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authorglx <glx@openttd.org>2008-05-13 01:05:39 +0000
committerglx <glx@openttd.org>2008-05-13 01:05:39 +0000
commitd0033bfb077a961d8d7bf6bc9f29b1251643201c (patch)
tree8fb139220c7cebf776164581f84177c6a4f0e65d /src/player_gui.cpp
parent3982160f50f2368e38e42247b40978c914a6d06b (diff)
downloadopenttd-d0033bfb077a961d8d7bf6bc9f29b1251643201c.tar.xz
(svn r13064) -Codechange: make a class of the SelectPlayerFaceWindow.
Diffstat (limited to 'src/player_gui.cpp')
-rw-r--r--src/player_gui.cpp634
1 files changed, 321 insertions, 313 deletions
diff --git a/src/player_gui.cpp b/src/player_gui.cpp
index 70414cd7f..36613a553 100644
--- a/src/player_gui.cpp
+++ b/src/player_gui.cpp
@@ -35,13 +35,6 @@
#include "table/sprites.h"
#include "table/strings.h"
-/* player face selection window */
-struct facesel_d {
- PlayerFace face; // player face bits
- bool advanced; // advance player face selection window
-};
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(facesel_d));
-
struct highscore_d {
uint32 background_img;
int8 rank;
@@ -608,62 +601,6 @@ void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
}
}
-/**
- * Names of the widgets. Keep them in the same order as in the widget array.
- * Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
- * this order is needed for the WE_CLICK event of DrawFaceStringLabel().
- */
-enum PlayerFaceWindowWidgets {
- PFW_WIDGET_CLOSEBOX = 0,
- PFW_WIDGET_CAPTION,
- PFW_WIDGET_TOGGLE_LARGE_SMALL,
- PFW_WIDGET_SELECT_FACE,
- PFW_WIDGET_CANCEL,
- PFW_WIDGET_ACCEPT,
- PFW_WIDGET_MALE,
- PFW_WIDGET_FEMALE,
- PFW_WIDGET_RANDOM_NEW_FACE,
- PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
- /* from here is the advanced player face selection window */
- PFW_WIDGET_LOAD,
- PFW_WIDGET_FACECODE,
- PFW_WIDGET_SAVE,
- PFW_WIDGET_ETHNICITY_EUR,
- PFW_WIDGET_ETHNICITY_AFR,
- PFW_WIDGET_HAS_MOUSTACHE_EARRING,
- PFW_WIDGET_HAS_GLASSES,
- PFW_WIDGET_EYECOLOUR_L,
- PFW_WIDGET_EYECOLOUR,
- PFW_WIDGET_EYECOLOUR_R,
- PFW_WIDGET_CHIN_L,
- PFW_WIDGET_CHIN,
- PFW_WIDGET_CHIN_R,
- PFW_WIDGET_EYEBROWS_L,
- PFW_WIDGET_EYEBROWS,
- PFW_WIDGET_EYEBROWS_R,
- PFW_WIDGET_LIPS_MOUSTACHE_L,
- PFW_WIDGET_LIPS_MOUSTACHE,
- PFW_WIDGET_LIPS_MOUSTACHE_R,
- PFW_WIDGET_NOSE_L,
- PFW_WIDGET_NOSE,
- PFW_WIDGET_NOSE_R,
- PFW_WIDGET_HAIR_L,
- PFW_WIDGET_HAIR,
- PFW_WIDGET_HAIR_R,
- PFW_WIDGET_JACKET_L,
- PFW_WIDGET_JACKET,
- PFW_WIDGET_JACKET_R,
- PFW_WIDGET_COLLAR_L,
- PFW_WIDGET_COLLAR,
- PFW_WIDGET_COLLAR_R,
- PFW_WIDGET_TIE_EARRING_L,
- PFW_WIDGET_TIE_EARRING,
- PFW_WIDGET_TIE_EARRING_R,
- PFW_WIDGET_GLASSES_L,
- PFW_WIDGET_GLASSES,
- PFW_WIDGET_GLASSES_R,
-};
-
/** Widget description for the normal/simple player face selection dialog */
static const Widget _select_player_face_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // PFW_WIDGET_CLOSEBOX
@@ -731,267 +668,350 @@ static const Widget _select_player_face_adv_widgets[] = {
{ WIDGETS_END},
};
-/**
- * Draw dynamic a label to the left of the button and a value in the button
- *
- * @param w Window on which the widget is located
- * @param widget_index index of this widget in the window
- * @param str the label which will be draw
- * @param val the value which will be draw
- * @param is_bool_widget is it a bool button
- */
-void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget)
+class SelectPlayerFaceWindow : public Window
{
- /* Write the label in gold (0x2) to the left of the button. */
- DrawStringRightAligned(w->widget[widget_index].left - (is_bool_widget ? 5 : 14), w->widget[widget_index].top + 1, str, TC_GOLD);
+ PlayerFace face; // player face bits
+ bool advanced; // advance player face selection window
- if (!w->IsWidgetDisabled(widget_index)) {
- if (is_bool_widget) {
- /* if it a bool button write yes or no */
- str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
- } else {
- /* else write the value + 1 */
- SetDParam(0, val + 1);
- str = STR_JUST_INT;
+ GenderEthnicity ge;
+ bool is_female;
+ bool is_moust_male;
+
+ /**
+ * Names of the widgets. Keep them in the same order as in the widget array.
+ * Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
+ * this order is needed for the WE_CLICK event of DrawFaceStringLabel().
+ */
+ enum PlayerFaceWindowWidgets {
+ PFW_WIDGET_CLOSEBOX = 0,
+ PFW_WIDGET_CAPTION,
+ PFW_WIDGET_TOGGLE_LARGE_SMALL,
+ PFW_WIDGET_SELECT_FACE,
+ PFW_WIDGET_CANCEL,
+ PFW_WIDGET_ACCEPT,
+ PFW_WIDGET_MALE,
+ PFW_WIDGET_FEMALE,
+ PFW_WIDGET_RANDOM_NEW_FACE,
+ PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
+ /* from here is the advanced player face selection window */
+ PFW_WIDGET_LOAD,
+ PFW_WIDGET_FACECODE,
+ PFW_WIDGET_SAVE,
+ PFW_WIDGET_ETHNICITY_EUR,
+ PFW_WIDGET_ETHNICITY_AFR,
+ PFW_WIDGET_HAS_MOUSTACHE_EARRING,
+ PFW_WIDGET_HAS_GLASSES,
+ PFW_WIDGET_EYECOLOUR_L,
+ PFW_WIDGET_EYECOLOUR,
+ PFW_WIDGET_EYECOLOUR_R,
+ PFW_WIDGET_CHIN_L,
+ PFW_WIDGET_CHIN,
+ PFW_WIDGET_CHIN_R,
+ PFW_WIDGET_EYEBROWS_L,
+ PFW_WIDGET_EYEBROWS,
+ PFW_WIDGET_EYEBROWS_R,
+ PFW_WIDGET_LIPS_MOUSTACHE_L,
+ PFW_WIDGET_LIPS_MOUSTACHE,
+ PFW_WIDGET_LIPS_MOUSTACHE_R,
+ PFW_WIDGET_NOSE_L,
+ PFW_WIDGET_NOSE,
+ PFW_WIDGET_NOSE_R,
+ PFW_WIDGET_HAIR_L,
+ PFW_WIDGET_HAIR,
+ PFW_WIDGET_HAIR_R,
+ PFW_WIDGET_JACKET_L,
+ PFW_WIDGET_JACKET,
+ PFW_WIDGET_JACKET_R,
+ PFW_WIDGET_COLLAR_L,
+ PFW_WIDGET_COLLAR,
+ PFW_WIDGET_COLLAR_R,
+ PFW_WIDGET_TIE_EARRING_L,
+ PFW_WIDGET_TIE_EARRING,
+ PFW_WIDGET_TIE_EARRING_R,
+ PFW_WIDGET_GLASSES_L,
+ PFW_WIDGET_GLASSES,
+ PFW_WIDGET_GLASSES_R,
+ };
+ /**
+ * Draw dynamic a label to the left of the button and a value in the button
+ *
+ * @param widget_index index of this widget in the window
+ * @param str the label which will be draw
+ * @param val the value which will be draw
+ * @param is_bool_widget is it a bool button
+ */
+ void DrawFaceStringLabel(byte widget_index, StringID str, uint8 val, bool is_bool_widget)
+ {
+ /* Write the label in gold (0x2) to the left of the button. */
+ DrawStringRightAligned(this->widget[widget_index].left - (is_bool_widget ? 5 : 14), this->widget[widget_index].top + 1, str, TC_GOLD);
+
+ if (!this->IsWidgetDisabled(widget_index)) {
+ if (is_bool_widget) {
+ /* if it a bool button write yes or no */
+ str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
+ } else {
+ /* else write the value + 1 */
+ SetDParam(0, val + 1);
+ str = STR_JUST_INT;
+ }
+
+ /* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
+ DrawStringCentered(this->widget[widget_index].left + (this->widget[widget_index].right - this->widget[widget_index].left) / 2 +
+ this->IsWidgetLowered(widget_index), this->widget[widget_index].top + 1 + this->IsWidgetLowered(widget_index), str, TC_WHITE);
}
+ }
- /* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
- DrawStringCentered(w->widget[widget_index].left + (w->widget[widget_index].right - w->widget[widget_index].left) / 2 +
- w->IsWidgetLowered(widget_index), w->widget[widget_index].top + 1 + w->IsWidgetLowered(widget_index), str, TC_WHITE);
+ void UpdateData()
+ {
+ this->ge = (GenderEthnicity)GB(this->face, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
+ this->is_female = HasBit(this->ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
+ this->is_moust_male = !is_female && GetPlayerFaceBits(this->face, PFV_HAS_MOUSTACHE, this->ge) != 0; // is a male face with moustache
}
-}
-/**
- * Player face selection window event definition
- *
- * @param w window pointer
- * @param e event been triggered
- */
-static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
-{
- PlayerFace *pf = &WP(w, facesel_d).face; // pointer to the player face bits
- GenderEthnicity ge = (GenderEthnicity)GB(*pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
- bool is_female = HasBit(ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
- bool is_moust_male = !is_female && GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge) != 0; // is a male face with moustache
+public:
+ SelectPlayerFaceWindow(const WindowDesc *desc, void *data, WindowNumber number) : Window(desc, data, number)
+ {
+ this->FindWindowPlacementAndResize(desc);
+ this->caption_color = this->window_number;
+ this->face = GetPlayer((PlayerID)this->window_number)->face;
+ this->advanced = *(bool*)data;
- switch (e->event) {
- case WE_PAINT:
- /* lower the non-selected gender button */
- w->SetWidgetLoweredState(PFW_WIDGET_MALE, !is_female);
- w->SetWidgetLoweredState(PFW_WIDGET_FEMALE, is_female);
-
- /* advanced player face selection window */
- if (WP(w, facesel_d).advanced) {
- /* lower the non-selected ethnicity button */
- w->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_EUR, !HasBit(ge, ETHNICITY_BLACK));
- w->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_AFR, HasBit(ge, ETHNICITY_BLACK));
-
-
- /* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
- * (or in other words you haven't any choice).
- * If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
-
- /* Eye colour buttons */
- w->SetWidgetsDisabledState(_pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2,
- PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
-
- /* Chin buttons */
- w->SetWidgetsDisabledState(_pf_info[PFV_CHIN].valid_values[ge] < 2,
- PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
-
- /* Eyebrows buttons */
- w->SetWidgetsDisabledState(_pf_info[PFV_EYEBROWS].valid_values[ge] < 2,
- PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
-
- /* Lips or (if it a male face with a moustache) moustache buttons */
- w->SetWidgetsDisabledState(_pf_info[is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[ge] < 2,
- PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
-
- /* Nose buttons | male faces with moustache haven't any nose options */
- w->SetWidgetsDisabledState(_pf_info[PFV_NOSE].valid_values[ge] < 2 || is_moust_male,
- PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
-
- /* Hair buttons */
- w->SetWidgetsDisabledState(_pf_info[PFV_HAIR].valid_values[ge] < 2,
- PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
-
- /* Jacket buttons */
- w->SetWidgetsDisabledState(_pf_info[PFV_JACKET].valid_values[ge] < 2,
- PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
-
- /* Collar buttons */
- w->SetWidgetsDisabledState(_pf_info[PFV_COLLAR].valid_values[ge] < 2,
- PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
-
- /* Tie/earring buttons | female faces without earring haven't any earring options */
- w->SetWidgetsDisabledState(_pf_info[PFV_TIE_EARRING].valid_values[ge] < 2 ||
- (is_female && GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge) == 0),
- PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
-
- /* Glasses buttons | faces without glasses haven't any glasses options */
- w->SetWidgetsDisabledState(_pf_info[PFV_GLASSES].valid_values[ge] < 2 || GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge) == 0,
- PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
- }
+ this->UpdateData();
- DrawWindowWidgets(w);
+ /* Check if repositioning from default is required */
+ if (top != FIRST_GUI_CALL && left != FIRST_GUI_CALL) {
+ this->top = top;
+ this->left = left;
+ }
+ }
- /* Draw dynamic button value and labels for the advanced player face selection window */
- if (WP(w, facesel_d).advanced) {
- if (is_female) {
- /* Only for female faces */
- DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge), true );
- DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
- } else {
- /* Only for male faces */
- DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge), true );
- DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_TIE, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
- }
- if (is_moust_male) {
- /* Only for male faces with moustache */
- DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_MOUSTACHE, ge), false);
- } else {
- /* Only for female faces or male faces without moustache */
- DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_LIPS, GetPlayerFaceBits(*pf, PFV_LIPS, ge), false);
- }
- /* For all faces */
- DrawFaceStringLabel(w, PFW_WIDGET_HAS_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge), true );
- DrawFaceStringLabel(w, PFW_WIDGET_HAIR, STR_FACE_HAIR, GetPlayerFaceBits(*pf, PFV_HAIR, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_EYEBROWS, STR_FACE_EYEBROWS, GetPlayerFaceBits(*pf, PFV_EYEBROWS, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_EYECOLOUR, STR_FACE_EYECOLOUR, GetPlayerFaceBits(*pf, PFV_EYE_COLOUR, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_GLASSES, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_NOSE, STR_FACE_NOSE, GetPlayerFaceBits(*pf, PFV_NOSE, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_CHIN, STR_FACE_CHIN, GetPlayerFaceBits(*pf, PFV_CHIN, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_JACKET, STR_FACE_JACKET, GetPlayerFaceBits(*pf, PFV_JACKET, ge), false);
- DrawFaceStringLabel(w, PFW_WIDGET_COLLAR, STR_FACE_COLLAR, GetPlayerFaceBits(*pf, PFV_COLLAR, ge), false);
- }
+ virtual void OnPaint()
+ {
+ /* lower the non-selected gender button */
+ this->SetWidgetLoweredState(PFW_WIDGET_MALE, !this->is_female);
+ this->SetWidgetLoweredState(PFW_WIDGET_FEMALE, this->is_female);
- /* Draw the player face picture */
- DrawPlayerFace(*pf, GetPlayer((PlayerID)w->window_number)->player_color, 2, 16);
- break;
+ /* advanced player face selection window */
+ if (this->advanced) {
+ /* lower the non-selected ethnicity button */
+ this->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_EUR, !HasBit(this->ge, ETHNICITY_BLACK));
+ this->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_AFR, HasBit(this->ge, ETHNICITY_BLACK));
- case WE_CLICK:
- switch (e->we.click.widget) {
- /* Toggle size, advanced/simple face selection */
- case PFW_WIDGET_TOGGLE_LARGE_SMALL:
- case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON: {
- int oldtop = w->top; ///< current top position of the window before closing it
- int oldleft = w->left; ///< current top position of the window before closing it
- DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
- delete w;
- /* Open up the (toggled size) Face selection window at the same position as the previous */
- DoSelectPlayerFace((PlayerID)w->window_number, !WP(w, facesel_d).advanced, oldtop, oldleft);
- } break;
+ /* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
+ * (or in other words you haven't any choice).
+ * If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
- /* Cancel button */
- case PFW_WIDGET_CANCEL:
- delete w;
- break;
+ /* Eye colour buttons */
+ this->SetWidgetsDisabledState(_pf_info[PFV_EYE_COLOUR].valid_values[this->ge] < 2,
+ PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
- /* OK button */
- case PFW_WIDGET_ACCEPT:
- DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
- delete w;
- break;
+ /* Chin buttons */
+ this->SetWidgetsDisabledState(_pf_info[PFV_CHIN].valid_values[this->ge] < 2,
+ PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
- /* Load button */
- case PFW_WIDGET_LOAD:
- *pf = _player_face;
- ScaleAllPlayerFaceBits(*pf);
- ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
- w->SetDirty();
- break;
+ /* Eyebrows buttons */
+ this->SetWidgetsDisabledState(_pf_info[PFV_EYEBROWS].valid_values[this->ge] < 2,
+ PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
- /* 'Player face number' button, view and/or set player face number */
- case PFW_WIDGET_FACECODE:
- SetDParam(0, *pf);
- ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, w, CS_NUMERAL);
- break;
+ /* Lips or (if it a male face with a moustache) moustache buttons */
+ this->SetWidgetsDisabledState(_pf_info[this->is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[this->ge] < 2,
+ PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
- /* Save button */
- case PFW_WIDGET_SAVE:
- _player_face = *pf;
- ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
- break;
+ /* Nose buttons | male faces with moustache haven't any nose options */
+ this->SetWidgetsDisabledState(_pf_info[PFV_NOSE].valid_values[this->ge] < 2 || this->is_moust_male,
+ PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
- /* Toggle gender (male/female) button */
- case PFW_WIDGET_MALE:
- case PFW_WIDGET_FEMALE:
- SetPlayerFaceBits(*pf, PFV_GENDER, ge, e->we.click.widget - PFW_WIDGET_MALE);
- ScaleAllPlayerFaceBits(*pf);
- w->SetDirty();
- break;
+ /* Hair buttons */
+ this->SetWidgetsDisabledState(_pf_info[PFV_HAIR].valid_values[this->ge] < 2,
+ PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
- /* Randomize face button */
- case PFW_WIDGET_RANDOM_NEW_FACE:
- RandomPlayerFaceBits(*pf, ge, WP(w, facesel_d).advanced);
- w->SetDirty();
- break;
+ /* Jacket buttons */
+ this->SetWidgetsDisabledState(_pf_info[PFV_JACKET].valid_values[this->ge] < 2,
+ PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
- /* Toggle ethnicity (european/african) button */
- case PFW_WIDGET_ETHNICITY_EUR:
- case PFW_WIDGET_ETHNICITY_AFR:
- SetPlayerFaceBits(*pf, PFV_ETHNICITY, ge, e->we.click.widget - PFW_WIDGET_ETHNICITY_EUR);
- ScaleAllPlayerFaceBits(*pf);
- w->SetDirty();
- break;
+ /* Collar buttons */
+ this->SetWidgetsDisabledState(_pf_info[PFV_COLLAR].valid_values[this->ge] < 2,
+ PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
- default:
- /* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
- * Therefor is this combined function.
- * First it checks which PlayerFaceVariable will be change and then
- * a: invert the value for boolean variables
- * or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
- if (WP(w, facesel_d).advanced && e->we.click.widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && e->we.click.widget <= PFW_WIDGET_GLASSES_R) {
- PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
-
- if (e->we.click.widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
- switch (e->we.click.widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
- default: NOT_REACHED();
- case 0: pfv = is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
- case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
- }
- SetPlayerFaceBits(*pf, pfv, ge, !GetPlayerFaceBits(*pf, pfv, ge));
- ScaleAllPlayerFaceBits(*pf);
-
- } else { // Value buttons
- switch ((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
- default: NOT_REACHED();
- case 0: pfv = PFV_EYE_COLOUR; break; // Eye colour buttons
- case 1: pfv = PFV_CHIN; break; // Chin buttons
- case 2: pfv = PFV_EYEBROWS; break; // Eyebrows buttons
- case 3: pfv = is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
- case 4: pfv = PFV_NOSE; break; // Nose buttons
- case 5: pfv = PFV_HAIR; break; // Hair buttons
- case 6: pfv = PFV_JACKET; break; // Jacket buttons
- case 7: pfv = PFV_COLLAR; break; // Collar buttons
- case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
- case 9: pfv = PFV_GLASSES; break; // Glasses buttons
- }
- /* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
- IncreasePlayerFaceBits(*pf, pfv, ge, (((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
- }
+ /* Tie/earring buttons | female faces without earring haven't any earring options */
+ this->SetWidgetsDisabledState(_pf_info[PFV_TIE_EARRING].valid_values[this->ge] < 2 ||
+ (this->is_female && GetPlayerFaceBits(this->face, PFV_HAS_TIE_EARRING, this->ge) == 0),
+ PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
- w->SetDirty();
- }
- break;
- }
- break;
+ /* Glasses buttons | faces without glasses haven't any glasses options */
+ this->SetWidgetsDisabledState(_pf_info[PFV_GLASSES].valid_values[this->ge] < 2 || GetPlayerFaceBits(this->face, PFV_HAS_GLASSES, this->ge) == 0,
+ PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
+ }
- case WE_ON_EDIT_TEXT:
- if (e->we.edittext.str == NULL) break;
- /* Set a new player face number */
- if (!StrEmpty(e->we.edittext.str)) {
- *pf = strtoul(e->we.edittext.str, NULL, 10);
- ScaleAllPlayerFaceBits(*pf);
- ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
- w->SetDirty();
+ DrawWindowWidgets(this);
+
+ /* Draw dynamic button value and labels for the advanced player face selection window */
+ if (this->advanced) {
+ if (this->is_female) {
+ /* Only for female faces */
+ this->DrawFaceStringLabel(PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(this->face, PFV_HAS_TIE_EARRING, this->ge), true );
+ this->DrawFaceStringLabel(PFW_WIDGET_TIE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(this->face, PFV_TIE_EARRING, this->ge), false);
} else {
- ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
+ /* Only for male faces */
+ this->DrawFaceStringLabel(PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(this->face, PFV_HAS_MOUSTACHE, this->ge), true );
+ this->DrawFaceStringLabel(PFW_WIDGET_TIE_EARRING, STR_FACE_TIE, GetPlayerFaceBits(this->face, PFV_TIE_EARRING, this->ge), false);
}
- break;
+ if (this->is_moust_male) {
+ /* Only for male faces with moustache */
+ this->DrawFaceStringLabel(PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_MOUSTACHE, GetPlayerFaceBits(this->face, PFV_MOUSTACHE, this->ge), false);
+ } else {
+ /* Only for female faces or male faces without moustache */
+ this->DrawFaceStringLabel(PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_LIPS, GetPlayerFaceBits(this->face, PFV_LIPS, this->ge), false);
+ }
+ /* For all faces */
+ this->DrawFaceStringLabel(PFW_WIDGET_HAS_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(this->face, PFV_HAS_GLASSES, this->ge), true );
+ this->DrawFaceStringLabel(PFW_WIDGET_HAIR, STR_FACE_HAIR, GetPlayerFaceBits(this->face, PFV_HAIR, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_EYEBROWS, STR_FACE_EYEBROWS, GetPlayerFaceBits(this->face, PFV_EYEBROWS, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_EYECOLOUR, STR_FACE_EYECOLOUR, GetPlayerFaceBits(this->face, PFV_EYE_COLOUR, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(this->face, PFV_GLASSES, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_NOSE, STR_FACE_NOSE, GetPlayerFaceBits(this->face, PFV_NOSE, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_CHIN, STR_FACE_CHIN, GetPlayerFaceBits(this->face, PFV_CHIN, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_JACKET, STR_FACE_JACKET, GetPlayerFaceBits(this->face, PFV_JACKET, this->ge), false);
+ this->DrawFaceStringLabel(PFW_WIDGET_COLLAR, STR_FACE_COLLAR, GetPlayerFaceBits(this->face, PFV_COLLAR, this->ge), false);
+ }
+
+ /* Draw the player face picture */
+ DrawPlayerFace(this->face, GetPlayer((PlayerID)this->window_number)->player_color, 2, 16);
}
-}
+
+ virtual void OnClick(Point pt, int widget)
+ {
+ switch (widget) {
+ /* Toggle size, advanced/simple face selection */
+ case PFW_WIDGET_TOGGLE_LARGE_SMALL:
+ case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON: {
+ int oldtop = this->top; ///< current top position of the window before closing it
+ int oldleft = this->left; ///< current top position of the window before closing it
+ PlayerID player = (PlayerID)this->window_number;
+ bool adv = !this->advanced;
+
+ DoCommandP(0, 0, this->face, NULL, CMD_SET_PLAYER_FACE);
+
+ delete this;
+
+ /* Open up the (toggled size) Face selection window at the same position as the previous */
+ DoSelectPlayerFace(player, adv, oldtop, oldleft);
+ } break;
+
+
+ /* OK button */
+ case PFW_WIDGET_ACCEPT:
+ DoCommandP(0, 0, this->face, NULL, CMD_SET_PLAYER_FACE);
+ /* Fall-Through */
+
+ /* Cancel button */
+ case PFW_WIDGET_CANCEL:
+ delete this;
+ break;
+
+ /* Load button */
+ case PFW_WIDGET_LOAD:
+ this->face = _player_face;
+ ScaleAllPlayerFaceBits(this->face);
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
+ this->UpdateData();
+ this->SetDirty();
+ break;
+
+ /* 'Player face number' button, view and/or set player face number */
+ case PFW_WIDGET_FACECODE:
+ SetDParam(0, this->face);
+ ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, this, CS_NUMERAL);
+ break;
+
+ /* Save button */
+ case PFW_WIDGET_SAVE:
+ _player_face = this->face;
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
+ break;
+
+ /* Toggle gender (male/female) button */
+ case PFW_WIDGET_MALE:
+ case PFW_WIDGET_FEMALE:
+ SetPlayerFaceBits(this->face, PFV_GENDER, this->ge, widget - PFW_WIDGET_MALE);
+ ScaleAllPlayerFaceBits(this->face);
+ this->UpdateData();
+ this->SetDirty();
+ break;
+
+ /* Randomize face button */
+ case PFW_WIDGET_RANDOM_NEW_FACE:
+ RandomPlayerFaceBits(this->face, this->ge, this->advanced);
+ this->UpdateData();
+ this->SetDirty();
+ break;
+
+ /* Toggle ethnicity (european/african) button */
+ case PFW_WIDGET_ETHNICITY_EUR:
+ case PFW_WIDGET_ETHNICITY_AFR:
+ SetPlayerFaceBits(this->face, PFV_ETHNICITY, this->ge, widget - PFW_WIDGET_ETHNICITY_EUR);
+ ScaleAllPlayerFaceBits(this->face);
+ this->UpdateData();
+ this->SetDirty();
+ break;
+
+ default:
+ /* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
+ * Therefor is this combined function.
+ * First it checks which PlayerFaceVariable will be change and then
+ * a: invert the value for boolean variables
+ * or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
+ if (this->advanced && widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && widget <= PFW_WIDGET_GLASSES_R) {
+ PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
+
+ if (widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
+ switch (widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
+ default: NOT_REACHED();
+ case 0: pfv = this->is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
+ case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
+ }
+ SetPlayerFaceBits(this->face, pfv, this->ge, !GetPlayerFaceBits(this->face, pfv, this->ge));
+ ScaleAllPlayerFaceBits(this->face);
+ } else { // Value buttons
+ switch ((widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
+ default: NOT_REACHED();
+ case 0: pfv = PFV_EYE_COLOUR; break; // Eye colour buttons
+ case 1: pfv = PFV_CHIN; break; // Chin buttons
+ case 2: pfv = PFV_EYEBROWS; break; // Eyebrows buttons
+ case 3: pfv = this->is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
+ case 4: pfv = PFV_NOSE; break; // Nose buttons
+ case 5: pfv = PFV_HAIR; break; // Hair buttons
+ case 6: pfv = PFV_JACKET; break; // Jacket buttons
+ case 7: pfv = PFV_COLLAR; break; // Collar buttons
+ case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
+ case 9: pfv = PFV_GLASSES; break; // Glasses buttons
+ }
+ /* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
+ IncreasePlayerFaceBits(this->face, pfv, this->ge, (((widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
+ }
+ this->UpdateData();
+ this->SetDirty();
+ }
+ break;
+ }
+ }
+
+ virtual void OnQueryTextFinished(char *str)
+ {
+ if (str == NULL) return;
+ /* Set a new player face number */
+ if (!StrEmpty(str)) {
+ this->face = strtoul(str, NULL, 10);
+ ScaleAllPlayerFaceBits(this->face);
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
+ this->UpdateData();
+ this->SetDirty();
+ } else {
+ ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
+ }
+ }
+};
/** normal/simple player face selection window description */
static const WindowDesc _select_player_face_desc = {
@@ -999,7 +1019,7 @@ static const WindowDesc _select_player_face_desc = {
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_widgets,
- SelectPlayerFaceWndProc
+ NULL
};
/** advanced player face selection window description */
@@ -1008,7 +1028,7 @@ static const WindowDesc _select_player_face_adv_desc = {
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_adv_widgets,
- SelectPlayerFaceWndProc
+ NULL
};
/**
@@ -1025,19 +1045,7 @@ static void DoSelectPlayerFace(PlayerID player, bool adv, int top, int left)
{
if (!IsValidPlayer(player)) return;
- Window *w = AllocateWindowDescFront<Window>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player); // simple or advanced window
-
- if (w != NULL) {
- w->caption_color = w->window_number;
- WP(w, facesel_d).face = GetPlayer((PlayerID)w->window_number)->face;
- WP(w, facesel_d).advanced = adv;
-
- /* Check if repositioning from default is required */
- if (top != FIRST_GUI_CALL && left != FIRST_GUI_CALL) {
- w->top = top;
- w->left = left;
- }
- }
+ AllocateWindowDescFront<SelectPlayerFaceWindow>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, &adv); // simple or advanced window
}