(svn r13327) -Codechange: NetworkGameWindow uses GUILists Sort() now

pull/155/head
skidd13 16 years ago
parent e7a501100a
commit 73cf52a7c4

@ -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 unselect)
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 QueryStringBaseWindow {
}
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);
}
void SortNetworkGameList()
/** 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)
{
static NGameNameSortFunction * const ngame_sorter[] = {
&NGameNameSorter,
&NGameClientSorter,
&NGameAllowedSorter
};
/* 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);
NetworkGameList *item;
uint i;
return r;
}
if (!(this->servers.flags & VL_RESORT)) return;
if (this->servers.Length() == 0) return;
/** 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;
}
_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]);
/** Sort the server list */
void SortNetworkGameList()
{
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 QueryStringBaseWindow {
}
}
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 QueryStringBaseWindow {
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;
while (pos > 0 && cur_item != NULL) {
pos--;
cur_item = cur_item->next;
}
while (cur_item != NULL) {
this->DrawServerLine(cur_item, y, cur_item == sel);
const int max = min(this->vscroll.pos + this->vscroll.cap, this->servers.Length());
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 QueryStringBaseWindow {
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 QueryStringBaseWindow {
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 QueryStringBaseWindow {
}
};
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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