/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD 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, version 2. * OpenTTD 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 OpenTTD. If not, see . */ /** @file build_vehicle_gui.cpp GUI for building vehicles. */ #include "stdafx.h" #include "engine_base.h" #include "engine_func.h" #include "station_base.h" #include "network/network.h" #include "articulated_vehicles.h" #include "textbuf_gui.h" #include "command_func.h" #include "company_func.h" #include "vehicle_gui.h" #include "newgrf_engine.h" #include "newgrf_text.h" #include "group.h" #include "string_func.h" #include "strings_func.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "widgets/dropdown_func.h" #include "engine_gui.h" #include "cargotype.h" #include "core/geometry_func.hpp" #include "autoreplace_func.h" #include "train.h" #include "widgets/build_vehicle_widget.h" #include "table/strings.h" #include "safeguards.h" /** * Get the height of a single 'entry' in the engine lists. * @param type the vehicle type to get the height of * @return the height for the entry */ uint GetEngineListHeight(VehicleType type) { return max(FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM, GetVehicleImageCellSize(type, EIT_PURCHASE).height); } static const NWidgetPart _nested_build_vehicle_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_GREY), NWidget(WWT_CAPTION, COLOUR_GREY, WID_BV_CAPTION), SetDataTip(STR_WHITE_STRING, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_SHADEBOX, COLOUR_GREY), NWidget(WWT_DEFSIZEBOX, COLOUR_GREY), NWidget(WWT_STICKYBOX, COLOUR_GREY), EndContainer(), NWidget(WWT_PANEL, COLOUR_GREY), NWidget(NWID_VERTICAL), NWidget(NWID_HORIZONTAL), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BV_SORT_ASCENDING_DESCENDING), SetDataTip(STR_BUTTON_SORT_BY, STR_TOOLTIP_SORT_ORDER), NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_BV_SORT_DROPDOWN), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_JUST_STRING, STR_TOOLTIP_SORT_CRITERIA), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BV_SHOW_HIDDEN_ENGINES), NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_BV_CARGO_FILTER_DROPDOWN), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_JUST_STRING, STR_TOOLTIP_FILTER_CRITERIA), EndContainer(), EndContainer(), EndContainer(), /* Vehicle list. */ NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_GREY, WID_BV_LIST), SetResize(1, 1), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_NULL), SetScrollbar(WID_BV_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_BV_SCROLLBAR), EndContainer(), /* Panel with details. */ NWidget(WWT_PANEL, COLOUR_GREY, WID_BV_PANEL), SetMinimalSize(240, 122), SetResize(1, 0), EndContainer(), /* Build/rename buttons, resize button. */ NWidget(NWID_HORIZONTAL), NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BV_BUILD_SEL), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BV_BUILD), SetResize(1, 0), SetFill(1, 0), EndContainer(), NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BV_BUILD_REFIT_SEL), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BV_BUILD_REFIT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_BUY_REFIT_VEHICLE_BUY_VEHICLE_BUTTON, STR_BUY_REFIT_VEHICLE_BUY_VEHICLE_TOOLTIP), EndContainer(), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BV_SHOW_HIDE), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_JUST_STRING, STR_NULL), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BV_RENAME), SetResize(1, 0), SetFill(1, 0), NWidget(WWT_RESIZEBOX, COLOUR_GREY), EndContainer(), }; /** Special cargo filter criteria */ static const CargoID CF_ANY = CT_NO_REFIT; ///< Show all vehicles independent of carried cargo (i.e. no filtering) static const CargoID CF_NONE = CT_INVALID; ///< Show only vehicles which do not carry cargo (e.g. train engines) bool _engine_sort_direction; ///< \c false = descending, \c true = ascending. byte _engine_sort_last_criteria[] = {0, 0, 0, 0}; ///< Last set sort criteria, for each vehicle type. bool _engine_sort_last_order[] = {false, false, false, false}; ///< Last set direction of the sort order, for each vehicle type. bool _engine_sort_show_hidden_engines[] = {false, false, false, false}; ///< Last set 'show hidden engines' setting for each vehicle type. static CargoID _engine_sort_last_cargo_criteria[] = {CF_ANY, CF_ANY, CF_ANY, CF_ANY}; ///< Last set filter criteria, for each vehicle type. static bool _refit_on_buy = false; ///< to save user's choice for at least this game session /** * Determines order of engines by engineID * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineNumberSorter(const EngineID *a, const EngineID *b) { int r = Engine::Get(*a)->list_position - Engine::Get(*b)->list_position; return _engine_sort_direction ? -r : r; } /** * Determines order of engines by introduction date * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineIntroDateSorter(const EngineID *a, const EngineID *b) { const int va = Engine::Get(*a)->intro_date; const int vb = Engine::Get(*b)->intro_date; const int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by name * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineNameSorter(const EngineID *a, const EngineID *b) { static EngineID last_engine[2] = { INVALID_ENGINE, INVALID_ENGINE }; static char last_name[2][64] = { "\0", "\0" }; const EngineID va = *a; const EngineID vb = *b; if (va != last_engine[0]) { last_engine[0] = va; SetDParam(0, va); GetString(last_name[0], STR_ENGINE_NAME, lastof(last_name[0])); } if (vb != last_engine[1]) { last_engine[1] = vb; SetDParam(0, vb); GetString(last_name[1], STR_ENGINE_NAME, lastof(last_name[1])); } int r = strnatcmp(last_name[0], last_name[1]); // Sort by name (natural sorting). /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by reliability * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineReliabilitySorter(const EngineID *a, const EngineID *b) { const int va = Engine::Get(*a)->reliability; const int vb = Engine::Get(*b)->reliability; const int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by purchase cost * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineCostSorter(const EngineID *a, const EngineID *b) { Money va = Engine::Get(*a)->GetCost(); Money vb = Engine::Get(*b)->GetCost(); int r = ClampToI32(va - vb); /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by speed * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineSpeedSorter(const EngineID *a, const EngineID *b) { int va = Engine::Get(*a)->GetDisplayMaxSpeed(); int vb = Engine::Get(*b)->GetDisplayMaxSpeed(); int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by power * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EnginePowerSorter(const EngineID *a, const EngineID *b) { int va = Engine::Get(*a)->GetPower(); int vb = Engine::Get(*b)->GetPower(); int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by tractive effort * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineTractiveEffortSorter(const EngineID *a, const EngineID *b) { int va = Engine::Get(*a)->GetDisplayMaxTractiveEffort(); int vb = Engine::Get(*b)->GetDisplayMaxTractiveEffort(); int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by running costs * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EngineRunningCostSorter(const EngineID *a, const EngineID *b) { Money va = Engine::Get(*a)->GetRunningCost(); Money vb = Engine::Get(*b)->GetRunningCost(); int r = ClampToI32(va - vb); /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of engines by running costs * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL EnginePowerVsRunningCostSorter(const EngineID *a, const EngineID *b) { const Engine *e_a = Engine::Get(*a); const Engine *e_b = Engine::Get(*b); /* Here we are using a few tricks to get the right sort. * We want power/running cost, but since we usually got higher running cost than power and we store the result in an int, * we will actually calculate cunning cost/power (to make it more than 1). * Because of this, the return value have to be reversed as well and we return b - a instead of a - b. * Another thing is that both power and running costs should be doubled for multiheaded engines. * Since it would be multiplying with 2 in both numerator and denominator, it will even themselves out and we skip checking for multiheaded. */ Money va = (e_a->GetRunningCost()) / max(1U, (uint)e_a->GetPower()); Money vb = (e_b->GetRunningCost()) / max(1U, (uint)e_b->GetPower()); int r = ClampToI32(vb - va); /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /* Train sorting functions */ /** * Determines order of train engines by capacity * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL TrainEngineCapacitySorter(const EngineID *a, const EngineID *b) { const RailVehicleInfo *rvi_a = RailVehInfo(*a); const RailVehicleInfo *rvi_b = RailVehInfo(*b); int va = GetTotalCapacityOfArticulatedParts(*a) * (rvi_a->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1); int vb = GetTotalCapacityOfArticulatedParts(*b) * (rvi_b->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1); int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** * Determines order of train engines by engine / wagon * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL TrainEnginesThenWagonsSorter(const EngineID *a, const EngineID *b) { int val_a = (RailVehInfo(*a)->railveh_type == RAILVEH_WAGON ? 1 : 0); int val_b = (RailVehInfo(*b)->railveh_type == RAILVEH_WAGON ? 1 : 0); int r = val_a - val_b; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /* Road vehicle sorting functions */ /** * Determines order of road vehicles by capacity * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL RoadVehEngineCapacitySorter(const EngineID *a, const EngineID *b) { int va = GetTotalCapacityOfArticulatedParts(*a); int vb = GetTotalCapacityOfArticulatedParts(*b); int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /* Ship vehicle sorting functions */ /** * Determines order of ships by capacity * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL ShipEngineCapacitySorter(const EngineID *a, const EngineID *b) { const Engine *e_a = Engine::Get(*a); const Engine *e_b = Engine::Get(*b); int va = e_a->GetDisplayDefaultCapacity(); int vb = e_b->GetDisplayDefaultCapacity(); int r = va - vb; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /* Aircraft sorting functions */ /** * Determines order of aircraft by cargo * @param *a first engine to compare * @param *b second engine to compare * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal */ static int CDECL AircraftEngineCargoSorter(const EngineID *a, const EngineID *b) { const Engine *e_a = Engine::Get(*a); const Engine *e_b = Engine::Get(*b); uint16 mail_a, mail_b; int va = e_a->GetDisplayDefaultCapacity(&mail_a); int vb = e_b->GetDisplayDefaultCapacity(&mail_b); int r = va - vb; if (r == 0) { /* The planes have the same passenger capacity. Check mail capacity instead */ r = mail_a - mail_b; if (r == 0) { /* Use EngineID to sort instead since we want consistent sorting */ return EngineNumberSorter(a, b); } } return _engine_sort_direction ? -r : r; } /** * Determines order of aircraft by range. * @param *a first engine to compare. * @param *b second engine to compare. * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal. */ static int CDECL AircraftRangeSorter(const EngineID *a, const EngineID *b) { uint16 r_a = Engine::Get(*a)->GetRange(); uint16 r_b = Engine::Get(*b)->GetRange(); int r = r_a - r_b; /* Use EngineID to sort instead since we want consistent sorting */ if (r == 0) return EngineNumberSorter(a, b); return _engine_sort_direction ? -r : r; } /** Sort functions for the vehicle sort criteria, for each vehicle type. */ EngList_SortTypeFunction * const _engine_sort_functions[][11] = {{ /* Trains */ &EngineNumberSorter, &EngineCostSorter, &EngineSpeedSorter, &EnginePowerSorter, &EngineTractiveEffortSorter, &EngineIntroDateSorter, &EngineNameSorter, &EngineRunningCostSorter, &EnginePowerVsRunningCostSorter, &EngineReliabilitySorter, &TrainEngineCapacitySorter, }, { /* Road vehicles */ &EngineNumberSorter, &EngineCostSorter, &EngineSpeedSorter, &EnginePowerSorter, &EngineTractiveEffortSorter, &EngineIntroDateSorter, &EngineNameSorter, &EngineRunningCostSorter, &EnginePowerVsRunningCostSorter, &EngineReliabilitySorter, &RoadVehEngineCapacitySorter, }, { /* Ships */ &EngineNumberSorter, &EngineCostSorter, &EngineSpeedSorter, &EngineIntroDateSorter, &EngineNameSorter, &EngineRunningCostSorter, &EngineReliabilitySorter, &ShipEngineCapacitySorter, }, { /* Aircraft */ &EngineNumberSorter, &EngineCostSorter, &EngineSpeedSorter, &EngineIntroDateSorter, &EngineNameSorter, &EngineRunningCostSorter, &EngineReliabilitySorter, &AircraftEngineCargoSorter, &AircraftRangeSorter, }}; /** Dropdown menu strings for the vehicle sort criteria. */ const StringID _engine_sort_listing[][12] = {{ /* Trains */ STR_SORT_BY_ENGINE_ID, STR_SORT_BY_COST, STR_SORT_BY_MAX_SPEED, STR_SORT_BY_POWER, STR_SORT_BY_TRACTIVE_EFFORT, STR_SORT_BY_INTRO_DATE, STR_SORT_BY_NAME, STR_SORT_BY_RUNNING_COST, STR_SORT_BY_POWER_VS_RUNNING_COST, STR_SORT_BY_RELIABILITY, STR_SORT_BY_CARGO_CAPACITY, INVALID_STRING_ID }, { /* Road vehicles */ STR_SORT_BY_ENGINE_ID, STR_SORT_BY_COST, STR_SORT_BY_MAX_SPEED, STR_SORT_BY_POWER, STR_SORT_BY_TRACTIVE_EFFORT, STR_SORT_BY_INTRO_DATE, STR_SORT_BY_NAME, STR_SORT_BY_RUNNING_COST, STR_SORT_BY_POWER_VS_RUNNING_COST, STR_SORT_BY_RELIABILITY, STR_SORT_BY_CARGO_CAPACITY, INVALID_STRING_ID }, { /* Ships */ STR_SORT_BY_ENGINE_ID, STR_SORT_BY_COST, STR_SORT_BY_MAX_SPEED, STR_SORT_BY_INTRO_DATE, STR_SORT_BY_NAME, STR_SORT_BY_RUNNING_COST, STR_SORT_BY_RELIABILITY, STR_SORT_BY_CARGO_CAPACITY, INVALID_STRING_ID }, { /* Aircraft */ STR_SORT_BY_ENGINE_ID, STR_SORT_BY_COST, STR_SORT_BY_MAX_SPEED, STR_SORT_BY_INTRO_DATE, STR_SORT_BY_NAME, STR_SORT_BY_RUNNING_COST, STR_SORT_BY_RELIABILITY, STR_SORT_BY_CARGO_CAPACITY, STR_SORT_BY_RANGE, INVALID_STRING_ID }}; /** Cargo filter functions */ static bool CDECL CargoFilter(const EngineID *eid, const CargoID cid) { if (cid == CF_ANY) return true; CargoTypes refit_mask = GetUnionOfArticulatedRefitMasks(*eid, true) & _standard_cargo_mask; return (cid == CF_NONE ? refit_mask == 0 : HasBit(refit_mask, cid)); } static GUIEngineList::FilterFunction * const _filter_funcs[] = { &CargoFilter, }; static int DrawCargoCapacityInfo(int left, int right, int y, EngineID engine) { CargoArray cap; CargoTypes refits; GetArticulatedVehicleCargoesAndRefits(engine, &cap, &refits); for (CargoID c = 0; c < NUM_CARGO; c++) { if (cap[c] == 0) continue; SetDParam(0, c); SetDParam(1, cap[c]); SetDParam(2, HasBit(refits, c) ? STR_PURCHASE_INFO_REFITTABLE : STR_EMPTY); DrawString(left, right, y, STR_PURCHASE_INFO_CAPACITY); y += FONT_HEIGHT_NORMAL; } return y; } /* Draw rail wagon specific details */ static int DrawRailWagonPurchaseInfo(int left, int right, int y, EngineID engine_number, const RailVehicleInfo *rvi) { const Engine *e = Engine::Get(engine_number); /* Purchase cost */ SetDParam(0, e->GetCost()); DrawString(left, right, y, STR_PURCHASE_INFO_COST); y += FONT_HEIGHT_NORMAL; /* Wagon weight - (including cargo) */ uint weight = e->GetDisplayWeight(); SetDParam(0, weight); uint cargo_weight = (e->CanCarryCargo() ? CargoSpec::Get(e->GetDefaultCargoType())->weight * GetTotalCapacityOfArticulatedParts(engine_number) / 16 : 0); SetDParam(1, cargo_weight + weight); DrawString(left, right, y, STR_PURCHASE_INFO_WEIGHT_CWEIGHT); y += FONT_HEIGHT_NORMAL; /* Wagon speed limit, displayed if above zero */ if (_settings_game.vehicle.wagon_speed_limits) { uint max_speed = e->GetDisplayMaxSpeed(); if (max_speed > 0) { SetDParam(0, max_speed); DrawString(left, right, y, STR_PURCHASE_INFO_SPEED); y += FONT_HEIGHT_NORMAL; } } /* Running cost */ if (rvi->running_cost_class != INVALID_PRICE) { SetDParam(0, e->GetDisplayRunningCost()); DrawString(left, right, y, STR_PURCHASE_INFO_RUNNINGCOST); y += FONT_HEIGHT_NORMAL; } return y; } /* Draw locomotive specific details */ static int DrawRailEnginePurchaseInfo(int left, int right, int y, EngineID engine_number, const RailVehicleInfo *rvi) { const Engine *e = Engine::Get(engine_number); /* Purchase Cost - Engine weight */ SetDParam(0, e->GetCost()); SetDParam(1, e->GetDisplayWeight()); DrawString(left, right, y, STR_PURCHASE_INFO_COST_WEIGHT); y += FONT_HEIGHT_NORMAL; /* Max speed - Engine power */ SetDParam(0, e->GetDisplayMaxSpeed()); SetDParam(1, e->GetPower()); DrawString(left, right, y, STR_PURCHASE_INFO_SPEED_POWER); y += FONT_HEIGHT_NORMAL; /* Max tractive effort - not applicable if old acceleration or maglev */ if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && GetRailTypeInfo(rvi->railtype)->acceleration_type != 2) { SetDParam(0, e->GetDisplayMaxTractiveEffort()); DrawString(left, right, y, STR_PURCHASE_INFO_MAX_TE); y += FONT_HEIGHT_NORMAL; } /* Running cost */ if (rvi->running_cost_class != INVALID_PRICE) { SetDParam(0, e->GetDisplayRunningCost()); DrawString(left, right, y, STR_PURCHASE_INFO_RUNNINGCOST); y += FONT_HEIGHT_NORMAL; } /* Powered wagons power - Powered wagons extra weight */ if (rvi->pow_wag_power != 0) { SetDParam(0, rvi->pow_wag_power); SetDParam(1, rvi->pow_wag_weight); DrawString(left, right, y, STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT); y += FONT_HEIGHT_NORMAL; } return y; } /* Draw road vehicle specific details */ static int DrawRoadVehPurchaseInfo(int left, int right, int y, EngineID engine_number) { const Engine *e = Engine::Get(engine_number); if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) { /* Purchase Cost */ SetDParam(0, e->GetCost()); DrawString(left, right, y, STR_PURCHASE_INFO_COST); y += FONT_HEIGHT_NORMAL; /* Road vehicle weight - (including cargo) */ int16 weight = e->GetDisplayWeight(); SetDParam(0, weight); uint cargo_weight = (e->CanCarryCargo() ? CargoSpec::Get(e->GetDefaultCargoType())->weight * GetTotalCapacityOfArticulatedParts(engine_number) / 16 : 0); SetDParam(1, cargo_weight + weight); DrawString(left, right, y, STR_PURCHASE_INFO_WEIGHT_CWEIGHT); y += FONT_HEIGHT_NORMAL; /* Max speed - Engine power */ SetDParam(0, e->GetDisplayMaxSpeed()); SetDParam(1, e->GetPower()); DrawString(left, right, y, STR_PURCHASE_INFO_SPEED_POWER); y += FONT_HEIGHT_NORMAL; /* Max tractive effort */ SetDParam(0, e->GetDisplayMaxTractiveEffort()); DrawString(left, right, y, STR_PURCHASE_INFO_MAX_TE); y += FONT_HEIGHT_NORMAL; } else { /* Purchase cost - Max speed */ SetDParam(0, e->GetCost()); SetDParam(1, e->GetDisplayMaxSpeed()); DrawString(left, right, y, STR_PURCHASE_INFO_COST_SPEED); y += FONT_HEIGHT_NORMAL; } /* Running cost */ SetDParam(0, e->GetDisplayRunningCost()); DrawString(left, right, y, STR_PURCHASE_INFO_RUNNINGCOST); y += FONT_HEIGHT_NORMAL; return y; } /* Draw ship specific details */ static int DrawShipPurchaseInfo(int left, int right, int y, EngineID engine_number, bool refittable) { const Engine *e = Engine::Get(engine_number); /* Purchase cost - Max speed */ uint raw_speed = e->GetDisplayMaxSpeed(); uint ocean_speed = e->u.ship.ApplyWaterClassSpeedFrac(raw_speed, true); uint canal_speed = e->u.ship.ApplyWaterClassSpeedFrac(raw_speed, false); SetDParam(0, e->GetCost()); if (ocean_speed == canal_speed) { SetDParam(1, ocean_speed); DrawString(left, right, y, STR_PURCHASE_INFO_COST_SPEED); y += FONT_HEIGHT_NORMAL; } else { DrawString(left, right, y, STR_PURCHASE_INFO_COST); y += FONT_HEIGHT_NORMAL; SetDParam(0, ocean_speed); DrawString(left, right, y, STR_PURCHASE_INFO_SPEED_OCEAN); y += FONT_HEIGHT_NORMAL; SetDParam(0, canal_speed); DrawString(left, right, y, STR_PURCHASE_INFO_SPEED_CANAL); y += FONT_HEIGHT_NORMAL; } /* Cargo type + capacity */ SetDParam(0, e->GetDefaultCargoType()); SetDParam(1, e->GetDisplayDefaultCapacity()); SetDParam(2, refittable ? STR_PURCHASE_INFO_REFITTABLE : STR_EMPTY); DrawString(left, right, y, STR_PURCHASE_INFO_CAPACITY); y += FONT_HEIGHT_NORMAL; /* Running cost */ SetDParam(0, e->GetDisplayRunningCost()); DrawString(left, right, y, STR_PURCHASE_INFO_RUNNINGCOST); y += FONT_HEIGHT_NORMAL; return y; } /** * Draw aircraft specific details in the buy window. * @param left Left edge of the window to draw in. * @param right Right edge of the window to draw in. * @param y Top of the area to draw in. * @param engine_number Engine to display. * @param refittable If set, the aircraft can be refitted. * @return Bottom of the used area. */ static int DrawAircraftPurchaseInfo(int left, int right, int y, EngineID engine_number, bool refittable) { const Engine *e = Engine::Get(engine_number); CargoID cargo = e->GetDefaultCargoType(); /* Purchase cost - Max speed */ SetDParam(0, e->GetCost()); SetDParam(1, e->GetDisplayMaxSpeed()); DrawString(left, right, y, STR_PURCHASE_INFO_COST_SPEED); y += FONT_HEIGHT_NORMAL; /* Cargo capacity */ uint16 mail_capacity; uint capacity = e->GetDisplayDefaultCapacity(&mail_capacity); if (mail_capacity > 0) { SetDParam(0, cargo); SetDParam(1, capacity); SetDParam(2, CT_MAIL); SetDParam(3, mail_capacity); DrawString(left, right, y, STR_PURCHASE_INFO_AIRCRAFT_CAPACITY); } else { /* Note, if the default capacity is selected by the refit capacity * callback, then the capacity shown is likely to be incorrect. */ SetDParam(0, cargo); SetDParam(1, capacity); SetDParam(2, refittable ? STR_PURCHASE_INFO_REFITTABLE : STR_EMPTY); DrawString(left, right, y, STR_PURCHASE_INFO_CAPACITY); } y += FONT_HEIGHT_NORMAL; /* Running cost */ SetDParam(0, e->GetDisplayRunningCost()); DrawString(left, right, y, STR_PURCHASE_INFO_RUNNINGCOST); y += FONT_HEIGHT_NORMAL; /* Aircraft type */ SetDParam(0, e->GetAircraftTypeText()); DrawString(left, right, y, STR_PURCHASE_INFO_AIRCRAFT_TYPE); y += FONT_HEIGHT_NORMAL; /* Aircraft range, if available. */ uint16 range = e->GetRange(); if (range != 0) { SetDParam(0, range); DrawString(left, right, y, STR_PURCHASE_INFO_AIRCRAFT_RANGE); y += FONT_HEIGHT_NORMAL; } return y; } /** * Display additional text from NewGRF in the purchase information window * @param left Left border of text bounding box * @param right Right border of text bounding box * @param y Top border of text bounding box * @param engine Engine to query the additional purchase information for * @return Bottom border of text bounding box */ static uint ShowAdditionalText(int left, int right, int y, EngineID engine) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_ADDITIONAL_TEXT, 0, 0, engine, NULL); if (callback == CALLBACK_FAILED || callback == 0x400) return y; const GRFFile *grffile = Engine::Get(engine)->GetGRF(); if (callback > 0x400) { ErrorUnknownCallbackResult(grffile->grfid, CBID_VEHICLE_ADDITIONAL_TEXT, callback); return y; } StartTextRefStackUsage(grffile, 6); uint result = DrawStringMultiLine(left, right, y, INT32_MAX, GetGRFStringID(grffile->grfid, 0xD000 + callback), TC_BLACK); StopTextRefStackUsage(); return result; } /** * Draw the purchase info details of a vehicle at a given location. * @param left,right,y location where to draw the info * @param engine_number the engine of which to draw the info of * @return y after drawing all the text */ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number) { const Engine *e = Engine::Get(engine_number); YearMonthDay ymd; ConvertDateToYMD(e->intro_date, &ymd); bool refittable = IsArticulatedVehicleRefittable(engine_number); bool articulated_cargo = false; switch (e->type) { default: NOT_REACHED(); case VEH_TRAIN: if (e->u.rail.railveh_type == RAILVEH_WAGON) { y = DrawRailWagonPurchaseInfo(left, right, y, engine_number, &e->u.rail); } else { y = DrawRailEnginePurchaseInfo(left, right, y, engine_number, &e->u.rail); } articulated_cargo = true; break; case VEH_ROAD: y = DrawRoadVehPurchaseInfo(left, right, y, engine_number); articulated_cargo = true; break; case VEH_SHIP: y = DrawShipPurchaseInfo(left, right, y, engine_number, refittable); break; case VEH_AIRCRAFT: y = DrawAircraftPurchaseInfo(left, right, y, engine_number, refittable); break; } if (articulated_cargo) { /* Cargo type + capacity, or N/A */ int new_y = DrawCargoCapacityInfo(left, right, y, engine_number); if (new_y == y) { SetDParam(0, CT_INVALID); SetDParam(2, STR_EMPTY); DrawString(left, right, y, STR_PURCHASE_INFO_CAPACITY); y += FONT_HEIGHT_NORMAL; } else { y = new_y; } } /* Draw details that apply to all types except rail wagons. */ if (e->type != VEH_TRAIN || e->u.rail.railveh_type != RAILVEH_WAGON) { /* Design date - Life length */ SetDParam(0, ymd.year); SetDParam(1, e->GetLifeLengthInDays() / DAYS_IN_LEAP_YEAR); DrawString(left, right, y, STR_PURCHASE_INFO_DESIGNED_LIFE); y += FONT_HEIGHT_NORMAL; /* Reliability */ SetDParam(0, ToPercent16(e->reliability)); DrawString(left, right, y, STR_PURCHASE_INFO_RELIABILITY); y += FONT_HEIGHT_NORMAL; } if (refittable) y = ShowRefitOptionsList(left, right, y, engine_number); /* Additional text from NewGRF */ y = ShowAdditionalText(left, right, y, engine_number); return y; } /** * Engine drawing loop * @param type Type of vehicle (VEH_*) * @param l The left most location of the list * @param r The right most location of the list * @param y The top most location of the list * @param eng_list What engines to draw * @param min where to start in the list * @param max where in the list to end * @param selected_id what engine to highlight as selected, if any * @param show_count Whether to show the amount of engines or not * @param selected_group the group to list the engines of */ void DrawEngineList(VehicleType type, int l, int r, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, bool show_count, GroupID selected_group) { static const int sprite_y_offsets[] = { -1, -1, -2, -2 }; /* Obligatory sanity checks! */ assert(max <= eng_list->Length()); bool rtl = _current_text_dir == TD_RTL; int step_size = GetEngineListHeight(type); int sprite_left = GetVehicleImageCellSize(type, EIT_PURCHASE).extend_left; int sprite_right = GetVehicleImageCellSize(type, EIT_PURCHASE).extend_right; int sprite_width = sprite_left + sprite_right; int sprite_x = rtl ? r - sprite_right - 1 : l + sprite_left + 1; int sprite_y_offset = sprite_y_offsets[type] + step_size / 2; Dimension replace_icon = {0, 0}; int count_width = 0; if (show_count) { replace_icon = GetSpriteSize(SPR_GROUP_REPLACE_ACTIVE); SetDParamMaxDigits(0, 3, FS_SMALL); count_width = GetStringBoundingBox(STR_TINY_BLACK_COMA).width; } int text_left = l + (rtl ? WD_FRAMERECT_LEFT + replace_icon.width + 8 + count_width : sprite_width + WD_FRAMETEXT_LEFT); int text_right = r - (rtl ? sprite_width + WD_FRAMETEXT_RIGHT : WD_FRAMERECT_RIGHT + replace_icon.width + 8 + count_width); int replace_icon_left = rtl ? l + WD_FRAMERECT_LEFT : r - WD_FRAMERECT_RIGHT - replace_icon.width; int count_left = l; int count_right = rtl ? text_left : r - WD_FRAMERECT_RIGHT - replace_icon.width - 8; int normal_text_y_offset = (step_size - FONT_HEIGHT_NORMAL) / 2; int small_text_y_offset = step_size - FONT_HEIGHT_SMALL - WD_FRAMERECT_BOTTOM - 1; int replace_icon_y_offset = (step_size - replace_icon.height) / 2 - 1; for (; min < max; min++, y += step_size) { const EngineID engine = (*eng_list)[min]; /* Note: num_engines is only used in the autoreplace GUI, so it is correct to use _local_company here. */ const uint num_engines = GetGroupNumEngines(_local_company, selected_group, engine); const Engine *e = Engine::Get(engine); bool hidden = HasBit(e->company_hidden, _local_company); StringID str = hidden ? STR_HIDDEN_ENGINE_NAME : STR_ENGINE_NAME; TextColour tc = (engine == selected_id) ? TC_WHITE : (TC_NO_SHADE | (hidden ? TC_GREY : TC_BLACK)); SetDParam(0, engine); DrawString(text_left, text_right, y + normal_text_y_offset, str, tc); DrawVehicleEngine(l, r, sprite_x, y + sprite_y_offset, engine, (show_count && num_engines == 0) ? PALETTE_CRASH : GetEnginePalette(engine, _local_company), EIT_PURCHASE); if (show_count) { SetDParam(0, num_engines); DrawString(count_left, count_right, y + small_text_y_offset, STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT | SA_FORCE); if (EngineHasReplacementForCompany(Company::Get(_local_company), engine, selected_group)) DrawSprite(SPR_GROUP_REPLACE_ACTIVE, num_engines == 0 ? PALETTE_CRASH : PAL_NONE, replace_icon_left, y + replace_icon_y_offset); } } } /** * Display the dropdown for the vehicle sort criteria. * @param w Parent window (holds the dropdown button). * @param vehicle_type %Vehicle type being sorted. * @param selected Currently selected sort criterium. * @param button Widget button. */ void DisplayVehicleSortDropDown(Window *w, VehicleType vehicle_type, int selected, int button) { uint32 hidden_mask = 0; /* Disable sorting by power or tractive effort when the original acceleration model for road vehicles is being used. */ if (vehicle_type == VEH_ROAD && _settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) { SetBit(hidden_mask, 3); // power SetBit(hidden_mask, 4); // tractive effort SetBit(hidden_mask, 8); // power by running costs } /* Disable sorting by tractive effort when the original acceleration model for trains is being used. */ if (vehicle_type == VEH_TRAIN && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) { SetBit(hidden_mask, 4); // tractive effort } ShowDropDownMenu(w, _engine_sort_listing[vehicle_type], selected, button, 0, hidden_mask); } /** GUI for building vehicles. */ struct BuildVehicleWindow : Window { VehicleType vehicle_type; ///< Type of vehicles shown in the window. union { RailTypeByte railtype; ///< Rail type to show, or #RAILTYPE_END. RoadTypes roadtypes; ///< Road type to show, or #ROADTYPES_ALL. } filter; ///< Filter to apply. bool descending_sort_order; ///< Sort direction, @see _engine_sort_direction byte sort_criteria; ///< Current sort criterium. bool show_hidden_engines; ///< State of the 'show hidden engines' button. bool listview_mode; ///< If set, only display the available vehicles and do not show a 'build' button. EngineID sel_engine; ///< Currently selected engine, or #INVALID_ENGINE EngineID rename_engine; ///< Engine being renamed. GUIEngineList eng_list; CargoID cargo_filter[NUM_CARGO + 2]; ///< Available cargo filters; CargoID or CF_ANY or CF_NONE StringID cargo_filter_texts[NUM_CARGO + 3]; ///< Texts for filter_cargo, terminated by INVALID_STRING_ID byte cargo_filter_criteria; ///< Selected cargo filter int details_height; ///< Minimal needed height of the details panels (found so far). Scrollbar *vscroll; bool build_and_refit; ///< Build and refit. This is beauty, but we need some persistence to save user choice for this game session at least bool virtual_train_mode; ///< Are we building a virtual train? Train **virtual_train_out; ///< Virtual train ptr BuildVehicleWindow(WindowDesc *desc, TileIndex tile, VehicleType type, Train **virtual_train_out) : Window(desc) { this->vehicle_type = type; this->window_number = tile == INVALID_TILE ? (int)type : tile; this->virtual_train_out = virtual_train_out; this->virtual_train_mode = (virtual_train_out != NULL); if (this->virtual_train_mode) this->window_number = 0; this->sel_engine = INVALID_ENGINE; this->sort_criteria = _engine_sort_last_criteria[type]; this->descending_sort_order = _engine_sort_last_order[type]; this->show_hidden_engines = _engine_sort_show_hidden_engines[type]; switch (type) { default: NOT_REACHED(); case VEH_TRAIN: this->filter.railtype = (tile == INVALID_TILE) ? RAILTYPE_END : GetRailType(tile); break; case VEH_ROAD: this->filter.roadtypes = (tile == INVALID_TILE) ? ROADTYPES_ALL : GetRoadTypes(tile); case VEH_SHIP: case VEH_AIRCRAFT: break; } this->listview_mode = !(this->virtual_train_mode) && (this->window_number <= VEH_END); this->CreateNestedTree(); this->vscroll = this->GetScrollbar(WID_BV_SCROLLBAR); /* If we are just viewing the list of vehicles, we do not need the Build button. * So we just hide it, and enlarge the Rename button by the now vacant place. */ if (this->listview_mode) { this->GetWidget(WID_BV_BUILD_SEL)->SetDisplayedPlane(SZSP_NONE); this->GetWidget(WID_BV_BUILD_REFIT_SEL)->SetDisplayedPlane(SZSP_NONE); } /* disable renaming engines in network games if you are not the server */ this->SetWidgetDisabledState(WID_BV_RENAME, _networking && !_network_server); NWidgetCore *widget = this->GetWidget(WID_BV_LIST); widget->tool_tip = STR_BUY_VEHICLE_TRAIN_LIST_TOOLTIP + type; widget = this->GetWidget(WID_BV_SHOW_HIDE); widget->tool_tip = STR_BUY_VEHICLE_TRAIN_HIDE_SHOW_TOGGLE_TOOLTIP + type; this->build_and_refit = _refit_on_buy; this->SetWidgetLoweredState(WID_BV_BUILD_REFIT, this->build_and_refit); widget = this->GetWidget(WID_BV_BUILD); if (this->virtual_train_mode) { widget->widget_data = STR_TMPL_CONFIRM; widget->tool_tip = STR_TMPL_CONFIRM; } else { widget->widget_data = STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_BUTTON + type; widget->tool_tip = STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP + type; } widget = this->GetWidget(WID_BV_RENAME); widget->widget_data = STR_BUY_VEHICLE_TRAIN_RENAME_BUTTON + type; widget->tool_tip = STR_BUY_VEHICLE_TRAIN_RENAME_TOOLTIP + type; widget = this->GetWidget(WID_BV_SHOW_HIDDEN_ENGINES); widget->widget_data = STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN + type; widget->tool_tip = STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP + type; widget->SetLowered(this->show_hidden_engines); this->details_height = ((this->vehicle_type == VEH_TRAIN) ? 10 : 9) * FONT_HEIGHT_NORMAL + WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM; this->FinishInitNested(this->window_number); this->owner = (tile != INVALID_TILE) ? GetTileOwner(tile) : _local_company; this->eng_list.ForceRebuild(); this->GenerateBuildList(); // generate the list, since we need it in the next line /* Select the first engine in the list as default when opening the window */ if (this->eng_list.Length() > 0) this->sel_engine = this->eng_list[0]; } /** Populate the filter list and set the cargo filter criteria. */ void SetCargoFilterArray() { uint filter_items = 0; /* Add item for disabling filtering. */ this->cargo_filter[filter_items] = CF_ANY; this->cargo_filter_texts[filter_items] = STR_PURCHASE_INFO_ALL_TYPES; filter_items++; /* Add item for vehicles not carrying anything, e.g. train engines. * This could also be useful for eyecandy vehicles of other types, but is likely too confusing for joe, */ if (this->vehicle_type == VEH_TRAIN) { this->cargo_filter[filter_items] = CF_NONE; this->cargo_filter_texts[filter_items] = STR_PURCHASE_INFO_NONE; filter_items++; } /* Collect available cargo types for filtering. */ const CargoSpec *cs; FOR_ALL_SORTED_STANDARD_CARGOSPECS(cs) { this->cargo_filter[filter_items] = cs->Index(); this->cargo_filter_texts[filter_items] = cs->name; filter_items++; } /* Terminate the filter list. */ this->cargo_filter_texts[filter_items] = INVALID_STRING_ID; /* If not found, the cargo criteria will be set to all cargoes. */ this->cargo_filter_criteria = 0; /* Find the last cargo filter criteria. */ for (uint i = 0; i < filter_items; i++) { if (this->cargo_filter[i] == _engine_sort_last_cargo_criteria[this->vehicle_type]) { this->cargo_filter_criteria = i; break; } } this->eng_list.SetFilterFuncs(_filter_funcs); this->eng_list.SetFilterState(this->cargo_filter[this->cargo_filter_criteria] != CF_ANY); } void OnInit() { this->SetCargoFilterArray(); } /** Filter the engine list against the currently selected cargo filter */ void FilterEngineList() { this->eng_list.Filter(this->cargo_filter[this->cargo_filter_criteria]); if (0 == this->eng_list.Length()) { // no engine passed through the filter, invalidate the previously selected engine this->sel_engine = INVALID_ENGINE; } else if (!this->eng_list.Contains(this->sel_engine)) { // previously selected engine didn't pass the filter, select the first engine of the list this->sel_engine = this->eng_list[0]; } } /** Filter a single engine */ bool FilterSingleEngine(EngineID eid) { CargoID filter_type = this->cargo_filter[this->cargo_filter_criteria]; return (filter_type == CF_ANY || CargoFilter(&eid, filter_type)); } /* Figure out what train EngineIDs to put in the list */ void GenerateBuildTrainList() { EngineID sel_id = INVALID_ENGINE; int num_engines = 0; int num_wagons = 0; this->filter.railtype = (this->listview_mode || this->virtual_train_mode) ? RAILTYPE_END : GetRailType(this->window_number); this->eng_list.Clear(); /* Make list of all available train engines and wagons. * Also check to see if the previously selected engine is still available, * and if not, reset selection to INVALID_ENGINE. This could be the case * when engines become obsolete and are removed */ const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) { if (!this->show_hidden_engines && e->IsHidden(_local_company)) continue; EngineID eid = e->index; const RailVehicleInfo *rvi = &e->u.rail; if (this->filter.railtype != RAILTYPE_END && !HasPowerOnRail(rvi->railtype, this->filter.railtype)) continue; if (!IsEngineBuildable(eid, VEH_TRAIN, _local_company)) continue; /* Filter now! So num_engines and num_wagons is valid */ if (!FilterSingleEngine(eid)) continue; *this->eng_list.Append() = eid; if (rvi->railveh_type != RAILVEH_WAGON) { num_engines++; } else { num_wagons++; } if (eid == this->sel_engine) sel_id = eid; } this->sel_engine = sel_id; /* make engines first, and then wagons, sorted by selected sort_criteria */ _engine_sort_direction = false; EngList_Sort(&this->eng_list, TrainEnginesThenWagonsSorter); /* and then sort engines */ _engine_sort_direction = this->descending_sort_order; EngList_SortPartial(&this->eng_list, _engine_sort_functions[0][this->sort_criteria], 0, num_engines); /* and finally sort wagons */ EngList_SortPartial(&this->eng_list, _engine_sort_functions[0][this->sort_criteria], num_engines, num_wagons); } /* Figure out what road vehicle EngineIDs to put in the list */ void GenerateBuildRoadVehList() { EngineID sel_id = INVALID_ENGINE; this->eng_list.Clear(); const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) { if (!this->show_hidden_engines && e->IsHidden(_local_company)) continue; EngineID eid = e->index; if (!IsEngineBuildable(eid, VEH_ROAD, _local_company)) continue; if (!HasBit(this->filter.roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD)) continue; *this->eng_list.Append() = eid; if (eid == this->sel_engine) sel_id = eid; } this->sel_engine = sel_id; } /* Figure out what ship EngineIDs to put in the list */ void GenerateBuildShipList() { EngineID sel_id = INVALID_ENGINE; this->eng_list.Clear(); const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) { if (!this->show_hidden_engines && e->IsHidden(_local_company)) continue; EngineID eid = e->index; if (!IsEngineBuildable(eid, VEH_SHIP, _local_company)) continue; *this->eng_list.Append() = eid; if (eid == this->sel_engine) sel_id = eid; } this->sel_engine = sel_id; } /* Figure out what aircraft EngineIDs to put in the list */ void GenerateBuildAircraftList() { EngineID sel_id = INVALID_ENGINE; this->eng_list.Clear(); const Station *st = this->listview_mode ? NULL : Station::GetByTile(this->window_number); /* Make list of all available planes. * Also check to see if the previously selected plane is still available, * and if not, reset selection to INVALID_ENGINE. This could be the case * when planes become obsolete and are removed */ const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, VEH_AIRCRAFT) { if (!this->show_hidden_engines && e->IsHidden(_local_company)) continue; EngineID eid = e->index; if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _local_company)) continue; /* First VEH_END window_numbers are fake to allow a window open for all different types at once */ if (!this->listview_mode && !CanVehicleUseStation(eid, st)) continue; *this->eng_list.Append() = eid; if (eid == this->sel_engine) sel_id = eid; } this->sel_engine = sel_id; } /* Generate the list of vehicles */ void GenerateBuildList() { if (!this->eng_list.NeedRebuild()) return; switch (this->vehicle_type) { default: NOT_REACHED(); case VEH_TRAIN: this->GenerateBuildTrainList(); this->eng_list.Compact(); this->eng_list.RebuildDone(); return; // trains should not reach the last sorting case VEH_ROAD: this->GenerateBuildRoadVehList(); break; case VEH_SHIP: this->GenerateBuildShipList(); break; case VEH_AIRCRAFT: this->GenerateBuildAircraftList(); break; } this->FilterEngineList(); _engine_sort_direction = this->descending_sort_order; EngList_Sort(&this->eng_list, _engine_sort_functions[this->vehicle_type][this->sort_criteria]); this->eng_list.Compact(); this->eng_list.RebuildDone(); } void OnClick(Point pt, int widget, int click_count) { switch (widget) { case WID_BV_SORT_ASCENDING_DESCENDING: this->descending_sort_order ^= true; _engine_sort_last_order[this->vehicle_type] = this->descending_sort_order; this->eng_list.ForceRebuild(); this->SetDirty(); break; case WID_BV_SHOW_HIDDEN_ENGINES: this->show_hidden_engines ^= true; _engine_sort_show_hidden_engines[this->vehicle_type] = this->show_hidden_engines; this->eng_list.ForceRebuild(); this->SetWidgetLoweredState(widget, this->show_hidden_engines); this->SetDirty(); break; case WID_BV_LIST: { uint i = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_BV_LIST); size_t num_items = this->eng_list.Length(); this->sel_engine = (i < num_items) ? this->eng_list[i] : INVALID_ENGINE; this->SetDirty(); if (_ctrl_pressed) { this->OnClick(pt, WID_BV_SHOW_HIDE, 1); } else if (click_count > 1 && !this->listview_mode) { this->OnClick(pt, WID_BV_BUILD, 1); } break; } case WID_BV_SORT_DROPDOWN: // Select sorting criteria dropdown menu DisplayVehicleSortDropDown(this, this->vehicle_type, this->sort_criteria, WID_BV_SORT_DROPDOWN); break; case WID_BV_CARGO_FILTER_DROPDOWN: // Select cargo filtering criteria dropdown menu ShowDropDownMenu(this, this->cargo_filter_texts, this->cargo_filter_criteria, WID_BV_CARGO_FILTER_DROPDOWN, 0, 0); break; case WID_BV_SHOW_HIDE: { const Engine *e = (this->sel_engine == INVALID_ENGINE) ? NULL : Engine::Get(this->sel_engine); if (e != NULL) { DoCommandP(0, 0, this->sel_engine | (e->IsHidden(_current_company) ? 0 : (1u << 31)), CMD_SET_VEHICLE_VISIBILITY); } break; } case WID_BV_BUILD_REFIT: { _refit_on_buy = this->build_and_refit = !this->build_and_refit; this->SetWidgetLoweredState(WID_BV_BUILD_REFIT, this->build_and_refit); this->SetDirty(); break; } case WID_BV_BUILD: { EngineID sel_eng = this->sel_engine; if (sel_eng != INVALID_ENGINE) { CommandCallback *callback; uint32 cmd; if (this->virtual_train_mode) { callback = CcAddVirtualEngine; cmd = CMD_BUILD_VIRTUAL_RAIL_VEHICLE; } else { callback = (this->vehicle_type == VEH_TRAIN && RailVehInfo(sel_eng)->railveh_type == RAILVEH_WAGON) ? CcBuildWagon : CcBuildPrimaryVehicle; cmd = GetCmdBuildVeh(this->vehicle_type); } if (!this->IsWidgetDisabled(WID_BV_BUILD_REFIT) && this->build_and_refit) { /* build and refit */ char text_buffer[2]; text_buffer[0] = 'R'; text_buffer[1] = this->cargo_filter[this->cargo_filter_criteria]; if ((cmd & 0xFFFF) == CMD_BUILD_VEHICLE) { cmd = (cmd & ~0xFFFF) | CMD_BUILD_VEHICLE_NT; } DoCommandP(this->window_number, sel_eng, 0, cmd, callback, text_buffer, true, 2); } else { /* build only */ DoCommandP(this->window_number, sel_eng, 0, cmd, callback); } } break; } case WID_BV_RENAME: { EngineID sel_eng = this->sel_engine; if (sel_eng != INVALID_ENGINE) { this->rename_engine = sel_eng; SetDParam(0, sel_eng); ShowQueryString(STR_ENGINE_NAME, STR_QUERY_RENAME_TRAIN_TYPE_CAPTION + this->vehicle_type, MAX_LENGTH_ENGINE_NAME_CHARS, this, CS_ALPHANUMERAL, QSF_ENABLE_DEFAULT | QSF_LEN_IN_CHARS); } break; } } } /** * 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. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { if (!gui_scope) return; /* When switching to original acceleration model for road vehicles, clear the selected sort criteria if it is not available now. */ if (this->vehicle_type == VEH_ROAD && _settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL && this->sort_criteria > 7) { this->sort_criteria = 0; _engine_sort_last_criteria[VEH_ROAD] = 0; } this->eng_list.ForceRebuild(); } virtual void SetStringParameters(int widget) const { switch (widget) { case WID_BV_CAPTION: if (this->vehicle_type == VEH_TRAIN && !this->listview_mode && !this->virtual_train_mode) { const RailtypeInfo *rti = GetRailTypeInfo(this->filter.railtype); SetDParam(0, rti->strings.build_caption); } else { SetDParam(0, (this->listview_mode ? STR_VEHICLE_LIST_AVAILABLE_TRAINS : STR_BUY_VEHICLE_TRAIN_ALL_CAPTION) + this->vehicle_type); } break; case WID_BV_SORT_DROPDOWN: SetDParam(0, _engine_sort_listing[this->vehicle_type][this->sort_criteria]); break; case WID_BV_CARGO_FILTER_DROPDOWN: SetDParam(0, this->cargo_filter_texts[this->cargo_filter_criteria]); break; case WID_BV_SHOW_HIDE: { const Engine *e = (this->sel_engine == INVALID_ENGINE) ? NULL : Engine::Get(this->sel_engine); if (e != NULL && e->IsHidden(_local_company)) { SetDParam(0, STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON + this->vehicle_type); } else { SetDParam(0, STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON + this->vehicle_type); } break; } } } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { switch (widget) { case WID_BV_LIST: resize->height = GetEngineListHeight(this->vehicle_type); size->height = 3 * resize->height; size->width = max(size->width, GetVehicleImageCellSize(this->vehicle_type, EIT_PURCHASE).extend_left + GetVehicleImageCellSize(this->vehicle_type, EIT_PURCHASE).extend_right + 165); break; case WID_BV_PANEL: size->height = this->details_height; break; case WID_BV_SORT_ASCENDING_DESCENDING: { Dimension d = GetStringBoundingBox(this->GetWidget(widget)->widget_data); d.width += padding.width + Window::SortButtonWidth() * 2; // Doubled since the string is centred and it also looks better. d.height += padding.height; *size = maxdim(*size, d); break; } case WID_BV_SHOW_HIDE: *size = GetStringBoundingBox(STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON + this->vehicle_type); *size = maxdim(*size, GetStringBoundingBox(STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON + this->vehicle_type)); size->width += padding.width; size->height += padding.height; break; } } virtual void DrawWidget(const Rect &r, int widget) const { switch (widget) { case WID_BV_LIST: DrawEngineList(this->vehicle_type, r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + WD_FRAMERECT_TOP, &this->eng_list, this->vscroll->GetPosition(), min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), this->eng_list.Length()), this->sel_engine, false, DEFAULT_GROUP); break; case WID_BV_SORT_ASCENDING_DESCENDING: this->DrawSortButtonState(WID_BV_SORT_ASCENDING_DESCENDING, this->descending_sort_order ? SBS_DOWN : SBS_UP); break; } } virtual void OnPaint() { this->GenerateBuildList(); this->vscroll->SetCount(this->eng_list.Length()); this->SetWidgetDisabledState(WID_BV_SHOW_HIDE, this->sel_engine == INVALID_ENGINE); // disable build and refit if all or none cargo type selected if (this->cargo_filter[this->cargo_filter_criteria] == CF_ANY || this->cargo_filter[this->cargo_filter_criteria] == CF_NONE) { this->DisableWidget(WID_BV_BUILD_REFIT); } else { this->EnableWidget(WID_BV_BUILD_REFIT); } this->DrawWidgets(); if (!this->IsShaded()) { int needed_height = this->details_height; /* Draw details panels. */ if (this->sel_engine != INVALID_ENGINE) { NWidgetBase *nwi = this->GetWidget(WID_BV_PANEL); int text_end = DrawVehiclePurchaseInfo(nwi->pos_x + WD_FRAMETEXT_LEFT, nwi->pos_x + nwi->current_x - WD_FRAMETEXT_RIGHT, nwi->pos_y + WD_FRAMERECT_TOP, this->sel_engine); needed_height = max(needed_height, text_end - (int)nwi->pos_y + WD_FRAMERECT_BOTTOM); } if (needed_height != this->details_height) { // Details window are not high enough, enlarge them. int resize = needed_height - this->details_height; this->details_height = needed_height; this->ReInit(0, resize); return; } } } virtual void OnQueryTextFinished(char *str) { if (str == NULL) return; DoCommandP(0, this->rename_engine, 0, CMD_RENAME_ENGINE | CMD_MSG(STR_ERROR_CAN_T_RENAME_TRAIN_TYPE + this->vehicle_type), NULL, str); } virtual void OnDropdownSelect(int widget, int index) { switch (widget) { case WID_BV_SORT_DROPDOWN: if (this->sort_criteria != index) { this->sort_criteria = index; _engine_sort_last_criteria[this->vehicle_type] = this->sort_criteria; this->eng_list.ForceRebuild(); } break; case WID_BV_CARGO_FILTER_DROPDOWN: // Select a cargo filter criteria if (this->cargo_filter_criteria != index) { this->cargo_filter_criteria = index; _engine_sort_last_cargo_criteria[this->vehicle_type] = this->cargo_filter[this->cargo_filter_criteria]; /* deactivate filter if criteria is 'Show All', activate it otherwise */ this->eng_list.SetFilterState(this->cargo_filter[this->cargo_filter_criteria] != CF_ANY); this->eng_list.ForceRebuild(); } break; } this->SetDirty(); } virtual void OnResize() { this->vscroll->SetCapacityFromWidget(this, WID_BV_LIST); } void AddVirtualEngine(Train *toadd) { if (this->virtual_train_out == NULL) return; if (*(this->virtual_train_out) == NULL) { *(this->virtual_train_out) = toadd; } else { VehicleID target = (*(this->virtual_train_out))->GetLastUnit()->index; DoCommandP(0, (1 << 21) | toadd->index, target, CMD_MOVE_RAIL_VEHICLE); } InvalidateWindowClassesData(WC_CREATE_TEMPLATE); InvalidateWindowClassesData(WC_TEMPLATEGUI_MAIN); } }; void CcAddVirtualEngine(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2) { if (result.Failed()) return; Window* window = FindWindowById(WC_BUILD_VIRTUAL_TRAIN, 0); if (window) { Train* train = Train::From(Vehicle::Get(_new_vehicle_id)); ((BuildVehicleWindow*) window)->AddVirtualEngine(train); } } static WindowDesc _build_vehicle_desc( WDP_AUTO, "build_vehicle", 240, 268, WC_BUILD_VEHICLE, WC_NONE, WDF_CONSTRUCTION, _nested_build_vehicle_widgets, lengthof(_nested_build_vehicle_widgets) ); static WindowDesc _build_template_vehicle_desc( WDP_AUTO, "build_vehicle", 240, 268, WC_BUILD_VIRTUAL_TRAIN, WC_CREATE_TEMPLATE, WDF_CONSTRUCTION, _nested_build_vehicle_widgets, lengthof(_nested_build_vehicle_widgets) ); void ShowBuildVehicleWindow(TileIndex tile, VehicleType type) { /* We want to be able to open both Available Train as Available Ships, * so if tile == INVALID_TILE (Available XXX Window), use 'type' as unique number. * As it always is a low value, it won't collide with any real tile * number. */ uint num = (tile == INVALID_TILE) ? (int)type : tile; assert(IsCompanyBuildableVehicleType(type)); DeleteWindowById(WC_BUILD_VEHICLE, num); new BuildVehicleWindow(&_build_vehicle_desc, tile, type, NULL); } void ShowTemplateTrainBuildVehicleWindow(Train **virtual_train) { assert(IsCompanyBuildableVehicleType(VEH_TRAIN)); DeleteWindowById(WC_BUILD_VIRTUAL_TRAIN, 0); new BuildVehicleWindow(&_build_template_vehicle_desc, INVALID_TILE, VEH_TRAIN, virtual_train); }