
Make FM packet only fetch music, and new FA packet to fetch areas (this way you don't have to reload the entire music list just to get new areas) Fix a possible segfault with emote lists if emote list size is bad Hide casing button if server doesn't support casing Hide the remove buttons by default for iniswaps and sfx list so they're not clickable when they shouldn't be Prevent background from being displayed unless the server asked us to Fix some redundancy surrounding current_side Rework music list so list_music doesn't care about search bar and the hiding is actually done in the search function Implement text centering, rightening and justifying Fix text scrolling meme that happened with \n and skipped chars Fix the pos dropdown not actually caring if you selected jur and sea pos. Fix the pos dropdown sending like a million packets when scrolled through. Prevent characters from being incorrectly resized if a different-scaled character speaks Fix character select screen letting you choose characters that the server doesn't want us to be
200 lines
5.1 KiB
C++
200 lines
5.1 KiB
C++
#include "courtroom.h"
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#include "aoemotebutton.h"
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void Courtroom::initialize_emotes()
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{
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ui_emotes = new QWidget(this);
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ui_emote_left = new AOButton(this, ao_app);
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ui_emote_right = new AOButton(this, ao_app);
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ui_emote_dropdown = new QComboBox(this);
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connect(ui_emote_left, SIGNAL(clicked()), this, SLOT(on_emote_left_clicked()));
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connect(ui_emote_right, SIGNAL(clicked()), this, SLOT(on_emote_right_clicked()));
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connect(ui_emote_dropdown, SIGNAL(activated(int)), this, SLOT(on_emote_dropdown_changed(int)));
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}
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void Courtroom::refresh_emotes()
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{
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//Should properly refresh the emote list
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qDeleteAll(ui_emote_list.begin(), ui_emote_list.end());
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ui_emote_list.clear();
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set_size_and_pos(ui_emotes, "emotes");
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set_size_and_pos(ui_emote_left, "emote_left");
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ui_emote_left->set_image("arrow_left");
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set_size_and_pos(ui_emote_right, "emote_right");
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ui_emote_right->set_image("arrow_right");
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QPoint f_spacing = ao_app->get_button_spacing("emote_button_spacing", "courtroom_design.ini");
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QPoint p_point = ao_app->get_button_spacing("emote_button_size", "courtroom_design.ini");
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const int button_width = p_point.x();
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int x_spacing = f_spacing.x();
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int x_mod_count = 0;
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const int button_height = p_point.y();
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int y_spacing = f_spacing.y();
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int y_mod_count = 0;
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emote_columns = ((ui_emotes->width() - button_width) / (x_spacing + button_width)) + 1;
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emote_rows = ((ui_emotes->height() - button_height) / (y_spacing + button_height)) + 1;
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max_emotes_on_page = emote_columns * emote_rows;
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for (int n = 0 ; n < max_emotes_on_page ; ++n)
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{
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int x_pos = (button_width + x_spacing) * x_mod_count;
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int y_pos = (button_height + y_spacing) * y_mod_count;
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AOEmoteButton *f_emote = new AOEmoteButton(ui_emotes, ao_app, x_pos, y_pos, button_width, button_height);
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ui_emote_list.append(f_emote);
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f_emote->set_id(n);
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connect(f_emote, SIGNAL(emote_clicked(int)), this, SLOT(on_emote_clicked(int)));
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++x_mod_count;
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if (x_mod_count == emote_columns)
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{
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++y_mod_count;
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x_mod_count = 0;
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}
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}
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}
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void Courtroom::set_emote_page()
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{
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if (m_cid == -1)
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return;
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int total_emotes = ao_app->get_emote_number(current_char);
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ui_emote_left->hide();
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ui_emote_right->hide();
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for (AOEmoteButton *i_button : ui_emote_list)
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{
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i_button->hide();
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}
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int total_pages = total_emotes / max_emotes_on_page;
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int emotes_on_page = 0;
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if (total_emotes % max_emotes_on_page != 0)
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{
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++total_pages;
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//i. e. not on the last page
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if (total_pages > current_emote_page + 1)
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emotes_on_page = max_emotes_on_page;
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else
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emotes_on_page = total_emotes % max_emotes_on_page;
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}
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else
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emotes_on_page = max_emotes_on_page;
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if (total_pages > current_emote_page + 1)
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ui_emote_right->show();
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if (current_emote_page > 0)
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ui_emote_left->show();
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for (int n_emote = 0 ; n_emote < emotes_on_page && n_emote < ui_emote_list.size(); ++n_emote)
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{
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int n_real_emote = n_emote + current_emote_page * max_emotes_on_page;
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AOEmoteButton *f_emote = ui_emote_list.at(n_emote);
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if (n_real_emote == current_emote)
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f_emote->set_char_image(current_char, n_real_emote, "_on");
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else
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f_emote->set_char_image(current_char, n_real_emote, "_off");
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f_emote->show();
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f_emote->setToolTip(QString::number(n_real_emote+1) + ": " + ao_app->get_emote_comment(current_char, n_real_emote));
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}
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}
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void Courtroom::set_emote_dropdown()
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{
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ui_emote_dropdown->clear();
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int total_emotes = ao_app->get_emote_number(current_char);
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QStringList emote_list;
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for (int n = 0 ; n < total_emotes ; ++n)
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{
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emote_list.append(QString::number(n+1) + ": " + ao_app->get_emote_comment(current_char, n));
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}
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ui_emote_dropdown->addItems(emote_list);
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}
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void Courtroom::select_emote(int p_id)
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{
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int min = current_emote_page * max_emotes_on_page;
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int max = (max_emotes_on_page - 1) + current_emote_page * max_emotes_on_page;
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if (current_emote >= min && current_emote <= max)
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ui_emote_list.at(current_emote % max_emotes_on_page)->set_char_image(current_char, current_emote, "_off");
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int old_emote = current_emote;
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current_emote = p_id;
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if (current_emote >= min && current_emote <= max)
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ui_emote_list.at(current_emote % max_emotes_on_page)->set_char_image(current_char, current_emote, "_on");
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int emote_mod = ao_app->get_emote_mod(current_char, current_emote);
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if (old_emote == current_emote)
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{
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ui_pre->setChecked(!ui_pre->isChecked());
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}
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else if (emote_mod == 1)
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ui_pre->setChecked(true);
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else
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ui_pre->setChecked(false);
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ui_emote_dropdown->setCurrentIndex(current_emote);
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ui_ic_chat_message->setFocus();
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}
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void Courtroom::on_emote_clicked(int p_id)
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{
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select_emote(p_id + max_emotes_on_page * current_emote_page);
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}
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void Courtroom::on_emote_left_clicked()
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{
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--current_emote_page;
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set_emote_page();
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ui_ic_chat_message->setFocus();
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}
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void Courtroom::on_emote_right_clicked()
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{
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qDebug() << "emote right clicked";
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++current_emote_page;
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set_emote_page();
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ui_ic_chat_message->setFocus();
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}
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void Courtroom::on_emote_dropdown_changed(int p_index)
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{
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select_emote(p_index);
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}
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