void mp_staging::update_leader_display(ng::side_engine_ptr side, grid& row_grid) { const std::string current_faction = (*side->flg().choosable_factions()[side->flg().current_faction_index()])["name"]; // BIG FAT TODO: get rid of this shitty "null" string value in the FLG manager std::string current_leader = side->flg().current_leader() != "null" ? side->flg().current_leader() : font::unicode_em_dash; const std::string current_gender = side->flg().current_gender() != "null" ? side->flg().current_gender() : font::unicode_em_dash; // Sprite std::string new_image; if(side->flg().is_random_faction() || current_leader == "random") { new_image = ng::random_enemy_picture; } if(const unit_type* ut = unit_types.find(current_leader)) { const unit_type& type = ut->get_gender_unit_type(current_gender); new_image = formatter() << type.image() << "~RC(magenta>" << side->color_id() << ")"; // We don't need the unit type id anymore, and can now replace this variable with the type name current_leader = type.type_name(); } find_widget<image>(&row_grid, "leader_image", false).set_label(new_image); // Faction and leader if(!side->cfg()["name"].empty()) { current_leader = formatter() << side->cfg()["name"] << " (<i>" << current_leader << "</i>)"; } find_widget<label>(&row_grid, "leader_type", false).set_label(current_leader); find_widget<label>(&row_grid, "leader_faction", false).set_label("<span color='#a69275'>" + current_faction + "</span>"); // Gender if(current_gender != font::unicode_em_dash) { const std::string gender_icon = formatter() << "icons/icon-" << current_gender << ".png"; image& icon = find_widget<image>(&row_grid, "leader_gender", false); icon.set_label(gender_icon); icon.set_tooltip(current_gender); } }
void mp_staging::add_side_node(window& window, ng::side_engine_ptr side) { tree_view& tree = find_widget<tree_view>(&window, "side_list", false); static const std::map<std::string, string_map> empty_map; std::map<std::string, string_map> data; string_map item; item["label"] = std::to_string(side->index() + 1); data.emplace("side_number", item); // TODO: don't hardcode meganta? item["label"] = "units/unknown-unit.png~RC(magenta>" + std::to_string(side->color() + 1) + ")"; data.emplace("leader_image", item); item["label"] = "icons/icon-random.png"; data.emplace("leader_gender", item); // Check to see whether we've added a toplevel tree node for this team. If not, add one if(team_tree_map_.find(side->team_name()) == team_tree_map_.end()) { std::map<std::string, string_map> data; string_map item; item["label"] = (formatter() << _("Team:") << " " << side->user_team_name()).str(); data.emplace("tree_view_node_label", item); tree_view_node& team_node = tree.add_node("team_header", data); team_node.add_sibling("side_spacer", empty_map); team_tree_map_[side->team_name()] = &team_node; } tree_view_node& node = team_tree_map_[side->team_name()]->add_child("side_panel", data); side_tree_map_[side] = &node; grid& row_grid = node.get_grid(); update_leader_display(side, row_grid); // Status variables const bool fls = connect_engine_.force_lock_settings(); const bool ums = connect_engine_.params().use_map_settings; const bool lock_gold = side->cfg()["gold_lock"].to_bool(fls); const bool lock_income = side->cfg()["income_lock"].to_bool(fls); const bool lock_team = side->cfg()["team_lock"].to_bool(fls); const bool lock_color = side->cfg()["color_lock"].to_bool(fls); const bool saved_game = connect_engine_.params().saved_game; // // AI Algorithm // int selection = 0; // We use an index-based loop in order to get the index of the selected option std::vector<config> ai_options; for(unsigned i = 0; i < ai_algorithms_.size(); i++) { ai_options.push_back(config_of("label", ai_algorithms_[i]->text)); if(ai_algorithms_[i]->id == side->ai_algorithm()) { selection = i; } } menu_button& ai_selection = find_widget<menu_button>(&row_grid, "ai_controller", false); ai_selection.set_values(ai_options, selection); ai_selection.connect_click_handler(std::bind(&mp_staging::on_ai_select, this, side, std::ref(ai_selection))); on_ai_select(side, ai_selection); // // Controller // std::vector<config> controller_names; for(const auto& controller : side->controller_options()) { controller_names.push_back(config_of("label", controller.second)); } menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false); controller_selection.set_values(controller_names, side->current_controller_index()); controller_selection.set_active(controller_names.size() > 1); controller_selection.connect_click_handler(std::bind(&mp_staging::on_controller_select, this, side, std::ref(row_grid))); on_controller_select(side, row_grid); // // Leader controls // button& leader_select = find_widget<button>(&row_grid, "select_leader", false); leader_select.set_active(!saved_game); connect_signal_mouse_left_click(leader_select, std::bind(&mp_staging::select_leader_callback, this, std::ref(window), side, std::ref(row_grid))); // // Team // std::vector<config> team_names; for(const auto& team : side->player_teams()) { team_names.push_back(config_of("label", team)); } menu_button& team_selection = find_widget<menu_button>(&row_grid, "side_team", false); // HACK: side->team() does not get its index from side->player_teams(), but rather side->team_names(). // As such, the index is off if there is only 1 playable team. This is a hack to make sure the menu_button // widget doesn't assert with the invalid initial selection. The connect_engine should be fixed once the GUI1 // dialog is dropped team_selection.set_values(team_names, std::min<int>(team_names.size() - 1, side->team())); team_selection.set_active(!saved_game); team_selection.connect_click_handler(std::bind(&mp_staging::on_team_select, this, std::ref(window), side, std::ref(team_selection), _3, _4)); // // Colors // std::vector<config> color_options; for(const auto& color : side->color_options()) { color_options.push_back(config_of ("label", font::get_color_string_pango(color)) ("icon", (formatter() << "misc/status.png~RC(magenta>" << color << ")").str()) ); } menu_button& color_selection = find_widget<menu_button>(&row_grid, "side_color", false); color_selection.set_values(color_options, side->color()); color_selection.set_active(!saved_game); color_selection.set_use_markup(true); color_selection.connect_click_handler(std::bind(&mp_staging::on_color_select, this, side, std::ref(row_grid))); // // Gold and Income // slider& slider_gold = find_widget<slider>(&row_grid, "side_gold_slider", false); slider_gold.set_value(side->cfg()["gold"].to_int(100)); connect_signal_notify_modified(slider_gold, std::bind( &mp_staging::on_side_slider_change<&ng::side_engine::set_gold>, this, side, std::ref(slider_gold))); slider& slider_income = find_widget<slider>(&row_grid, "side_income_slider", false); slider_income.set_value(side->cfg()["income"]); connect_signal_notify_modified(slider_income, std::bind( &mp_staging::on_side_slider_change<&ng::side_engine::set_income>, this, side, std::ref(slider_income))); // TODO: maybe display the saved values if(saved_game) { slider_gold.set_visible(widget::visibility::invisible); slider_income.set_visible(widget::visibility::invisible); } // // Gold, income, team, and color are only suggestions unless explicitly locked // if(!saved_game && ums) { team_selection.set_active(!lock_team); color_selection.set_active(!lock_color); slider_gold.set_active(!lock_gold); slider_income.set_active(!lock_income); } }
void mp_staging::add_side_node(window& window, ng::side_engine_ptr side) { std::map<std::string, string_map> data; string_map item; item["label"] = std::to_string(side->index() + 1); data.emplace("side_number", item); // TODO: don't hardcode magenta? item["label"] = "units/unknown-unit.png~RC(magenta>" + side->color_id() + ")"; data.emplace("leader_image", item); item["label"] = "icons/icon-random.png"; data.emplace("leader_gender", item); tree_view_node& node = team_tree_map_[side->team_name()]->add_child("side_panel", data, get_side_node_position(side)); side_tree_map_[side] = &node; grid& row_grid = node.get_grid(); update_leader_display(side, row_grid); // Status variables const bool fls = connect_engine_.force_lock_settings(); const bool ums = connect_engine_.params().use_map_settings; const bool lock_gold = side->cfg()["gold_lock"].to_bool(fls); const bool lock_income = side->cfg()["income_lock"].to_bool(fls); const bool lock_team = side->cfg()["team_lock"].to_bool(fls); const bool lock_color = side->cfg()["color_lock"].to_bool(fls); const bool saved_game = connect_engine_.params().saved_game == mp_game_settings::SAVED_GAME_MODE::MIDGAME; // // AI Algorithm // int selection = 0; // We use an index-based loop in order to get the index of the selected option std::vector<config> ai_options; // If this is loading a saved game, we add an option at the beginning of the menu. // This results in a mismatch between the indices of ai_options and ai_algorithms_ // that we need to account for later. if(saved_game) { ai_options.emplace_back("label", "Keep saved AI"); } for(unsigned i = 0; i < ai_algorithms_.size(); ++i) { ai_options.emplace_back("label", ai_algorithms_[i]->text); if(ai_algorithms_[i]->id == side->ai_algorithm()) { selection = i; } } menu_button& ai_selection = find_widget<menu_button>(&row_grid, "ai_controller", false); ai_selection.set_values(ai_options, selection); connect_signal_notify_modified(ai_selection, std::bind(&mp_staging::on_ai_select, this, side, std::ref(ai_selection), saved_game)); on_ai_select(side, ai_selection, saved_game); // // Controller // std::vector<config> controller_names; for(const auto& controller : side->controller_options()) { controller_names.emplace_back("label", controller.second); } menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false); controller_selection.set_values(controller_names, side->current_controller_index()); controller_selection.set_active(controller_names.size() > 1); connect_signal_notify_modified(controller_selection, std::bind(&mp_staging::on_controller_select, this, side, std::ref(row_grid))); on_controller_select(side, row_grid); // // Leader controls // button& leader_select = find_widget<button>(&row_grid, "select_leader", false); //todo: shouldn't this also be disabled when the flg settings are locked. leader_select.set_active(!saved_game); connect_signal_mouse_left_click(leader_select, std::bind(&mp_staging::select_leader_callback, this, side, std::ref(row_grid))); // // Team // std::vector<config> team_names; unsigned initial_team_selection = 0; for(unsigned i = 0; i < connect_engine_.team_data().size(); ++i) { const ng::connect_engine::team_data_pod& tdata = connect_engine_.team_data()[i]; if(!tdata.is_player_team && !game_config::debug) { continue; } config entry; entry["label"] = t_string::from_serialized(tdata.user_team_name); // Since we're not necessarily displaying every every team, we need to store the // index a displayed team has in the connect_engine's team_data vector. This is // then utilized in the click callback. entry["team_index"] = i; team_names.push_back(std::move(entry)); // Since, again, every team might not be displayed, and side_engine::team() returns // an index into the team_data vector, get an initial selection index for the menu // adjusted for the displayed named. if(side->team() == i) { initial_team_selection = team_names.size() - 1; } } menu_button& team_selection = find_widget<menu_button>(&row_grid, "side_team", false); team_selection.set_values(team_names, initial_team_selection); //todo: shouldn't this also be disabled when team settings are locked. team_selection.set_active(!saved_game); connect_signal_notify_modified(team_selection, std::bind(&mp_staging::on_team_select, this, std::ref(window), side, std::ref(team_selection))); // // Colors // std::vector<config> color_options; for(const auto& color : side->color_options()) { color_options.emplace_back( "label", font::get_color_string_pango(color), "icon", (formatter() << "misc/status.png~RC(magenta>" << color << ")").str() ); } menu_button& color_selection = find_widget<menu_button>(&row_grid, "side_color", false); color_selection.set_values(color_options, side->color()); color_selection.set_active(!saved_game); color_selection.set_use_markup(true); connect_signal_notify_modified(color_selection, std::bind(&mp_staging::on_color_select, this, side, std::ref(row_grid))); // // Gold and Income // const auto slider_setup_helper = [](slider& slider, const int value) { // For the gold and income sliders, the usual min and max values are set in // the dialog WML. However, if a side specifies a value out of that range, // we adjust the bounds to accommodate it. slider.set_value_range( std::min(value, slider.get_minimum_value()), std::max(value, slider.get_maximum_value()) ); slider.set_value(value); }; slider& slider_gold = find_widget<slider>(&row_grid, "side_gold_slider", false); slider_setup_helper(slider_gold, side->gold()); connect_signal_notify_modified(slider_gold, std::bind( &mp_staging::on_side_slider_change<&ng::side_engine::set_gold>, this, side, std::ref(slider_gold))); slider& slider_income = find_widget<slider>(&row_grid, "side_income_slider", false); slider_setup_helper(slider_income, side->income()); connect_signal_notify_modified(slider_income, std::bind( &mp_staging::on_side_slider_change<&ng::side_engine::set_income>, this, side, std::ref(slider_income))); // TODO: maybe display the saved values if(saved_game) { slider_gold.set_visible(widget::visibility::invisible); slider_income.set_visible(widget::visibility::invisible); } // // Gold, income, team, and color are only suggestions unless explicitly locked // if(!saved_game && ums) { team_selection.set_active(!lock_team); color_selection.set_active(!lock_color); slider_gold.set_active(!lock_gold); slider_income.set_active(!lock_income); } }