mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
e97bf271dc
This avoids a (soft) namespace conflict between the four ST_* enums.
596 lines
19 KiB
C++
596 lines
19 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 main_gui.cpp Handling of the main viewport. */
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#include "stdafx.h"
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#include "currency.h"
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#include "spritecache.h"
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#include "window_gui.h"
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#include "window_func.h"
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#include "textbuf_gui.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "console_gui.h"
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#include "progress.h"
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#include "transparency_gui.h"
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#include "map_func.h"
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#include "sound_func.h"
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#include "transparency.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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#include "company_base.h"
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#include "company_func.h"
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#include "toolbar_gui.h"
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#include "statusbar_gui.h"
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#include "linkgraph/linkgraph_gui.h"
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#include "tilehighlight_func.h"
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#include "hotkeys.h"
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#include "error.h"
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#include "news_gui.h"
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#include "misc_cmd.h"
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#include "timer/timer.h"
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#include "timer/timer_window.h"
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#include "saveload/saveload.h"
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#include "widgets/main_widget.h"
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#include "network/network.h"
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#include "network/network_func.h"
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#include "network/network_gui.h"
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#include "network/network_base.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "safeguards.h"
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/**
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* This code is shared for the majority of the pushbuttons.
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* Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
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*
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* @param w Window which called the function
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* @param widget ID of the widget (=button) that called this function
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* @param cursor How should the cursor image change? E.g. cursor with depot image in it
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* @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
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* @return true if the button is clicked, false if it's unclicked
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*/
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bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyle mode)
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{
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if (w->IsWidgetDisabled(widget)) return false;
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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w->SetDirty();
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if (w->IsWidgetLowered(widget)) {
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ResetObjectToPlace();
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return false;
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}
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SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
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w->LowerWidget(widget);
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return true;
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}
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void CcPlaySound_EXPLOSION(Commands cmd, const CommandCost &result, TileIndex tile)
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{
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if (result.Succeeded() && _settings_client.sound.confirm) SndPlayTileFx(SND_12_EXPLOSION, tile);
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}
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/**
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* Zooms a viewport in a window in or out.
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* @param how Zooming direction.
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* @param w Window owning the viewport.
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* @return Returns \c true if zooming step could be done, \c false if further zooming is not possible.
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* @note No button handling or what so ever is done.
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*/
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bool DoZoomInOutWindow(ZoomStateChange how, Window *w)
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{
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Viewport *vp;
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assert(w != nullptr);
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vp = w->viewport;
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switch (how) {
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case ZOOM_NONE:
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/* On initialisation of the viewport we don't do anything. */
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break;
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case ZOOM_IN:
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if (vp->zoom <= _settings_client.gui.zoom_min) return false;
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vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
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vp->virtual_width >>= 1;
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vp->virtual_height >>= 1;
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w->viewport->scrollpos_x += vp->virtual_width >> 1;
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w->viewport->scrollpos_y += vp->virtual_height >> 1;
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w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
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w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
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w->viewport->follow_vehicle = INVALID_VEHICLE;
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break;
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case ZOOM_OUT:
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if (vp->zoom >= _settings_client.gui.zoom_max) return false;
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vp->zoom = (ZoomLevel)((int)vp->zoom + 1);
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w->viewport->scrollpos_x -= vp->virtual_width >> 1;
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w->viewport->scrollpos_y -= vp->virtual_height >> 1;
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w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
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w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
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vp->virtual_width <<= 1;
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vp->virtual_height <<= 1;
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w->viewport->follow_vehicle = INVALID_VEHICLE;
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break;
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}
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if (vp != nullptr) { // the vp can be null when how == ZOOM_NONE
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vp->virtual_left = w->viewport->scrollpos_x;
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vp->virtual_top = w->viewport->scrollpos_y;
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}
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/* Update the windows that have zoom-buttons to perhaps disable their buttons */
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w->InvalidateData();
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return true;
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}
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void ZoomInOrOutToCursorWindow(bool in, Window *w)
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{
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assert(w != nullptr);
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if (_game_mode != GM_MENU) {
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Viewport *vp = w->viewport;
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if ((in && vp->zoom <= _settings_client.gui.zoom_min) || (!in && vp->zoom >= _settings_client.gui.zoom_max)) return;
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Point pt = GetTileZoomCenterWindow(in, w);
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if (pt.x != -1) {
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ScrollWindowTo(pt.x, pt.y, -1, w, true);
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DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
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}
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}
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}
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void FixTitleGameZoom(int zoom_adjust)
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{
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if (_game_mode != GM_MENU) return;
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Viewport *vp = GetMainWindow()->viewport;
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/* Adjust the zoom in/out.
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* Can't simply add, since operator+ is not defined on the ZoomLevel type. */
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vp->zoom = _gui_zoom;
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while (zoom_adjust < 0 && vp->zoom != _settings_client.gui.zoom_min) {
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vp->zoom--;
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zoom_adjust++;
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}
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while (zoom_adjust > 0 && vp->zoom != _settings_client.gui.zoom_max) {
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vp->zoom++;
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zoom_adjust--;
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}
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vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
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vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);
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}
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static const struct NWidgetPart _nested_main_window_widgets[] = {
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NWidget(NWID_VIEWPORT, INVALID_COLOUR, WID_M_VIEWPORT), SetResize(1, 1),
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};
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enum {
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GHK_QUIT,
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GHK_ABANDON,
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GHK_CONSOLE,
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GHK_BOUNDING_BOXES,
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GHK_DIRTY_BLOCKS,
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GHK_CENTER,
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GHK_CENTER_ZOOM,
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GHK_RESET_OBJECT_TO_PLACE,
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GHK_DELETE_WINDOWS,
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GHK_DELETE_NONVITAL_WINDOWS,
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GHK_DELETE_ALL_MESSAGES,
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GHK_REFRESH_SCREEN,
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GHK_CRASH,
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GHK_MONEY,
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GHK_UPDATE_COORDS,
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GHK_TOGGLE_TRANSPARENCY,
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GHK_TOGGLE_INVISIBILITY = GHK_TOGGLE_TRANSPARENCY + 9,
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GHK_TRANSPARENCY_TOOLBAR = GHK_TOGGLE_INVISIBILITY + 8,
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GHK_TRANSPARANCY,
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GHK_CHAT,
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GHK_CHAT_ALL,
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GHK_CHAT_COMPANY,
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GHK_CHAT_SERVER,
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GHK_CLOSE_NEWS,
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GHK_CLOSE_ERROR,
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};
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struct MainWindow : Window
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{
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MainWindow(WindowDesc *desc) : Window(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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NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
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nvp->InitializeViewport(this, TileXY(32, 32), ScaleZoomGUI(ZOOM_LVL_VIEWPORT));
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this->viewport->overlay = std::make_shared<LinkGraphOverlay>(this, WID_M_VIEWPORT, 0, 0, 2);
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this->refresh_timeout.Reset();
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}
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/** Refresh the link-graph overlay. */
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void RefreshLinkGraph()
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{
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if (this->viewport->overlay->GetCargoMask() == 0 ||
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this->viewport->overlay->GetCompanyMask() == 0) {
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return;
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}
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this->viewport->overlay->SetDirty();
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this->GetWidget<NWidgetBase>(WID_M_VIEWPORT)->SetDirty(this);
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}
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/** Refresh the link-graph overlay on a regular interval. */
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IntervalTimer<TimerWindow> refresh_interval = {std::chrono::milliseconds(7650), [this](auto) {
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RefreshLinkGraph();
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}};
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/**
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* Sometimes when something happened, force an update to the link-graph a bit sooner.
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*
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* We don't do it instantly on those changes, as for example when you are scrolling,
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* constantly refreshing the link-graph would be very slow. So we delay it a bit,
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* and only draw it once the scrolling settles down.
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*/
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TimeoutTimer<TimerWindow> refresh_timeout = {std::chrono::milliseconds(450), [this]() {
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RefreshLinkGraph();
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}};
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void OnPaint() override
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{
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this->DrawWidgets();
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if (_game_mode == GM_MENU) {
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static const SpriteID title_sprites[] = {SPR_OTTD_O, SPR_OTTD_P, SPR_OTTD_E, SPR_OTTD_N, SPR_OTTD_T, SPR_OTTD_T, SPR_OTTD_D};
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uint letter_spacing = ScaleGUITrad(10);
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int name_width = (lengthof(title_sprites) - 1) * letter_spacing;
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for (uint i = 0; i < lengthof(title_sprites); i++) {
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name_width += GetSpriteSize(title_sprites[i]).width;
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}
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int off_x = (this->width - name_width) / 2;
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for (uint i = 0; i < lengthof(title_sprites); i++) {
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DrawSprite(title_sprites[i], PAL_NONE, off_x, ScaleGUITrad(50));
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off_x += GetSpriteSize(title_sprites[i]).width + letter_spacing;
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}
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}
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}
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EventState OnHotkey(int hotkey) override
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{
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if (hotkey == GHK_QUIT) {
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HandleExitGameRequest();
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return ES_HANDLED;
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}
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/* Disable all key shortcuts, except quit shortcuts when
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* generating the world, otherwise they create threading
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* problem during the generating, resulting in random
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* assertions that are hard to trigger and debug */
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if (HasModalProgress()) return ES_NOT_HANDLED;
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switch (hotkey) {
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case GHK_ABANDON:
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/* No point returning from the main menu to itself */
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if (_game_mode == GM_MENU) return ES_HANDLED;
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if (_settings_client.gui.autosave_on_exit) {
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DoExitSave();
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_switch_mode = SM_MENU;
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} else {
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AskExitToGameMenu();
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}
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return ES_HANDLED;
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case GHK_CONSOLE:
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IConsoleSwitch();
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return ES_HANDLED;
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case GHK_BOUNDING_BOXES:
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ToggleBoundingBoxes();
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return ES_HANDLED;
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case GHK_DIRTY_BLOCKS:
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ToggleDirtyBlocks();
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return ES_HANDLED;
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}
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if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
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switch (hotkey) {
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case GHK_CENTER:
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case GHK_CENTER_ZOOM: {
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Point pt = GetTileBelowCursor();
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if (pt.x != -1) {
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bool instant = (hotkey == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min);
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if (hotkey == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this);
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ScrollMainWindowTo(pt.x, pt.y, -1, instant);
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}
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break;
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}
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case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); break;
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case GHK_DELETE_WINDOWS: CloseNonVitalWindows(); break;
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case GHK_DELETE_NONVITAL_WINDOWS: CloseAllNonVitalWindows(); break;
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case GHK_DELETE_ALL_MESSAGES: DeleteAllMessages(); break;
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case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break;
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case GHK_CRASH: // Crash the game
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*(volatile byte *)nullptr = 0;
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break;
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case GHK_MONEY: // Gimme money
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/* You can only cheat for money in singleplayer mode. */
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if (!_networking) Command<CMD_MONEY_CHEAT>::Post(10000000);
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break;
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case GHK_UPDATE_COORDS: // Update the coordinates of all station signs
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UpdateAllVirtCoords();
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break;
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case GHK_TOGGLE_TRANSPARENCY:
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case GHK_TOGGLE_TRANSPARENCY + 1:
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case GHK_TOGGLE_TRANSPARENCY + 2:
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case GHK_TOGGLE_TRANSPARENCY + 3:
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case GHK_TOGGLE_TRANSPARENCY + 4:
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case GHK_TOGGLE_TRANSPARENCY + 5:
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case GHK_TOGGLE_TRANSPARENCY + 6:
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case GHK_TOGGLE_TRANSPARENCY + 7:
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case GHK_TOGGLE_TRANSPARENCY + 8:
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/* Transparency toggle hot keys */
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ToggleTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_TRANSPARENCY));
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MarkWholeScreenDirty();
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break;
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case GHK_TOGGLE_INVISIBILITY:
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case GHK_TOGGLE_INVISIBILITY + 1:
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case GHK_TOGGLE_INVISIBILITY + 2:
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case GHK_TOGGLE_INVISIBILITY + 3:
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case GHK_TOGGLE_INVISIBILITY + 4:
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case GHK_TOGGLE_INVISIBILITY + 5:
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case GHK_TOGGLE_INVISIBILITY + 6:
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case GHK_TOGGLE_INVISIBILITY + 7:
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/* Invisibility toggle hot keys */
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ToggleInvisibilityWithTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_INVISIBILITY));
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MarkWholeScreenDirty();
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break;
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case GHK_TRANSPARENCY_TOOLBAR:
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ShowTransparencyToolbar();
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break;
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case GHK_TRANSPARANCY:
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ResetRestoreAllTransparency();
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break;
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case GHK_CHAT: // smart chat; send to team if any, otherwise to all
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if (_networking) {
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const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
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if (cio == nullptr) break;
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ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
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}
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break;
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case GHK_CHAT_ALL: // send text message to all clients
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if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
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break;
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case GHK_CHAT_COMPANY: // send text to all team mates
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if (_networking) {
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const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
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if (cio == nullptr) break;
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ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
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}
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break;
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case GHK_CHAT_SERVER: // send text to the server
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if (_networking && !_network_server) {
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ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER);
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}
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break;
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case GHK_CLOSE_NEWS: // close active news window
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if (!HideActiveNewsMessage()) return ES_NOT_HANDLED;
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break;
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case GHK_CLOSE_ERROR: // close active error window
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if (!HideActiveErrorMessage()) return ES_NOT_HANDLED;
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break;
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default: return ES_NOT_HANDLED;
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}
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return ES_HANDLED;
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}
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void OnScroll(Point delta) override
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{
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this->viewport->scrollpos_x += ScaleByZoom(delta.x, this->viewport->zoom);
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this->viewport->scrollpos_y += ScaleByZoom(delta.y, this->viewport->zoom);
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this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
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this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
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this->refresh_timeout.Reset();
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}
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void OnMouseWheel(int wheel) override
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{
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if (_settings_client.gui.scrollwheel_scrolling != 2) {
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ZoomInOrOutToCursorWindow(wheel < 0, this);
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}
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}
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void OnResize() override
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{
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if (this->viewport != nullptr) {
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NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
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nvp->UpdateViewportCoordinates(this);
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this->refresh_timeout.Reset();
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}
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}
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bool OnTooltip(Point pt, int widget, TooltipCloseCondition close_cond) override
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{
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if (widget != WID_M_VIEWPORT) return false;
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return this->viewport->overlay->ShowTooltip(pt, close_cond);
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}
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/**
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* Some data on this window has become invalid.
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* @param data Information about the changed data.
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* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
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*/
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void OnInvalidateData(int data = 0, bool gui_scope = true) override
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{
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if (!gui_scope) return;
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/* Forward the message to the appropriate toolbar (ingame or scenario editor) */
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InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true);
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}
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static HotkeyList hotkeys;
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};
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const uint16 _ghk_quit_keys[] = {'Q' | WKC_CTRL, 'Q' | WKC_META, 0};
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const uint16 _ghk_abandon_keys[] = {'W' | WKC_CTRL, 'W' | WKC_META, 0};
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const uint16 _ghk_chat_keys[] = {WKC_RETURN, 'T', 0};
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const uint16 _ghk_chat_all_keys[] = {WKC_SHIFT | WKC_RETURN, WKC_SHIFT | 'T', 0};
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const uint16 _ghk_chat_company_keys[] = {WKC_CTRL | WKC_RETURN, WKC_CTRL | 'T', 0};
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const uint16 _ghk_chat_server_keys[] = {WKC_CTRL | WKC_SHIFT | WKC_RETURN, WKC_CTRL | WKC_SHIFT | 'T', 0};
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static Hotkey global_hotkeys[] = {
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Hotkey(_ghk_quit_keys, "quit", GHK_QUIT),
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Hotkey(_ghk_abandon_keys, "abandon", GHK_ABANDON),
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Hotkey(WKC_BACKQUOTE, "console", GHK_CONSOLE),
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Hotkey('B' | WKC_CTRL, "bounding_boxes", GHK_BOUNDING_BOXES),
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Hotkey('I' | WKC_CTRL, "dirty_blocks", GHK_DIRTY_BLOCKS),
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Hotkey('C', "center", GHK_CENTER),
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Hotkey('Z', "center_zoom", GHK_CENTER_ZOOM),
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Hotkey(WKC_ESC, "reset_object_to_place", GHK_RESET_OBJECT_TO_PLACE),
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Hotkey(WKC_DELETE, "delete_windows", GHK_DELETE_WINDOWS),
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Hotkey(WKC_DELETE | WKC_SHIFT, "delete_all_windows", GHK_DELETE_NONVITAL_WINDOWS),
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Hotkey(WKC_DELETE | WKC_CTRL, "delete_all_messages", GHK_DELETE_ALL_MESSAGES),
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Hotkey('R' | WKC_CTRL, "refresh_screen", GHK_REFRESH_SCREEN),
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#if defined(_DEBUG)
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Hotkey('0' | WKC_ALT, "crash_game", GHK_CRASH),
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Hotkey('1' | WKC_ALT, "money", GHK_MONEY),
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Hotkey('2' | WKC_ALT, "update_coordinates", GHK_UPDATE_COORDS),
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#endif
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Hotkey('1' | WKC_CTRL, "transparency_signs", GHK_TOGGLE_TRANSPARENCY),
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Hotkey('2' | WKC_CTRL, "transparency_trees", GHK_TOGGLE_TRANSPARENCY + 1),
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Hotkey('3' | WKC_CTRL, "transparency_houses", GHK_TOGGLE_TRANSPARENCY + 2),
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Hotkey('4' | WKC_CTRL, "transparency_industries", GHK_TOGGLE_TRANSPARENCY + 3),
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Hotkey('5' | WKC_CTRL, "transparency_buildings", GHK_TOGGLE_TRANSPARENCY + 4),
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Hotkey('6' | WKC_CTRL, "transparency_bridges", GHK_TOGGLE_TRANSPARENCY + 5),
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Hotkey('7' | WKC_CTRL, "transparency_structures", GHK_TOGGLE_TRANSPARENCY + 6),
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Hotkey('8' | WKC_CTRL, "transparency_catenary", GHK_TOGGLE_TRANSPARENCY + 7),
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Hotkey('9' | WKC_CTRL, "transparency_loading", GHK_TOGGLE_TRANSPARENCY + 8),
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Hotkey('1' | WKC_CTRL | WKC_SHIFT, "invisibility_signs", GHK_TOGGLE_INVISIBILITY),
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Hotkey('2' | WKC_CTRL | WKC_SHIFT, "invisibility_trees", GHK_TOGGLE_INVISIBILITY + 1),
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Hotkey('3' | WKC_CTRL | WKC_SHIFT, "invisibility_houses", GHK_TOGGLE_INVISIBILITY + 2),
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Hotkey('4' | WKC_CTRL | WKC_SHIFT, "invisibility_industries", GHK_TOGGLE_INVISIBILITY + 3),
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Hotkey('5' | WKC_CTRL | WKC_SHIFT, "invisibility_buildings", GHK_TOGGLE_INVISIBILITY + 4),
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Hotkey('6' | WKC_CTRL | WKC_SHIFT, "invisibility_bridges", GHK_TOGGLE_INVISIBILITY + 5),
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Hotkey('7' | WKC_CTRL | WKC_SHIFT, "invisibility_structures", GHK_TOGGLE_INVISIBILITY + 6),
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Hotkey('8' | WKC_CTRL | WKC_SHIFT, "invisibility_catenary", GHK_TOGGLE_INVISIBILITY + 7),
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Hotkey('X' | WKC_CTRL, "transparency_toolbar", GHK_TRANSPARENCY_TOOLBAR),
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Hotkey('X', "toggle_transparency", GHK_TRANSPARANCY),
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Hotkey(_ghk_chat_keys, "chat", GHK_CHAT),
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Hotkey(_ghk_chat_all_keys, "chat_all", GHK_CHAT_ALL),
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Hotkey(_ghk_chat_company_keys, "chat_company", GHK_CHAT_COMPANY),
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Hotkey(_ghk_chat_server_keys, "chat_server", GHK_CHAT_SERVER),
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Hotkey(WKC_SPACE, "close_news", GHK_CLOSE_NEWS),
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Hotkey(WKC_SPACE, "close_error", GHK_CLOSE_ERROR),
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HOTKEY_LIST_END
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};
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HotkeyList MainWindow::hotkeys("global", global_hotkeys);
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|
|
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static WindowDesc _main_window_desc(
|
|
WDP_MANUAL, nullptr, 0, 0,
|
|
WC_MAIN_WINDOW, WC_NONE,
|
|
0,
|
|
_nested_main_window_widgets, lengthof(_nested_main_window_widgets),
|
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&MainWindow::hotkeys
|
|
);
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|
|
|
/**
|
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* Does the given keycode match one of the keycodes bound to 'quit game'?
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|
* @param keycode The keycode that was pressed by the user.
|
|
* @return True iff the keycode matches one of the hotkeys for 'quit'.
|
|
*/
|
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bool IsQuitKey(uint16 keycode)
|
|
{
|
|
int num = MainWindow::hotkeys.CheckMatch(keycode);
|
|
return num == GHK_QUIT;
|
|
}
|
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|
|
|
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void ShowSelectGameWindow();
|
|
|
|
/**
|
|
* Initialise the default colours (remaps and the likes), and load the main windows.
|
|
*/
|
|
void SetupColoursAndInitialWindow()
|
|
{
|
|
for (uint i = 0; i != 16; i++) {
|
|
const byte *b = GetNonSprite(PALETTE_RECOLOUR_START + i, SpriteType::Recolour);
|
|
|
|
assert(b);
|
|
memcpy(_colour_gradient[i], b + 0xC6, sizeof(_colour_gradient[i]));
|
|
}
|
|
|
|
new MainWindow(&_main_window_desc);
|
|
|
|
/* XXX: these are not done */
|
|
switch (_game_mode) {
|
|
default: NOT_REACHED();
|
|
case GM_MENU:
|
|
ShowSelectGameWindow();
|
|
break;
|
|
|
|
case GM_NORMAL:
|
|
case GM_EDITOR:
|
|
ShowVitalWindows();
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Show the vital in-game windows.
|
|
*/
|
|
void ShowVitalWindows()
|
|
{
|
|
AllocateToolbar();
|
|
|
|
/* Status bad only for normal games */
|
|
if (_game_mode == GM_EDITOR) return;
|
|
|
|
ShowStatusBar();
|
|
}
|
|
|
|
/**
|
|
* Size of the application screen changed.
|
|
* Adapt the game screen-size, re-allocate the open windows, and repaint everything
|
|
*/
|
|
void GameSizeChanged()
|
|
{
|
|
_cur_resolution.width = _screen.width;
|
|
_cur_resolution.height = _screen.height;
|
|
ScreenSizeChanged();
|
|
RelocateAllWindows(_screen.width, _screen.height);
|
|
MarkWholeScreenDirty();
|
|
}
|