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320 lines
9.3 KiB
C++
320 lines
9.3 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_MENUSTATECUSTOMGAME_H_
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#define _GLEST_GAME_MENUSTATECUSTOMGAME_H_
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#include "main_menu.h"
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#include "chat_manager.h"
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#include "simple_threads.h"
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#include "map_preview.h"
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#include "common_scoped_ptr.h"
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#include "leak_dumper.h"
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using namespace Shared::Map;
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namespace Shared { namespace Graphics {
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class VideoPlayer;
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}}
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namespace Glest { namespace Game {
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class SwitchSetupRequest;
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class ServerInterface;
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class TechTree;
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enum ParentMenuState {
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pNewGame,
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pMasterServer,
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pLanGame
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};
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// ===============================
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// class MenuStateCustomGame
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// ===============================
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class MenuStateCustomGame : public MenuState, public SimpleTaskCallbackInterface {
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private:
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GraphicButton buttonReturn;
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GraphicButton buttonPlayNow;
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GraphicButton buttonRestoreLastSettings;
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GraphicLabel labelControl;
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GraphicLabel labelRMultiplier;
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GraphicLabel labelFaction;
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GraphicLabel labelTeam;
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GraphicLabel labelMap;
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GraphicLabel labelFogOfWar;
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GraphicLabel labelTechTree;
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GraphicLabel labelTileset;
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GraphicLabel labelMapInfo;
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GraphicLabel labelLocalGameVersion;
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GraphicLabel labelLocalIP;
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GraphicLabel labelGameName;
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GraphicListBox listBoxMap;
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GraphicListBox listBoxFogOfWar;
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GraphicListBox listBoxTechTree;
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GraphicListBox listBoxTileset;
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vector<string> mapFiles;
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vector<string> playerSortedMaps[GameConstants::maxPlayers+1];
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vector<string> formattedPlayerSortedMaps[GameConstants::maxPlayers+1];
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vector<string> techTreeFiles;
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vector<string> tilesetFiles;
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vector<string> factionFiles;
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GraphicLabel labelPlayers[GameConstants::maxPlayers];
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GraphicLabel labelPlayerNames[GameConstants::maxPlayers];
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GraphicListBox listBoxControls[GameConstants::maxPlayers];
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GraphicButton buttonBlockPlayers[GameConstants::maxPlayers];
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GraphicListBox listBoxRMultiplier[GameConstants::maxPlayers];
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GraphicListBox listBoxFactions[GameConstants::maxPlayers];
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GraphicListBox listBoxTeams[GameConstants::maxPlayers];
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GraphicLabel labelNetStatus[GameConstants::maxPlayers];
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MapInfo mapInfo;
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GraphicButton buttonClearBlockedPlayers;
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GraphicLabel labelPublishServer;
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GraphicCheckBox checkBoxPublishServer;
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GraphicMessageBox mainMessageBox;
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int mainMessageBoxState;
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GraphicLabel labelNetworkPauseGameForLaggedClients;
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GraphicCheckBox checkBoxNetworkPauseGameForLaggedClients;
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GraphicLabel labelMapFilter;
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GraphicListBox listBoxMapFilter;
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GraphicLabel labelAdvanced;
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GraphicCheckBox checkBoxAdvanced;
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GraphicLabel labelAllowObservers;
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GraphicCheckBox checkBoxAllowObservers;
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GraphicLabel *activeInputLabel;
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GraphicLabel labelPlayerStatus[GameConstants::maxPlayers];
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GraphicListBox listBoxPlayerStatus;
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GraphicLabel labelEnableSwitchTeamMode;
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GraphicCheckBox checkBoxEnableSwitchTeamMode;
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GraphicLabel labelAISwitchTeamAcceptPercent;
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GraphicListBox listBoxAISwitchTeamAcceptPercent;
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GraphicLabel labelFallbackCpuMultiplier;
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GraphicListBox listBoxFallbackCpuMultiplier;
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GraphicLabel labelAllowInGameJoinPlayer;
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GraphicCheckBox checkBoxAllowInGameJoinPlayer;
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GraphicLabel labelAllowTeamUnitSharing;
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GraphicCheckBox checkBoxAllowTeamUnitSharing;
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GraphicLabel labelAllowTeamResourceSharing;
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GraphicCheckBox checkBoxAllowTeamResourceSharing;
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GraphicLabel labelAllowNativeLanguageTechtree;
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GraphicCheckBox checkBoxAllowNativeLanguageTechtree;
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GraphicCheckBox checkBoxScenario;
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GraphicLabel labelScenario;
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GraphicListBox listBoxScenario;
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vector<string> scenarioFiles;
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ScenarioInfo scenarioInfo;
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vector<string> dirList;
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string autoloadScenarioName;
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time_t previewLoadDelayTimer;
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bool needToLoadTextures;
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bool enableScenarioTexturePreview;
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Texture2D *scenarioLogoTexture;
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bool needToSetChangedGameSettings;
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time_t lastSetChangedGameSettings;
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time_t lastMasterserverPublishing;
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time_t lastNetworkPing;
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time_t mapPublishingDelayTimer;
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bool needToPublishDelayed;
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bool headlessHasConnectedPlayer;
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bool needToRepublishToMasterserver;
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bool needToBroadcastServerSettings;
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std::map<string,string> publishToServerInfo;
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SimpleTaskThread *publishToMasterserverThread;
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SimpleTaskThread *publishToClientsThread;
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ParentMenuState parentMenuState;
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int soundConnectionCount;
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time_t tMasterserverErrorElapsed;
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bool showMasterserverError;
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string masterServererErrorToShow;
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bool showGeneralError;
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string generalErrorToShow;
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bool serverInitError;
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//Console console;
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ChatManager chatManager;
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bool showFullConsole;
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string lastMapDataSynchError;
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string lastTileDataSynchError;
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string lastTechtreeDataSynchError;
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string defaultPlayerName;
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int8 switchSetupRequestFlagType;
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bool enableFactionTexturePreview;
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bool enableMapPreview;
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string currentTechName_factionPreview;
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string currentFactionName_factionPreview;
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string currentFactionLogo;
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Texture2D *factionTexture;
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::Shared::Graphics::VideoPlayer *factionVideo;
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bool factionVideoSwitchedOffVolume;
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MapPreview mapPreview;
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Texture2D *mapPreviewTexture;
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bool zoomedMap;
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int render_mapPreviewTexture_X;
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int render_mapPreviewTexture_Y;
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int render_mapPreviewTexture_W;
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int render_mapPreviewTexture_H;
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bool autostart;
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GameSettings *autoStartSettings;
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std::map<int,int> lastSelectedTeamIndex;
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float rMultiplierOffset;
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bool hasCheckedForUPNP;
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string lastCheckedCRCTilesetName;
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string lastCheckedCRCTechtreeName;
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string lastCheckedCRCMapName;
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string last_Forced_CheckedCRCTilesetName;
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string last_Forced_CheckedCRCTechtreeName;
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string last_Forced_CheckedCRCMapName;
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uint32 lastCheckedCRCTilesetValue;
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uint32 lastCheckedCRCTechtreeValue;
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uint32 lastCheckedCRCMapValue;
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vector<pair<string,uint32> > factionCRCList;
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bool forceWaitForShutdown;
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bool headlessServerMode;
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bool masterserverModeMinimalResources;
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int lastMasterServerSettingsUpdateCount;
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auto_ptr<TechTree> techTree;
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string gameUUID;
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int lastGameSettingsreceivedCount;
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public:
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MenuStateCustomGame(Program *program, MainMenu *mainMenu ,
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bool openNetworkSlots= false, ParentMenuState parentMenuState=pNewGame,
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bool autostart=false,GameSettings *settings=NULL,bool masterserverMode=false,
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string autoloadScenarioName="");
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virtual ~MenuStateCustomGame();
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void mouseClick(int x, int y, MouseButton mouseButton);
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void mouseMove(int x, int y, const MouseState *mouseState);
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void render();
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void update();
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virtual bool textInput(std::string text);
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virtual void keyDown(SDL_KeyboardEvent key);
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virtual void keyPress(SDL_KeyboardEvent c);
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virtual void keyUp(SDL_KeyboardEvent key);
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virtual void simpleTask(BaseThread *callingThread,void *userdata);
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virtual void setupTask(BaseThread *callingThread,void *userdata);
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virtual void shutdownTask(BaseThread *callingThread,void *userdata);
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static void setupTaskStatic(BaseThread *callingThread);
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static void shutdownTaskStatic(BaseThread *callingThread);
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virtual bool isInSpecialKeyCaptureEvent();
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virtual bool isMasterserverMode() const;
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virtual bool isVideoPlaying();
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private:
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void lastPlayerDisconnected();
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bool hasNetworkGameSettings();
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void loadGameSettings(GameSettings *gameSettings, bool forceCloseUnusedSlots=false);
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void loadMapInfo(string file, MapInfo *mapInfo,bool loadMapPreview);
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void cleanupMapPreviewTexture();
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void updateControlers();
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void closeUnusedSlots();
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void updateNetworkSlots();
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void publishToMasterserver();
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void returnToParentMenu();
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void showMessageBox(const string &text, const string &header, bool toggle);
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void saveGameSettingsToFile(std::string fileName);
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void switchToNextMapGroup(const int direction);
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void updateAllResourceMultiplier();
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void updateResourceMultiplier(const int index);
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string getCurrentMapFile();
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void setActiveInputLabel(GraphicLabel *newLable);
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string getHumanPlayerName(int index=-1);
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void loadFactionTexture(string filepath);
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GameSettings loadGameSettingsFromFile(std::string fileName);
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void loadGameSettings(std::string fileName);
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void RestoreLastGameSettings();
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void PlayNow(bool saveGame);
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void SetActivePlayerNameEditor();
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void cleanup();
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int32 getNetworkPlayerStatus();
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void setupUIFromGameSettings(const GameSettings &gameSettings);
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void switchSetupForSlots(SwitchSetupRequest **switchSetupRequests,
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ServerInterface *& serverInterface, int startIndex, int endIndex,
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bool onlyNetworkUnassigned);
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string createGameName(string controllingPlayer="");
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void reloadUI();
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void loadScenarioInfo(string file, ScenarioInfo *scenarioInfo);
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void processScenario();
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void SetupUIForScenarios();
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int setupMapList(string scenario);
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int setupTechList(string scenario, bool forceLoad=false);
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void reloadFactions(bool keepExistingSelectedItem, string scenario);
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void setupTilesetList(string scenario);
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void setSlotHuman(int i);
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void initFactionPreview(const GameSettings *gameSettings);
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bool checkNetworkPlayerDataSynch(bool checkMapCRC,bool checkTileSetCRC, bool checkTechTreeCRC);
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void cleanupThread(SimpleTaskThread **thread);
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void simpleTaskForMasterServer(BaseThread *callingThread);
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void simpleTaskForClients(BaseThread *callingThread);
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void KeepCurrentHumanPlayerSlots(GameSettings &gameSettings);
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};
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}}//end namespace
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#endif
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