Merge pull request #185 from devZoGok/ft-183-selectable-players

Ft 183 selectable players
This commit is contained in:
devZoGok
2025-03-24 16:58:15 +00:00
committed by GitHub
16 changed files with 187 additions and 180 deletions
+1
View File
@@ -4,6 +4,7 @@ gui = {
pos = {x = 110, y = 190, z = 0},
size = {x = 360, y = 20},
guiType = GuiType.LISTBOX,
addPlayerGui = false,
listboxType = ListboxType.MAPS,
numMaxDisplay = 5
},
+4 -2
View File
@@ -52,6 +52,8 @@ ListboxType = {
LAND_TEXTURES = 7,
CPU_DIFFICULTIES = 8,
FACTIONS = 9,
CONSOLE = 10,
TRADE_OFFERS = 11
COLORS = 10,
TEAMS = 11,
CONSOLE = 12,
TRADE_OFFERS = 13
}
+25 -38
View File
@@ -1,62 +1,49 @@
Pos = {x = 110, y = 150, z = 0}
Size = {x = 100, y = 20}
space = 60
playerListboxPos = {x = 110, y = 10, z = 0}
Pos = {x = playerListboxPos.x, y = playerListboxPos.y, z = playerListboxPos.z}
Size = {x = 150, y = 20}
gap = 10
gapFactor = 3
factions = {'None', "America inc.", "European Republic", "Asian Co-Prosperity Sphere"}
difficulties = {"Easy", "Medium", "Hard"}
colors = {'White', 'Black', 'Red'}
teams = {'0', '1', '2', '3', '4'}
gui = {
{
pos = Pos,
pos = {x = Pos.x, y = Pos.y + (gapFactor * Size.y + gap) * (lineId + 1), z = Pos.z},
size = Size,
guiType = GuiType.LISTBOX,
name = 'factions',
numMaxDisplay = 3,
lines = factions,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = Pos.x, y = Pos.y + Size.y + space},
pos = {x = Pos.x + Size.x + gap, y = Pos.y + (gapFactor * Size.y + gap) * (lineId + 1), z = Pos.z},
size = Size,
guiType = GuiType.LISTBOX,
name = 'difficulties',
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
lines = difficulties,
listboxType = ListboxType.CPU_DIFFICULTIES
},
{
pos = {x = Pos.x, y = Pos.y + 2 * (Size.y + space)},
pos = {x = Pos.x + 2 * (Size.x + gap), y = Pos.y + (gapFactor * Size.y + gap) * (lineId + 1), z = Pos.z},
size = Size,
guiType = GuiType.LISTBOX,
name = 'colors',
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
lines = colors,
listboxType = ListboxType.COLORS
},
{
pos = {x = Pos.x, y = Pos.y + 3 * (Size.y + space)},
pos = {x = Pos.x + 3 * (Size.x + gap), y = Pos.y + (gapFactor * Size.y + gap) * (lineId + 1), z = Pos.z},
size = Size,
guiType = GuiType.LISTBOX,
name = 'teams',
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = Pos.x, y = Pos.y + 4 * (Size.y + space)},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = Pos.x, y = Pos.y + 5 * (Size.y + space)},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = Pos.x, y = Pos.y + 6 * (Size.y + space)},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = Pos.x, y = Pos.y + 7 * (Size.y + space)},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
lines = teams,
listboxType = ListboxType.TEAMS
},
}
+2 -28
View File
@@ -1,32 +1,11 @@
Size = {x = 100, y = 20}
numGui = 6
gui = {
{
pos = {x = 100, y = 100, z = 0},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.CPU_DIFFICULTIES
},
{
pos = {x = 210, y = 100, z = 0},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = 100, y = 230, z = 0},
size = Size,
guiType = GuiType.LISTBOX,
numMaxDisplay = 3,
listboxType = ListboxType.FACTIONS
},
{
pos = {x = 110, y = 310, z = 0},
size = Size,
guiType = GuiType.LISTBOX,
addPlayerGui = true,
listboxType = ListboxType.MAPS,
numMaxDisplay = 5
},
@@ -37,12 +16,7 @@ gui = {
buttonType = ButtonType.PLAY,
name = 'Play',
numDependencies = 4,
dependencies = {
{id = 0},
{id = 1},
{id = 2},
{id = 3}
}
dependencies = {{id = 0}}
},
{
pos = {x = 110 + Size.x + 10, y = 460, z = 0},
+1 -1
View File
@@ -22,7 +22,7 @@ set(MENU_BUTTONS mainMenuButton.cpp singlePlayerButton.cpp exitButton.cpp backBu
set(MAP_EDITOR_BUTTONS mapEditorButton.cpp newMapButton.cpp loadMapButton.cpp exportButton.cpp)
set(BUTTONS statsButton.cpp activeStateButton.cpp minimapButton.cpp ${TRADING_BUTTONS} ${OPTIONS_BUTTONS} ${MENU_BUTTONS} ${MAP_EDITOR_BUTTONS} ${UNIT_BUTTONS})
set(LISTBOXES skyboxTextureListbox.cpp landTextureListbox.cpp gameObjectListbox.cpp)
set(LISTBOXES skyboxTextureListbox.cpp landTextureListbox.cpp gameObjectListbox.cpp mapListbox.cpp)
set(GUI tooltip.cpp concreteGuiManager.cpp ${BUTTONS} ${LISTBOXES})
set(STATES activeGameState.cpp inGameAppState.cpp guiAppState.cpp mapEditorAppState.cpp)
+29 -27
View File
@@ -15,6 +15,7 @@
#include "newMapButton.h"
#include "loadMapButton.h"
#include "exportButton.h"
#include "mapListbox.h"
#include "skyboxTextureListbox.h"
#include "landTextureListbox.h"
#include "gameObjectListbox.h"
@@ -155,21 +156,9 @@ namespace battleship{
button = new ExportButton(pos, size);
break;
case PLAY:{
int did = guiTable["dependencies"][1]["id"];
vector<Listbox*> difficultyListboxes = vector<Listbox*>{(Listbox*)guiElements[did].second};
vector<Listbox*> factionsListboxes;
int numPlayers = 2;
for(int i = 0; i < numPlayers; i++){
int did = guiTable["dependencies"][i + 2]["id"];
factionsListboxes.push_back((Listbox*)guiElements[did].second);
}
int mid = guiTable["dependencies"][4]["id"];
Listbox *mapListbox = (Listbox*)guiElements[mid].second;
button = new PlayButton(difficultyListboxes, factionsListboxes, mapListbox, pos, size, name, true);
int mid = guiTable["dependencies"][1]["id"];
Listbox *mapListbox = (MapListbox*)guiElements[mid].second;
button = new PlayButton(mapListbox, pos, size, name, true);
break;
}
case RESUME:
@@ -293,12 +282,24 @@ namespace battleship{
int numMaxDisplay = guiTable["numMaxDisplay"];
ListboxType listboxType = (ListboxType)guiTable["listboxType"];
vector<string> lines;
int maxDisplay, numLines;
bool closable;
Listbox *listbox = nullptr;
vector<string> lines;
sol::optional<sol::table> linesOpt = guiTable["lines"];
if(linesOpt != sol::nullopt){
sol::table linesTbl = guiTable["lines"];
for(int i = 0; i < linesTbl.size(); i++)
lines.push_back(guiTable["lines"][i + 1]);
}
Listbox *listbox = nullptr;
string fontPath = fontBasePath + "batang.ttf";
sol::optional<string> nameOpt = guiTable["name"];
string name = "";
if(nameOpt != sol::nullopt) name = guiTable["name"];
switch(listboxType){
case CONTROLS:{
@@ -326,14 +327,16 @@ namespace battleship{
break;
}
case MAPS:
case MAPS:{
lines = readDir(GameManager::getSingleton()->getPath() + "Models/Maps/", true);
numLines = lines.size();
closable = true;
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
bool addPlayers = guiTable["addPlayerGui"];
listbox = new Listbox(pos, size, lines, maxDisplay, fontPath, closable);
listbox = new MapListbox(pos, size, lines, maxDisplay, addPlayers, fontPath, closable);
break;
}
case VEHICLES:
case STRUCTURES:
case RESOURCE_DEPOSITS:{
@@ -378,15 +381,9 @@ namespace battleship{
listbox = new LandTextureListbox(pos, size, lines, maxDisplay, fontPath);
break;
case CPU_DIFFICULTIES:
lines = vector<string>{"Easy", "Medium", "Hard"};
numLines = lines.size();
closable = true;
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
listbox = new Listbox(pos, size, lines, maxDisplay, fontPath);
break;
case FACTIONS:
lines = vector<string>{"Empire", "Mutants", "Shapeshifters"};
case COLORS:
case TEAMS:
numLines = lines.size();
closable = true;
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
@@ -412,6 +409,8 @@ namespace battleship{
int typeArr[2]{(int)GuiElementType::LISTBOX, (int)listboxType};
guiElements.push_back(make_pair(typeArr, (void*)listbox));
listbox->setName(name);
return listbox;
}
@@ -552,7 +551,10 @@ namespace battleship{
){
removeAllGuiElements(buttonExceptions, listboxExceptions, checkboxExceptions, sliderExceptions, textboxExceptions, guiRecttboxExceptions, textExceptions);
guiElements.clear();
parseLuaScript(script);
}
void ConcreteGuiManager::parseLuaScript(string script){
string basePath = GameManager::getSingleton()->getPath() + "Scripts/Gui/";
sol::state_view SOL_LUA_VIEW = generateView();
SOL_LUA_VIEW.script_file(basePath + script);
+3
View File
@@ -65,6 +65,8 @@ namespace battleship{
LAND_TEXTURES,
CPU_DIFFICULTIES,
FACTIONS,
COLORS,
TEAMS,
CONSOLE,
TRADE_OFFERS
};
@@ -82,6 +84,7 @@ namespace battleship{
std::vector<vb01::Node*> = std::vector<vb01::Node*>{},
std::vector<vb01::Text*> = std::vector<vb01::Text*>{}
);
void parseLuaScript(std::string);
private:
ConcreteGuiManager();
vb01Gui::Button* parseButton(int);
+5 -27
View File
@@ -45,41 +45,19 @@ namespace battleship{
Console::execute(wstringToString(textbox->getText()));
}
InGameAppState::InGameAppState(vector<string> difficultyLevels, vector<string> factions) : AbstractAppState(
InGameAppState::InGameAppState() : AbstractAppState(
AppStateType::IN_GAME_STATE,
configData::calcSumBinds(AppStateType::IN_GAME_STATE, true),
configData::calcSumBinds(AppStateType::IN_GAME_STATE, false),
GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]){
this->playerId = 1;
this->difficultyLevels = difficultyLevels;
this->factions = factions;
}
InGameAppState::~InGameAppState() {
}
GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]
),
playerId(0){}
void InGameAppState::onAttached() {
AbstractAppState::onAttached();
for (int i = 0; i < factions.size(); i++) {
int faction, difficulty;
if (i == 0)
difficulty = -1;
else {
if (difficultyLevels[i - 1] == "Easy")
difficulty = 0;
else if (difficultyLevels[i - 1] == "Medium")
difficulty = 1;
else
difficulty = 2;
}
faction = factions[i][0] - 48;
}
Camera *cam = Root::getSingleton()->getCamera();
cam->setPosition(Map::getSingleton()->getSpawnPoint(playerId - 1) + Vector3(1, 1, 1) * configData::CAMERA_DISTANCE);
cam->setPosition(Map::getSingleton()->getSpawnPoint(playerId) + Vector3(1, 1, 1) * configData::CAMERA_DISTANCE);
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
mainPlayer = Game::getSingleton()->getPlayer(playerId);
+3 -3
View File
@@ -39,8 +39,8 @@ namespace battleship{
private:
};
InGameAppState(std::vector<std::string>, std::vector<std::string>);
~InGameAppState();
InGameAppState();
~InGameAppState(){}
void onAttached();
void onDettached();
void update();
@@ -50,7 +50,7 @@ namespace battleship{
inline ActiveGameState* getActiveState(){return activeState;}
private:
bool isMainMenuActive = false;
std::vector<std::string> difficultyLevels, factions, modelPaths;
std::vector<std::string> modelPaths;
Player *mainPlayer;
int playerId;
ActiveGameState* activeState;
+11 -6
View File
@@ -374,14 +374,20 @@ namespace battleship{
}
}
int Map::getNumMapSpawnPoints(string name){
if(name != "")
generateView().script_file(GameManager::getSingleton()->getPath() + "Models/Maps/" + name + "/" + name + ".lua");
sol::table spawnPointsTbl = generateView()["map"]["spawnPoints"];
return spawnPointsTbl.size();
}
void Map::loadSpawnPoints(){
sol::state_view SOL_LUA_VIEW = generateView();
string spawnPointInd = "spawnPoints";
sol::table spawnPointsTbl = SOL_LUA_VIEW[mapTable][spawnPointInd];
int numSpawnPoints = spawnPointsTbl.size();
int numSpawnPoints = getNumMapSpawnPoints();
for(int i = 0; i < numSpawnPoints; i++){
sol::table posTable = SOL_LUA_VIEW[mapTable][spawnPointInd][i + 1];
sol::table posTable = SOL_LUA_VIEW[mapTable]["spawnPoints"][i + 1];
spawnPoints.push_back(Vector3(posTable["x"], posTable["y"], posTable["z"]));
}
}
@@ -397,9 +403,8 @@ namespace battleship{
assetManager->load(path + vfxPrefix, true);
assetManager->load(path + gameObjPrefix, true);
int numPlayers = Game::getSingleton()->getNumPlayers();
string playerInd = "players";
SOL_LUA_VIEW.script("numPlayers = #" + mapTable + "." + playerInd);
int numPlayers = SOL_LUA_VIEW["numPlayers"];
for(int i = 0; i < numPlayers; i++){
string resDepInd = "resourceDeposits";
+1
View File
@@ -76,6 +76,7 @@ namespace battleship{
int getCellId(vb01::Vector3, bool = true);
bool isPointWithinTerrainObject(vb01::Vector3, int);
void loadPlayerGameObjects();
int getNumMapSpawnPoints(std::string = "");
inline std::string getMapName(){return mapName;}
inline vb01::Node* getNodeParent(){return terrainNode;}
inline vb01::Vector3 getCellSize(){return CELL_SIZE;}
+29 -11
View File
@@ -3,6 +3,8 @@
#include "concreteGuiManager.h"
#include "gameManager.h"
#include <solUtil.h>
#include <button.h>
#include <checkbox.h>
#include <slider.h>
@@ -14,21 +16,37 @@ namespace battleship{
using namespace vb01;
using namespace vb01Gui;
using namespace std;
using namespace gameBase;
MapListbox::MapListbox(Vector2 pos, Vector2 size, std::vector<string> &lines, int maxDisplay, string fontPath, bool closeable) : Listbox(pos, size, lines, maxDisplay, fontPath, closeable){}
MapListbox::MapListbox(Vector3 pos, Vector2 size, std::vector<string> &lines, int maxDisplay, bool adg, string fontPath, bool closeable) :
Listbox(pos, size, lines, maxDisplay, fontPath, closeable),
addPlayerGui(adg) {}
void MapListbox::onClose(){
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
if(addPlayerGui){
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
Listbox *mapListbox = guiManager->getListboxes()[0];
int selectedMap = mapListbox->getSelectedOption();
string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
string mapPath = GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/" + mapName + ".lua";
int numSpawnPoints = Map::getNumSpawnPointsByMap(mapPath);
for(Listbox *listbox : cpuPlayerListboxes)
guiManager->removeListbox(listbox);
guiManager->readLuaScreenScript("singlePlayerMenu.lua");
mapListbox = guiManager->getListboxes()[0];
vector<Button*> buttons = guiManager->getButtons();
guiManager->readLuaScreenScript("playerSelection.lua", buttons, vector<Listbox*>{mapListbox}, vector<Checkbox*>{}, vector<Slider*>{}, vector<Textbox*>{}, vector<Node*>{}, vector<Text*>{}, numSpawnPoints);
cpuPlayerListboxes.clear();
string mapName = wstringToString(getContents()[getSelectedOption()]);
int numSpawnPoints = Map::getSingleton()->getNumMapSpawnPoints(mapName);
sol::state_view SOL_LUA_VIEW = generateView();
for(int i = 0; i < numSpawnPoints; i++){
int prevNumListboxes = guiManager->getListboxes().size();
SOL_LUA_VIEW.script("lineId = " + to_string(i));
guiManager->parseLuaScript("playerSelection.lua");
std::vector<Listbox*> listboxes = guiManager->getListboxes();
int diffNumListboxes = listboxes.size() - prevNumListboxes;
for(int j = 0; j < diffNumListboxes; j++)
cpuPlayerListboxes.push_back(listboxes[listboxes.size() - 1 - j]);
}
}
}
}
+8 -1
View File
@@ -3,12 +3,19 @@
#include <listbox.h>
namespace vb01Gui{
class Listbox;
}
namespace battleship{
class MapListbox : public vb01Gui::Listbox{
public:
MapListbox(vb01::Vector2, vb01::Vector2, std::vector<std::string>&, int, std::string, bool);
MapListbox(vb01::Vector3, vb01::Vector2, std::vector<std::string>&, int, bool, std::string, bool);
private:
void onClose();
bool addPlayerGui;
std::vector<vb01Gui::Listbox*> cpuPlayerListboxes;
};
}
+58 -33
View File
@@ -14,42 +14,67 @@ namespace battleship{
using namespace vb01Gui;
using namespace gameBase;
PlayButton::PlayButton(vector<Listbox*> difficulties, vector<Listbox*> factions, Listbox *mapListbox, Vector3 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_P, separate) {
difficultiesListboxes = difficulties;
factionsListboxes = factions;
this->mapListbox = mapListbox;
}
PlayButton::PlayButton(Listbox *ml, Vector3 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", GLFW_KEY_P, separate), mapListbox(ml) {}
void PlayButton::onClick() {
std::vector<string> difficulties, factions;
void PlayButton::onClick() {
for(int i = 0; i < difficultiesListboxes.size(); i++)
difficulties.push_back(wstringToString(difficultiesListboxes[i]->getContents()[difficultiesListboxes[i]->getSelectedOption()]));
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
vector<Listbox*> factionsListboxes, difficultiesListboxes, colorsListboxes, teamsListboxes;
for(Listbox *listbox : guiManager->getListboxes()){
string name = listbox->getName();
if(name == "factions") factionsListboxes.push_back(listbox);
else if(name == "difficulties") difficultiesListboxes.push_back(listbox);
else if(name == "colors") colorsListboxes.push_back(listbox);
else if(name == "teams") teamsListboxes.push_back(listbox);
}
Game *game = Game::getSingleton();
game->initTechnologies();
int selectedMap = mapListbox->getSelectedOption();
string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
Map *map = Map::getSingleton();
map->load(mapName);
int numPlayers = map->getNumSpawnPoints();
for(int i = 0; i < factionsListboxes.size(); i++)
factions.push_back(to_string(factionsListboxes[i]->getSelectedOption()));
for(int i = 0; i < numPlayers; i++){
int factionChoice = factionsListboxes[i]->getSelectedOption();
Game *game = Game::getSingleton();
game->initTechnologies();
if(factionChoice == 0) continue;
int faction = factionChoice - 1;
bool cpuPlayer = (i > 0);
string diffStr = (cpuPlayer ? wstringToString(difficultiesListboxes[i]->getContents()[colorsListboxes[i]->getSelectedOption()]) : "");
int difficulty = -1;
if(diffStr == "Easy") difficulty = 0;
else if(diffStr == "Medium") difficulty = 1;
else if(diffStr == "Hard") difficulty = 2;
string colorStr = wstringToString(colorsListboxes[i]->getContents()[colorsListboxes[i]->getSelectedOption()]);
Vector3 color;
if(colorStr == "Black") color = Vector3::VEC_ZERO;
else if(colorStr == "Red") color = Vector3::VEC_I;
else if(colorStr == "Green") color = Vector3::VEC_J;
else if(colorStr == "Blue") color = Vector3::VEC_K;
else if(colorStr == "White") color = Vector3::VEC_IJK;
int team = stoi(teamsListboxes[i]->getContents()[teamsListboxes[i]->getSelectedOption()]);
string name = (cpuPlayer ? "CPU player #" + to_string(i) : "Player");
game->addPlayer(new Player(difficulty, faction, team, color, cpuPlayer, map->getSpawnPoint(i), name));
}
int selectedMap = mapListbox->getSelectedOption();
string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
Map *map = Map::getSingleton();
map->load(mapName);
int numPlayers = map->getNumSpawnPoints();
for(int i = 0; i < numPlayers; i++){
bool cpuPlayer = (i < numPlayers - 1);
string name = (cpuPlayer ? "CPU player #" + to_string(i) : "Player");
game->addPlayer(new Player(0, 0, i, Vector3(i, i, i), cpuPlayer, map->getSpawnPoint(i), name));
}
map->loadPlayerGameObjects();
ConcreteGuiManager::getSingleton()->readLuaScreenScript("inGame.lua");
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
stateManager->attachAppState(new InGameAppState(difficulties, factions));
}
map->loadPlayerGameObjects();
guiManager->readLuaScreenScript("inGame.lua");
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
stateManager->attachAppState(new InGameAppState());
}
}
+1 -3
View File
@@ -10,12 +10,10 @@ namespace vb01Gui{
namespace battleship{
class PlayButton : public vb01Gui::Button {
public:
PlayButton(std::vector<vb01Gui::Listbox*>, std::vector<vb01Gui::Listbox*>, vb01Gui::Listbox*, vb01::Vector3, vb01::Vector2, std::string, bool);
PlayButton(vb01Gui::Listbox*, vb01::Vector3, vb01::Vector2, std::string, bool);
void onClick();
private:
std::vector<vb01Gui::Listbox*> difficultiesListboxes, factionsListboxes;
vb01Gui::Listbox *mapListbox = nullptr;
int lengths[2];
};
}
+6
View File
@@ -2,6 +2,8 @@
#include "gameManager.h"
#include "concreteGuiManager.h"
#include <listbox.h>
#include <glfw3.h>
namespace battleship{
@@ -21,5 +23,9 @@ namespace battleship{
void SinglePlayerButton::onClick() {
ConcreteGuiManager::getSingleton()->readLuaScreenScript("singlePlayerMenu.lua");
Listbox *listbox = ConcreteGuiManager::getSingleton()->getListboxes()[0];
listbox->openUp();
listbox->close();
}
}