Feature: Expand all towns in the scenario editor (#10215)

pull/474/head
Didac Perez Parera 1 year ago committed by GitHub
parent 4ffe7e0477
commit 35d55bd534
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -2851,6 +2851,8 @@ STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Random T
STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Found town in random location
STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Many random towns
STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Cover the map with randomly placed towns
STR_FOUND_TOWN_EXPAND_ALL_TOWNS :{BLACK}Expand all towns
STR_FOUND_TOWN_EXPAND_ALL_TOWNS_TOOLTIP :{BLACK}Make all towns grow slightly
STR_FOUND_TOWN_NAME_TITLE :{YELLOW}Town name:
STR_FOUND_TOWN_NAME_EDITOR_TITLE :{BLACK}Enter town name

@ -1061,7 +1061,9 @@ static const NWidgetPart _nested_found_town_widgets[] = {
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_RANDOM_TOWN), SetMinimalSize(156, 12), SetFill(1, 0),
SetDataTip(STR_FOUND_TOWN_RANDOM_TOWN_BUTTON, STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP), SetPadding(0, 2, 1, 2),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_MANY_RANDOM_TOWNS), SetMinimalSize(156, 12), SetFill(1, 0),
SetDataTip(STR_FOUND_TOWN_MANY_RANDOM_TOWNS, STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP), SetPadding(0, 2, 0, 2),
SetDataTip(STR_FOUND_TOWN_MANY_RANDOM_TOWNS, STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP), SetPadding(0, 2, 1, 2),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_TF_EXPAND_ALL_TOWNS), SetMinimalSize(156, 12), SetFill(1, 0),
SetDataTip(STR_FOUND_TOWN_EXPAND_ALL_TOWNS, STR_FOUND_TOWN_EXPAND_ALL_TOWNS_TOOLTIP), SetPadding(0, 2, 0, 2),
/* Town name selection. */
NWidget(WWT_LABEL, COLOUR_DARK_GREEN), SetMinimalSize(156, 14), SetPadding(0, 2, 0, 2), SetDataTip(STR_FOUND_TOWN_NAME_TITLE, STR_NULL),
NWidget(WWT_EDITBOX, COLOUR_GREY, WID_TF_TOWN_NAME_EDITBOX), SetMinimalSize(156, 12), SetPadding(0, 2, 3, 2),
@ -1155,7 +1157,7 @@ public:
void UpdateButtons(bool check_availability)
{
if (check_availability && _game_mode != GM_EDITOR) {
this->SetWidgetsDisabledState(true, WID_TF_RANDOM_TOWN, WID_TF_MANY_RANDOM_TOWNS, WID_TF_SIZE_LARGE, WIDGET_LIST_END);
this->SetWidgetsDisabledState(true, WID_TF_RANDOM_TOWN, WID_TF_MANY_RANDOM_TOWNS, WID_TF_EXPAND_ALL_TOWNS, WID_TF_SIZE_LARGE, WIDGET_LIST_END);
this->SetWidgetsDisabledState(_settings_game.economy.found_town != TF_CUSTOM_LAYOUT,
WID_TF_LAYOUT_ORIGINAL, WID_TF_LAYOUT_BETTER, WID_TF_LAYOUT_GRID2, WID_TF_LAYOUT_GRID3, WID_TF_LAYOUT_RANDOM, WIDGET_LIST_END);
if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT) town_layout = _settings_game.economy.town_layout;
@ -1222,6 +1224,12 @@ public:
break;
}
case WID_TF_EXPAND_ALL_TOWNS:
for (Town *t : Town::Iterate()) {
Command<CMD_EXPAND_TOWN>::Do(DC_EXEC, t->index, 0);
}
break;
case WID_TF_SIZE_SMALL: case WID_TF_SIZE_MEDIUM: case WID_TF_SIZE_LARGE: case WID_TF_SIZE_RANDOM:
this->town_size = (TownSize)(widget - WID_TF_SIZE_SMALL);
this->UpdateButtons(false);

@ -49,6 +49,7 @@ enum TownFoundingWidgets {
WID_TF_NEW_TOWN, ///< Create a new town.
WID_TF_RANDOM_TOWN, ///< Randomly place a town.
WID_TF_MANY_RANDOM_TOWNS, ///< Randomly place many towns.
WID_TF_EXPAND_ALL_TOWNS, ///< Make all towns grow slightly.
WID_TF_TOWN_NAME_EDITBOX, ///< Editor for the town name.
WID_TF_TOWN_NAME_RANDOM, ///< Generate a random town name.
WID_TF_SIZE_SMALL, ///< Selection for a small town.

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