OpenTTD-patches/src/window_type.h
Patric Stout 7634553d22 Feature: opt-in survey when exiting a game
On first start-up, the game will ask if you want to participate
in our automated survey. You have to opt-in, and can easily opt-out
(via the Options) at any time.

When opt-in, whenever you exit a game, a JSON blob will be send
to the survey server hosted by OpenTTD. This JSON blob contains
information that gives a global picture of the game just played:
- What settings were used
- How many humans vs AIs
- How long the game has been played
- Basic information about the OS / CPU

All this information is kept very generic, so there is no
chance we send private information to our survey server.
Nothing in the JSON blob could identify you as a person; it
mostly tells about the game played. At any time you can see
what the JSON blob includes, by pressing the "Preview Survey
Results" button in-game.
2023-05-14 23:22:02 +02:00

731 lines
15 KiB
C

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file window_type.h Types related to windows */
#ifndef WINDOW_TYPE_H
#define WINDOW_TYPE_H
/** %Window numbers. */
enum WindowNumberEnum {
WN_GAME_OPTIONS_AI = 0, ///< AI settings.
WN_GAME_OPTIONS_GS, ///< GS settings.
WN_GAME_OPTIONS_ABOUT, ///< About window.
WN_GAME_OPTIONS_NEWGRF_STATE, ///< NewGRF settings.
WN_GAME_OPTIONS_GAME_OPTIONS, ///< Game options.
WN_GAME_OPTIONS_GAME_SETTINGS, ///< Game settings.
WN_QUERY_STRING = 0, ///< Query string.
WN_QUERY_STRING_SIGN, ///< Query string for signs.
WN_CONFIRM_POPUP_QUERY = 0, ///< Query popup confirm.
WN_CONFIRM_POPUP_QUERY_BOOTSTRAP, ///< Query popup confirm for bootstrap.
WN_NETWORK_WINDOW_GAME = 0, ///< Network game window.
WN_NETWORK_WINDOW_CONTENT_LIST, ///< Network content list.
WN_NETWORK_WINDOW_START, ///< Network start server.
WN_NETWORK_STATUS_WINDOW_JOIN = 0, ///< Network join status.
WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD, ///< Network content download status.
};
/** %Window classes. */
enum WindowClass {
WC_NONE, ///< No window, redirects to WC_MAIN_WINDOW.
/**
* Main window; %Window numbers:
* - 0 = #MainWidgets
*/
WC_MAIN_WINDOW = WC_NONE,
/**
* Main toolbar (the long bar at the top); %Window numbers:
* - 0 = #ToolbarNormalWidgets
* - 0 = #ToolbarEditorWidgets
*/
WC_MAIN_TOOLBAR,
/**
* Statusbar (at the bottom of your screen); %Window numbers:
* - 0 = #StatusbarWidgets
*/
WC_STATUS_BAR,
/**
* Build toolbar; %Window numbers:
* - #TRANSPORT_RAIL = #RailToolbarWidgets
* - #TRANSPORT_AIR = #AirportToolbarWidgets
* - #TRANSPORT_WATER = #DockToolbarWidgets
* - #TRANSPORT_ROAD = #RoadToolbarWidgets
*/
WC_BUILD_TOOLBAR,
/**
* Scenario build toolbar; %Window numbers:
* - #TRANSPORT_WATER = #DockToolbarWidgets
* - #TRANSPORT_ROAD = #RoadToolbarWidgets
*/
WC_SCEN_BUILD_TOOLBAR,
/**
* Build trees toolbar; %Window numbers:
* - 0 = #BuildTreesWidgets
*/
WC_BUILD_TREES,
/**
* Transparency toolbar; %Window numbers:
* - 0 = #TransparencyToolbarWidgets
*/
WC_TRANSPARENCY_TOOLBAR,
/**
* Build signal toolbar; %Window numbers:
* - #TRANSPORT_RAIL = #BuildSignalWidgets
*/
WC_BUILD_SIGNAL,
/**
* Small map; %Window numbers:
* - 0 = #SmallMapWidgets
*/
WC_SMALLMAP,
/**
* Error message; %Window numbers:
* - 0 = #ErrorMessageWidgets
*/
WC_ERRMSG,
/**
* Tooltip window; %Window numbers:
* - 0 = #ToolTipsWidgets
*/
WC_TOOLTIPS,
/**
* Query string window; %Window numbers:
* - #WN_QUERY_STRING = #QueryStringWidgets
* - #WN_QUERY_STRING_SIGN = #QueryEditSignWidgets
*/
WC_QUERY_STRING,
/**
* Popup with confirm question; %Window numbers:
* - #WN_CONFIRM_POPUP_QUERY = #QueryWidgets
* - #WN_CONFIRM_POPUP_QUERY_BOOTSTRAP = #BootstrapAskForDownloadWidgets
*/
WC_CONFIRM_POPUP_QUERY,
/**
* Popup with a set of buttons, designed to ask the user a question
* from a GameScript. %Window numbers:
* - uniqueid = #GoalQuestionWidgets
*/
WC_GOAL_QUESTION,
/**
* Saveload window; %Window numbers:
* - 0 = #SaveLoadWidgets
*/
WC_SAVELOAD,
/**
* Land info window; %Window numbers:
* - 0 = #LandInfoWidgets
*/
WC_LAND_INFO,
/**
* Drop down menu; %Window numbers:
* - 0 = #DropdownMenuWidgets
*/
WC_DROPDOWN_MENU,
/**
* On Screen Keyboard; %Window numbers:
* - 0 = #OnScreenKeyboardWidgets
*/
WC_OSK,
/**
* Set date; %Window numbers:
* - #VehicleID = #SetDateWidgets
*/
WC_SET_DATE,
/**
* Script settings; %Window numbers:
* - 0 = #ScriptSettingsWidgets
*/
WC_SCRIPT_SETTINGS,
/**
* NewGRF parameters; %Window numbers:
* - 0 = #NewGRFParametersWidgets
*/
WC_GRF_PARAMETERS,
/**
* textfile; %Window numbers:
* - 0 = #TextfileWidgets
*/
WC_TEXTFILE,
/**
* Town authority; %Window numbers:
* - #TownID = #TownAuthorityWidgets
*/
WC_TOWN_AUTHORITY,
/**
* Vehicle details; %Window numbers:
* - #VehicleID = #VehicleDetailsWidgets
*/
WC_VEHICLE_DETAILS,
/**
* Vehicle refit; %Window numbers:
* - #VehicleID = #VehicleRefitWidgets
*/
WC_VEHICLE_REFIT,
/**
* Vehicle orders; %Window numbers:
* - #VehicleID = #OrderWidgets
*/
WC_VEHICLE_ORDERS,
/**
* Replace vehicle window; %Window numbers:
* - #VehicleType = #ReplaceVehicleWidgets
*/
WC_REPLACE_VEHICLE,
/**
* Vehicle timetable; %Window numbers:
* - #VehicleID = #VehicleTimetableWidgets
*/
WC_VEHICLE_TIMETABLE,
/**
* Company colour selection; %Window numbers:
* - #CompanyID = #SelectCompanyLiveryWidgets
*/
WC_COMPANY_COLOUR,
/**
* Alter company face window; %Window numbers:
* - #CompanyID = #SelectCompanyManagerFaceWidgets
*/
WC_COMPANY_MANAGER_FACE,
/**
* Select station (when joining stations); %Window numbers:
* - 0 = #JoinStationWidgets
*/
WC_SELECT_STATION,
/**
* News window; %Window numbers:
* - 0 = #NewsWidgets
*/
WC_NEWS_WINDOW,
/**
* Town directory; %Window numbers:
* - 0 = #TownDirectoryWidgets
*/
WC_TOWN_DIRECTORY,
/**
* Subsidies list; %Window numbers:
* - 0 = #SubsidyListWidgets
*/
WC_SUBSIDIES_LIST,
/**
* Industry directory; %Window numbers:
* - 0 = #IndustryDirectoryWidgets
*/
WC_INDUSTRY_DIRECTORY,
/**
* News history list; %Window numbers:
* - 0 = #MessageHistoryWidgets
*/
WC_MESSAGE_HISTORY,
/**
* Sign list; %Window numbers:
* - 0 = #SignListWidgets
*/
WC_SIGN_LIST,
/**
* Scripts list; %Window numbers:
* - 0 = #ScriptListWidgets
*/
WC_SCRIPT_LIST,
/**
* Goals list; %Window numbers:
* - 0 ; #GoalListWidgets
*/
WC_GOALS_LIST,
/**
* Story book; %Window numbers:
* - CompanyID = #StoryBookWidgets
*/
WC_STORY_BOOK,
/**
* Station list; %Window numbers:
* - #CompanyID = #StationListWidgets
*/
WC_STATION_LIST,
/**
* Trains list; %Window numbers:
* - Packed value = #GroupListWidgets / #VehicleListWidgets
*/
WC_TRAINS_LIST,
/**
* Road vehicle list; %Window numbers:
* - Packed value = #GroupListWidgets / #VehicleListWidgets
*/
WC_ROADVEH_LIST,
/**
* Ships list; %Window numbers:
* - Packed value = #GroupListWidgets / #VehicleListWidgets
*/
WC_SHIPS_LIST,
/**
* Aircraft list; %Window numbers:
* - Packed value = #GroupListWidgets / #VehicleListWidgets
*/
WC_AIRCRAFT_LIST,
/**
* Town view; %Window numbers:
* - #TownID = #TownViewWidgets
*/
WC_TOWN_VIEW,
/**
* Vehicle view; %Window numbers:
* - #VehicleID = #VehicleViewWidgets
*/
WC_VEHICLE_VIEW,
/**
* Station view; %Window numbers:
* - #StationID = #StationViewWidgets
*/
WC_STATION_VIEW,
/**
* Depot view; %Window numbers:
* - #TileIndex = #DepotWidgets
*/
WC_VEHICLE_DEPOT,
/**
* Waypoint view; %Window numbers:
* - #WaypointID = #WaypointWidgets
*/
WC_WAYPOINT_VIEW,
/**
* Industry view; %Window numbers:
* - #IndustryID = #IndustryViewWidgets
*/
WC_INDUSTRY_VIEW,
/**
* Company view; %Window numbers:
* - #CompanyID = #CompanyWidgets
*/
WC_COMPANY,
/**
* Build object; %Window numbers:
* - 0 = #BuildObjectWidgets
*/
WC_BUILD_OBJECT,
/**
* Build vehicle; %Window numbers:
* - #VehicleType = #BuildVehicleWidgets
* - #TileIndex = #BuildVehicleWidgets
*/
WC_BUILD_VEHICLE,
/**
* Build bridge; %Window numbers:
* - #TransportType = #BuildBridgeSelectionWidgets
*/
WC_BUILD_BRIDGE,
/**
* Build station; %Window numbers:
* - #TRANSPORT_AIR = #AirportPickerWidgets
* - #TRANSPORT_WATER = #DockToolbarWidgets
* - #TRANSPORT_RAIL = #BuildRailStationWidgets
*/
WC_BUILD_STATION,
/**
* Build bus station; %Window numbers:
* - #TRANSPORT_ROAD = #BuildRoadStationWidgets
*/
WC_BUS_STATION,
/**
* Build truck station; %Window numbers:
* - #TRANSPORT_ROAD = #BuildRoadStationWidgets
*/
WC_TRUCK_STATION,
/**
* Build depot; %Window numbers:
* - #TRANSPORT_WATER = #BuildDockDepotWidgets
* - #TRANSPORT_RAIL = #BuildRailDepotWidgets
* - #TRANSPORT_ROAD = #BuildRoadDepotWidgets
*/
WC_BUILD_DEPOT,
/**
* Build waypoint; %Window numbers:
* - #TRANSPORT_RAIL = #BuildRailWaypointWidgets
*/
WC_BUILD_WAYPOINT,
/**
* Found a town; %Window numbers:
* - 0 = #TownFoundingWidgets
*/
WC_FOUND_TOWN,
/**
* Build industry; %Window numbers:
* - 0 = #DynamicPlaceIndustriesWidgets
*/
WC_BUILD_INDUSTRY,
/**
* Select game window; %Window numbers:
* - 0 = #SelectGameIntroWidgets
*/
WC_SELECT_GAME,
/**
* Landscape generation (in Scenario Editor); %Window numbers:
* - 0 = #TerraformToolbarWidgets
* - 0 = #EditorTerraformToolbarWidgets
*/
WC_SCEN_LAND_GEN,
/**
* Generate landscape (newgame); %Window numbers:
* - GLWM_SCENARIO = #CreateScenarioWidgets
* - #GenerateLandscapeWindowMode = #GenerateLandscapeWidgets
*/
WC_GENERATE_LANDSCAPE,
/**
* Progress report of landscape generation; %Window numbers:
* - 0 = #GenerationProgressWidgets
* - 1 = #ScanProgressWidgets
*/
WC_MODAL_PROGRESS,
/**
* Network window; %Window numbers:
* - #WN_NETWORK_WINDOW_GAME = #NetworkGameWidgets
* - #WN_NETWORK_WINDOW_CONTENT_LIST = #NetworkContentListWidgets
* - #WN_NETWORK_WINDOW_START = #NetworkStartServerWidgets
*/
WC_NETWORK_WINDOW,
/**
* Client list; %Window numbers:
* - 0 = #ClientListWidgets
*/
WC_CLIENT_LIST,
/**
* Network status window; %Window numbers:
* - #WN_NETWORK_STATUS_WINDOW_JOIN = #NetworkJoinStatusWidgets
* - #WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD = #NetworkContentDownloadStatusWidgets
*/
WC_NETWORK_STATUS_WINDOW,
/**
* Network ask relay window; %Window numbers:
* - 0 - #NetworkAskRelayWidgets
*/
WC_NETWORK_ASK_RELAY,
/**
* Network ask survey window; %Window numbers:
* - 0 - #NetworkAskSurveyWidgets
*/
WC_NETWORK_ASK_SURVEY,
/**
* Chatbox; %Window numbers:
* - #DestType = #NetWorkChatWidgets
*/
WC_SEND_NETWORK_MSG,
/**
* Company password query; %Window numbers:
* - 0 = #NetworkCompanyPasswordWidgets
*/
WC_COMPANY_PASSWORD_WINDOW,
/**
* Industry cargoes chain; %Window numbers:
* - 0 = #IndustryCargoesWidgets
*/
WC_INDUSTRY_CARGOES,
/**
* Legend for graphs; %Window numbers:
* - 0 = #GraphLegendWidgets
*/
WC_GRAPH_LEGEND,
/**
* Finances of a company; %Window numbers:
* - #CompanyID = #CompanyWidgets
*/
WC_FINANCES,
/**
* Income graph; %Window numbers:
* - 0 = #CompanyValueWidgets
*/
WC_INCOME_GRAPH,
/**
* Operating profit graph; %Window numbers:
* - 0 = #CompanyValueWidgets
*/
WC_OPERATING_PROFIT,
/**
* Delivered cargo graph; %Window numbers:
* - 0 = #CompanyValueWidgets
*/
WC_DELIVERED_CARGO,
/**
* Performance history graph; %Window numbers:
* - 0 = #PerformanceHistoryGraphWidgets
*/
WC_PERFORMANCE_HISTORY,
/**
* Company value graph; %Window numbers:
* - 0 = #CompanyValueWidgets
*/
WC_COMPANY_VALUE,
/**
* Company league window; %Window numbers:
* - 0 = #CompanyLeagueWidgets
*/
WC_COMPANY_LEAGUE,
/**
* Payment rates graph; %Window numbers:
* - 0 = #CargoPaymentRatesWidgets
*/
WC_PAYMENT_RATES,
/**
* Performance detail window; %Window numbers:
* - 0 = #PerformanceRatingDetailsWidgets
*/
WC_PERFORMANCE_DETAIL,
/**
* Company infrastructure overview; %Window numbers:
* - #CompanyID = #CompanyInfrastructureWidgets
*/
WC_COMPANY_INFRASTRUCTURE,
/**
* Buyout company (merger); %Window numbers:
* - #CompanyID = #BuyCompanyWidgets
*/
WC_BUY_COMPANY,
/**
* Engine preview window; %Window numbers:
* - #EngineID = #EnginePreviewWidgets
*/
WC_ENGINE_PREVIEW,
/**
* Music window; %Window numbers:
* - 0 = #MusicWidgets
*/
WC_MUSIC_WINDOW,
/**
* Music track selection; %Window numbers:
* - 0 = MusicTrackSelectionWidgets
*/
WC_MUSIC_TRACK_SELECTION,
/**
* Game options window; %Window numbers:
* - #WN_GAME_OPTIONS_AI = #AIConfigWidgets
* - #WN_GAME_OPTIONS_GS = #GSConfigWidgets
* - #WN_GAME_OPTIONS_ABOUT = #AboutWidgets
* - #WN_GAME_OPTIONS_NEWGRF_STATE = #NewGRFStateWidgets
* - #WN_GAME_OPTIONS_GAME_OPTIONS = #GameOptionsWidgets
* - #WN_GAME_OPTIONS_GAME_SETTINGS = #GameSettingsWidgets
*/
WC_GAME_OPTIONS,
/**
* Custom currency; %Window numbers:
* - 0 = #CustomCurrencyWidgets
*/
WC_CUSTOM_CURRENCY,
/**
* Cheat window; %Window numbers:
* - 0 = #CheatWidgets
*/
WC_CHEATS,
/**
* Extra viewport; %Window numbers:
* - Ascending value = #ExtraViewportWidgets
*/
WC_EXTRA_VIEWPORT,
/**
* Console; %Window numbers:
* - 0 = #ConsoleWidgets
*/
WC_CONSOLE,
/**
* Bootstrap; %Window numbers:
* - 0 = #BootstrapBackgroundWidgets
*/
WC_BOOTSTRAP,
/**
* Highscore; %Window numbers:
* - 0 = #HighscoreWidgets
*/
WC_HIGHSCORE,
/**
* Endscreen; %Window numbers:
* - 0 = #HighscoreWidgets
*/
WC_ENDSCREEN,
/**
* Script debug window; %Window numbers:
* - 0 = #ScriptDebugWidgets
*/
WC_SCRIPT_DEBUG,
/**
* NewGRF inspect (debug); %Window numbers:
* - Packed value = #NewGRFInspectWidgets
*/
WC_NEWGRF_INSPECT,
/**
* Sprite aligner (debug); %Window numbers:
* - 0 = #SpriteAlignerWidgets
*/
WC_SPRITE_ALIGNER,
/**
* Linkgraph legend; %Window numbers:
* - 0 = #LinkGraphWidgets
*/
WC_LINKGRAPH_LEGEND,
/**
* Save preset; %Window numbers:
* - 0 = #SavePresetWidgets
*/
WC_SAVE_PRESET,
/**
* Framerate display; %Window numbers:
* - 0 = #FramerateDisplayWidgets
*/
WC_FRAMERATE_DISPLAY,
/**
* Frame time graph; %Window numbers:
* - 0 = #FrametimeGraphWindowWidgets
*/
WC_FRAMETIME_GRAPH,
/**
* Screenshot window; %Window numbers:
* - 0 = #ScreenshotWidgets
*/
WC_SCREENSHOT,
WC_INVALID = 0xFFFF, ///< Invalid window.
};
/** Data value for #Window::OnInvalidateData() of windows with class #WC_GAME_OPTIONS. */
enum GameOptionsInvalidationData {
GOID_DEFAULT = 0,
GOID_NEWGRF_RESCANNED, ///< NewGRFs were just rescanned.
GOID_NEWGRF_CURRENT_LOADED, ///< The current list of active NewGRF has been loaded.
GOID_NEWGRF_LIST_EDITED, ///< List of active NewGRFs is being edited.
GOID_NEWGRF_CHANGES_MADE, ///< Changes have been made to a given NewGRF either through the palette or its parameters.
GOID_NEWGRF_CHANGES_APPLIED, ///< The active NewGRF list changes have been applied.
};
struct Window;
/** Number to differentiate different windows of the same class */
typedef int32 WindowNumber;
/** State of handling an event. */
enum EventState {
ES_HANDLED, ///< The passed event is handled.
ES_NOT_HANDLED, ///< The passed event is not handled.
};
#endif /* WINDOW_TYPE_H */