Пример #1
0
void C4KeyboardInput::UpdateKeyCodes(C4CustomKey *pKey, const C4CustomKey::CodeList &rOldCodes, const C4CustomKey::CodeList &rNewCodes)
{
    // new key codes must be the new current key codes
    assert(pKey->GetCodes() == rNewCodes);
    // kill from old list
    C4CustomKey::CodeList::const_iterator iCode;
    for (iCode = rOldCodes.begin(); iCode != rOldCodes.end(); ++iCode)
    {
        // no need to kill if code stayed
        if (std::find(rNewCodes.begin(), rNewCodes.end(), *iCode) != rNewCodes.end()) continue;
        std::pair<KeyCodeMap::iterator, KeyCodeMap::iterator> KeyRange = KeysByCode.equal_range((*iCode).Key);
        for (KeyCodeMap::iterator i = KeyRange.first; i != KeyRange.second; ++i)
            if (i->second == pKey)
            {
                KeysByCode.erase(i);
                break;
            }
    }
    // readd new codes
    for (iCode = rNewCodes.begin(); iCode != rNewCodes.end(); ++iCode)
    {
        // no double-add if it was in old list already
        if (std::find(rOldCodes.begin(), rOldCodes.end(), *iCode) != rOldCodes.end()) continue;
        KeysByCode.insert(std::make_pair((*iCode).Key, pKey));
    }
}
Пример #2
0
C4StartupMainDlg::C4StartupMainDlg() : C4StartupDlg(NULL) // create w/o title; it is drawn in custom draw proc
{
	// ctor
	fFirstShown = true;
	// screen calculations
	int iButtonPadding = 2;
	int iButtonHeight = C4GUI_BigButtonHgt;
	C4GUI::ComponentAligner caMain(rcBounds, 0,0,true);
	C4GUI::ComponentAligner caRightPanel(caMain.GetFromLeft(rcBounds.Wdt*2/5), rcBounds.Wdt/26, 40+rcBounds.Hgt/5);
	C4GUI::ComponentAligner caButtons(caRightPanel.GetAll(), 0, iButtonPadding);
	// main menu buttons
	C4GUI::CallbackButton<C4StartupMainDlg> *btn;
	AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_BTN_LOCALGAME"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnStartBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_STARTGAME"));
	btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
	pStartButton = btn;
	AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_BTN_NETWORKGAME"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnNetJoinBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_NETWORKGAME"));
	btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
	AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_PLAYERSELECTION"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnPlayerSelectionBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_PLAYERSELECTION"));
	btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
	AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_OPTIONS"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnOptionsBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_OPTIONS"));
	btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
	AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_ABOUT"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnAboutBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_ABOUT"));
	btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
	AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_EXIT"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnExitBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_EXIT"));
	btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown);
	// list of selected players
	AddElement(pParticipantsLbl = new C4GUI::Label("test", GetClientRect().Wdt*39/40, GetClientRect().Hgt*9/10, ARight, 0xffffffff, &::GraphicsResource.TitleFont, false));
	pParticipantsLbl->SetToolTip(LoadResStr("IDS_DLGTIP_SELECTEDPLAYERS"));
	// player selection shortcut - to be made optional
	UpdateParticipants();
	pParticipantsLbl->SetContextHandler(new C4GUI::CBContextHandler<C4StartupMainDlg>(this, &C4StartupMainDlg::OnPlayerSelContext));
	// key bindings
	C4CustomKey::CodeList keys;
	keys.push_back(C4KeyCodeEx(K_DOWN)); keys.push_back(C4KeyCodeEx(K_RIGHT));
	if (Config.Controls.GamepadGuiControl)
	{
		keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Down))); // right will be done by Dialog already
	}
	pKeyDown = new C4KeyBinding(keys, "StartupMainCtrlNext", KEYSCOPE_Gui,
	                            new C4GUI::DlgKeyCBEx<C4StartupMainDlg, bool>(*this, false, &C4StartupMainDlg::KeyAdvanceFocus), C4CustomKey::PRIO_CtrlOverride);
	keys.clear(); keys.push_back(C4KeyCodeEx(K_UP)); keys.push_back(C4KeyCodeEx(K_LEFT));
	if (Config.Controls.GamepadGuiControl)
	{
		keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Up))); // left will be done by Dialog already
	}
	pKeyUp = new C4KeyBinding(keys, "StartupMainCtrlPrev", KEYSCOPE_Gui,
	                          new C4GUI::DlgKeyCBEx<C4StartupMainDlg, bool>(*this, true, &C4StartupMainDlg::KeyAdvanceFocus), C4CustomKey::PRIO_CtrlOverride);
	keys.clear(); keys.push_back(C4KeyCodeEx(K_RETURN));
	pKeyEnter = new C4KeyBinding(keys, "StartupMainOK", KEYSCOPE_Gui,
	                             new C4GUI::DlgKeyCB<C4StartupMainDlg>(*this, &C4StartupMainDlg::KeyEnterDown, &C4StartupMainDlg::KeyEnterUp), C4CustomKey::PRIO_CtrlOverride);
}
Пример #3
0
	Button::Button(const char *szBtnText, const C4Rect &rtBounds)
			: Control(rtBounds), pCustomGfx(NULL), pCustomGfxDown(NULL), fDown(false), fMouseOver(false), fEnabled(true),
			  dwCustomFontClr(0), pCustomFont(NULL)
	{
		// key callbacks
		C4CustomKey::CodeList keys;
		keys.push_back(C4KeyCodeEx(K_SPACE));
		keys.push_back(C4KeyCodeEx(K_RETURN));
		if (Config.Controls.GamepadGuiControl)
			keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyLowButton)));
		pKeyButton = new C4KeyBinding(keys, "GUIButtonPress", KEYSCOPE_Gui,
		                              new ControlKeyCB<Button>(*this, &Button::KeyButtonDown, &Button::KeyButtonUp), C4CustomKey::PRIO_Ctrl);
		sText = "";
		// set new button text
		SetText(szBtnText);
	}
Пример #4
0
CheckBox::CheckBox(const C4Rect &rtBounds, const char *szCaption, bool fChecked)
: Control(rtBounds), fChecked(fChecked), fMouseOn(false), fEnabled(true), pFont(NULL)
, dwEnabledClr(C4GUI_CheckboxFontClr), dwDisabledClr(C4GUI_CheckboxDisabledFontClr), cHotkey(0)
	{
	if (szCaption)
		{
		sCaption.Copy(szCaption);
		ExpandHotkeyMarkup(sCaption, cHotkey);
		}
	// key callbacks: Check/Uncheck on space and primary joy button
	C4CustomKey::CodeList Keys;
	Keys.push_back(C4KeyCodeEx(K_SPACE));
	if (Config.Controls.GamepadGuiControl)
		{
		Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyLowButton)));
		}
	pKeyCheck = new C4KeyBinding(Keys, "GUICheckboxToggle", KEYSCOPE_Gui,
		new ControlKeyCB<CheckBox>(*this, &CheckBox::KeyCheck), C4CustomKey::PRIO_Ctrl);
	pCBHandler = NULL;
	}
Пример #5
0
C4StartupNetDlg::C4StartupNetDlg() : C4StartupDlg(LoadResStr("IDS_DLG_NETSTART"))
{
	// ctor
	// key bindings
	C4CustomKey::CodeList keys;
	keys.emplace_back(K_BACK); keys.emplace_back(K_LEFT);
	pKeyBack = new C4KeyBinding(keys, "StartupNetBack", KEYSCOPE_Gui,
	                            new C4GUI::DlgKeyCB<C4StartupNetDlg>(*this, &C4StartupNetDlg::KeyBack), C4CustomKey::PRIO_Dlg);
	pKeyRefresh = new C4KeyBinding(C4KeyCodeEx(K_F5), "StartupNetReload", KEYSCOPE_Gui,
	                               new C4GUI::DlgKeyCB<C4StartupNetDlg>(*this, &C4StartupNetDlg::KeyRefresh), C4CustomKey::PRIO_CtrlOverride);

	// screen calculations
	UpdateSize();
	int32_t iIconSize = C4GUI_IconExWdt;
	int32_t iButtonWidth,iCaptionFontHgt, iSideSize = std::max<int32_t>(GetBounds().Wdt/6, iIconSize);
	int32_t iButtonHeight = C4GUI_ButtonHgt, iButtonIndent = GetBounds().Wdt/40;
	::GraphicsResource.CaptionFont.GetTextExtent("<< BACK", iButtonWidth, iCaptionFontHgt, true);
	iButtonWidth *= 3;
	C4GUI::ComponentAligner caMain(GetClientRect(), 0,0, true);
	C4GUI::ComponentAligner caButtonArea(caMain.GetFromBottom(caMain.GetHeight()/7),0,0);
	int32_t iButtonAreaWdt = caButtonArea.GetWidth()*7/8;
	iButtonWidth = std::min<int32_t>(iButtonWidth, (iButtonAreaWdt - 8 * iButtonIndent)/4);
	iButtonIndent = (iButtonAreaWdt - 4 * iButtonWidth) / 8;
	C4GUI::ComponentAligner caButtons(caButtonArea.GetCentered(iButtonAreaWdt, iButtonHeight),iButtonIndent,0);
	C4GUI::ComponentAligner caLeftBtnArea(caMain.GetFromLeft(iSideSize), std::min<int32_t>(caMain.GetWidth()/20, (iSideSize-C4GUI_IconExWdt)/2), caMain.GetHeight()/40);
	C4GUI::ComponentAligner caConfigArea(caMain.GetFromRight(iSideSize), std::min<int32_t>(caMain.GetWidth()/20, (iSideSize-C4GUI_IconExWdt)/2), caMain.GetHeight()/40);

	// left button area: Switch between chat and game list
	if (C4ChatDlg::IsChatEnabled())
	{
		btnGameList = new C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton>(C4GUI::Ico_Ex_GameList, caLeftBtnArea.GetFromTop(iIconSize, iIconSize), '\0', &C4StartupNetDlg::OnBtnGameList);
		btnGameList->SetToolTip(LoadResStr("IDS_DESC_SHOWSAVAILABLENETWORKGAME"));
		btnGameList->SetText(LoadResStr("IDS_BTN_GAMES"));
		AddElement(btnGameList);
		btnChat = new C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton>(C4GUI::Ico_Ex_Chat, caLeftBtnArea.GetFromTop(iIconSize, iIconSize), '\0', &C4StartupNetDlg::OnBtnChat);
		btnChat->SetToolTip(LoadResStr("IDS_DESC_CONNECTSTOANIRCCHATSERVER"));
		btnChat->SetText(LoadResStr("IDS_BTN_CHAT"));
		AddElement(btnChat);
	}
	else btnChat = nullptr;

	// main area: Tabular to switch between game list and chat
	pMainTabular = new C4GUI::Tabular(caMain.GetAll(), C4GUI::Tabular::tbNone);
	pMainTabular->SetDrawDecoration(false);
	pMainTabular->SetSheetMargin(0);
	AddElement(pMainTabular);

	// main area: game selection sheet
	C4GUI::Tabular::Sheet *pSheetGameList = pMainTabular->AddSheet(nullptr);
	C4GUI::ComponentAligner caGameList(pSheetGameList->GetContainedClientRect(), 0,0, false);
	C4GUI::WoodenLabel *pGameListLbl; int32_t iCaptHgt = C4GUI::WoodenLabel::GetDefaultHeight(&::GraphicsResource.TextFont);
	pGameListLbl = new C4GUI::WoodenLabel(LoadResStr("IDS_NET_GAMELIST"), caGameList.GetFromTop(iCaptHgt), C4GUI_Caption2FontClr, &::GraphicsResource.TextFont, ALeft);
	// search field
	C4GUI::WoodenLabel *pSearchLbl;
	const char *szSearchLblText = LoadResStr("IDS_NET_MSSEARCH");
	int32_t iSearchWdt=100, iSearchHgt;
	::GraphicsResource.TextFont.GetTextExtent(szSearchLblText, iSearchWdt, iSearchHgt, true);
	C4GUI::ComponentAligner caSearch(caGameList.GetFromTop(iSearchHgt), 0,0);
	pSearchLbl = new C4GUI::WoodenLabel(szSearchLblText, caSearch.GetFromLeft(iSearchWdt+10), C4GUI_Caption2FontClr, &::GraphicsResource.TextFont);
	const char *szSearchTip = LoadResStr("IDS_NET_MSSEARCH_DESC");
	pSearchLbl->SetToolTip(szSearchTip);
	pSheetGameList->AddElement(pSearchLbl);
	pSearchFieldEdt = new C4GUI::CallbackEdit<C4StartupNetDlg>(caSearch.GetAll(), this, &C4StartupNetDlg::OnSearchFieldEnter);
	pSearchFieldEdt->SetToolTip(szSearchTip);
	pSheetGameList->AddElement(pSearchFieldEdt);
	pSheetGameList->AddElement(pGameListLbl);
	pGameSelList = new C4GUI::ListBox(caGameList.GetFromTop(caGameList.GetHeight() - iCaptHgt));
	pGameSelList->SetDecoration(true, nullptr, true, true);
	pGameSelList->UpdateElementPositions();
	pGameSelList->SetSelectionDblClickFn(new C4GUI::CallbackHandler<C4StartupNetDlg>(this, &C4StartupNetDlg::OnSelDblClick));
	pGameSelList->SetSelectionChangeCallbackFn(new C4GUI::CallbackHandler<C4StartupNetDlg>(this, &C4StartupNetDlg::OnSelChange));
	pSheetGameList->AddElement(pGameSelList);
	C4GUI::ComponentAligner caIP(caGameList.GetAll(), 0,0);
	C4GUI::WoodenLabel *pIPLbl;
	const char *szIPLblText = LoadResStr("IDS_NET_IP");
	int32_t iIPWdt=100, Q;
	::GraphicsResource.TextFont.GetTextExtent(szIPLblText, iIPWdt, Q, true);
	pIPLbl = new C4GUI::WoodenLabel(szIPLblText, caIP.GetFromLeft(iIPWdt+10), C4GUI_Caption2FontClr, &::GraphicsResource.TextFont);
	const char *szIPTip = LoadResStr("IDS_NET_IP_DESC");
	pIPLbl->SetToolTip(szIPTip);
	pSheetGameList->AddElement(pIPLbl);
	pJoinAddressEdt = new C4GUI::CallbackEdit<C4StartupNetDlg>(caIP.GetAll(), this, &C4StartupNetDlg::OnJoinAddressEnter);
	pJoinAddressEdt->SetToolTip(szIPTip);
	pSheetGameList->AddElement(pJoinAddressEdt);

	// main area: chat sheet
	if (C4ChatDlg::IsChatEnabled())
	{
		C4GUI::Tabular::Sheet *pSheetChat = pMainTabular->AddSheet(nullptr);
		C4GUI::ComponentAligner caChat(pSheetChat->GetContainedClientRect(), 0,0, false);
		pSheetChat->AddElement(pChatTitleLabel = new C4GUI::WoodenLabel("", caChat.GetFromTop(iCaptHgt), C4GUI_Caption2FontClr, &::GraphicsResource.TextFont, ALeft, false));
		C4GUI::GroupBox *pChatGroup = new C4GUI::GroupBox(caChat.GetAll());
		pChatGroup->SetColors(0u, C4GUI_CaptionFontClr, C4GUI_StandardBGColor);
		pChatGroup->SetMargin(2);
		pSheetChat->AddElement(pChatGroup);
		pChatCtrl = new C4ChatControl(&Application.IRCClient);
		pChatCtrl->SetBounds(pChatGroup->GetContainedClientRect());
		pChatCtrl->SetTitleChangeCB(new C4GUI::InputCallback<C4StartupNetDlg>(this, &C4StartupNetDlg::OnChatTitleChange));
		StdStrBuf sCurrTitle; sCurrTitle.Ref(pChatCtrl->GetTitle()); OnChatTitleChange(sCurrTitle);
		pChatGroup->AddElement(pChatCtrl);
	}

	// config area
	btnInternet = new C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton>(Config.Network.MasterServerSignUp ? C4GUI::Ico_Ex_InternetOn : C4GUI::Ico_Ex_InternetOff, caConfigArea.GetFromTop(iIconSize, iIconSize), '\0', &C4StartupNetDlg::OnBtnInternet);
	btnInternet->SetToolTip(LoadResStr("IDS_DLGTIP_SEARCHINTERNETGAME"));
	btnInternet->SetText(LoadResStr("IDS_CTL_INETSERVER"));
	AddElement(btnInternet);
	btnRecord = new C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton>(Game.Record ? C4GUI::Ico_Ex_RecordOn : C4GUI::Ico_Ex_RecordOff, caConfigArea.GetFromTop(iIconSize, iIconSize), '\0', &C4StartupNetDlg::OnBtnRecord);
	btnRecord->SetToolTip(LoadResStr("IDS_DLGTIP_RECORD"));
	btnRecord->SetText(LoadResStr("IDS_CTL_RECORD"));
	AddElement(btnRecord);
#ifdef WITH_AUTOMATIC_UPDATE
	btnUpdate = new C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton>(C4GUI::Ico_Ex_Update, caConfigArea.GetFromTop(iIconSize, iIconSize), '\0', &C4StartupNetDlg::OnBtnUpdate);
	btnUpdate->SetVisibility(false); // update only available if masterserver notifies it
	btnUpdate->SetToolTip(LoadResStr("IDS_DLGTIP_UPDATE"));
	btnUpdate->SetText(LoadResStr("IDS_CTL_UPDATE"));
	AddElement(btnUpdate);
#endif

	// button area
	C4GUI::CallbackButton<C4StartupNetDlg> *btn;
	AddElement(btn = new C4GUI::CallbackButton<C4StartupNetDlg>(LoadResStr("IDS_BTN_BACK"), caButtons.GetFromLeft(iButtonWidth), &C4StartupNetDlg::OnBackBtn));
	btn->SetToolTip(LoadResStr("IDS_DLGTIP_BACKMAIN"));
	AddElement(btnRefresh = new C4GUI::CallbackButton<C4StartupNetDlg>(LoadResStr("IDS_BTN_RELOAD"), caButtons.GetFromLeft(iButtonWidth), &C4StartupNetDlg::OnRefreshBtn));
	btnRefresh->SetToolTip(LoadResStr("IDS_NET_RELOAD_DESC"));
	AddElement(btnJoin = new C4GUI::CallbackButton<C4StartupNetDlg>(LoadResStr("IDS_NET_JOINGAME_BTN"), caButtons.GetFromLeft(iButtonWidth), &C4StartupNetDlg::OnJoinGameBtn));
	btnJoin->SetToolTip(LoadResStr("IDS_NET_JOINGAME_DESC"));
	AddElement(btn = new C4GUI::CallbackButton<C4StartupNetDlg>(LoadResStr("IDS_NET_NEWGAME"), caButtons.GetFromLeft(iButtonWidth), &C4StartupNetDlg::OnCreateGameBtn));
	btn->SetToolTip(LoadResStr("IDS_NET_NEWGAME_DESC"));

	// initial dlg mode
	UpdateDlgMode();

	// initial focus
	SetFocus(GetDlgModeFocusControl(), false);

	// initialize discovery
	DiscoverClient.Init(Config.Network.PortDiscovery);
	DiscoverClient.StartDiscovery();
	iGameDiscoverInterval = C4NetGameDiscoveryInterval;

	// register timer
	Application.Add(this);

	// register as receiver of reference notifies
	Application.InteractiveThread.SetCallback(Ev_HTTP_Response, this);

}