0ad/source/gui/CList.cpp
elexis ca2390d70e JS lobby cleanup, fixes and lobby bot performance improvements:
Do not send a wasteful rating request if the same player is selected
again when someone joined the lobby, when changing the sorting order or
when clicking on the same user again
by moving the player-selection change test from updatePlayerList to
onPlayerListSelection.

That test should have been done here in 8f4daa9dd0 already and fixes
#3840 well enough.

This change also fixes an unintentional behavior of the code, where the
game the currently selected player is playing in would be selected if
someone else joined the lobby, even if a different game was selected
manually.
Furthermore it allows simplification of the code of 655ce95468 by
removing selectGameFromPlayername which did almost the same as
selectGameFromPlayername.

To still select the game the current player is playing in if the
selected player didn't change, subscribe to the (new) event that is
called when clicking on an item.

Differential Revision: https://code.wildfiregames.com/D688
Reviewed By: ffffffff (fpre)
This was SVN commit r19841.
2017-06-29 02:58:04 +00:00

550 lines
14 KiB
C++

/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CList.h"
#include "CGUIScrollBarVertical.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "soundmanager/ISoundManager.h"
CList::CList()
: m_Modified(false), m_PrevSelectedItem(-1), m_LastItemClickTime(0)
{
// Add sprite_disabled! TODO
AddSetting(GUIST_float, "buffer_zone");
AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_bool, "scrollbar");
AddSetting(GUIST_CStr, "scrollbar_style");
AddSetting(GUIST_CStrW, "sound_disabled");
AddSetting(GUIST_CStrW, "sound_selected");
AddSetting(GUIST_CGUISpriteInstance, "sprite");
AddSetting(GUIST_CGUISpriteInstance, "sprite_selectarea");
AddSetting(GUIST_int, "cell_id");
AddSetting(GUIST_EAlign, "text_align");
AddSetting(GUIST_CColor, "textcolor");
AddSetting(GUIST_CColor, "textcolor_selected");
AddSetting(GUIST_int, "selected"); // Index selected. -1 is none.
AddSetting(GUIST_int, "hovered");
AddSetting(GUIST_CStrW, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
// Each list item has both a name (in 'list') and an associated data string (in 'list_data')
AddSetting(GUIST_CGUIList, "list");
AddSetting(GUIST_CGUIList, "list_data"); // TODO: this should be a list of raw strings, not of CGUIStrings
GUI<bool>::SetSetting(this, "scrollbar", false);
GUI<int>::SetSetting(this, "selected", -1);
GUI<int>::SetSetting(this, "hovered", -1);
// Add scroll-bar
CGUIScrollBarVertical* bar = new CGUIScrollBarVertical();
bar->SetRightAligned(true);
AddScrollBar(bar);
}
CList::~CList()
{
}
void CList::SetupText()
{
if (!GetGUI())
return;
m_Modified = true;
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
//ENSURE(m_GeneratedTexts.size()>=1);
m_ItemsYPositions.resize(pList->m_Items.size()+1);
// Delete all generated texts. Some could probably be saved,
// but this is easier, and this function will never be called
// continuously, or even often, so it'll probably be okay.
for (SGUIText* const& t : m_GeneratedTexts)
delete t;
m_GeneratedTexts.clear();
CStrW font;
if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
// Use the default if none is specified
// TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
font = L"default";
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
float width = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
// Generate texts
float buffered_y = 0.f;
for (size_t i = 0; i < pList->m_Items.size(); ++i)
{
// Create a new SGUIText. Later on, input it using AddText()
SGUIText* text = new SGUIText();
if (!pList->m_Items[i].GetOriginalString().empty())
*text = GetGUI()->GenerateText(pList->m_Items[i], font, width, buffer_zone, this);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
*text = GetGUI()->GenerateText(align_string, font, width, buffer_zone, this);
}
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->m_Size.cy;
AddText(text);
}
m_ItemsYPositions[pList->m_Items.size()] = buffered_y;
// Setup scrollbar
if (scrollbar)
{
GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
GetScrollBar(0).SetScrollSpace(GetListRect().GetHeight());
CRect rect = GetListRect();
GetScrollBar(0).SetX(rect.right);
GetScrollBar(0).SetY(rect.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(rect.bottom - rect.top);
}
}
void CList::HandleMessage(SGUIMessage& Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
m_Modified = false;
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "list")
SetupText();
// If selected is changed, call "SelectionChange"
if (Message.value == "selected")
{
// TODO: Check range
UpdateAutoScroll();
// TODO only works if lower-case, shouldn't it be made case sensitive instead?
ScriptEvent("selectionchange");
}
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, Message.value, scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
SetupText();
}
break;
case GUIM_MOUSE_PRESS_LEFT:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
{
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
int hovered = GetHoveredItem();
if (hovered == -1)
break;
GUI<int>::SetSetting(this, "selected", hovered);
UpdateAutoScroll();
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
if (timer_Time() - m_LastItemClickTime < SELECT_DBLCLICK_RATE && hovered == m_PrevSelectedItem)
this->SendEvent(GUIM_MOUSE_DBLCLICK_LEFT_ITEM, "mouseleftdoubleclickitem");
else
this->SendEvent(GUIM_MOUSE_PRESS_LEFT_ITEM, "mouseleftclickitem");
m_LastItemClickTime = timer_Time();
m_PrevSelectedItem = hovered;
break;
}
case GUIM_MOUSE_LEAVE:
{
int hoveredSetting = -1;
GUI<int>::GetSetting(this, "hovered", hoveredSetting);
if (hoveredSetting == -1)
break;
GUI<int>::SetSetting(this, "hovered", -1);
ScriptEvent("hoverchange");
break;
}
case GUIM_MOUSE_OVER:
{
int hoveredSetting = -1;
GUI<int>::GetSetting(this, "hovered", hoveredSetting);
int hovered = GetHoveredItem();
if (hovered == hoveredSetting)
break;
GUI<int>::SetSetting(this, "hovered", hovered);
ScriptEvent("hoverchange");
break;
}
case GUIM_LOAD:
{
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, "scrollbar_style", scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev)
{
InReaction result = IN_PASS;
if (ev->ev.type == SDL_KEYDOWN)
{
int szChar = ev->ev.key.keysym.sym;
switch (szChar)
{
case SDLK_HOME:
SelectFirstElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_END:
SelectLastElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_UP:
SelectPrevElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_DOWN:
SelectNextElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_PAGEUP:
GetScrollBar(0).ScrollMinusPlenty();
result = IN_HANDLED;
break;
case SDLK_PAGEDOWN:
GetScrollBar(0).ScrollPlusPlenty();
result = IN_HANDLED;
break;
default: // Do nothing
result = IN_PASS;
}
}
return result;
}
void CList::Draw()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
DrawList(selected, "sprite", "sprite_selectarea", "textcolor");
}
void CList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
IGUIScrollBarOwner::Draw();
if (GetGUI())
{
CRect rect = GetListRect();
CGUISpriteInstance* sprite = NULL;
CGUISpriteInstance* sprite_selectarea = NULL;
int cell_id;
GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite, sprite);
GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite_selected, sprite_selectarea);
GUI<int>::GetSetting(this, "cell_id", cell_id);
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
GetGUI()->DrawSprite(*sprite, cell_id, bz, rect);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
if (selected >= 0 && selected+1 < (int)m_ItemsYPositions.size())
{
// Get rectangle of selection:
CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rect_sel.top <= rect.bottom &&
rect_sel.bottom >= rect.top)
{
if (rect_sel.bottom > rect.bottom)
rect_sel.bottom = rect.bottom;
if (rect_sel.top < rect.top)
rect_sel.top = rect.top;
if (scrollbar)
{
// Remove any overlapping area of the scrollbar.
if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
rect_sel.right = GetScrollBar(0).GetOuterRect().left;
if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
rect_sel.left < GetScrollBar(0).GetOuterRect().right)
rect_sel.left = GetScrollBar(0).GetOuterRect().right;
}
GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
CColor color;
GUI<CColor>::GetSetting(this, _textcolor, color);
for (size_t i = 0; i < pList->m_Items.size(); ++i)
{
if (m_ItemsYPositions[i+1] - scroll < 0 ||
m_ItemsYPositions[i] - scroll > rect.GetHeight())
continue;
// Clipping area (we'll have to substract the scrollbar)
CRect cliparea = GetListRect();
if (scrollbar)
{
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz+0.1f, cliparea);
}
}
}
void CList::AddItem(const CStrW& str, const CStrW& data)
{
CGUIList* pList;
CGUIList* pListData;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
GUI<CGUIList>::GetSettingPointer(this, "list_data", pListData);
CGUIString gui_string;
gui_string.SetValue(str);
pList->m_Items.push_back(gui_string);
CGUIString data_string;
data_string.SetValue(data);
pListData->m_Items.push_back(data_string);
// TODO Temp
SetupText();
}
bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
{
int elmt_item = pFile->GetElementID("item");
if (child.GetNodeName() == elmt_item)
{
AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
return true;
}
return false;
}
void CList::SelectNextElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
if (selected != (int)pList->m_Items.size()-1)
{
++selected;
GUI<int>::SetSetting(this, "selected", selected);
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
}
void CList::SelectPrevElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
if (selected > 0)
{
--selected;
GUI<int>::SetSetting(this, "selected", selected);
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
}
void CList::SelectFirstElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
if (selected >= 0)
GUI<int>::SetSetting(this, "selected", 0);
}
void CList::SelectLastElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
if (selected != (int)pList->m_Items.size()-1)
GUI<int>::SetSetting(this, "selected", (int)pList->m_Items.size()-1);
}
void CList::UpdateAutoScroll()
{
int selected;
bool scrollbar;
float scroll;
GUI<int>::GetSetting(this, "selected", selected);
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
// No scrollbar, no scrolling (at least it's not made to work properly).
if (!scrollbar || selected < 0 || (std::size_t) selected >= m_ItemsYPositions.size())
return;
scroll = GetScrollBar(0).GetPos();
// Check upper boundary
if (m_ItemsYPositions[selected] < scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[selected]);
return; // this means, if it wants to align both up and down at the same time
// this will have precedence.
}
// Check lower boundary
CRect rect = GetListRect();
if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll)
GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight());
}
int CList::GetHoveredItem()
{
bool scrollbar;
CGUIList* pList;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
CRect rect = GetListRect();
CPos mouse = GetMousePos();
mouse.y += scroll;
// Mouse is over scrollbar
if (scrollbar && GetScrollBar(0).IsVisible() &&
mouse.x >= GetScrollBar(0).GetOuterRect().left &&
mouse.x <= GetScrollBar(0).GetOuterRect().right)
return -1;
for (size_t i = 0; i < pList->m_Items.size(); ++i)
if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
mouse.y < rect.top + m_ItemsYPositions[i + 1])
return i;
return -1;
}