mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
23b974fb39
# Conflicts: # src/fontcache.cpp # src/openttd.cpp # src/os/macosx/font_osx.cpp # src/os/unix/font_unix.cpp # src/os/windows/font_win32.cpp # src/strings.cpp
334 lines
11 KiB
C++
334 lines
11 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 bootstrap_gui.cpp Barely used user interface for bootstrapping OpenTTD, i.e. downloading the required content. */
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#include "stdafx.h"
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#include "base_media_base.h"
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#include "blitter/factory.hpp"
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#if defined(WITH_FREETYPE) || defined(WITH_UNISCRIBE) || defined(WITH_COCOA)
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#include "core/geometry_func.hpp"
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#include "error.h"
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#include "fontcache.h"
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#include "gfx_func.h"
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#include "network/network.h"
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#include "network/network_content_gui.h"
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#include "openttd.h"
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#include "strings_func.h"
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#include "video/video_driver.hpp"
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#include "window_func.h"
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#include "widgets/bootstrap_widget.h"
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#include "table/strings.h"
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#include "safeguards.h"
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/** Widgets for the background window to prevent smearing. */
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static const struct NWidgetPart _background_widgets[] = {
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NWidget(WWT_PANEL, COLOUR_DARK_BLUE, WID_BB_BACKGROUND), SetResize(1, 1),
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};
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/**
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* Window description for the background window to prevent smearing.
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*/
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static WindowDesc _background_desc(
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WDP_MANUAL, nullptr, 0, 0,
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WC_BOOTSTRAP, WC_NONE,
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0,
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_background_widgets, lengthof(_background_widgets)
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);
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/** The background for the game. */
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class BootstrapBackground : public Window {
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public:
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BootstrapBackground() : Window(&_background_desc)
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{
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this->InitNested(0);
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CLRBITS(this->flags, WF_WHITE_BORDER);
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ResizeWindow(this, _screen.width, _screen.height);
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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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GfxFillRect(r.left, r.top, r.right, r.bottom, 4, FILLRECT_OPAQUE);
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GfxFillRect(r.left, r.top, r.right, r.bottom, 0, FILLRECT_CHECKER);
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}
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};
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/** Nested widgets for the error window. */
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static const NWidgetPart _nested_bootstrap_errmsg_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_CAPTION, COLOUR_GREY, WID_BEM_CAPTION), SetDataTip(STR_MISSING_GRAPHICS_ERROR_TITLE, STR_NULL),
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EndContainer(),
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NWidget(WWT_PANEL, COLOUR_GREY),
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NWidget(WWT_PANEL, COLOUR_GREY, WID_BEM_MESSAGE), EndContainer(),
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BEM_QUIT), SetDataTip(STR_MISSING_GRAPHICS_ERROR_QUIT, STR_NULL), SetFill(1, 0),
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EndContainer(),
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EndContainer(),
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};
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/** Window description for the error window. */
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static WindowDesc _bootstrap_errmsg_desc(
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WDP_CENTER, nullptr, 0, 0,
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WC_BOOTSTRAP, WC_NONE,
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WDF_MODAL,
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_nested_bootstrap_errmsg_widgets, lengthof(_nested_bootstrap_errmsg_widgets)
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);
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/** The window for a failed bootstrap. */
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class BootstrapErrorWindow : public Window {
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public:
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BootstrapErrorWindow() : Window(&_bootstrap_errmsg_desc)
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{
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this->InitNested(1);
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}
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~BootstrapErrorWindow()
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{
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_exit_game = true;
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}
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void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
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{
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if (widget == WID_BEM_MESSAGE) {
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*size = GetStringBoundingBox(STR_MISSING_GRAPHICS_ERROR);
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size->height = GetStringHeight(STR_MISSING_GRAPHICS_ERROR, size->width - WD_FRAMETEXT_LEFT - WD_FRAMETEXT_RIGHT) + WD_FRAMETEXT_BOTTOM + WD_FRAMETEXT_TOP;
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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_BEM_MESSAGE) {
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DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, r.top + WD_FRAMETEXT_TOP, r.bottom - WD_FRAMETEXT_BOTTOM, STR_MISSING_GRAPHICS_ERROR, TC_FROMSTRING, SA_CENTER);
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}
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}
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void OnClick(Point pt, int widget, int click_count) override
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{
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if (widget == WID_BEM_QUIT) {
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_exit_game = true;
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}
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}
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};
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/** Nested widgets for the download window. */
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static const NWidgetPart _nested_bootstrap_download_status_window_widgets[] = {
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NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_CONTENT_DOWNLOAD_TITLE, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
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NWidget(WWT_PANEL, COLOUR_GREY, WID_NCDS_BACKGROUND),
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NWidget(NWID_SPACER), SetMinimalSize(350, 0), SetMinimalTextLines(3, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + 30),
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EndContainer(),
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};
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/** Window description for the download window */
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static WindowDesc _bootstrap_download_status_window_desc(
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WDP_CENTER, nullptr, 0, 0,
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WC_NETWORK_STATUS_WINDOW, WC_NONE,
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WDF_MODAL,
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_nested_bootstrap_download_status_window_widgets, lengthof(_nested_bootstrap_download_status_window_widgets)
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);
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/** Window for showing the download status of content */
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struct BootstrapContentDownloadStatusWindow : public BaseNetworkContentDownloadStatusWindow {
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public:
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/** Simple call the constructor of the superclass. */
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BootstrapContentDownloadStatusWindow() : BaseNetworkContentDownloadStatusWindow(&_bootstrap_download_status_window_desc)
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{
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}
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~BootstrapContentDownloadStatusWindow()
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{
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/* If we are not set to exit the game, it means the bootstrap failed. */
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if (!_exit_game) {
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new BootstrapErrorWindow();
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}
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}
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void OnDownloadComplete(ContentID cid) override
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{
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/* We have completed downloading. We can trigger finding the right set now. */
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BaseGraphics::FindSets();
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/* And continue going into the menu. */
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_game_mode = GM_MENU;
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/* _exit_game is used to break out of the outer video driver's MainLoop. */
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_exit_game = true;
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delete this;
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}
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};
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/** The widgets for the query. It has no close box as that sprite does not exist yet. */
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static const NWidgetPart _bootstrap_query_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_MISSING_GRAPHICS_SET_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
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EndContainer(),
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NWidget(WWT_PANEL, COLOUR_GREY),
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NWidget(WWT_PANEL, COLOUR_GREY, WID_BAFD_QUESTION), EndContainer(),
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BAFD_YES), SetDataTip(STR_MISSING_GRAPHICS_YES_DOWNLOAD, STR_NULL),
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NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BAFD_NO), SetDataTip(STR_MISSING_GRAPHICS_NO_QUIT, STR_NULL),
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EndContainer(),
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EndContainer(),
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};
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/** The window description for the query. */
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static WindowDesc _bootstrap_query_desc(
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WDP_CENTER, nullptr, 0, 0,
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WC_CONFIRM_POPUP_QUERY, WC_NONE,
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0,
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_bootstrap_query_widgets, lengthof(_bootstrap_query_widgets)
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);
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/** The window for the query. It can't use the generic query window as that uses sprites that don't exist yet. */
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class BootstrapAskForDownloadWindow : public Window, ContentCallback {
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Dimension button_size; ///< The dimension of the button
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public:
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/** Start listening to the content client events. */
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BootstrapAskForDownloadWindow() : Window(&_bootstrap_query_desc)
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{
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this->InitNested(WN_CONFIRM_POPUP_QUERY_BOOTSTRAP);
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_network_content_client.AddCallback(this);
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}
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/** Stop listening to the content client events. */
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~BootstrapAskForDownloadWindow()
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{
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_network_content_client.RemoveCallback(this);
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}
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void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
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{
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/* We cache the button size. This is safe as no reinit can happen here. */
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if (this->button_size.width == 0) {
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this->button_size = maxdim(GetStringBoundingBox(STR_MISSING_GRAPHICS_YES_DOWNLOAD), GetStringBoundingBox(STR_MISSING_GRAPHICS_NO_QUIT));
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this->button_size.width += WD_FRAMETEXT_LEFT + WD_FRAMETEXT_RIGHT;
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this->button_size.height += WD_FRAMETEXT_TOP + WD_FRAMETEXT_BOTTOM;
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}
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switch (widget) {
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case WID_BAFD_QUESTION:
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/* The question is twice as wide as the buttons, and determine the height based on the width. */
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size->width = this->button_size.width * 2;
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size->height = GetStringHeight(STR_MISSING_GRAPHICS_SET_MESSAGE, size->width - WD_FRAMETEXT_LEFT - WD_FRAMETEXT_RIGHT) + WD_FRAMETEXT_BOTTOM + WD_FRAMETEXT_TOP;
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break;
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case WID_BAFD_YES:
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case WID_BAFD_NO:
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*size = this->button_size;
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break;
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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 != 0) return;
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DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, r.top + WD_FRAMETEXT_TOP, r.bottom - WD_FRAMETEXT_BOTTOM, STR_MISSING_GRAPHICS_SET_MESSAGE, TC_FROMSTRING, SA_CENTER);
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}
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void OnClick(Point pt, int widget, int click_count) override
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{
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switch (widget) {
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case WID_BAFD_YES:
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/* We got permission to connect! Yay! */
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_network_content_client.Connect();
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break;
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case WID_BAFD_NO:
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_exit_game = true;
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break;
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default:
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break;
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}
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}
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void OnConnect(bool success) override
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{
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/* Once connected, request the metadata. */
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_network_content_client.RequestContentList(CONTENT_TYPE_BASE_GRAPHICS);
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}
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void OnReceiveContentInfo(const ContentInfo *ci) override
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{
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/* And once the meta data is received, start downloading it. */
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_network_content_client.Select(ci->id);
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new BootstrapContentDownloadStatusWindow();
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delete this;
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}
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};
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#endif /* defined(WITH_FREETYPE) */
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/**
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* Handle all procedures for bootstrapping OpenTTD without a base graphics set.
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* This requires all kinds of trickery that is needed to avoid the use of
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* sprites from the base graphics set which are pretty interwoven.
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* @return True if a base set exists, otherwise false.
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*/
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bool HandleBootstrap()
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{
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if (BaseGraphics::GetUsedSet() != nullptr) return true;
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/* No user interface, bail out with an error. */
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if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
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/* If there is no network or no non-sprite font, then there is nothing we can do. Go straight to failure. */
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#if (defined(_WIN32) && defined(WITH_UNISCRIBE)) || (defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(__APPLE__))) || defined(WITH_COCOA)
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if (!_network_available) goto failure;
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/* First tell the game we're bootstrapping. */
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_game_mode = GM_BOOTSTRAP;
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/* Initialise the font cache. */
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InitializeUnicodeGlyphMap();
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/* Next "force" finding a suitable non-sprite font as the local font is missing. */
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CheckForMissingGlyphs(false);
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/* Initialise the palette. The biggest step is 'faking' some recolour sprites.
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* This way the mauve and gray colours work and we can show the user interface. */
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GfxInitPalettes();
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static const int offsets[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x80, 0, 0, 0, 0x04, 0x08 };
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for (uint i = 0; i != 16; i++) {
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for (int j = 0; j < 8; j++) {
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_colour_gradient[i][j] = offsets[i] + j;
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}
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}
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/* Finally ask the question. */
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new BootstrapBackground();
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new BootstrapAskForDownloadWindow();
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/* Process the user events. */
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VideoDriver::GetInstance()->MainLoop();
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/* _exit_game is used to get out of the video driver's main loop.
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* In case GM_BOOTSTRAP is still set we did not exit it via the
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* "download complete" event, so it was a manual exit. Obey it. */
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_exit_game = _game_mode == GM_BOOTSTRAP;
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if (_exit_game) return false;
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/* Try to probe the graphics. Should work this time. */
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if (!BaseGraphics::SetSet({})) goto failure;
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/* Finally we can continue heading for the menu. */
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_game_mode = GM_MENU;
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return true;
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#endif
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/* Failure to get enough working to get a graphics set. */
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failure:
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usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 1.4 of README.md.");
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return false;
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}
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