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GameConnectionPanel.cpp
167 lines (141 loc) · 6.13 KB
/
GameConnectionPanel.cpp
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#include "GameConnectionPanel.h"
#if HAVE_ACTIVITYINDICATOR
#include <wx/activityindicator.h>
#else
#include <wx/statbmp.h>
#endif
#include <wx/checkbox.h>
#include <wx/button.h>
#include <wx/sizer.h>
#include "wxutil/dialog/MessageBox.h"
#include "GameConnection.h"
namespace ui
{
GameConnectionPanel::~GameConnectionPanel()
{
if (panelIsActive())
{
disconnectListeners();
}
}
GameConnectionPanel::GameConnectionPanel(wxWindow* parent) :
DockablePanel(parent)
{
auto mainPanel = loadNamedPanel(this, "GameConnectionMainPanel");
SetSizer(new wxBoxSizer(wxVERTICAL));
GetSizer()->Add(mainPanel, 1, wxEXPAND);
#if HAVE_ACTIVITYINDICATOR
//could not find activity indicator in wxFormBuilder
_connectedActivityIndicator = new wxActivityIndicator(mainPanel, wxID_ANY, wxDefaultPosition, wxDefaultSize, 0, wxT("ConnectedActivityIndicator"));
replaceControl(findNamedObject<wxWindow>(this, "ConnectedActivityIndicator"), _connectedActivityIndicator);
_connectedActivityIndicator->Start();
#else
_connectedActivityIndicator = findNamedObject<wxStaticBitmap>(this, "ConnectedActivityIndicator");
#endif
SetMinSize(mainPanel->GetEffectiveMinSize());
Layout();
//don't want to call findNamedObject every time, risking a typo
_connectedCheckbox = findNamedObject<wxCheckBox>(this, "ConnectedCheckbox");
_restartGameButton = findNamedObject<wxButton >(this, "RestartGameButton");
_dmapCheckbox = findNamedObject<wxCheckBox>(this, "DmapCheckbox");
_cameraLoadFromGameButton = findNamedObject<wxButton >(this, "CameraLoadFromGameButton");
_cameraSendToGameCheckbox = findNamedObject<wxCheckBox>(this, "CameraSendToGameCheckbox");
_mapFileReloadNowButton = findNamedObject<wxButton >(this, "MapFileReloadNowButton");
_mapFileReloadOnSaveCheckbox = findNamedObject<wxCheckBox>(this, "MapFileReloadOnSaveCheckbox");
_hotReloadUpdateNowButton = findNamedObject<wxButton >(this, "HotReloadUpdateNowButton");
_hotReloadUpdateOnChangeCheckbox = findNamedObject<wxCheckBox>(this, "HotReloadUpdateOnChangeCheckbox");
_respawnSelectedButton = findNamedObject<wxButton >(this, "RespawnSelectedButton");
_pauseGameButton = findNamedObject<wxButton >(this, "PauseGameButton");
//===================================
// EVENT HANDLERS
//===================================
_connectedCheckbox->Bind(wxEVT_CHECKBOX, [this](wxCommandEvent& ev) {
if (_connectedCheckbox->IsChecked()) {
bool success = Impl().connect();
if (!success)
wxutil::Messagebox::ShowError("Failed to connect to game.\nMaybe try 'Restart game' button?", this);
}
else
Impl().disconnect(true);
updateConnectedStatus();
});
_restartGameButton->Bind(wxEVT_BUTTON, [this](wxCommandEvent& ev) {
bool dmap = _dmapCheckbox->IsChecked();
Impl().restartGame(dmap);
});
_cameraLoadFromGameButton->Bind(wxEVT_BUTTON, [this](wxCommandEvent& ev) {
Impl().backSyncCamera();
});
_cameraSendToGameCheckbox->Bind(wxEVT_CHECKBOX, [this](wxCommandEvent& ev) {
bool makeEnabled = _cameraSendToGameCheckbox->IsChecked();
Impl().setCameraSyncEnabled(makeEnabled);
});
_mapFileReloadNowButton->Bind(wxEVT_BUTTON, [this](wxCommandEvent& ev) {
Impl().reloadMap();
});
_mapFileReloadOnSaveCheckbox->Bind(wxEVT_CHECKBOX, [this](wxCommandEvent& ev) {
bool makeEnabled = _mapFileReloadOnSaveCheckbox->IsChecked();
Impl().setAutoReloadMapEnabled(makeEnabled);
});
_hotReloadUpdateNowButton->Bind(wxEVT_BUTTON, [this](wxCommandEvent& ev) {
Impl().doUpdateMap();
});
_hotReloadUpdateOnChangeCheckbox->Bind(wxEVT_CHECKBOX, [this](wxCommandEvent& ev) {
bool makeEnabled = _hotReloadUpdateOnChangeCheckbox->IsChecked();
Impl().setAlwaysUpdateMapEnabled(makeEnabled);
});
_respawnSelectedButton->Bind(wxEVT_BUTTON, [this](wxCommandEvent& ev) {
Impl().respawnSelectedEntities();
});
_pauseGameButton->Bind(wxEVT_BUTTON, [this](wxCommandEvent& ev) {
Impl().togglePauseGame();
});
}
void GameConnectionPanel::onPanelActivated()
{
connectListeners();
updateConnectedStatus();
}
void GameConnectionPanel::onPanelDeactivated()
{
disconnectListeners();
}
void GameConnectionPanel::connectListeners()
{
//update GUI when anything changes in connection
_updateOnStatusChangeSignal = Impl().signal_StatusChanged.connect([this](int) {
updateConnectedStatus();
});
}
void GameConnectionPanel::disconnectListeners()
{
_updateOnStatusChangeSignal.disconnect();
}
gameconn::GameConnection& GameConnectionPanel::Impl()
{
static module::InstanceReference<gameconn::GameConnection> _reference("GameConnection");
return _reference;
}
void GameConnectionPanel::updateConnectedStatus()
{
bool connected = Impl().isAlive();
bool restarting = Impl().isGameRestarting();
bool updateMapMode = Impl().isUpdateMapObserverEnabled();
_connectedCheckbox->SetValue(connected);
if (restarting)
_connectedActivityIndicator->Show();
else
_connectedActivityIndicator->Hide();
_cameraLoadFromGameButton ->Enable(connected && !restarting);
_cameraSendToGameCheckbox ->Enable(connected && !restarting);
_mapFileReloadNowButton ->Enable(connected && !restarting);
_mapFileReloadOnSaveCheckbox ->Enable(connected && !restarting);
_hotReloadUpdateNowButton ->Enable(connected && !restarting && updateMapMode);
_hotReloadUpdateOnChangeCheckbox ->Enable(connected && !restarting && updateMapMode);
_respawnSelectedButton ->Enable(connected && !restarting);
_pauseGameButton ->Enable(connected && !restarting);
_cameraSendToGameCheckbox ->SetValue(Impl().isCameraSyncEnabled());
_mapFileReloadOnSaveCheckbox ->SetValue(Impl().isAutoReloadMapEnabled());
_hotReloadUpdateOnChangeCheckbox ->SetValue(Impl().isAlwaysUpdateMapEnabled());
}
}