The Battle for Wesnoth 1.21.0-dev
 
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hotkey_handler_sp.cpp
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1/*
2 Copyright (C) 2014 - 2025
3 by Chris Beck <render787@gmail.com>
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
17
18#include "filesystem.hpp" // for get_saves_dir()
24#include "map/label.hpp"
25#include "play_controller.hpp"
30#include "map/map.hpp"
31#include "save_index.hpp"
32#include "saved_game.hpp"
33#include "savegame.hpp"
34#include "resources.hpp"
35#include "replay.hpp"
36
37#include "units/unit.hpp"
38
39#include <boost/algorithm/string/predicate.hpp>
40
41namespace balg = boost::algorithm;
42
45 , playsingle_controller_(pc)
46 , whiteboard_manager_(pc.get_whiteboard())
47{}
48
50
51bool playsingle_controller::hotkey_handler::is_observer() const { return playsingle_controller_.is_observer(); }
52
54 if (!browse())
55 menu_handler_.recruit(play_controller_.current_side(), mouse_handler_.get_last_hex());
56 else if (whiteboard_manager_->is_active())
57 menu_handler_.recruit(gui()->viewing_team().side(), mouse_handler_.get_last_hex());
58}
59
61 if (!browse())
62 menu_handler_.repeat_recruit(play_controller_.current_side(), mouse_handler_.get_last_hex());
63 else if (whiteboard_manager_->is_active())
64 menu_handler_.repeat_recruit(gui()->viewing_team().side(), mouse_handler_.get_last_hex());
65}
66
68 if (!browse())
69 menu_handler_.recall(play_controller_.current_side(), mouse_handler_.get_last_hex());
70 else if (whiteboard_manager_->is_active())
71 menu_handler_.recall(gui()->viewing_team().side(), mouse_handler_.get_last_hex());
72}
73
77
81
83 playsingle_controller_.end_turn();
84}
85
89
93
97
101
105
109
113
117
119 if (!browse())
120 menu_handler_.unit_hold_position(mouse_handler_, play_controller_.current_side());
121}
122
124 if (!browse())
125 menu_handler_.end_unit_turn(mouse_handler_, play_controller_.current_side());
126}
127
131
135
139
143
147
149 whiteboard_manager_->set_active(!whiteboard_manager_->is_active());
150
151 if (whiteboard_manager_->is_active()) {
153 utils::string_map symbols;
154 symbols["hotkey"] = hk;
155
156 gui()->announce(_("Planning mode activated!") + std::string("\n") + VGETTEXT("(press $hotkey to deactivate)", symbols), font::NORMAL_COLOR);
157 } else {
158 gui()->announce(_("Planning mode deactivated!"), font::NORMAL_COLOR);
159 }
160 //@todo Stop printing whiteboard help in the chat once we have better documentation/help
161 whiteboard_manager_->print_help_once();
162}
163
167
171
175
180
185
187{
188 const unit* curr_unit;
190 { wb::future_map future; //start planned unit map scope
191 curr_unit = &*menu_handler_.current_unit();
192 loc = curr_unit->get_location();
193 } // end planned unit map scope
194 whiteboard_manager_->save_suppose_dead(*curr_unit,loc);
195}
196
206
208{
210 bool res = true;
211 int prefixlen = wml_menu_hotkey_prefix.length();
212 switch (command){
215 {
216 if(cmd.id.compare(0, prefixlen, wml_menu_hotkey_prefix) == 0) {
217 game_events::wmi_manager::item_ptr item = gamestate().get_wml_menu_items().get_item(std::string(cmd.id.substr(prefixlen)));
218 if(!item) {
219 return false;
220 }
221 return !item->is_synced() || play_controller_.can_use_synced_wml_menu();
222 }
224
225 }
227 return !events::commands_disabled || (playsingle_controller_.is_replay() && events::commands_disabled < 2);
230 return !browse() && !linger() && !events::commands_disabled;
234 return (!browse() || whiteboard_manager_->is_active()) && !linger() && !events::commands_disabled;
236 //playmp_controller::hotkey_handler checks whether we are the host.
237 return (!browse() || linger()) && !events::commands_disabled;
238
240 return !linger()
241 && (gui()->viewing_team().uses_fog() || gui()->viewing_team().uses_shroud())
242 && gui()->viewing_team_is_playing()
243 && gui()->viewing_team().is_local_human()
246 return !linger()
247 && gui()->viewing_team_is_playing()
248 && gui()->viewing_team().is_local_human()
250 && gui()->viewing_team().auto_shroud_updates() == false;
251
252 // Commands we can only do if in debug mode
257 return !events::commands_disabled && game_config::debug && play_controller_.get_map().on_board(mouse_handler_.get_last_hex()) && play_controller_.current_team().is_local();
258
260 res = !is_observer();
261 break;
264 const terrain_label *label = gui()->labels().get_label(mouse_handler_.get_last_hex());
265 res = !events::commands_disabled && play_controller_.get_map().on_board(mouse_handler_.get_last_hex())
266 && !gui()->shrouded(mouse_handler_.get_last_hex())
267 && !is_observer()
268 && (!label || !label->immutable());
269 break;
270 }
272 if(browse() || events::commands_disabled)
273 return false;
274
276 && (menu_handler_.current_unit()->move_interrupted()))
277 return true;
278 const unit_map::const_iterator i = play_controller_.get_units().find(mouse_handler_.get_selected_hex());
279 if (!i.valid()) return false;
280 return i->move_interrupted();
281 }
283 return !is_observer();
286 return whiteboard_manager_->can_enable_execution_hotkeys() && !events::commands_disabled && !browse();
288 return whiteboard_manager_->can_enable_modifier_hotkeys();
291 return whiteboard_manager_->can_enable_reorder_hotkeys();
293 {
294 //@todo re-enable this once we figure out a decent UI for suppose_dead
295 //@todo when re-enabling this, change 'true' to 'false' in master_hotkey_list for this hotkey
296 return false;
297 }
298
309 return playsingle_controller_.get_replay_controller() && playsingle_controller_.get_replay_controller()->can_execute_command(cmd);
311 return playsingle_controller_.is_replay() && (!playsingle_controller_.is_networked_mp() || resources::recorder->at_end());
312 default:
314 }
315 return res;
316}
317
318void playsingle_controller::hotkey_handler::load_autosave(const std::string& filename, bool start_replay)
319{
321 try {
323 } catch(const game::load_game_failed& e) {
324 gui2::show_error_message(_("The file you have tried to load is corrupt") + "\n\n" + e.what());
325 return;
326 }
327
328 // TODO: look into loading autosaves by resetting the gamestate. Since we're going
329 // back a turn, we don't strictly need to exit the game and reload the game config.
330 // Perhaps we could neverage the replay system directly instead of autosave files?
331 if(!start_replay) {
332#ifdef __cpp_designated_initializers
333 throw savegame::load_game_exception({ .load_config = std::move(savegame) });
334#else
336 payload.load_config = std::move(savegame);
337 throw savegame::load_game_exception(std::move(payload));
338#endif
339 }
340
341 if(savegame.child_or_empty("snapshot")["replay_pos"].to_int(-1) < 0 ) {
342 gui2::show_error_message(_("The file you have tried to load has no replay information."));
343 return;
344 }
345 if(!playsingle_controller_.get_saved_game().get_replay().is_ancestor(savegame.child_or_empty("replay"))) {
346 gui2::show_error_message(_("The file you have tried to load is not from the current session."));
347 return;
348 }
349
350 auto res = std::make_shared<config>(savegame.child_or_empty("snapshot"));
351 auto stats = std::make_shared<config>(savegame.child_or_empty("statistics"));
352 throw reset_gamestate_exception(res, stats, false);
353}
354
356{
357 if(!playsingle_controller_.is_networked_mp()) {
359 }
360 playsingle_controller_.set_player_type_changed();
361}
map_location loc
Definition move.cpp:172
A config object defines a single node in a WML file, with access to child nodes.
Definition config.hpp:157
void label_terrain(mouse_handler &mousehandler, bool team_only)
void update_shroud_now(int side_num)
virtual void clear_messages() override
void recall(int side_num, const map_location &last_hex)
void create_unit(mouse_handler &mousehandler)
Creates a unit (in debug mode via hotkey or context menu).
void unit_hold_position(mouse_handler &mousehandler, int side_num)
void end_unit_turn(mouse_handler &mousehandler, int side_num)
void change_side(mouse_handler &mousehandler)
void toggle_shroud_updates(int side_num)
void recruit(int side_num, const map_location &last_hex)
void continue_move(mouse_handler &mousehandler, int side_num)
void repeat_recruit(int side_num, const map_location &last_hex)
void kill_unit(mouse_handler &mousehandler)
unit_map::iterator current_unit()
map_location get_selected_hex() const
const map_location & get_last_hex() const
std::shared_ptr< wml_menu_item > item_ptr
wml_menu_item pointers
item_ptr get_item(const std::string &id) const
Gets the menu item with the specified ID.
game_events::wmi_manager & get_wml_menu_items()
virtual hotkey::action_state get_action_state(const hotkey::ui_command &) const override
virtual bool can_execute_command(const hotkey::ui_command &command) const override
Check if a command can be executed.
events::menu_handler menu_handler_
bool is_observer() const
events::mouse_handler mouse_handler_
std::shared_ptr< wb::manager > whiteboard_manager_
game_state & gamestate()
virtual void toggle_shroud_updates() override
virtual void whiteboard_suppose_dead() override
hotkey_handler(playsingle_controller &, saved_game &)
virtual hotkey::action_state get_action_state(const hotkey::ui_command &) const override
virtual bool can_execute_command(const hotkey::ui_command &cmd) const override
Check if a command can be executed.
virtual void whiteboard_delete_action() override
virtual void whiteboard_execute_action() override
virtual void label_terrain(bool) override
virtual void load_autosave(const std::string &filename, bool start_replay=false) override
virtual void whiteboard_bump_up_action() override
virtual void whiteboard_bump_down_action() override
virtual void whiteboard_execute_all_actions() override
bool at_end() const
Definition replay.cpp:631
void delete_upcoming_commands()
Definition replay.cpp:172
Exception used to signal that the user has decided to abort a game, and to load another game instead.
Definition savegame.hpp:88
To store label data Class implements logic for rendering.
Definition label.hpp:111
This class represents a single unit of a specific type.
Definition unit.hpp:39
Declarations for File-IO.
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
static std::string _(const char *str)
Definition gettext.hpp:100
const map_location & get_location() const
The current map location this unit is at.
Definition unit.hpp:1327
std::string label
What to show in the filter's drop-down list.
Definition manager.cpp:201
An extension of play_controller::hotkey_handler, which has support for SP wesnoth features like white...
Declarations for a class that implements WML-defined (right-click) menu items.
std::string get_saves_dir()
const color_t NORMAL_COLOR
const bool & debug
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition message.cpp:201
General purpose widgets.
std::string get_names(const std::string &id)
Returns a comma-separated string of hotkey names.
action_state on_if(bool condition)
Returns action_state::on if condition is true, else action_state::off.
const hotkey_command & get_hotkey_command(std::string_view command)
Returns the hotkey_command with the given id.
@ HOTKEY_TELEPORT_UNIT
@ HOTKEY_END_UNIT_TURN
@ HOTKEY_WB_EXECUTE_ALL_ACTIONS
@ HOTKEY_WB_SUPPOSE_DEAD
@ HOTKEY_UPDATE_SHROUD
@ HOTKEY_REPEAT_RECRUIT
@ HOTKEY_LABEL_TEAM_TERRAIN
@ HOTKEY_UNIT_HOLD_POSITION
@ HOTKEY_REPLAY_NEXT_TURN
@ HOTKEY_REPLAY_SHOW_EVERYTHING
@ HOTKEY_REPLAY_SHOW_TEAM1
@ HOTKEY_LABEL_TERRAIN
@ HOTKEY_CLEAR_LABELS
@ HOTKEY_CONTINUE_MOVE
@ HOTKEY_WB_EXECUTE_ACTION
@ HOTKEY_DELAY_SHROUD
@ HOTKEY_WB_BUMP_UP_ACTION
@ HOTKEY_REPLAY_NEXT_SIDE
@ HOTKEY_REPLAY_NEXT_MOVE
@ HOTKEY_REPLAY_RESET
@ HOTKEY_REPLAY_SKIP_ANIMATION
@ HOTKEY_WB_BUMP_DOWN_ACTION
@ HOTKEY_REPLAY_SHOW_EACH
@ HOTKEY_WB_DELETE_ACTION
replay * recorder
Definition resources.cpp:28
config read_save_file(const std::string &dir, const std::string &name)
Read the complete config information out of a savefile.
std::map< std::string, t_string > string_map
Replay control code.
std::string filename
Filename.
Error used when game loading fails.
Used as the main parameter for can_execute_command/do_execute_command These functions are used to exe...
hotkey::HOTKEY_COMMAND hotkey_command
The hotkey::HOTKEY_COMMAND associated with this action, HOTKEY_NULL for actions that don't allow hotk...
std::string id
The string command, never empty, describes the action uniquely.
Encapsulates the map of the game.
Definition location.hpp:46
config load_config
Config information of the savefile to be loaded.
Definition savegame.hpp:76
bool valid() const
Definition map.hpp:273
Applies the planned unit map for the duration of the struct's life.
Definition manager.hpp:253
Declarations for a container for wml_menu_item.
#define i
#define e