/
taskbarwidget.cpp
845 lines (714 loc) · 24.7 KB
/
taskbarwidget.cpp
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/** @file taskbarwidget.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/taskbarwidget.h"
#include "ui/widgets/consolecommandwidget.h"
#include "ui/widgets/multiplayermenuwidget.h"
#include "ui/widgets/tutorialwidget.h"
#include "ui/dialogs/aboutdialog.h"
#include "ui/dialogs/videosettingsdialog.h"
#include "ui/dialogs/audiosettingsdialog.h"
#include "ui/dialogs/inputsettingsdialog.h"
#include "ui/dialogs/networksettingsdialog.h"
#include "ui/dialogs/renderersettingsdialog.h"
#include "ui/dialogs/manualconnectiondialog.h"
#include "ui/dialogs/vrsettingsdialog.h"
#include "ui/dialogs/gamesdialog.h"
#include "updater/updatersettingsdialog.h"
#include "ui/clientwindow.h"
#include "ui/clientrootwidget.h"
#include "clientapp.h"
#include "CommandAction"
#include "client/cl_def.h" // clientPaused
#include "ui/ui_main.h"
#include "ui/progress.h"
#include "versioninfo.h"
#include "dd_main.h"
#include <doomsday/filesys/fs_main.h>
#include <doomsday/console/exec.h>
#include <de/KeyEvent>
#include <de/Drawable>
#include <de/GLBuffer>
#include <de/ScalarRule>
#include <de/SignalAction>
#include <de/ui/SubwidgetItem>
#include <de/SequentialLayout>
#include <de/ButtonWidget>
#include <de/PopupMenuWidget>
#include <de/BlurWidget>
#include <QFileDialog>
using namespace de;
using namespace ui;
static TimeDelta OPEN_CLOSE_SPAN = 0.2;
enum MenuItemPositions
{
// DE menu:
POS_GAMES = 1,
POS_UNLOAD = 2,
POS_GAMES_SEPARATOR = 3,
POS_MULTIPLAYER = 4,
POS_CONNECT = 5,
POS_IWAD_FOLDER = 8,
// Config menu:
POS_RENDERER_SETTINGS = 0,
POS_VR_SETTINGS = 1,
POS_CONFIG_SEPARATOR = 2,
POS_AUDIO_SETTINGS = 4,
POS_INPUT_SETTINGS = 5
};
DENG_GUI_PIMPL(TaskBarWidget)
, DENG2_OBSERVES(App, GameChange)
, DENG2_OBSERVES(ServerLink, Join)
, DENG2_OBSERVES(ServerLink, Leave)
{
typedef DefaultVertexBuf VertexBuf;
enum LayoutMode {
NormalLayout, ///< Taskbar widgets are full-sized.
CompressedLayout, ///< Cull some redundant information.
ExtraCompressedLayout ///< Hide current game indicator.
};
LayoutMode layoutMode;
bool opened;
GuiWidget *backBlur;
ConsoleWidget *console;
ButtonWidget *logo;
ButtonWidget *conf;
ButtonWidget *multi;
LabelWidget *status;
PopupMenuWidget *mainMenu;
PopupMenuWidget *configMenu;
MultiplayerMenuWidget *multiMenu;
ScalarRule *vertShift;
bool mouseWasTrappedWhenOpening;
int minSpace;
int maxSpace;
// GL objects:
Drawable drawable;
GLUniform uMvpMatrix;
GLUniform uColor;
Matrix4f projMatrix;
Instance(Public *i)
: Base(i)
, layoutMode(NormalLayout)
, opened(true)
, logo(0)
, conf(0)
, status(0)
, mainMenu(0)
, configMenu(0)
, multiMenu(0)
, mouseWasTrappedWhenOpening(false)
, uMvpMatrix("uMvpMatrix", GLUniform::Mat4)
, uColor ("uColor", GLUniform::Vec4)
{
uColor = Vector4f(1, 1, 1, 1);
self.set(Background(style().colors().colorf("background")));
vertShift = new ScalarRule(0);
App::app().audienceForGameChange() += this;
ClientApp::serverLink().audienceForJoin += this;
ClientApp::serverLink().audienceForLeave += this;
updateStyle();
}
~Instance()
{
App::app().audienceForGameChange() -= this;
ClientApp::serverLink().audienceForJoin -= this;
ClientApp::serverLink().audienceForLeave -= this;
releaseRef(vertShift);
}
void updateStyle()
{
minSpace = style().rules().rule("console.commandline.width.min").valuei();
maxSpace = style().rules().rule("console.commandline.width.max").valuei();
}
void updateLayoutMode()
{
LayoutMode wanted = layoutMode;
// Does the command line have enough space?
if(console->commandLine().rule().width().valuei() < minSpace)
{
wanted = (layoutMode == NormalLayout? CompressedLayout :
layoutMode == CompressedLayout? ExtraCompressedLayout :
layoutMode);
}
else if(console->commandLine().rule().width().valuei() > maxSpace)
{
wanted = (layoutMode == CompressedLayout? NormalLayout :
layoutMode == ExtraCompressedLayout? CompressedLayout :
layoutMode);
}
if(layoutMode != wanted)
{
layoutMode = wanted;
updateLogoButtonText();
// Adjust widget visibility and rules.
switch(layoutMode)
{
case NormalLayout:
case CompressedLayout:
status->show();
break;
case ExtraCompressedLayout:
status->hide();
break;
}
self.updateCommandLineLayout();
self.requestGeometry();
console->commandLine().requestGeometry();
}
}
void glInit()
{
drawable.addBuffer(new VertexBuf);
shaders().build(drawable.program(), "generic.color_ucolor")
<< uMvpMatrix
<< uColor;
updateProjection();
}
void glDeinit()
{
drawable.clear();
}
void updateLogoButtonText()
{
String text;
if(layoutMode == NormalLayout)
{
VersionInfo currentVersion;
if(String(DOOMSDAY_RELEASE_TYPE) == "Stable")
{
text = _E(b) + currentVersion.base();
}
else
{
text = _E(b) + currentVersion.base() + " " +
_E(l) + String("#%1").arg(currentVersion.build);
}
}
else
{
// Remove the version number if we're short of space.
}
logo->setText(text);
}
void updateProjection()
{
uMvpMatrix = root().projMatrix2D();
}
void updateGeometry()
{
Rectanglei pos;
if(self.hasChangedPlace(pos) || self.geometryRequested())
{
self.requestGeometry(false);
VertexBuf::Builder verts;
self.glMakeGeometry(verts);
drawable.buffer<VertexBuf>().setVertices(gl::TriangleStrip, verts, gl::Static);
}
}
GuiWidget &itemWidget(PopupMenuWidget *menu, uint pos) const
{
return *menu->menu().organizer().itemWidget(pos);
}
void showOrHideMenuItems()
{
Game &game = App_CurrentGame();
itemWidget(mainMenu, POS_GAMES) .show(!game.isNull());
itemWidget(mainMenu, POS_UNLOAD) .show(!game.isNull());
itemWidget(mainMenu, POS_GAMES_SEPARATOR) .show(!game.isNull());
itemWidget(mainMenu, POS_IWAD_FOLDER) .show(game.isNull());
itemWidget(mainMenu, POS_MULTIPLAYER) .show(!game.isNull());
itemWidget(mainMenu, POS_CONNECT) .show(game.isNull());
itemWidget(configMenu, POS_RENDERER_SETTINGS).show(!game.isNull());
itemWidget(configMenu, POS_VR_SETTINGS) .show(!game.isNull());
itemWidget(configMenu, POS_CONFIG_SEPARATOR) .show(!game.isNull());
itemWidget(configMenu, POS_AUDIO_SETTINGS) .show(!game.isNull());
itemWidget(configMenu, POS_INPUT_SETTINGS) .show(!game.isNull());
if(self.hasRoot())
{
configMenu->menu().updateLayout();
mainMenu->menu().updateLayout(); // Include/exclude shown/hidden menu items.
}
}
void currentGameChanged(game::Game const &)
{
updateStatus();
showOrHideMenuItems();
backBlur->show(style().isBlurringAllowed());
}
void networkGameJoined()
{
multi->show();
self.updateCommandLineLayout();
}
void networkGameLeft()
{
multi->hide();
self.updateCommandLineLayout();
}
void updateStatus()
{
if(App_GameLoaded())
{
status->setText(App_CurrentGame().identityKey());
}
else
{
status->setText(tr("No game loaded"));
}
}
};
PopupWidget *makeUpdaterSettings() {
return new UpdaterSettingsDialog(UpdaterSettingsDialog::WithApplyAndCheckButton);
}
TaskBarWidget::TaskBarWidget() : GuiWidget("taskbar"), d(new Instance(this))
{
#if 0
// GameWidget is presently too inefficient with blurring.
BlurWidget *blur = new BlurWidget("taskbar_blur");
add(blur);
Background bg(*blur, style().colors().colorf("background"));
#else
Background bg(style().colors().colorf("background"));
#endif
Rule const &gap = style().rules().rule("gap");
d->backBlur = new LabelWidget;
d->backBlur->rule()
.setInput(Rule::Left, rule().left())
.setInput(Rule::Bottom, rule().bottom())
.setInput(Rule::Right, rule().right())
.setInput(Rule::Top, rule().top());
d->backBlur->set(Background(ClientWindow::main().taskBarBlur(), Vector4f(1, 1, 1, 1)));
add(d->backBlur);
d->console = new ConsoleWidget;
d->console->rule()
.setInput(Rule::Left, rule().left() + d->console->shift());
add(d->console);
//d->console->log().set(bg);
// Position the console button and command line in the task bar.
d->console->buttons().rule()
.setInput(Rule::Left, rule().left())
.setInput(Rule::Bottom, rule().bottom())
.setInput(Rule::Height, rule().height());
// DE logo.
d->logo = new ButtonWidget("de-button");
d->logo->setImage(style().images().image("logo.px128"));
d->logo->setImageScale(.475f);
d->logo->setImageFit(FitToHeight | OriginalAspectRatio);
d->updateLogoButtonText();
d->logo->setWidthPolicy(ui::Expand);
d->logo->setTextAlignment(AlignLeft);
d->logo->rule().setInput(Rule::Height, rule().height());
add(d->logo);
// Settings.
ButtonWidget *conf = new ButtonWidget("conf-button");
d->conf = conf;
conf->setImage(style().images().image("gear"));
conf->setSizePolicy(ui::Expand, ui::Filled);
conf->rule().setInput(Rule::Height, rule().height());
add(conf);
// Currently loaded game.
d->status = new LabelWidget;
d->status->set(bg);
d->status->setWidthPolicy(ui::Expand);
d->status->rule().setInput(Rule::Height, rule().height());
add(d->status);
d->updateStatus();
// Multiplayer.
d->multi = new ButtonWidget;
d->multi->hide(); // hidden when not connected
d->multi->setAction(new SignalAction(this, SLOT(openMultiplayerMenu())));
d->multi->setImage(style().images().image("network"));
d->multi->setTextAlignment(ui::AlignRight);
d->multi->setText(tr("MP"));
d->multi->setSizePolicy(ui::Expand, ui::Filled);
d->multi->rule().setInput(Rule::Height, rule().height());
add(d->multi);
// Taskbar height depends on the font size.
rule().setInput(Rule::Height, style().fonts().font("default").height() + gap * 2);
// Settings menu.
add(d->configMenu = new PopupMenuWidget("conf-menu"));
d->configMenu->setAnchorAndOpeningDirection(conf->rule(), ui::Up);
// Multiplayer menu.
add(d->multiMenu = new MultiplayerMenuWidget);
d->multiMenu->setAnchorAndOpeningDirection(d->multi->rule(), ui::Up);
// The DE menu.
add(d->mainMenu = new PopupMenuWidget("de-menu"));
d->mainMenu->setAnchorAndOpeningDirection(d->logo->rule(), ui::Up);
// Game unloading confirmation submenu.
auto *unloadMenu = new ui::SubmenuItem(style().images().image("close.ring"),
tr("Unload Game"), ui::Left);
unloadMenu->items()
<< new ui::Item(ui::Item::Separator, tr("Really unload the game?"))
<< new ui::ActionItem(tr("Unload") + " " _E(b) + tr("(discard progress)"), new SignalAction(this, SLOT(unloadGame())))
<< new ui::ActionItem(tr("Cancel"), new SignalAction(&d->mainMenu->menu(), SLOT(dismissPopups())));
/*
* Set up items for the config and DE menus. Some of these are shown/hidden
* depending on whether a game is loaded.
*/
d->configMenu->items()
<< new ui::SubwidgetItem(style().images().image("renderer"), tr("Renderer"), ui::Left, makePopup<RendererSettingsDialog>)
<< new ui::SubwidgetItem(style().images().image("vr"), tr("3D & VR"), ui::Left, makePopup<VRSettingsDialog>)
<< new ui::Item(ui::Item::Separator)
<< new ui::SubwidgetItem(style().images().image("display"), tr("Video"), ui::Left, makePopup<VideoSettingsDialog>)
<< new ui::SubwidgetItem(style().images().image("audio"), tr("Audio"), ui::Left, makePopup<AudioSettingsDialog>)
<< new ui::SubwidgetItem(style().images().image("input"), tr("Input"), ui::Left, makePopup<InputSettingsDialog>)
<< new ui::SubwidgetItem(style().images().image("network"), tr("Network"), ui::Left, makePopup<NetworkSettingsDialog>)
<< new ui::SubwidgetItem(style().images().image("updater"), tr("Updater"), ui::Left, makeUpdaterSettings);
auto *helpMenu = new ui::SubmenuItem(tr("Help"), ui::Left);
helpMenu->items()
<< new ui::ActionItem(tr("Show Tutorial"), new SignalAction(this, SLOT(showTutorial())))
<< new ui::VariableToggleItem(tr("Menu Annotations"), App::config("ui.showAnnotations"))
<< new ui::Item(ui::Item::Annotation, tr("Annotations briefly describe menu functions."));
d->mainMenu->items()
<< new ui::Item(ui::Item::Separator, tr("Games"))
<< new ui::ActionItem(tr("Switch Game..."), new SignalAction(this, SLOT(switchGame())))
<< unloadMenu // hidden with null-game
<< new ui::Item(ui::Item::Separator)
<< new ui::ActionItem(tr("Multiplayer Games..."), new SignalAction(this, SLOT(showMultiplayer())))
<< new ui::ActionItem(tr("Connect to Server..."), new SignalAction(this, SLOT(connectToServerManually())))
<< new ui::Item(ui::Item::Separator)
<< new ui::Item(ui::Item::Separator, tr("Application"))
<< new ui::ActionItem(tr("IWAD Folder..."), new SignalAction(this, SLOT(chooseIWADFolder())))
<< new ui::ActionItem(tr("Check for Updates..."), new CommandAction("updateandnotify"))
<< new ui::ActionItem(tr("About Doomsday"), new SignalAction(this, SLOT(showAbout())))
<< helpMenu
<< new ui::Item(ui::Item::Separator)
<< new ui::ActionItem(tr("Quit Doomsday"), new CommandAction("quit"));
d->showOrHideMenuItems();
conf->setAction(new SignalAction(this, SLOT(openConfigMenu())));
d->logo->setAction(new SignalAction(this, SLOT(openMainMenu())));
// Set the initial command line layout.
updateCommandLineLayout();
connect(d->console, SIGNAL(commandModeChanged()), this, SLOT(updateCommandLineLayout()));
connect(d->console, SIGNAL(commandLineGotFocus()), this, SLOT(closeMainMenu()));
connect(d->console, SIGNAL(commandLineGotFocus()), this, SLOT(closeConfigMenu()));
}
ConsoleWidget &TaskBarWidget::console()
{
return *d->console;
}
CommandWidget &TaskBarWidget::commandLine()
{
return d->console->commandLine();
}
ButtonWidget &TaskBarWidget::logoButton()
{
return *d->logo;
}
bool TaskBarWidget::isOpen() const
{
return d->opened;
}
Rule const &TaskBarWidget::shift()
{
return *d->vertShift;
}
void TaskBarWidget::glInit()
{
LOG_AS("TaskBarWidget");
d->glInit();
}
void TaskBarWidget::glDeinit()
{
d->glDeinit();
}
void TaskBarWidget::viewResized()
{
GuiWidget::viewResized();
d->updateProjection();
}
void TaskBarWidget::update()
{
GuiWidget::update();
d->updateLayoutMode();
}
void TaskBarWidget::drawContent()
{
d->updateGeometry();
}
bool TaskBarWidget::handleEvent(Event const &event)
{
Canvas &canvas = root().window().canvas();
ClientWindow &window = root().window().as<ClientWindow>();
if(!canvas.isMouseTrapped() && event.type() == Event::MouseButton &&
!window.hasSidebar())
{
// Clicking outside the taskbar will trap the mouse automatically.
MouseEvent const &mouse = event.as<MouseEvent>();
if(mouse.state() == MouseEvent::Released && !hitTest(mouse.pos()))
{
if(root().focus())
{
// First click will remove UI focus, allowing GameWidget
// to receive events.
root().setFocus(0);
return true;
}
if(App_GameLoaded())
{
// Allow game to use the mouse.
canvas.trapMouse();
}
window.taskBar().close();
return true;
}
}
if(event.type() == Event::MouseButton)
{
// Eat all button events occurring inside the task bar area.
if(hitTest(event))
{
return true;
}
}
// Don't let modifier keys fall through to the game.
if(isOpen() && event.isKey() && event.as<KeyEvent>().isModifier())
{
// However, let the bindings system know about the modifier state.
ClientApp::inputSystem().trackEvent(event);
return true;
}
if(event.type() == Event::KeyPress)
{
KeyEvent const &key = event.as<KeyEvent>();
// Shift-Esc opens and closes the task bar.
if(key.ddKey() == DDKEY_ESCAPE)
{
if(isOpen())
{
// First press of Esc will just dismiss the console.
if(d->console->isLogOpen() && !key.modifiers().testFlag(KeyEvent::Shift))
{
d->console->commandLine().setText("");
d->console->closeLog();
root().setFocus(0);
return true;
}
// Also closes the console log.
close();
return true;
}
else
{
// Task bar is closed, so let's open it.
if(key.modifiers().testFlag(KeyEvent::Shift) ||
!App_GameLoaded())
{
if(!window.hasSidebar())
{
// Automatically focus the command line, unless an editor is open.
root().setFocus(&d->console->commandLine());
}
open();
return true;
}
}
return false;
}
}
return false;
}
void TaskBarWidget::open()
{
if(!d->opened)
{
d->opened = true;
unsetBehavior(DisableEventDispatchToChildren);
d->console->zeroLogHeight();
d->vertShift->set(0, OPEN_CLOSE_SPAN);
setOpacity(1, OPEN_CLOSE_SPAN);
emit opened();
}
// Untrap the mouse if it is trapped.
if(hasRoot())
{
Canvas &canvas = root().window().canvas();
d->mouseWasTrappedWhenOpening = canvas.isMouseTrapped();
if(canvas.isMouseTrapped())
{
canvas.trapMouse(false);
}
if(!App_GameLoaded())
{
root().setFocus(&d->console->commandLine());
}
}
}
void TaskBarWidget::openAndPauseGame()
{
if(App_GameLoaded() && !clientPaused)
{
Con_Execute(CMDS_DDAY, "pause", true, false);
}
open();
}
void TaskBarWidget::close()
{
if(d->opened)
{
d->opened = false;
setBehavior(DisableEventDispatchToChildren);
// Slide the task bar down.
d->vertShift->set(rule().height().valuei() +
style().rules().rule("unit").valuei(), OPEN_CLOSE_SPAN);
setOpacity(0, OPEN_CLOSE_SPAN);
d->console->closeLog();
d->console->closeMenu();
d->console->commandLine().dismissContentToHistory();
closeMainMenu();
closeConfigMenu();
// Clear focus now; callbacks/signal handlers may set the focus elsewhere.
if(hasRoot()) root().setFocus(0);
emit closed();
// Retrap the mouse if it was trapped when opening.
if(hasRoot() && App_GameLoaded() && !root().window().as<ClientWindow>().hasSidebar())
{
Canvas &canvas = root().window().canvas();
if(d->mouseWasTrappedWhenOpening)
{
canvas.trapMouse();
}
}
}
}
void TaskBarWidget::openConfigMenu()
{
d->mainMenu->close(0);
d->configMenu->open();
}
void TaskBarWidget::closeConfigMenu()
{
d->configMenu->close();
}
void TaskBarWidget::openMainMenu()
{
d->configMenu->close(0);
d->mainMenu->open();
}
void TaskBarWidget::closeMainMenu()
{
d->mainMenu->close();
}
void TaskBarWidget::chooseIWADFolder()
{
DENG2_ASSERT(!App_GameLoaded());
bool reload = false;
// Use a native dialog to select the IWAD folder.
ClientApp::app().beginNativeUIMode();
QFileDialog dlg(&ClientWindow::main(),
tr("Select IWAD Folder"),
App::config().gets("resource.iwadFolder", ""));
dlg.setFileMode(QFileDialog::Directory);
dlg.setReadOnly(true);
dlg.setNameFilter("*.wad");
dlg.setLabelText(QFileDialog::Accept, tr("Select"));
if(dlg.exec())
{
App::config().set("resource.iwadFolder", dlg.selectedFiles().at(0));
reload = true;
}
ClientApp::app().endNativeUIMode();
// Reload packages and recheck for game availability.
if(reload)
{
ClientApp::resourceSystem().updateOverrideIWADPathFromConfig();
ClientWindow::main().console().closeLogAndUnfocusCommandLine();
Con_InitProgress(200);
App_Games().forgetAllResources();
App_Games().locateAllResources();
}
}
void TaskBarWidget::openMultiplayerMenu()
{
d->multiMenu->open();
}
void TaskBarWidget::unloadGame()
{
Con_Execute(CMDS_DDAY, "unload", false, false);
d->mainMenu->close();
}
void TaskBarWidget::showAbout()
{
AboutDialog *about = new AboutDialog;
about->setDeleteAfterDismissed(true);
root().addOnTop(about);
about->open();
}
void TaskBarWidget::showUpdaterSettings()
{
/// @todo This has actually little to do with the taskbar. -jk
UpdaterSettingsDialog *dlg = new UpdaterSettingsDialog(UpdaterSettingsDialog::WithApplyAndCheckButton);
dlg->setDeleteAfterDismissed(true);
root().addOnTop(dlg);
dlg->open();
}
void TaskBarWidget::switchGame()
{
GamesDialog *games = new GamesDialog(GamesDialog::ShowSingleplayerOnly);
games->setDeleteAfterDismissed(true);
games->exec(root());
}
void TaskBarWidget::showMultiplayer()
{
GamesDialog *games = new GamesDialog(GamesDialog::ShowMultiplayerOnly);
games->setDeleteAfterDismissed(true);
if(isOpen())
{
games->exec(root());
}
else
{
root().addOnTop(games);
games->open();
}
}
void TaskBarWidget::connectToServerManually()
{
ManualConnectionDialog *dlg = new ManualConnectionDialog;
dlg->setDeleteAfterDismissed(true);
dlg->exec(root());
}
void TaskBarWidget::showTutorial()
{
if(BusyMode_Active()) return;
// The widget will dispose of itself when finished.
TutorialWidget *tutorial = new TutorialWidget;
root().addOnTop(tutorial);
tutorial->rule().setRect(root().viewRule());
tutorial->start();
}
void TaskBarWidget::updateCommandLineLayout()
{
SequentialLayout layout(rule().right(), rule().top(), ui::Left);
layout << *d->logo << *d->conf;
if(!d->multi->behavior().testFlag(Hidden))
{
layout << *d->multi;
}
if(!d->status->behavior().testFlag(Hidden))
{
layout << *d->status;
}
// The command line extends the rest of the way.
RuleRectangle &cmdRule = d->console->commandLine().rule();
cmdRule.setInput(Rule::Left, d->console->buttons().rule().right())
.setInput(Rule::Bottom, rule().bottom())
.setInput(Rule::Right, layout.widgets().last()->as<GuiWidget>().rule().left());
// Just use a plain background for this editor.
d->console->commandLine().set(Background(style().colors().colorf("background")));
}