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| author | oldmud0 <oldmud0@users.noreply.github.com> | 2020-05-22 17:13:17 -0500 |
|---|---|---|
| committer | oldmud0 <oldmud0@users.noreply.github.com> | 2020-05-22 17:13:37 -0500 |
| commit | 8928aa2718378bc42d20d5bbe6c17be68d65d6f3 (patch) | |
| tree | bf90d3e73519d58cc89e2135b613e308ac0a0ed8 /src/charselect.cpp | |
| parent | 156a760ebab6839c53f9c613881f0937e814414a (diff) | |
Perform clang-format
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Diffstat (limited to 'src/charselect.cpp')
| -rw-r--r-- | src/charselect.cpp | 237 |
1 files changed, 120 insertions, 117 deletions
diff --git a/src/charselect.cpp b/src/charselect.cpp index 4987cf57..c207d572 100644 --- a/src/charselect.cpp +++ b/src/charselect.cpp @@ -1,8 +1,8 @@ #include "courtroom.h" #include "lobby.h" -#include "file_functions.h" #include "debug_functions.h" +#include "file_functions.h" #include "hardware_functions.h" void Courtroom::construct_char_select() @@ -44,27 +44,34 @@ void Courtroom::construct_char_select() 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_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"; - 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 courtroom width or height in courtroom_design.ini!"; + 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 @@ -85,25 +92,22 @@ void Courtroom::set_char_select_page() ui_char_select_left->hide(); ui_char_select_right->hide(); - for (AOCharButton *i_button : ui_char_button_list) - { + for (AOCharButton *i_button : ui_char_button_list) { i_button->reset(); i_button->hide(); - i_button->move(0,0); + 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) - { + if (ui_char_button_list_filtered.size() % max_chars_on_page != 0) { ++total_pages; - //i. e. not on the last page + // 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; @@ -119,23 +123,23 @@ void Courtroom::set_char_select_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; - if (!file_exists(char_ini_path)) - { + if (!file_exists(char_ini_path)) { call_notice("Could not find " + char_ini_path); return; } - if (n_char == m_cid) - { + 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() + "#%")); + 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); @@ -143,126 +147,125 @@ void Courtroom::char_clicked(int n_char) 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; } + 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("Generating chars:\n" + QString::number(ao_app->generated_chars) + "/" + QString::number(ao_app->char_list_size)); - } + // 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( + "Generating chars:\n" + QString::number(ao_app->generated_chars) + + "/" + 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(); } |
