Exemple #1
0
void play_controller::hotkey_handler::show_menu(const std::vector<std::string>& items_arg, int xloc, int yloc, bool context_menu, display& disp)
{
	if (context_menu)
	{
		last_context_menu_x_ = xloc;
		last_context_menu_y_ = yloc;
	}

	std::vector<std::string> items = items_arg;
	const hotkey::hotkey_command* cmd;
	std::vector<std::string>::iterator i = items.begin();
	while(i != items.end()) {
		if (*i == "AUTOSAVES") {
			// Autosave visibility is similar to LOAD_GAME hotkey
			cmd = &hotkey::hotkey_command::get_command_by_command(hotkey::HOTKEY_LOAD_GAME);
		} else {
			cmd = &hotkey::get_hotkey_command(*i);
		}
		// Remove WML commands if they would not be allowed here
		if(*i == "wml") {
			if(!context_menu || !viewing_team_is_playing()
			|| events::commands_disabled || !viewing_team().is_local_human()
			|| (linger() && !game_config::debug)){
				i = items.erase(i);
				continue;
			}
		// Remove commands that can't be executed or don't belong in this type of menu
		} else if(!can_execute_command(*cmd)
			|| (context_menu && !in_context_menu(cmd->id))) {
			i = items.erase(i);
			continue;
		}
		++i;
	}

	// Add special non-hotkey items to the menu and remember their indices
	expand_autosaves(items);
	expand_wml_commands(items);

	if(items.empty())
		return;

	command_executor::show_menu(items, xloc, yloc, context_menu, disp);
}
Exemple #2
0
bool playsingle_controller::hotkey_handler::can_execute_command(const hotkey::hotkey_command& cmd, int index) const
{
	hotkey::HOTKEY_COMMAND command = cmd.id;
	bool res = true;
	switch (command){

		case hotkey::HOTKEY_WML:
		{
			int prefixlen = wml_menu_hotkey_prefix.length();
			if(cmd.command.compare(0, prefixlen, wml_menu_hotkey_prefix) != 0) {
				return false;
			}
			game_events::wmi_container::const_iterator it = gamestate().get_wml_menu_items().find(cmd.command.substr(prefixlen));
			if(it == gamestate().get_wml_menu_items().end()) {
				return false;
			}

			return !(**it).is_synced() || play_controller_.can_use_synced_wml_menu();
		}
		case hotkey::HOTKEY_UNIT_HOLD_POSITION:
		case hotkey::HOTKEY_END_UNIT_TURN:
			return !browse() && !linger() && !events::commands_disabled;
		case hotkey::HOTKEY_RECRUIT:
		case hotkey::HOTKEY_REPEAT_RECRUIT:
		case hotkey::HOTKEY_RECALL:
			return (!browse() || whiteboard_manager_->is_active()) && !linger() && !events::commands_disabled;
		case hotkey::HOTKEY_ENDTURN:
			return (!browse() || linger()) && !events::commands_disabled;

		case hotkey::HOTKEY_DELAY_SHROUD:
			return !linger() 
				&& (viewing_team().uses_fog() || viewing_team().uses_shroud())
				&& viewing_team_is_playing()
				&& viewing_team().is_local_human() 
				&& !events::commands_disabled;
		case hotkey::HOTKEY_UPDATE_SHROUD:
			return !linger()
				&& viewing_team_is_playing()
				&& viewing_team().is_local_human() 
				&& !events::commands_disabled
				&& viewing_team().auto_shroud_updates() == false;

		// Commands we can only do if in debug mode
		case hotkey::HOTKEY_CREATE_UNIT:
		case hotkey::HOTKEY_CHANGE_SIDE:
		case hotkey::HOTKEY_KILL_UNIT:
			return !events::commands_disabled && game_config::debug && play_controller_.get_map_const().on_board(mouse_handler_.get_last_hex());

		case hotkey::HOTKEY_CLEAR_LABELS:
			res = !is_observer();
			break;
		case hotkey::HOTKEY_LABEL_TEAM_TERRAIN:
		case hotkey::HOTKEY_LABEL_TERRAIN: {
			const terrain_label *label = gui()->labels().get_label(mouse_handler_.get_last_hex());
			res = !events::commands_disabled && play_controller_.get_map_const().on_board(mouse_handler_.get_last_hex())
				&& !gui()->shrouded(mouse_handler_.get_last_hex())
				&& !is_observer()
				&& (!label || !label->immutable());
			break;
		}
		case hotkey::HOTKEY_CONTINUE_MOVE: {
			if(browse() || events::commands_disabled)
				return false;

			if( (menu_handler_.current_unit().valid())
				&& (menu_handler_.current_unit()->move_interrupted()))
				return true;
			const unit_map::const_iterator i = play_controller_.get_units_const().find(mouse_handler_.get_selected_hex());
			if (!i.valid()) return false;
			return i->move_interrupted();
		}
		case hotkey::HOTKEY_WB_TOGGLE:
			return !is_observer();
		case hotkey::HOTKEY_WB_EXECUTE_ACTION:
		case hotkey::HOTKEY_WB_EXECUTE_ALL_ACTIONS:
			return whiteboard_manager_->can_enable_execution_hotkeys();
		case hotkey::HOTKEY_WB_DELETE_ACTION:
			return whiteboard_manager_->can_enable_modifier_hotkeys();
		case hotkey::HOTKEY_WB_BUMP_UP_ACTION:
		case hotkey::HOTKEY_WB_BUMP_DOWN_ACTION:
			return whiteboard_manager_->can_enable_reorder_hotkeys();
		case hotkey::HOTKEY_WB_SUPPOSE_DEAD:
		{
			//@todo re-enable this once we figure out a decent UI for suppose_dead
			return false;
		}

		default: return play_controller::hotkey_handler::can_execute_command(cmd, index);
	}
	return res;
}