mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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1083 lines
38 KiB
C++
1083 lines
38 KiB
C++
/* $Id$ */
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/** @file depot_gui.cpp The GUI for depots. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "train.h"
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#include "roadveh.h"
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#include "ship.h"
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#include "aircraft.h"
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#include "gui.h"
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#include "textbuf_gui.h"
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#include "viewport_func.h"
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#include "gfx_func.h"
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#include "command_func.h"
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#include "depot_base.h"
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#include "vehicle_gui.h"
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#include "station_map.h"
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#include "newgrf_engine.h"
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#include "spritecache.h"
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#include "strings_func.h"
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#include "window_func.h"
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#include "vehicle_func.h"
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#include "player_func.h"
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#include "order_func.h"
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#include "depot_base.h"
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#include "tilehighlight_func.h"
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#include "window_gui.h"
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#include "vehiclelist.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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/*
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* Since all depot window sizes aren't the same, we need to modify sizes a little.
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* It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction.
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* How long they should be moved and for what window types are controlled in ShowDepotWindow()
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*/
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/* Names of the widgets. Keep them in the same order as in the widget array */
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enum DepotWindowWidgets {
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DEPOT_WIDGET_CLOSEBOX = 0,
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DEPOT_WIDGET_CAPTION,
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DEPOT_WIDGET_STICKY,
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DEPOT_WIDGET_SELL,
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DEPOT_WIDGET_SELL_CHAIN,
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DEPOT_WIDGET_SELL_ALL,
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DEPOT_WIDGET_AUTOREPLACE,
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DEPOT_WIDGET_MATRIX,
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DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar
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DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar
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DEPOT_WIDGET_BUILD,
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DEPOT_WIDGET_CLONE,
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DEPOT_WIDGET_LOCATION,
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DEPOT_WIDGET_VEHICLE_LIST,
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DEPOT_WIDGET_STOP_ALL,
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DEPOT_WIDGET_START_ALL,
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DEPOT_WIDGET_RESIZE,
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};
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/* Widget array for all depot windows.
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* If a widget is needed in some windows only (like train specific), add it for all windows
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* and use HideWindowWidget in ShowDepotWindow() to remove it in the windows where it should not be
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* Keep the widget numbers in sync with the enum or really bad stuff will happen!!! */
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/* When adding widgets, place them as you would place them for the ship depot and define how you want it to move in widget_moves[]
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* If you want a widget for one window only, set it to be hidden in ShowDepotWindow() for the windows where you don't want it
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* NOTE: the train only widgets are moved/resized in ShowDepotWindow() so they follow certain other widgets if they are moved to ensure that they stick together.
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* Changing the size of those here will not have an effect at all. It should be done in ShowDepotWindow()
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*/
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/*
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* Some of the widgets are placed outside the window (negative coordinates).
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* The reason is that they are placed relatively to the matrix and the matrix is just one pixel (in 0, 14).
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* The matrix and the rest of the window will be resized when the size of the boxes is set and then all the widgets will be inside the window.
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*/
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static const Widget _depot_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_GREY, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // DEPOT_WIDGET_CLOSEBOX
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{ WWT_CAPTION, RESIZE_RIGHT, COLOUR_GREY, 11, 23, 0, 13, 0x0, STR_018C_WINDOW_TITLE_DRAG_THIS}, // DEPOT_WIDGET_CAPTION
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{ WWT_STICKYBOX, RESIZE_LR, COLOUR_GREY, 24, 35, 0, 13, 0x0, STR_STICKY_BUTTON}, // DEPOT_WIDGET_STICKY
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/* Widgets are set up run-time */
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{ WWT_IMGBTN, RESIZE_LRB, COLOUR_GREY, 1, 23, 14, -32, 0x0, STR_NULL}, // DEPOT_WIDGET_SELL
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{ WWT_IMGBTN, RESIZE_LRTB, COLOUR_GREY, 1, 23, -55, -32, SPR_SELL_CHAIN_TRAIN,STR_DRAG_WHOLE_TRAIN_TO_SELL_TIP}, // DEPOT_WIDGET_SELL_CHAIN, trains only
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{ WWT_PUSHIMGBTN, RESIZE_LRTB, COLOUR_GREY, 1, 23, -31, -9, 0x0, STR_NULL}, // DEPOT_WIDGET_SELL_ALL
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{ WWT_PUSHIMGBTN, RESIZE_LRTB, COLOUR_GREY, 1, 23, -8, 14, 0x0, STR_NULL}, // DEPOT_WIDGET_AUTOREPLACE
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{ WWT_MATRIX, RESIZE_RB, COLOUR_GREY, 0, 0, 14, 14, 0x0, STR_NULL}, // DEPOT_WIDGET_MATRIX
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{ WWT_SCROLLBAR, RESIZE_LRB, COLOUR_GREY, 24, 35, 14, 14, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL
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{ WWT_HSCROLLBAR, RESIZE_RTB, COLOUR_GREY, 0, 0, 3, 14, 0x0, STR_HSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_H_SCROLL, trains only
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/* The buttons in the bottom of the window. left and right is not important as they are later resized to be equal in size
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* This calculation is based on right in DEPOT_WIDGET_LOCATION and it presumes left of DEPOT_WIDGET_BUILD is 0 */
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{ WWT_PUSHTXTBTN, RESIZE_TB, COLOUR_GREY, 0, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_BUILD
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{ WWT_TEXTBTN, RESIZE_TB, COLOUR_GREY, 0, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_CLONE
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{ WWT_PUSHTXTBTN, RESIZE_RTB, COLOUR_GREY, 0, -12, 15, 26, STR_00E4_LOCATION, STR_NULL}, // DEPOT_WIDGET_LOCATION
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{ WWT_PUSHTXTBTN, RESIZE_LRTB, COLOUR_GREY, -11, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_VEHICLE_LIST
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{ WWT_PUSHIMGBTN, RESIZE_LRTB, COLOUR_GREY, 1, 11, 15, 26, SPR_FLAG_VEH_STOPPED,STR_NULL}, // DEPOT_WIDGET_STOP_ALL
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{ WWT_PUSHIMGBTN, RESIZE_LRTB, COLOUR_GREY, 12, 23, 15, 26, SPR_FLAG_VEH_RUNNING,STR_NULL}, // DEPOT_WIDGET_START_ALL
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{ WWT_RESIZEBOX, RESIZE_LRTB, COLOUR_GREY, 24, 35, 15, 26, 0x0, STR_RESIZE_BUTTON}, // DEPOT_WIDGET_RESIZE
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{ WIDGETS_END},
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};
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static const WindowDesc _train_depot_desc = {
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WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
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WC_VEHICLE_DEPOT, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_depot_widgets,
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};
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static const WindowDesc _road_depot_desc = {
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WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
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WC_VEHICLE_DEPOT, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_depot_widgets,
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};
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static const WindowDesc _ship_depot_desc = {
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WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
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WC_VEHICLE_DEPOT, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_depot_widgets,
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};
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static const WindowDesc _aircraft_depot_desc = {
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WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
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WC_VEHICLE_DEPOT, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_depot_widgets,
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};
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extern int WagonLengthToPixels(int len);
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extern void DepotSortList(VehicleList *list);
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/**
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* This is the Callback method after the cloning attempt of a vehicle
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* @param success indicates completion (or not) of the operation
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* @param tile unused
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* @param p1 unused
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* @param p2 unused
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*/
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void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (!success) return;
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const Vehicle *v = GetVehicle(_new_vehicle_id);
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ShowVehicleViewWindow(v);
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}
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static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head)
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{
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const Vehicle *v = GetVehicle(sel);
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if (v == wagon) return;
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if (wagon == NULL) {
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if (head != NULL) wagon = GetLastVehicleInChain(head);
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} else {
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wagon = wagon->Previous();
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if (wagon == NULL) return;
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}
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if (wagon == v) return;
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DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE));
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}
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/* Array to hold the block sizes
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* First part is the vehicle type, while the last is 0 = x, 1 = y */
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uint _block_sizes[4][2];
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/* Array to hold the default resize capacities
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* First part is the vehicle type, while the last is 0 = x, 1 = y */
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const uint _resize_cap[][2] = {
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/* VEH_TRAIN */ {6, 10 * 29},
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/* VEH_ROAD */ {5, 5},
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/* VEH_SHIP */ {3, 3},
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/* VEH_AIRCRAFT */ {3, 4},
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};
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static void ResizeDefaultWindowSizeForTrains()
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{
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_block_sizes[VEH_TRAIN][0] = 1;
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_block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN);
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}
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static void ResizeDefaultWindowSizeForRoadVehicles()
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{
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_block_sizes[VEH_ROAD][0] = 56;
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_block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD);
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}
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static void ResizeDefaultWindowSize(VehicleType type)
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{
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uint max_width = 0;
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uint max_height = 0;
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, type) {
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EngineID eid = e->index;
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uint x, y;
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switch (type) {
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default: NOT_REACHED();
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case VEH_SHIP: GetShipSpriteSize( eid, x, y); break;
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case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break;
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}
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if (x > max_width) max_width = x;
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if (y > max_height) max_height = y;
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}
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switch (type) {
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default: NOT_REACHED();
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case VEH_SHIP:
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_block_sizes[VEH_SHIP][0] = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite
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break;
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case VEH_AIRCRAFT:
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_block_sizes[VEH_AIRCRAFT][0] = max(74U, max_width);
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break;
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}
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_block_sizes[type][1] = max(GetVehicleListHeight(type), max_height);
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}
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/* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game
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* We will only need to call this once for each game */
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void InitDepotWindowBlockSizes()
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{
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ResizeDefaultWindowSizeForTrains();
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ResizeDefaultWindowSizeForRoadVehicles();
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ResizeDefaultWindowSize(VEH_SHIP);
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ResizeDefaultWindowSize(VEH_AIRCRAFT);
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}
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static void DepotSellAllConfirmationCallback(Window *w, bool confirmed);
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const Sprite *GetAircraftSprite(EngineID engine);
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struct DepotWindow : Window {
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VehicleID sel;
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VehicleType type;
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bool generate_list;
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VehicleList vehicle_list;
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VehicleList wagon_list;
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DepotWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->sel = INVALID_VEHICLE;
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this->generate_list = true;
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this->FindWindowPlacementAndResize(desc);
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}
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~DepotWindow()
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{
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DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
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}
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/** Draw a vehicle in the depot window in the box with the top left corner at x,y
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* @param *w Window to draw in
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* @param *v Vehicle to draw
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* @param x Left side of the box to draw in
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* @param y Top of the box to draw in
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*/
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void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y)
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{
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byte diff_x = 0, diff_y = 0;
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int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);
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switch (v->type) {
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case VEH_TRAIN:
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DrawTrainImage(v, x + 21, sprite_y, this->sel, this->hscroll.cap + 4, this->hscroll.pos);
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/* Number of wagons relative to a standard length wagon (rounded up) */
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SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
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DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
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break;
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case VEH_ROAD: DrawRoadVehImage( v, x + 24, sprite_y, this->sel, 1); break;
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case VEH_SHIP: DrawShipImage( v, x + 19, sprite_y - 1, this->sel); break;
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case VEH_AIRCRAFT: {
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const Sprite *spr = GetSprite(v->GetImage(DIR_W), ST_NORMAL);
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DrawAircraftImage(v, x + 12,
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y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
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this->sel);
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} break;
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default: NOT_REACHED();
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}
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if (this->resize.step_height == 14) {
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/* VEH_TRAIN and VEH_ROAD, which are low */
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diff_x = 15;
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} else {
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/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
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diff_y = 12;
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}
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DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);
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SetDParam(0, v->unitnumber);
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DrawString(x, y + 2, (uint16)(v->max_age - 366) >= v->age ? STR_00E2 : STR_00E3, TC_FROMSTRING);
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}
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void DrawDepotWindow(Window *w)
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{
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TileIndex tile = this->window_number;
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int x, y, i, maxval;
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uint16 hnum;
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/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
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uint16 rows_in_display = this->widget[DEPOT_WIDGET_MATRIX].data >> 8;
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uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
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/* setup disabled buttons */
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this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_player),
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DEPOT_WIDGET_STOP_ALL,
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DEPOT_WIDGET_START_ALL,
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DEPOT_WIDGET_SELL,
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DEPOT_WIDGET_SELL_CHAIN,
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DEPOT_WIDGET_SELL_ALL,
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DEPOT_WIDGET_BUILD,
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DEPOT_WIDGET_CLONE,
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DEPOT_WIDGET_AUTOREPLACE,
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WIDGET_LIST_END);
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/* determine amount of items for scroller */
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if (this->type == VEH_TRAIN) {
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hnum = 8;
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for (uint num = 0; num < this->vehicle_list.Length(); num++) {
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const Vehicle *v = this->vehicle_list[num];
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hnum = max(hnum, v->u.rail.cached_total_length);
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}
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/* Always have 1 empty row, so people can change the setting of the train */
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SetVScrollCount(w, this->vehicle_list.Length() + this->wagon_list.Length() + 1);
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SetHScrollCount(w, WagonLengthToPixels(hnum));
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} else {
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SetVScrollCount(w, (this->vehicle_list.Length() + this->hscroll.cap - 1) / this->hscroll.cap);
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}
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/* locate the depot struct */
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if (this->type == VEH_AIRCRAFT) {
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SetDParam(0, GetStationIndex(tile)); // Airport name
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} else {
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Depot *depot = GetDepotByTile(tile);
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assert(depot != NULL);
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SetDParam(0, depot->town_index);
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}
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w->DrawWidgets();
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uint16 num = this->vscroll.pos * boxes_in_each_row;
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maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row));
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for (x = 2, y = 15; num < maxval; y += this->resize.step_height, x = 2) { // Draw the rows
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byte i;
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for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) {
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/* Draw all vehicles in the current row */
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const Vehicle *v = this->vehicle_list[num];
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DrawVehicleInDepot(w, v, x, y);
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}
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}
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maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
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/* draw the train wagons, that do not have an engine in front */
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for (; num < maxval; num++, y += 14) {
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const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()];
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const Vehicle *u;
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DrawTrainImage(v, x + 50, y, this->sel, this->hscroll.cap - 29, 0);
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DrawString(x, y + 2, STR_8816, TC_FROMSTRING);
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/*Draw the train counter */
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i = 0;
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u = v;
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do i++; while ((u = u->Next()) != NULL); // Determine length of train
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SetDParam(0, i); // Set the counter
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DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
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}
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}
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struct GetDepotVehiclePtData {
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const Vehicle *head;
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const Vehicle *wagon;
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};
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enum DepotGUIAction {
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MODE_ERROR,
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MODE_DRAG_VEHICLE,
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MODE_SHOW_VEHICLE,
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MODE_START_STOP,
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};
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DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const
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{
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uint xt, row, xm = 0, ym = 0;
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int pos, skip = 0;
|
|
uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
|
|
|
|
if (this->type == VEH_TRAIN) {
|
|
xt = 0;
|
|
x -= 23;
|
|
} else {
|
|
xt = x / this->resize.step_width;
|
|
xm = x % this->resize.step_width;
|
|
if (xt >= this->hscroll.cap) return MODE_ERROR;
|
|
|
|
ym = (y - 14) % this->resize.step_height;
|
|
}
|
|
|
|
row = (y - 14) / this->resize.step_height;
|
|
if (row >= this->vscroll.cap) return MODE_ERROR;
|
|
|
|
pos = ((row + this->vscroll.pos) * boxes_in_each_row) + xt;
|
|
|
|
if ((int)(this->vehicle_list.Length() + this->wagon_list.Length()) <= pos) {
|
|
if (this->type == VEH_TRAIN) {
|
|
d->head = NULL;
|
|
d->wagon = NULL;
|
|
return MODE_DRAG_VEHICLE;
|
|
} else {
|
|
return MODE_ERROR; // empty block, so no vehicle is selected
|
|
}
|
|
}
|
|
|
|
if ((int)this->vehicle_list.Length() > pos) {
|
|
*veh = this->vehicle_list[pos];
|
|
skip = this->hscroll.pos;
|
|
} else {
|
|
pos -= this->vehicle_list.Length();
|
|
*veh = this->wagon_list[pos];
|
|
/* free wagons don't have an initial loco. */
|
|
x -= _traininfo_vehicle_width;
|
|
}
|
|
|
|
switch (this->type) {
|
|
case VEH_TRAIN: {
|
|
const Vehicle *v = *veh;
|
|
d->head = d->wagon = v;
|
|
|
|
/* either pressed the flag or the number, but only when it's a loco */
|
|
if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;
|
|
|
|
skip = (skip * 8) / _traininfo_vehicle_width;
|
|
x = (x * 8) / _traininfo_vehicle_width;
|
|
|
|
/* Skip vehicles that are scrolled off the list */
|
|
x += skip;
|
|
|
|
/* find the vehicle in this row that was clicked */
|
|
while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next();
|
|
|
|
/* if an articulated part was selected, find its parent */
|
|
while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
|
|
|
|
d->wagon = v;
|
|
|
|
return MODE_DRAG_VEHICLE;
|
|
}
|
|
break;
|
|
|
|
case VEH_ROAD:
|
|
if (xm >= 24) return MODE_DRAG_VEHICLE;
|
|
if (xm <= 16) return MODE_SHOW_VEHICLE;
|
|
break;
|
|
|
|
case VEH_SHIP:
|
|
if (xm >= 19) return MODE_DRAG_VEHICLE;
|
|
if (ym <= 10) return MODE_SHOW_VEHICLE;
|
|
break;
|
|
|
|
case VEH_AIRCRAFT:
|
|
if (xm >= 12) return MODE_DRAG_VEHICLE;
|
|
if (ym <= 12) return MODE_SHOW_VEHICLE;
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
return MODE_START_STOP;
|
|
}
|
|
|
|
void DepotClick(int x, int y)
|
|
{
|
|
GetDepotVehiclePtData gdvp = { NULL, NULL };
|
|
const Vehicle *v = NULL;
|
|
DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp);
|
|
|
|
/* share / copy orders */
|
|
if (_thd.place_mode != VHM_NONE && mode != MODE_ERROR) {
|
|
_place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v);
|
|
return;
|
|
}
|
|
|
|
if (this->type == VEH_TRAIN) v = gdvp.wagon;
|
|
|
|
switch (mode) {
|
|
case MODE_ERROR: // invalid
|
|
return;
|
|
|
|
case MODE_DRAG_VEHICLE: { // start dragging of vehicle
|
|
VehicleID sel = this->sel;
|
|
|
|
if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) {
|
|
this->sel = INVALID_VEHICLE;
|
|
TrainDepotMoveVehicle(v, sel, gdvp.head);
|
|
} else if (v != NULL) {
|
|
int image = v->GetImage(DIR_W);
|
|
|
|
this->sel = v->index;
|
|
this->SetDirty();
|
|
SetObjectToPlaceWnd(image, GetVehiclePalette(v), VHM_DRAG, this);
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN:
|
|
_cursor.short_vehicle_offset = 16 - v->u.rail.cached_veh_length * 2;
|
|
break;
|
|
|
|
case VEH_ROAD:
|
|
_cursor.short_vehicle_offset = 16 - v->u.road.cached_veh_length * 2;
|
|
break;
|
|
|
|
default:
|
|
_cursor.short_vehicle_offset = 0;
|
|
break;
|
|
}
|
|
_cursor.vehchain = _ctrl_pressed;
|
|
}
|
|
} break;
|
|
|
|
case MODE_SHOW_VEHICLE: // show info window
|
|
ShowVehicleViewWindow(v);
|
|
break;
|
|
|
|
case MODE_START_STOP: { // click start/stop flag
|
|
uint command;
|
|
|
|
switch (this->type) {
|
|
case VEH_TRAIN: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN); break;
|
|
case VEH_ROAD: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break;
|
|
case VEH_SHIP: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP); break;
|
|
case VEH_AIRCRAFT: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT); break;
|
|
default: NOT_REACHED(); command = 0;
|
|
}
|
|
DoCommandP(v->tile, v->index, 0, NULL, command);
|
|
} break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Clones a vehicle
|
|
* @param *v is the original vehicle to clone
|
|
* @param *w is the window of the depot where the clone is build
|
|
*/
|
|
void HandleCloneVehClick(const Vehicle *v, const Window *w)
|
|
{
|
|
uint error_str;
|
|
|
|
if (v == NULL) return;
|
|
|
|
if (!v->IsPrimaryVehicle()) {
|
|
v = v->First();
|
|
/* Do nothing when clicking on a train in depot with no loc attached */
|
|
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
|
|
}
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break;
|
|
case VEH_ROAD: error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE); break;
|
|
case VEH_SHIP: error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP); break;
|
|
case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT); break;
|
|
default: return;
|
|
}
|
|
|
|
DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str);
|
|
|
|
ResetObjectToPlace();
|
|
}
|
|
|
|
void ResizeDepotButtons(Window *w)
|
|
{
|
|
ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);
|
|
|
|
if (this->type == VEH_TRAIN) {
|
|
/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
|
|
* This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason */
|
|
this->widget[DEPOT_WIDGET_SELL_CHAIN].top = ((this->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - this->widget[DEPOT_WIDGET_SELL].top) / 2) + this->widget[DEPOT_WIDGET_SELL].top;
|
|
this->widget[DEPOT_WIDGET_SELL].bottom = this->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
|
|
}
|
|
}
|
|
|
|
/* Function to set up vehicle specific sprites and strings
|
|
* Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
|
|
* Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
|
|
*/
|
|
void SetupStringsForDepotWindow(VehicleType type)
|
|
{
|
|
switch (type) {
|
|
default: NOT_REACHED();
|
|
|
|
case VEH_TRAIN:
|
|
this->widget[DEPOT_WIDGET_CAPTION].data = STR_8800_TRAIN_DEPOT;
|
|
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
|
|
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
|
|
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;
|
|
|
|
this->widget[DEPOT_WIDGET_BUILD].data = STR_8815_NEW_VEHICLES;
|
|
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_8840_BUILD_NEW_TRAIN_VEHICLE;
|
|
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_TRAIN;
|
|
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_TRAIN_DEPOT_INFO;
|
|
|
|
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;
|
|
|
|
/* Sprites */
|
|
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_TRAIN;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_TRAIN;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
|
|
break;
|
|
|
|
case VEH_ROAD:
|
|
this->widget[DEPOT_WIDGET_CAPTION].data = STR_9003_ROAD_VEHICLE_DEPOT;
|
|
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
|
|
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
|
|
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;
|
|
|
|
this->widget[DEPOT_WIDGET_BUILD].data = STR_9004_NEW_VEHICLES;
|
|
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_9023_BUILD_NEW_ROAD_VEHICLE;
|
|
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_ROAD_VEHICLE;
|
|
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;
|
|
|
|
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;
|
|
|
|
/* Sprites */
|
|
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_ROADVEH;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_ROADVEH;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
|
|
break;
|
|
|
|
case VEH_SHIP:
|
|
this->widget[DEPOT_WIDGET_CAPTION].data = STR_9803_SHIP_DEPOT;
|
|
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
|
|
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
|
|
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;
|
|
|
|
this->widget[DEPOT_WIDGET_BUILD].data = STR_9804_NEW_SHIPS;
|
|
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_9820_BUILD_NEW_SHIP;
|
|
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_SHIP;
|
|
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_SHIP_DEPOT_INFO;
|
|
|
|
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;
|
|
|
|
/* Sprites */
|
|
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_SHIP;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_SHIP;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
|
|
break;
|
|
|
|
case VEH_AIRCRAFT:
|
|
this->widget[DEPOT_WIDGET_CAPTION].data = STR_A002_AIRCRAFT_HANGAR;
|
|
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
|
|
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
|
|
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;
|
|
|
|
this->widget[DEPOT_WIDGET_BUILD].data = STR_A003_NEW_AIRCRAFT;
|
|
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_A022_BUILD_NEW_AIRCRAFT;
|
|
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_AIRCRAFT;
|
|
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;
|
|
|
|
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
|
|
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;
|
|
|
|
/* Sprites */
|
|
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_AIRCRAFT;
|
|
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_AIRCRAFT;
|
|
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CreateDepotListWindow(VehicleType type)
|
|
{
|
|
this->type = type;
|
|
_backup_orders_tile = 0;
|
|
|
|
assert(IsPlayerBuildableVehicleType(type)); // ensure that we make the call with a valid type
|
|
|
|
/* Resize the window according to the vehicle type */
|
|
|
|
/* Set the number of blocks in each direction */
|
|
this->vscroll.cap = _resize_cap[type][0];
|
|
this->hscroll.cap = _resize_cap[type][1];
|
|
|
|
/* Set the block size */
|
|
this->resize.step_width = _block_sizes[type][0];
|
|
this->resize.step_height = _block_sizes[type][1];
|
|
|
|
/* Enlarge the window to fit with the selected number of blocks of the selected size */
|
|
ResizeWindow(this,
|
|
_block_sizes[type][0] * this->hscroll.cap,
|
|
_block_sizes[type][1] * this->vscroll.cap);
|
|
|
|
if (type == VEH_TRAIN) {
|
|
/* Make space for the horizontal scrollbar vertically, and the unit
|
|
* number, flag, and length counter horizontally. */
|
|
ResizeWindow(this, 36, 12);
|
|
/* substract the newly added space from the matrix since it was meant for the scrollbar */
|
|
this->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
|
|
}
|
|
|
|
/* Set the minimum window size to the current window size */
|
|
this->resize.width = this->width;
|
|
this->resize.height = this->height;
|
|
|
|
this->SetupStringsForDepotWindow(type);
|
|
|
|
this->widget[DEPOT_WIDGET_MATRIX].data =
|
|
(this->vscroll.cap * 0x100) // number of rows to draw on the background
|
|
+ (type == VEH_TRAIN ? 1 : this->hscroll.cap); // number of boxes in each row. Trains always have just one
|
|
|
|
|
|
this->SetWidgetsHiddenState(type != VEH_TRAIN,
|
|
DEPOT_WIDGET_H_SCROLL,
|
|
DEPOT_WIDGET_SELL_CHAIN,
|
|
WIDGET_LIST_END);
|
|
|
|
ResizeDepotButtons(this);
|
|
}
|
|
|
|
virtual void OnInvalidateData(int data)
|
|
{
|
|
this->generate_list = true;
|
|
}
|
|
|
|
virtual void OnPaint()
|
|
{
|
|
if (this->generate_list) {
|
|
/* Generate the vehicle list
|
|
* It's ok to use the wagon pointers for non-trains as they will be ignored */
|
|
BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list);
|
|
this->generate_list = false;
|
|
DepotSortList(&this->vehicle_list);
|
|
}
|
|
DrawDepotWindow(this);
|
|
}
|
|
|
|
virtual void OnClick(Point pt, int widget)
|
|
{
|
|
switch (widget) {
|
|
case DEPOT_WIDGET_MATRIX: // List
|
|
this->DepotClick(pt.x, pt.y);
|
|
break;
|
|
|
|
case DEPOT_WIDGET_BUILD: // Build vehicle
|
|
ResetObjectToPlace();
|
|
ShowBuildVehicleWindow(this->window_number, this->type);
|
|
break;
|
|
|
|
case DEPOT_WIDGET_CLONE: // Clone button
|
|
this->InvalidateWidget(DEPOT_WIDGET_CLONE);
|
|
this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);
|
|
|
|
if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
|
|
static const CursorID clone_icons[] = {
|
|
SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
|
|
SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
|
|
};
|
|
|
|
_place_clicked_vehicle = NULL;
|
|
SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, VHM_RECT, this);
|
|
} else {
|
|
ResetObjectToPlace();
|
|
}
|
|
break;
|
|
|
|
case DEPOT_WIDGET_LOCATION:
|
|
if (_ctrl_pressed) {
|
|
ShowExtraViewPortWindow(this->window_number);
|
|
} else {
|
|
ScrollMainWindowToTile(this->window_number);
|
|
}
|
|
break;
|
|
|
|
case DEPOT_WIDGET_STOP_ALL:
|
|
case DEPOT_WIDGET_START_ALL:
|
|
DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), NULL, CMD_MASS_START_STOP);
|
|
break;
|
|
|
|
case DEPOT_WIDGET_SELL_ALL:
|
|
/* Only open the confimation window if there are anything to sell */
|
|
if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) {
|
|
static const StringID confirm_captions[] = {
|
|
STR_8800_TRAIN_DEPOT,
|
|
STR_9003_ROAD_VEHICLE_DEPOT,
|
|
STR_9803_SHIP_DEPOT,
|
|
STR_A002_AIRCRAFT_HANGAR
|
|
};
|
|
TileIndex tile = this->window_number;
|
|
byte vehtype = this->type;
|
|
|
|
SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
|
|
ShowQuery(
|
|
confirm_captions[vehtype],
|
|
STR_DEPOT_SELL_CONFIRMATION_TEXT,
|
|
this,
|
|
DepotSellAllConfirmationCallback
|
|
);
|
|
}
|
|
break;
|
|
|
|
case DEPOT_WIDGET_VEHICLE_LIST:
|
|
ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
|
|
break;
|
|
|
|
case DEPOT_WIDGET_AUTOREPLACE:
|
|
DoCommandP(this->window_number, this->type, 0, NULL, CMD_DEPOT_MASS_AUTOREPLACE);
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
virtual void OnRightClick(Point pt, int widget)
|
|
{
|
|
if (widget != DEPOT_WIDGET_MATRIX) return;
|
|
|
|
GetDepotVehiclePtData gdvp = { NULL, NULL };
|
|
const Vehicle *v = NULL;
|
|
DepotGUIAction mode = this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp);
|
|
|
|
if (this->type == VEH_TRAIN) v = gdvp.wagon;
|
|
|
|
if (v != NULL && mode == MODE_DRAG_VEHICLE) {
|
|
AcceptedCargo capacity, loaded;
|
|
memset(capacity, 0, sizeof(capacity));
|
|
memset(loaded, 0, sizeof(loaded));
|
|
|
|
/* Display info for single (articulated) vehicle, or for whole chain starting with selected vehicle */
|
|
bool whole_chain = (this->type == VEH_TRAIN && _ctrl_pressed);
|
|
|
|
/* loop through vehicle chain and collect cargos */
|
|
uint num = 0;
|
|
for (const Vehicle *w = v; w != NULL; w = w->Next()) {
|
|
if (w->cargo_cap > 0 && w->cargo_type < NUM_CARGO) {
|
|
capacity[w->cargo_type] += w->cargo_cap;
|
|
loaded [w->cargo_type] += w->cargo.Count();
|
|
}
|
|
|
|
if (w->type == VEH_TRAIN && !EngineHasArticPart(w)) {
|
|
num++;
|
|
if (!whole_chain) break;
|
|
}
|
|
}
|
|
|
|
/* Build tooltipstring */
|
|
static char details[1024];
|
|
details[0] = '\0';
|
|
char *pos = details;
|
|
|
|
for (CargoID cargo_type = 0; cargo_type < NUM_CARGO; cargo_type++) {
|
|
if (capacity[cargo_type] == 0) continue;
|
|
|
|
SetDParam(0, cargo_type); // {CARGO} #1
|
|
SetDParam(1, loaded[cargo_type]); // {CARGO} #2
|
|
SetDParam(2, cargo_type); // {SHORTCARGO} #1
|
|
SetDParam(3, capacity[cargo_type]); // {SHORTCARGO} #2
|
|
pos = GetString(pos, STR_DEPOT_VEHICLE_TOOLTIP_CARGO, lastof(details));
|
|
}
|
|
|
|
/* Show tooltip window */
|
|
uint64 args[2];
|
|
args[0] = (whole_chain ? num : v->engine_type);
|
|
args[1] = (uint64)(size_t)details;
|
|
GuiShowTooltips(whole_chain ? STR_DEPOT_VEHICLE_TOOLTIP_CHAIN : STR_DEPOT_VEHICLE_TOOLTIP, 2, args);
|
|
} else {
|
|
/* Show tooltip help */
|
|
StringID tooltip = INVALID_STRING_ID;
|
|
switch (this->type) {
|
|
case VEH_TRAIN: tooltip = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR; break;
|
|
case VEH_ROAD: tooltip = STR_9022_VEHICLES_CLICK_ON_VEHICLE; break;
|
|
case VEH_SHIP: tooltip = STR_981F_SHIPS_CLICK_ON_SHIP_FOR; break;
|
|
case VEH_AIRCRAFT: tooltip = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT;break;
|
|
default: NOT_REACHED();
|
|
}
|
|
GuiShowTooltips(tooltip);
|
|
}
|
|
}
|
|
|
|
|
|
virtual void OnPlaceObject(Point pt, TileIndex tile)
|
|
{
|
|
const Vehicle *v = CheckMouseOverVehicle();
|
|
|
|
if (v != NULL) HandleCloneVehClick(v, this);
|
|
}
|
|
|
|
virtual void OnPlaceObjectAbort()
|
|
{
|
|
/* abort clone */
|
|
this->RaiseWidget(DEPOT_WIDGET_CLONE);
|
|
this->InvalidateWidget(DEPOT_WIDGET_CLONE);
|
|
|
|
/* abort drag & drop */
|
|
this->sel = INVALID_VEHICLE;
|
|
this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
|
|
};
|
|
|
|
/* check if a vehicle in a depot was clicked.. */
|
|
virtual void OnMouseLoop()
|
|
{
|
|
const Vehicle *v = _place_clicked_vehicle;
|
|
|
|
/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
|
|
if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
|
|
_place_clicked_vehicle = NULL;
|
|
HandleCloneVehClick(v, this);
|
|
}
|
|
}
|
|
|
|
virtual void OnDragDrop(Point pt, int widget)
|
|
{
|
|
switch (widget) {
|
|
case DEPOT_WIDGET_MATRIX: {
|
|
const Vehicle *v = NULL;
|
|
VehicleID sel = this->sel;
|
|
|
|
this->sel = INVALID_VEHICLE;
|
|
this->SetDirty();
|
|
|
|
if (this->type == VEH_TRAIN) {
|
|
GetDepotVehiclePtData gdvp = { NULL, NULL };
|
|
|
|
if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
|
|
sel != INVALID_VEHICLE) {
|
|
if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
|
|
DoCommandP(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN));
|
|
} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
|
|
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
|
|
} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
|
|
ShowVehicleViewWindow(gdvp.head);
|
|
}
|
|
}
|
|
} else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
|
|
v != NULL &&
|
|
sel == v->index) {
|
|
ShowVehicleViewWindow(v);
|
|
}
|
|
} break;
|
|
|
|
case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
|
|
if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) &&
|
|
this->sel != INVALID_VEHICLE) {
|
|
uint command;
|
|
|
|
if (this->IsWidgetDisabled(widget)) return;
|
|
if (this->sel == INVALID_VEHICLE) return;
|
|
|
|
this->HandleButtonClick(widget);
|
|
|
|
const Vehicle *v = GetVehicle(this->sel);
|
|
this->sel = INVALID_VEHICLE;
|
|
this->SetDirty();
|
|
|
|
int sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;
|
|
|
|
bool is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v)));
|
|
|
|
if (is_engine) {
|
|
_backup_orders_tile = v->tile;
|
|
BackupVehicleOrders(v);
|
|
}
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break;
|
|
case VEH_ROAD: command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE); break;
|
|
case VEH_SHIP: command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP); break;
|
|
case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT); break;
|
|
default: NOT_REACHED(); command = 0;
|
|
}
|
|
|
|
if (!DoCommandP(v->tile, v->index, sell_cmd, NULL, command) && is_engine) _backup_orders_tile = 0;
|
|
}
|
|
break;
|
|
default:
|
|
this->sel = INVALID_VEHICLE;
|
|
this->SetDirty();
|
|
}
|
|
_cursor.vehchain = false;
|
|
}
|
|
|
|
virtual void OnResize(Point new_size, Point delta)
|
|
{
|
|
this->vscroll.cap += delta.y / (int)this->resize.step_height;
|
|
this->hscroll.cap += delta.x / (int)this->resize.step_width;
|
|
this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap << 8) + (this->type == VEH_TRAIN ? 1 : this->hscroll.cap);
|
|
ResizeDepotButtons(this);
|
|
}
|
|
|
|
virtual EventState OnCTRLStateChange()
|
|
{
|
|
if (this->sel != INVALID_VEHICLE) {
|
|
_cursor.vehchain = _ctrl_pressed;
|
|
this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
return ES_NOT_HANDLED;
|
|
}
|
|
};
|
|
|
|
static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)
|
|
{
|
|
if (confirmed) {
|
|
DepotWindow *w = (DepotWindow*)win;
|
|
TileIndex tile = w->window_number;
|
|
byte vehtype = w->type;
|
|
DoCommandP(tile, vehtype, 0, NULL, CMD_DEPOT_SELL_ALL_VEHICLES);
|
|
}
|
|
}
|
|
|
|
/** Opens a depot window
|
|
* @param tile The tile where the depot/hangar is located
|
|
* @param type The type of vehicles in the depot
|
|
*/
|
|
void ShowDepotWindow(TileIndex tile, VehicleType type)
|
|
{
|
|
DepotWindow *w;
|
|
|
|
switch (type) {
|
|
default: NOT_REACHED();
|
|
case VEH_TRAIN:
|
|
w = AllocateWindowDescFront<DepotWindow>(&_train_depot_desc, tile); break;
|
|
case VEH_ROAD:
|
|
w = AllocateWindowDescFront<DepotWindow>(&_road_depot_desc, tile); break;
|
|
case VEH_SHIP:
|
|
w = AllocateWindowDescFront<DepotWindow>(&_ship_depot_desc, tile); break;
|
|
case VEH_AIRCRAFT:
|
|
w = AllocateWindowDescFront<DepotWindow>(&_aircraft_depot_desc, tile); break;
|
|
}
|
|
|
|
if (w == NULL) return;
|
|
|
|
w->caption_color = GetTileOwner(tile);
|
|
w->CreateDepotListWindow(type);
|
|
}
|
|
|
|
/** Removes the highlight of a vehicle in a depot window
|
|
* @param *v Vehicle to remove all highlights from
|
|
*/
|
|
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
|
|
{
|
|
DepotWindow *w;
|
|
|
|
/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
|
|
* If that is the case, we can skip looping though the windows and save time
|
|
*/
|
|
if (_special_mouse_mode != WSM_DRAGDROP) return;
|
|
|
|
w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
|
|
if (w != NULL) {
|
|
w->sel = INVALID_VEHICLE;
|
|
ResetObjectToPlace();
|
|
}
|
|
}
|