(svn r3441) - Feature: Allow the network game list to be sorted (by name/clients/compatibility ascending/descending)

pull/155/head
Darkvater 19 years ago
parent 1ba8bcd0de
commit 227769d709

@ -28,18 +28,28 @@
#define MAX_QUERYSTR_LEN 64
typedef struct network_d {
byte company;
byte field;
NetworkGameList *server;
FiosItem *map;
byte company; // select company in network lobby
byte field; // select text-field in start-server and game-listing
NetworkGameList *server; // selected server in lobby and game-listing
FiosItem *map; // selected map in start-server
} network_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_d));
typedef struct network_q_d {
network_d n;
querystr_d q;
} network_q_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_q_d));
typedef struct network_ql_d {
network_d n; // see above; general stuff
querystr_d q; // text-input in start-server and game-listing
NetworkGameList **sort_list; // list of games (sorted)
list_d l; // accompanying list-administration
} network_ql_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_ql_d));
typedef struct NetworkGameSorting {
bool order; // Ascending / Descending
byte criteria; // Sorted by name/clients/connectivity
} NetworkGameSorting;
/* Global to remember sorting after window has been closed */
static NetworkGameSorting _ng_sorting;
static char _edit_str_buf[MAX_QUERYSTR_LEN*2];
static void ShowNetworkStartServerWindow(void);
@ -92,24 +102,136 @@ void UpdateNetworkGameWindow(bool unselect)
Window* w = FindWindowById(WC_NETWORK_WINDOW, 0);
if (w != NULL) {
if (unselect) WP(w, network_q_d).n.server = NULL;
if (unselect) WP(w, network_ql_d).n.server = NULL;
SendWindowMessage(WC_NETWORK_WINDOW, 0, true, 0, 0);
}
}
/* uses network_q_d (network_d and querystr_d) WP macro */
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 = stricmp(cmp1->info.server_name, cmp2->info.server_name);
return (_internal_sort_order & 1) ? -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 = cmp2->info.clients_on - cmp1->info.clients_on;
if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
return (_internal_sort_order & 1) ? -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;
/* Reverse default as we are interested in compatible clients first */
int r = cmp2->info.compatible - cmp1->info.compatible;
if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
return (_internal_sort_order & 1) ? -r : r;
}
static NGameNameSortFunction* const _ngame_sorter[] = {
&NGameNameSorter,
&NGameClientSorter,
&NGameAllowedSorter
};
/** (Re)build the network game list as its amount has changed because
* an item has been added or deleted for example
* @param ngl list_d struct that contains all necessary information for sorting */
static void BuildNetworkGameList(network_ql_d *nqld)
{
NetworkGameList *ngl_temp;
uint n = 0;
if (!(nqld->l.flags & VL_REBUILD)) return;
/* Count the number of games in the list */
for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
if (n == 0) return;
/* Create temporary array of games to use for listing */
free(nqld->sort_list);
nqld->sort_list = malloc(n * sizeof(nqld->sort_list[0]));
if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
nqld->l.list_length = n;
for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
nqld->sort_list[n++] = ngl_temp;
}
/* Force resort */
nqld->l.flags &= ~VL_REBUILD;
nqld->l.flags |= VL_RESORT;
}
static void SortNetworkGameList(network_ql_d *nqld)
{
NetworkGameList *item;
uint i;
if (!(nqld->l.flags & VL_RESORT)) return;
_internal_sort_order = nqld->l.flags & VL_DESC;
qsort(nqld->sort_list, nqld->l.list_length, sizeof(nqld->sort_list[0]), _ngame_sorter[nqld->l.sort_type]);
/* 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 = nqld->sort_list[0];
for (item = _network_game_list, i = 1; i != nqld->l.list_length; i++) {
item->next = nqld->sort_list[i];
item = item->next;
}
item->next = NULL;
nqld->l.flags &= ~VL_RESORT;
}
/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
{
network_d *nd = &WP(w, network_q_d).n;
network_d *nd = &WP(w, network_ql_d).n;
list_d *ld = &WP(w, network_ql_d).l;
switch (e->event) {
case WE_CREATE: /* focus input box */
case WE_CREATE: /* Focus input box */
nd->field = 3;
nd->server = NULL;
WP(w, network_ql_d).sort_list = NULL;
ld->flags = VL_REBUILD | (_ng_sorting.order << (VL_DESC - 1));
ld->sort_type = _ng_sorting.criteria;
break;
case WE_PAINT: {
const NetworkGameList *sel = nd->server;
const char *arrow = (ld->flags & VL_DESC) ? DOWNARROW : UPARROW;
if (ld->flags & VL_REBUILD) {
BuildNetworkGameList(&WP(w, network_ql_d));
SetVScrollCount(w, ld->list_length);
}
if (ld->flags & VL_RESORT) SortNetworkGameList(&WP(w, network_ql_d));
w->disabled_state = 0;
@ -128,11 +250,18 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
SetDParam(7, _lan_internet_types_dropdown[_network_lan_internet]);
DrawWindowWidgets(w);
DrawEditBox(w, &WP(w, network_q_d).q, 3);
DrawEditBox(w, &WP(w, network_ql_d).q, 3);
DrawString(9, 23, STR_NETWORK_CONNECTION, 2);
DrawString(210, 23, STR_NETWORK_PLAYER_NAME, 2);
/* Sort based on widgets: name, clients, compatibility */
switch (ld->sort_type) {
case 6 - 6: DoDrawString(arrow, w->widget[6].right - 10, 42, 0x10); break;
case 7 - 6: DoDrawString(arrow, w->widget[7].right - 10, 42, 0x10); break;
case 8 - 6: DoDrawString(arrow, w->widget[8].right - 10, 42, 0x10); break;
}
{ // draw list of games
uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
int32 n = 0;
@ -259,6 +388,17 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
case 4: case 5:
ShowDropDownMenu(w, _lan_internet_types_dropdown, _network_lan_internet, 5, 0, 0); // do it for widget 5
break;
case 6: /* Sort by name */
case 7: /* Sort by connected clients */
case 8: /* Connectivity (green dot) */
if (ld->sort_type == e->click.widget - 6) ld->flags ^= VL_DESC;
ld->flags |= VL_RESORT;
ld->sort_type = e->click.widget - 6;
_ng_sorting.order = !!(ld->flags & VL_DESC);
_ng_sorting.criteria = ld->sort_type;
SetWindowDirty(w);
break;
case 9: { /* Matrix to show networkgames */
NetworkGameList *cur_item;
uint32 id_v = (e->click.pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
@ -298,9 +438,8 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
}
break;
case 17: // Refresh
if (nd->server != NULL) {
if (nd->server != NULL)
NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
}
break;
} break;
@ -316,18 +455,13 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
break;
case WE_MOUSELOOP:
if (nd->field == 3) HandleEditBox(w, &WP(w, network_q_d).q, 3);
if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
break;
case WE_MESSAGE: {
const NetworkGameList *nglist;
w->vscroll.count = 0;
/* Game-count has changed, update scroll-count, scrollbar, and resort */
for (nglist = _network_game_list; nglist != NULL; nglist = nglist->next) w->vscroll.count++;
if (w->vscroll.count >= w->vscroll.cap && w->vscroll.pos > w->vscroll.count - w->vscroll.cap) w->vscroll.pos--;
case WE_MESSAGE:
ld->flags |= VL_REBUILD;
SetWindowDirty(w);
} break;
break;
case WE_KEYPRESS:
if (nd->field != 3) {
@ -341,7 +475,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
break;
}
if (HandleEditBoxKey(w, &WP(w, network_q_d).q, 3, e) == 1) break; // enter pressed
if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
// The name is only allowed when it starts with a letter!
if (_edit_str_buf[0] != '\0' && _edit_str_buf[0] != ' ') {
@ -356,6 +490,10 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
NetworkAddServer(e->edittext.str);
NetworkRebuildHostList();
break;
case WE_DESTROY: /* Nicely clean up the sort-list */
free(WP(w, network_ql_d).sort_list);
break;
}
}
@ -420,7 +558,7 @@ void ShowNetworkGameWindow(void)
w = AllocateWindowDesc(&_network_game_window_desc);
if (w != NULL) {
querystr = &WP(w, network_q_d).q;
querystr = &WP(w, network_ql_d).q;
ttd_strlcpy(_edit_str_buf, _network_player_name, MAX_QUERYSTR_LEN);
w->vscroll.cap = 12;
@ -439,10 +577,10 @@ enum {
NSSWND_ROWSIZE = 12
};
/* uses network_q_d (network_d and querystr_d) WP macro */
/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
{
network_d *nd = &WP(w, network_q_d).n;
network_d *nd = &WP(w, network_ql_d).n;
switch (e->event) {
case WE_CREATE: /* focus input box */
@ -462,7 +600,7 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
DrawWindowWidgets(w);
GfxFillRect(11, 63, 258, 215, 0xD7);
DrawEditBox(w, &WP(w, network_q_d).q, 3);
DrawEditBox(w, &WP(w, network_ql_d).q, 3);
DrawString(10, 22, STR_NETWORK_NEW_GAME_NAME, 2);
@ -569,15 +707,15 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
break;
case WE_MOUSELOOP:
if (nd->field == 3) HandleEditBox(w, &WP(w, network_q_d).q, 3);
if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
break;
case WE_KEYPRESS:
if (nd->field == 3) {
if (HandleEditBoxKey(w, &WP(w, network_q_d).q, 3, e) == 1) break; // enter pressed
if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
ttd_strlcpy(_network_server_name, WP(w, network_q_d).q.text.buf, sizeof(_network_server_name));
UpdateTextBufferSize(&WP(w, network_q_d).q.text);
ttd_strlcpy(_network_server_name, WP(w, network_ql_d).q.text.buf, sizeof(_network_server_name));
UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
}
break;
@ -638,11 +776,11 @@ static void ShowNetworkStartServerWindow(void)
w->vscroll.cap = 9;
w->vscroll.count = _fios_num+1;
WP(w, network_q_d).q.text.caret = true;
WP(w, network_q_d).q.text.maxlength = MAX_QUERYSTR_LEN - 1;
WP(w, network_q_d).q.text.maxwidth = 160;
WP(w, network_q_d).q.text.buf = _edit_str_buf;
UpdateTextBufferSize(&WP(w, network_q_d).q.text);
WP(w, network_ql_d).q.text.caret = true;
WP(w, network_ql_d).q.text.maxlength = MAX_QUERYSTR_LEN - 1;
WP(w, network_ql_d).q.text.maxwidth = 160;
WP(w, network_ql_d).q.text.buf = _edit_str_buf;
UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
}
static byte NetworkLobbyFindCompanyIndex(byte pos)
@ -839,7 +977,8 @@ static const WindowDesc _network_lobby_window_desc = {
NetworkLobbyWindowWndProc,
};
/* Show the networklobbywindow with the selected server
* @param ngl Selected game pointer which is passed to the new window */
static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
{
Window *w;
@ -849,7 +988,7 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
w = AllocateWindowDesc(&_network_lobby_window_desc);
if (w != NULL) {
WP(w, network_q_d).n.server = ngl;
WP(w, network_ql_d).n.server = ngl;
strcpy(_edit_str_buf, "");
w->vscroll.cap = 10;
}

@ -431,9 +431,9 @@ typedef struct {
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(scroller_d));
typedef enum VehicleListFlags {
VL_DESC = 0x01,
VL_RESORT = 0x02,
VL_REBUILD = 0x04
VL_DESC = 0x01, // sort descending or ascending
VL_RESORT = 0x02, // instruct the code to resort the list in the next loop
VL_REBUILD = 0x04 // create sort-listing to use for qsort and friends
} VehicleListFlags;
typedef struct vehiclelist_d {
@ -445,6 +445,14 @@ typedef struct vehiclelist_d {
} vehiclelist_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
typedef struct list_d {
uint16 list_length; // length of the list being sorted
byte sort_type; // what criteria to sort on
VehicleListFlags flags;// used to control sorting/resorting/etc.
uint16 resort_timer; // resort list after a given amount of ticks if set
} list_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(list_d));
typedef struct message_d {
int msg;
int wparam;

Loading…
Cancel
Save