/
gameselectionwidget.cpp
346 lines (292 loc) · 9.79 KB
/
gameselectionwidget.cpp
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/** @file gameselectionwidget.cpp
*
* @authors Copyright (c) 2013 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#include "ui/widgets/gameselectionwidget.h"
#include "ui/widgets/gamesessionwidget.h"
#include "ui/widgets/mpselectionwidget.h"
#include "CommandAction"
#include "clientapp.h"
#include "games.h"
#include "dd_main.h"
#include <de/ui/ActionItem>
#include <de/MenuWidget>
#include <de/SequentialLayout>
#include <de/FoldPanelWidget>
#include <de/DocumentPopupWidget>
#include <de/SignalAction>
#include <de/FIFO>
#include <QMap>
#include "CommandAction"
using namespace de;
DENG_GUI_PIMPL(GameSelectionWidget)
, DENG2_OBSERVES(Games, Addition)
, DENG2_OBSERVES(App, StartupComplete)
, public ChildWidgetOrganizer::IWidgetFactory
{
/// ActionItem with a Game member, for loading a particular game.
struct GameItem : public ui::ActionItem {
GameItem(Game const &gameRef, de::String const &label, de::Action *action)
: ui::ActionItem(label, action), game(gameRef) {
setData(&gameRef);
}
Game const &game;
};
struct GameWidget : public GameSessionWidget
{
Game const *game;
GameWidget() : game(0) {}
void updateInfoContent() {
DENG2_ASSERT(game != 0);
document().setText(game->description());
}
};
/**
* Foldable group of games.
*/
struct Subset : public FoldPanelWidget
{
enum Type {
NormalGames,
MultiplayerGames
};
Type type;
MenuWidget *menu;
Subset(Type selType, String const &headingText, GameSelectionWidget::Instance *owner)
: type(selType)
{
owner->self.add(makeTitle(headingText));
title().setFont("title");
title().setTextColor("inverted.text");
title().setAlignment(ui::AlignLeft);
title().margins().setLeft("");
switch(type)
{
case NormalGames:
menu = new MenuWidget;
menu->organizer().setWidgetFactory(*owner);
break;
case MultiplayerGames:
menu = new MPSelectionWidget;
break;
}
setContent(menu);
menu->enableScrolling(false);
menu->margins().set("");
menu->layout().setColumnPadding(owner->style().rules().rule("unit"));
menu->rule().setInput(Rule::Width,
owner->self.rule().width() -
owner->self.margins().width());
setColumns(3);
}
void setColumns(int cols)
{
if(menu->layout().maxGridSize().x != cols)
{
menu->setGridSize(cols, ui::Filled, 0, ui::Expand);
}
}
ui::Data &items()
{
return menu->items();
}
GameWidget &gameWidget(ui::Item const &item)
{
return menu->itemWidget<GameWidget>(item);
}
};
FIFO<Game> pendingGames;
SequentialLayout superLayout;
Subset *available;
Subset *incomplete;
Subset *multi;
Instance(Public *i)
: Base(i)
, superLayout(i->contentRule().left(), i->contentRule().top(), ui::Down)
{
// Menu of available games.
self.add(available = new Subset(Subset::NormalGames,
tr("Available Games"), this));
// Menu of incomplete games.
self.add(incomplete = new Subset(Subset::NormalGames,
tr("Games with Missing Resources"), this));
// Menu of multiplayer games.
self.add(multi = new Subset(Subset::MultiplayerGames,
tr("Multiplayer Games"), this));
superLayout.setOverrideWidth(self.rule().width() - self.margins().width());
available->title().margins().setTop("");
superLayout << available->title()
<< *available
<< multi->title()
<< *multi
<< incomplete->title()
<< *incomplete;
self.setContentSize(superLayout.width(), superLayout.height());
App_Games().audienceForAddition += this;
App::app().audienceForStartupComplete += this;
}
~Instance()
{
App_Games().audienceForAddition -= this;
App::app().audienceForStartupComplete -= this;
}
void gameAdded(Game &game)
{
// Called from a non-UI thread.
pendingGames.put(&game);
}
void addExistingGames()
{
for(int i = 0; i < App_Games().count(); ++i)
{
gameAdded(App_Games().byIndex(i));
}
}
void addPendingGames()
{
while(Game *game = pendingGames.take())
{
if(game->allStartupFilesFound())
{
ui::Item *item = makeItemForGame(*game);
available->items().append(item);
available->gameWidget(*item).loadButton().enable();
}
else
{
incomplete->items().append(makeItemForGame(*game));
}
}
}
ui::Item *makeItemForGame(Game &game)
{
String const idKey = game.identityKey();
CommandAction *loadAction = new CommandAction(String("load ") + idKey);
String label = String(_E(b) "%1" _E(.) /*_E(s)_E(C) " %2\n" _E(.)_E(.)*/ "\n"
_E(l)_E(D) "%2")
.arg(game.title())
//.arg(game.author())
.arg(idKey);
GameItem *item = new GameItem(game, label, loadAction);
/// @todo The name of the plugin should be accessible via the plugin loader.
String plugName;
if(idKey.contains("heretic"))
{
plugName = "libheretic";
}
else if(idKey.contains("hexen"))
{
plugName = "libhexen";
}
else
{
plugName = "libdoom";
}
if(style().images().has(game.logoImageId()))
{
item->setImage(style().images().image(game.logoImageId()));
}
return item;
}
GuiWidget *makeItemWidget(ui::Item const &, GuiWidget const *)
{
return new GameWidget;
}
void updateItemWidget(GuiWidget &widget, ui::Item const &item)
{
GameWidget &w = widget.as<GameWidget>();
GameItem const &it = item.as<GameItem>();
w.game = &it.game;
w.loadButton().setImage(it.image());
w.loadButton().setText(it.label());
w.loadButton().setAction(it.action()->duplicate());
}
void appStartupCompleted()
{
updateGameAvailability();
}
void updateGameAvailability()
{
// Available games.
for(uint i = 0; i < available->items().size(); ++i)
{
GameItem const &item = available->items().at(i).as<GameItem>();
if(item.game.allStartupFilesFound())
{
available->gameWidget(item).loadButton().enable();
}
else
{
incomplete->items().append(available->items().take(i--));
incomplete->gameWidget(item).loadButton().disable();
}
}
// Incomplete games.
for(uint i = 0; i < incomplete->items().size(); ++i)
{
GameItem const &item = incomplete->items().at(i).as<GameItem>();
if(item.game.allStartupFilesFound())
{
available->items().append(incomplete->items().take(i--));
available->gameWidget(item).loadButton().enable();
}
else
{
incomplete->gameWidget(item).loadButton().disable();
}
}
available->items().sort();
incomplete->items().sort();
}
void updateLayoutForWidth(int width)
{
// If the view is too small, we'll want to reduce the number of items in the menu.
int const maxWidth = style().rules().rule("gameselection.max.width").valuei();
int suitable = clamp(1, 3 * width / maxWidth, 3);
available->setColumns(suitable);
incomplete->setColumns(suitable);
multi->setColumns(suitable);
}
};
GameSelectionWidget::GameSelectionWidget(String const &name)
: ScrollAreaWidget(name), d(new Instance(this))
{
d->available->open();
d->multi->open();
d->incomplete->open();
// We want the full menu to be visible even when it doesn't fit the
// designated area.
unsetBehavior(ChildVisibilityClipping);
// Maybe there are games loaded already.
d->addExistingGames();
}
void GameSelectionWidget::setTitleColor(DotPath const &colorId)
{
d->available->title().setTextColor(colorId);
d->multi->title().setTextColor(colorId);
d->incomplete->title().setTextColor(colorId);
}
void GameSelectionWidget::update()
{
d->addPendingGames();
ScrollAreaWidget::update();
// Adapt grid layout for the widget width.
Rectanglei rect;
if(hasChangedPlace(rect))
{
d->updateLayoutForWidth(rect.width());
}
}