
-
- if (id >= settings.players.size())
- return;
-
- const PlayerSettings& player = settings.players[id];
- for (const TribeBasicInfo& temp_tribeinfo : settings.tribes) {
- if (temp_tribeinfo.name == player.tribe) {
- return s->set_player_init(
- id, (player.initialization_index + 1) % temp_tribeinfo.initializations.size());
- }
- }
- NEVER_HERE();
-}
-
-/// Toggle through the teams
-void NetworkPlayerSettingsBackend::toggle_team(uint8_t id) {
- const GameSettings& settings = s->settings();
-
- if (id >= settings.players.size())
- return;
-
- Widelands::TeamNumber currentteam = settings.players.at(id).team;
- Widelands::TeamNumber maxteam = settings.players.size() / 2;
- Widelands::TeamNumber newteam;
-
- if (currentteam >= maxteam)
- newteam = 0;
- else
- newteam = currentteam + 1;
-
- s->set_player_team(id, newteam);
+ ++sharedplr;
+ }
+ return sharedplr;
+}
+
+/// Sets the initialization for the player slot (Headquarters, Fortified Village etc.)
+void NetworkPlayerSettingsBackend::set_init(PlayerSlot id, uint8_t initialization_index) {
+ const GameSettings& settings = s->settings();
+ if (id >= settings.players.size()) {
+ return;
+ }
+ s->set_player_init(id, initialization_index);
+}
+
+/// Sets the team for the player slot
+void NetworkPlayerSettingsBackend::set_team(PlayerSlot id, Widelands::TeamNumber team) {
+ const GameSettings& settings = s->settings();
+ if (id >= settings.players.size())
+ return;
+ s->set_player_team(id, team);
}
/// Check if all settings for the player are still valid
-void NetworkPlayerSettingsBackend::refresh(uint8_t id) {
+void NetworkPlayerSettingsBackend::refresh(PlayerSlot id) {
const GameSettings& settings = s->settings();
if (id >= settings.players.size())
return;
const PlayerSettings& player = settings.players[id];
-
- if (player.state == PlayerSettings::stateShared) {
+ if (player.state == PlayerSettings::State::kShared) {
+ const Widelands::PlayerNumber old_shared_in = player.shared_in;
+ Widelands::PlayerNumber new_shared_in = player.shared_in;
// ensure that the shared_in player is able to use this starting position
- if (player.shared_in > settings.players.size())
- toggle_shared_in(id);
- if (settings.players.at(player.shared_in - 1).state == PlayerSettings::stateClosed ||
- settings.players.at(player.shared_in - 1).state == PlayerSettings::stateShared)
- toggle_shared_in(id);
-
- if (shared_in_tribe[id] != settings.players.at(player.shared_in - 1).tribe) {
- s->set_player_tribe(id, settings.players.at(player.shared_in - 1).tribe,
- settings.players.at(player.shared_in - 1).random_tribe);
- shared_in_tribe[id] = settings.players.at(id).tribe;
+ if (new_shared_in == 0 || new_shared_in > settings.players.size()) {
+ new_shared_in = find_next_shared_in(id);
+ if (new_shared_in == 0) {
+ // No fitting player found
+ set_player_state(id, PlayerSettings::State::kClosed);
+ return;
+ }
+ }
+
+ if (settings.players.at(new_shared_in - 1).state == PlayerSettings::State::kClosed ||
+ settings.players.at(new_shared_in - 1).state == PlayerSettings::State::kShared) {
+ new_shared_in = find_next_shared_in(id);
+ if (new_shared_in == 0) {
+ // No fitting player found
+ set_player_state(id, PlayerSettings::State::kClosed);
+ return;
+ }
+ }
+
+ if (new_shared_in != old_shared_in &&
+ settings.players.at(new_shared_in - 1).state != PlayerSettings::State::kClosed &&
+ settings.players.at(new_shared_in - 1).state != PlayerSettings::State::kShared) {
+ if (shared_in_tribe[id] != settings.players.at(new_shared_in - 1).tribe) {
+ s->set_player_tribe(id, settings.players.at(new_shared_in - 1).tribe,
+ settings.players.at(new_shared_in - 1).random_tribe);
+ shared_in_tribe[id] = settings.players.at(id).tribe;
+ }
+ set_shared_in(id, new_shared_in);
}
}
}
=== modified file 'src/network/network_player_settings_backend.h'
--- src/network/network_player_settings_backend.h 2017-06-24 08:47:46 +0000
+++ src/network/network_player_settings_backend.h 2017-06-26 14:48:51 +0000
@@ -22,31 +22,29 @@
#include "graphic/playercolor.h"
#include "logic/game_settings.h"
+#include "logic/widelands.h"
struct NetworkPlayerSettingsBackend {
explicit NetworkPlayerSettingsBackend(GameSettingsProvider* const settings) : s(settings) {
- for (uint8_t i = 0; i < kMaxPlayers; ++i)
+ for (PlayerSlot i = 0; i < kMaxPlayers; ++i)
shared_in_tribe[i] = std::string();
}
- void toggle_type(uint8_t id);
- void set_shared_in(uint8_t id, uint8_t shared_in);
- void set_tribe(uint8_t id, const std::string& tribename);
- void set_block_tribe_selection(bool blocked) {
- tribe_selection_blocked = blocked;
- }
+ void set_player_state(PlayerSlot id, PlayerSettings::State state);
+ void set_player_ai(PlayerSlot id, const std::string& name, bool random_ai);
+ void set_shared_in(PlayerSlot id, Widelands::PlayerNumber shared_in);
+ void set_tribe(PlayerSlot id, const std::string& tribename);
+ void set_init(PlayerSlot id, uint8_t initialization_index);
+ void set_team(PlayerSlot id, Widelands::TeamNumber team);
- void toggle_init(uint8_t id);
- void toggle_team(uint8_t id);
- void refresh(uint8_t id);
+ void refresh(PlayerSlot id);
GameSettingsProvider* const s;
std::string shared_in_tribe[kMaxPlayers];
- bool tribe_selection_blocked;
private:
- void toggle_shared_in(uint8_t id);
+ Widelands::PlayerNumber find_next_shared_in(PlayerSlot id);
};
#endif // end of include guard: WL_NETWORK_NETWORK_PLAYER_SETTINGS_BACKEND_H
=== modified file 'src/network/network_protocol.h'
--- src/network/network_protocol.h 2017-05-06 11:00:19 +0000
+++ src/network/network_protocol.h 2017-06-26 14:48:51 +0000
@@ -395,9 +395,9 @@
* \li unsigned_8: new shared player
*
* \note The client must not assume that the host will accept this
- * request. Change of team number only becomes effective when/if the host
+ * request. Change of the initialization only becomes effective when/if the host
* replies with a \ref NETCMD_SETTING_PLAYER or
- * \ref NETCMD_SETTING_ALLPLAYERS indicating the changed team.
+ * \ref NETCMD_SETTING_ALLPLAYERS indicating the changed initialization.
*/
NETCMD_SETTING_CHANGESHARED = 27,
@@ -406,6 +406,7 @@
* client wants to change a player's initialisation.
*
* \li unsigned_8: number of the player
+ * \li unsigned_8: index of the initialization
*
* \note The client must not assume that the host will accept this
* request. Change of team number only becomes effective when/if the host
=== modified file 'src/notifications/note_ids.h'
--- src/notifications/note_ids.h 2017-03-02 12:21:57 +0000
+++ src/notifications/note_ids.h 2017-06-26 14:48:51 +0000
@@ -40,7 +40,9 @@
Economy,
GraphicResolutionChanged,
NoteExpeditionCanceled,
- Sound
+ Sound,
+ Dropdown,
+ GameSettings
};
#endif // end of include guard: WL_NOTIFICATIONS_NOTE_IDS_H
=== modified file 'src/ui_basic/dropdown.cc'
--- src/ui_basic/dropdown.cc 2017-06-02 08:14:40 +0000
+++ src/ui_basic/dropdown.cc 2017-06-26 14:48:51 +0000
@@ -43,6 +43,8 @@
namespace UI {
+int BaseDropdown::next_id_ = 0;
+
BaseDropdown::BaseDropdown(UI::Panel* parent,
int32_t x,
int32_t y,
@@ -56,11 +58,14 @@
: UI::Panel(parent,
x,
y,
- type == DropdownType::kTextual ? w : button_dimension,
+ type == DropdownType::kPictorial ? button_dimension : w,
// Height only to fit the button, so we can use this in Box layout.
base_height(button_dimension)),
+ id_(next_id_++),
max_list_height_(h - 2 * get_h()),
list_width_(w),
+ list_offset_x_(0),
+ list_offset_y_(0),
button_dimension_(button_dimension),
mouse_tolerance_(50),
button_box_(this, 0, 0, UI::Box::Horizontal, w, h),
@@ -79,13 +84,21 @@
"dropdown_label",
0,
0,
- type == DropdownType::kTextual ? w - button_dimension : button_dimension,
+ type == DropdownType::kTextual ? w - button_dimension : type == DropdownType::kTextualNarrow ? w : button_dimension,
get_h(),
background,
label),
label_(label),
type_(type),
is_enabled_(true) {
+
+ // Close whenever another dropdown is opened
+ subscriber_ = Notifications::subscribe<NoteDropdown>([this](const NoteDropdown& note) {
+ if (id_ != note.id) {
+ close();
+ }
+ });
+
assert(max_list_height_ > 0);
// Hook into highest parent that we can get so that we can drop down outside the panel.
// Positioning breaks down with TabPanels, so we exclude them.
@@ -125,26 +138,42 @@
void BaseDropdown::layout() {
const int base_h = base_height(button_dimension_);
- const int w = type_ == DropdownType::kTextual ? get_w() : button_dimension_;
+ const int w = type_ == DropdownType::kPictorial ? button_dimension_ : get_w();
button_box_.set_size(w, base_h);
display_button_.set_desired_size(
type_ == DropdownType::kTextual ? w - button_dimension_ : w, base_h);
int new_list_height =
std::min(static_cast<int>(list_->size()) * list_->get_lineheight(), max_list_height_);
- list_->set_size(type_ == DropdownType::kTextual ? w : list_width_, new_list_height);
+ list_->set_size(type_ != DropdownType::kPictorial ? w : list_width_, new_list_height);
set_desired_size(w, base_h);
// Update list position. The list is hooked into the highest parent that we can get so that we
// can drop down outside the panel. Positioning breaks down with TabPanels, so we exclude them.
UI::Panel* parent = get_parent();
- int new_list_y = get_y() + get_h() + parent->get_y();
+ int new_list_y = get_y() + parent->get_y();
int new_list_x = get_x() + parent->get_x();
while (parent->get_parent() && !is_a(UI::TabPanel, parent->get_parent())) {
parent = parent->get_parent();
new_list_y += parent->get_y();
new_list_x += parent->get_x();
}
- list_->set_pos(Vector2i(new_list_x, new_list_y));
+
+ // Drop up instead of down if it doesn't fit
+ if (new_list_y + list_->get_h() > g_gr->get_yres()) {
+ list_offset_y_ = -list_->get_h();
+ } else {
+ list_offset_y_ = display_button_.get_h();
+ }
+
+ // Right align instead of left align if it doesn't fit
+ if (new_list_x + list_->get_w() > g_gr->get_xres()) {
+ list_offset_x_ = display_button_.get_w() - list_->get_w();
+ if (push_button_ != nullptr) {
+ list_offset_x_ += push_button_->get_w();
+ }
+ }
+
+ list_->set_pos(Vector2i(new_list_x + list_offset_x_, new_list_y + list_offset_y_));
}
void BaseDropdown::add(const std::string& name,
@@ -178,16 +207,29 @@
void BaseDropdown::set_label(const std::string& text) {
label_ = text;
- if (type_ == DropdownType::kTextual) {
+ if (type_ != DropdownType::kPictorial) {
display_button_.set_title(label_);
}
}
+void BaseDropdown::set_image(const Image* image) {
+ display_button_.set_pic(image);
+}
+
void BaseDropdown::set_tooltip(const std::string& text) {
tooltip_ = text;
display_button_.set_tooltip(tooltip_);
}
+void BaseDropdown::set_errored(const std::string& error_message) {
+ set_tooltip((boost::format(_("%1%: %2%")) % _("Error") % error_message).str());
+ if (type_ != DropdownType::kPictorial) {
+ set_label(_("Error"));
+ } else {
+ set_image(g_gr->images().get("images/ui_basic/different.png"));
+ }
+}
+
void BaseDropdown::set_enabled(bool on) {
is_enabled_ = on;
set_can_focus(on);
@@ -213,6 +255,7 @@
}
void BaseDropdown::clear() {
+ close();
list_->clear();
current_selection_ = list_->selection_index();
list_->set_size(list_->get_w(), 0);
@@ -239,7 +282,7 @@
/** TRANSLATORS: Selection in Dropdown menus. */
pgettext("dropdown", "Not Selected");
- if (type_ == DropdownType::kTextual) {
+ if (type_ != DropdownType::kPictorial) {
if (label_.empty()) {
display_button_.set_title(name);
} else {
@@ -268,19 +311,29 @@
return;
}
list_->set_visible(!list_->is_visible());
+ if (type_ != DropdownType::kTextual) {
+ display_button_.set_perm_pressed(list_->is_visible());
+ }
if (list_->is_visible()) {
list_->move_to_top();
focus();
+ Notifications::publish(NoteDropdown(id_));
}
// Make sure that the list covers and deactivates the elements below it
set_layout_toplevel(list_->is_visible());
}
+void BaseDropdown::close() {
+ if (is_expanded()) {
+ toggle_list();
+ }
+}
+
bool BaseDropdown::is_mouse_away() const {
- return (get_mouse_position().x + mouse_tolerance_) < 0 ||
- get_mouse_position().x > (list_->get_w() + mouse_tolerance_) ||
- (get_mouse_position().y + mouse_tolerance_ / 2) < 0 ||
- get_mouse_position().y > (get_h() + list_->get_h() + mouse_tolerance_);
+ return (get_mouse_position().x + mouse_tolerance_) < list_offset_x_ ||
+ get_mouse_position().x > (list_offset_x_ + list_->get_w() + mouse_tolerance_) ||
+ (get_mouse_position().y + mouse_tolerance_ / 2) < list_offset_y_ ||
+ get_mouse_position().y > (list_offset_y_ + get_h() + list_->get_h() + mouse_tolerance_);
}
bool BaseDropdown::handle_key(bool down, SDL_Keysym code) {
=== modified file 'src/ui_basic/dropdown.h'
--- src/ui_basic/dropdown.h 2017-04-21 09:56:42 +0000
+++ src/ui_basic/dropdown.h 2017-06-26 14:48:51 +0000
@@ -27,14 +27,26 @@
#include "graphic/graphic.h"
#include "graphic/image.h"
+#include "notifications/note_ids.h"
+#include "notifications/notifications.h"
#include "ui_basic/box.h"
#include "ui_basic/button.h"
#include "ui_basic/listselect.h"
#include "ui_basic/panel.h"
namespace UI {
-
-enum class DropdownType { kTextual, kPictorial };
+// We use this to make sure that only 1 dropdown is open at the same time.
+struct NoteDropdown {
+ CAN_BE_SENT_AS_NOTE(NoteId::Dropdown)
+
+ int id;
+
+ explicit NoteDropdown(int init_id) : id(init_id) {
+ }
+};
+
+/// The narrow textual dropdown omits the extra push button
+enum class DropdownType { kTextual, kTextualNarrow, kPictorial };
/// Implementation for a dropdown menu that lets the user select a value.
class BaseDropdown : public Panel {
@@ -63,6 +75,7 @@
~BaseDropdown();
public:
+ /// An entry was selected
boost::signals2::signal<void()> selected;
/// \return true if an element has been selected from the list
@@ -72,9 +85,15 @@
/// and displayed on the display button.
void set_label(const std::string& text);
+ /// Sets the image for the display button (for pictorial dropdowns).
+ void set_image(const Image* image);
+
/// Sets the tooltip for the display button.
void set_tooltip(const std::string& text);
+ /// Displays an error message on the button instead of the current selection.
+ void set_errored(const std::string& error_message);
+
/// Enables/disables the dropdown selection.
void set_enabled(bool on);
@@ -142,12 +161,22 @@
void set_value();
/// Toggles the dropdown list on and off.
void toggle_list();
+ /// Toggle the list closed if the dropdown is currently expanded.
+ void close();
/// Returns true if the mouse pointer left the vicinity of the dropdown.
bool is_mouse_away() const;
+ /// Give each dropdown a unique ID
+ static int next_id_;
+ const int id_;
+ std::unique_ptr<Notifications::Subscriber<NoteDropdown>> subscriber_;
+
+ // Dimensions
int max_list_height_;
int list_width_;
+ int list_offset_x_;
+ int list_offset_y_;
int button_dimension_;
const int mouse_tolerance_; // Allow mouse outside the panel a bit before autocollapse
UI::Box button_box_;
=== modified file 'src/ui_basic/listselect.cc'
--- src/ui_basic/listselect.cc 2017-06-15 16:34:58 +0000
+++ src/ui_basic/listselect.cc 2017-06-26 14:48:51 +0000
@@ -359,9 +359,9 @@
if (selection_mode_ == ListselectLayout::kDropdown) {
RGBAColor black(0, 0, 0, 255);
// top edge
- dst.brighten_rect(Recti(0, 0, get_w(), 2), BUTTON_EDGE_BRIGHT_FACTOR / 4);
+ dst.brighten_rect(Recti(0, 0, get_w(), 2), BUTTON_EDGE_BRIGHT_FACTOR);
// left edge
- dst.brighten_rect(Recti(0, 0, 2, get_h()), BUTTON_EDGE_BRIGHT_FACTOR);
+ dst.brighten_rect(Recti(0, 2, 2, get_h()), BUTTON_EDGE_BRIGHT_FACTOR);
// bottom edge
dst.fill_rect(Recti(2, get_h() - 2, get_eff_w() - 2, 1), black);
dst.fill_rect(Recti(1, get_h() - 1, get_eff_w() - 1, 1), black);
=== modified file 'src/ui_fsmenu/launch_game.cc'
--- src/ui_fsmenu/launch_game.cc 2017-05-18 06:52:04 +0000
+++ src/ui_fsmenu/launch_game.cc 2017-06-26 14:48:51 +0000
@@ -167,7 +167,7 @@
t->get_string("description"));
}
} catch (LuaTableKeyError& e) {
- log("LaunchSPG: Error loading win condition: %s %s\n", win_condition_script.c_str(),
+ log("Launch Game: Error loading win condition: %s %s\n", win_condition_script.c_str(),
e.what());
}
}
@@ -177,9 +177,8 @@
"could not be loaded.")) %
settings_->settings().mapfilename)
.str();
- win_condition_dropdown_.set_label(_("Error"));
- win_condition_dropdown_.set_tooltip(error_message);
- log("LaunchSPG: Exception: %s %s\n", error_message.c_str(), e.what());
+ win_condition_dropdown_.set_errored(error_message);
+ log("Launch Game: Exception: %s %s\n", error_message.c_str(), e.what());
}
}
@@ -202,8 +201,8 @@
}
}
} catch (LuaTableKeyError& e) {
- log(
- "LaunchSPG: Error loading win condition: %s %s\n", win_condition_script.c_str(), e.what());
+ log("Launch Game: Error loading win condition: %s %s\n", win_condition_script.c_str(),
+ e.what());
}
if (!is_usable) {
t.reset(nullptr);
=== modified file 'src/ui_fsmenu/launch_mpg.cc'
--- src/ui_fsmenu/launch_mpg.cc 2017-05-18 06:52:04 +0000
+++ src/ui_fsmenu/launch_mpg.cc 2017-06-26 14:48:51 +0000
@@ -181,7 +181,7 @@
map_info_.set_text(_("The host has not yet selected a map or saved game."));
mpsg_ = new MultiPlayerSetupGroup(
- this, get_w() / 50, get_h() / 8, get_w() * 57 / 80, get_h(), settings, butw_, buth_);
+ this, get_w() / 50, change_map_or_save_.get_y(), get_w() * 57 / 80, get_h(), settings, buth_);
// If we are the host, open the map or save selection menu at startup
if (settings_->settings().usernum == 0 && settings_->settings().mapname.empty()) {
@@ -448,11 +448,11 @@
settings_->set_player_closeable(i, map.get_scenario_player_closeable(i + 1));
std::string ai(map.get_scenario_player_ai(i + 1));
if (!ai.empty()) {
- settings_->set_player_state(i, PlayerSettings::stateComputer);
+ settings_->set_player_state(i, PlayerSettings::State::kComputer);
settings_->set_player_ai(i, ai);
- } else if (settings.players.at(i).state != PlayerSettings::stateHuman &&
- settings.players.at(i).state != PlayerSettings::stateOpen) {
- settings_->set_player_state(i, PlayerSettings::stateOpen);
+ } else if (settings.players.at(i).state != PlayerSettings::State::kHuman &&
+ settings.players.at(i).state != PlayerSettings::State::kOpen) {
+ settings_->set_player_state(i, PlayerSettings::State::kOpen);
}
}
}
@@ -485,7 +485,7 @@
infotext += ":\n ";
infotext += closed_string;
// Close the player
- settings_->set_player_state(i - 1, PlayerSettings::stateClosed);
+ settings_->set_player_state(i - 1, PlayerSettings::State::kClosed);
continue; // if tribe is empty, the player does not exist
}
@@ -495,10 +495,10 @@
if (player_save_ai[i - 1].empty()) {
// Assure that player is open
- if (settings_->settings().players.at(i - 1).state != PlayerSettings::stateHuman)
- settings_->set_player_state(i - 1, PlayerSettings::stateOpen);
+ if (settings_->settings().players.at(i - 1).state != PlayerSettings::State::kHuman)
+ settings_->set_player_state(i - 1, PlayerSettings::State::kOpen);
} else {
- settings_->set_player_state(i - 1, PlayerSettings::stateComputer);
+ settings_->set_player_state(i - 1, PlayerSettings::State::kComputer);
settings_->set_player_ai(i - 1, player_save_ai[i - 1]);
}
@@ -563,7 +563,7 @@
"\n";
infotext +=
std::string("• ") +
- (boost::format(ngettext("%u Player", "%u Players", nr_players_)) % nr_players_).str() + "\n";
+ (boost::format(ngettext("%u Player", "%u Players", nr_players_)) % cast_unsigned(nr_players_)).str() + "\n";
if (settings_->settings().scenario)
infotext += std::string("• ") + (boost::format(_("Scenario mode selected"))).str() + "\n";
infotext += "\n";
=== modified file 'src/ui_fsmenu/launch_spg.cc'
--- src/ui_fsmenu/launch_spg.cc 2017-05-04 05:08:14 +0000
+++ src/ui_fsmenu/launch_spg.cc 2017-06-26 14:48:51 +0000
@@ -210,8 +210,8 @@
for (uint8_t i = 0; i < nr_players_; ++i) {
pos_[i]->set_visible(true);
const PlayerSettings& player = settings.players[i];
- pos_[i]->set_enabled(!is_scenario_ && (player.state == PlayerSettings::stateOpen ||
- player.state == PlayerSettings::stateComputer));
+ pos_[i]->set_enabled(!is_scenario_ && (player.state == PlayerSettings::State::kOpen ||
+ player.state == PlayerSettings::State::kComputer));
}
for (uint32_t i = nr_players_; i < kMaxPlayers; ++i)
pos_[i]->set_visible(false);
@@ -291,14 +291,14 @@
// Check if a still valid place is open.
for (uint8_t i = 0; i < newplayernumber; ++i) {
PlayerSettings position = settings.players.at(i);
- if (position.state == PlayerSettings::stateOpen) {
+ if (position.state == PlayerSettings::State::kOpen) {
switch_to_position(i);
return;
}
}
// Kick player 1 and take the position
- settings_->set_player_state(0, PlayerSettings::stateClosed);
- settings_->set_player_state(0, PlayerSettings::stateOpen);
+ settings_->set_player_state(0, PlayerSettings::State::kClosed);
+ settings_->set_player_state(0, PlayerSettings::State::kOpen);
switch_to_position(0);
}
=== modified file 'src/wui/multiplayersetupgroup.cc'
--- src/wui/multiplayersetupgroup.cc 2017-05-03 07:24:06 +0000
+++ src/wui/multiplayersetupgroup.cc 2017-06-26 14:48:51 +0000
@@ -19,8 +19,10 @@
#include "wui/multiplayersetupgroup.h"
+#include <memory>
#include <string>
+#include <boost/algorithm/string.hpp>
#include <boost/format.hpp>
#include <boost/lexical_cast.hpp>
@@ -36,6 +38,7 @@
#include "logic/map_objects/tribes/tribe_descr.h"
#include "logic/map_objects/tribes/tribes.h"
#include "logic/player.h"
+#include "logic/widelands.h"
#include "ui_basic/button.h"
#include "ui_basic/checkbox.h"
#include "ui_basic/dropdown.h"
@@ -43,9 +46,11 @@
#include "ui_basic/scrollbar.h"
#include "ui_basic/textarea.h"
+#define AI_NAME_PREFIX "ai" AI_NAME_SEPARATOR
+
struct MultiPlayerClientGroup : public UI::Box {
MultiPlayerClientGroup(UI::Panel* const parent,
- uint8_t id,
+ PlayerSlot id,
int32_t const /* x */,
int32_t const /* y */,
int32_t const w,
@@ -82,8 +87,8 @@
p = -1;
for (++p; p < static_cast<int16_t>(s->settings().players.size()); ++p) {
- if (s->settings().players.at(p).state == PlayerSettings::stateHuman ||
- s->settings().players.at(p).state == PlayerSettings::stateOpen) {
+ if (s->settings().players.at(p).state == PlayerSettings::State::kHuman ||
+ s->settings().players.at(p).state == PlayerSettings::State::kOpen) {
s->set_player_number(p);
return;
}
@@ -109,7 +114,7 @@
position_image =
playercolor_image(us.position, "images/players/genstats_player.png");
temp_tooltip =
- (boost::format(_("Player %u")) % static_cast<unsigned int>(us.position + 1))
+ (boost::format(_("Player %u")) % cast_unsigned(us.position + 1))
.str();
} else {
position_image = g_gr->images().get("images/wui/fieldaction/menu_tab_watch.png");
@@ -135,13 +140,13 @@
UI::Icon* type_icon;
UI::Button* type;
GameSettingsProvider* const s;
- uint8_t const id_;
+ PlayerSlot const id_;
int16_t save_; // saved position to check rewrite need.
};
struct MultiPlayerPlayerGroup : public UI::Box {
MultiPlayerPlayerGroup(UI::Panel* const parent,
- uint8_t id,
+ PlayerSlot id,
int32_t const /* x */,
int32_t const /* y */,
int32_t const w,
@@ -149,175 +154,334 @@
GameSettingsProvider* const settings,
NetworkPlayerSettingsBackend* const npsb)
: UI::Box(parent, 0, 0, UI::Box::Horizontal, w, h),
- player(nullptr),
- type(nullptr),
- init(nullptr),
s(settings),
n(npsb),
id_(id),
+ player(this, "player", 0, 0, h, h, nullptr, playercolor_image(id, "images/players/player_position_menu.png"),
+ (boost::format(_("Player %u")) % cast_unsigned(id_ + 1)).str(), UI::Button::Style::kFlat),
+ type_dropdown_(this, 0, 0, 50, 200, h, _("Type"), UI::DropdownType::kPictorial),
tribes_dropdown_(this, 0, 0, 50, 200, h, _("Tribe"), UI::DropdownType::kPictorial),
- last_state_(PlayerSettings::stateClosed),
- last_player_amount_(0) {
+ init_dropdown_(this, 0, 0, w - 4 * h, 200, h, "", UI::DropdownType::kTextualNarrow),
+ team_dropdown_(this, 0, 0, h, 200, h, _("Team"), UI::DropdownType::kPictorial),
+ last_state_(PlayerSettings::State::kClosed),
+ tribe_selection_locked_(false),
+ init_selection_locked_(false),
+ team_selection_locked_(false) {
set_size(w, h);
- tribes_dropdown_.set_visible(false);
- tribes_dropdown_.set_enabled(false);
+
+ player.set_disable_style(UI::ButtonDisableStyle::kFlat);
+ player.set_enabled(false);
+
+ type_dropdown_.selected.connect(
+ boost::bind(&MultiPlayerPlayerGroup::set_type, boost::ref(*this)));
tribes_dropdown_.selected.connect(
boost::bind(&MultiPlayerPlayerGroup::set_tribe_or_shared_in, boost::ref(*this)));
+ init_dropdown_.selected.connect(
+ boost::bind(&MultiPlayerPlayerGroup::set_init, boost::ref(*this)));
+ team_dropdown_.selected.connect(
+ boost::bind(&MultiPlayerPlayerGroup::set_team, boost::ref(*this)));
- const Image* player_image = playercolor_image(id, "images/players/player_position_menu.png");
- assert(player_image);
- player = new UI::Icon(this, 0, 0, h, h, player_image);
- add(player);
- type = new UI::Button(
- this, "player_type", 0, 0, h, h, g_gr->images().get("images/ui_basic/but1.png"), "");
- type->sigclicked.connect(
- boost::bind(&MultiPlayerPlayerGroup::toggle_type, boost::ref(*this)));
- add(type);
+ add(&player);
+ add(&type_dropdown_);
add(&tribes_dropdown_);
- init = new UI::Button(this, "player_init", 0, 0, w - 4 * h, h,
- g_gr->images().get("images/ui_basic/but1.png"), "");
- init->sigclicked.connect(
- boost::bind(&MultiPlayerPlayerGroup::toggle_init, boost::ref(*this)));
- add(init);
- team = new UI::Button(
- this, "player_team", 0, 0, h, h, g_gr->images().get("images/ui_basic/but1.png"), "");
- team->sigclicked.connect(
- boost::bind(&MultiPlayerPlayerGroup::toggle_team, boost::ref(*this)));
- add(team);
- }
-
- /// Toggle through the types
- void toggle_type() {
- n->toggle_type(id_);
+ add(&init_dropdown_);
+ add(&team_dropdown_);
+
+ subscriber_ =
+ Notifications::subscribe<NoteGameSettings>([this](const NoteGameSettings& note) {
+ if (id_ == note.position) {
+ refresh();
+ }
+ });
+
+ // Init dropdowns
+ refresh();
+ layout();
+ }
+
+ void layout() override {
+ const int max_height = g_gr->get_yres() * 3 / 4;
+ type_dropdown_.set_height(max_height);
+ tribes_dropdown_.set_height(max_height);
+ init_dropdown_.set_height(max_height);
+ team_dropdown_.set_height(max_height);
+ UI::Box::layout();
+ }
+
+ /// This will update the game settings for the type with the value
+ /// currently selected in the type dropdown.
+ void set_type() {
+ if (!s->can_change_player_state(id_)) {
+ return;
+ }
+ if (type_dropdown_.has_selection()) {
+ const std::string& selected = type_dropdown_.get_selected();
+ PlayerSettings::State state = PlayerSettings::State::kComputer;
+ if (selected == "closed") {
+ state = PlayerSettings::State::kClosed;
+ } else if (selected == "open") {
+ state = PlayerSettings::State::kOpen;
+ } else if (selected == "shared_in") {
+ state = PlayerSettings::State::kShared;
+ } else {
+ if (selected == AI_NAME_PREFIX "random") {
+ n->set_player_ai(id_, "", true);
+ } else {
+ if (boost::starts_with(selected, AI_NAME_PREFIX)) {
+ std::vector<std::string> parts;
+ boost::split(parts, selected, boost::is_any_of(AI_NAME_SEPARATOR));
+ assert(parts.size() == 2);
+ n->set_player_ai(id_, parts[1], false);
+ } else {
+ throw wexception("Unknown player state: %s\n", selected.c_str());
+ }
+ }
+ }
+ n->set_player_state(id_, state);
+ }
+ }
+
+ /// Rebuild the type dropdown from the server settings. This will keep the host and client UIs in
+ /// sync.
+ void rebuild_type_dropdown(const PlayerSettings& player_setting) {
+ if (type_dropdown_.empty()) {
+ type_dropdown_.clear();
+ // AIs
+ for (const auto* impl : ComputerPlayer::get_implementations()) {
+ type_dropdown_.add(_(impl->descname),
+ (boost::format(AI_NAME_PREFIX "%s") % impl->name).str(),
+ g_gr->images().get(impl->icon_filename), false, _(impl->descname));
+ }
+ /** TRANSLATORS: This is the name of an AI used in the game setup screens */
+ type_dropdown_.add(_("Random AI"), AI_NAME_PREFIX "random",
+ g_gr->images().get("images/ai/ai_random.png"), false, _("Random AI"));
+
+ // Slot state
+ type_dropdown_.add(_("Shared in"), "shared_in",
+ g_gr->images().get("images/ui_fsmenu/shared_in.png"), false,
+ _("Shared in"));
+
+ // Do not close a player in savegames or scenarios
+ if (!s->settings().savegame &&
+ (!s->settings().scenario || s->settings().players.at(id_).closeable)) {
+ type_dropdown_.add(_("Closed"), "closed",
+ g_gr->images().get("images/ui_basic/stop.png"), false, _("Closed"));
+ }
+
+ type_dropdown_.add(_("Open"), "open", g_gr->images().get("images/ui_basic/continue.png"),
+ false, _("Open"));
+
+ type_dropdown_.set_enabled(s->can_change_player_state(id_));
+ }
+
+ // Now select the entry according to server settings
+ if (player_setting.state == PlayerSettings::State::kHuman) {
+ type_dropdown_.set_image(g_gr->images().get("images/wui/stats/genstats_nrworkers.png"));
+ type_dropdown_.set_tooltip((boost::format(_("%1%: %2%")) % _("Type") % _("Human")).str());
+ } else if (player_setting.state == PlayerSettings::State::kClosed) {
+ type_dropdown_.select("closed");
+ } else if (player_setting.state == PlayerSettings::State::kOpen) {
+ type_dropdown_.select("open");
+ } else if (player_setting.state == PlayerSettings::State::kShared) {
+ type_dropdown_.select("shared_in");
+ } else {
+ if (player_setting.state == PlayerSettings::State::kComputer) {
+ if (player_setting.ai.empty()) {
+ type_dropdown_.set_errored(_("No AI"));
+ } else {
+ if (player_setting.random_ai) {
+ type_dropdown_.select(AI_NAME_PREFIX "random");
+ } else {
+ const ComputerPlayer::Implementation* impl =
+ ComputerPlayer::get_implementation(player_setting.ai);
+ type_dropdown_.select((boost::format(AI_NAME_PREFIX "%s") % impl->name).str());
+ }
+ }
+ }
+ }
+ }
+
+ bool has_tribe_access() {
+ return s->settings().players[id_].state == PlayerSettings::State::kShared ?
+ s->can_change_player_init(id_) :
+ s->can_change_player_tribe(id_);
}
/// This will update the game settings for the tribe or shared_in with the value
/// currently selected in the tribes dropdown.
void set_tribe_or_shared_in() {
- n->set_block_tribe_selection(true);
+ if (!has_tribe_access()) {
+ return;
+ }
+
+ tribe_selection_locked_ = true;
tribes_dropdown_.set_disable_style(s->settings().players[id_].state ==
- PlayerSettings::stateShared ?
+ PlayerSettings::State::kShared ?
UI::ButtonDisableStyle::kPermpressed :
UI::ButtonDisableStyle::kMonochrome);
if (tribes_dropdown_.has_selection()) {
- if (s->settings().players[id_].state == PlayerSettings::stateShared) {
+ if (s->settings().players[id_].state == PlayerSettings::State::kShared) {
n->set_shared_in(
id_, boost::lexical_cast<unsigned int>(tribes_dropdown_.get_selected()));
} else {
n->set_tribe(id_, tribes_dropdown_.get_selected());
}
}
- n->set_block_tribe_selection(false);
- }
-
- /// Toggle through the initializations
- void toggle_init() {
- n->toggle_init(id_);
- }
-
- /// Toggle through the teams
- void toggle_team() {
- n->toggle_team(id_);
+ tribe_selection_locked_ = false;
}
/// Helper function to cast shared_in for use in the dropdown.
- const std::string shared_in_as_string(uint8_t shared_in) {
- return boost::lexical_cast<std::string>(static_cast<unsigned int>(shared_in));
+ const std::string shared_in_as_string(PlayerSlot shared_in) {
+ return boost::lexical_cast<std::string>(cast_unsigned(shared_in));
}
- /// Update the tribes dropdown from the server settings if the server setting changed.
- /// This will keep the host and client UIs in sync.
- void update_tribes_dropdown(const PlayerSettings& player_setting) {
- if (player_setting.state == PlayerSettings::stateClosed ||
- player_setting.state == PlayerSettings::stateOpen) {
+ /// Rebuild the tribes dropdown from the server settings. This will keep the host and client UIs
+ /// in sync.
+ void rebuild_tribes_dropdown(const GameSettings& settings) {
+ if (tribe_selection_locked_) {
+ return;
+ }
+ const PlayerSettings& player_setting = settings.players[id_];
+ tribes_dropdown_.clear();
+
+ // We need to see the playercolor if setting shared_in is disabled
+ tribes_dropdown_.set_disable_style(player_setting.state == PlayerSettings::State::kShared ?
+ UI::ButtonDisableStyle::kPermpressed :
+ UI::ButtonDisableStyle::kMonochrome);
+
+ if (player_setting.state == PlayerSettings::State::kShared) {
+ for (size_t i = 0; i < settings.players.size(); ++i) {
+ if (i != id_) {
+ // Do not add players that are also shared_in or closed.
+ const PlayerSettings& other_setting = settings.players[i];
+ if (other_setting.state == PlayerSettings::State::kShared ||
+ other_setting.state == PlayerSettings::State::kClosed) {
+ continue;
+ }
+
+ const Image* player_image =
+ playercolor_image(i, "images/players/player_position_menu.png");
+ assert(player_image);
+ const std::string player_name =
+ /** TRANSLATORS: This is an option in multiplayer setup for sharing
+ another player's starting position. */
+ (boost::format(_("Shared in Player %u")) % cast_unsigned(i + 1))
+ .str();
+ tribes_dropdown_.add(
+ player_name, shared_in_as_string(i + 1), player_image, false, player_name);
+ }
+ }
+ int shared_in = 0;
+ while (shared_in == id_) {
+ ++shared_in;
+ }
+ tribes_dropdown_.select(shared_in_as_string(shared_in + 1));
+ tribes_dropdown_.set_enabled(tribes_dropdown_.size() > 1);
+ } else {
+ {
+ i18n::Textdomain td("tribes");
+ for (const TribeBasicInfo& tribeinfo : Widelands::get_all_tribeinfos()) {
+ tribes_dropdown_.add(_(tribeinfo.descname), tribeinfo.name,
+ g_gr->images().get(tribeinfo.icon), false, tribeinfo.tooltip);
+ }
+ }
+ tribes_dropdown_.add(pgettext("tribe", "Random"), "random",
+ g_gr->images().get("images/ui_fsmenu/random.png"), false,
+ _("The tribe will be selected at random"));
+ if (player_setting.random_tribe) {
+ tribes_dropdown_.select("random");
+ } else {
+ tribes_dropdown_.select(player_setting.tribe);
+ }
+ }
+ const bool has_access = has_tribe_access();
+ if (tribes_dropdown_.is_enabled() != has_access) {
+ tribes_dropdown_.set_enabled(has_access && tribes_dropdown_.size() > 1);
+ }
+ if (player_setting.state == PlayerSettings::State::kClosed ||
+ player_setting.state == PlayerSettings::State::kOpen) {
return;
}
if (!tribes_dropdown_.is_visible()) {
tribes_dropdown_.set_visible(true);
}
- if (!tribes_dropdown_.is_expanded() && !n->tribe_selection_blocked &&
- tribes_dropdown_.has_selection()) {
- const std::string selected_tribe = tribes_dropdown_.get_selected();
- if (player_setting.state == PlayerSettings::stateShared) {
- const std::string shared_in = shared_in_as_string(player_setting.shared_in);
- if (shared_in != selected_tribe) {
- tribes_dropdown_.select(shared_in);
- }
- } else {
- if (player_setting.random_tribe) {
- if (selected_tribe != "random") {
- tribes_dropdown_.select("random");
- }
- } else if (selected_tribe != player_setting.tribe) {
- tribes_dropdown_.select(player_setting.tribe);
- }
- }
- }
- }
-
- /// If the map was changed or the selection mode changed between shared_in and tribe, rebuild the
- /// dropdown.
- void rebuild_tribes_dropdown(const GameSettings& settings) {
- const PlayerSettings& player_setting = settings.players[id_];
-
- if (player_setting.state == PlayerSettings::stateClosed ||
- player_setting.state == PlayerSettings::stateOpen) {
- return;
- }
-
- if (tribes_dropdown_.empty() || last_player_amount_ != settings.players.size() ||
- ((player_setting.state == PlayerSettings::stateShared ||
- last_state_ == PlayerSettings::stateShared) &&
- player_setting.state != last_state_)) {
- tribes_dropdown_.clear();
-
- // We need to see the playercolor if setting shared_in is disabled
- tribes_dropdown_.set_disable_style(player_setting.state == PlayerSettings::stateShared ?
- UI::ButtonDisableStyle::kPermpressed :
- UI::ButtonDisableStyle::kMonochrome);
-
- if (player_setting.state == PlayerSettings::stateShared) {
- for (size_t i = 0; i < settings.players.size(); ++i) {
- if (i != id_) {
- // TODO(GunChleoc): Do not add players that are also shared_in.
- const Image* player_image =
- playercolor_image(i, "images/players/player_position_menu.png");
- assert(player_image);
- const std::string player_name =
- /** TRANSLATORS: This is an option in multiplayer setup for sharing
- another player's starting position. */
- (boost::format(_("Shared in Player %u")) % static_cast<unsigned int>(i + 1))
- .str();
- tribes_dropdown_.add(
- player_name, shared_in_as_string(i + 1), player_image, false, player_name);
- }
- }
- int shared_in = 0;
- while (shared_in == id_) {
- ++shared_in;
- }
- tribes_dropdown_.select(shared_in_as_string(shared_in + 1));
- tribes_dropdown_.set_enabled(tribes_dropdown_.size() > 1);
- } else {
- {
- i18n::Textdomain td("tribes");
- for (const TribeBasicInfo& tribeinfo : Widelands::get_all_tribeinfos()) {
- tribes_dropdown_.add(_(tribeinfo.descname), tribeinfo.name,
- g_gr->images().get(tribeinfo.icon), false,
- tribeinfo.tooltip);
- }
- }
- tribes_dropdown_.add(pgettext("tribe", "Random"), "random",
- g_gr->images().get("images/ui_fsmenu/random.png"), false,
- _("The tribe will be selected at random"));
- if (player_setting.random_tribe) {
- tribes_dropdown_.select("random");
- } else {
- tribes_dropdown_.select(player_setting.tribe);
- }
- }
- }
- last_player_amount_ = settings.players.size();
+ }
+
+ /// This will update the game settings for the initialization with the value
+ /// currently selected in the initialization dropdown.
+ void set_init() {
+ if (!s->can_change_player_init(id_)) {
+ return;
+ }
+ init_selection_locked_ = true;
+ if (init_dropdown_.has_selection()) {
+ n->set_init(id_, init_dropdown_.get_selected());
+ }
+ init_selection_locked_ = false;
+ }
+
+ /// Rebuild the init dropdown from the server settings. This will keep the host and client UIs in
+ /// sync.
+ void rebuild_init_dropdown(const GameSettings& settings) {
+ if (init_selection_locked_) {
+ return;
+ }
+
+ init_dropdown_.clear();
+ const PlayerSettings& player_setting = settings.players[id_];
+ if (settings.scenario) {
+ init_dropdown_.set_label(_("Scenario"));
+ } else if (settings.savegame) {
+ /** Translators: This is a game type */
+ init_dropdown_.set_label(_("Saved Game"));
+ } else {
+ init_dropdown_.set_label("");
+ i18n::Textdomain td("tribes"); // for translated initialisation
+ const TribeBasicInfo tribeinfo = Widelands::get_tribeinfo(player_setting.tribe);
+ for (size_t i = 0; i < tribeinfo.initializations.size(); ++i) {
+ const TribeBasicInfo::Initialization& addme = tribeinfo.initializations[i];
+ init_dropdown_.add(_(addme.descname), i, nullptr, i == player_setting.initialization_index, _(addme.tooltip));
+ }
+ }
+
+ init_dropdown_.set_visible(true);
+ init_dropdown_.set_enabled(s->can_change_player_init(id_));
+ }
+
+ /// This will update the team settings with the value currently selected in the teams dropdown.
+ void set_team() {
+ team_selection_locked_ = true;
+ if (team_dropdown_.has_selection()) {
+ n->set_team(id_, team_dropdown_.get_selected());
+ }
+ team_selection_locked_ = false;
+ }
+
+ /// Rebuild the team dropdown from the server settings. This will keep the host and client UIs in
+ /// sync.
+ void rebuild_team_dropdown(const GameSettings& settings) {
+ if (team_selection_locked_) {
+ return;
+ }
+ const PlayerSettings& player_setting = settings.players[id_];
+ if (player_setting.state == PlayerSettings::State::kShared) {
+ team_dropdown_.set_visible(false);
+ team_dropdown_.set_enabled(false);
+ return;
+ }
+
+ team_dropdown_.clear();
+ team_dropdown_.add(_("No Team"), 0, g_gr->images().get("images/players/no_team.png"));
+#ifndef NDEBUG
+ const size_t no_of_team_colors = sizeof(kTeamColors) / sizeof(kTeamColors[0]);
+#endif
+ for (Widelands::TeamNumber t = 1; t <= settings.players.size() / 2; ++t) {
+ assert(t < no_of_team_colors);
+ team_dropdown_.add((boost::format(_("Team %d")) % cast_unsigned(t)).str(), t, playercolor_image(kTeamColors[t], "images/players/team.png"));
+ }
+ team_dropdown_.select(player_setting.team);
+ team_dropdown_.set_visible(true);
+ team_dropdown_.set_enabled(s->can_change_player_team(id_));
}
/// Refresh all user interfaces
@@ -334,121 +498,52 @@
set_visible(true);
const PlayerSettings& player_setting = settings.players[id_];
- bool typeaccess = s->can_change_player_state(id_);
- bool tribeaccess = s->can_change_player_tribe(id_);
- bool const initaccess = s->can_change_player_init(id_);
- bool teamaccess = s->can_change_player_team(id_);
- type->set_enabled(typeaccess);
-
- rebuild_tribes_dropdown(settings);
-
- if (player_setting.state == PlayerSettings::stateClosed) {
- type->set_tooltip(_("Closed"));
- type->set_pic(g_gr->images().get("images/ui_basic/stop.png"));
- team->set_visible(false);
- team->set_enabled(false);
- tribes_dropdown_.set_visible(false);
- tribes_dropdown_.set_enabled(false);
- init->set_visible(false);
- init->set_enabled(false);
- return;
- } else if (player_setting.state == PlayerSettings::stateOpen) {
- type->set_tooltip(_("Open"));
- type->set_pic(g_gr->images().get("images/ui_basic/continue.png"));
- team->set_visible(false);
- team->set_enabled(false);
- tribes_dropdown_.set_visible(false);
- tribes_dropdown_.set_enabled(false);
- init->set_visible(false);
- init->set_enabled(false);
- return;
- } else if (player_setting.state == PlayerSettings::stateShared) {
- type->set_tooltip(_("Shared in"));
- type->set_pic(g_gr->images().get("images/ui_fsmenu/shared_in.png"));
-
- update_tribes_dropdown(player_setting);
-
- if (tribes_dropdown_.is_enabled() != initaccess) {
- tribes_dropdown_.set_enabled(initaccess && !n->tribe_selection_blocked &&
- tribes_dropdown_.size() > 1);
- }
-
- team->set_visible(false);
- team->set_enabled(false);
-
+
+ rebuild_type_dropdown(player_setting);
+
+ if (player_setting.state == PlayerSettings::State::kClosed ||
+ player_setting.state == PlayerSettings::State::kOpen) {
+ team_dropdown_.set_visible(false);
+ team_dropdown_.set_enabled(false);
+ tribes_dropdown_.set_visible(false);
+ tribes_dropdown_.set_enabled(false);
+ init_dropdown_.set_visible(false);
+ init_dropdown_.set_enabled(false);
} else {
- std::string title;
- std::string pic = "images/";
- if (player_setting.state == PlayerSettings::stateComputer) {
- if (player_setting.ai.empty()) {
- title = _("Computer");
- pic += "novalue.png";
- } else {
- if (player_setting.random_ai) {
- /** TRANSLATORS: This is the name of an AI used in the game setup screens */
- title = _("Random AI");
- pic += "ai/ai_random.png";
- } else {
- const ComputerPlayer::Implementation* impl =
- ComputerPlayer::get_implementation(player_setting.ai);
- title = _(impl->descname);
- pic = impl->icon_filename;
- }
- }
- } else { // PlayerSettings::stateHuman
- title = _("Human");
- pic += "wui/stats/genstats_nrworkers.png";
- }
- type->set_tooltip(title.c_str());
- type->set_pic(g_gr->images().get(pic));
-
- update_tribes_dropdown(player_setting);
-
- if (tribes_dropdown_.is_enabled() != tribeaccess) {
- tribes_dropdown_.set_enabled(tribeaccess && !n->tribe_selection_blocked);
- }
-
- if (player_setting.team) {
- team->set_title(std::to_string(static_cast<unsigned int>(player_setting.team)));
- } else {
- team->set_title("--");
- }
- team->set_visible(true);
- team->set_enabled(teamaccess);
- }
- init->set_enabled(initaccess);
- init->set_visible(true);
-
- if (settings.scenario)
- init->set_title(_("Scenario"));
- else if (settings.savegame)
- /** Translators: This is a game type */
- init->set_title(_("Saved Game"));
- else {
- i18n::Textdomain td("tribes"); // for translated initialisation
- for (const TribeBasicInfo& tribeinfo : settings.tribes) {
- if (tribeinfo.name == player_setting.tribe) {
- init->set_title(
- _(tribeinfo.initializations.at(player_setting.initialization_index).descname));
- init->set_tooltip(
- _(tribeinfo.initializations.at(player_setting.initialization_index).tooltip));
- break;
- }
- }
- }
- last_state_ = player_setting.state;
+ rebuild_tribes_dropdown(settings);
+ rebuild_init_dropdown(settings);
+ rebuild_team_dropdown(settings);
+ }
+
+ // Trigger update for the other players for shared_in mode when slots open and close
+ if (last_state_ != player_setting.state) {
+ last_state_ = player_setting.state;
+ for (PlayerSlot slot = 0; slot < s->settings().players.size(); ++slot) {
+ if (slot != id_) {
+ Notifications::publish(NoteGameSettings(slot));
+ }
+ }
+ }
}
- UI::Icon* player;
- UI::Button* type;
- UI::Button* init;
- UI::Button* team;
GameSettingsProvider* const s;
NetworkPlayerSettingsBackend* const n;
- uint8_t const id_;
+ PlayerSlot const id_;
+
+ UI::Button player;
+ UI::Dropdown<std::string>
+ type_dropdown_; /// Select who owns the slot (human, AI, open, closed, shared-in).
UI::Dropdown<std::string> tribes_dropdown_; /// Select the tribe or shared_in player.
- PlayerSettings::State last_state_; /// The dropdown needs updating if this changes
- size_t last_player_amount_; /// The dropdown needs rebuilding if this changes
+ UI::Dropdown<uintptr_t> init_dropdown_; /// Select the initialization (Headquarters, Fortified Village etc.)
+ UI::Dropdown<uintptr_t> team_dropdown_; /// Select the team number
+ PlayerSettings::State
+ last_state_; /// The dropdowns for the other slots need updating if this changes
+ /// Lock rebuilding dropdowns so that they can close on selection
+ bool tribe_selection_locked_;
+ bool init_selection_locked_;
+ bool team_selection_locked_;
+
+ std::unique_ptr<Notifications::Subscriber<NoteGameSettings>> subscriber_;
};
MultiPlayerSetupGroup::MultiPlayerSetupGroup(UI::Panel* const parent,
@@ -457,59 +552,35 @@
int32_t const w,
int32_t const h,
GameSettingsProvider* const settings,
- uint32_t /* butw */,
uint32_t buth)
: UI::Panel(parent, x, y, w, h),
s(settings),
npsb(new NetworkPlayerSettingsBackend(s)),
- clientbox(this, 0, buth, UI::Box::Vertical, w / 3, h - buth),
- playerbox(this, w * 6 / 15, buth, UI::Box::Vertical, w * 9 / 15, h - buth),
+ clientbox(this, 0, 0, UI::Box::Vertical, w / 3, h),
+ playerbox(this, w * 6 / 15, 0, UI::Box::Vertical, w * 9 / 15, h),
buth_(buth) {
- int small_font = UI_FONT_SIZE_SMALL * 3 / 4;
-
- // Clientbox and labels
- labels.push_back(new UI::Textarea(
- this, UI::Scrollbar::kSize * 6 / 5, buth / 3, w / 3 - buth - UI::Scrollbar::kSize * 2, buth));
- labels.back()->set_text(_("Client name"));
- labels.back()->set_fontsize(small_font);
-
- labels.push_back(new UI::Textarea(
- this, w / 3 - buth - UI::Scrollbar::kSize * 6 / 5, buth / 3, buth * 2, buth));
- labels.back()->set_text(_("Role"));
- labels.back()->set_fontsize(small_font);
-
- clientbox.set_size(w / 3, h - buth);
+ clientbox.set_size(w / 3, h);
clientbox.set_scrolling(true);
- // Playerbox and labels
- labels.push_back(new UI::Textarea(this, w * 6 / 15, buth / 3, buth, buth));
- labels.back()->set_text(_("Start"));
- labels.back()->set_fontsize(small_font);
-
- labels.push_back(new UI::Textarea(this, w * 6 / 15 + buth, buth / 3 - 10, buth, buth));
- labels.back()->set_text(_("Type"));
- labels.back()->set_fontsize(small_font);
-
- labels.push_back(new UI::Textarea(this, w * 6 / 15 + buth * 2, buth / 3, buth, buth));
- labels.back()->set_text(_("Tribe"));
- labels.back()->set_fontsize(small_font);
-
- labels.push_back(new UI::Textarea(
- this, w * 6 / 15 + buth * 3, buth / 3, w * 9 / 15 - 4 * buth, buth, UI::Align::kCenter));
- labels.back()->set_text(_("Initialization"));
- labels.back()->set_fontsize(small_font);
-
- labels.push_back(new UI::Textarea(this, w - buth, buth / 3, buth, buth, UI::Align::kRight));
- labels.back()->set_text(_("Team"));
- labels.back()->set_fontsize(small_font);
-
- playerbox.set_size(w * 9 / 15, h - buth);
+ // Playerbox
+ playerbox.set_size(w * 9 / 15, h);
multi_player_player_groups.resize(kMaxPlayers);
- for (uint8_t i = 0; i < multi_player_player_groups.size(); ++i) {
+ for (PlayerSlot i = 0; i < multi_player_player_groups.size(); ++i) {
multi_player_player_groups.at(i) =
- new MultiPlayerPlayerGroup(&playerbox, i, 0, 0, playerbox.get_w(), buth, s, npsb.get());
+ new MultiPlayerPlayerGroup(&playerbox, i, 0, 0, playerbox.get_w(), buth_, s, npsb.get());
playerbox.add(multi_player_player_groups.at(i));
}
+ subscriber_ =
+ Notifications::subscribe<NoteGameSettings>([this](const NoteGameSettings& /* note */) {
+ // Keep track of who is visible
+ for (PlayerSlot i = 0; i < multi_player_player_groups.size(); ++i) {
+ const bool should_be_visible = i < s->settings().players.size();
+ const bool is_visible = multi_player_player_groups.at(i)->is_visible();
+ if (should_be_visible != is_visible) {
+ multi_player_player_groups.at(i)->set_visible(should_be_visible);
+ }
+ }
+ });
refresh();
}
@@ -535,9 +606,4 @@
}
multi_player_client_groups.at(i)->refresh();
}
-
- // Update player groups
- for (uint32_t i = 0; i < kMaxPlayers; ++i) {
- multi_player_player_groups.at(i)->refresh();
- }
}
=== modified file 'src/wui/multiplayersetupgroup.h'
--- src/wui/multiplayersetupgroup.h 2017-01-25 18:55:59 +0000
+++ src/wui/multiplayersetupgroup.h 2017-06-26 14:48:51 +0000
@@ -51,7 +51,6 @@
int32_t w,
int32_t h,
GameSettingsProvider* settings,
- uint32_t butw,
uint32_t buth);
~MultiPlayerSetupGroup();
@@ -62,8 +61,9 @@
std::unique_ptr<NetworkPlayerSettingsBackend> npsb;
std::vector<MultiPlayerClientGroup*> multi_player_client_groups; // not owned
std::vector<MultiPlayerPlayerGroup*> multi_player_player_groups; // not owned
+ std::unique_ptr<Notifications::Subscriber<NoteGameSettings>> subscriber_;
+
UI::Box clientbox, playerbox;
- std::vector<UI::Textarea*> labels;
uint32_t buth_;
=== modified file 'src/wui/playerdescrgroup.cc'
--- src/wui/playerdescrgroup.cc 2017-01-30 14:40:12 +0000
+++ src/wui/playerdescrgroup.cc 2017-06-26 14:48:51 +0000
@@ -116,7 +116,7 @@
d->btnEnablePlayer->set_enabled(stateaccess);
- if (player.state == PlayerSettings::stateClosed) {
+ if (player.state == PlayerSettings::State::kClosed) {
d->btnEnablePlayer->set_state(false);
d->btnPlayerTeam->set_visible(false);
d->btnPlayerTeam->set_enabled(false);
@@ -132,7 +132,7 @@
d->btnPlayerType->set_visible(true);
d->btnPlayerType->set_enabled(stateaccess);
- if (player.state == PlayerSettings::stateOpen) {
+ if (player.state == PlayerSettings::State::kOpen) {
d->btnPlayerType->set_title(_("Open"));
d->btnPlayerTeam->set_visible(false);
d->btnPlayerTeam->set_visible(false);
@@ -144,7 +144,7 @@
} else {
std::string title;
- if (player.state == PlayerSettings::stateComputer) {
+ if (player.state == PlayerSettings::State::kComputer) {
if (player.ai.empty())
title = _("Computer");
else {
@@ -156,7 +156,7 @@
title = _(impl->descname);
}
}
- } else { // PlayerSettings::stateHuman
+ } else { // PlayerSettings::State::stateHuman
title = _("Human");
}
d->btnPlayerType->set_title(title);
@@ -215,11 +215,11 @@
return;
if (on) {
- if (settings.players[d->plnum].state == PlayerSettings::stateClosed)
+ if (settings.players[d->plnum].state == PlayerSettings::State::kClosed)
d->settings->next_player_state(d->plnum);
} else {
- if (settings.players[d->plnum].state != PlayerSettings::stateClosed)
- d->settings->set_player_state(d->plnum, PlayerSettings::stateClosed);
+ if (settings.players[d->plnum].state != PlayerSettings::State::kClosed)
+ d->settings->set_player_state(d->plnum, PlayerSettings::State::kClosed);
}
}
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