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https://github.com/JGRennison/OpenTTD-patches.git
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d5a7a67b8c
# 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
324 lines
12 KiB
C++
324 lines
12 KiB
C++
/*
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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 tree_gui.cpp GUIs for building trees. */
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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 "tilehighlight_func.h"
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#include "company_func.h"
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#include "company_base.h"
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#include "command_func.h"
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#include "core/random_func.hpp"
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#include "sound_func.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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#include "tree_map.h"
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#include "viewport_func.h"
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#include "widgets/tree_widget.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "table/tree_land.h"
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#include "safeguards.h"
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void PlaceTreesRandomly();
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void RemoveAllTrees();
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uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);
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/**
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* Calculate the maximum size of all tree sprites
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* @return Dimension of the largest tree sprite
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*/
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static Dimension GetMaxTreeSpriteSize()
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{
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const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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Dimension size, this_size;
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Point offset;
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/* Avoid to use it uninitialized */
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size.width = ScaleGUITrad(32); // default width - WD_FRAMERECT_LEFT
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size.height = ScaleGUITrad(39); // default height - BUTTON_BOTTOM_OFFSET
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offset.x = 0;
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offset.y = 0;
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for (int i = base; i < base + count; i++) {
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if (i >= (int)lengthof(_tree_sprites)) return size;
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this_size = GetSpriteSize(_tree_sprites[i].sprite, &offset);
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size.width = std::max<int>(size.width, 2 * std::max<int>(this_size.width, -offset.x));
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size.height = std::max<int>(size.height, std::max<int>(this_size.height, -offset.y));
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}
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return size;
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}
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/**
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* The build trees window.
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*/
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class BuildTreesWindow : public Window
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{
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/** Visual Y offset of tree root from the bottom of the tree type buttons */
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static const int BUTTON_BOTTOM_OFFSET = 7;
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enum PlantingMode {
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PM_NORMAL,
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PM_FOREST_SM,
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PM_FOREST_LG,
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};
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int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
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PlantingMode mode; ///< Current mode for planting
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/**
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* Update the GUI and enable/disable planting to reflect selected options.
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*/
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void UpdateMode()
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{
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this->RaiseButtons();
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const int current_tree = this->tree_to_plant;
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if (this->tree_to_plant >= 0) {
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/* Activate placement */
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if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
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SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT | HT_DIAGONAL, this->window_class, this->window_number);
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this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
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} else {
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/* Deactivate placement */
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ResetObjectToPlace();
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}
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if (this->tree_to_plant == TREE_INVALID) {
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this->LowerWidget(WID_BT_TYPE_RANDOM);
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} else if (this->tree_to_plant >= 0) {
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this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
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}
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switch (this->mode) {
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case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
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case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
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case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
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default: NOT_REACHED();
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}
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this->SetDirty();
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}
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void DoPlantForest(TileIndex tile)
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{
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TreeType treetype = (TreeType)this->tree_to_plant;
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if (this->tree_to_plant == TREE_INVALID) {
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treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
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}
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const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
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const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
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// Create tropic zones only when the tree type is selected by the user and not picked randomly.
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PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
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}
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public:
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BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
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{
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this->CreateNestedTree();
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ResetObjectToPlace();
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this->LowerWidget(WID_BT_MODE_NORMAL);
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/* Show scenario editor tools in editor */
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if (_game_mode != GM_EDITOR) {
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this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE)->SetDisplayedPlane(SZSP_HORIZONTAL);
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}
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this->FinishInitNested(window_number);
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}
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void UpdateWidgetSize(int widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
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{
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if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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/* Ensure tree type buttons are sized after the largest tree type */
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Dimension d = GetMaxTreeSpriteSize();
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size->width = d.width + padding.width;
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size->height = d.height + padding.height + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
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}
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}
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void DrawWidget(const Rect &r, int widget) const override
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{
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if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
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/* Trees "grow" in the centre on the bottom line of the buttons */
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DrawSprite(_tree_sprites[index].sprite, _tree_sprites[index].pal, CenterBounds(r.left, r.right, 0), r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
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}
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}
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void OnClick([[maybe_unused]] Point pt, int widget, [[maybe_unused]] int click_count) override
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{
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switch (widget) {
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case WID_BT_TYPE_RANDOM: // tree of random type.
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this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
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this->UpdateMode();
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break;
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case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
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if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
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PlaceTreesRandomly();
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MarkWholeNonMapViewportsDirty();
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break;
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case WID_BT_REMOVE_ALL: // remove all trees over the landscape
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if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
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RemoveAllTrees();
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MarkWholeNonMapViewportsDirty();
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break;
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case WID_BT_MODE_NORMAL:
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this->mode = PM_NORMAL;
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this->UpdateMode();
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break;
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case WID_BT_MODE_FOREST_SM:
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assert(_game_mode == GM_EDITOR);
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this->mode = PM_FOREST_SM;
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this->UpdateMode();
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break;
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case WID_BT_MODE_FOREST_LG:
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assert(_game_mode == GM_EDITOR);
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this->mode = PM_FOREST_LG;
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this->UpdateMode();
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break;
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default:
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if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
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this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
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this->UpdateMode();
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}
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break;
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}
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}
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void OnPlaceObject([[maybe_unused]] Point pt, TileIndex tile) override
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{
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if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
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VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
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} else {
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VpStartDragging(DDSP_PLANT_TREES);
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}
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}
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void OnPlaceDrag(ViewportPlaceMethod select_method, [[maybe_unused]] ViewportDragDropSelectionProcess select_proc, [[maybe_unused]] Point pt) override
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{
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if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
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VpSelectTilesWithMethod(pt.x, pt.y, select_method);
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} else {
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TileIndex tile = TileVirtXY(pt.x, pt.y);
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if (this->mode == PM_NORMAL) {
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DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
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} else {
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this->DoPlantForest(tile);
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}
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}
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}
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void OnPlaceMouseUp([[maybe_unused]] ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, [[maybe_unused]] Point pt, TileIndex start_tile, TileIndex end_tile) override
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{
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if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
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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));
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}
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}
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void OnPlaceObjectAbort() override
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{
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this->tree_to_plant = -1;
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this->UpdateMode();
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}
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};
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/**
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* Make widgets for the current available tree types.
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* This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
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* get producing the correct result than dynamically building the widgets is.
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* @see NWidgetFunctionType
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*/
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static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
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{
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const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
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const int num_columns = type_count == 9 ? 3 : 4;
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const int num_rows = CeilDiv(type_count, num_columns);
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byte cur_type = type_base;
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NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
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vstack->SetPIP(0, 1, 0);
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for (int row = 0; row < num_rows; row++) {
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NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
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hstack->SetPIP(0, 1, 0);
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vstack->Add(hstack);
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for (int col = 0; col < num_columns; col++) {
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if (cur_type > type_base + type_count) break;
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NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
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button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
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hstack->Add(button);
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*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
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cur_type++;
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}
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}
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return vstack;
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}
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static const NWidgetPart _nested_build_trees_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
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NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
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NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN),
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NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
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EndContainer(),
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NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
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NWidget(NWID_VERTICAL), SetPadding(2),
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NWidgetFunction(MakeTreeTypeButtons),
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NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
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NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
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NWidget(NWID_VERTICAL),
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NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
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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),
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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),
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EndContainer(),
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NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
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NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_REMOVE_ALL), SetDataTip(STR_TREES_REMOVE_TREES_BUTTON, STR_TREES_REMOVE_TREES_TOOLTIP),
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EndContainer(),
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EndContainer(),
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EndContainer(),
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EndContainer(),
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};
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static WindowDesc _build_trees_desc(__FILE__, __LINE__,
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WDP_AUTO, "build_tree", 0, 0,
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WC_BUILD_TREES, WC_NONE,
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WDF_CONSTRUCTION,
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std::begin(_nested_build_trees_widgets), std::end(_nested_build_trees_widgets)
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);
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void ShowBuildTreesToolbar()
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{
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if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
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AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0);
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}
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