initial commit, lordsawar source, slightly modified
[lordsawar] / src / gui / game-options-dialog.cpp
diff --git a/src/gui/game-options-dialog.cpp b/src/gui/game-options-dialog.cpp
new file mode 100644 (file)
index 0000000..a6123c2
--- /dev/null
@@ -0,0 +1,281 @@
+//  Copyright (C) 2007, 2008, 2009 Ben Asselstine
+//
+//  This program is free software; you can redistribute it and/or modify
+//  it 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.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU Library General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 
+//  02110-1301, USA.
+
+#include <config.h>
+
+#include <gtkmm.h>
+#include <sigc++/functors/mem_fun.h>
+
+#include "game-options-dialog.h"
+
+#include "glade-helpers.h"
+#include "input-helpers.h"
+#include "ucompose.hpp"
+#include "defs.h"
+#include "File.h"
+#include "Configuration.h"
+#include "GameScenarioOptions.h"
+
+GameOptionsDialog::GameOptionsDialog(bool readonly)
+{
+    Glib::RefPtr<Gtk::Builder> xml
+       = Gtk::Builder::create_from_file(get_glade_path()
+                                   + "/game-options-dialog.ui");
+
+    xml->get_widget("dialog", dialog);
+    decorate(dialog);
+    window_closed.connect(sigc::mem_fun(dialog, &Gtk::Dialog::hide));
+    dialog->set_icon_from_file(File::getMiscFile("various/castle_icon.png"));
+
+    d_readonly = readonly;
+    xml->get_widget("difficultoptionstable", difficultoptionstable);
+    xml->get_widget("notdifficultoptionstable", notdifficultoptionstable);
+    xml->get_widget("view_enemies_checkbutton", view_enemies_checkbutton);
+    xml->get_widget("view_production_checkbutton", view_production_checkbutton);
+    xml->get_widget("quests_combobox", quests_combobox);
+    xml->get_widget("hidden_map_checkbutton", hidden_map_checkbutton);
+    xml->get_widget("neutral_combobox", neutral_cities_combobox);
+    xml->get_widget("razing_combobox", razing_cities_combobox);
+    xml->get_widget("diplomacy_checkbutton", diplomacy_checkbutton);
+    xml->get_widget("military_advisor_checkbutton", 
+                    military_advisor_checkbutton);
+    xml->get_widget("quick_start_combobox", quick_start_combobox);
+    xml->get_widget("cusp_of_war_checkbutton", cusp_of_war_checkbutton);
+    xml->get_widget("intense_combat_checkbutton", intense_combat_checkbutton);
+    xml->get_widget("random_turns_checkbutton", random_turns_checkbutton);
+       
+}
+
+GameOptionsDialog::~GameOptionsDialog()
+{
+  delete dialog;
+}
+
+void GameOptionsDialog::fill_in_options()
+{
+    neutral_cities_combobox->set_active(GameParameters::AVERAGE);
+    razing_cities_combobox->set_active(GameParameters::ALWAYS);
+
+    view_enemies_checkbutton->set_active(GameScenarioOptions::s_see_opponents_stacks);
+    view_production_checkbutton->set_active(GameScenarioOptions::s_see_opponents_production);
+    quests_combobox->set_active(int(GameScenarioOptions::s_play_with_quests));
+    hidden_map_checkbutton->set_active(GameScenarioOptions::s_hidden_map);
+    neutral_cities_combobox->set_active(int(GameScenarioOptions::s_neutral_cities));
+    razing_cities_combobox->set_active(int(GameScenarioOptions::s_razing_cities));
+    diplomacy_checkbutton->set_active(GameScenarioOptions::s_diplomacy);
+    military_advisor_checkbutton->set_active(GameScenarioOptions::s_military_advisor);
+    quick_start_combobox->set_active(Configuration::s_quick_start);
+    cusp_of_war_checkbutton->set_active(GameScenarioOptions::s_cusp_of_war);
+    cusp_of_war_checkbutton->set_sensitive(diplomacy_checkbutton->get_active());
+    intense_combat_checkbutton->set_active(GameScenarioOptions::s_intense_combat);
+    random_turns_checkbutton->set_active(GameScenarioOptions::s_random_turns);
+    if (d_readonly)
+      {
+       difficultoptionstable->set_sensitive(false);
+       notdifficultoptionstable->set_sensitive(false);
+      }
+}
+void GameOptionsDialog::set_parent_window(Gtk::Window &parent)
+{
+    dialog->set_transient_for(parent);
+    //dialog->set_position(Gtk::WIN_POS_CENTER_ON_PARENT);
+}
+
+void GameOptionsDialog::hide()
+{
+  dialog->hide();
+}
+
+bool GameOptionsDialog::run()
+{
+  std::list<sigc::connection> connections;
+    GameParameters g;
+    fill_in_options();
+    connections.push_back
+      (view_enemies_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_view_enemies_checkbutton_clicked)));
+    connections.push_back
+      (view_production_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_view_production_checkbutton_clicked)));
+    connections.push_back
+      (quests_combobox->signal_changed().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_quests_combobox_changed)));
+    connections.push_back
+      (hidden_map_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_hidden_map_checkbutton_clicked)));
+    connections.push_back
+      (neutral_cities_combobox->signal_changed().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_neutral_cities_combobox_changed)));
+    connections.push_back
+      (razing_cities_combobox->signal_changed().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_razing_cities_combobox_changed)));
+    connections.push_back
+      (diplomacy_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_diplomacy_checkbutton_clicked)));
+    connections.push_back
+      (cusp_of_war_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_cusp_of_war_checkbutton_clicked)));
+    connections.push_back
+      (random_turns_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_random_turns_checkbutton_clicked)));
+    connections.push_back
+      (quick_start_combobox->signal_changed().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_quick_start_combobox_changed)));
+    connections.push_back
+      (intense_combat_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_intense_combat_checkbutton_clicked)));
+    connections.push_back
+      (military_advisor_checkbutton->signal_clicked().connect
+       (sigc::mem_fun
+       (this, &GameOptionsDialog::on_military_advisor_checkbutton_clicked)));
+
+    dialog->run();
+  
+    std::list<sigc::connection>::iterator it = connections.begin();
+    for (; it != connections.end(); it++) 
+      (*it).disconnect();
+    connections.clear();
+    
+    g.see_opponents_stacks = view_enemies_checkbutton->get_active();
+    GameScenarioOptions::s_see_opponents_stacks = g.see_opponents_stacks;
+    g.see_opponents_production = view_production_checkbutton->get_active();
+    GameScenarioOptions::s_see_opponents_production = g.see_opponents_production;
+    g.play_with_quests = GameParameters::QuestPolicy (
+       quests_combobox->get_active_row_number());
+    GameScenarioOptions::s_play_with_quests = g.play_with_quests;
+
+    g.hidden_map = hidden_map_checkbutton->get_active();
+    GameScenarioOptions::s_hidden_map = g.hidden_map;
+
+    g.neutral_cities = GameParameters::NeutralCities (
+       neutral_cities_combobox->get_active_row_number());
+    GameScenarioOptions::s_neutral_cities = g.neutral_cities;
+    g.razing_cities = GameParameters::RazingCities (
+       razing_cities_combobox->get_active_row_number());
+    GameScenarioOptions::s_razing_cities = g.razing_cities;
+
+    g.diplomacy = diplomacy_checkbutton->get_active();
+    GameScenarioOptions::s_diplomacy = g.diplomacy;
+    g.random_turns = random_turns_checkbutton->get_active();
+    GameScenarioOptions::s_random_turns = g.random_turns;
+    g.quick_start = GameParameters::QuickStartPolicy(
+       quick_start_combobox->get_active_row_number());
+    Configuration::s_quick_start = g.quick_start;
+    g.cusp_of_war = cusp_of_war_checkbutton->get_active();
+    GameScenarioOptions::s_cusp_of_war = g.cusp_of_war;
+    g.intense_combat = intense_combat_checkbutton->get_active();
+    GameScenarioOptions::s_intense_combat = g.intense_combat;
+    g.military_advisor = military_advisor_checkbutton->get_active();
+    GameScenarioOptions::s_military_advisor = g.military_advisor;
+    //save it all to Configuration too
+    Configuration::s_see_opponents_stacks = 
+      GameScenarioOptions::s_see_opponents_stacks;
+    Configuration::s_see_opponents_production = 
+      GameScenarioOptions::s_see_opponents_production;
+    Configuration::s_play_with_quests = GameScenarioOptions::s_play_with_quests;
+    Configuration::s_hidden_map = GameScenarioOptions::s_hidden_map;
+    Configuration::s_neutral_cities = GameScenarioOptions::s_neutral_cities;
+    Configuration::s_razing_cities = GameScenarioOptions::s_razing_cities;
+    Configuration::s_diplomacy = GameScenarioOptions::s_diplomacy;
+    Configuration::s_random_turns = GameScenarioOptions::s_random_turns;
+    Configuration::s_cusp_of_war = GameScenarioOptions::s_cusp_of_war;
+    Configuration::s_intense_combat = GameScenarioOptions::s_intense_combat;
+    Configuration::s_military_advisor = GameScenarioOptions::s_military_advisor;
+    Configuration::saveConfigurationFile(Configuration::configuration_file_path);
+    dialog->hide();
+    return true;
+}
+
+void GameOptionsDialog::on_view_enemies_checkbutton_clicked()
+{
+  GameScenarioOptions::s_see_opponents_stacks = 
+    view_enemies_checkbutton->get_active();
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_view_production_checkbutton_clicked()
+{
+  GameScenarioOptions::s_see_opponents_production = 
+    view_production_checkbutton->get_active();
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_quests_combobox_changed()
+{
+  GameScenarioOptions::s_play_with_quests = GameParameters::QuestPolicy
+    (quests_combobox->get_active_row_number());
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_hidden_map_checkbutton_clicked()
+{
+  GameScenarioOptions::s_hidden_map = hidden_map_checkbutton->get_active();
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_neutral_cities_combobox_changed()
+{
+  GameScenarioOptions::s_neutral_cities = GameParameters::NeutralCities 
+    (neutral_cities_combobox->get_active_row_number());
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_razing_cities_combobox_changed()
+{
+  GameScenarioOptions::s_razing_cities = GameParameters::RazingCities 
+    (razing_cities_combobox->get_active_row_number());
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_diplomacy_checkbutton_clicked()
+{
+  if (diplomacy_checkbutton->get_active() == true)
+    cusp_of_war_checkbutton->set_sensitive(true);
+  else
+    cusp_of_war_checkbutton->set_sensitive(false);
+  GameScenarioOptions::s_diplomacy = diplomacy_checkbutton->get_active();
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_cusp_of_war_checkbutton_clicked()
+{
+  GameScenarioOptions::s_cusp_of_war = cusp_of_war_checkbutton->get_active();
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_random_turns_checkbutton_clicked()
+{
+  GameScenarioOptions::s_random_turns = random_turns_checkbutton->get_active();
+}
+void GameOptionsDialog::on_quick_start_combobox_changed()
+{
+  Configuration::s_quick_start = GameParameters::QuickStartPolicy
+    (quick_start_combobox->get_active_row_number());
+  difficulty_option_changed.emit();
+}
+void GameOptionsDialog::on_intense_combat_checkbutton_clicked()
+{
+  GameScenarioOptions::s_intense_combat = intense_combat_checkbutton->get_active();
+}
+void GameOptionsDialog::on_military_advisor_checkbutton_clicked()
+{
+  GameScenarioOptions::s_military_advisor = 
+    military_advisor_checkbutton->get_active();
+}