diff options
| author | Crystalwarrior <varsash@gmail.com> | 2020-05-22 02:14:54 +0300 |
|---|---|---|
| committer | Crystalwarrior <varsash@gmail.com> | 2020-05-22 02:14:54 +0300 |
| commit | 88de4cde0433ef5e606f38a2f1e6041f0d24a87e (patch) | |
| tree | ce57adab0e3a236a93d112f33235638b74502040 /src/charselect.cpp | |
| parent | c8e12558cdd3fd0769b81679ad09edf1f29b780f (diff) | |
clang 2 electric boogaloo
{ BasedOnStyle: LLVM, BreakBeforeBraces: Stroustrup}
Diffstat (limited to 'src/charselect.cpp')
| -rw-r--r-- | src/charselect.cpp | 354 |
1 files changed, 186 insertions, 168 deletions
diff --git a/src/charselect.cpp b/src/charselect.cpp index 65758690..de9748b0 100644 --- a/src/charselect.cpp +++ b/src/charselect.cpp @@ -7,251 +7,269 @@ void Courtroom::construct_char_select() { - ui_char_select_background = new AOImage(this, ao_app); + ui_char_select_background = new AOImage(this, ao_app); - ui_char_buttons = new QWidget(ui_char_select_background); + 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_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_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_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_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_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_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_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 = 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); + ui_char_taken->setChecked(true); + ui_char_passworded->setChecked(true); - set_size_and_pos(ui_char_buttons, "char_buttons"); + set_size_and_pos(ui_char_buttons, "char_buttons"); - connect(ui_back_to_lobby, SIGNAL(clicked()), this, SLOT(on_back_to_lobby_clicked())); + 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_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_spectator, SIGNAL(clicked()), this, SLOT(on_spectator_clicked())); - connect(ui_char_search, SIGNAL(textEdited(const QString &)), this, SLOT(on_char_search_changed())); - connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, SLOT(on_char_passworded_clicked())); - connect(ui_char_taken, SIGNAL(stateChanged(int)), this, SLOT(on_char_taken_clicked())); + connect(ui_char_search, SIGNAL(textEdited(const QString &)), this, + SLOT(on_char_search_changed())); + connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, + SLOT(on_char_passworded_clicked())); + connect(ui_char_taken, SIGNAL(stateChanged(int)), this, + SLOT(on_char_taken_clicked())); } void Courtroom::set_char_select() { - QString filename = "courtroom_design.ini"; + QString filename = "courtroom_design.ini"; - pos_size_type f_charselect = ao_app->get_element_dimensions("char_select", filename); + 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 char_select width or height in courtroom_design.ini!"; - this->resize(714, 668); - } - else - this->resize(f_charselect.width, f_charselect.height); + if (f_charselect.width < 0 || f_charselect.height < 0) { + qDebug() << "W: did not find char_select 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"); + ui_char_select_background->resize(f_charselect.width, f_charselect.height); + ui_char_select_background->set_image("charselect_background"); - filter_character_list(); + filter_character_list(); - ui_char_search->setFocus(); + ui_char_search->setFocus(); } void Courtroom::set_char_select_page() { - ui_char_select_background->show(); + ui_char_select_background->show(); - ui_char_select_left->hide(); - ui_char_select_right->hide(); + 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); - } + 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; + 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; - } + 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 = max_chars_on_page; + 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 (total_pages > current_char_page + 1) + ui_char_select_right->show(); - if (current_char_page > 0) - ui_char_select_left->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); + 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"); + QString char_ini_path = + ao_app->get_character_path(char_list.at(n_char).name, "char.ini"); - qDebug() << "char_ini_path" << char_ini_path; + qDebug() << "char_ini_path" << char_ini_path; - if (!file_exists(char_ini_path)) { - call_notice("Could not find " + char_ini_path); - return; - } + if (!file_exists(char_ini_path)) { + call_notice("Could not find " + char_ini_path); + return; + } - if (n_char != m_cid) { - ao_app->send_server_packet(new AOPacket("PW#" + ui_char_password->text() + "#%")); - ao_app->send_server_packet(new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" + QString::number(n_char) + "#" + get_hdid() + "#%")); - } - else - update_character(n_char); + if (n_char != m_cid) { + ao_app->send_server_packet( + new AOPacket("PW#" + ui_char_password->text() + "#%")); + ao_app->send_server_packet( + new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" + + QString::number(n_char) + "#" + get_hdid() + "#%")); + } + else + update_character(n_char); - enter_courtroom(); + enter_courtroom(); - ui_ic_chat_name->setPlaceholderText(char_list.at(n_char).name); + 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; + if (ui_char_button_list_filtered.size() == 0) + return; - QPoint f_spacing = ao_app->get_button_spacing("char_button_spacing", "courtroom_design.ini"); + 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 x_spacing = f_spacing.x(); + int x_mod_count = 0; - int y_spacing = f_spacing.y(); - int y_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; + 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; + 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; + 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)->apply_taken_image(); + 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)->apply_taken_image(); - ++x_mod_count; + ++x_mod_count; - if (x_mod_count == char_columns) { - ++y_mod_count; - x_mod_count = 0; - } + 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(); + // 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; } - - // 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 *char_button = new AOCharButton(ui_char_buttons, ao_app, 0, 0, char_list.at(n).taken); - char_button->reset(); - char_button->hide(); - char_button->set_image(char_list.at(n).name); - ui_char_button_list.append(char_button); - - connect(char_button, &AOCharButton::clicked, [this, n]() { - this->char_clicked(n); - }); - - // 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<double>(total_loading_size)) * 100); - ao_app->w_lobby->set_loading_value(loading_value); - ao_app->w_lobby->set_loading_text(tr("Generating chars:\n%1/%2").arg(QString::number(ao_app->generated_chars)).arg(QString::number(ao_app->char_list_size))); - } + 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 *char_button = + new AOCharButton(ui_char_buttons, ao_app, 0, 0, char_list.at(n).taken); + char_button->reset(); + char_button->hide(); + char_button->set_image(char_list.at(n).name); + ui_char_button_list.append(char_button); + + connect(char_button, &AOCharButton::clicked, + [this, n]() { this->char_clicked(n); }); + + // 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<double>(total_loading_size)) * + 100); + ao_app->w_lobby->set_loading_value(loading_value); + ao_app->w_lobby->set_loading_text( + tr("Generating chars:\n%1/%2") + .arg(QString::number(ao_app->generated_chars)) + .arg(QString::number(ao_app->char_list_size))); } + } - filter_character_list(); + 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); + 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; + // 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 (!ui_char_taken->isChecked() && char_list.at(i).taken) + continue; - if (!char_list.at(i).name.contains(ui_char_search->text(), Qt::CaseInsensitive)) - continue; + if (!char_list.at(i).name.contains(ui_char_search->text(), + Qt::CaseInsensitive)) + continue; - // We only really need to update the fact that a character is taken - // for the buttons that actually appear. - // You'd also update the passwordedness and etc. here later. - current_char->reset(); - current_char->set_taken(char_list.at(i).taken); + // We only really need to update the fact that a character is taken + // for the buttons that actually appear. + // You'd also update the passwordedness and etc. here later. + current_char->reset(); + current_char->set_taken(char_list.at(i).taken); - ui_char_button_list_filtered.append(current_char); - } + ui_char_button_list_filtered.append(current_char); + } - current_char_page = 0; - set_char_select_page(); + current_char_page = 0; + set_char_select_page(); } -void Courtroom::on_char_search_changed() -{ - filter_character_list(); -} +void Courtroom::on_char_search_changed() { filter_character_list(); } -void Courtroom::on_char_passworded_clicked() -{ - filter_character_list(); -} +void Courtroom::on_char_passworded_clicked() { filter_character_list(); } -void Courtroom::on_char_taken_clicked() -{ - filter_character_list(); -} +void Courtroom::on_char_taken_clicked() { filter_character_list(); } |
