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https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
(svn r13327) -Codechange: NetworkGameWindow uses GUILists Sort() now
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923e21129c
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@ -38,9 +38,6 @@
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#define BGC 5
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#define BTC 15
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/* Global to remember sorting after window has been closed */
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static Listing _ng_sorting;
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static bool _chat_tab_completion_active;
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static void ShowNetworkStartServerWindow();
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@ -87,57 +84,6 @@ void UpdateNetworkGameWindow(bool unselect)
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InvalidateWindowData(WC_NETWORK_WINDOW, 0, unselect);
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}
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static bool _internal_sort_order; // Used for Qsort order-flipping
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typedef int CDECL NGameNameSortFunction(const void*, const void*);
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/** Qsort function to sort by name. */
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static int CDECL NGameNameSorter(const void *a, const void *b)
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{
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const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
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const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
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int r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
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return _internal_sort_order ? -r : r;
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}
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/** Qsort function to sort by the amount of clients online on a
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* server. If the two servers have the same amount, the one with the
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* higher maximum is preferred. */
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static int CDECL NGameClientSorter(const void *a, const void *b)
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{
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const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
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const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
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/* Reverse as per default we are interested in most-clients first */
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int r = cmp1->info.clients_on - cmp2->info.clients_on;
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if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
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if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
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return _internal_sort_order ? -r : r;
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}
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/** Qsort function to sort by joinability. If both servers are the
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* same, prefer the non-passworded server first. */
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static int CDECL NGameAllowedSorter(const void *a, const void *b)
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{
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const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
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const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
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/* The servers we do not know anything about (the ones that did not reply) should be at the bottom) */
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int r = StrEmpty(cmp1->info.server_revision) - StrEmpty(cmp2->info.server_revision);
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/* Reverse default as we are interested in version-compatible clients first */
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if (r == 0) r = cmp2->info.version_compatible - cmp1->info.version_compatible;
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/* The version-compatible ones are then sorted with NewGRF compatible first, incompatible last */
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if (r == 0) r = cmp2->info.compatible - cmp1->info.compatible;
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/* Passworded servers should be below unpassworded servers */
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if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
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/* Finally sort on the name of the server */
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if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
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return _internal_sort_order ? -r : r;
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}
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/** Enum for NetworkGameWindow, referring to _network_game_window_widgets */
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enum NetworkGameWindowWidgets {
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NGWW_CLOSE, ///< Close 'X' button
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@ -171,42 +117,25 @@ enum NetworkGameWindowWidgets {
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typedef GUIList<NetworkGameList*> GUIGameServerList;
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struct NetworkGameWindow : public QueryStringBaseWindow {
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class NetworkGameWindow : public QueryStringBaseWindow {
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protected:
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/* Runtime saved values */
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static Listing last_sorting;
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/* Constants for sorting servers */
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static GUIGameServerList::SortFunction *const sorter_funcs[];
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byte field; ///< selected text-field
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NetworkGameList *server; ///< selected server
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GUIGameServerList servers; ///< list with game servers.
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NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
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{
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ttd_strlcpy(this->edit_str_buf, _network_player_name, lengthof(this->edit_str_buf));
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this->afilter = CS_ALPHANUMERAL;
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InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120);
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UpdateNetworkGameWindow(true);
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this->vscroll.cap = 11;
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this->resize.step_height = NET_PRC__SIZE_OF_ROW;
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this->field = NGWW_PLAYER;
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this->server = NULL;
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this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
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this->servers.sort_type = _ng_sorting.criteria;
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this->FindWindowPlacementAndResize(desc);
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}
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~NetworkGameWindow()
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{
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}
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/**
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* (Re)build the network game list as its amount has changed because
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* an item has been added or deleted for example
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*/
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void BuildNetworkGameList()
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{
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if (!(this->servers.flags & VL_REBUILD)) return;
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if (!this->servers.NeedRebuild()) return;
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/* Create temporary array of games to use for listing */
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this->servers.Clear();
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@ -216,40 +145,63 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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}
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this->servers.Compact();
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/* Force resort */
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this->servers.flags &= ~VL_REBUILD;
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this->servers.flags |= VL_RESORT;
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this->servers.RebuildDone();
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}
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/** Sort servers by name. */
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static int CDECL NGameNameSorter(NetworkGameList* const *a, NetworkGameList* const *b)
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{
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return strcasecmp((*a)->info.server_name, (*b)->info.server_name);
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}
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/** Sort servers by the amount of clients online on a
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* server. If the two servers have the same amount, the one with the
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* higher maximum is preferred. */
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static int CDECL NGameClientSorter(NetworkGameList* const *a, NetworkGameList* const *b)
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{
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/* Reverse as per default we are interested in most-clients first */
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int r = (*a)->info.clients_on - (*b)->info.clients_on;
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if (r == 0) r = (*a)->info.clients_max - (*b)->info.clients_max;
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if (r == 0) r = NGameNameSorter(a, b);
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return r;
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}
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/** Sort servers by joinability. If both servers are the
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* same, prefer the non-passworded server first. */
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static int CDECL NGameAllowedSorter(NetworkGameList* const *a, NetworkGameList* const *b)
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{
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/* The servers we do not know anything about (the ones that did not reply) should be at the bottom) */
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int r = StrEmpty((*a)->info.server_revision) - StrEmpty((*b)->info.server_revision);
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/* Reverse default as we are interested in version-compatible clients first */
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if (r == 0) r = (*b)->info.version_compatible - (*a)->info.version_compatible;
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/* The version-compatible ones are then sorted with NewGRF compatible first, incompatible last */
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if (r == 0) r = (*b)->info.compatible - (*a)->info.compatible;
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/* Passworded servers should be below unpassworded servers */
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if (r == 0) r = (*a)->info.use_password - (*b)->info.use_password;
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/* Finally sort on the name of the server */
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if (r == 0) r = NGameNameSorter(a, b);
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return r;
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}
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/** Sort the server list */
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void SortNetworkGameList()
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{
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static NGameNameSortFunction * const ngame_sorter[] = {
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&NGameNameSorter,
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&NGameClientSorter,
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&NGameAllowedSorter
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};
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NetworkGameList *item;
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uint i;
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if (!(this->servers.flags & VL_RESORT)) return;
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if (this->servers.Length() == 0) return;
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_internal_sort_order = !!(this->servers.flags & VL_DESC);
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qsort(this->servers.Begin(), this->servers.Length(), sizeof(*this->servers.Begin()), ngame_sorter[this->servers.sort_type]);
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if (!this->servers.Sort()) return;
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/* After sorting ngl->sort_list contains the sorted items. Put these back
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* into the original list. Basically nothing has changed, we are only
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* shuffling the ->next pointers */
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_network_game_list = this->servers[0];
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for (item = _network_game_list, i = 1; i != this->servers.Length(); i++) {
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NetworkGameList *item = _network_game_list;
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for (uint i = 1; i != this->servers.Length(); i++) {
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item->next = this->servers[i];
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item = item->next;
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}
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item->next = NULL;
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this->servers.flags &= ~VL_RESORT;
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}
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/**
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@ -285,16 +237,44 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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}
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}
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public:
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NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
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{
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ttd_strlcpy(this->edit_str_buf, _network_player_name, lengthof(this->edit_str_buf));
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this->afilter = CS_ALPHANUMERAL;
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InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120);
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UpdateNetworkGameWindow(true);
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this->vscroll.cap = 11;
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this->resize.step_height = NET_PRC__SIZE_OF_ROW;
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this->field = NGWW_PLAYER;
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this->server = NULL;
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this->servers.SetListing(this->last_sorting);
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this->servers.SetSortFuncs(this->sorter_funcs);
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this->servers.ForceRebuild();
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this->SortNetworkGameList();
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this->FindWindowPlacementAndResize(desc);
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}
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~NetworkGameWindow()
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{
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this->last_sorting = this->servers.GetListing();
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}
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virtual void OnPaint()
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{
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const NetworkGameList *sel = this->server;
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const SortButtonState arrow = (this->servers.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
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const SortButtonState arrow = this->servers.IsDescSortOrder() ? SBS_DOWN : SBS_UP;
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if (this->servers.flags & VL_REBUILD) {
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if (this->servers.NeedRebuild()) {
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this->BuildNetworkGameList();
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SetVScrollCount(this, this->servers.Length());
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}
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if (this->servers.flags & VL_RESORT) this->SortNetworkGameList();
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this->SortNetworkGameList();
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/* 'Refresh' button invisible if no server selected */
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this->SetWidgetDisabledState(NGWW_REFRESH, sel == NULL);
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@ -319,28 +299,20 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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DrawString(this->widget[NGWW_PLAYER].left - 100, 23, STR_NETWORK_PLAYER_NAME, TC_GOLD);
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/* Sort based on widgets: name, clients, compatibility */
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switch (this->servers.sort_type) {
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switch (this->servers.SortType()) {
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case NGWW_NAME - NGWW_NAME: this->DrawSortButtonState(NGWW_NAME, arrow); break;
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case NGWW_CLIENTS - NGWW_NAME: this->DrawSortButtonState(NGWW_CLIENTS, arrow); break;
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case NGWW_INFO - NGWW_NAME: this->DrawSortButtonState(NGWW_INFO, arrow); break;
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}
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uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
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int32 n = 0;
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int32 pos = this->vscroll.pos;
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const NetworkGameList *cur_item = _network_game_list;
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while (pos > 0 && cur_item != NULL) {
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pos--;
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cur_item = cur_item->next;
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}
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const int max = min(this->vscroll.pos + this->vscroll.cap, this->servers.Length());
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while (cur_item != NULL) {
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this->DrawServerLine(cur_item, y, cur_item == sel);
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cur_item = cur_item->next;
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for (int i = this->vscroll.pos; i < max; ++i) {
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const NetworkGameList *ngl = this->servers[i];
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this->DrawServerLine(ngl, y, ngl == sel);
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y += NET_PRC__SIZE_OF_ROW;
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if (++n == this->vscroll.cap) break; // max number of games in the window
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}
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const NetworkGameList *last_joined = NetworkGameListAddItem(inet_addr(_network_last_host), _network_last_port);
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@ -440,26 +412,22 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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case NGWW_NAME: // Sort by name
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case NGWW_CLIENTS: // Sort by connected clients
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case NGWW_INFO: // Connectivity (green dot)
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if (this->servers.sort_type == widget - NGWW_NAME) this->servers.flags ^= VL_DESC;
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this->servers.flags |= VL_RESORT;
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this->servers.sort_type = widget - NGWW_NAME;
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_ng_sorting.order = !!(this->servers.flags & VL_DESC);
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_ng_sorting.criteria = this->servers.sort_type;
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if (this->servers.SortType() == widget - NGWW_NAME) {
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this->servers.ToggleSortOrder();
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} else {
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this->servers.SetSortType(widget - NGWW_NAME);
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this->servers.ForceResort();
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}
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this->SetDirty();
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break;
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case NGWW_MATRIX: { // Matrix to show networkgames
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NetworkGameList *cur_item;
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uint32 id_v = (pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
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if (id_v >= this->vscroll.cap) return; // click out of bounds
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id_v += this->vscroll.pos;
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cur_item = _network_game_list;
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for (; id_v > 0 && cur_item != NULL; id_v--) cur_item = cur_item->next;
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this->server = cur_item;
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this->server = this->servers[id_v];
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this->SetDirty();
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} break;
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@ -531,7 +499,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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virtual void OnInvalidateData(int data)
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{
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if (data != 0) this->server = NULL;
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this->servers.flags |= VL_REBUILD;
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this->servers.ForceRebuild();
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this->SetDirty();
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}
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@ -589,6 +557,14 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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}
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};
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Listing NetworkGameWindow::last_sorting = {false, 2};
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GUIGameServerList::SortFunction *const NetworkGameWindow::sorter_funcs[] = {
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&NGameNameSorter,
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&NGameClientSorter,
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&NGameAllowedSorter
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};
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static const Widget _network_game_window_widgets[] = {
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/* TOP */
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{ WWT_CLOSEBOX, RESIZE_NONE, BGC, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // NGWW_CLOSE
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@ -650,9 +626,6 @@ void ShowNetworkGameWindow()
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for (srv = &_network_host_list[0]; srv != endof(_network_host_list) && *srv != NULL; srv++) {
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NetworkAddServer(*srv);
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}
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_ng_sorting.criteria = 2; // sort default by collectivity (green-dots on top)
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_ng_sorting.order = 0; // sort ascending by default
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}
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new NetworkGameWindow(&_network_game_window_desc);
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