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https://github.com/JGRennison/OpenTTD-patches.git
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442 lines
15 KiB
C++
442 lines
15 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file train_gui.cpp GUI for trains. */
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#include "stdafx.h"
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#include "window_gui.h"
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#include "gfx_func.h"
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#include "command_func.h"
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#include "vehicle_gui.h"
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#include "train.h"
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#include "strings_func.h"
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#include "vehicle_func.h"
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#include "window_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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/**
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* Callback for building wagons.
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* @param result The result of the command.
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* @param tile The tile the command was executed on.
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* @param p1 Additional data for the command (for the #CommandProc)
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* @param p2 Additional data for the command (for the #CommandProc)
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*/
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void CcBuildWagon(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (result.Failed()) return;
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/* find a locomotive in the depot. */
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const Vehicle *found = NULL;
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const Train *t;
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FOR_ALL_TRAINS(t) {
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if (t->IsFrontEngine() && t->tile == tile &&
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t->track == TRACK_BIT_DEPOT) {
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if (found != NULL) return; // must be exactly one.
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found = t;
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}
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}
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/* if we found a loco, */
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if (found != NULL) {
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found = found->Last();
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/* put the new wagon at the end of the loco. */
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DoCommandP(0, _new_vehicle_id, found->index, CMD_MOVE_RAIL_VEHICLE);
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InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
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}
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}
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/**
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* Highlight the position where a rail vehicle is dragged over by drawing a light gray background.
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* @param px The current x position to draw from.
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* @param max_width The maximum space available to draw.
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* @param selection Selected vehicle that is dragged.
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* @return The width of the highlight mark.
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*/
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static int HighlightDragPosition(int px, int max_width, VehicleID selection)
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{
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bool rtl = _current_text_dir == TD_RTL;
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assert(selection != INVALID_VEHICLE);
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Point offset;
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int dragged_width = Train::Get(selection)->GetDisplayImageWidth(&offset) + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
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int drag_hlight_left = rtl ? max(px -dragged_width, 0) : px;
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int drag_hlight_right = rtl ? px : min(px + dragged_width, max_width);
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int drag_hlight_width = max(drag_hlight_right - drag_hlight_left, 0);
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if (drag_hlight_width > 0) {
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GfxFillRect(drag_hlight_left + WD_FRAMERECT_LEFT, WD_FRAMERECT_TOP + 1,
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drag_hlight_right - WD_FRAMERECT_RIGHT, 13 - WD_FRAMERECT_BOTTOM, _colour_gradient[COLOUR_GREY][7]);
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}
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return drag_hlight_width;
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}
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/**
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* Draws an image of a whole train
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* @param v Front vehicle
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* @param left The minimum horizontal position
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* @param right The maximum horizontal position
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* @param y Vertical position to draw at
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* @param selection Selected vehicle to draw a frame around
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* @param skip Number of pixels to skip at the front (for scrolling)
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* @param drag_dest The vehicle another one is dragged over, \c INVALID_VEHICLE if none.
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*/
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void DrawTrainImage(const Train *v, int left, int right, int y, VehicleID selection, EngineImageType image_type, int skip, VehicleID drag_dest)
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{
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bool rtl = _current_text_dir == TD_RTL;
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Direction dir = rtl ? DIR_E : DIR_W;
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DrawPixelInfo tmp_dpi, *old_dpi;
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/* Position of highlight box */
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int highlight_l = 0;
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int highlight_r = 0;
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int max_width = right - left + 1;
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if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, 14)) return;
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old_dpi = _cur_dpi;
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_cur_dpi = &tmp_dpi;
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int px = rtl ? max_width + skip : -skip;
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bool sel_articulated = false;
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bool dragging = (drag_dest != INVALID_VEHICLE);
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bool drag_at_end_of_train = (drag_dest == v->index); // Head index is used to mark dragging at end of train.
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for (; v != NULL && (rtl ? px > 0 : px < max_width); v = v->Next()) {
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if (dragging && !drag_at_end_of_train && drag_dest == v->index) {
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/* Highlight the drag-and-drop destination inside the train. */
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int drag_hlight_width = HighlightDragPosition(px, max_width, selection);
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px += rtl ? -drag_hlight_width : drag_hlight_width;
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}
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Point offset;
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int width = Train::From(v)->GetDisplayImageWidth(&offset);
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if (rtl ? px + width > 0 : px - width < max_width) {
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PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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DrawSprite(v->GetImage(dir, image_type), pal, px + (rtl ? -offset.x : offset.x), 7 + offset.y);
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}
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if (!v->IsArticulatedPart()) sel_articulated = false;
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if (v->index == selection) {
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/* Set the highlight position */
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highlight_l = rtl ? px - width : px;
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highlight_r = rtl ? px - 1 : px + width - 1;
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sel_articulated = true;
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} else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) {
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if (rtl) {
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highlight_l -= width;
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} else {
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highlight_r += width;
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}
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}
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px += rtl ? -width : width;
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}
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if (dragging && drag_at_end_of_train) {
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/* Highlight the drag-and-drop destination at the end of the train. */
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HighlightDragPosition(px, max_width, selection);
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}
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if (highlight_l != highlight_r) {
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/* Draw the highlight. Now done after drawing all the engines, as
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* the next engine after the highlight could overlap it. */
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DrawFrameRect(highlight_l, 0, highlight_r, 13, COLOUR_WHITE, FR_BORDERONLY);
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}
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_cur_dpi = old_dpi;
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}
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/** Helper struct for the cargo details information */
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struct CargoSummaryItem {
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CargoID cargo; ///< The cargo that is carried
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StringID subtype; ///< STR_EMPTY if none
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uint capacity; ///< Amount that can be carried
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uint amount; ///< Amount that is carried
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StationID source; ///< One of the source stations
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/** Used by CargoSummary::Find() and similiar functions */
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FORCEINLINE bool operator != (const CargoSummaryItem &other) const
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{
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return this->cargo != other.cargo || this->subtype != other.subtype;
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}
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};
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static const uint TRAIN_DETAILS_MIN_INDENT = 32; ///< Minimum indent level in the train details window
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static const uint TRAIN_DETAILS_MAX_INDENT = 72; ///< Maximum indent level in the train details window; wider than this and we start on a new line
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/** Container for the cargo summary information. */
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typedef SmallVector<CargoSummaryItem, 2> CargoSummary;
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/** Reused container of cargo details */
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static CargoSummary _cargo_summary;
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/**
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* Draw the details cargo tab for the given vehicle at the given position
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*
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* @param item Data to draw
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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*/
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static void TrainDetailsCargoTab(const CargoSummaryItem *item, int left, int right, int y)
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{
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StringID str = STR_VEHICLE_DETAILS_CARGO_EMPTY;
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if (item->amount > 0) {
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SetDParam(0, item->cargo);
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SetDParam(1, item->amount);
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SetDParam(2, item->source);
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SetDParam(3, _settings_game.vehicle.freight_trains);
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str = FreightWagonMult(item->cargo) > 1 ? STR_VEHICLE_DETAILS_CARGO_FROM_MULT : STR_VEHICLE_DETAILS_CARGO_FROM;
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}
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DrawString(left, right, y, str);
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}
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/**
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* Draw the details info tab for the given vehicle at the given position
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*
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* @param v current vehicle
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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*/
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static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y)
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{
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if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
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SetDParam(0, v->engine_type);
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SetDParam(1, v->value);
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DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE, TC_FROMSTRING, SA_LEFT | SA_STRIP);
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} else {
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SetDParam(0, v->engine_type);
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SetDParam(1, v->build_year);
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SetDParam(2, v->value);
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DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE, TC_FROMSTRING, SA_LEFT | SA_STRIP);
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}
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}
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/**
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* Draw the details capacity tab for the given vehicle at the given position
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*
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* @param item Data to draw
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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*/
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static void TrainDetailsCapacityTab(const CargoSummaryItem *item, int left, int right, int y)
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{
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SetDParam(0, item->cargo);
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SetDParam(1, item->capacity);
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SetDParam(4, item->subtype);
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SetDParam(5, _settings_game.vehicle.freight_trains);
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DrawString(left, right, y, FreightWagonMult(item->cargo) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY);
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}
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/**
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* Collects the cargo transportet
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* @param v Vehicle to process
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* @param summary Space for the result
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*/
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static void GetCargoSummaryOfArticulatedVehicle(const Train *v, CargoSummary *summary)
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{
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summary->Clear();
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do {
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if (v->cargo_cap == 0) continue;
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CargoSummaryItem new_item;
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new_item.cargo = v->cargo_type;
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new_item.subtype = GetCargoSubtypeText(v);
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CargoSummaryItem *item = summary->Find(new_item);
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if (item == summary->End()) {
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item = summary->Append();
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item->cargo = new_item.cargo;
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item->subtype = new_item.subtype;
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item->capacity = 0;
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item->amount = 0;
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item->source = INVALID_STATION;
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}
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item->capacity += v->cargo_cap;
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item->amount += v->cargo.Count();
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if (item->source == INVALID_STATION) item->source = v->cargo.Source();
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} while ((v = v->Next()) != NULL && v->IsArticulatedPart());
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}
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/**
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* Get the length of an articulated vehicle.
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* @param v the vehicle to get the length of.
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* @return the length in pixels.
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*/
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static uint GetLengthOfArticulatedVehicle(const Train *v)
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{
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uint length = 0;
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do {
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length += v->GetDisplayImageWidth();
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} while ((v = v->Next()) != NULL && v->IsArticulatedPart());
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return length;
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}
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/**
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* Determines the number of lines in the train details window
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* @param veh_id Train
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* @param det_tab Selected details tab
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* @return Number of line
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*/
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int GetTrainDetailsWndVScroll(VehicleID veh_id, TrainDetailsWindowTabs det_tab)
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{
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int num = 0;
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if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab
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CargoArray act_cargo;
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CargoArray max_cargo;
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for (const Vehicle *v = Vehicle::Get(veh_id); v != NULL; v = v->Next()) {
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act_cargo[v->cargo_type] += v->cargo.Count();
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max_cargo[v->cargo_type] += v->cargo_cap;
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}
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/* Set scroll-amount seperately from counting, as to not compute num double
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* for more carriages of the same type
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*/
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for (CargoID i = 0; i < NUM_CARGO; i++) {
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if (max_cargo[i] > 0) num++; // only count carriages that the train has
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}
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num++; // needs one more because first line is description string
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} else {
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for (const Train *v = Train::Get(veh_id); v != NULL; v = v->GetNextVehicle()) {
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GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary);
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num += max(1u, _cargo_summary.Length());
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uint length = GetLengthOfArticulatedVehicle(v);
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if (length > TRAIN_DETAILS_MAX_INDENT) num++;
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}
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}
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return num;
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}
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/**
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* Draw the details for the given vehicle at the given position
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*
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* @param v current vehicle
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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* @param vscroll_pos Position of scrollbar
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* @param vscroll_cap Number of lines currently displayed
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* @param det_tab Selected details tab
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*/
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void DrawTrainDetails(const Train *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab)
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{
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/* draw the first 3 details tabs */
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if (det_tab != TDW_TAB_TOTALS) {
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bool rtl = _current_text_dir == TD_RTL;
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Direction dir = rtl ? DIR_E : DIR_W;
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int x = rtl ? right : left;
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int sprite_y_offset = 4 + (FONT_HEIGHT_NORMAL - 10) / 2;
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int line_height = WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
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for (; v != NULL && vscroll_pos > -vscroll_cap; v = v->GetNextVehicle()) {
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GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary);
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/* Draw sprites */
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uint dx = 0;
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int px = x;
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const Train *u = v;
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do {
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Point offset;
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int width = u->GetDisplayImageWidth(&offset);
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if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) {
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PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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DrawSprite(u->GetImage(dir, EIT_IN_DETAILS), pal, px + (rtl ? -offset.x : offset.x), y - line_height * vscroll_pos + sprite_y_offset + offset.y);
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}
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px += rtl ? -width : width;
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dx += width;
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u = u->Next();
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} while (u != NULL && u->IsArticulatedPart());
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bool separate_sprite_row = (dx > TRAIN_DETAILS_MAX_INDENT);
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if (separate_sprite_row) {
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vscroll_pos--;
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dx = 0;
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}
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uint num_lines = max(1u, _cargo_summary.Length());
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for (uint i = 0; i < num_lines; i++) {
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int sprite_width = max<int>(dx, TRAIN_DETAILS_MIN_INDENT) + 3;
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int data_left = left + (rtl ? 0 : sprite_width);
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int data_right = right - (rtl ? sprite_width : 0);
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if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) {
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int py = y - line_height * vscroll_pos;
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if (i > 0 || separate_sprite_row) {
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if (vscroll_pos != 0) GfxFillRect(left, py - WD_MATRIX_TOP - 1, right, py - WD_MATRIX_TOP, _colour_gradient[COLOUR_GREY][5]);
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}
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switch (det_tab) {
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case TDW_TAB_CARGO:
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if (i < _cargo_summary.Length()) {
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TrainDetailsCargoTab(&_cargo_summary[i], data_left, data_right, py);
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} else {
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DrawString(data_left, data_right, py, STR_QUANTITY_N_A, TC_LIGHT_BLUE);
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}
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break;
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case TDW_TAB_INFO:
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if (i == 0) TrainDetailsInfoTab(v, data_left, data_right, py);
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break;
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case TDW_TAB_CAPACITY:
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if (i < _cargo_summary.Length()) {
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TrainDetailsCapacityTab(&_cargo_summary[i], data_left, data_right, py);
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} else {
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DrawString(data_left, data_right, py, STR_VEHICLE_INFO_NO_CAPACITY);
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}
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break;
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default: NOT_REACHED();
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}
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}
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vscroll_pos--;
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}
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}
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} else {
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CargoArray act_cargo;
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CargoArray max_cargo;
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Money feeder_share = 0;
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for (const Vehicle *u = v; u != NULL; u = u->Next()) {
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act_cargo[u->cargo_type] += u->cargo.Count();
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max_cargo[u->cargo_type] += u->cargo_cap;
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feeder_share += u->cargo.FeederShare();
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}
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/* draw total cargo tab */
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DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT);
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y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
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for (CargoID i = 0; i < NUM_CARGO; i++) {
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if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
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SetDParam(0, i); // {CARGO} #1
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SetDParam(1, act_cargo[i]); // {CARGO} #2
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SetDParam(2, i); // {SHORTCARGO} #1
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SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
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SetDParam(4, _settings_game.vehicle.freight_trains);
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DrawString(left, right, y, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY);
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y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
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}
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}
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SetDParam(0, feeder_share);
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DrawString(left, right, y, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE);
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}
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}
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