OpenTTD-patches/src/main_gui.cpp

571 lines
18 KiB
C++

/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file main_gui.cpp Handling of the main viewport. */
#include "stdafx.h"
#include "currency.h"
#include "spritecache.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "command_func.h"
#include "console_gui.h"
#include "progress.h"
#include "transparency_gui.h"
#include "map_func.h"
#include "sound_func.h"
#include "transparency.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "company_base.h"
#include "company_func.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "tilehighlight_func.h"
#include "hotkeys.h"
#include "saveload/saveload.h"
#include "widgets/main_widget.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/network_gui.h"
#include "network/network_base.h"
#include "table/sprites.h"
#include "table/strings.h"
static int _rename_id = 1;
static int _rename_what = -1;
void CcGiveMoney(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
#ifdef ENABLE_NETWORK
if (result.Failed() || !_settings_game.economy.give_money) return;
/* Inform the company of the action of one of its clients (controllers). */
char msg[64];
SetDParam(0, p2);
GetString(msg, STR_COMPANY_NAME, lastof(msg));
if (!_network_server) {
NetworkClientSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, p1);
} else {
NetworkServerSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, CLIENT_ID_SERVER, p1);
}
#endif /* ENABLE_NETWORK */
}
void HandleOnEditText(const char *str)
{
switch (_rename_what) {
#ifdef ENABLE_NETWORK
case 3: { // Give money, you can only give money in excess of loan
const Company *c = Company::GetIfValid(_local_company);
if (c == NULL) break;
Money money = min(c->money - c->current_loan, (Money)(atoi(str) / _currency->rate));
uint32 money_c = Clamp(ClampToI32(money), 0, 20000000); // Clamp between 20 million and 0
/* Give 'id' the money, and subtract it from ourself */
DoCommandP(0, money_c, _rename_id, CMD_GIVE_MONEY | CMD_MSG(STR_ERROR_INSUFFICIENT_FUNDS), CcGiveMoney, str);
break;
}
#endif /* ENABLE_NETWORK */
default: NOT_REACHED();
}
_rename_id = _rename_what = -1;
}
/**
* This code is shared for the majority of the pushbuttons.
* Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
*
* @param w Window which called the function
* @param widget ID of the widget (=button) that called this function
* @param cursor How should the cursor image change? E.g. cursor with depot image in it
* @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
* @return true if the button is clicked, false if it's unclicked
*/
bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyle mode)
{
if (w->IsWidgetDisabled(widget)) return false;
if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
w->SetDirty();
if (w->IsWidgetLowered(widget)) {
ResetObjectToPlace();
return false;
}
SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
w->LowerWidget(widget);
return true;
}
void CcPlaySound10(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
if (result.Succeeded() && _settings_client.sound.confirm) SndPlayTileFx(SND_12_EXPLOSION, tile);
}
#ifdef ENABLE_NETWORK
void ShowNetworkGiveMoneyWindow(CompanyID company)
{
_rename_id = company;
_rename_what = 3;
ShowQueryString(STR_EMPTY, STR_NETWORK_GIVE_MONEY_CAPTION, 30, NULL, CS_NUMERAL, QSF_NONE);
}
#endif /* ENABLE_NETWORK */
/**
* Zooms a viewport in a window in or out.
* @param how Zooming direction.
* @param w Window owning the viewport.
* @return Returns \c true if zooming step could be done, \c false if further zooming is not possible.
* @note No button handling or what so ever is done.
*/
bool DoZoomInOutWindow(ZoomStateChange how, Window *w)
{
ViewPort *vp;
assert(w != NULL);
vp = w->viewport;
switch (how) {
case ZOOM_NONE:
/* On initialisation of the viewport we don't do anything. */
break;
case ZOOM_IN:
if (vp->zoom <= _settings_client.gui.zoom_min) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
vp->virtual_width >>= 1;
vp->virtual_height >>= 1;
w->viewport->scrollpos_x += vp->virtual_width >> 1;
w->viewport->scrollpos_y += vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
w->viewport->follow_vehicle = INVALID_VEHICLE;
break;
case ZOOM_OUT:
if (vp->zoom >= _settings_client.gui.zoom_max) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom + 1);
w->viewport->scrollpos_x -= vp->virtual_width >> 1;
w->viewport->scrollpos_y -= vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
vp->virtual_width <<= 1;
vp->virtual_height <<= 1;
w->viewport->follow_vehicle = INVALID_VEHICLE;
break;
}
if (vp != NULL) { // the vp can be null when how == ZOOM_NONE
vp->virtual_left = w->viewport->scrollpos_x;
vp->virtual_top = w->viewport->scrollpos_y;
}
/* Update the windows that have zoom-buttons to perhaps disable their buttons */
w->InvalidateData();
return true;
}
void ZoomInOrOutToCursorWindow(bool in, Window *w)
{
assert(w != NULL);
if (_game_mode != GM_MENU) {
ViewPort *vp = w->viewport;
if ((in && vp->zoom <= _settings_client.gui.zoom_min) || (!in && vp->zoom >= _settings_client.gui.zoom_max)) return;
Point pt = GetTileZoomCenterWindow(in, w);
if (pt.x != -1) {
ScrollWindowTo(pt.x, pt.y, -1, w, true);
DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
}
}
}
static const struct NWidgetPart _nested_main_window_widgets[] = {
NWidget(NWID_VIEWPORT, INVALID_COLOUR, WID_M_VIEWPORT), SetResize(1, 1),
};
static const WindowDesc _main_window_desc(
WDP_MANUAL, 0, 0,
WC_MAIN_WINDOW, WC_NONE,
0,
_nested_main_window_widgets, lengthof(_nested_main_window_widgets)
);
enum {
GHK_QUIT,
GHK_ABANDON,
GHK_CONSOLE,
GHK_BOUNDING_BOXES,
GHK_DIRTY_BLOCKS,
GHK_CENTER,
GHK_CENTER_ZOOM,
GHK_RESET_OBJECT_TO_PLACE,
GHK_DELETE_WINDOWS,
GHK_DELETE_NONVITAL_WINDOWS,
GHK_REFRESH_SCREEN,
GHK_CRASH,
GHK_MONEY,
GHK_UPDATE_COORDS,
GHK_TOGGLE_TRANSPARENCY,
GHK_TOGGLE_INVISIBILITY = GHK_TOGGLE_TRANSPARENCY + 9,
GHK_TRANSPARENCY_TOOLBAR = GHK_TOGGLE_INVISIBILITY + 8,
GHK_TRANSPARANCY,
GHK_CHAT,
GHK_CHAT_ALL,
GHK_CHAT_COMPANY,
GHK_CHAT_SERVER,
};
struct MainWindow : Window
{
MainWindow() : Window()
{
this->InitNested(&_main_window_desc, 0);
CLRBITS(this->flags, WF_WHITE_BORDER);
ResizeWindow(this, _screen.width, _screen.height);
NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
nvp->InitializeViewport(this, TileXY(32, 32), ZOOM_LVL_VIEWPORT);
}
virtual void OnPaint()
{
this->DrawWidgets();
if (_game_mode == GM_MENU) {
static const SpriteID title_sprites[] = {SPR_OTTD_O, SPR_OTTD_P, SPR_OTTD_E, SPR_OTTD_N, SPR_OTTD_T, SPR_OTTD_T, SPR_OTTD_D};
static const uint LETTER_SPACING = 10;
int name_width = (lengthof(title_sprites) - 1) * LETTER_SPACING;
for (uint i = 0; i < lengthof(title_sprites); i++) {
name_width += GetSpriteSize(title_sprites[i]).width;
}
int off_x = (this->width - name_width) / 2;
for (uint i = 0; i < lengthof(title_sprites); i++) {
DrawSprite(title_sprites[i], PAL_NONE, off_x, 50);
off_x += GetSpriteSize(title_sprites[i]).width + LETTER_SPACING;
}
}
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
int num = CheckHotkeyMatch(global_hotkeys, keycode, this);
if (num == GHK_QUIT) {
HandleExitGameRequest();
return ES_HANDLED;
}
/* Disable all key shortcuts, except quit shortcuts when
* generating the world, otherwise they create threading
* problem during the generating, resulting in random
* assertions that are hard to trigger and debug */
if (HasModalProgress()) return ES_NOT_HANDLED;
switch (num) {
case GHK_ABANDON:
/* No point returning from the main menu to itself */
if (_game_mode == GM_MENU) return ES_HANDLED;
if (_settings_client.gui.autosave_on_exit) {
DoExitSave();
_switch_mode = SM_MENU;
} else {
AskExitToGameMenu();
}
return ES_HANDLED;
case GHK_CONSOLE:
IConsoleSwitch();
return ES_HANDLED;
case GHK_BOUNDING_BOXES:
ToggleBoundingBoxes();
return ES_HANDLED;
case GHK_DIRTY_BLOCKS:
ToggleDirtyBlocks();
return ES_HANDLED;
}
if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
switch (num) {
case GHK_CENTER:
case GHK_CENTER_ZOOM: {
Point pt = GetTileBelowCursor();
if (pt.x != -1) {
bool instant = (num == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min);
if (num == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this);
ScrollMainWindowTo(pt.x, pt.y, -1, instant);
}
break;
}
case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); break;
case GHK_DELETE_WINDOWS: DeleteNonVitalWindows(); break;
case GHK_DELETE_NONVITAL_WINDOWS: DeleteAllNonVitalWindows(); break;
case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break;
case GHK_CRASH: // Crash the game
*(volatile byte *)0 = 0;
break;
case GHK_MONEY: // Gimme money
/* You can only cheat for money in single player. */
if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT);
break;
case GHK_UPDATE_COORDS: // Update the coordinates of all station signs
UpdateAllVirtCoords();
break;
case GHK_TOGGLE_TRANSPARENCY:
case GHK_TOGGLE_TRANSPARENCY + 1:
case GHK_TOGGLE_TRANSPARENCY + 2:
case GHK_TOGGLE_TRANSPARENCY + 3:
case GHK_TOGGLE_TRANSPARENCY + 4:
case GHK_TOGGLE_TRANSPARENCY + 5:
case GHK_TOGGLE_TRANSPARENCY + 6:
case GHK_TOGGLE_TRANSPARENCY + 7:
case GHK_TOGGLE_TRANSPARENCY + 8:
/* Transparency toggle hot keys */
ToggleTransparency((TransparencyOption)(num - GHK_TOGGLE_TRANSPARENCY));
MarkWholeScreenDirty();
break;
case GHK_TOGGLE_INVISIBILITY:
case GHK_TOGGLE_INVISIBILITY + 1:
case GHK_TOGGLE_INVISIBILITY + 2:
case GHK_TOGGLE_INVISIBILITY + 3:
case GHK_TOGGLE_INVISIBILITY + 4:
case GHK_TOGGLE_INVISIBILITY + 5:
case GHK_TOGGLE_INVISIBILITY + 6:
case GHK_TOGGLE_INVISIBILITY + 7:
/* Invisibility toggle hot keys */
ToggleInvisibilityWithTransparency((TransparencyOption)(num - GHK_TOGGLE_INVISIBILITY));
MarkWholeScreenDirty();
break;
case GHK_TRANSPARENCY_TOOLBAR:
ShowTransparencyToolbar();
break;
case GHK_TRANSPARANCY:
ResetRestoreAllTransparency();
break;
#ifdef ENABLE_NETWORK
case GHK_CHAT: // smart chat; send to team if any, otherwise to all
if (_networking) {
const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (cio == NULL) break;
ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
}
break;
case GHK_CHAT_ALL: // send text message to all clients
if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
break;
case GHK_CHAT_COMPANY: // send text to all team mates
if (_networking) {
const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (cio == NULL) break;
ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
}
break;
case GHK_CHAT_SERVER: // send text to the server
if (_networking && !_network_server) {
ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER);
}
break;
#endif
default: return ES_NOT_HANDLED;
}
return ES_HANDLED;
}
virtual void OnScroll(Point delta)
{
this->viewport->scrollpos_x += ScaleByZoom(delta.x, this->viewport->zoom);
this->viewport->scrollpos_y += ScaleByZoom(delta.y, this->viewport->zoom);
this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
}
virtual void OnMouseWheel(int wheel)
{
if (_settings_client.gui.scrollwheel_scrolling == 0) {
ZoomInOrOutToCursorWindow(wheel < 0, this);
}
}
virtual void OnResize()
{
if (this->viewport != NULL) {
NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
nvp->UpdateViewportCoordinates(this);
}
}
/**
* 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;
/* Forward the message to the appropriate toolbar (ingame or scenario editor) */
InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true);
}
static Hotkey<MainWindow> global_hotkeys[];
};
const uint16 _ghk_quit_keys[] = {'Q' | WKC_CTRL, 'Q' | WKC_META, 0};
const uint16 _ghk_abandon_keys[] = {'W' | WKC_CTRL, 'W' | WKC_META, 0};
const uint16 _ghk_chat_keys[] = {WKC_RETURN, 'T', 0};
const uint16 _ghk_chat_all_keys[] = {WKC_SHIFT | WKC_RETURN, WKC_SHIFT | 'T', 0};
const uint16 _ghk_chat_company_keys[] = {WKC_CTRL | WKC_RETURN, WKC_CTRL | 'T', 0};
const uint16 _ghk_chat_server_keys[] = {WKC_CTRL | WKC_SHIFT | WKC_RETURN, WKC_CTRL | WKC_SHIFT | 'T', 0};
Hotkey<MainWindow> MainWindow::global_hotkeys[] = {
Hotkey<MainWindow>(_ghk_quit_keys, "quit", GHK_QUIT),
Hotkey<MainWindow>(_ghk_abandon_keys, "abandon", GHK_ABANDON),
Hotkey<MainWindow>(WKC_BACKQUOTE, "console", GHK_CONSOLE),
Hotkey<MainWindow>('B' | WKC_CTRL, "bounding_boxes", GHK_BOUNDING_BOXES),
Hotkey<MainWindow>('I' | WKC_CTRL, "dirty_blocks", GHK_DIRTY_BLOCKS),
Hotkey<MainWindow>('C', "center", GHK_CENTER),
Hotkey<MainWindow>('Z', "center_zoom", GHK_CENTER_ZOOM),
Hotkey<MainWindow>(WKC_ESC, "reset_object_to_place", GHK_RESET_OBJECT_TO_PLACE),
Hotkey<MainWindow>(WKC_DELETE, "delete_windows", GHK_DELETE_WINDOWS),
Hotkey<MainWindow>(WKC_DELETE | WKC_SHIFT, "delete_all_windows", GHK_DELETE_NONVITAL_WINDOWS),
Hotkey<MainWindow>('R' | WKC_CTRL, "refresh_screen", GHK_REFRESH_SCREEN),
#if defined(_DEBUG)
Hotkey<MainWindow>('0' | WKC_ALT, "crash_game", GHK_CRASH),
Hotkey<MainWindow>('1' | WKC_ALT, "money", GHK_MONEY),
Hotkey<MainWindow>('2' | WKC_ALT, "update_coordinates", GHK_UPDATE_COORDS),
#endif
Hotkey<MainWindow>('1' | WKC_CTRL, "transparency_signs", GHK_TOGGLE_TRANSPARENCY),
Hotkey<MainWindow>('2' | WKC_CTRL, "transparency_trees", GHK_TOGGLE_TRANSPARENCY + 1),
Hotkey<MainWindow>('3' | WKC_CTRL, "transparency_houses", GHK_TOGGLE_TRANSPARENCY + 2),
Hotkey<MainWindow>('4' | WKC_CTRL, "transparency_industries", GHK_TOGGLE_TRANSPARENCY + 3),
Hotkey<MainWindow>('5' | WKC_CTRL, "transparency_buildings", GHK_TOGGLE_TRANSPARENCY + 4),
Hotkey<MainWindow>('6' | WKC_CTRL, "transparency_bridges", GHK_TOGGLE_TRANSPARENCY + 5),
Hotkey<MainWindow>('7' | WKC_CTRL, "transparency_structures", GHK_TOGGLE_TRANSPARENCY + 6),
Hotkey<MainWindow>('8' | WKC_CTRL, "transparency_catenary", GHK_TOGGLE_TRANSPARENCY + 7),
Hotkey<MainWindow>('9' | WKC_CTRL, "transparency_loading", GHK_TOGGLE_TRANSPARENCY + 8),
Hotkey<MainWindow>('1' | WKC_CTRL | WKC_SHIFT, "invisibility_signs", GHK_TOGGLE_INVISIBILITY),
Hotkey<MainWindow>('2' | WKC_CTRL | WKC_SHIFT, "invisibility_trees", GHK_TOGGLE_INVISIBILITY + 1),
Hotkey<MainWindow>('3' | WKC_CTRL | WKC_SHIFT, "invisibility_houses", GHK_TOGGLE_INVISIBILITY + 2),
Hotkey<MainWindow>('4' | WKC_CTRL | WKC_SHIFT, "invisibility_industries", GHK_TOGGLE_INVISIBILITY + 3),
Hotkey<MainWindow>('5' | WKC_CTRL | WKC_SHIFT, "invisibility_buildings", GHK_TOGGLE_INVISIBILITY + 4),
Hotkey<MainWindow>('6' | WKC_CTRL | WKC_SHIFT, "invisibility_bridges", GHK_TOGGLE_INVISIBILITY + 5),
Hotkey<MainWindow>('7' | WKC_CTRL | WKC_SHIFT, "invisibility_structures", GHK_TOGGLE_INVISIBILITY + 6),
Hotkey<MainWindow>('8' | WKC_CTRL | WKC_SHIFT, "invisibility_catenary", GHK_TOGGLE_INVISIBILITY + 7),
Hotkey<MainWindow>('X' | WKC_CTRL, "transparency_toolbar", GHK_TRANSPARENCY_TOOLBAR),
Hotkey<MainWindow>('X', "toggle_transparency", GHK_TRANSPARANCY),
#ifdef ENABLE_NETWORK
Hotkey<MainWindow>(_ghk_chat_keys, "chat", GHK_CHAT),
Hotkey<MainWindow>(_ghk_chat_all_keys, "chat_all", GHK_CHAT_ALL),
Hotkey<MainWindow>(_ghk_chat_company_keys, "chat_company", GHK_CHAT_COMPANY),
Hotkey<MainWindow>(_ghk_chat_server_keys, "chat_server", GHK_CHAT_SERVER),
#endif
HOTKEY_LIST_END(MainWindow)
};
Hotkey<MainWindow> *_global_hotkeys = MainWindow::global_hotkeys;
/**
* Does the given keycode match one of the keycodes bound to 'quit game'?
* @param keycode The keycode that was pressed by the user.
* @return True iff the keycode matches one of the hotkeys for 'quit'.
*/
bool IsQuitKey(uint16 keycode)
{
int num = CheckHotkeyMatch<MainWindow>(_global_hotkeys, keycode, NULL);
return num == GHK_QUIT;
}
void ShowSelectGameWindow();
/**
* Initialise the default colours (remaps and the likes), and load the main windows.
*/
void SetupColoursAndInitialWindow()
{
for (uint i = 0; i != 16; i++) {
const byte *b = GetNonSprite(PALETTE_RECOLOUR_START + i, ST_RECOLOUR);
assert(b);
memcpy(_colour_gradient[i], b + 0xC6, sizeof(_colour_gradient[i]));
}
new MainWindow;
/* XXX: these are not done */
switch (_game_mode) {
default: NOT_REACHED();
case GM_MENU:
ShowSelectGameWindow();
break;
case GM_NORMAL:
case GM_EDITOR:
ShowVitalWindows();
break;
}
}
/**
* Show the vital in-game windows.
*/
void ShowVitalWindows()
{
AllocateToolbar();
/* Status bad only for normal games */
if (_game_mode == GM_EDITOR) return;
ShowStatusBar();
}
/**
* Size of the application screen changed.
* Adapt the game screen-size, re-allocate the open windows, and repaint everything
*/
void GameSizeChanged()
{
_cur_resolution.width = _screen.width;
_cur_resolution.height = _screen.height;
ScreenSizeChanged();
RelocateAllWindows(_screen.width, _screen.height);
MarkWholeScreenDirty();
}