OpenTTD/src/intro_gui.cpp
Peter Nelson e8015e497d Codechange: Use begin/end of nwidget parts of begin/length.
This simplifies processing nwidget parts as, unlike the remaining length, the pointer to the end of the list never changes. This is the same principle as we use(d) for tracking end instead of length for C-style strings.

And this removes 160~ instances of the lengthof() macro.
2023-09-04 10:20:45 +01:00

544 lines
20 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 intro_gui.cpp The main menu GUI. */
#include "stdafx.h"
#include "error.h"
#include "gui.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "network/network.h"
#include "genworld.h"
#include "network/network_gui.h"
#include "network/network_content.h"
#include "network/network_survey.h"
#include "landscape_type.h"
#include "landscape.h"
#include "strings_func.h"
#include "fios.h"
#include "ai/ai_gui.hpp"
#include "game/game_gui.hpp"
#include "gfx_func.h"
#include "core/geometry_func.hpp"
#include "language.h"
#include "rev.h"
#include "highscore.h"
#include "signs_base.h"
#include "viewport_func.h"
#include "vehicle_base.h"
#include <regex>
#include "widgets/intro_widget.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "safeguards.h"
/**
* A viewport command for the main menu background (intro game).
*/
struct IntroGameViewportCommand {
/** Horizontal alignment value. */
enum AlignmentH : byte {
LEFT,
CENTRE,
RIGHT,
};
/** Vertical alignment value. */
enum AlignmentV : byte {
TOP,
MIDDLE,
BOTTOM,
};
int command_index = 0; ///< Sequence number of the command (order they are performed in).
Point position{ 0, 0 }; ///< Calculated world coordinate to position viewport top-left at.
VehicleID vehicle = INVALID_VEHICLE; ///< Vehicle to follow, or INVALID_VEHICLE if not following a vehicle.
uint delay = 0; ///< Delay until next command.
int zoom_adjust = 0; ///< Adjustment to zoom level from base zoom level.
bool pan_to_next = false; ///< If true, do a smooth pan from this position to the next.
AlignmentH align_h = CENTRE; ///< Horizontal alignment.
AlignmentV align_v = MIDDLE; ///< Vertical alignment.
/**
* Calculate effective position.
* This will update the position field if a vehicle is followed.
* @param vp Viewport to calculate position for.
* @return Calculated position in the viewport.
*/
Point PositionForViewport(const Viewport *vp)
{
if (this->vehicle != INVALID_VEHICLE) {
const Vehicle *v = Vehicle::Get(this->vehicle);
this->position = RemapCoords(v->x_pos, v->y_pos, v->z_pos);
}
Point p;
switch (this->align_h) {
case LEFT: p.x = this->position.x; break;
case CENTRE: p.x = this->position.x - vp->virtual_width / 2; break;
case RIGHT: p.x = this->position.x - vp->virtual_width; break;
}
switch (this->align_v) {
case TOP: p.y = this->position.y; break;
case MIDDLE: p.y = this->position.y - vp->virtual_height / 2; break;
case BOTTOM: p.y = this->position.y - vp->virtual_height; break;
}
return p;
}
};
struct SelectGameWindow : public Window {
/** Vector of viewport commands parsed. */
std::vector<IntroGameViewportCommand> intro_viewport_commands;
/** Index of currently active viewport command. */
size_t cur_viewport_command_index;
/** Time spent (milliseconds) on current viewport command. */
uint cur_viewport_command_time;
uint mouse_idle_time;
Point mouse_idle_pos;
/**
* Find and parse all viewport command signs.
* Fills the intro_viewport_commands vector and deletes parsed signs from the world.
*/
void ReadIntroGameViewportCommands()
{
intro_viewport_commands.clear();
/* Regular expression matching the commands: T, spaces, integer, spaces, flags, spaces, integer */
const char *sign_langauge = "^T\\s*([0-9]+)\\s*([-+A-Z0-9]+)\\s*([0-9]+)";
std::regex re(sign_langauge, std::regex_constants::icase);
/* List of signs successfully parsed to delete afterwards. */
std::vector<SignID> signs_to_delete;
for (const Sign *sign : Sign::Iterate()) {
std::smatch match;
if (std::regex_search(sign->name, match, re)) {
IntroGameViewportCommand vc;
/* Sequence index from the first matching group. */
vc.command_index = std::stoi(match[1].str());
/* Sign coordinates for positioning. */
vc.position = RemapCoords(sign->x, sign->y, sign->z);
/* Delay from the third matching group. */
vc.delay = std::stoi(match[3].str()) * 1000; // milliseconds
/* Parse flags from second matching group. */
enum IdType {
ID_NONE, ID_VEHICLE
} id_type = ID_NONE;
for (char c : match[2].str()) {
if (isdigit(c)) {
if (id_type == ID_VEHICLE) {
vc.vehicle = vc.vehicle * 10 + (c - '0');
}
} else {
id_type = ID_NONE;
switch (toupper(c)) {
case '-': vc.zoom_adjust = +1; break;
case '+': vc.zoom_adjust = -1; break;
case 'T': vc.align_v = IntroGameViewportCommand::TOP; break;
case 'M': vc.align_v = IntroGameViewportCommand::MIDDLE; break;
case 'B': vc.align_v = IntroGameViewportCommand::BOTTOM; break;
case 'L': vc.align_h = IntroGameViewportCommand::LEFT; break;
case 'C': vc.align_h = IntroGameViewportCommand::CENTRE; break;
case 'R': vc.align_h = IntroGameViewportCommand::RIGHT; break;
case 'P': vc.pan_to_next = true; break;
case 'V': id_type = ID_VEHICLE; vc.vehicle = 0; break;
}
}
}
/* Successfully parsed, store. */
intro_viewport_commands.push_back(vc);
signs_to_delete.push_back(sign->index);
}
}
/* Sort the commands by sequence index. */
std::sort(intro_viewport_commands.begin(), intro_viewport_commands.end(), [](const IntroGameViewportCommand &a, const IntroGameViewportCommand &b) { return a.command_index < b.command_index; });
/* Delete all the consumed signs, from last ID to first ID. */
std::sort(signs_to_delete.begin(), signs_to_delete.end(), [](SignID a, SignID b) { return a > b; });
for (SignID sign_id : signs_to_delete) {
delete Sign::Get(sign_id);
}
}
SelectGameWindow(WindowDesc *desc) : Window(desc)
{
this->CreateNestedTree();
this->FinishInitNested(0);
this->OnInvalidateData();
this->ReadIntroGameViewportCommands();
this->cur_viewport_command_index = (size_t)-1;
this->cur_viewport_command_time = 0;
this->mouse_idle_time = 0;
this->mouse_idle_pos = _cursor.pos;
}
void OnRealtimeTick(uint delta_ms) override
{
/* Move the main game viewport according to intro viewport commands. */
if (intro_viewport_commands.empty()) return;
bool suppress_panning = true;
if (this->mouse_idle_pos.x != _cursor.pos.x || this->mouse_idle_pos.y != _cursor.pos.y) {
this->mouse_idle_pos = _cursor.pos;
this->mouse_idle_time = 2000;
} else if (this->mouse_idle_time > delta_ms) {
this->mouse_idle_time -= delta_ms;
} else {
this->mouse_idle_time = 0;
suppress_panning = false;
}
/* Determine whether to move to the next command or stay at current. */
bool changed_command = false;
if (this->cur_viewport_command_index >= intro_viewport_commands.size()) {
/* Reached last, rotate back to start of the list. */
this->cur_viewport_command_index = 0;
changed_command = true;
} else {
/* Check if current command has elapsed and switch to next. */
this->cur_viewport_command_time += delta_ms;
if (this->cur_viewport_command_time >= intro_viewport_commands[this->cur_viewport_command_index].delay) {
this->cur_viewport_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size();
this->cur_viewport_command_time = 0;
changed_command = true;
}
}
IntroGameViewportCommand &vc = intro_viewport_commands[this->cur_viewport_command_index];
Window *mw = GetMainWindow();
Viewport *vp = mw->viewport;
/* Early exit if the current command hasn't elapsed and isn't animated. */
if (!changed_command && !vc.pan_to_next && vc.vehicle == INVALID_VEHICLE) return;
/* Suppress panning commands, while user interacts with GUIs. */
if (!changed_command && suppress_panning) return;
/* Reset the zoom level. */
if (changed_command) FixTitleGameZoom(vc.zoom_adjust);
/* Calculate current command position (updates followed vehicle coordinates). */
Point pos = vc.PositionForViewport(vp);
/* Calculate panning (linear interpolation between current and next command position). */
if (vc.pan_to_next) {
size_t next_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size();
IntroGameViewportCommand &nvc = intro_viewport_commands[next_command_index];
Point pos2 = nvc.PositionForViewport(vp);
const double t = this->cur_viewport_command_time / (double)vc.delay;
pos.x = pos.x + (int)(t * (pos2.x - pos.x));
pos.y = pos.y + (int)(t * (pos2.y - pos.y));
}
/* Update the viewport position. */
mw->viewport->dest_scrollpos_x = mw->viewport->scrollpos_x = pos.x;
mw->viewport->dest_scrollpos_y = mw->viewport->scrollpos_y = pos.y;
UpdateViewportPosition(mw);
mw->SetDirty(); // Required during panning, otherwise logo graphics disappears
/* If there is only one command, we just executed it and don't need to do any more */
if (intro_viewport_commands.size() == 1 && vc.vehicle == INVALID_VEHICLE) intro_viewport_commands.clear();
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* @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.
*/
void OnInvalidateData(int data = 0, bool gui_scope = true) override
{
if (!gui_scope) return;
this->SetWidgetLoweredState(WID_SGI_TEMPERATE_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(WID_SGI_ARCTIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_ARCTIC);
this->SetWidgetLoweredState(WID_SGI_TROPIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TROPIC);
this->SetWidgetLoweredState(WID_SGI_TOYLAND_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TOYLAND);
}
void OnInit() override
{
bool missing_sprites = _missing_extra_graphics > 0 && !IsReleasedVersion();
this->GetWidget<NWidgetStacked>(WID_SGI_BASESET_SELECTION)->SetDisplayedPlane(missing_sprites ? 0 : SZSP_NONE);
bool missing_lang = _current_language->missing >= _settings_client.gui.missing_strings_threshold && !IsReleasedVersion();
this->GetWidget<NWidgetStacked>(WID_SGI_TRANSLATION_SELECTION)->SetDisplayedPlane(missing_lang ? 0 : SZSP_NONE);
}
void DrawWidget(const Rect &r, int widget) const override
{
switch (widget) {
case WID_SGI_BASESET:
SetDParam(0, _missing_extra_graphics);
DrawStringMultiLine(r.left, r.right, r.top, r.bottom, STR_INTRO_BASESET, TC_FROMSTRING, SA_CENTER);
break;
case WID_SGI_TRANSLATION:
SetDParam(0, _current_language->missing);
DrawStringMultiLine(r.left, r.right, r.top, r.bottom, STR_INTRO_TRANSLATION, TC_FROMSTRING, SA_CENTER);
break;
}
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
StringID str = 0;
switch (widget) {
case WID_SGI_BASESET:
SetDParam(0, _missing_extra_graphics);
str = STR_INTRO_BASESET;
break;
case WID_SGI_TRANSLATION:
SetDParam(0, _current_language->missing);
str = STR_INTRO_TRANSLATION;
break;
}
if (str != 0) {
int height = GetStringHeight(str, size->width);
if (height > 3 * FONT_HEIGHT_NORMAL) {
/* Don't let the window become too high. */
Dimension textdim = GetStringBoundingBox(str);
textdim.height *= 3;
textdim.width -= textdim.width / 2;
*size = maxdim(*size, textdim);
} else {
size->height = height + padding.height;
}
}
}
void OnClick(Point pt, int widget, int click_count) override
{
/* Do not create a network server when you (just) have closed one of the game
* creation/load windows for the network server. */
if (IsInsideMM(widget, WID_SGI_GENERATE_GAME, WID_SGI_EDIT_SCENARIO + 1)) _is_network_server = false;
switch (widget) {
case WID_SGI_GENERATE_GAME:
if (_ctrl_pressed) {
StartNewGameWithoutGUI(GENERATE_NEW_SEED);
} else {
ShowGenerateLandscape();
}
break;
case WID_SGI_LOAD_GAME: ShowSaveLoadDialog(FT_SAVEGAME, SLO_LOAD); break;
case WID_SGI_PLAY_SCENARIO: ShowSaveLoadDialog(FT_SCENARIO, SLO_LOAD); break;
case WID_SGI_PLAY_HEIGHTMAP: ShowSaveLoadDialog(FT_HEIGHTMAP,SLO_LOAD); break;
case WID_SGI_EDIT_SCENARIO: StartScenarioEditor(); break;
case WID_SGI_PLAY_NETWORK:
if (!_network_available) {
ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR);
} else {
ShowNetworkGameWindow();
}
break;
case WID_SGI_TEMPERATE_LANDSCAPE: case WID_SGI_ARCTIC_LANDSCAPE:
case WID_SGI_TROPIC_LANDSCAPE: case WID_SGI_TOYLAND_LANDSCAPE:
SetNewLandscapeType(widget - WID_SGI_TEMPERATE_LANDSCAPE);
break;
case WID_SGI_OPTIONS: ShowGameOptions(); break;
case WID_SGI_HIGHSCORE: ShowHighscoreTable(); break;
case WID_SGI_SETTINGS_OPTIONS:ShowGameSettings(); break;
case WID_SGI_GRF_SETTINGS: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
case WID_SGI_CONTENT_DOWNLOAD:
if (!_network_available) {
ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR);
} else {
ShowNetworkContentListWindow();
}
break;
case WID_SGI_AI_SETTINGS: ShowAIConfigWindow(); break;
case WID_SGI_GS_SETTINGS: ShowGSConfigWindow(); break;
case WID_SGI_EXIT: HandleExitGameRequest(); break;
}
}
};
static const NWidgetPart _nested_select_game_widgets[] = {
NWidget(WWT_CAPTION, COLOUR_BROWN), SetDataTip(STR_INTRO_CAPTION, STR_NULL),
NWidget(WWT_PANEL, COLOUR_BROWN),
NWidget(NWID_SPACER), SetMinimalSize(0, 8),
/* 'New Game' and 'Load Game' buttons */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GENERATE_GAME), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_NEW_GAME, STR_INTRO_TOOLTIP_NEW_GAME), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_LOAD_GAME), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_LOAD_GAME, STR_INTRO_TOOLTIP_LOAD_GAME), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),
/* 'Play Scenario' and 'Play Heightmap' buttons */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_SCENARIO), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_PLAY_SCENARIO, STR_INTRO_TOOLTIP_PLAY_SCENARIO), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_HEIGHTMAP), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_PLAY_HEIGHTMAP, STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),
/* 'Scenario Editor' and 'Multiplayer' buttons */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_EDIT_SCENARIO), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_SCENARIO_EDITOR, STR_INTRO_TOOLTIP_SCENARIO_EDITOR), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_NETWORK), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_MULTIPLAYER, STR_INTRO_TOOLTIP_MULTIPLAYER), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 7),
/* Climate selection buttons */
NWidget(NWID_HORIZONTAL),
NWidget(NWID_SPACER), SetMinimalSize(10, 0), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TEMPERATE_LANDSCAPE), SetMinimalSize(77, 55),
SetDataTip(SPR_SELECT_TEMPERATE, STR_INTRO_TOOLTIP_TEMPERATE),
NWidget(NWID_SPACER), SetMinimalSize(3, 0), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_ARCTIC_LANDSCAPE), SetMinimalSize(77, 55),
SetDataTip(SPR_SELECT_SUB_ARCTIC, STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE),
NWidget(NWID_SPACER), SetMinimalSize(3, 0), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TROPIC_LANDSCAPE), SetMinimalSize(77, 55),
SetDataTip(SPR_SELECT_SUB_TROPICAL, STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE),
NWidget(NWID_SPACER), SetMinimalSize(3, 0), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TOYLAND_LANDSCAPE), SetMinimalSize(77, 55),
SetDataTip(SPR_SELECT_TOYLAND, STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE),
NWidget(NWID_SPACER), SetMinimalSize(10, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 7),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SGI_BASESET_SELECTION),
NWidget(NWID_VERTICAL),
NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_SGI_BASESET), SetMinimalSize(316, 12), SetFill(1, 0), SetPadding(0, 10, 7, 10),
EndContainer(),
EndContainer(),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SGI_TRANSLATION_SELECTION),
NWidget(NWID_VERTICAL),
NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_SGI_TRANSLATION), SetMinimalSize(316, 12), SetFill(1, 0), SetPadding(0, 10, 7, 10),
EndContainer(),
EndContainer(),
/* 'Game Options' and 'Settings' buttons */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_OPTIONS), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_GAME_OPTIONS, STR_INTRO_TOOLTIP_GAME_OPTIONS), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_SETTINGS_OPTIONS), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_CONFIG_SETTINGS_TREE, STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),
/* 'AI Settings' and 'Game Script Settings' buttons */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_AI_SETTINGS), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_AI_SETTINGS, STR_INTRO_TOOLTIP_AI_SETTINGS), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GS_SETTINGS), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_GAMESCRIPT_SETTINGS, STR_INTRO_TOOLTIP_GAMESCRIPT_SETTINGS), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),
/* 'Check Online Content' and 'NewGRF Settings' buttons */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_CONTENT_DOWNLOAD), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GRF_SETTINGS), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_NEWGRF_SETTINGS, STR_INTRO_TOOLTIP_NEWGRF_SETTINGS), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),
/* 'Highscore Table' button */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_HIGHSCORE), SetMinimalSize(316, 12),
SetDataTip(STR_INTRO_HIGHSCORE, STR_INTRO_TOOLTIP_HIGHSCORE), SetPadding(0, 10, 0, 10), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),
/* 'Exit' button */
NWidget(NWID_HORIZONTAL),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_EXIT), SetMinimalSize(128, 12),
SetDataTip(STR_INTRO_QUIT, STR_INTRO_TOOLTIP_QUIT),
NWidget(NWID_SPACER), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 8),
EndContainer(),
};
static WindowDesc _select_game_desc(
WDP_CENTER, nullptr, 0, 0,
WC_SELECT_GAME, WC_NONE,
WDF_NO_CLOSE,
std::begin(_nested_select_game_widgets), std::end(_nested_select_game_widgets)
);
void ShowSelectGameWindow()
{
new SelectGameWindow(&_select_game_desc);
}
static void AskExitGameCallback(Window *w, bool confirmed)
{
if (confirmed) {
_survey.Transmit(NetworkSurveyHandler::Reason::EXIT, true);
_exit_game = true;
}
}
void AskExitGame()
{
ShowQuery(
STR_QUIT_CAPTION,
STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD,
nullptr,
AskExitGameCallback,
true
);
}
static void AskExitToGameMenuCallback(Window *w, bool confirmed)
{
if (confirmed) {
_switch_mode = SM_MENU;
ClearErrorMessages();
}
}
void AskExitToGameMenu()
{
ShowQuery(
STR_ABANDON_GAME_CAPTION,
(_game_mode != GM_EDITOR) ? STR_ABANDON_GAME_QUERY : STR_ABANDON_SCENARIO_QUERY,
nullptr,
AskExitToGameMenuCallback,
true
);
}