Files
OpenRA/OpenRA.Mods.Common/Widgets/Logic/Ingame/IngameMenuLogic.cs

406 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Scripting;
using OpenRA.Mods.Common.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic
{
public class IngameMenuLogic : ChromeLogic
{
readonly Widget menu;
readonly Widget buttonContainer;
readonly ButtonWidget buttonTemplate;
readonly int2 buttonStride;
readonly List<ButtonWidget> buttons = new List<ButtonWidget>();
readonly ModData modData;
readonly Action onExit;
readonly World world;
readonly WorldRenderer worldRenderer;
readonly MenuPaletteEffect mpe;
readonly bool isSinglePlayer;
bool hasError;
bool leaving;
bool hideMenu;
[ObjectCreator.UseCtor]
public IngameMenuLogic(Widget widget, ModData modData, World world, Action onExit, WorldRenderer worldRenderer,
IngameInfoPanel activePanel, Dictionary<string, MiniYaml> logicArgs)
{
this.modData = modData;
this.world = world;
this.worldRenderer = worldRenderer;
this.onExit = onExit;
var buttonHandlers = new Dictionary<string, Action>
{
{ "ABORT_MISSION", CreateAbortMissionButton },
{ "RESTART", CreateRestartButton },
{ "SURRENDER", CreateSurrenderButton },
{ "LOAD_GAME", CreateLoadGameButton },
{ "SAVE_GAME", CreateSaveGameButton },
{ "MUSIC", CreateMusicButton },
{ "SETTINGS", CreateSettingsButton },
{ "RESUME", CreateResumeButton },
{ "SAVE_MAP", CreateSaveMapButton },
{ "EXIT_EDITOR", CreateExitEditorButton }
};
isSinglePlayer = !world.LobbyInfo.GlobalSettings.Dedicated && world.LobbyInfo.NonBotClients.Count() == 1;
menu = widget.Get("INGAME_MENU");
mpe = world.WorldActor.TraitOrDefault<MenuPaletteEffect>();
mpe?.Fade(mpe.Info.MenuEffect);
menu.Get<LabelWidget>("VERSION_LABEL").Text = modData.Manifest.Metadata.Version;
buttonContainer = menu.Get("MENU_BUTTONS");
buttonTemplate = buttonContainer.Get<ButtonWidget>("BUTTON_TEMPLATE");
buttonContainer.RemoveChild(buttonTemplate);
buttonContainer.IsVisible = () => !hideMenu;
if (logicArgs.TryGetValue("ButtonStride", out var buttonStrideNode))
buttonStride = FieldLoader.GetValue<int2>("ButtonStride", buttonStrideNode.Value);
var scriptContext = world.WorldActor.TraitOrDefault<LuaScript>();
hasError = scriptContext != null && scriptContext.FatalErrorOccurred;
if (logicArgs.TryGetValue("Buttons", out var buttonsNode))
{
var buttonIds = FieldLoader.GetValue<string[]>("Buttons", buttonsNode.Value);
foreach (var button in buttonIds)
if (buttonHandlers.TryGetValue(button, out var createHandler))
createHandler();
}
// Recenter the button container
if (buttons.Count > 0)
{
var expand = (buttons.Count - 1) * buttonStride;
buttonContainer.Bounds.X -= expand.X / 2;
buttonContainer.Bounds.Y -= expand.Y / 2;
buttonContainer.Bounds.Width += expand.X;
buttonContainer.Bounds.Height += expand.Y;
}
var panelRoot = widget.GetOrNull("PANEL_ROOT");
if (panelRoot != null && world.Type != WorldType.Editor)
{
Action<bool> requestHideMenu = h => hideMenu = h;
var gameInfoPanel = Game.LoadWidget(world, "GAME_INFO_PANEL", panelRoot, new WidgetArgs()
{
{ "activePanel", activePanel },
{ "hideMenu", requestHideMenu }
});
gameInfoPanel.IsVisible = () => !hideMenu;
}
}
void OnQuit()
{
// TODO: Create a mechanism to do things like this cleaner. Also needed for scripted missions
if (world.Type == WorldType.Regular)
{
var moi = world.Map.Rules.Actors[SystemActors.Player].TraitInfoOrDefault<MissionObjectivesInfo>();
if (moi != null)
{
var faction = world.LocalPlayer?.Faction.InternalName;
Game.Sound.PlayNotification(world.Map.Rules, null, "Speech", moi.LeaveNotification, faction);
}
}
leaving = true;
var iop = world.WorldActor.TraitsImplementing<IObjectivesPanel>().FirstOrDefault();
var exitDelay = iop?.ExitDelay ?? 0;
if (mpe != null)
{
Game.RunAfterDelay(exitDelay, () =>
{
if (Game.IsCurrentWorld(world))
mpe.Fade(MenuPaletteEffect.EffectType.Black);
});
exitDelay += 40 * mpe.Info.FadeLength;
}
Game.RunAfterDelay(exitDelay, () =>
{
if (!Game.IsCurrentWorld(world))
return;
Game.Disconnect();
Ui.ResetAll();
Game.LoadShellMap();
});
}
void ShowMenu()
{
hideMenu = false;
}
void CloseMenu()
{
Ui.CloseWindow();
mpe?.Fade(MenuPaletteEffect.EffectType.None);
onExit();
Ui.ResetTooltips();
}
ButtonWidget AddButton(string id, string text)
{
var button = buttonTemplate.Clone() as ButtonWidget;
var lastButton = buttons.LastOrDefault();
if (lastButton != null)
{
button.Bounds.X = lastButton.Bounds.X + buttonStride.X;
button.Bounds.Y = lastButton.Bounds.Y + buttonStride.Y;
}
button.Id = id;
button.IsDisabled = () => leaving;
button.GetText = () => text;
buttonContainer.AddChild(button);
buttons.Add(button);
return button;
}
void CreateAbortMissionButton()
{
if (world.Type != WorldType.Regular)
return;
var button = AddButton("ABORT_MISSION", world.IsGameOver ? "Leave" : "Abort Mission");
button.OnClick = () =>
{
hideMenu = true;
ConfirmationDialogs.ButtonPrompt(
title: "Leave Mission",
text: "Leave this game and return to the menu?",
onConfirm: OnQuit,
onCancel: ShowMenu,
confirmText: "Leave",
cancelText: "Stay");
};
}
void CreateRestartButton()
{
if (world.Type != WorldType.Regular || !isSinglePlayer)
return;
var iop = world.WorldActor.TraitsImplementing<IObjectivesPanel>().FirstOrDefault();
var exitDelay = iop?.ExitDelay ?? 0;
Action onRestart = () =>
{
Ui.CloseWindow();
if (mpe != null)
{
if (Game.IsCurrentWorld(world))
mpe.Fade(MenuPaletteEffect.EffectType.Black);
exitDelay += 40 * mpe.Info.FadeLength;
}
Game.RunAfterDelay(exitDelay, Game.RestartGame);
};
var button = AddButton("RESTART", "Restart");
button.IsDisabled = () => hasError || leaving;
button.OnClick = () =>
{
hideMenu = true;
ConfirmationDialogs.ButtonPrompt(
title: "Restart",
text: "Are you sure you want to restart?",
onConfirm: onRestart,
onCancel: ShowMenu,
confirmText: "Restart",
cancelText: "Stay");
};
}
void CreateSurrenderButton()
{
if (world.Type != WorldType.Regular || isSinglePlayer || world.LocalPlayer == null)
return;
Action onSurrender = () =>
{
world.IssueOrder(new Order("Surrender", world.LocalPlayer.PlayerActor, false));
CloseMenu();
};
var button = AddButton("SURRENDER", "Surrender");
button.IsDisabled = () => world.LocalPlayer.WinState != WinState.Undefined || hasError || leaving;
button.OnClick = () =>
{
hideMenu = true;
ConfirmationDialogs.ButtonPrompt(
title: "Surrender",
text: "Are you sure you want to surrender?",
onConfirm: onSurrender,
onCancel: ShowMenu,
confirmText: "Surrender",
cancelText: "Stay");
};
}
void CreateLoadGameButton()
{
if (world.Type != WorldType.Regular || !world.LobbyInfo.GlobalSettings.GameSavesEnabled || world.IsReplay)
return;
var button = AddButton("LOAD_GAME", "Load Game");
button.IsDisabled = () => leaving || !GameSaveBrowserLogic.IsLoadPanelEnabled(modData.Manifest);
button.OnClick = () =>
{
hideMenu = true;
Ui.OpenWindow("GAMESAVE_BROWSER_PANEL", new WidgetArgs
{
{ "onExit", () => hideMenu = false },
{ "onStart", CloseMenu },
{ "isSavePanel", false },
{ "world", null }
});
};
}
void CreateSaveGameButton()
{
if (world.Type != WorldType.Regular || !world.LobbyInfo.GlobalSettings.GameSavesEnabled || world.IsReplay)
return;
var button = AddButton("SAVE_GAME", "Save Game");
button.IsDisabled = () => hasError || leaving || !world.Players.Any(p => p.Playable && p.WinState == WinState.Undefined);
button.OnClick = () =>
{
hideMenu = true;
Ui.OpenWindow("GAMESAVE_BROWSER_PANEL", new WidgetArgs
{
{ "onExit", () => hideMenu = false },
{ "onStart", () => { } },
{ "isSavePanel", true },
{ "world", world }
});
};
}
void CreateMusicButton()
{
var button = AddButton("MUSIC", "Music");
button.OnClick = () =>
{
hideMenu = true;
Ui.OpenWindow("MUSIC_PANEL", new WidgetArgs()
{
{ "onExit", () => hideMenu = false },
{ "world", world }
});
};
}
void CreateSettingsButton()
{
var button = AddButton("SETTINGS", "Settings");
button.OnClick = () =>
{
hideMenu = true;
Ui.OpenWindow("SETTINGS_PANEL", new WidgetArgs()
{
{ "world", world },
{ "worldRenderer", worldRenderer },
{ "onExit", () => hideMenu = false },
});
};
}
void CreateResumeButton()
{
var button = AddButton("RESUME", world.IsGameOver ? "Return to map" : "Resume");
button.Key = modData.Hotkeys["escape"];
button.OnClick = CloseMenu;
}
void CreateSaveMapButton()
{
if (world.Type != WorldType.Editor)
return;
var button = AddButton("SAVE_MAP", "Save Map");
button.OnClick = () =>
{
hideMenu = true;
var editorActorLayer = world.WorldActor.Trait<EditorActorLayer>();
var actionManager = world.WorldActor.Trait<EditorActionManager>();
var playerDefinitions = editorActorLayer.Players.ToMiniYaml();
var playerCount = new MapPlayers(playerDefinitions).Players.Count;
if (playerCount > MapPlayers.MaximumPlayerCount)
{
ConfirmationDialogs.ButtonPrompt(
title: "Error: Max player count exceeded",
text: $"There are too many players defined ({playerCount}/{MapPlayers.MaximumPlayerCount}).",
onConfirm: ShowMenu,
confirmText: "Back");
return;
}
Ui.OpenWindow("SAVE_MAP_PANEL", new WidgetArgs()
{
{ "onSave", (Action<string>)(_ => { hideMenu = false; actionManager.Modified = false; }) },
{ "onExit", () => hideMenu = false },
{ "map", world.Map },
{ "playerDefinitions", playerDefinitions },
{ "actorDefinitions", editorActorLayer.Save() }
});
};
}
void CreateExitEditorButton()
{
if (world.Type != WorldType.Editor)
return;
var actionManager = world.WorldActor.Trait<EditorActionManager>();
var button = AddButton("EXIT_EDITOR", "Exit Map Editor");
// Show dialog only if updated since last save
button.OnClick = () =>
{
if (actionManager.HasUnsavedItems())
{
hideMenu = true;
ConfirmationDialogs.ButtonPrompt(
title: "Exit Map Editor",
text: "Exit and lose all unsaved changes?",
onConfirm: OnQuit,
onCancel: ShowMenu);
}
else
OnQuit();
};
}
}
}