/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "gui/quitdialog.h"
#include "main.h"
#include "gui/widgets/layout.h"
#include "gui/widgets/button.h"
#include "gui/widgets/radiobutton.h"
#include "net/charhandler.h"
#include "net/net.h"
#include "utils/gettext.h"
#include <assert.h>
QuitDialog::QuitDialog(QuitDialog** pointerToMe):
Window(_("Quit"), true, NULL), mMyPointer(pointerToMe)
{
ContainerPlacer place = getPlacer(0, 0);
mForceQuit = new RadioButton(_("Quit"), "quitdialog");
mLogoutQuit = new RadioButton(_("Quit"), "quitdialog");
mSwitchAccountServer = new RadioButton(_("Switch server"), "quitdialog");
mSwitchCharacter = new RadioButton(_("Switch character"), "quitdialog");
mOkButton = new Button(_("OK"), "ok", this);
mCancelButton = new Button(_("Cancel"), "cancel", this);
//All states, when we're not logged in to someone.
if (state == STATE_CHOOSE_SERVER ||
state == STATE_CONNECT_SERVER ||
state == STATE_LOGIN ||
state == STATE_LOGIN_ATTEMPT ||
state == STATE_UPDATE ||
state == STATE_LOAD_DATA)
{
place(0, 0, mForceQuit, 3);
mForceQuit->setSelected(true);
}
else
{
// Only added if we are connected to an accountserver or gameserver
place(0, 0, mLogoutQuit, 3);
place(0, 1, mSwitchAccountServer, 3);
mLogoutQuit->setSelected(true);
// Only added if we are connected to a gameserver
if (state == STATE_GAME) place(0, 2, mSwitchCharacter, 3);
}
place(1, 3, mOkButton);
place(2, 3, mCancelButton);
reflowLayout(150, 0);
setLocationRelativeTo(getParent());
setVisible(true);
mOkButton->requestFocus();
}
QuitDialog::~QuitDialog()
{
if (mMyPointer) *mMyPointer = NULL;
// Optional widgets, so delete them by hand.
delete mForceQuit;
delete mLogoutQuit;
delete mSwitchAccountServer;
delete mSwitchCharacter;
}
void QuitDialog::action(const gcn::ActionEvent &event)
{
if (event.getId() == "ok")
{
if (mForceQuit->isSelected())
{
state = STATE_FORCE_QUIT;
}
else if (mLogoutQuit->isSelected())
{
state = STATE_EXIT;
}
else if (mSwitchAccountServer->isSelected())
{
state = STATE_SWITCH_SERVER;
}
else if (mSwitchCharacter->isSelected())
{
assert(state == STATE_GAME);
Net::getCharHandler()->switchCharacter();
}
}
scheduleDelete();
}