Ejemplo n.º 1
0
void Dialog::editPort(){
    if( !desktop ) {
        std::cerr << "No desktop found.\n";
        return;
    }
    try {
        myDialogComponent = loadGUIFile( "gui/portdialog.xml" );
        assert( myDialogComponent != 0);
        registerDialog();
        blockingDialogIsOpen = true;
        iAmBlocking = true;
    } catch(std::exception& e) {
        std::cerr << "Couldn't display dialog 'tradedialog.xml': "
            << e.what() << "\n";
        return;
    }
    // set Dialog to Port-Data
    //int port_flags = world(pointX, pointY)->reportingConstruction->flags;
    Port *port = dynamic_cast<Port *>(world(pointX, pointY)->reportingConstruction);
    Paragraph* p = getParagraph( *myDialogComponent, "DialogTitle" );
    std::stringstream title;
    title << _("Port") << " ( " << pointX <<" , " << pointY << " )";
    p->setText( title.str() );

    CheckButton* cb;
    cb = getCheckButton( *myDialogComponent, "BuyFood" );
    if( port->commodityRuleCount[Construction::STUFF_FOOD].take) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellFood" );
    if( port->commodityRuleCount[Construction::STUFF_FOOD].give) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuyCoal" );
    if( port->commodityRuleCount[Construction::STUFF_COAL].take) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellCoal" );
    if( port->commodityRuleCount[Construction::STUFF_COAL].give) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuyOre" );
    if( port->commodityRuleCount[Construction::STUFF_ORE].take) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellOre" );
    if( port->commodityRuleCount[Construction::STUFF_ORE].give) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuyGoods" );
    if( port->commodityRuleCount[Construction::STUFF_GOODS].take) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellGoods" );
    if( port->commodityRuleCount[Construction::STUFF_GOODS].give) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuySteel" );
    if( port->commodityRuleCount[Construction::STUFF_STEEL].take) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellSteel" );
    if( port->commodityRuleCount[Construction::STUFF_STEEL].give) cb->check(); else cb->uncheck();
    // connect signals
    Button* applyButton = getButton( *myDialogComponent, "Apply" );
    applyButton->clicked.connect( makeCallback(*this, &Dialog::applyPortButtonClicked ) );
    Button* gotoButton = getButton( *myDialogComponent, "goto" );
    gotoButton->clicked.connect( makeCallback( *this, &Dialog::gotoButtonClicked ) );
}
Ejemplo n.º 2
0
void Dialog::editPort(){
    if( !desktop ) {
        std::cerr << "No desktop found.\n";
        return;
    }
    try {
        myDialogComponent = loadGUIFile( "gui/portdialog.xml" );
        assert( myDialogComponent != 0);
        registerDialog();
        blockingDialogIsOpen = true;
        iAmBlocking = true;
    } catch(std::exception& e) {
        std::cerr << "Couldn't display dialog 'tradedialog.xml': "
            << e.what() << "\n";
        return;
    }
    // set Dialog to Port-Data
    Paragraph* p = getParagraph( *myDialogComponent, "DialogTitle" );
    std::stringstream title;
	title << _("Port") << " ( " << pointX <<" , " << pointY << " )";
    p->setText( title.str() );

    CheckButton* cb;
    cb = getCheckButton( *myDialogComponent, "BuyFood" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MB_FOOD) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellFood" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MS_FOOD) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuyCoal" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MB_COAL) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellCoal" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MS_COAL) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuyOre" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MB_ORE) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellOre" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MS_ORE) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuyGoods" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MB_GOODS) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellGoods" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MS_GOODS) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "BuySteel" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MB_STEEL) cb->check(); else cb->uncheck();
    cb = getCheckButton( *myDialogComponent, "SellSteel" );
    if( MP_INFO( pointX,pointY ).flags & FLAG_MS_STEEL) cb->check(); else cb->uncheck();
    // connect signals
    Button* applyButton = getButton( *myDialogComponent, "Apply" );
    applyButton->clicked.connect( makeCallback(*this, &Dialog::applyPortButtonClicked ) );
    Button* gotoButton = getButton( *myDialogComponent, "goto" );
    gotoButton->clicked.connect( makeCallback( *this, &Dialog::gotoButtonClicked ) );
}
Ejemplo n.º 3
0
void MainMenu::fillNewGameMenu()
{
  const std::string buttonNames[]={"File0","File1","File2","File3","File4","File5"};

  char **files= PHYSFS_enumerateFiles("opening");

  char **fptr=files;

  CheckButton *button;

  fileMap.clear();

  for(int i=0;i<6;i++)
  {
    button=getCheckButton(*newGameMenu.get(),buttonNames[i]);

    button->clicked.connect(makeCallback(*this,&MainMenu::selectLoadGameButtonClicked));
    while(*fptr)
    {
      if(std::string(*fptr).find(".scn")!=std::string::npos)
        break;
      fptr++;
    }
    if(*fptr)
    {
      std::string f=*fptr;
      if(f.length()>5){
        f=f.substr(0,f.length()-4); // truncate .scn
      }
      // save real name
      fileMap.insert(std::pair<std::string, std::string>(buttonNames[i], f ));
      // use translated name for caption
      button->setCaptionText(_(f.c_str()));
      fptr++;
    }
    else
      button->setCaptionText("");
  }
  PHYSFS_freeList(files);

  button=getCheckButton(*newGameMenu.get(),"WithVillage");
  button->check();
  //button->setCaptionText(_("random empty board"));
  //button->clicked.connect(makeCallback(*this,&MainMenu::selectLoadGameButtonClicked));

  button=getCheckButton(*newGameMenu.get(),"RiverDelta");
  button->setCaptionText(_("river delta"));
  button->clicked.connect(makeCallback(*this,&MainMenu::selectLoadGameButtonClicked));

  button=getCheckButton(*newGameMenu.get(),"DesertArea");
  button->setCaptionText(_("semi desert"));
  button->clicked.connect(makeCallback(*this,&MainMenu::selectLoadGameButtonClicked));

  button=getCheckButton(*newGameMenu.get(),"TemperateArea");
  button->setCaptionText(_("temperate"));
  button->clicked.connect(makeCallback(*this,&MainMenu::selectLoadGameButtonClicked));

  button=getCheckButton(*newGameMenu.get(),"SwampArea");
  button->setCaptionText(_("swamp"));
  button->clicked.connect(makeCallback(*this,&MainMenu::selectLoadGameButtonClicked));

  return;
  /* Is there a better way to add filenames to the directory? */
  _("good_times");
  _("bad_times");
  _("Beach");
  _("extreme_arid");
  _("extreme_wetland");
}