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/*
* Copyright (C) 2002-2004, 2006-2011 by the Widelands Development Team
*
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "wui/game_objectives_menu.h"
#include "logic/objective.h"
#include "logic/player.h"
#include "wui/interactive_player.h"
using namespace Widelands;
#define BUTTON_HEIGHT 20
#define OBJECTIVE_LIST 120
#define FULL_OBJECTIVE_TEXT 240
inline InteractivePlayer& GameObjectivesMenu::iplayer() const {
return dynamic_cast<InteractivePlayer&>(*get_parent());
}
GameObjectivesMenu::GameObjectivesMenu(UI::Panel* parent, UI::UniqueWindow::Registry& registry)
: UI::UniqueWindow(parent,
"objectives",
®istry,
580,
5 + OBJECTIVE_LIST + 5 + FULL_OBJECTIVE_TEXT + 5 + BUTTON_HEIGHT + 5,
_("Objectives")),
list(this, 5, 5, get_inner_w() - 10, OBJECTIVE_LIST, false),
objectivetext(this,
5,
130,
get_inner_w() - 10,
FULL_OBJECTIVE_TEXT,
"",
UI::Align::kLeft,
UI::MultilineTextarea::ScrollMode::kScrollNormalForced) {
list.selected.connect(boost::bind(&GameObjectivesMenu::selected, this, _1));
if (get_usedefaultpos())
center_to_parent();
}
void GameObjectivesMenu::think() {
// Adjust the list according to the game state.
for (const auto& pair : iplayer().game().map().objectives()) {
const Objective& obj = *(pair.second);
bool should_show = obj.visible() && !obj.done();
uint32_t const list_size = list.size();
for (uint32_t j = 0;; ++j)
if (j == list_size) { // the objective is not in our list
if (should_show)
list.add(obj.descname(), obj);
break;
} else if (&list[j] == &obj) { // the objective is in our list
if (!should_show)
list.remove(j);
else if (list[j].descname() != obj.descname() || list[j].descr() != obj.descr()) {
// Update
list.remove(j);
list.add(obj.descname(), obj);
}
break;
}
}
list.sort();
if (list.size() && !list.has_selection())
list.select(0);
}
/**
* An entry in the objectives menu has been selected
*/
void GameObjectivesMenu::selected(uint32_t const t) {
objectivetext.set_text(t == ListType::no_selection_index() ? std::string() : list[t].descr());
}
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