#include "courtroom.h" #include "lobby.h" #include "file_functions.h" #include "debug_functions.h" #include "hardware_functions.h" void Courtroom::construct_char_select() { ui_char_select_background = new AOImage(this, ao_app); ui_char_buttons = new QWidget(ui_char_select_background); ui_selector = new AOImage(ui_char_select_background, ao_app); ui_selector->setAttribute(Qt::WA_TransparentForMouseEvents); ui_selector->resize(62, 62); ui_back_to_lobby = new AOButton(ui_char_select_background, ao_app); ui_char_password = new QLineEdit(ui_char_select_background); ui_char_password->setPlaceholderText(tr("Password")); ui_char_select_left = new AOButton(ui_char_select_background, ao_app); ui_char_select_right = new AOButton(ui_char_select_background, ao_app); ui_spectator = new AOButton(ui_char_select_background, ao_app); ui_spectator->setText(tr("Spectator")); ui_char_search = new QLineEdit(ui_char_select_background); ui_char_search->setPlaceholderText(tr("Search")); ui_char_search->setFocus(); set_size_and_pos(ui_char_search, "char_search"); ui_char_passworded = new QCheckBox(ui_char_select_background); ui_char_passworded->setText(tr("Passworded")); set_size_and_pos(ui_char_passworded, "char_passworded"); ui_char_taken = new QCheckBox(ui_char_select_background); ui_char_taken->setText(tr("Taken")); set_size_and_pos(ui_char_taken, "char_taken"); ui_char_taken->setChecked(true); ui_char_passworded->setChecked(true); set_size_and_pos(ui_char_buttons, "char_buttons"); connect (char_button_mapper, SIGNAL(mapped(int)), this, SLOT(char_clicked(int))); connect(ui_back_to_lobby, SIGNAL(clicked()), this, SLOT(on_back_to_lobby_clicked())); connect(ui_char_select_left, SIGNAL(clicked()), this, SLOT(on_char_select_left_clicked())); connect(ui_char_select_right, SIGNAL(clicked()), this, SLOT(on_char_select_right_clicked())); connect(ui_spectator, SIGNAL(clicked()), this, SLOT(on_spectator_clicked())); connect(ui_char_search, SIGNAL(textEdited(const QString&)), this, SLOT(on_char_search_changed(const QString&))); connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, SLOT(on_char_passworded_clicked(int))); connect(ui_char_taken, SIGNAL(stateChanged(int)), this, SLOT(on_char_taken_clicked(int))); } void Courtroom::set_char_select() { QString filename = "courtroom_design.ini"; pos_size_type f_charselect = ao_app->get_element_dimensions("char_select", filename); if (f_charselect.width < 0 || f_charselect.height < 0) { qDebug() << "W: did not find courtroom width or height in courtroom_design.ini!"; this->resize(714, 668); } else this->resize(f_charselect.width, f_charselect.height); ui_char_select_background->resize(f_charselect.width, f_charselect.height); ui_char_select_background->set_image("charselect_background.png"); filter_character_list(); ui_char_search->setFocus(); } void Courtroom::set_char_select_page() { ui_char_select_background->show(); ui_char_select_left->hide(); ui_char_select_right->hide(); for (AOCharButton *i_button : ui_char_button_list) { i_button->reset(); i_button->hide(); i_button->move(0,0); } int total_pages = ui_char_button_list_filtered.size() / max_chars_on_page; int chars_on_page = 0; if (ui_char_button_list_filtered.size() % max_chars_on_page != 0) { ++total_pages; //i. e. not on the last page if (total_pages > current_char_page + 1) chars_on_page = max_chars_on_page; else chars_on_page = ui_char_button_list_filtered.size() % max_chars_on_page; } else chars_on_page = max_chars_on_page; if (total_pages > current_char_page + 1) ui_char_select_right->show(); if (current_char_page > 0) ui_char_select_left->show(); put_button_in_place(current_char_page * max_chars_on_page, chars_on_page); } void Courtroom::char_clicked(int n_char) { QString char_ini_path = ao_app->get_character_path(char_list.at(n_char).name, "char.ini"); qDebug() << "char_ini_path" << char_ini_path; if (!file_exists(char_ini_path)) { call_notice("Could not find " + char_ini_path); return; } if (n_char == m_cid) { enter_courtroom(m_cid); } else { ao_app->send_server_packet(new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" + QString::number(n_char) + "#" + get_hdid() + "#%")); } ui_ic_chat_name->setPlaceholderText(char_list.at(n_char).name); } void Courtroom::put_button_in_place(int starting, int chars_on_this_page) { if (ui_char_button_list_filtered.size() == 0) return; QPoint f_spacing = ao_app->get_button_spacing("char_button_spacing", "courtroom_design.ini"); int x_spacing = f_spacing.x(); int x_mod_count = 0; int y_spacing = f_spacing.y(); int y_mod_count = 0; char_columns = ((ui_char_buttons->width() - button_width) / (x_spacing + button_width)) + 1; char_rows = ((ui_char_buttons->height() - button_height) / (y_spacing + button_height)) + 1; max_chars_on_page = char_columns * char_rows; int startout = starting; for (int n = starting ; n < startout+chars_on_this_page ; ++n) { int x_pos = (button_width + x_spacing) * x_mod_count; int y_pos = (button_height + y_spacing) * y_mod_count; ui_char_button_list_filtered.at(n)->move(x_pos, y_pos); ui_char_button_list_filtered.at(n)->show(); ui_char_button_list_filtered.at(n)->set_taken(); ++x_mod_count; if (x_mod_count == char_columns) { ++y_mod_count; x_mod_count = 0; } } } void Courtroom::character_loading_finished() { // Zeroeth, we'll clear any leftover characters from previous server visits. ao_app->generated_chars = 0; if (ui_char_button_list.size() > 0) { foreach (AOCharButton* item, ui_char_button_list) { delete item; } ui_char_button_list.clear(); } // First, we'll make all the character buttons in the very beginning. // We also hide them all, so they can't be accidentally clicked. // Later on, we'll be revealing buttons as we need them. for (int n = 0; n < char_list.size(); n++) { AOCharButton* character = new AOCharButton(ui_char_buttons, ao_app, 0, 0, char_list.at(n).taken); character->reset(); character->hide(); character->set_image(char_list.at(n).name); ui_char_button_list.append(character); connect(character, SIGNAL(clicked()), char_button_mapper, SLOT(map())); char_button_mapper->setMapping(character, ui_char_button_list.size() - 1); // This part here serves as a way of showing to the player that the game is still running, it is // just loading the pictures of the characters. if (ao_app->lobby_constructed) { ao_app->generated_chars++; int total_loading_size = ao_app->char_list_size * 2 + ao_app->evidence_list_size + ao_app->music_list_size; int loading_value = int(((ao_app->loaded_chars + ao_app->generated_chars + ao_app->loaded_music + ao_app->loaded_evidence) / static_cast(total_loading_size)) * 100); ao_app->w_lobby->set_loading_value(loading_value); ao_app->w_lobby->set_loading_text("Generating chars:\n" + QString::number(ao_app->generated_chars) + "/" + QString::number(ao_app->char_list_size)); } } filter_character_list(); } void Courtroom::filter_character_list() { ui_char_button_list_filtered.clear(); for (int i = 0; i < char_list.size(); i++) { AOCharButton* current_char = ui_char_button_list.at(i); // It seems passwording characters is unimplemented yet? // Until then, this will stay here, I suppose. //if (ui_char_passworded->isChecked() && character_is_passworded??) // continue; if (!ui_char_taken->isChecked() && char_list.at(i).taken) continue; if (!char_list.at(i).name.contains(ui_char_search->text(), Qt::CaseInsensitive)) continue; ui_char_button_list_filtered.append(current_char); } current_char_page = 0; set_char_select_page(); } void Courtroom::on_char_search_changed(const QString& newtext) { filter_character_list(); } void Courtroom::on_char_passworded_clicked(int newstate) { filter_character_list(); } void Courtroom::on_char_taken_clicked(int newstate) { filter_character_list(); }