Changeset - r9414:503561ee8627
[Not reviewed]
master
0 1 0
skidd13 - 16 years ago 2008-05-29 16:37:26
skidd13@openttd.org
(svn r13327) -Codechange: NetworkGameWindow uses GUILists Sort() now
1 file changed with 105 insertions and 132 deletions:
0 comments (0 inline, 0 general)
src/network/network_gui.cpp
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@@ -38,9 +38,6 @@
 
#define BGC 5
 
#define BTC 15
 

	
 
/* Global to remember sorting after window has been closed */
 
static Listing _ng_sorting;
 

	
 
static bool _chat_tab_completion_active;
 

	
 
static void ShowNetworkStartServerWindow();
 
@@ -87,57 +84,6 @@ void UpdateNetworkGameWindow(bool unsele
 
	InvalidateWindowData(WC_NETWORK_WINDOW, 0, unselect);
 
}
 

	
 
static bool _internal_sort_order; // Used for Qsort order-flipping
 
typedef int CDECL NGameNameSortFunction(const void*, const void*);
 

	
 
/** Qsort function to sort by name. */
 
static int CDECL NGameNameSorter(const void *a, const void *b)
 
{
 
	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
 
	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
 
	int r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
 

	
 
	return _internal_sort_order ? -r : r;
 
}
 

	
 
/** Qsort function to sort by the amount of clients online on a
 
 * server. If the two servers have the same amount, the one with the
 
 * higher maximum is preferred. */
 
static int CDECL NGameClientSorter(const void *a, const void *b)
 
{
 
	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
 
	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
 
	/* Reverse as per default we are interested in most-clients first */
 
	int r = cmp1->info.clients_on - cmp2->info.clients_on;
 

	
 
	if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
 
	if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
 

	
 
	return _internal_sort_order ? -r : r;
 
}
 

	
 
/** Qsort function to sort by joinability. If both servers are the
 
 * same, prefer the non-passworded server first. */
 
static int CDECL NGameAllowedSorter(const void *a, const void *b)
 
{
 
	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
 
	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
 

	
 
	/* The servers we do not know anything about (the ones that did not reply) should be at the bottom) */
 
	int r = StrEmpty(cmp1->info.server_revision) - StrEmpty(cmp2->info.server_revision);
 

	
 
	/* Reverse default as we are interested in version-compatible clients first */
 
	if (r == 0) r = cmp2->info.version_compatible - cmp1->info.version_compatible;
 
	/* The version-compatible ones are then sorted with NewGRF compatible first, incompatible last */
 
	if (r == 0) r = cmp2->info.compatible - cmp1->info.compatible;
 
	/* Passworded servers should be below unpassworded servers */
 
	if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
 
	/* Finally sort on the name of the server */
 
	if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
 

	
 
	return _internal_sort_order ? -r : r;
 
}
 

	
 
/** Enum for NetworkGameWindow, referring to _network_game_window_widgets */
 
enum NetworkGameWindowWidgets {
 
	NGWW_CLOSE,         ///< Close 'X' button
 
@@ -171,42 +117,25 @@ enum NetworkGameWindowWidgets {
 

	
 
typedef GUIList<NetworkGameList*> GUIGameServerList;
 

	
 
struct NetworkGameWindow : public QueryStringBaseWindow {
 
class NetworkGameWindow : public QueryStringBaseWindow {
 
protected:
 
	/* Runtime saved values */
 
	static Listing last_sorting;
 

	
 
	/* Constants for sorting servers */
 
	static GUIGameServerList::SortFunction *const sorter_funcs[];
 

	
 
	byte field;                  ///< selected text-field
 
	NetworkGameList *server;     ///< selected server
 
	GUIGameServerList servers;   ///< list with game servers.
 

	
 
	NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
 
	{
 
		ttd_strlcpy(this->edit_str_buf, _network_player_name, lengthof(this->edit_str_buf));
 
		this->afilter = CS_ALPHANUMERAL;
 
		InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120);
 

	
 
		UpdateNetworkGameWindow(true);
 

	
 
		this->vscroll.cap = 11;
 
		this->resize.step_height = NET_PRC__SIZE_OF_ROW;
 

	
 
		this->field = NGWW_PLAYER;
 
		this->server = NULL;
 

	
 
		this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
 
		this->servers.sort_type = _ng_sorting.criteria;
 

	
 
		this->FindWindowPlacementAndResize(desc);
 
	}
 

	
 
	~NetworkGameWindow()
 
	{
 
	}
 

	
 
	/**
 
	 * (Re)build the network game list as its amount has changed because
 
	 * an item has been added or deleted for example
 
	 */
 
	void BuildNetworkGameList()
 
	{
 
		if (!(this->servers.flags & VL_REBUILD)) return;
 
		if (!this->servers.NeedRebuild()) return;
 

	
 
		/* Create temporary array of games to use for listing */
 
		this->servers.Clear();
 
@@ -216,40 +145,63 @@ struct NetworkGameWindow : public QueryS
 
		}
 

	
 
		this->servers.Compact();
 
		this->servers.RebuildDone();
 
	}
 

	
 
		/* Force resort */
 
		this->servers.flags &= ~VL_REBUILD;
 
		this->servers.flags |= VL_RESORT;
 
	/** Sort servers by name. */
 
	static int CDECL NGameNameSorter(NetworkGameList* const *a, NetworkGameList* const *b)
 
	{
 
		return strcasecmp((*a)->info.server_name, (*b)->info.server_name);
 
	}
 

	
 
	/** Sort servers by the amount of clients online on a
 
	 * server. If the two servers have the same amount, the one with the
 
	 * higher maximum is preferred. */
 
	static int CDECL NGameClientSorter(NetworkGameList* const *a, NetworkGameList* const *b)
 
	{
 
		/* Reverse as per default we are interested in most-clients first */
 
		int r = (*a)->info.clients_on - (*b)->info.clients_on;
 

	
 
		if (r == 0) r = (*a)->info.clients_max - (*b)->info.clients_max;
 
		if (r == 0) r = NGameNameSorter(a, b);
 

	
 
		return r;
 
	}
 

	
 
	/** Sort servers by joinability. If both servers are the
 
	 * same, prefer the non-passworded server first. */
 
	static int CDECL NGameAllowedSorter(NetworkGameList* const *a, NetworkGameList* const *b)
 
	{
 
		/* The servers we do not know anything about (the ones that did not reply) should be at the bottom) */
 
		int r = StrEmpty((*a)->info.server_revision) - StrEmpty((*b)->info.server_revision);
 

	
 
		/* Reverse default as we are interested in version-compatible clients first */
 
		if (r == 0) r = (*b)->info.version_compatible - (*a)->info.version_compatible;
 
		/* The version-compatible ones are then sorted with NewGRF compatible first, incompatible last */
 
		if (r == 0) r = (*b)->info.compatible - (*a)->info.compatible;
 
		/* Passworded servers should be below unpassworded servers */
 
		if (r == 0) r = (*a)->info.use_password - (*b)->info.use_password;
 
		/* Finally sort on the name of the server */
 
		if (r == 0) r = NGameNameSorter(a, b);
 

	
 
		return r;
 
	}
 

	
 
	/** Sort the server list */
 
	void SortNetworkGameList()
 
	{
 
		static NGameNameSortFunction * const ngame_sorter[] = {
 
			&NGameNameSorter,
 
			&NGameClientSorter,
 
			&NGameAllowedSorter
 
		};
 

	
 
		NetworkGameList *item;
 
		uint i;
 

	
 
		if (!(this->servers.flags & VL_RESORT)) return;
 
		if (this->servers.Length() == 0) return;
 

	
 
		_internal_sort_order = !!(this->servers.flags & VL_DESC);
 
		qsort(this->servers.Begin(), this->servers.Length(), sizeof(*this->servers.Begin()), ngame_sorter[this->servers.sort_type]);
 
		if (!this->servers.Sort()) return;
 

	
 
		/* After sorting ngl->sort_list contains the sorted items. Put these back
 
		 * into the original list. Basically nothing has changed, we are only
 
		 * shuffling the ->next pointers */
 
		_network_game_list = this->servers[0];
 
		for (item = _network_game_list, i = 1; i != this->servers.Length(); i++) {
 
		NetworkGameList *item = _network_game_list;
 
		for (uint i = 1; i != this->servers.Length(); i++) {
 
			item->next = this->servers[i];
 
			item = item->next;
 
		}
 
		item->next = NULL;
 

	
 
		this->servers.flags &= ~VL_RESORT;
 
	}
 

	
 
	/**
 
@@ -285,16 +237,44 @@ struct NetworkGameWindow : public QueryS
 
		}
 
	}
 

	
 
public:
 
	NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
 
	{
 
		ttd_strlcpy(this->edit_str_buf, _network_player_name, lengthof(this->edit_str_buf));
 
		this->afilter = CS_ALPHANUMERAL;
 
		InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120);
 

	
 
		UpdateNetworkGameWindow(true);
 

	
 
		this->vscroll.cap = 11;
 
		this->resize.step_height = NET_PRC__SIZE_OF_ROW;
 

	
 
		this->field = NGWW_PLAYER;
 
		this->server = NULL;
 

	
 
		this->servers.SetListing(this->last_sorting);
 
		this->servers.SetSortFuncs(this->sorter_funcs);
 
		this->servers.ForceRebuild();
 
		this->SortNetworkGameList();
 

	
 
		this->FindWindowPlacementAndResize(desc);
 
	}
 

	
 
	~NetworkGameWindow()
 
	{
 
		this->last_sorting = this->servers.GetListing();
 
	}
 

	
 
	virtual void OnPaint()
 
	{
 
		const NetworkGameList *sel = this->server;
 
		const SortButtonState arrow = (this->servers.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
 
		const SortButtonState arrow = this->servers.IsDescSortOrder() ? SBS_DOWN : SBS_UP;
 

	
 
		if (this->servers.flags & VL_REBUILD) {
 
		if (this->servers.NeedRebuild()) {
 
			this->BuildNetworkGameList();
 
			SetVScrollCount(this, this->servers.Length());
 
		}
 
		if (this->servers.flags & VL_RESORT) this->SortNetworkGameList();
 
		this->SortNetworkGameList();
 

	
 
		/* 'Refresh' button invisible if no server selected */
 
		this->SetWidgetDisabledState(NGWW_REFRESH, sel == NULL);
 
@@ -319,28 +299,20 @@ struct NetworkGameWindow : public QueryS
 
		DrawString(this->widget[NGWW_PLAYER].left - 100, 23, STR_NETWORK_PLAYER_NAME, TC_GOLD);
 

	
 
		/* Sort based on widgets: name, clients, compatibility */
 
		switch (this->servers.sort_type) {
 
		switch (this->servers.SortType()) {
 
			case NGWW_NAME    - NGWW_NAME: this->DrawSortButtonState(NGWW_NAME,    arrow); break;
 
			case NGWW_CLIENTS - NGWW_NAME: this->DrawSortButtonState(NGWW_CLIENTS, arrow); break;
 
			case NGWW_INFO    - NGWW_NAME: this->DrawSortButtonState(NGWW_INFO,    arrow); break;
 
		}
 

	
 
		uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
 
		int32 n = 0;
 
		int32 pos = this->vscroll.pos;
 
		const NetworkGameList *cur_item = _network_game_list;
 

	
 
		const int max = min(this->vscroll.pos + this->vscroll.cap, this->servers.Length());
 

	
 
		while (pos > 0 && cur_item != NULL) {
 
			pos--;
 
			cur_item = cur_item->next;
 
		}
 

	
 
		while (cur_item != NULL) {
 
			this->DrawServerLine(cur_item, y, cur_item == sel);
 

	
 
			cur_item = cur_item->next;
 
		for (int i = this->vscroll.pos; i < max; ++i) {
 
			const NetworkGameList *ngl = this->servers[i];
 
			this->DrawServerLine(ngl, y, ngl == sel);
 
			y += NET_PRC__SIZE_OF_ROW;
 
			if (++n == this->vscroll.cap) break; // max number of games in the window
 
		}
 

	
 
		const NetworkGameList *last_joined = NetworkGameListAddItem(inet_addr(_network_last_host), _network_last_port);
 
@@ -440,26 +412,22 @@ struct NetworkGameWindow : public QueryS
 
			case NGWW_NAME: // Sort by name
 
			case NGWW_CLIENTS: // Sort by connected clients
 
			case NGWW_INFO: // Connectivity (green dot)
 
				if (this->servers.sort_type == widget - NGWW_NAME) this->servers.flags ^= VL_DESC;
 
				this->servers.flags |= VL_RESORT;
 
				this->servers.sort_type = widget - NGWW_NAME;
 

	
 
				_ng_sorting.order = !!(this->servers.flags & VL_DESC);
 
				_ng_sorting.criteria = this->servers.sort_type;
 
				if (this->servers.SortType() == widget - NGWW_NAME) {
 
					this->servers.ToggleSortOrder();
 
				} else {
 
					this->servers.SetSortType(widget - NGWW_NAME);
 
					this->servers.ForceResort();
 
				}
 
				this->SetDirty();
 
				break;
 

	
 
			case NGWW_MATRIX: { // Matrix to show networkgames
 
				NetworkGameList *cur_item;
 
				uint32 id_v = (pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
 

	
 
				if (id_v >= this->vscroll.cap) return; // click out of bounds
 
				id_v += this->vscroll.pos;
 

	
 
				cur_item = _network_game_list;
 
				for (; id_v > 0 && cur_item != NULL; id_v--) cur_item = cur_item->next;
 

	
 
				this->server = cur_item;
 
				this->server = this->servers[id_v];
 
				this->SetDirty();
 
			} break;
 

	
 
@@ -531,7 +499,7 @@ struct NetworkGameWindow : public QueryS
 
	virtual void OnInvalidateData(int data)
 
	{
 
		if (data != 0) this->server = NULL;
 
		this->servers.flags |= VL_REBUILD;
 
		this->servers.ForceRebuild();
 
		this->SetDirty();
 
	}
 

	
 
@@ -589,6 +557,14 @@ struct NetworkGameWindow : public QueryS
 
	}
 
};
 

	
 
Listing NetworkGameWindow::last_sorting = {false, 2};
 
GUIGameServerList::SortFunction *const NetworkGameWindow::sorter_funcs[] = {
 
	&NGameNameSorter,
 
	&NGameClientSorter,
 
	&NGameAllowedSorter
 
};
 

	
 

	
 
static const Widget _network_game_window_widgets[] = {
 
/* TOP */
 
{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                         STR_018B_CLOSE_WINDOW},            // NGWW_CLOSE
 
@@ -650,9 +626,6 @@ void ShowNetworkGameWindow()
 
		for (srv = &_network_host_list[0]; srv != endof(_network_host_list) && *srv != NULL; srv++) {
 
			NetworkAddServer(*srv);
 
		}
 

	
 
		_ng_sorting.criteria = 2; // sort default by collectivity (green-dots on top)
 
		_ng_sorting.order = 0;    // sort ascending by default
 
	}
 

	
 
	new NetworkGameWindow(&_network_game_window_desc);
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