The Battle for Wesnoth  1.19.17+dev
title_screen.cpp
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1 /*
2  Copyright (C) 2008 - 2025
3  by Mark de Wever <koraq@xs4all.nl>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #define GETTEXT_DOMAIN "wesnoth-lib"
17 
19 
20 #include "addon/manager_ui.hpp"
21 #include "filesystem.hpp"
22 #include "font/font_config.hpp"
23 #include "formula/string_utils.hpp"
24 #include "game_config.hpp"
25 #include "game_config_manager.hpp"
26 #include "game_launcher.hpp"
27 #include "gui/auxiliary/tips.hpp"
33 #include "gui/dialogs/message.hpp"
41 #include "language.hpp"
42 #include "log.hpp"
44 //#define DEBUG_TOOLTIP
45 #ifdef DEBUG_TOOLTIP
46 #include "gui/dialogs/tooltip.hpp"
47 #endif
48 #include "gui/widgets/button.hpp"
49 #include "gui/widgets/image.hpp"
50 #include "gui/widgets/label.hpp"
52 #include "gui/widgets/settings.hpp"
53 #include "gui/widgets/window.hpp"
54 #include "help/help.hpp"
55 #include "quit_confirmation.hpp"
56 #include "sdl/surface.hpp"
58 #include "video.hpp"
59 #include "wml_exception.hpp"
60 
61 #include <algorithm>
62 #include <functional>
63 
64 #include <boost/algorithm/string/erase.hpp>
65 
66 static lg::log_domain log_config("config");
67 #define ERR_CF LOG_STREAM(err, log_config)
68 #define WRN_CF LOG_STREAM(warn, log_config)
69 
70 namespace gui2::dialogs
71 {
72 
73 REGISTER_DIALOG(title_screen)
74 
76 
78  : modal_dialog(window_id())
79  , debug_clock_()
80  , game_(game)
81 {
82  set_allow_plugin_skip(false);
83  init_callbacks();
84 }
85 
87 {
88 }
89 
91  const std::string& id,
93  const std::function<void()>& callback)
94 {
95  register_button(id, hk, callback, callback);
96 }
97 
99  const std::string& id,
101  const std::function<void()>& callback_btn,
102  const std::function<void()>& callback_hotkey)
103 {
104  if(hk != hotkey::HOTKEY_NULL) {
105  register_hotkey(hk, [callback_hotkey](auto&&...) { callback_hotkey(); return true; });
106  }
107 
108  try {
109  button& btn = find_widget<button>(id);
110  connect_signal_mouse_left_click(btn, [callback_btn](auto&&...) {
111  std::invoke(callback_btn);
112  });
113  } catch(const wml_exception& e) {
114  ERR_GUI_P << e.user_message;
115  prefs::get().set_gui2_theme("default");
117  }
118 }
119 
120 namespace
121 {
122 void show_lua_console()
123 {
125 }
126 
127 void make_screenshot()
128 {
129  surface screenshot = video::read_pixels();
130  if(screenshot) {
131  std::string filename = filesystem::get_screenshot_dir() + "/" + _("Screenshot") + "_";
133  gui2::dialogs::screenshot_notification::display(filename, screenshot);
134  }
135 }
136 
137 } // anon namespace
138 
139 #ifdef DEBUG_TOOLTIP
140 /*
141  * This function is used to test the tooltip placement algorithms as
142  * described in the »Tooltip placement« section in the GUI2 design
143  * document.
144  *
145  * Use a 1024 x 768 screen size, set the maximum loop iteration to:
146  * - 0 to test with a normal tooltip placement.
147  * - 30 to test with a larger normal tooltip placement.
148  * - 60 to test with a huge tooltip placement.
149  * - 150 to test with a borderline to insanely huge tooltip placement.
150  * - 180 to test with an insanely huge tooltip placement.
151  */
152 static void debug_tooltip(window& /*window*/, bool& handled, const point& coordinate)
153 {
154  std::string message = "Hello world.";
155 
156  for(int i = 0; i < 0; ++i) {
157  message += " More greetings.";
158  }
159 
161  gui2::tip::show("tooltip", message, coordinate);
162 
163  handled = true;
164 }
165 #endif
166 
168 {
169  set_click_dismiss(false);
170  set_enter_disabled(true);
171  set_escape_disabled(true);
172 
173 #ifdef DEBUG_TOOLTIP
174  connect_signal<event::SDL_MOUSE_MOTION>(
175  std::bind(debug_tooltip, std::ref(*this), std::placeholders::_3, std::placeholders::_5),
177 #endif
178 
179  connect_signal<event::SDL_VIDEO_RESIZE>(std::bind(&title_screen::on_resize, this));
180 
181  //
182  // General hotkeys
183  //
185  [this](auto&&...) { set_retval(RELOAD_GAME_DATA); return true; });
186 
188  [this](auto&&...) { hotkey_callback_select_tests(); return true; });
189 
191  [this](auto&&...) { button_callback_cores(); return true; });
192 
194  [](auto&&...) { show_lua_console(); return true; });
195 
196  /** @todo: should eventually become part of global hotkey handling. */
198  [](auto&&...) { make_screenshot(); return true; });
199 
200  //
201  // Background and logo images
202  //
204  // game works just fine if just one of the background images are missing
205  ERR_CF << "No titlescreen background defined in game config";
206  }
207 
210 
211  find_widget<image>("logo-bg").set_image(game_config::images::game_logo_background);
212  find_widget<image>("logo").set_image(game_config::images::game_logo);
213 
214  //
215  // Tip-of-the-day browser
216  //
217  if(auto tip_pages = find_widget<multi_page>("tips", false, false)) {
219  tip_pages->add_page({
220  { "tip", {
221  { "use_markup", "true" },
222  { "label", tip.text }
223  }},
224  { "source", {
225  { "use_markup", "true" },
226  { "label", tip.source }
227  }}
228  });
229  }
230 
231  update_tip(true);
232  }
233 
235  std::bind(&title_screen::update_tip, this, true));
236 
238  std::bind(&title_screen::update_tip, this, false));
239 
240  // Tip panel visiblity and close button
241  panel& tip_panel = find_widget<panel>("tip_panel");
242 
243  tip_panel.set_visible(prefs::get().show_tips()
246 
247  if(auto toggle_tips = find_widget<button>("toggle_tip_panel", false, false)) {
248  connect_signal_mouse_left_click(*toggle_tips, [&tip_panel](auto&&...) {
249  const bool currently_hidden = tip_panel.get_visible() == widget::visibility::hidden;
250 
251  tip_panel.set_visible(currently_hidden
254 
255  // If previously hidden, will now be visible, so we can reuse the same value
256  prefs::get().set_show_tips(currently_hidden);
257  });
258  }
259 
260  //
261  // Help
262  //
264 
265  //
266  // About
267  //
268  register_button("about", hotkey::HOTKEY_NULL, [] { game_version::display(); });
269 
270  //
271  // Campaign
272  //
273  register_button("campaign", hotkey::TITLE_SCREEN__CAMPAIGN, [this]() {
274  try{
275  if(game_.new_campaign()) {
276  // Suspend drawing of the title screen,
277  // so it doesn't flicker in between loading screens.
278  hide();
279  set_retval(LAUNCH_GAME);
280  }
281  } catch (const config::error& e) {
282  gui2::show_error_message(e.what());
283  }
284  });
285 
286  //
287  // Multiplayer
288  //
291 
292  //
293  // Load game
294  //
295  register_button("load", hotkey::HOTKEY_LOAD_GAME, [this]() {
296  if(game_.load_game_prompt()) {
297  // Suspend drawing of the title screen,
298  // so it doesn't flicker in between loading screens.
299  hide();
300  set_retval(LOAD_GAME);
301  }
302  });
303 
304  //
305  // Addons
306  //
307  register_button("addons", hotkey::TITLE_SCREEN__ADDONS, [this]() {
308  if(manage_addons()) {
310  }
311  });
312 
313  //
314  // Editor
315  //
317 
318  //
319  // Language
320  //
321  register_button("language", hotkey::HOTKEY_LANGUAGE, [this]() {
322  try {
323  if(game_.change_language()) {
324  on_resize();
325  update_static_labels();
326  }
327  } catch(const std::runtime_error& e) {
328  gui2::show_error_message(e.what());
329  }
330  });
331 
332  //
333  // Preferences
334  //
336  std::bind(&title_screen::show_preferences, this));
337 
338  //
339  // Achievements
340  //
342  [] { dialogs::achievements_dialog::display(); });
343 
344  //
345  // Community
346  //
348  [] { dialogs::game_version::display(4); }); // shows the 5th tab, community
349 
350  //
351  // Quit
352  //
353 #ifdef __ANDROID__
355  [this]() { set_retval(QUIT_GAME); },
356  [this]() { quit_confirmation().quit_to_desktop(); });
357 #else
359 #endif
360  // A sanity check, exit immediately if the .cfg file didn't have a "quit" button.
361  find_widget<button>("quit", false, true);
362 
363  //
364  // Debug clock
365  //
367  std::bind(&title_screen::show_debug_clock_window, this));
368 
369  auto clock = find_widget<button>("clock", false, false);
370  if(clock) {
371  clock->set_visible(show_debug_clock_button);
372  }
373 
374  //
375  // GUI Test and Debug Window
376  //
377  register_button("test_dialog", hotkey::HOTKEY_NULL,
378  [] { dialogs::gui_test_dialog::display(); });
379 
380  auto test_dialog = find_widget<button>("test_dialog", false, false);
381  if(test_dialog) {
382  test_dialog->set_visible(show_debug_clock_button);
383  }
384 
385  //
386  // Static labels (version and language)
387  //
389 }
390 
392 {
393  //
394  // Version menu label
395  //
396  const std::string& version_string = VGETTEXT("Version $version", {{ "version", game_config::revision }});
397 
398  if(label* version_label = find_widget<label>("revision_number", false, false)) {
399  version_label->set_label(version_string);
400  }
401 
402  get_canvas(1).set_variable("revision_number", wfl::variant(version_string));
403 
404  //
405  // Language menu label
406  //
407  if(auto* lang_button = find_widget<button>("language", false, false); lang_button) {
408  const auto& locale = translation::get_effective_locale_info();
409  // Just assume everything is UTF-8 (it should be as long as we're called Wesnoth)
410  // and strip the charset from the Boost locale identifier.
411  const auto& boost_name = boost::algorithm::erase_first_copy(locale.name(), ".UTF-8");
412  const auto& langs = get_languages(true);
413 
414  auto lang_def = utils::ranges::find(langs, boost_name, &language_def::localename);
415  if(lang_def != langs.end()) {
416  lang_button->set_label(lang_def->language.str());
417  } else if(boost_name == "c" || boost_name == "C") {
418  // HACK: sometimes System Default doesn't match anything on the list. If you fork
419  // Wesnoth and change the neutral language to something other than US English, you
420  // want to change this too.
421  lang_button->set_label("English (US)");
422  } else {
423  // If somehow the locale doesn't match a known translation, use the
424  // locale identifier as a last resort
425  lang_button->set_label(boost_name);
426  }
427  }
428 }
429 
431 {
433 }
434 
435 void title_screen::update_tip(const bool previous)
436 {
437  multi_page* tip_pages = find_widget<multi_page>("tips", false, false);
438  if(tip_pages == nullptr) {
439  return;
440  }
441  if(tip_pages->get_page_count() == 0) {
442  return;
443  }
444 
445  int page = tip_pages->get_selected_page();
446  if(previous) {
447  if(page <= 0) {
448  page = tip_pages->get_page_count();
449  }
450  --page;
451  } else {
452  ++page;
453  if(static_cast<unsigned>(page) >= tip_pages->get_page_count()) {
454  page = 0;
455  }
456  }
457 
458  tip_pages->select_page(page);
459 }
460 
462 {
463  assert(show_debug_clock_button);
464 
465  if(debug_clock_) {
466  debug_clock_.reset(nullptr);
467  } else {
468  debug_clock_.reset(new debug_clock());
469  debug_clock_->show(true);
470  }
471 }
472 
474 {
476 
477  std::vector<std::string> options;
478  for(const config &sc : game_config_manager::get()->game_config().child_range("test")) {
479  if(!sc["is_unit_test"].to_bool(false)) {
480  options.emplace_back(sc["id"]);
481  }
482  }
483 
484  std::sort(options.begin(), options.end());
485 
486  gui2::dialogs::simple_item_selector dlg(_("Choose Test Scenario"), "", options);
487  dlg.show();
488 
489  int choice = dlg.selected_index();
490  if(choice >= 0) {
491  game_.set_test(options[choice]);
493  }
494 }
495 
497 {
499  pref_dlg.show();
500  if (pref_dlg.get_retval() == RELOAD_UI) {
502  }
503 
504  // Currently blurred windows don't capture well if there is something
505  // on top of them at the time of blur. Resizing the game window in
506  // preferences will cause the title screen tip and menu panels to
507  // capture the prefs dialog in their blur. This workaround simply
508  // forces them to re-capture the blur after the dialog closes.
509  panel* tip_panel = find_widget<panel>("tip_panel", false, false);
510  if(tip_panel != nullptr) {
511  tip_panel->get_canvas(tip_panel->get_state()).queue_reblur();
512  tip_panel->queue_redraw();
513  }
514  panel* menu_panel = find_widget<panel>("menu_panel", false, false);
515  if(menu_panel != nullptr) {
516  menu_panel->get_canvas(menu_panel->get_state()).queue_reblur();
517  menu_panel->queue_redraw();
518  }
519 }
520 
522 {
523  while(true) {
525  dlg.show();
526 
527  if(dlg.get_retval() != gui2::retval::OK) {
528  return;
529  }
530 
531  const auto res = dlg.get_choice();
532 
533  if(res == decltype(dlg)::choice::HOST && prefs::get().mp_server_warning_disabled() < 2) {
534  if(!gui2::dialogs::mp_host_game_prompt::execute()) {
535  continue;
536  }
537  }
538 
539  switch(res) {
540  case decltype(dlg)::choice::JOIN:
541  game_.select_mp_server(prefs::get().builtin_servers_list().front().address);
543  break;
544  case decltype(dlg)::choice::CONNECT:
547  break;
548  case decltype(dlg)::choice::HOST:
549  game_.select_mp_server("localhost");
551  break;
552  case decltype(dlg)::choice::LOCAL:
554  break;
555  }
556 
557  return;
558  }
559 }
560 
562 {
563  int current = 0;
564 
565  std::vector<config> cores;
566  for(const config& core : game_config_manager::get()->game_config().child_range("core")) {
567  cores.push_back(core);
568 
569  if(core["id"] == prefs::get().core()) {
570  current = cores.size() - 1;
571  }
572  }
573 
574  gui2::dialogs::core_selection core_dlg(cores, current);
575  if(core_dlg.show()) {
576  const std::string& core_id = cores[core_dlg.get_choice()]["id"];
577 
578  prefs::get().set_core(core_id);
580  }
581 }
582 
583 } // namespace dialogs
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:157
static game_config_manager * get()
void load_game_config_for_create(bool is_mp, bool is_test=false)
bool change_language()
bool load_game_prompt()
void select_mp_server(const std::string &server)
void set_test(const std::string &id)
Simple push button.
Definition: button.hpp:36
void set_variable(const std::string &key, wfl::variant &&value)
Definition: canvas.hpp:157
void queue_reblur()
Clear the cached blur texture, forcing it to regenerate.
Definition: canvas.cpp:643
static void display(lua_kernel_base *lk)
Display a new console, using given video and lua kernel.
Abstract base class for all modal dialogs.
bool show(const unsigned auto_close_time=0)
Shows the window.
int selected_index() const
Returns the selected item index after displaying.
This class implements the title screen.
std::unique_ptr< modeless_dialog > debug_clock_
Holds the debug clock dialog.
void update_tip(const bool previous)
Updates the tip of day widget.
void update_static_labels()
Updates UI labels that are not t_string after a language change.
void show_debug_clock_window()
Shows the debug clock.
void show_preferences()
Shows the preferences dialog.
void register_button(const std::string &id, hotkey::HOTKEY_COMMAND hk, const std::function< void()> &callback_btn, const std::function< void()> &callback_hotkey)
void register_hotkey(const hotkey::HOTKEY_COMMAND id, Func &&function)
Registers a hotkey.
Definition: dispatcher.hpp:444
unsigned get_page_count() const
Returns the number of pages.
Definition: multi_page.cpp:113
int get_selected_page() const
Returns the selected page.
Definition: multi_page.cpp:128
void select_page(const unsigned page, const bool select=true)
Selects a page.
Definition: multi_page.cpp:119
virtual unsigned get_state() const override
See styled_widget::get_state.
Definition: panel.cpp:61
canvas & get_canvas(const unsigned index)
void set_visible(const visibility visible)
Definition: widget.cpp:479
void queue_redraw()
Indicates that this widget should be redrawn.
Definition: widget.cpp:464
visibility get_visible() const
Definition: widget.cpp:506
@ visible
The user sets the widget visible, that means:
@ hidden
The user sets the widget hidden, that means:
void set_enter_disabled(const bool enter_disabled)
Disable the enter key.
Definition: window.hpp:313
void set_retval(const int retval, const bool close_window=true)
Sets there return value of the window.
Definition: window.hpp:387
void set_escape_disabled(const bool escape_disabled)
Disable the escape key.
Definition: window.hpp:326
void set_click_dismiss(const bool click_dismiss)
Definition: window.hpp:399
int get_retval()
Definition: window.hpp:394
static prefs & get()
Implements a quit confirmation dialog.
static void quit_to_desktop()
Declarations for File-IO.
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
std::size_t i
Definition: function.cpp:1032
static std::string _(const char *str)
Definition: gettext.hpp:97
#define ERR_GUI_P
Definition: log.hpp:69
This file contains the window object, this object is a top level container which has the event manage...
std::vector< language_def > get_languages(bool all)
Return a list of available translations.
Definition: language.cpp:130
Standard logging facilities (interface).
bool manage_addons()
Shows the add-ons server connection dialog, for access to the various management front-ends.
Definition: manager_ui.cpp:228
std::string get_screenshot_dir()
std::string get_next_filename(const std::string &name, const std::string &extension)
Get the next free filename using "name + number (3 digits) + extension" maximum 1000 files then start...
Definition: filesystem.cpp:601
std::string game_title_background
std::string game_title
std::string game_logo
std::string game_logo_background
Game configuration data as global variables.
Definition: build_info.cpp:61
const std::string revision
void show(const gui2::tracked_drawable &target)
Displays the fps report popup for the given tracked_drawable.
Definition: fps_report.cpp:131
void remove()
Removes a tip.
Definition: tooltip.cpp:94
static std::unique_ptr< tooltip > tip
Definition: tooltip.cpp:62
bool show_debug_clock_button
Do we wish to show the button for the debug clock.
REGISTER_DIALOG(editor_edit_unit)
void connect_signal_mouse_left_click(dispatcher &dispatcher, const signal &signal)
Connects a signal handler for a left mouse button click.
Definition: dispatcher.cpp:163
std::vector< game_tip > tips
Definition: settings.cpp:57
std::vector< game_tip > shuffle(const std::vector< game_tip > &tips)
Shuffles the tips.
Definition: tips.cpp:43
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:201
@ OK
Dialog was closed with the OK button.
Definition: retval.hpp:35
void show_help(const std::string &show_topic)
Open the help browser, show topic with id show_topic.
Definition: help.cpp:124
@ HOTKEY_SCREENSHOT
@ HOTKEY_ACHIEVEMENTS
@ TITLE_SCREEN__MULTIPLAYER
@ TITLE_SCREEN__ADDONS
@ TITLE_SCREEN__EDITOR
@ HOTKEY_QUIT_TO_DESKTOP
@ HOTKEY_LOAD_GAME
@ TITLE_SCREEN__TEST
@ TITLE_SCREEN__PREVIOUS_TIP
@ HOTKEY_PREFERENCES
@ TITLE_SCREEN__CORES
@ TITLE_SCREEN__CAMPAIGN
@ TITLE_SCREEN__RELOAD_WML
@ TITLE_SCREEN__NEXT_TIP
int show_lua_console(lua_State *, lua_kernel_base *lk)
Definition: lua_gui2.cpp:250
map_location coordinate
Contains an x and y coordinate used for starting positions in maps.
const boost::locale::info & get_effective_locale_info()
A facet that holds general information about the effective locale.
Definition: gettext.cpp:572
auto find(Container &container, const Value &value, const Projection &projection={})
Definition: general.hpp:179
surface read_pixels(rect *r)
Copy back a portion of the render target that is already drawn.
Definition: video.cpp:617
This file contains the settings handling of the widget library.
std::string filename
Filename.
std::string localename
Definition: language.hpp:32
Holds a 2D point.
Definition: point.hpp:25
Helper class, don't construct this directly.
#define ERR_CF
static lg::log_domain log_config("config")
Add a special kind of assert to validate whether the input from WML doesn't contain any problems that...
#define e