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/*
This file is part of the Spring engine (GPL v2 or later), see LICENSE.html
*/
#
include
"
SelectionWidget.h
"
#
ifndef
HEADLESS
#
include
<
functional
>
#
include
"
System/FileSystem/ArchiveScanner.h
"
#
include
"
System/FileSystem/DataDirsAccess.h
"
#
include
"
System/FileSystem/FileSystem.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::NoDemoSelect =
"
No demo selected
"
;
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
GetAbsFileName
(
const
std::string& name) {
if
(name.
empty
())
return
name;
const
std::string& filename = archiveScanner->
ArchiveFromName
(name);
if
(filename == name)
return
"
"
;
return
(archiveScanner->
GetArchivePath
(filename) + filename);
}
SelectionWidget::SelectionWidget
(agui::GuiElement* parent) : agui::GuiElement(parent)
{
SetPos
(
0
.
5f
,
0
.
2f
);
SetSize
(
0
.
4f
,
0
.
2f
);
curSelect =
nullptr
;
agui::VerticalLayout* vl =
new
agui::VerticalLayout
(
this
);
vl->
SetBorder
(
true
);
agui::HorizontalLayout* modL =
new
agui::HorizontalLayout
(vl);
mod =
new
agui::Button
(
"
Select
"
, modL);
mod->
Clicked
.
connect
(
std::bind
(&SelectionWidget::ShowModList,
this
));
mod->
SetSize
(
0
.
1f
,
0
.
00f
,
true
);
userDemo = NoDemoSelect;
userMod = configHandler->
GetString
(
"
LastSelectedMod
"
);
userMap = configHandler->
GetString
(
"
LastSelectedMap
"
);
userScript = configHandler->
GetString
(
"
LastSelectedScript
"
);
if
(
GetAbsFileName
(userMod).
empty
())
userMod = NoModSelect;
if
(
GetAbsFileName
(userMap).
empty
())
userMap = NoMapSelect;
agui::HorizontalLayout* mapL =
new
agui::HorizontalLayout
(vl);
map =
new
agui::Button
(
"
Select
"
, mapL);
map->
Clicked
.
connect
(
std::bind
(&SelectionWidget::ShowMapList,
this
));
map->
SetSize
(
0
.
1f
,
0
.
00f
,
true
);
agui::HorizontalLayout* scriptL =
new
agui::HorizontalLayout
(vl);
script =
new
agui::Button
(
"
Select
"
, scriptL);
script->
Clicked
.
connect
(
std::bind
(&SelectionWidget::ShowScriptList,
this
));
script->
SetSize
(
0
.
1f
,
0
.
00f
,
true
);
modT =
new
agui::TextElement
(userMod, modL);
mapT =
new
agui::TextElement
(userMap, mapL);
scriptT =
new
agui::TextElement
(userScript, scriptL);
UpdateAvailableScripts
();
}
SelectionWidget::~SelectionWidget
()
{
CleanWindow
();
}
void
SelectionWidget::ShowDemoList
(
const
std::function<
void
(
const
std::string&)>& demoSelectCB)
{
if
(curSelect !=
nullptr
)
return
;
curSelect =
new
ListSelectWnd
(
"
Select demo
"
);
curSelect->
Selected
.
connect
(
std::bind
(&SelectionWidget::SelectDemo,
this
, std::placeholders::_1));
curSelect->
WantClose
.
connect
(
std::bind
(&SelectionWidget::CleanWindow,
this
));
const
std::string cwd =
std::move
(
FileSystem::EnsurePathSepAtEnd
(
FileSystemAbstraction::GetCwd
()));
const
std::string dir =
std::move
(
FileSystem::EnsurePathSepAtEnd
(
"
demos
"
));
//
FIXME: names overflow the box
for
(
const
std::string& demo: dataDirsAccess.
FindFiles
(cwd + dir,
"
*.sdfz
"
,
0
)) {
curSelect->
list
->
AddItem
(demo.
substr
(demo.
find
(dir) +
6
),
"
"
);
}
demoSelectedCB = demoSelectCB;
}
void
SelectionWidget::ShowModList
()
{
if
(curSelect !=
nullptr
)
return
;
curSelect =
new
ListSelectWnd
(
"
Select game
"
);
curSelect->
Selected
.
connect
(
std::bind
(&SelectionWidget::SelectMod,
this
, std::placeholders::_1));
curSelect->
WantClose
.
connect
(
std::bind
(&SelectionWidget::CleanWindow,
this
));
std::vector<CArchiveScanner::ArchiveData> found =
std::move
(archiveScanner->
GetPrimaryMods
());
std::sort
(found.
begin
(), found.
end
(), [](
const
CArchiveScanner::ArchiveData& a,
const
CArchiveScanner::ArchiveData& b) {
return
(doj::alphanum_less<std::string>()(a.
GetNameVersioned
(), b.
GetNameVersioned
()));
});
for
(
const
CArchiveScanner::ArchiveData& ad: found) {
curSelect->
list
->
AddItem
(ad.
GetNameVersioned
(), ad.
GetDescription
());
}
curSelect->
list
->
SetCurrentItem
(userMod);
}
void
SelectionWidget::ShowMapList
()
{
if
(curSelect !=
nullptr
)
return
;
curSelect =
new
ListSelectWnd
(
"
Select map
"
);
curSelect->
Selected
.
connect
(
std::bind
(&SelectionWidget::SelectMap,
this
, std::placeholders::_1));
curSelect->
WantClose
.
connect
(
std::bind
(&SelectionWidget::CleanWindow,
this
));
std::vector<std::string> arFound =
std::move
(archiveScanner->
GetMaps
());
std::sort
(arFound.
begin
(), arFound.
end
(), doj::alphanum_less<std::string>());
for
(
const
std::string& arName: arFound) {
curSelect->
list
->
AddItem
(arName, arName);
}
curSelect->
list
->
SetCurrentItem
(userMap);
}
void
SelectionWidget::AddAIScriptsFromArchive
()
{
if
(userMod == SelectionWidget::NoModSelect || userMap == SelectionWidget::NoMapSelect )
return
;
vfsHandler->
GrabLock
();
vfsHandler->
SetName
(
"
SelWidgetVFS
"
);
//
menu is only shown on startup, or after reload which already unmaps
vfsHandler->
UnMapArchives
(
false
);
//
archives will be kept around for PreGame and stashed on reload
vfsHandler->
AddArchiveWithDeps
(userMod,
false
);
vfsHandler->
AddArchiveWithDeps
(userMap,
false
);
for
(
const
auto
& infoItem: luaAIImplHandler.
LoadInfoItems
()) {
for
(
const
auto
& infoProp: infoItem) {
if
(infoProp.
key
==
SKIRMISH_AI_PROPERTY_SHORT_NAME
)
availableScripts.
push_back
(infoProp.
GetValueAsString
());
}
}
vfsHandler->
ReMapArchives
(
false
);
vfsHandler->
SetName
(
"
SpringVFS
"
);
vfsHandler->
FreeLock
();
}
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
();
availableScripts.
reserve
(
16
);
//
load selected archives to get lua ais
AddAIScriptsFromArchive
();
//
add sandbox script to list
availableScripts.
push_back
(SandboxAI);
//
add native ai's to the list, too (but second, lua ai's are prefered)
for
(
const
auto
& pair:
CAIScriptHandler::Instance
().
GetScriptMap
()) {
availableScripts.
push_back
(pair.
first
);
}
if
(
std::find
(availableScripts.
begin
(), availableScripts.
end
(), userScript) != availableScripts.
end
())
return
;
SelectScript
(SelectionWidget::NoScriptSelect);
}
void
SelectionWidget::ShowScriptList
()
{
if
(curSelect !=
nullptr
)
return
;
curSelect =
new
ListSelectWnd
(
"
Select script
"
);
curSelect->
Selected
.
connect
(
std::bind
(&SelectionWidget::SelectScript,
this
, std::placeholders::_1));
curSelect->
WantClose
.
connect
(
std::bind
(&SelectionWidget::CleanWindow,
this
));
for
(
const
std::string& scriptName: availableScripts) {
curSelect->
list
->
AddItem
(scriptName,
"
"
);
}
curSelect->
list
->
SetCurrentItem
(userScript);
}
void
SelectionWidget::SelectDemo
(
const
std::string& demo)
{
CleanWindow
();
demoSelectedCB
(
"
demos/
"
+ demo);
}
void
SelectionWidget::SelectMod
(
const
std::string& mod)
{
if
(mod == userMod) {
CleanWindow
();
return
;
}
configHandler->
SetString
(
"
LastSelectedMod
"
, userMod = mod);
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)
{
configHandler->
SetString
(
"
LastSelectedScript
"
, userScript = script);
scriptT->
SetText
(userScript);
CleanWindow
();
}
void
SelectionWidget::SelectMap
(
const
std::string& map)
{
configHandler->
SetString
(
"
LastSelectedMap
"
, userMap = map);
mapT->
SetText
(userMap);
UpdateAvailableScripts
();
CleanWindow
();
}
void
SelectionWidget::CleanWindow
()
{
if
(curSelect ==
nullptr
)
return
;
agui::gui->
RmElement
(curSelect);
curSelect =
nullptr
;
}
#
endif
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