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/*
* Copyright (C) 2002-2016 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.
*
*/
#ifndef WL_UI_FSMENU_LAUNCH_SPG_H
#define WL_UI_FSMENU_LAUNCH_SPG_H
#include <string>
#include "logic/constants.h"
#include "ui_basic/button.h"
#include "ui_basic/multilinetextarea.h"
#include "ui_basic/textarea.h"
#include "ui_fsmenu/base.h"
struct ChatProvider;
class GameController;
struct GameSettingsProvider;
struct PlayerDescriptionGroup;
class LuaInterface;
/**
* Fullscreen menu for setting map and mapsettings for single and multi player
* games.
*
* The menu has a lot dynamic user-interfaces, that are only shown in specific
* cases:
* UI::Button select_map_ - only shown if the player has the right to
* change the map.
*
*/
class FullscreenMenuLaunchSPG : public FullscreenMenuBase {
public:
FullscreenMenuLaunchSPG(GameSettingsProvider*,
GameController* = nullptr,
bool autolaunch = false);
~FullscreenMenuLaunchSPG();
void start() override;
void think() override;
void refresh();
protected:
void clicked_ok() override;
void clicked_back() override;
private:
LuaInterface* lua_;
void select_map();
void win_condition_clicked();
void win_condition_update();
void win_condition_load();
void set_scenario_values();
void switch_to_position(uint8_t);
void safe_place_for_host(uint8_t);
uint32_t butw_;
uint32_t buth_;
UI::Button select_map_, wincondition_, back_, ok_;
UI::Button* pos_[MAX_PLAYERS];
UI::Textarea title_, mapname_;
UI::Textarea name_, type_, team_, tribe_, init_, wincondition_type_;
GameSettingsProvider* settings_;
GameController* ctrl_; // optional
PlayerDescriptionGroup* players_[MAX_PLAYERS];
std::string filename_;
std::string filename_proof_; // local var. to check UI state
std::string player_save_name_[MAX_PLAYERS];
std::string player_save_tribe_[MAX_PLAYERS];
int8_t nr_players_;
bool is_scenario_;
std::vector<std::string> win_condition_scripts_;
uint8_t cur_wincondition_;
};
#endif // end of include guard: WL_UI_FSMENU_LAUNCH_SPG_H
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