Full modal dialog functionality
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25d3019d1a
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fc54a6e418
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@ -1,71 +1,117 @@
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modalDialog = nil
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function init()
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g_ui.importStyle('modaldialog')
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connect(g_game, { onModalDialog = onModalDialog,
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onGameEnd = destroy })
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onGameEnd = destroyDialog })
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local dialog = rootWidget:recursiveGetChildById('modalDialog')
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if dialog then
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modalDialog = dialog
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end
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end
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function terminate()
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disconnect(g_game, { onModalDialog = onModalDialog,
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onGameEnd = destroy })
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destroy()
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onGameEnd = destroyDialog })
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end
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function destroy()
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function destroyDialog()
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if modalDialog then
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modalDialog:destroy()
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modalDialog = nil
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end
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end
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function onModalDialog(id, title, message, enterId, enterText, escapeId, escapeText, choices)
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if modalDialog then return end
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function onModalDialog(id, title, message, buttons, enterButton, escapeButton, choices, priority)
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-- priority parameter is unused, not sure what its use is.
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if modalDialog then
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return
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end
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modalDialog = g_ui.createWidget('ModalDialog', rootWidget)
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local enterButton = modalDialog:getChildById('enterButton')
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local escapeButton = modalDialog:getChildById('escapeButton')
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local messageLabel = modalDialog:getChildById('messageLabel')
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local choiceList = modalDialog:getChildById('choiceList')
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local choiceScrollbar = modalDialog:getChildById('choiceScrollBar')
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local buttonList = modalDialog:getChildById('buttonList')
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modalDialog:setText(title)
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messageLabel:setText(message)
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enterButton:setText(enterText)
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escapeButton:setText(escapeText)
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local focusLabel = nil
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for k, v in pairs(choices) do
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local choiceId = v[1]
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local choiceName = v[2]
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local horizontalPadding = modalDialog:getPaddingLeft() + modalDialog:getPaddingRight()
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modalDialog:setWidth(math.min(modalDialog.maximumWidth, math.max(messageLabel:getWidth(), modalDialog.minimumWidth)))
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messageLabel:setWidth(math.min(modalDialog.maximumWidth, math.max(messageLabel:getWidth(), modalDialog.minimumWidth)) - horizontalPadding)
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local labelHeight = nil
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for i = 1, #choices do
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local choiceId = choices[i][1]
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local choiceName = choices[i][2]
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local label = g_ui.createWidget('ChoiceListLabel', choiceList)
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label.choiceId = choiceId
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label:setText(choiceName)
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label:setPhantom(false)
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if not focusLabel then
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focusLabel = label
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if not labelHeight then
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labelHeight = label:getHeight()
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end
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end
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choiceList:focusChild(focusLabel)
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choiceList:focusNextChild()
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for i = 1, #buttons do
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local buttonId = buttons[i][1]
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local buttonText = buttons[i][2]
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local button = g_ui.createWidget('ModalButton', buttonList)
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button:setText(buttonText)
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button.onClick = function(self)
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local focusedChoice = choiceList:getFocusedChild()
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local choice = 0xFF
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if focusedChoice then
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choice = focusedChoice.choiceId
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end
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g_game.answerModalDialog(id, buttonId, choice)
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destroyDialog()
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end
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end
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local additionalHeight = 0
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if #choices > 0 then
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choiceList:setVisible(true)
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choiceScrollbar:setVisible(true)
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additionalHeight = math.min(modalDialog.maximumChoices, math.max(modalDialog.minimumChoices, #choices)) * labelHeight
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additionalHeight = additionalHeight + choiceList:getPaddingTop() + choiceList:getPaddingBottom()
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end
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modalDialog:setHeight(modalDialog:getHeight() + additionalHeight)
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addEvent(function()
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modalDialog:setHeight(modalDialog:getHeight() + messageLabel:getHeight() - 14)
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end)
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local enterFunc = function()
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g_game.answerModalDialog(id, enterId, choiceList:getFocusedChild().choiceId)
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destroy()
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local focusedChoice = choiceList:getFocusedChild()
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local choice = 0xFF
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if focusedChoice then
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choice = focusedChoice.choiceId
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end
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g_game.answerModalDialog(id, enterButton, choice)
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destroyDialog()
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end
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local escapeFunc = function()
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g_game.answerModalDialog(id, escapeId, choiceList:getFocusedChild().choiceId)
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destroy()
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local focusedChoice = choiceList:getFocusedChild()
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local choice = 0xFF
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if focusedChoice then
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choice = focusedChoice.choiceId
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end
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g_game.answerModalDialog(id, escapeButton, choice)
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destroyDialog()
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end
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choiceList.onDoubleClick = enterFunc
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enterButton.onClick = enterFunc
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modalDialog.onEnter = enterFunc
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escapeButton.onClick = escapeFunc
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modalDialog.onEscape = escapeFunc
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return
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end
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@ -8,52 +8,61 @@ ChoiceListLabel < Label
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background-color: #ffffff22
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color: #ffffff
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ChoiceList < TextList
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id: choiceList
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vertical-scrollbar: choiceScrollBar
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anchors.fill: parent
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anchors.top: prev.bottom
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anchors.bottom: next.top
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padding: 1
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margin-top: 4
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margin-bottom: 10
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focusable: false
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visible: false
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ChoiceScrollBar < VerticalScrollBar
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id: choiceScrollBar
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anchors.top: choiceList.top
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anchors.bottom: choiceList.bottom
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anchors.right: choiceList.right
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step: 14
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pixels-scroll: true
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visible: false
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ModalButton < Button
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width: 60
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margin: 2
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ModalDialog < MainWindow
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id: modalDialog
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!text: tr('Title')
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size: 280 230
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@onEscape: self:destroy()
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size: 280 97
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&minimumWidth: 200
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&maximumWidth: 500
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&minimumChoices: 4
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&maximumChoices: 10
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Label
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id: messageLabel
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anchors.top: parent.top
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anchors.left: parent.left
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anchors.right: parent.right
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text-align: left
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text: Message
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height: 60
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text-auto-resize: true
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text-wrap: true
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TextList
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id: choiceList
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vertical-scrollbar: choiceScrollBar
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anchors.fill: parent
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anchors.top: prev.bottom
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anchors.bottom: next.top
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margin-bottom: 10
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margin-top: 10
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padding: 1
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focusable: false
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ChoiceList
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Button
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id: enterButton
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!text: tr('Ok')
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anchors.top: next.top
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anchors.right: next.left
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margin-right: 8
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width: 60
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Button
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id: escapeButton
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!text: tr('Cancel')
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anchors.bottom: parent.bottom
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HorizontalSeparator
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anchors.left: parent.left
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anchors.right: parent.right
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margin-top: 10
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width: 60
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anchors.bottom: next.top
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VerticalScrollBar
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id: choiceScrollBar
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anchors.top: choiceList.top
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anchors.bottom: choiceList.bottom
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anchors.right: choiceList.right
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step: 14
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pixels-scroll: true
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Panel
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id: buttonList
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anchors.left: parent.left
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anchors.right: parent.right
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anchors.bottom: parent.bottom
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height: 24
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layout: horizontalBox
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align-right: true
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ChoiceScrollBar
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@ -61,7 +61,7 @@ end
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function terminate()
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disconnect(g_game, 'onTextMessage', displayMessage)
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disconnect(g_game, 'onGameEnd',clearMessages)
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disconnect(g_game, 'onGameEnd', clearMessages)
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clearMessages()
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messagesPanel:destroy()
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end
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@ -506,9 +506,9 @@ void Game::processQuestLine(int questId, const std::vector<std::tuple<std::strin
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g_lua.callGlobalField("g_game", "onQuestLine", questId, questMissions);
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}
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void Game::processModalDialog(uint32 id, std::string title, std::string message, int enterId, std::string enterText, int escapeId, std::string escapeText, std::vector<std::tuple<int, std::string> > choiceList)
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void Game::processModalDialog(uint32 id, std::string title, std::string message, std::vector<std::tuple<int, std::string> > buttonList, int enterButton, int escapeButton, std::vector<std::tuple<int, std::string> > choiceList, bool priority)
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{
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g_lua.callGlobalField("g_game", "onModalDialog", id, title, message, enterId, enterText, escapeId, escapeText, choiceList);
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g_lua.callGlobalField("g_game", "onModalDialog", id, title, message, buttonList, enterButton, escapeButton, choiceList, priority);
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}
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void Game::processAttackCancel(uint seq)
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@ -132,7 +132,7 @@ protected:
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void processQuestLine(int questId, const std::vector<std::tuple<std::string, std::string> >& questMissions);
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// modal dialogs >= 970
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void processModalDialog(uint32 id, std::string title, std::string message, int enterId, std::string enterText, int escapeId, std::string escapeText, std::vector<std::tuple<int, std::string> > choiceList);
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void processModalDialog(uint32 id, std::string title, std::string message, std::vector<std::tuple<int, std::string> > buttonList, int enterButton, int escapeButton, std::vector<std::tuple<int, std::string> > choiceList, bool priority);
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friend class ProtocolGame;
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friend class Map;
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@ -145,7 +145,7 @@ namespace Proto {
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GameServerMarketLeave = 247, // 944
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GameServerMarketDetail = 248, // 944
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GameServerMarketBrowse = 249, // 944
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GameServerShowModalDialog = 250 // 960
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GameServerModalDialog = 250 // 960
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};
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enum ClientOpcodes : uint8
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@ -212,7 +212,7 @@ private:
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void parseChannelEvent(const InputMessagePtr& msg);
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void parseItemInfo(const InputMessagePtr& msg);
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void parsePlayerInventory(const InputMessagePtr& msg);
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void parseShowModalDialog(const InputMessagePtr& msg);
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void parseModalDialog(const InputMessagePtr& msg);
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void parseExtendedOpcode(const InputMessagePtr& msg);
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void parseChangeMapAwareRange(const InputMessagePtr& msg);
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void parseCreaturesMark(const InputMessagePtr& msg);
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@ -316,8 +316,8 @@ void ProtocolGame::parseMessage(const InputMessagePtr& msg)
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parsePlayerInfo(msg);
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break;
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// PROTOCOL>=970
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case Proto::GameServerShowModalDialog:
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parseShowModalDialog(msg);
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case Proto::GameServerModalDialog:
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parseModalDialog(msg);
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break;
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// PROTOCOL>=980
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case Proto::GameServerLoginSuccess:
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@ -1596,18 +1596,18 @@ void ProtocolGame::parsePlayerInventory(const InputMessagePtr& msg)
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}
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}
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void ProtocolGame::parseShowModalDialog(const InputMessagePtr& msg)
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void ProtocolGame::parseModalDialog(const InputMessagePtr& msg)
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{
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uint32 id = msg->getU32();
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std::string title = msg->getString();
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std::string message = msg->getString();
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int sizeButtons = msg->getU8();
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std::map<int, std::string > buttonList;
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std::vector<std::tuple<int, std::string> > buttonList;
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for(int i = 0; i < sizeButtons; ++i) {
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std::string value = msg->getString();
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int id = msg->getU8();
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buttonList[id] = value;
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buttonList.push_back(std::make_tuple(id, value));
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}
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int sizeChoices = msg->getU8();
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@ -1628,21 +1628,9 @@ void ProtocolGame::parseShowModalDialog(const InputMessagePtr& msg)
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escapeButton = msg->getU8();
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}
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msg->getU8(); // popup value (no clue what it is for)
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bool priority = msg->getU8() == 0x01;
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std::map<int, std::string>::iterator itEnter = buttonList.find(enterButton);
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if(itEnter == buttonList.end()) {
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g_logger.info(stdext::format("Enter button does not exist for dialog id: %d", id));
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return;
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}
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std::map<int, std::string >::iterator itEscape = buttonList.find(escapeButton);
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if(itEscape == buttonList.end()) {
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g_logger.info(stdext::format("Escape button does not exist for dialog id: %d", id));
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return;
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}
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g_game.processModalDialog(id, title, message, itEnter->first, itEnter->second, itEscape->first, itEscape->second, choiceList);
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g_game.processModalDialog(id, title, message, buttonList, enterButton, escapeButton, choiceList, priority);
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}
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void ProtocolGame::parseExtendedOpcode(const InputMessagePtr& msg)
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