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d27616cf36
Added a new settings dialog to Hearts with a textbox to allow the player to set a name, which is persisted in the Hearts config file.
122 lines
3.7 KiB
C++
122 lines
3.7 KiB
C++
/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Game.h"
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#include "SettingsDialog.h"
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#include <Games/Hearts/HeartsGML.h>
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#include <LibCore/ConfigFile.h>
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#include <LibCore/Timer.h>
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#include <LibGUI/Action.h>
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#include <LibGUI/ActionGroup.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/Icon.h>
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#include <LibGUI/Menu.h>
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#include <LibGUI/Menubar.h>
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#include <LibGUI/MessageBox.h>
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#include <LibGUI/Statusbar.h>
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#include <LibGUI/Window.h>
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#include <stdio.h>
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#include <unistd.h>
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int main(int argc, char** argv)
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{
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auto app = GUI::Application::construct(argc, argv);
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auto app_icon = GUI::Icon::default_icon("app-hearts");
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auto config = Core::ConfigFile::get_for_app("Hearts");
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if (pledge("stdio recvfd sendfd rpath wpath cpath", nullptr) < 0) {
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perror("pledge");
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return 1;
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}
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if (unveil("/res", "r") < 0) {
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perror("unveil");
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return 1;
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}
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if (unveil(config->filename().characters(), "crw") < 0) {
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perror("unveil");
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return 1;
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}
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if (unveil(nullptr, nullptr) < 0) {
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perror("unveil");
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return 1;
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}
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auto window = GUI::Window::construct();
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window->set_title("Hearts");
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auto& widget = window->set_main_widget<GUI::Widget>();
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widget.load_from_gml(hearts_gml);
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auto& game = *widget.find_descendant_of_type_named<Hearts::Game>("game");
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game.set_focus(true);
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auto& statusbar = *widget.find_descendant_of_type_named<GUI::Statusbar>("statusbar");
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statusbar.set_text(0, "Score: 0");
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String player_name = config->read_entry("", "player_name", "Gunnar");
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game.on_status_change = [&](const AK::StringView& status) {
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statusbar.set_override_text(status);
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};
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app->on_action_enter = [&](GUI::Action& action) {
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auto text = action.status_tip();
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if (text.is_empty())
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text = Gfx::parse_ampersand_string(action.text());
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statusbar.set_override_text(move(text));
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};
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app->on_action_leave = [&](GUI::Action&) {
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statusbar.set_override_text({});
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};
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auto change_settings = [&] {
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auto settings_dialog = SettingsDialog::construct(window, player_name);
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if (settings_dialog->exec() || settings_dialog->result() != GUI::Dialog::ExecOK)
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return;
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player_name = settings_dialog->player_name();
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config->write_entry("", "player_name", player_name);
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if (!config->sync()) {
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GUI::MessageBox::show(window, "Settings could not be saved!", "Error", GUI::MessageBox::Type::Error);
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return;
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}
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GUI::MessageBox::show(window, "Settings have been successfully saved and will take effect in the next game.", "Settings Changed Successfully", GUI::MessageBox::Type::Information);
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};
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auto menubar = GUI::Menubar::construct();
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auto& game_menu = menubar->add_menu("&Game");
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game_menu.add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, [&](auto&) {
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game.setup(player_name);
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}));
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game_menu.add_separator();
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game_menu.add_action(GUI::Action::create("&Settings...", [&](auto&) {
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change_settings();
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}));
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game_menu.add_separator();
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game_menu.add_action(GUI::CommonActions::make_quit_action([&](auto&) { app->quit(); }));
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auto& help_menu = menubar->add_menu("&Help");
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help_menu.add_action(GUI::CommonActions::make_about_action("Hearts", app_icon, window));
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window->set_resizable(false);
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window->resize(Hearts::Game::width, Hearts::Game::height + statusbar.max_height());
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window->set_menubar(move(menubar));
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window->set_icon(app_icon.bitmap_for_size(16));
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window->show();
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game.setup(player_name);
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return app->exec();
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}
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