OpenTTD/src/main_gui.cpp
belugas 77ee099212 (svn r14104) -Feature: Add a window for waypoints, allowing to view all the trains having the selected waypoint in their orders.
Changing its name is also supported from the same new window.
Gui based on work done by Satyap, on FS#2025.
2008-08-20 01:29:05 +00:00

434 lines
12 KiB
C++

/* $Id$ */
/** @file main_gui.cpp Handling of the main viewport. */
#include "stdafx.h"
#include "openttd.h"
#include "currency.h"
#include "spritecache.h"
#include "gui.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "command_func.h"
#include "news_gui.h"
#include "console_gui.h"
#include "waypoint.h"
#include "genworld.h"
#include "transparency_gui.h"
#include "date_func.h"
#include "functions.h"
#include "sound_func.h"
#include "transparency.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "string_func.h"
#include "player_base.h"
#include "player_func.h"
#include "player_gui.h"
#include "settings_type.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "variables.h"
#include "tilehighlight_func.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/network_gui.h"
#include "table/sprites.h"
#include "table/strings.h"
static int _rename_id = 1;
static int _rename_what = -1;
void CcGiveMoney(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
#ifdef ENABLE_NETWORK
if (!success || !_settings_game.economy.give_money) return;
char msg[20];
/* Inform the player of this action */
snprintf(msg, sizeof(msg), "%d", p1);
if (!_network_server) {
NetworkClientSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg);
} else {
NetworkServerSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, NETWORK_SERVER_INDEX);
}
#endif /* ENABLE_NETWORK */
}
void HandleOnEditText(const char *str)
{
int id = _rename_id;
_cmd_text = str;
switch (_rename_what) {
#ifdef ENABLE_NETWORK
case 3: { // Give money, you can only give money in excess of loan
const Player *p = GetPlayer(_current_player);
Money money = min(p->player_money - p->current_loan, (Money)(atoi(str) / _currency->rate));
uint32 money_c = Clamp(ClampToI32(money), 0, 20000000); // Clamp between 20 million and 0
/* Give 'id' the money, and substract it from ourself */
DoCommandP(0, money_c, id, CcGiveMoney, CMD_GIVE_MONEY | CMD_MSG(STR_INSUFFICIENT_FUNDS));
} break;
#endif /* ENABLE_NETWORK */
default: NOT_REACHED();
}
_rename_id = _rename_what = -1;
}
/**
* This code is shared for the majority of the pushbuttons.
* Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
*
* @param w Window which called the function
* @param widget ID of the widget (=button) that called this function
* @param cursor How should the cursor image change? E.g. cursor with depot image in it
* @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
* @param placeproc Procedure which will be called when someone clicks on the map
* @return true if the button is clicked, false if it's unclicked
*/
bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, ViewportHighlightMode mode, PlaceProc *placeproc)
{
if (w->IsWidgetDisabled(widget)) return false;
SndPlayFx(SND_15_BEEP);
w->SetDirty();
if (w->IsWidgetLowered(widget)) {
ResetObjectToPlace();
return false;
}
SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
w->LowerWidget(widget);
_place_proc = placeproc;
return true;
}
void CcPlaySound10(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) SndPlayTileFx(SND_12_EXPLOSION, tile);
}
#ifdef ENABLE_NETWORK
void ShowNetworkGiveMoneyWindow(PlayerID player)
{
_rename_id = player;
_rename_what = 3;
ShowQueryString(STR_EMPTY, STR_NETWORK_GIVE_MONEY_CAPTION, 30, 180, NULL, CS_NUMERAL);
}
#endif /* ENABLE_NETWORK */
/* Zooms a viewport in a window in or out */
/* No button handling or what so ever */
bool DoZoomInOutWindow(int how, Window *w)
{
ViewPort *vp;
assert(w != NULL);
vp = w->viewport;
switch (how) {
case ZOOM_IN:
if (vp->zoom == ZOOM_LVL_MIN) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
vp->virtual_width >>= 1;
vp->virtual_height >>= 1;
w->viewport->scrollpos_x += vp->virtual_width >> 1;
w->viewport->scrollpos_y += vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
break;
case ZOOM_OUT:
if (vp->zoom == ZOOM_LVL_MAX) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom + 1);
w->viewport->scrollpos_x -= vp->virtual_width >> 1;
w->viewport->scrollpos_y -= vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
vp->virtual_width <<= 1;
vp->virtual_height <<= 1;
break;
}
if (vp != NULL) { // the vp can be null when how == ZOOM_NONE
vp->virtual_left = w->viewport->scrollpos_x;
vp->virtual_top = w->viewport->scrollpos_y;
}
w->SetDirty();
/* Update the windows that have zoom-buttons to perhaps disable their buttons */
InvalidateThisWindowData(w);
return true;
}
void ZoomInOrOutToCursorWindow(bool in, Window *w)
{
assert(w != NULL);
if (_game_mode != GM_MENU) {
ViewPort *vp = w->viewport;
if ((in && vp->zoom == ZOOM_LVL_MIN) || (!in && vp->zoom == ZOOM_LVL_MAX))
return;
Point pt = GetTileZoomCenterWindow(in,w);
if (pt.x != -1) {
ScrollWindowTo(pt.x, pt.y, w, true);
DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
}
}
}
extern void UpdateAllStationVirtCoord();
struct MainWindow : Window
{
MainWindow(int width, int height) : Window(0, 0, width, height, WC_MAIN_WINDOW, NULL)
{
InitializeWindowViewport(this, 0, 0, width, height, TileXY(32, 32), ZOOM_LVL_VIEWPORT);
}
virtual void OnPaint()
{
this->DrawViewport();
if (_game_mode == GM_MENU) {
int off_x = _screen.width / 2;
DrawSprite(SPR_OTTD_O, PAL_NONE, off_x - 120, 50);
DrawSprite(SPR_OTTD_P, PAL_NONE, off_x - 86, 50);
DrawSprite(SPR_OTTD_E, PAL_NONE, off_x - 53, 50);
DrawSprite(SPR_OTTD_N, PAL_NONE, off_x - 22, 50);
DrawSprite(SPR_OTTD_T, PAL_NONE, off_x + 34, 50);
DrawSprite(SPR_OTTD_T, PAL_NONE, off_x + 65, 50);
DrawSprite(SPR_OTTD_D, PAL_NONE, off_x + 96, 50);
}
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
switch (keycode) {
case 'Q' | WKC_CTRL:
case 'Q' | WKC_META:
HandleExitGameRequest();
return ES_HANDLED;
}
/* Disable all key shortcuts, except quit shortcuts when
* generating the world, otherwise they create threading
* problem during the generating, resulting in random
* assertions that are hard to trigger and debug */
if (IsGeneratingWorld()) return ES_NOT_HANDLED;
if (keycode == WKC_BACKQUOTE) {
IConsoleSwitch();
return ES_HANDLED;
}
if (keycode == ('B' | WKC_CTRL)) {
extern bool _draw_bounding_boxes;
_draw_bounding_boxes = !_draw_bounding_boxes;
MarkWholeScreenDirty();
return ES_HANDLED;
}
if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
switch (keycode) {
case 'C':
case 'Z': {
Point pt = GetTileBelowCursor();
if (pt.x != -1) {
if (keycode == 'Z') MaxZoomInOut(ZOOM_IN, this);
ScrollMainWindowTo(pt.x, pt.y);
}
break;
}
case WKC_ESC: ResetObjectToPlace(); break;
case WKC_DELETE: DeleteNonVitalWindows(); break;
case WKC_DELETE | WKC_SHIFT: DeleteAllNonVitalWindows(); break;
case 'R' | WKC_CTRL: MarkWholeScreenDirty(); break;
#if defined(_DEBUG)
case '0' | WKC_ALT: // Crash the game
*(byte*)0 = 0;
break;
case '1' | WKC_ALT: // Gimme money
/* Server can not cheat in advertise mode either! */
if (!_networking || !_network_server || !_settings_client.network.server_advertise)
DoCommandP(0, 10000000, 0, NULL, CMD_MONEY_CHEAT);
break;
case '2' | WKC_ALT: // Update the coordinates of all station signs
UpdateAllStationVirtCoord();
break;
#endif
case '1' | WKC_CTRL:
case '2' | WKC_CTRL:
case '3' | WKC_CTRL:
case '4' | WKC_CTRL:
case '5' | WKC_CTRL:
case '6' | WKC_CTRL:
case '7' | WKC_CTRL:
case '8' | WKC_CTRL:
case '9' | WKC_CTRL:
/* Transparency toggle hot keys */
ToggleTransparency((TransparencyOption)(keycode - ('1' | WKC_CTRL)));
MarkWholeScreenDirty();
break;
case '1' | WKC_CTRL | WKC_SHIFT:
case '2' | WKC_CTRL | WKC_SHIFT:
case '3' | WKC_CTRL | WKC_SHIFT:
case '4' | WKC_CTRL | WKC_SHIFT:
case '5' | WKC_CTRL | WKC_SHIFT:
case '6' | WKC_CTRL | WKC_SHIFT:
case '7' | WKC_CTRL | WKC_SHIFT:
case '8' | WKC_CTRL | WKC_SHIFT:
/* Invisibility toggle hot keys */
ToggleInvisibilityWithTransparency((TransparencyOption)(keycode - ('1' | WKC_CTRL | WKC_SHIFT)));
MarkWholeScreenDirty();
break;
case 'X' | WKC_CTRL:
ShowTransparencyToolbar();
break;
case 'X':
ResetRestoreAllTransparency();
break;
#ifdef ENABLE_NETWORK
case WKC_RETURN: case 'T': // smart chat; send to team if any, otherwise to all
if (_networking) {
const NetworkClientInfo *cio = NetworkFindClientInfoFromIndex(_network_own_client_index);
bool teamchat = false;
if (cio == NULL) break;
/* Only players actually playing can speak to team. Eg spectators cannot */
if (_settings_client.gui.prefer_teamchat && IsValidPlayerID(cio->client_playas)) {
const NetworkClientInfo *ci;
FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
if (ci->client_playas == cio->client_playas && ci != cio) {
teamchat = true;
break;
}
}
}
ShowNetworkChatQueryWindow(teamchat ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
}
break;
case WKC_SHIFT | WKC_RETURN: case WKC_SHIFT | 'T': // send text message to all players
if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
break;
case WKC_CTRL | WKC_RETURN: case WKC_CTRL | 'T': // send text to all team mates
if (_networking) {
const NetworkClientInfo *cio = NetworkFindClientInfoFromIndex(_network_own_client_index);
if (cio == NULL) break;
ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
}
break;
#endif
default: return ES_NOT_HANDLED;
}
return ES_HANDLED;
}
virtual void OnScroll(Point delta)
{
ViewPort *vp = IsPtInWindowViewport(this, _cursor.pos.x, _cursor.pos.y);
if (vp == NULL) {
_cursor.fix_at = false;
_scrolling_viewport = false;
}
this->viewport->scrollpos_x += ScaleByZoom(delta.x, vp->zoom);
this->viewport->scrollpos_y += ScaleByZoom(delta.y, vp->zoom);
this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
};
virtual void OnMouseWheel(int wheel)
{
ZoomInOrOutToCursorWindow(wheel < 0, this);
}
virtual void OnInvalidateData(int data)
{
/* Forward the message to the appropiate toolbar (ingame or scenario editor) */
InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data);
}
};
void ShowSelectGameWindow();
void SetupColorsAndInitialWindow()
{
for (uint i = 0; i != 16; i++) {
const byte *b = GetNonSprite(PALETTE_RECOLOR_START + i);
assert(b);
memcpy(_colour_gradient[i], b + 0xC6, sizeof(_colour_gradient[i]));
}
new MainWindow(_screen.width, _screen.height);
/* XXX: these are not done */
switch (_game_mode) {
default: NOT_REACHED();
case GM_MENU:
ShowSelectGameWindow();
break;
case GM_NORMAL:
case GM_EDITOR:
ShowVitalWindows();
break;
}
}
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();
}