mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3441) - Feature: Allow the network game list to be sorted (by name/clients/compatibility ascending/descending)
This commit is contained in:
parent
2612d48550
commit
070edf2f73
221
network_gui.c
221
network_gui.c
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@ -28,18 +28,28 @@
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#define MAX_QUERYSTR_LEN 64
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typedef struct network_d {
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byte company;
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byte field;
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NetworkGameList *server;
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FiosItem *map;
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byte company; // select company in network lobby
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byte field; // select text-field in start-server and game-listing
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NetworkGameList *server; // selected server in lobby and game-listing
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FiosItem *map; // selected map in start-server
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} network_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_d));
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typedef struct network_q_d {
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network_d n;
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querystr_d q;
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} network_q_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_q_d));
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typedef struct network_ql_d {
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network_d n; // see above; general stuff
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querystr_d q; // text-input in start-server and game-listing
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NetworkGameList **sort_list; // list of games (sorted)
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list_d l; // accompanying list-administration
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} network_ql_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_ql_d));
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typedef struct NetworkGameSorting {
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bool order; // Ascending / Descending
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byte criteria; // Sorted by name/clients/connectivity
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} NetworkGameSorting;
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/* Global to remember sorting after window has been closed */
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static NetworkGameSorting _ng_sorting;
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static char _edit_str_buf[MAX_QUERYSTR_LEN*2];
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static void ShowNetworkStartServerWindow(void);
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@ -92,24 +102,136 @@ void UpdateNetworkGameWindow(bool unselect)
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Window* w = FindWindowById(WC_NETWORK_WINDOW, 0);
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if (w != NULL) {
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if (unselect) WP(w, network_q_d).n.server = NULL;
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if (unselect) WP(w, network_ql_d).n.server = NULL;
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SendWindowMessage(WC_NETWORK_WINDOW, 0, true, 0, 0);
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}
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}
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/* uses network_q_d (network_d and querystr_d) WP macro */
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static bool _internal_sort_order; // Used for Qsort order-flipping
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typedef int CDECL NGameNameSortFunction(const void*, const void*);
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/** Qsort function to sort by name. */
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static int CDECL NGameNameSorter(const void *a, const void *b)
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{
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const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
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const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
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int r = stricmp(cmp1->info.server_name, cmp2->info.server_name);
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return (_internal_sort_order & 1) ? -r : r;
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}
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/** Qsort function to sort by the amount of clients online on a
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* server. If the two servers have the same amount, the one with the
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* higher maximum is preferred. */
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static int CDECL NGameClientSorter(const void *a, const void *b)
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{
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const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
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const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
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/* Reverse as per default we are interested in most-clients first */
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int r = cmp2->info.clients_on - cmp1->info.clients_on;
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if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
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return (_internal_sort_order & 1) ? -r : r;
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}
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/** Qsort function to sort by joinability. If both servers are the
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* same, prefer the non-passworded server first. */
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static int CDECL NGameAllowedSorter(const void *a, const void *b)
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{
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const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
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const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
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/* Reverse default as we are interested in compatible clients first */
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int r = cmp2->info.compatible - cmp1->info.compatible;
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if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
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return (_internal_sort_order & 1) ? -r : r;
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}
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static NGameNameSortFunction* const _ngame_sorter[] = {
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&NGameNameSorter,
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&NGameClientSorter,
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&NGameAllowedSorter
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};
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/** (Re)build the network game list as its amount has changed because
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* an item has been added or deleted for example
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* @param ngl list_d struct that contains all necessary information for sorting */
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static void BuildNetworkGameList(network_ql_d *nqld)
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{
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NetworkGameList *ngl_temp;
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uint n = 0;
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if (!(nqld->l.flags & VL_REBUILD)) return;
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/* Count the number of games in the list */
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for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
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if (n == 0) return;
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/* Create temporary array of games to use for listing */
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free(nqld->sort_list);
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nqld->sort_list = malloc(n * sizeof(nqld->sort_list[0]));
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if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
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nqld->l.list_length = n;
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for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
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nqld->sort_list[n++] = ngl_temp;
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}
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/* Force resort */
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nqld->l.flags &= ~VL_REBUILD;
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nqld->l.flags |= VL_RESORT;
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}
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static void SortNetworkGameList(network_ql_d *nqld)
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{
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NetworkGameList *item;
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uint i;
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if (!(nqld->l.flags & VL_RESORT)) return;
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_internal_sort_order = nqld->l.flags & VL_DESC;
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qsort(nqld->sort_list, nqld->l.list_length, sizeof(nqld->sort_list[0]), _ngame_sorter[nqld->l.sort_type]);
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/* After sorting ngl->sort_list contains the sorted items. Put these back
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* into the original list. Basically nothing has changed, we are only
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* shuffling the ->next pointers */
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_network_game_list = nqld->sort_list[0];
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for (item = _network_game_list, i = 1; i != nqld->l.list_length; i++) {
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item->next = nqld->sort_list[i];
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item = item->next;
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}
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item->next = NULL;
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nqld->l.flags &= ~VL_RESORT;
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}
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/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
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static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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{
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network_d *nd = &WP(w, network_q_d).n;
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network_d *nd = &WP(w, network_ql_d).n;
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list_d *ld = &WP(w, network_ql_d).l;
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switch (e->event) {
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case WE_CREATE: /* focus input box */
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case WE_CREATE: /* Focus input box */
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nd->field = 3;
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nd->server = NULL;
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WP(w, network_ql_d).sort_list = NULL;
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ld->flags = VL_REBUILD | (_ng_sorting.order << (VL_DESC - 1));
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ld->sort_type = _ng_sorting.criteria;
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break;
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case WE_PAINT: {
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const NetworkGameList *sel = nd->server;
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const char *arrow = (ld->flags & VL_DESC) ? DOWNARROW : UPARROW;
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if (ld->flags & VL_REBUILD) {
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BuildNetworkGameList(&WP(w, network_ql_d));
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SetVScrollCount(w, ld->list_length);
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}
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if (ld->flags & VL_RESORT) SortNetworkGameList(&WP(w, network_ql_d));
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w->disabled_state = 0;
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@ -128,11 +250,18 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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SetDParam(7, _lan_internet_types_dropdown[_network_lan_internet]);
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DrawWindowWidgets(w);
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DrawEditBox(w, &WP(w, network_q_d).q, 3);
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DrawEditBox(w, &WP(w, network_ql_d).q, 3);
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DrawString(9, 23, STR_NETWORK_CONNECTION, 2);
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DrawString(210, 23, STR_NETWORK_PLAYER_NAME, 2);
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/* Sort based on widgets: name, clients, compatibility */
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switch (ld->sort_type) {
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case 6 - 6: DoDrawString(arrow, w->widget[6].right - 10, 42, 0x10); break;
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case 7 - 6: DoDrawString(arrow, w->widget[7].right - 10, 42, 0x10); break;
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case 8 - 6: DoDrawString(arrow, w->widget[8].right - 10, 42, 0x10); break;
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}
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{ // draw list of games
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uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
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int32 n = 0;
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@ -259,6 +388,17 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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case 4: case 5:
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ShowDropDownMenu(w, _lan_internet_types_dropdown, _network_lan_internet, 5, 0, 0); // do it for widget 5
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break;
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case 6: /* Sort by name */
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case 7: /* Sort by connected clients */
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case 8: /* Connectivity (green dot) */
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if (ld->sort_type == e->click.widget - 6) ld->flags ^= VL_DESC;
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ld->flags |= VL_RESORT;
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ld->sort_type = e->click.widget - 6;
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_ng_sorting.order = !!(ld->flags & VL_DESC);
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_ng_sorting.criteria = ld->sort_type;
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SetWindowDirty(w);
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break;
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case 9: { /* Matrix to show networkgames */
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NetworkGameList *cur_item;
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uint32 id_v = (e->click.pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
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@ -298,9 +438,8 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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}
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break;
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case 17: // Refresh
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if (nd->server != NULL) {
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if (nd->server != NULL)
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NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
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}
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break;
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} break;
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@ -316,18 +455,13 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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break;
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case WE_MOUSELOOP:
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if (nd->field == 3) HandleEditBox(w, &WP(w, network_q_d).q, 3);
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if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
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break;
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case WE_MESSAGE: {
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const NetworkGameList *nglist;
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w->vscroll.count = 0;
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/* Game-count has changed, update scroll-count, scrollbar, and resort */
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for (nglist = _network_game_list; nglist != NULL; nglist = nglist->next) w->vscroll.count++;
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if (w->vscroll.count >= w->vscroll.cap && w->vscroll.pos > w->vscroll.count - w->vscroll.cap) w->vscroll.pos--;
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case WE_MESSAGE:
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ld->flags |= VL_REBUILD;
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SetWindowDirty(w);
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} break;
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break;
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case WE_KEYPRESS:
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if (nd->field != 3) {
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@ -341,7 +475,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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break;
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}
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if (HandleEditBoxKey(w, &WP(w, network_q_d).q, 3, e) == 1) break; // enter pressed
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if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
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// The name is only allowed when it starts with a letter!
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if (_edit_str_buf[0] != '\0' && _edit_str_buf[0] != ' ') {
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@ -356,6 +490,10 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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NetworkAddServer(e->edittext.str);
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NetworkRebuildHostList();
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break;
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case WE_DESTROY: /* Nicely clean up the sort-list */
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free(WP(w, network_ql_d).sort_list);
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break;
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}
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}
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@ -420,7 +558,7 @@ void ShowNetworkGameWindow(void)
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w = AllocateWindowDesc(&_network_game_window_desc);
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if (w != NULL) {
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querystr = &WP(w, network_q_d).q;
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querystr = &WP(w, network_ql_d).q;
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ttd_strlcpy(_edit_str_buf, _network_player_name, MAX_QUERYSTR_LEN);
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w->vscroll.cap = 12;
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@ -439,10 +577,10 @@ enum {
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NSSWND_ROWSIZE = 12
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};
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/* uses network_q_d (network_d and querystr_d) WP macro */
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/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
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static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
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{
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network_d *nd = &WP(w, network_q_d).n;
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network_d *nd = &WP(w, network_ql_d).n;
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switch (e->event) {
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case WE_CREATE: /* focus input box */
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@ -462,7 +600,7 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
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DrawWindowWidgets(w);
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GfxFillRect(11, 63, 258, 215, 0xD7);
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DrawEditBox(w, &WP(w, network_q_d).q, 3);
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DrawEditBox(w, &WP(w, network_ql_d).q, 3);
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DrawString(10, 22, STR_NETWORK_NEW_GAME_NAME, 2);
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@ -569,15 +707,15 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
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break;
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case WE_MOUSELOOP:
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if (nd->field == 3) HandleEditBox(w, &WP(w, network_q_d).q, 3);
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if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
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break;
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case WE_KEYPRESS:
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if (nd->field == 3) {
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if (HandleEditBoxKey(w, &WP(w, network_q_d).q, 3, e) == 1) break; // enter pressed
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if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
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ttd_strlcpy(_network_server_name, WP(w, network_q_d).q.text.buf, sizeof(_network_server_name));
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UpdateTextBufferSize(&WP(w, network_q_d).q.text);
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ttd_strlcpy(_network_server_name, WP(w, network_ql_d).q.text.buf, sizeof(_network_server_name));
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UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
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}
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break;
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@ -638,11 +776,11 @@ static void ShowNetworkStartServerWindow(void)
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w->vscroll.cap = 9;
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w->vscroll.count = _fios_num+1;
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WP(w, network_q_d).q.text.caret = true;
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WP(w, network_q_d).q.text.maxlength = MAX_QUERYSTR_LEN - 1;
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WP(w, network_q_d).q.text.maxwidth = 160;
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WP(w, network_q_d).q.text.buf = _edit_str_buf;
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UpdateTextBufferSize(&WP(w, network_q_d).q.text);
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WP(w, network_ql_d).q.text.caret = true;
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WP(w, network_ql_d).q.text.maxlength = MAX_QUERYSTR_LEN - 1;
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WP(w, network_ql_d).q.text.maxwidth = 160;
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WP(w, network_ql_d).q.text.buf = _edit_str_buf;
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UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
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}
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static byte NetworkLobbyFindCompanyIndex(byte pos)
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@ -839,7 +977,8 @@ static const WindowDesc _network_lobby_window_desc = {
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NetworkLobbyWindowWndProc,
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};
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/* Show the networklobbywindow with the selected server
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* @param ngl Selected game pointer which is passed to the new window */
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static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
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{
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Window *w;
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@ -849,7 +988,7 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
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w = AllocateWindowDesc(&_network_lobby_window_desc);
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if (w != NULL) {
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WP(w, network_q_d).n.server = ngl;
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WP(w, network_ql_d).n.server = ngl;
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strcpy(_edit_str_buf, "");
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w->vscroll.cap = 10;
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}
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14
window.h
14
window.h
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@ -431,9 +431,9 @@ typedef struct {
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(scroller_d));
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typedef enum VehicleListFlags {
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VL_DESC = 0x01,
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VL_RESORT = 0x02,
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VL_REBUILD = 0x04
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VL_DESC = 0x01, // sort descending or ascending
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VL_RESORT = 0x02, // instruct the code to resort the list in the next loop
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VL_REBUILD = 0x04 // create sort-listing to use for qsort and friends
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} VehicleListFlags;
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typedef struct vehiclelist_d {
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@ -445,6 +445,14 @@ typedef struct vehiclelist_d {
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} vehiclelist_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
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typedef struct list_d {
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uint16 list_length; // length of the list being sorted
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byte sort_type; // what criteria to sort on
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VehicleListFlags flags;// used to control sorting/resorting/etc.
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uint16 resort_timer; // resort list after a given amount of ticks if set
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} list_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(list_d));
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typedef struct message_d {
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int msg;
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int wparam;
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