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https://github.com/JGRennison/OpenTTD-patches.git
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Feature: Hotkey to honk a vehicle's horn (#10110)
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27e1d057c5
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@ -181,11 +181,12 @@ SoundID GetNewGRFSoundID(const GRFFile *file, SoundID sound_id)
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* Checks whether a NewGRF wants to play a different vehicle sound effect.
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* @param v Vehicle to play sound effect for.
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* @param event Trigger for the sound effect.
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* @param force Should we play the sound effect even if vehicle sound effects are muted?
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* @return false if the default sound effect shall be played instead.
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*/
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
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{
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if (!_settings_client.sound.vehicle) return true;
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if (!_settings_client.sound.vehicle && !force) return true;
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const GRFFile *file = v->GetGRF();
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uint16 callback;
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@ -34,7 +34,7 @@ bool LoadNewGRFSound(SoundEntry *sound);
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SoundID GetNewGRFSoundID(const struct GRFFile *file, SoundID sound_id);
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SoundEntry *GetSound(SoundID sound_id);
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uint GetNumSounds();
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event);
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force = false);
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void PlayTileSound(const struct GRFFile *file, SoundID sound_id, TileIndex tile);
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#endif /* NEWGRF_SOUND_H */
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@ -38,7 +38,7 @@ struct Ship FINAL : public SpecializedVehicle<Ship, VEH_SHIP> {
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void MarkDirty();
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void UpdateDeltaXY();
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_SHIP_REVENUE : EXPENSES_SHIP_RUN; }
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void PlayLeaveStationSound() const;
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void PlayLeaveStationSound(bool force = false) const;
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bool IsPrimaryVehicle() const { return true; }
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void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const;
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int GetDisplaySpeed() const { return this->cur_speed / 2; }
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@ -272,16 +272,10 @@ void Ship::MarkDirty()
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this->UpdateCache();
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}
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static void PlayShipSound(const Vehicle *v)
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void Ship::PlayLeaveStationSound(bool force) const
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{
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if (!PlayVehicleSound(v, VSE_START)) {
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SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
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}
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}
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void Ship::PlayLeaveStationSound() const
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{
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PlayShipSound(this);
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if (PlayVehicleSound(this, VSE_START, force)) return;
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SndPlayVehicleFx(ShipVehInfo(this->engine_type)->sfx, this);
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}
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TileIndex Ship::GetOrderStationLocation(StationID station)
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@ -398,7 +392,7 @@ static bool CheckShipLeaveDepot(Ship *v)
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v->UpdateViewport(true, true);
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SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
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PlayShipSound(v);
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v->PlayLeaveStationSound();
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VehicleServiceInDepot(v);
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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SetWindowClassesDirty(WC_SHIPS_LIST);
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@ -235,6 +235,7 @@ void SndCopyToPool()
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/**
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* Decide 'where' (between left and right speaker) to play the sound effect.
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* Note: Callers must determine if sound effects are enabled. This plays a sound regardless of the setting.
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* @param sound Sound effect to play
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* @param left Left edge of virtual coordinates where the sound is produced
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* @param right Right edge of virtual coordinates where the sound is produced
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@ -243,8 +244,6 @@ void SndCopyToPool()
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*/
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static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom)
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{
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if (_settings_client.music.effect_vol == 0) return;
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/* Iterate from back, so that main viewport is checked first */
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for (const Window *w : Window::IterateFromBack()) {
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const Viewport *vp = w->viewport;
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@ -110,7 +110,7 @@ struct Train FINAL : public GroundVehicle<Train, VEH_TRAIN> {
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void MarkDirty() override;
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void UpdateDeltaXY() override;
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ExpensesType GetExpenseType(bool income) const override { return income ? EXPENSES_TRAIN_REVENUE : EXPENSES_TRAIN_RUN; }
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void PlayLeaveStationSound() const override;
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void PlayLeaveStationSound(bool force = false) const override;
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bool IsPrimaryVehicle() const override { return this->IsFrontEngine(); }
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void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override;
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int GetDisplaySpeed() const override { return this->gcache.last_speed; }
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@ -2100,7 +2100,7 @@ bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bo
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}
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/** Play a sound for a train leaving the station. */
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void Train::PlayLeaveStationSound() const
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void Train::PlayLeaveStationSound(bool force) const
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{
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static const SoundFx sfx[] = {
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SND_04_DEPARTURE_STEAM,
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@ -2110,10 +2110,9 @@ void Train::PlayLeaveStationSound() const
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SND_41_DEPARTURE_MAGLEV
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};
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if (PlayVehicleSound(this, VSE_START)) return;
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if (PlayVehicleSound(this, VSE_START, force)) return;
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EngineID engtype = this->engine_type;
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SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
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SndPlayVehicleFx(sfx[RailVehInfo(this->engine_type)->engclass], this);
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}
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/**
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@ -450,8 +450,9 @@ public:
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/**
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* Play the sound associated with leaving the station
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* @param force Should we play the sound even if sound effects are muted? (horn hotkey)
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*/
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virtual void PlayLeaveStationSound() const {}
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virtual void PlayLeaveStationSound(bool force = false) const {}
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/**
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* Whether this is the primary vehicle in the chain.
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@ -41,6 +41,7 @@
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#include "order_cmd.h"
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#include "roadveh_cmd.h"
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#include "train_cmd.h"
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#include "hotkeys.h"
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#include "safeguards.h"
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@ -2686,26 +2687,6 @@ static const NWidgetPart _nested_vehicle_view_widgets[] = {
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EndContainer(),
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};
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/** Vehicle view window descriptor for all vehicles but trains. */
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static WindowDesc _vehicle_view_desc(
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WDP_AUTO, "view_vehicle", 250, 116,
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WC_VEHICLE_VIEW, WC_NONE,
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0,
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_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
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);
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/**
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* Vehicle view window descriptor for trains. Only minimum_height and
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* default_height are different for train view.
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*/
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static WindowDesc _train_view_desc(
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WDP_AUTO, "view_vehicle_train", 250, 134,
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WC_VEHICLE_VIEW, WC_NONE,
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0,
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_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
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);
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/* Just to make sure, nobody has changed the vehicle type constants, as we are
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using them for array indexing in a number of places here. */
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static_assert(VEH_TRAIN == 0);
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@ -3151,6 +3132,20 @@ public:
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}
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}
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EventState OnHotkey(int hotkey) override
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{
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/* If the hotkey is not for any widget in the UI (i.e. for honking) */
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if (hotkey == WID_VV_HONK_HORN) {
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const Window* mainwindow = FindWindowById(WC_MAIN_WINDOW, 0);
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const Vehicle* v = Vehicle::Get(window_number);
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/*Only play the sound if we're following this vehicle */
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if (mainwindow->viewport->follow_vehicle == v->index) {
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v->PlayLeaveStationSound(true);
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}
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}
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return Window::OnHotkey(hotkey);
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}
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void OnQueryTextFinished(char *str) override
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{
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if (str == nullptr) return;
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@ -3225,8 +3220,36 @@ public:
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{
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::ShowNewGRFInspectWindow(GetGrfSpecFeature(Vehicle::Get(this->window_number)->type), this->window_number);
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}
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static HotkeyList hotkeys;
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};
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static Hotkey vehicleview_hotkeys[] = {
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Hotkey('H', "honk", WID_VV_HONK_HORN),
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HOTKEY_LIST_END
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};
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HotkeyList VehicleViewWindow::hotkeys("vehicleview", vehicleview_hotkeys);
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/** Vehicle view window descriptor for all vehicles but trains. */
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static WindowDesc _vehicle_view_desc(
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WDP_AUTO, "view_vehicle", 250, 116,
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WC_VEHICLE_VIEW, WC_NONE,
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0,
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_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
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&VehicleViewWindow::hotkeys
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);
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/**
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* Vehicle view window descriptor for trains. Only minimum_height and
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* default_height are different for train view.
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*/
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static WindowDesc _train_view_desc(
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WDP_AUTO, "view_vehicle_train", 250, 134,
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WC_VEHICLE_VIEW, WC_NONE,
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0,
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_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
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&VehicleViewWindow::hotkeys
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);
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/** Shows the vehicle view window of the given vehicle. */
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void ShowVehicleViewWindow(const Vehicle *v)
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@ -27,6 +27,7 @@ enum VehicleViewWidgets {
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WID_VV_SELECT_REFIT_TURN, ///< Selection widget between 'refit' and 'turn around' buttons.
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WID_VV_TURN_AROUND, ///< Turn this vehicle around.
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WID_VV_FORCE_PROCEED, ///< Force this vehicle to pass a signal at danger.
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WID_VV_HONK_HORN, ///< Honk the vehicles horn (not drawn on UI, only used for hotkey).
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};
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/** Widgets of the #RefitWindow class. */
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