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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SelectionWidget.h"
#include <set>
#include "System/FileSystem/ArchiveScanner.h"
#include "System/FileSystem/VFSHandler.h"
#include "System/Exceptions.h"
#include "System/Config/ConfigHandler.h"
#include "System/AIScriptHandler.h"
#include "ExternalAI/LuaAIImplHandler.h"
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
#include "System/Info.h"
#include "alphanum.hpp"
const std::string SelectionWidget::NoModSelect = "No game selected";
const std::string SelectionWidget::NoMapSelect = "No map selected";
const std::string SelectionWidget::NoScriptSelect = "No script selected";
const std::string SelectionWidget::SandboxAI = "Player Only: Testing Sandbox";
CONFIG(std::string, LastSelectedMod).defaultValue(SelectionWidget::NoModSelect).description("Stores the previously played game.");
CONFIG(std::string, LastSelectedMap).defaultValue(SelectionWidget::NoMapSelect).description("Stores the previously played map.");
CONFIG(std::string, LastSelectedScript).defaultValue(SelectionWidget::NoScriptSelect).description("Stores the previously played AI.");
// returns absolute filename for given archive name, empty if not found
static const std::string GetFileName(const std::string& name){
if (name.empty())
return name;
const std::string& filename = archiveScanner->ArchiveFromName(name);
if (filename == name)
return "";
const std::string& path = archiveScanner->GetArchivePath(filename);
return path + filename;
}
SelectionWidget::SelectionWidget(agui::GuiElement* parent) : agui::GuiElement(parent)
{
SetPos(0.5f, 0.2f);
SetSize(0.4f, 0.2f);
curSelect = NULL;
agui::VerticalLayout* vl = new agui::VerticalLayout(this);
vl->SetBorder(1.2f);
agui::HorizontalLayout* modL = new agui::HorizontalLayout(vl);
mod = new agui::Button("Select", modL);
mod->Clicked.connect(boost::bind(&SelectionWidget::ShowModList, this));
mod->SetSize(0.1f, 0.00f, true);
userMod = configHandler->GetString("LastSelectedMod");
if (GetFileName(userMod).empty())
userMod = NoModSelect;
modT = new agui::TextElement(userMod, modL);
agui::HorizontalLayout* mapL = new agui::HorizontalLayout(vl);
map = new agui::Button("Select", mapL);
map->Clicked.connect(boost::bind(&SelectionWidget::ShowMapList, this));
map->SetSize(0.1f, 0.00f, true);
userMap = configHandler->GetString("LastSelectedMap");
if (GetFileName(userMap).empty())
userMap = NoMapSelect;
mapT = new agui::TextElement(userMap, mapL);
agui::HorizontalLayout* scriptL = new agui::HorizontalLayout(vl);
script = new agui::Button("Select", scriptL);
script->Clicked.connect(boost::bind(&SelectionWidget::ShowScriptList, this));
script->SetSize(0.1f, 0.00f, true);
userScript = configHandler->GetString("LastSelectedScript");
scriptT = new agui::TextElement(userScript, scriptL);
UpdateAvailableScripts();
}
SelectionWidget::~SelectionWidget()
{
CleanWindow();
}
void SelectionWidget::ShowModList()
{
if (curSelect)
return;
curSelect = new ListSelectWnd("Select game");
curSelect->Selected.connect(boost::bind(&SelectionWidget::SelectMod, this, _1));
curSelect->WantClose.connect(boost::bind(&SelectionWidget::CleanWindow, this));
const std::vector<CArchiveScanner::ArchiveData> &found = archiveScanner->GetPrimaryMods();
std::map<std::string, std::string, doj::alphanum_less<std::string> > modMap; // name, desc (using a map to sort)
for (std::vector<CArchiveScanner::ArchiveData>::const_iterator it = found.begin(); it != found.end(); ++it) {
modMap[it->GetNameVersioned()] = it->GetDescription();
}
std::map<std::string, std::string>::iterator mit;
for (mit = modMap.begin(); mit != modMap.end(); ++mit) {
curSelect->list->AddItem(mit->first, mit->second);
}
curSelect->list->SetCurrentItem(userMod);
}
void SelectionWidget::ShowMapList()
{
if (curSelect)
return;
curSelect = new ListSelectWnd("Select map");
curSelect->Selected.connect(boost::bind(&SelectionWidget::SelectMap, this, _1));
curSelect->WantClose.connect(boost::bind(&SelectionWidget::CleanWindow, this));
const std::vector<std::string> &arFound = archiveScanner->GetMaps();
std::set<std::string, doj::alphanum_less<std::string> > mapSet; // use a set to sort them
for (std::vector<std::string>::const_iterator it = arFound.begin(); it != arFound.end(); ++it) {
mapSet.insert((*it).c_str());
}
for (std::set<std::string>::iterator sit = mapSet.begin(); sit != mapSet.end(); ++sit) {
curSelect->list->AddItem(*sit, *sit);
}
curSelect->list->SetCurrentItem(userMap);
}
static void AddArchive(const std::string& name) {
const std::string& filename = GetFileName(name);
if (filename.empty())
return;
vfsHandler->AddArchive(filename, true);
}
static void RemoveArchive(const std::string& name) {
const std::string& filename = GetFileName(name);
if (filename.empty())
return;
vfsHandler->RemoveArchive(filename);
}
void SelectionWidget::UpdateAvailableScripts()
{
//FIXME: lua ai's should be handled in AIScriptHandler.cpp, too respecting the selected game and map
// maybe also merge it with StartScriptGen.cpp
availableScripts.clear();
// load selected archives to get lua ais
AddArchive(userMod);
AddArchive(userMap);
std::vector< std::vector<InfoItem> > luaAIInfos = luaAIImplHandler.LoadInfos();
for(int i=0; i<luaAIInfos.size(); i++) {
for (int j=0; j<luaAIInfos[i].size(); j++) {
if (luaAIInfos[i][j].key==SKIRMISH_AI_PROPERTY_SHORT_NAME)
availableScripts.push_back(luaAIInfos[i][j].GetValueAsString());
}
}
// close archives
RemoveArchive(userMap);
RemoveArchive(userMod);
// add sandbox script to list
availableScripts.push_back(SandboxAI);
// add native ai's to the list, too (but second, lua ai's are prefered)
CAIScriptHandler::ScriptList scriptList = CAIScriptHandler::Instance().GetScriptList();
for (CAIScriptHandler::ScriptList::iterator it = scriptList.begin(); it != scriptList.end(); ++it) {
availableScripts.push_back(*it);
}
for (std::string &scriptName: availableScripts) {
if (scriptName == userScript) {
return;
}
}
SelectScript(SelectionWidget::NoScriptSelect);
}
void SelectionWidget::ShowScriptList()
{
if (curSelect)
return;
curSelect = new ListSelectWnd("Select script");
curSelect->Selected.connect(boost::bind(&SelectionWidget::SelectScript, this, _1));
curSelect->WantClose.connect(boost::bind(&SelectionWidget::CleanWindow, this));
for (std::string &scriptName: availableScripts) {
curSelect->list->AddItem(scriptName, "");
}
curSelect->list->SetCurrentItem(userScript);
}
void SelectionWidget::SelectMod(const std::string& mod)
{
if (mod == userMod) {
CleanWindow();
return;
}
userMod = mod;
configHandler->SetString("LastSelectedMod", userMod);
modT->SetText(userMod);
//SelectScript(SelectionWidget::NoScriptSelect); //reset AI as LuaAI maybe doesn't exist in this game
UpdateAvailableScripts();
CleanWindow();
}
void SelectionWidget::SelectScript(const std::string& script)
{
userScript = script;
configHandler->SetString("LastSelectedScript", userScript);
scriptT->SetText(userScript);
CleanWindow();
}
void SelectionWidget::SelectMap(const std::string& map)
{
userMap = map;
configHandler->SetString("LastSelectedMap", userMap);
mapT->SetText(userMap);
UpdateAvailableScripts();
CleanWindow();
}
void SelectionWidget::CleanWindow()
{
if (curSelect)
{
agui::gui->RmElement(curSelect);
curSelect = NULL;
}
}
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