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launcherwindow.cpp
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launcherwindow.cpp
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/*
* Copyright (c) 2015-2016 Joshua Snyder
* Distributed under the GNU GPL v3. For full terms see the file LICENSE
*
* This file is part of Shticker Book Rewritten.
*
* Shticker Book Rewritten 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 3 of the License, or
* (at your option) any later version.
*
* Shticker Book Rewritten 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 Shticker Book Rewritten. If not, see <http://www.gnu.org/licenses/>.
*/
#include "launcherwindow.h"
#include "ui_launcherwindow.h"
#include "globaldefines.h"
#include "updateworker.h"
#include "filelocationchooser.h"
#include <QDir>
#include <QMessageBox>
#include <QCloseEvent>
#include <QProcess>
#include <QThread>
#include <QSettings>
#include <QEventLoop>
LauncherWindow::LauncherWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::LauncherWindow)
{
gameInstances = 0;
ui->setupUi(this);
connect(this, SIGNAL(enableUpdate(bool)), ui->updateButton, SLOT(setEnabled(bool)));
connect(ui->updatesCheckBox, SIGNAL(toggled(bool)), this, SLOT(toggleAutoUpdates()));
connect(ui->updateButton, SIGNAL(clicked(bool)), this, SLOT(updateFiles()));
//read the previous settings
readSettings();
//check if the user has already chosen a file location for the game files
while(filePath == "/")
{
setFilePath();
}
//setup saved toons
ui->savedToonsBox->addItem("Saved logins");
ui->savedToonsBox->addItems(savedUsers);
connect(ui->savedToonsBox, SIGNAL(currentIndexChanged(QString)), this, SLOT(fillCredentials(QString)));
//setup the webviews
ui->newsWebview->setUrl(QUrl("https://www.toontownrewritten.com/news/launcher"));
ui->fishWebview->setUrl(QUrl("http://siggen.toontown-click.de/fishadvisor/en/fishes.html"));
ui->invasionsWebview->setUrl(QUrl("http://toonhq.org/invasions/"));
ui->groupsWebview->setUrl(QUrl("http://toonhq.org/groups/"));
//change news view to a dark background since text is white
connect(ui->newsWebview->page(), SIGNAL(loadFinished(bool)), this, SLOT(newsViewLoaded()));
//disable login until files are updated
emit enableLogin(false);
loginIsReady = false;
if(autoUpdate)
{
updateFiles();
}
else
{
loginReady();
ui->progressBar->hide();
}
}
LauncherWindow::~LauncherWindow()
{
delete ui;
}
void LauncherWindow::relayMessage(QString message)
{
emit sendMessage(message);
}
void LauncherWindow::relayProgressBarReceived(int receivedBytes)
{
emit sendProgressBarReceived(receivedBytes);
}
void LauncherWindow::relayShowProgressBar()
{
emit showProgressBar();
}
void LauncherWindow::relayHideProgressBar()
{
emit hideProgressBar();
}
void LauncherWindow::updatesReady()
{
if(gameInstances == 0)
{
emit enableUpdate(true);
}
}
void LauncherWindow::loginReady()
{
emit enableLogin(true);
loginIsReady = true;
emit sendMessage("Logins are ready!");
}
void LauncherWindow::initiateLogin()
{
if(loginIsReady)
{
qDebug() << "Initiating login sequence\n";
//disable login again to prevent duplicate logins
emit enableLogin(false);
loginIsReady = false;
loginWorker = new LoginWorker(this);
connect(loginWorker, SIGNAL(sendMessage(QString)), this, SLOT(relayMessage(QString)));
connect(loginWorker, SIGNAL(gameStarted()), this, SLOT(gameHasStarted()));
connect(loginWorker, SIGNAL(gameFinished(int, QByteArray)), this, SLOT(gameHasFinished(int, QByteArray)));
connect(loginWorker, SIGNAL(authenticationFailed()), this, SLOT(authenticationFailed()));
//start login and then the game
loginWorker->initiateLogin(ui->usernameBox->text(), ui->passwordBox->text());
}
else
{
qDebug() << "Login isn't ready, ignoring login event\n";
}
}
void LauncherWindow::gameHasStarted()
{
//disable updates while an instance is running
emit enableUpdate(false);
//check whether to save the credentials or not
if(ui->saveCredentialsBox->isChecked())
{
//check to see if it already exists
if(savedUsers.contains(ui->usernameBox->text()))
{
int i;
i = savedUsers.indexOf(ui->usernameBox->text());
//replace the password for this username
savedPasses.replace(i, ui->passwordBox->text());
}
else
{
savedUsers.append(ui->usernameBox->text());
savedPasses.append(ui->passwordBox->text());
ui->savedToonsBox->addItem(ui->usernameBox->text());
}
//uncheck the box now
ui->saveCredentialsBox->setChecked(false);
writeSettings();
}
//clear the username and password boxes to prevent accidental relaunching of the game and to be ready to launch another
ui->usernameBox->clear();
ui->passwordBox->clear();
ui->savedToonsBox->setCurrentIndex(0);
//increment to show how many instances are running
gameInstances++;
qDebug() << "New game instance, there are now" << gameInstances;
//enable login again now that the game has finished starting
loginReady();
}
void LauncherWindow::gameHasFinished(int exitCode, QByteArray gameOutput)
{
//increment to show how many instances are running
gameInstances--;
qDebug() << "Game instance has closed, there are now" << gameInstances << "Exit code is:" << exitCode;
if(exitCode != 0)
{
qDebug() << "TTR has crashed. Output from the engine is:" << gameOutput;
emit sendMessage("Looks like Toontown Rewritten has crashed.");
QMessageBox::warning(this, "Toontown Rewritten has crashed.",
"Looks like Toontown Rewritten has crashed. The engine's error message is:\n" + gameOutput,
QMessageBox::Ok);
}
//re-enable updates (checks to see if no other instances are running as well)
updatesReady();
}
void LauncherWindow::authenticationFailed()
{
emit enableLogin(true);
loginIsReady = true;
}
//confirm closing of the launcher to alert of closing all running games
void LauncherWindow::closeEvent(QCloseEvent *event)
{
//check if any game instances are running
if(gameInstances!=0)
{
//create a dialog box to confirm exit and warn about running instances
QMessageBox::StandardButton dialog;
dialog = QMessageBox::warning(this,
"Please confirm closing.",
"Are you sure you would like to close? Closing the launcher when any game instance is running will cause it to close. There are currently "
+ QString::number(gameInstances) + " instances running.",
QMessageBox::Yes | QMessageBox::No);
if( dialog == QMessageBox::Yes)
{
//save the current settings before quitting
writeSettings();
exit(0);
}
else
{
event->ignore();
}
}
//no running instances so we can just close
else
{
//save the current settings before quitting
writeSettings();
exit(0);
}
}
void LauncherWindow::newsViewLoaded()
{
ui->newsWebview->page()->runJavaScript(QString("document.body.style.backgroundColor = \"#141618\";"));
}
void LauncherWindow::toggleAutoUpdates()
{
if(ui->updatesCheckBox->isChecked())
{
autoUpdate = true;
}
else
{
autoUpdate = false;
}
writeSettings();
}
void LauncherWindow::writeSettings()
{
QSettings settings("Shticker-Book-Rewritten", "Shticker-Book-Rewritten");
settings.beginGroup("LauncherWindow");
settings.setValue("size", size());
settings.setValue("pos", pos());
settings.setValue("update", autoUpdate);
settings.endGroup();
settings.beginGroup("Logins");
settings.setValue("username", savedUsers);
settings.setValue("pass", savedPasses);
settings.endGroup();
}
void LauncherWindow::readSettings()
{
QSettings settings("Shticker-Book-Rewritten", "Shticker-Book-Rewritten");
settings.beginGroup("LauncherWindow");
resize(settings.value("size", QSize(400, 400)).toSize());
move(settings.value("pos", QPoint(200, 200)).toPoint());
autoUpdate = settings.value("update", true).toBool();
settings.endGroup();
settings.beginGroup("Logins");
savedUsers = settings.value("username").toStringList();
savedPasses = settings.value("pass").toStringList();
settings.endGroup();
if(autoUpdate)
{
ui->updatesCheckBox->setChecked(true);
}
readSettingsPath();
}
void LauncherWindow::readSettingsPath()
{
QSettings settings("Shticker-Book-Rewritten", "Shticker-Book-Rewritten");
settings.beginGroup("FilesPath");
filePath = settings.value("path").toString();
settings.endGroup();
filePath = filePath + QString("/");
cachePath = filePath + QString(".cache/");
}
void LauncherWindow::fillCredentials(QString username)
{
if(username == "Saved logins")
{
ui->usernameBox->clear();
ui->passwordBox->clear();
return;
}
else
{
int i;
i = savedUsers.indexOf(username);
ui->usernameBox->setText(username);
ui->passwordBox->setText(savedPasses.at(i));
}
}
void LauncherWindow::updateFiles()
{
ui->progressBar->show();
emit enableUpdate(false);
//check to make sure the cache directory exists and make it if it doesn't
if(!QDir(filePath).exists())
{
QDir().mkdir(filePath);
}
if(!QDir(cachePath).exists())
{
QDir().mkdir(cachePath);
}
//Begin updating the game files
updateThread = new QThread(this);
UpdateWorker *updateWorker = new UpdateWorker();
//make a new thread for the updating process since it can bog down the main thread and make the window unresponsive
updateWorker->moveToThread(updateThread);
connect(updateThread, SIGNAL(started()), updateWorker, SLOT(startUpdating()));
connect(updateWorker, SIGNAL(updateComplete()), updateThread, SLOT(quit()));
//allow the update worker to communicate with the main window
connect(updateWorker, SIGNAL(sendMessage(QString)), this, SLOT(relayMessage(QString)));
connect(updateWorker, SIGNAL(sendProgressBarReceived(int)), this, SLOT(relayProgressBarReceived(int)));
connect(updateWorker, SIGNAL(showProgressBar()), this, SLOT(relayShowProgressBar()));
connect(updateWorker, SIGNAL(hideProgressBar()), this, SLOT(relayHideProgressBar()));
connect(updateWorker, SIGNAL(updateComplete()), this, SLOT(loginReady()));
connect(updateWorker, SIGNAL(updateComplete()), this, SLOT(updatesReady()));
updateThread->start();
}
void LauncherWindow::changeFilePath()
{
//disable login until files are updated
emit enableLogin(false);
loginIsReady = false;
setFilePath();
updateFiles();
}
void LauncherWindow::setFilePath()
{
FileLocationChooser *chooser = new FileLocationChooser;
chooser->show();
chooser->activateWindow();
//wait until a path is chosen
QEventLoop waitForPath;
connect(chooser, SIGNAL(finished()), &waitForPath, SLOT(quit()));
connect(chooser, SIGNAL(rejected()), &waitForPath, SLOT(quit()));
waitForPath.exec();
chooser->deleteLater();
readSettingsPath();
}