Add a build public roads button to the scenario editor

pull/272/head
Jonathan G Rennison 3 years ago
parent 9683676df1
commit 3a67065332

@ -3396,6 +3396,8 @@ STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Generate
STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Create new scenario
STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Reset landscape
STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Remove all company-owned property from the map
STR_TERRAFORM_PUBLIC_ROADS :{BLACK}Build public roads
STR_TERRAFORM_PUBLIC_ROADS_TOOLTIP :{BLACK}Build public roads between the towns on the map
STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Reset Landscape
STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Are you sure you want to remove all company-owned property?

@ -1536,6 +1536,11 @@ static bool ChangeTrackTypeSortMode(int32 p1) {
return true;
}
static bool PublicRoadsSettingChange(int32 p1) {
InvalidateWindowClassesData(WC_SCEN_LAND_GEN);
return true;
}
/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
static void ValidateSettings()
{

@ -63,6 +63,7 @@ static bool UpdateLinkgraphColours(int32 p1);
static bool ClimateThresholdModeChanged(int32 p1);
static bool VelocityUnitsChanged(int32 p1);
static bool ChangeTrackTypeSortMode(int32 p1);
static bool PublicRoadsSettingChange(int32 p1);
static bool UpdateClientName(int32 p1);
static bool UpdateServerPassword(int32 p1);
@ -4080,13 +4081,14 @@ xref = ""game_creation.build_public_roads""
base = GameSettings
var = game_creation.build_public_roads
type = SLE_UINT8
guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY
guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY | SGF_SCENEDIT_TOO
def = 0
min = 0
max = 2
str = STR_CONFIG_SETTING_BUILD_PUBLIC_ROADS
strhelp = STR_CONFIG_SETTING_BUILD_PUBLIC_ROADS_HELPTEXT
strval = STR_CONFIG_SETTING_BUILD_PUBLIC_ROADS_NONE
proc = PublicRoadsSettingChange
patxname = ""public_roads.game_creation.build_public_roads""
; locale

@ -572,7 +572,12 @@ static const NWidgetPart _nested_scen_edit_land_gen_widgets[] = {
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_NEW_SCENARIO), SetMinimalSize(160, 12),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_SE_NEW_WORLD, STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND), SetPadding(0, 2, 0, 2),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_RESET_LANDSCAPE), SetMinimalSize(160, 12),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_RESET_LANDSCAPE, STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP), SetPadding(1, 2, 2, 2),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_RESET_LANDSCAPE, STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP), SetPadding(1, 2, 0, 2),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_ETT_SHOW_PUBLIC_ROADS),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_PUBLIC_ROADS), SetMinimalSize(160, 12),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_PUBLIC_ROADS, STR_TERRAFORM_PUBLIC_ROADS_TOOLTIP), SetPadding(1, 2, 0, 2),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 2),
EndContainer(),
};
@ -617,8 +622,7 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
ScenarioEditorLandscapeGenerationWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
{
this->CreateNestedTree();
NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
show_desert->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_TROPIC ? 0 : SZSP_NONE);
this->SetButtonStates();
this->FinishInitNested(window_number);
this->last_user_action = WIDGET_LIST_END;
}
@ -723,6 +727,12 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
ShowQuery(STR_QUERY_RESET_LANDSCAPE_CAPTION, STR_RESET_LANDSCAPE_CONFIRMATION_TEXT, nullptr, ResetLandscapeConfirmationCallback);
break;
case WID_ETT_PUBLIC_ROADS: { // Build public roads
extern void GeneratePublicRoads();
GeneratePublicRoads();
break;
}
default: NOT_REACHED();
}
}
@ -798,6 +808,27 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
this->SetDirty();
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
*/
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
if (!gui_scope) return;
this->SetButtonStates();
this->ReInit();
}
void SetButtonStates()
{
NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
show_desert->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_TROPIC ? 0 : SZSP_NONE);
NWidgetStacked *show_public_roads = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PUBLIC_ROADS);
show_public_roads->SetDisplayedPlane(_settings_game.game_creation.build_public_roads != 0 ? 0 : SZSP_NONE);
}
static HotkeyList hotkeys;
};

@ -28,6 +28,7 @@ enum TerraformToolbarWidgets {
/** Widgets of the #ScenarioEditorLandscapeGenerationWindow class. */
enum EditorTerraformToolbarWidgets {
WID_ETT_SHOW_PLACE_DESERT, ///< Should the place desert button be shown?
WID_ETT_SHOW_PUBLIC_ROADS, ///< Should the public roads button be shown?
WID_ETT_START, ///< Used for iterations.
WID_ETT_DOTS = WID_ETT_START, ///< Invisible widget for rendering the terraform size on.
WID_ETT_BUTTONS_START, ///< Start of pushable buttons.
@ -44,6 +45,7 @@ enum EditorTerraformToolbarWidgets {
WID_ETT_DECREASE_SIZE, ///< Downwards arrow button to decrease terraforming size.
WID_ETT_NEW_SCENARIO, ///< Button for generating a new scenario.
WID_ETT_RESET_LANDSCAPE, ///< Button for removing all company-owned property.
WID_ETT_PUBLIC_ROADS, ///< Button for creating public roads.
};
#endif /* WIDGETS_TERRAFORM_WIDGET_H */

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