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authorDarkvater <Darkvater@openttd.org>2006-01-26 17:10:11 +0000
committerDarkvater <Darkvater@openttd.org>2006-01-26 17:10:11 +0000
commit227769d709d53f4ebceaf822e9fd946fd3e8cd48 (patch)
treeb020a36d72fcf2465b24fb8a34fc2902bbeb0061
parent1ba8bcd0dee34de95178ec0b90f1c2ec0bb16197 (diff)
downloadopenttd-227769d709d53f4ebceaf822e9fd946fd3e8cd48.tar.xz
(svn r3441) - Feature: Allow the network game list to be sorted (by name/clients/compatibility ascending/descending)
-rw-r--r--network_gui.c221
-rw-r--r--window.h14
2 files changed, 191 insertions, 44 deletions
diff --git a/network_gui.c b/network_gui.c
index 338a62f22..11f25eae5 100644
--- a/network_gui.c
+++ b/network_gui.c
@@ -28,18 +28,28 @@
#define MAX_QUERYSTR_LEN 64
typedef struct network_d {
- byte company;
- byte field;
- NetworkGameList *server;
- FiosItem *map;
+ byte company; // select company in network lobby
+ byte field; // select text-field in start-server and game-listing
+ NetworkGameList *server; // selected server in lobby and game-listing
+ FiosItem *map; // selected map in start-server
} network_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_d));
-typedef struct network_q_d {
- network_d n;
- querystr_d q;
-} network_q_d;
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_q_d));
+typedef struct network_ql_d {
+ network_d n; // see above; general stuff
+ querystr_d q; // text-input in start-server and game-listing
+ NetworkGameList **sort_list; // list of games (sorted)
+ list_d l; // accompanying list-administration
+} network_ql_d;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_ql_d));
+
+typedef struct NetworkGameSorting {
+ bool order; // Ascending / Descending
+ byte criteria; // Sorted by name/clients/connectivity
+} NetworkGameSorting;
+
+/* Global to remember sorting after window has been closed */
+static NetworkGameSorting _ng_sorting;
static char _edit_str_buf[MAX_QUERYSTR_LEN*2];
static void ShowNetworkStartServerWindow(void);
@@ -92,24 +102,136 @@ void UpdateNetworkGameWindow(bool unselect)
Window* w = FindWindowById(WC_NETWORK_WINDOW, 0);
if (w != NULL) {
- if (unselect) WP(w, network_q_d).n.server = NULL;
+ if (unselect) WP(w, network_ql_d).n.server = NULL;
SendWindowMessage(WC_NETWORK_WINDOW, 0, true, 0, 0);
}
}
-/* uses network_q_d (network_d and querystr_d) WP macro */
+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 = stricmp(cmp1->info.server_name, cmp2->info.server_name);
+
+ return (_internal_sort_order & 1) ? -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 = cmp2->info.clients_on - cmp1->info.clients_on;
+
+ if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
+
+ return (_internal_sort_order & 1) ? -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;
+ /* Reverse default as we are interested in compatible clients first */
+ int r = cmp2->info.compatible - cmp1->info.compatible;
+
+ if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
+
+ return (_internal_sort_order & 1) ? -r : r;
+}
+
+static NGameNameSortFunction* const _ngame_sorter[] = {
+ &NGameNameSorter,
+ &NGameClientSorter,
+ &NGameAllowedSorter
+};
+
+/** (Re)build the network game list as its amount has changed because
+ * an item has been added or deleted for example
+ * @param ngl list_d struct that contains all necessary information for sorting */
+static void BuildNetworkGameList(network_ql_d *nqld)
+{
+ NetworkGameList *ngl_temp;
+ uint n = 0;
+
+ if (!(nqld->l.flags & VL_REBUILD)) return;
+
+ /* Count the number of games in the list */
+ for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
+ if (n == 0) return;
+
+ /* Create temporary array of games to use for listing */
+ free(nqld->sort_list);
+ nqld->sort_list = malloc(n * sizeof(nqld->sort_list[0]));
+ if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
+ nqld->l.list_length = n;
+
+ for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
+ nqld->sort_list[n++] = ngl_temp;
+ }
+
+ /* Force resort */
+ nqld->l.flags &= ~VL_REBUILD;
+ nqld->l.flags |= VL_RESORT;
+}
+
+static void SortNetworkGameList(network_ql_d *nqld)
+{
+ NetworkGameList *item;
+ uint i;
+
+ if (!(nqld->l.flags & VL_RESORT)) return;
+
+ _internal_sort_order = nqld->l.flags & VL_DESC;
+ qsort(nqld->sort_list, nqld->l.list_length, sizeof(nqld->sort_list[0]), _ngame_sorter[nqld->l.sort_type]);
+
+ /* 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 = nqld->sort_list[0];
+ for (item = _network_game_list, i = 1; i != nqld->l.list_length; i++) {
+ item->next = nqld->sort_list[i];
+ item = item->next;
+ }
+ item->next = NULL;
+
+ nqld->l.flags &= ~VL_RESORT;
+}
+
+/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
{
- network_d *nd = &WP(w, network_q_d).n;
+ network_d *nd = &WP(w, network_ql_d).n;
+ list_d *ld = &WP(w, network_ql_d).l;
switch (e->event) {
- case WE_CREATE: /* focus input box */
+ case WE_CREATE: /* Focus input box */
nd->field = 3;
nd->server = NULL;
+
+ WP(w, network_ql_d).sort_list = NULL;
+ ld->flags = VL_REBUILD | (_ng_sorting.order << (VL_DESC - 1));
+ ld->sort_type = _ng_sorting.criteria;
break;
case WE_PAINT: {
const NetworkGameList *sel = nd->server;
+ const char *arrow = (ld->flags & VL_DESC) ? DOWNARROW : UPARROW;
+
+ if (ld->flags & VL_REBUILD) {
+ BuildNetworkGameList(&WP(w, network_ql_d));
+ SetVScrollCount(w, ld->list_length);
+ }
+ if (ld->flags & VL_RESORT) SortNetworkGameList(&WP(w, network_ql_d));
w->disabled_state = 0;
@@ -128,11 +250,18 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
SetDParam(7, _lan_internet_types_dropdown[_network_lan_internet]);
DrawWindowWidgets(w);
- DrawEditBox(w, &WP(w, network_q_d).q, 3);
+ DrawEditBox(w, &WP(w, network_ql_d).q, 3);
DrawString(9, 23, STR_NETWORK_CONNECTION, 2);
DrawString(210, 23, STR_NETWORK_PLAYER_NAME, 2);
+ /* Sort based on widgets: name, clients, compatibility */
+ switch (ld->sort_type) {
+ case 6 - 6: DoDrawString(arrow, w->widget[6].right - 10, 42, 0x10); break;
+ case 7 - 6: DoDrawString(arrow, w->widget[7].right - 10, 42, 0x10); break;
+ case 8 - 6: DoDrawString(arrow, w->widget[8].right - 10, 42, 0x10); break;
+ }
+
{ // draw list of games
uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
int32 n = 0;
@@ -259,6 +388,17 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
case 4: case 5:
ShowDropDownMenu(w, _lan_internet_types_dropdown, _network_lan_internet, 5, 0, 0); // do it for widget 5
break;
+ case 6: /* Sort by name */
+ case 7: /* Sort by connected clients */
+ case 8: /* Connectivity (green dot) */
+ if (ld->sort_type == e->click.widget - 6) ld->flags ^= VL_DESC;
+ ld->flags |= VL_RESORT;
+ ld->sort_type = e->click.widget - 6;
+
+ _ng_sorting.order = !!(ld->flags & VL_DESC);
+ _ng_sorting.criteria = ld->sort_type;
+ SetWindowDirty(w);
+ break;
case 9: { /* Matrix to show networkgames */
NetworkGameList *cur_item;
uint32 id_v = (e->click.pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
@@ -298,9 +438,8 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
}
break;
case 17: // Refresh
- if (nd->server != NULL) {
+ if (nd->server != NULL)
NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
- }
break;
} break;
@@ -316,18 +455,13 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
break;
case WE_MOUSELOOP:
- if (nd->field == 3) HandleEditBox(w, &WP(w, network_q_d).q, 3);
+ if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
break;
- case WE_MESSAGE: {
- const NetworkGameList *nglist;
- w->vscroll.count = 0;
- /* Game-count has changed, update scroll-count, scrollbar, and resort */
- for (nglist = _network_game_list; nglist != NULL; nglist = nglist->next) w->vscroll.count++;
- if (w->vscroll.count >= w->vscroll.cap && w->vscroll.pos > w->vscroll.count - w->vscroll.cap) w->vscroll.pos--;
-
+ case WE_MESSAGE:
+ ld->flags |= VL_REBUILD;
SetWindowDirty(w);
- } break;
+ break;
case WE_KEYPRESS:
if (nd->field != 3) {
@@ -341,7 +475,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
break;
}
- if (HandleEditBoxKey(w, &WP(w, network_q_d).q, 3, e) == 1) break; // enter pressed
+ if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
// The name is only allowed when it starts with a letter!
if (_edit_str_buf[0] != '\0' && _edit_str_buf[0] != ' ') {
@@ -356,6 +490,10 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
NetworkAddServer(e->edittext.str);
NetworkRebuildHostList();
break;
+
+ case WE_DESTROY: /* Nicely clean up the sort-list */
+ free(WP(w, network_ql_d).sort_list);
+ break;
}
}
@@ -420,7 +558,7 @@ void ShowNetworkGameWindow(void)
w = AllocateWindowDesc(&_network_game_window_desc);
if (w != NULL) {
- querystr = &WP(w, network_q_d).q;
+ querystr = &WP(w, network_ql_d).q;
ttd_strlcpy(_edit_str_buf, _network_player_name, MAX_QUERYSTR_LEN);
w->vscroll.cap = 12;
@@ -439,10 +577,10 @@ enum {
NSSWND_ROWSIZE = 12
};
-/* uses network_q_d (network_d and querystr_d) WP macro */
+/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
{
- network_d *nd = &WP(w, network_q_d).n;
+ network_d *nd = &WP(w, network_ql_d).n;
switch (e->event) {
case WE_CREATE: /* focus input box */
@@ -462,7 +600,7 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
DrawWindowWidgets(w);
GfxFillRect(11, 63, 258, 215, 0xD7);
- DrawEditBox(w, &WP(w, network_q_d).q, 3);
+ DrawEditBox(w, &WP(w, network_ql_d).q, 3);
DrawString(10, 22, STR_NETWORK_NEW_GAME_NAME, 2);
@@ -569,15 +707,15 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
break;
case WE_MOUSELOOP:
- if (nd->field == 3) HandleEditBox(w, &WP(w, network_q_d).q, 3);
+ if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
break;
case WE_KEYPRESS:
if (nd->field == 3) {
- if (HandleEditBoxKey(w, &WP(w, network_q_d).q, 3, e) == 1) break; // enter pressed
+ if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
- ttd_strlcpy(_network_server_name, WP(w, network_q_d).q.text.buf, sizeof(_network_server_name));
- UpdateTextBufferSize(&WP(w, network_q_d).q.text);
+ ttd_strlcpy(_network_server_name, WP(w, network_ql_d).q.text.buf, sizeof(_network_server_name));
+ UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
}
break;
@@ -638,11 +776,11 @@ static void ShowNetworkStartServerWindow(void)
w->vscroll.cap = 9;
w->vscroll.count = _fios_num+1;
- WP(w, network_q_d).q.text.caret = true;
- WP(w, network_q_d).q.text.maxlength = MAX_QUERYSTR_LEN - 1;
- WP(w, network_q_d).q.text.maxwidth = 160;
- WP(w, network_q_d).q.text.buf = _edit_str_buf;
- UpdateTextBufferSize(&WP(w, network_q_d).q.text);
+ WP(w, network_ql_d).q.text.caret = true;
+ WP(w, network_ql_d).q.text.maxlength = MAX_QUERYSTR_LEN - 1;
+ WP(w, network_ql_d).q.text.maxwidth = 160;
+ WP(w, network_ql_d).q.text.buf = _edit_str_buf;
+ UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
}
static byte NetworkLobbyFindCompanyIndex(byte pos)
@@ -839,7 +977,8 @@ static const WindowDesc _network_lobby_window_desc = {
NetworkLobbyWindowWndProc,
};
-
+/* Show the networklobbywindow with the selected server
+ * @param ngl Selected game pointer which is passed to the new window */
static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
{
Window *w;
@@ -849,7 +988,7 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
w = AllocateWindowDesc(&_network_lobby_window_desc);
if (w != NULL) {
- WP(w, network_q_d).n.server = ngl;
+ WP(w, network_ql_d).n.server = ngl;
strcpy(_edit_str_buf, "");
w->vscroll.cap = 10;
}
diff --git a/window.h b/window.h
index 7f09f2f25..42f71d125 100644
--- a/window.h
+++ b/window.h
@@ -431,9 +431,9 @@ typedef struct {
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(scroller_d));
typedef enum VehicleListFlags {
- VL_DESC = 0x01,
- VL_RESORT = 0x02,
- VL_REBUILD = 0x04
+ VL_DESC = 0x01, // sort descending or ascending
+ VL_RESORT = 0x02, // instruct the code to resort the list in the next loop
+ VL_REBUILD = 0x04 // create sort-listing to use for qsort and friends
} VehicleListFlags;
typedef struct vehiclelist_d {
@@ -445,6 +445,14 @@ typedef struct vehiclelist_d {
} vehiclelist_d;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
+typedef struct list_d {
+ uint16 list_length; // length of the list being sorted
+ byte sort_type; // what criteria to sort on
+ VehicleListFlags flags;// used to control sorting/resorting/etc.
+ uint16 resort_timer; // resort list after a given amount of ticks if set
+} list_d;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(list_d));
+
typedef struct message_d {
int msg;
int wparam;