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authorrubidium <rubidium@openttd.org>2011-11-17 21:17:17 +0000
committerrubidium <rubidium@openttd.org>2011-11-17 21:17:17 +0000
commit02b884d923d5d273004b51b36e4054c0b7629b8d (patch)
tree22e28792da88a02cd509e629dc5a4b0a87a1c495 /src/bootstrap_gui.cpp
parent4390f6f449226a756b10e42d012574a9d85aace2 (diff)
downloadopenttd-02b884d923d5d273004b51b36e4054c0b7629b8d.tar.xz
(svn r23244) -Feature: if the installation is ananas, try to get the b without b installed
Diffstat (limited to 'src/bootstrap_gui.cpp')
-rw-r--r--src/bootstrap_gui.cpp269
1 files changed, 269 insertions, 0 deletions
diff --git a/src/bootstrap_gui.cpp b/src/bootstrap_gui.cpp
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+/* $Id$ */
+
+/*
+ * 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 bootstrap_gui.cpp Barely used user interface for bootstrapping OpenTTD, i.e. downloading the required content. */
+
+#include "stdafx.h"
+#include "base_media_base.h"
+#include "blitter/factory.hpp"
+#include "core/geometry_func.hpp"
+#include "fileio_func.h"
+#include "fontcache.h"
+#include "gfx_func.h"
+#include "network/network.h"
+#include "network/network_content_gui.h"
+#include "openttd.h"
+#include "strings_func.h"
+#include "video/video_driver.hpp"
+#include "window_func.h"
+#include "window_gui.h"
+
+#include "table/strings.h"
+
+/** Widgets for the background window to prevent smearing. */
+static const struct NWidgetPart _background_widgets[] = {
+ NWidget(WWT_PANEL, COLOUR_DARK_BLUE, 0), SetResize(1, 1),
+};
+
+/**
+ * Window description for the background window to prevent smearing.
+ */
+static const WindowDesc _background_desc(
+ WDP_MANUAL, 0, 0,
+ WC_BOOTSTRAP, WC_NONE,
+ 0,
+ _background_widgets, lengthof(_background_widgets)
+);
+
+/** The background for the game. */
+class BootstrapBackground : public Window {
+public:
+ BootstrapBackground() : Window()
+ {
+ this->InitNested(&_background_desc, 0);
+ CLRBITS(this->flags4, WF_WHITE_BORDER_MASK);
+ ResizeWindow(this, _screen.width, _screen.height);
+ }
+
+ virtual void DrawWidget(const Rect &r, int widget) const
+ {
+ GfxFillRect(r.left, r.top, r.right, r.bottom, 4, FILLRECT_OPAQUE);
+ GfxFillRect(r.left, r.top, r.right, r.bottom, 0, FILLRECT_CHECKER);
+ }
+};
+
+/** Nested widgets for the download window. */
+static const NWidgetPart _nested_boostrap_download_status_window_widgets[] = {
+ NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_CONTENT_DOWNLOAD_TITLE, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
+ NWidget(WWT_PANEL, COLOUR_GREY, NCDSWW_BACKGROUND),
+ NWidget(NWID_SPACER), SetMinimalSize(350, 0), SetMinimalTextLines(3, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + 30),
+ EndContainer(),
+};
+
+/** Window description for the download window */
+static const WindowDesc _bootstrap_download_status_window_desc(
+ WDP_CENTER, 0, 0,
+ WC_NETWORK_STATUS_WINDOW, WC_NONE,
+ WDF_MODAL,
+ _nested_boostrap_download_status_window_widgets, lengthof(_nested_boostrap_download_status_window_widgets)
+);
+
+
+/** Window for showing the download status of content */
+struct BootstrapContentDownloadStatusWindow : public BaseNetworkContentDownloadStatusWindow {
+public:
+ /** Simple call the constructor of the superclass. */
+ BootstrapContentDownloadStatusWindow() : BaseNetworkContentDownloadStatusWindow(&_bootstrap_download_status_window_desc)
+ {
+ }
+
+ virtual void OnDownloadComplete(ContentID cid)
+ {
+ /* We have completed downloading. We can trigger finding the right set now. */
+ BaseGraphics::FindSets();
+
+ /* And continue going into the menu. */
+ _game_mode = GM_MENU;
+
+ /* _exit_game is used to break out of the outer video driver's MainLoop. */
+ _exit_game = true;
+ delete this;
+ }
+};
+
+/** Widgets in the query window. */
+enum BootstrapAskForDownloadWidgets {
+ BAFDW_QUESTION, ///< The question whether to download.
+ BAFDW_YES, ///< An affirmative answer to the question.
+ BAFDW_NO, ///< An negative answer to the question.
+};
+
+/** The widgets for the query. It has no close box as that sprite does not exist yet. */
+static const NWidgetPart _bootstrap_query_widgets[] = {
+ NWidget(NWID_HORIZONTAL),
+ NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_MISSING_GRAPHICS_SET_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
+ EndContainer(),
+ NWidget(WWT_PANEL, COLOUR_GREY),
+ NWidget(WWT_PANEL, COLOUR_GREY, BAFDW_QUESTION), EndContainer(),
+ NWidget(NWID_HORIZONTAL),
+ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, BAFDW_YES), SetDataTip(STR_MISSING_GRAPHICS_YES_DOWNLOAD, STR_NULL),
+ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, BAFDW_NO), SetDataTip(STR_MISSING_GRAPHICS_NO_QUIT, STR_NULL),
+ EndContainer(),
+ EndContainer(),
+};
+
+/** The window description for the query. */
+static const WindowDesc _bootstrap_query_desc(
+ WDP_CENTER, 0, 0,
+ WC_CONFIRM_POPUP_QUERY, WC_NONE,
+ WDF_UNCLICK_BUTTONS,
+ _bootstrap_query_widgets, lengthof(_bootstrap_query_widgets)
+);
+
+/** The window for the query. It can't use the generic query window as that uses sprites that don't exist yet. */
+class BootstrapAskForDownloadWindow : public Window, ContentCallback {
+ Dimension button_size; ///< The dimension of the button
+
+public:
+ /** Start listening to the content client events. */
+ BootstrapAskForDownloadWindow() : Window()
+ {
+ this->InitNested(&_bootstrap_query_desc);
+ _network_content_client.AddCallback(this);
+ }
+
+ /** Stop listening to the content client events. */
+ ~BootstrapAskForDownloadWindow()
+ {
+ _network_content_client.RemoveCallback(this);
+ }
+
+ virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
+ {
+ /* We cache the button size. This is safe as no reinit can happen here. */
+ if (this->button_size.width == 0) {
+ this->button_size = maxdim(GetStringBoundingBox(STR_MISSING_GRAPHICS_YES_DOWNLOAD), GetStringBoundingBox(STR_MISSING_GRAPHICS_NO_QUIT));
+ this->button_size.width += WD_FRAMETEXT_LEFT + WD_FRAMETEXT_RIGHT;
+ this->button_size.height += WD_FRAMETEXT_TOP + WD_FRAMETEXT_BOTTOM;
+ }
+
+ switch (widget) {
+ case BAFDW_QUESTION:
+ /* The question is twice as wide as the buttons, and determine the height based on the width. */
+ size->width = this->button_size.width * 2;
+ size->height = GetStringHeight(STR_MISSING_GRAPHICS_SET_MESSAGE, size->width - WD_FRAMETEXT_LEFT - WD_FRAMETEXT_RIGHT) + WD_FRAMETEXT_BOTTOM + WD_FRAMETEXT_TOP;
+ break;
+
+ case BAFDW_YES:
+ case BAFDW_NO:
+ *size = this->button_size;
+ break;
+ }
+ }
+
+ virtual void DrawWidget(const Rect &r, int widget) const
+ {
+ if (widget != 0) return;
+
+ 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);
+ }
+
+ virtual void OnClick(Point pt, int widget, int click_count)
+ {
+ switch (widget) {
+ case BAFDW_YES:
+ /* We got permission to connect! Yay! */
+ _network_content_client.Connect();
+ break;
+
+ case BAFDW_NO:
+ _exit_game = true;
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ virtual void OnConnect(bool success)
+ {
+ /* Once connected, request the metadata. */
+ _network_content_client.RequestContentList(CONTENT_TYPE_BASE_GRAPHICS);
+ }
+
+ virtual void OnReceiveContentInfo(const ContentInfo *ci)
+ {
+ /* And once the meta data is received, start downloading it. */
+ _network_content_client.Select(ci->id);
+ new BootstrapContentDownloadStatusWindow();
+ delete this;
+ }
+};
+
+/**
+ * Handle all procedures for bootstrapping OpenTTD without a base grapics set.
+ * This requires all kinds of trickery that is needed to avoid the use of
+ * sprites from the base graphics set which are pretty interwoven.
+ * @return True if a base set exists, otherwise false.
+ */
+bool HandleBootstrap()
+{
+ if (BaseGraphics::GetUsedSet() != NULL) return true;
+
+ /* No user interface, bail out with an error. */
+ if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
+
+ /* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
+#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && !defined(__APPLE__)
+ if (!_network_available) goto failure;
+
+ /* First tell the game we're bootstrapping. */
+ _game_mode = GM_BOOTSTRAP;
+
+ /* Initialise the freetype font code. */
+ InitializeUnicodeGlyphMap();
+ /* Next "force" finding a suitable freetype font as the local font is missing. */
+ CheckForMissingGlyphsInLoadedLanguagePack(false);
+
+ /* Initialise the palette. The biggest step is 'faking' some recolour sprites.
+ * This way the mauve and gray colours work and we can show the user interface. */
+ GfxInitPalettes();
+ static const int offsets[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x80, 0, 0, 0, 0x04, 0x08 };
+ for (uint i = 0; i != 16; i++) {
+ for (int j = 0; j < 8; j++) {
+ _colour_gradient[i][j] = offsets[i] + j;
+ }
+ }
+
+ /* Finally ask the question. */
+ new BootstrapBackground();
+ new BootstrapAskForDownloadWindow();
+
+ /* Process the user events. */
+ _video_driver->MainLoop();
+
+ /* _exit_game is used to get out of the video driver's main loop.
+ * In case GM_BOOTSTRAP is still set we did not exit it via the
+ * "download complete" event, so it was a manual exit. Obey it. */
+ _exit_game = _game_mode == GM_BOOTSTRAP;
+ if (_exit_game) return false;
+
+ /* Try to probe the graphics. Should work this time. */
+ if (!BaseGraphics::SetSet(NULL)) goto failure;
+
+ /* Finally we can continue heading for the menu. */
+ _game_mode = GM_MENU;
+ return true;
+#endif
+
+ /* Failure to get enough working to get a graphics set. */
+failure:
+ usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.");
+ return false;
+}