OpenTTD-patches/src/tree_gui.cpp
Jonathan G Rennison d5a7a67b8c Merge branch 'master' into jgrpp
# Conflicts:
#	.github/workflows/ci-build.yml
#	src/ai/ai_gui.cpp
#	src/blitter/32bpp_optimized.cpp
#	src/blitter/32bpp_simple.cpp
#	src/blitter/32bpp_sse2.cpp
#	src/blitter/8bpp_optimized.cpp
#	src/blitter/8bpp_simple.cpp
#	src/blitter/null.cpp
#	src/blitter/null.hpp
#	src/company_gui.cpp
#	src/game/game_gui.cpp
#	src/genworld_gui.cpp
#	src/gfx.cpp
#	src/gfx_func.h
#	src/graph_gui.cpp
#	src/industry_gui.cpp
#	src/linkgraph/linkgraphjob.cpp
#	src/network/network_gui.cpp
#	src/newgrf_debug_gui.cpp
#	src/openttd.cpp
#	src/pathfinder/npf/aystar.h
#	src/road_gui.cpp
#	src/saveload/order_sl.cpp
#	src/saveload/saveload.cpp
#	src/saveload/saveload.h
#	src/script/api/script_log.cpp
#	src/script/api/script_town.cpp
#	src/script/script_gui.cpp
#	src/settings.cpp
#	src/settings_gui.cpp
#	src/settings_table.cpp
#	src/settings_type.h
#	src/smallmap_gui.cpp
#	src/sortlist_type.h
#	src/spritecache.cpp
#	src/spriteloader/grf.cpp
#	src/spriteloader/grf.hpp
#	src/spriteloader/spriteloader.hpp
#	src/station_cmd.cpp
#	src/station_cmd.h
#	src/station_gui.cpp
#	src/strings.cpp
#	src/toolbar_gui.cpp
#	src/town_cmd.cpp
#	src/town_gui.cpp
#	src/vehicle_gui.cpp
#	src/vehicle_gui_base.h
#	src/video/opengl.cpp
#	src/video/opengl.h
#	src/widgets/dropdown.cpp
#	src/widgets/dropdown_type.h
#	src/window_gui.h
2023-12-23 13:26:55 +00:00

324 lines
12 KiB
C++

/*
* 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 tree_gui.cpp GUIs for building trees. */
#include "stdafx.h"
#include "window_gui.h"
#include "gfx_func.h"
#include "tilehighlight_func.h"
#include "company_func.h"
#include "company_base.h"
#include "command_func.h"
#include "core/random_func.hpp"
#include "sound_func.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "tree_map.h"
#include "viewport_func.h"
#include "widgets/tree_widget.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/tree_land.h"
#include "safeguards.h"
void PlaceTreesRandomly();
void RemoveAllTrees();
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);
/**
* Calculate the maximum size of all tree sprites
* @return Dimension of the largest tree sprite
*/
static Dimension GetMaxTreeSpriteSize()
{
const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
Dimension size, this_size;
Point offset;
/* Avoid to use it uninitialized */
size.width = ScaleGUITrad(32); // default width - WD_FRAMERECT_LEFT
size.height = ScaleGUITrad(39); // default height - BUTTON_BOTTOM_OFFSET
offset.x = 0;
offset.y = 0;
for (int i = base; i < base + count; i++) {
if (i >= (int)lengthof(_tree_sprites)) return size;
this_size = GetSpriteSize(_tree_sprites[i].sprite, &offset);
size.width = std::max<int>(size.width, 2 * std::max<int>(this_size.width, -offset.x));
size.height = std::max<int>(size.height, std::max<int>(this_size.height, -offset.y));
}
return size;
}
/**
* The build trees window.
*/
class BuildTreesWindow : public Window
{
/** Visual Y offset of tree root from the bottom of the tree type buttons */
static const int BUTTON_BOTTOM_OFFSET = 7;
enum PlantingMode {
PM_NORMAL,
PM_FOREST_SM,
PM_FOREST_LG,
};
int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
PlantingMode mode; ///< Current mode for planting
/**
* Update the GUI and enable/disable planting to reflect selected options.
*/
void UpdateMode()
{
this->RaiseButtons();
const int current_tree = this->tree_to_plant;
if (this->tree_to_plant >= 0) {
/* Activate placement */
if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT | HT_DIAGONAL, this->window_class, this->window_number);
this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
} else {
/* Deactivate placement */
ResetObjectToPlace();
}
if (this->tree_to_plant == TREE_INVALID) {
this->LowerWidget(WID_BT_TYPE_RANDOM);
} else if (this->tree_to_plant >= 0) {
this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
}
switch (this->mode) {
case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
default: NOT_REACHED();
}
this->SetDirty();
}
void DoPlantForest(TileIndex tile)
{
TreeType treetype = (TreeType)this->tree_to_plant;
if (this->tree_to_plant == TREE_INVALID) {
treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
}
const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
// Create tropic zones only when the tree type is selected by the user and not picked randomly.
PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
}
public:
BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
{
this->CreateNestedTree();
ResetObjectToPlace();
this->LowerWidget(WID_BT_MODE_NORMAL);
/* Show scenario editor tools in editor */
if (_game_mode != GM_EDITOR) {
this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE)->SetDisplayedPlane(SZSP_HORIZONTAL);
}
this->FinishInitNested(window_number);
}
void UpdateWidgetSize(int widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
{
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
/* Ensure tree type buttons are sized after the largest tree type */
Dimension d = GetMaxTreeSpriteSize();
size->width = d.width + padding.width;
size->height = d.height + padding.height + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
}
}
void DrawWidget(const Rect &r, int widget) const override
{
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
/* Trees "grow" in the centre on the bottom line of the buttons */
DrawSprite(_tree_sprites[index].sprite, _tree_sprites[index].pal, CenterBounds(r.left, r.right, 0), r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
}
}
void OnClick([[maybe_unused]] Point pt, int widget, [[maybe_unused]] int click_count) override
{
switch (widget) {
case WID_BT_TYPE_RANDOM: // tree of random type.
this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
this->UpdateMode();
break;
case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
PlaceTreesRandomly();
MarkWholeNonMapViewportsDirty();
break;
case WID_BT_REMOVE_ALL: // remove all trees over the landscape
if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
RemoveAllTrees();
MarkWholeNonMapViewportsDirty();
break;
case WID_BT_MODE_NORMAL:
this->mode = PM_NORMAL;
this->UpdateMode();
break;
case WID_BT_MODE_FOREST_SM:
assert(_game_mode == GM_EDITOR);
this->mode = PM_FOREST_SM;
this->UpdateMode();
break;
case WID_BT_MODE_FOREST_LG:
assert(_game_mode == GM_EDITOR);
this->mode = PM_FOREST_LG;
this->UpdateMode();
break;
default:
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
this->UpdateMode();
}
break;
}
}
void OnPlaceObject([[maybe_unused]] Point pt, TileIndex tile) override
{
if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
} else {
VpStartDragging(DDSP_PLANT_TREES);
}
}
void OnPlaceDrag(ViewportPlaceMethod select_method, [[maybe_unused]] ViewportDragDropSelectionProcess select_proc, [[maybe_unused]] Point pt) override
{
if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
VpSelectTilesWithMethod(pt.x, pt.y, select_method);
} else {
TileIndex tile = TileVirtXY(pt.x, pt.y);
if (this->mode == PM_NORMAL) {
DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
} else {
this->DoPlantForest(tile);
}
}
}
void OnPlaceMouseUp([[maybe_unused]] ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, [[maybe_unused]] Point pt, TileIndex start_tile, TileIndex end_tile) override
{
if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
DoCommandP(end_tile, this->tree_to_plant | ((_ctrl_pressed ? 1 : 0) << 8), start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
}
}
void OnPlaceObjectAbort() override
{
this->tree_to_plant = -1;
this->UpdateMode();
}
};
/**
* Make widgets for the current available tree types.
* This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
* get producing the correct result than dynamically building the widgets is.
* @see NWidgetFunctionType
*/
static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
{
const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
const int num_columns = type_count == 9 ? 3 : 4;
const int num_rows = CeilDiv(type_count, num_columns);
byte cur_type = type_base;
NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
vstack->SetPIP(0, 1, 0);
for (int row = 0; row < num_rows; row++) {
NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
hstack->SetPIP(0, 1, 0);
vstack->Add(hstack);
for (int col = 0; col < num_columns; col++) {
if (cur_type > type_base + type_count) break;
NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
hstack->Add(button);
*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
cur_type++;
}
}
return vstack;
}
static const NWidgetPart _nested_build_trees_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
NWidget(NWID_VERTICAL), SetPadding(2),
NWidgetFunction(MakeTreeTypeButtons),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
NWidget(NWID_VERTICAL),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_REMOVE_ALL), SetDataTip(STR_TREES_REMOVE_TREES_BUTTON, STR_TREES_REMOVE_TREES_TOOLTIP),
EndContainer(),
EndContainer(),
EndContainer(),
EndContainer(),
};
static WindowDesc _build_trees_desc(__FILE__, __LINE__,
WDP_AUTO, "build_tree", 0, 0,
WC_BUILD_TREES, WC_NONE,
WDF_CONSTRUCTION,
std::begin(_nested_build_trees_widgets), std::end(_nested_build_trees_widgets)
);
void ShowBuildTreesToolbar()
{
if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0);
}