diff options
author | frosch <frosch@openttd.org> | 2013-02-27 21:23:19 +0000 |
---|---|---|
committer | frosch <frosch@openttd.org> | 2013-02-27 21:23:19 +0000 |
commit | 9b06e797650a09a96dd9fa0cff7456943c913947 (patch) | |
tree | 42b384eb9f31cf43e079f8c4b6f7fda83751273a /src | |
parent | 0c582e409e0670e41cd88f76be73ef4bc5c965fb (diff) | |
download | openttd-9b06e797650a09a96dd9fa0cff7456943c913947.tar.xz |
(svn r25052) -Fix [FS#5490]: Refactor Script Debug GUI to only set widget states in OnInvalidateData.
Diffstat (limited to 'src')
-rw-r--r-- | src/ai/ai_gui.cpp | 194 |
1 files changed, 91 insertions, 103 deletions
diff --git a/src/ai/ai_gui.cpp b/src/ai/ai_gui.cpp index 7d21ceba6..7ebdb4bfe 100644 --- a/src/ai/ai_gui.cpp +++ b/src/ai/ai_gui.cpp @@ -1001,6 +1001,43 @@ struct AIDebugWindow : public Window { } /** + * Check whether a company is a valid AI company or GS. + * @param company Company to check for validity. + * @return true if company is valid for debugging. + */ + bool IsValidDebugCompany(CompanyID company) const + { + switch (company) { + case INVALID_COMPANY: return false; + case OWNER_DEITY: return Game::GetInstance() != NULL; + default: return Company::IsValidAiID(company); + } + } + + /** + * Ensure that \c ai_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY. + * If no valid company is selected, it selects the first valid AI or GS if any. + */ + void SelectValidDebugCompany() + { + /* Check if the currently selected company is still active. */ + if (this->IsValidDebugCompany(ai_debug_company)) return; + + ai_debug_company = INVALID_COMPANY; + + const Company *c; + FOR_ALL_COMPANIES(c) { + if (c->is_ai) { + ChangeToAI(c->index); + return; + } + } + + /* If no AI is available, see if there is a game script. */ + if (Game::GetInstance() != NULL) ChangeToAI(OWNER_DEITY); + } + + /** * Constructor for the window. * @param desc The description of the window. * @param number The window number (actually unused). @@ -1014,14 +1051,6 @@ struct AIDebugWindow : public Window { this->FinishInitNested(desc, number); if (!this->show_break_box) break_check_enabled = false; - /* Disable the companies who are not active or not an AI */ - for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { - this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i)); - } - this->EnableWidget(WID_AID_SCRIPT_GAME); - this->DisableWidget(WID_AID_RELOAD_TOGGLE); - this->DisableWidget(WID_AID_SETTINGS); - this->DisableWidget(WID_AID_CONTINUE_BTN); this->last_vscroll_pos = 0; this->autoscroll = true; @@ -1032,17 +1061,8 @@ struct AIDebugWindow : public Window { /* Restore the break string value from static variable */ this->break_editbox.text.Assign(this->break_string); - /* Restore button state from static class variables */ - if (ai_debug_company == OWNER_DEITY) { - this->LowerWidget(WID_AID_SCRIPT_GAME); - this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused()); - } else if (ai_debug_company != INVALID_COMPANY) { - this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); - this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company)); - } - this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); - this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check); - + this->SelectValidDebugCompany(); + this->InvalidateData(-1); } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) @@ -1055,67 +1075,31 @@ struct AIDebugWindow : public Window { virtual void OnPaint() { - /* Check if the currently selected company is still active. */ - if (ai_debug_company == INVALID_COMPANY || (ai_debug_company != OWNER_DEITY && !Company::IsValidAiID(ai_debug_company))) { - if (ai_debug_company != INVALID_COMPANY) { - /* Raise the widget for the previous selection. */ - this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); - - ai_debug_company = INVALID_COMPANY; - } - - const Company *c; - FOR_ALL_COMPANIES(c) { - if (c->is_ai) { - /* Lower the widget corresponding to this company. */ - this->LowerWidget(c->index + WID_AID_COMPANY_BUTTON_START); - - ai_debug_company = c->index; - break; - } - } - - /* If no AI is available, see if there is a game script. */ - if (ai_debug_company == INVALID_COMPANY && Game::GetInstance() != NULL) { - /* Lower the widget corresponding to the game script. */ - this->LowerWidget(WID_AID_SCRIPT_GAME); - - ai_debug_company = OWNER_DEITY; - } - } - - /* Update "Reload AI" and "AI settings" buttons */ - this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY); - this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY); - this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL); + this->SelectValidDebugCompany(); /* Draw standard stuff */ this->DrawWidgets(); if (this->IsShaded()) return; // Don't draw anything when the window is shaded. + bool dirty = false; + /* Paint the company icons */ for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_AID_COMPANY_BUTTON_START); - bool dirty = false; bool valid = Company::IsValidAiID(i); - bool disabled = !valid; - if (button->IsDisabled() != disabled) { - /* Invalid/non-AI companies have button disabled */ - button->SetDisabled(disabled); - dirty = true; - } + + /* Check whether the validity of the company changed */ + dirty |= (button->IsDisabled() == valid); /* Mark dead/paused AIs by setting the background colour. */ bool dead = valid && Company::Get(i)->ai_instance->IsDead(); bool paused = valid && Company::Get(i)->ai_instance->IsPaused(); /* Re-paint if the button was updated. * (note that it is intentional that SetScriptButtonColour is always called) */ - dirty = SetScriptButtonColour(*button, dead, paused) || dirty; + dirty |= SetScriptButtonColour(*button, dead, paused); - /* Do we need a repaint? */ - if (dirty) this->SetDirty(); /* Draw company icon only for valid AI companies */ if (!valid) continue; @@ -1125,13 +1109,14 @@ struct AIDebugWindow : public Window { /* Set button colour for Game Script. */ GameInstance *game = Game::GetInstance(); - bool dead = game != NULL && game->IsDead(); - bool paused = game != NULL && game->IsPaused(); + bool valid = game != NULL; + bool dead = valid && game->IsDead(); + bool paused = valid && game->IsPaused(); + NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME); - if (SetScriptButtonColour(*button, dead, paused)) { - /* Re-paint if the button was updated. */ - this->SetWidgetDirty(WID_AID_SCRIPT_GAME); - } + dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused); + + if (dirty) this->InvalidateData(-1); /* If there are no active companies, don't display anything else. */ if (ai_debug_company == INVALID_COMPANY) return; @@ -1233,30 +1218,19 @@ struct AIDebugWindow : public Window { */ void ChangeToAI(CompanyID show_ai) { - if (ai_debug_company == OWNER_DEITY) { - this->RaiseWidget(WID_AID_SCRIPT_GAME); - } else { - this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); - } + if (!this->IsValidDebugCompany(show_ai)) return; + ai_debug_company = show_ai; - ScriptLog::LogData *log = this->GetLogPointer(); - this->vscroll->SetCount((log == NULL) ? 0 : log->used); + this->highlight_row = -1; // The highlight of one AI make little sense for another AI. - if (ai_debug_company == OWNER_DEITY) { - this->LowerWidget(WID_AID_SCRIPT_GAME); - this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused()); - } else { - this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START); - this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company)); - } + /* Close AI settings window to prevent confusion */ + DeleteWindowByClass(WC_AI_SETTINGS); + + this->InvalidateData(-1); - this->highlight_row = -1; // The highlight of one AI make little sense for another AI. this->autoscroll = true; this->last_vscroll_pos = this->vscroll->GetPosition(); - this->SetDirty(); - /* Close AI settings window to prevent confusion */ - DeleteWindowByClass(WC_AI_SETTINGS); } virtual void OnClick(Point pt, int widget, int click_count) @@ -1287,25 +1261,21 @@ struct AIDebugWindow : public Window { case WID_AID_BREAK_STR_ON_OFF_BTN: this->break_check_enabled = !this->break_check_enabled; - this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); - this->SetWidgetDirty(WID_AID_BREAK_STR_ON_OFF_BTN); + this->InvalidateData(-1); break; case WID_AID_MATCH_CASE_BTN: this->case_sensitive_break_check = !this->case_sensitive_break_check; - this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check); - this->SetWidgetDirty(WID_AID_MATCH_CASE_BTN); + this->InvalidateData(-1); break; case WID_AID_CONTINUE_BTN: /* Unpause current AI / game script and mark the corresponding script button dirty. */ - if (!IsDead()) { + if (!this->IsDead()) { if (ai_debug_company == OWNER_DEITY) { Game::Unpause(); - this->SetWidgetDirty(WID_AID_SCRIPT_GAME); } else { AI::Unpause(ai_debug_company); - this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + ai_debug_company); } } @@ -1328,8 +1298,7 @@ struct AIDebugWindow : public Window { } this->highlight_row = -1; - this->SetWidgetDirty(WID_AID_LOG_PANEL); - this->DisableWidget(WID_AID_CONTINUE_BTN); + this->InvalidateData(-1); break; } } @@ -1363,15 +1332,14 @@ struct AIDebugWindow : public Window { /** * Some data on this window has become invalid. * @param data Information about the changed data. + * This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases. * @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. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { - if (data == -1 || ai_debug_company == data) this->SetDirty(); - /* If the log message is related to the active company tab, check the break string. * This needs to be done in gameloop-scope, so the AI is suspended immediately. */ - if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) { + if (!gui_scope && data == ai_debug_company && this->IsValidDebugCompany(ai_debug_company) && this->break_check_enabled && !this->break_string_filter.IsEmpty()) { /* Get the log instance of the active company */ ScriptLog::LogData *log = this->GetLogPointer(); @@ -1380,7 +1348,7 @@ struct AIDebugWindow : public Window { this->break_string_filter.AddLine(log->lines[log->pos]); if (this->break_string_filter.GetState()) { /* Pause execution of script. */ - if (!IsDead()) { + if (!this->IsDead()) { if (ai_debug_company == OWNER_DEITY) { Game::Pause(); } else { @@ -1393,15 +1361,35 @@ struct AIDebugWindow : public Window { DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); } - /* Make it possible to click on the continue button */ - this->EnableWidget(WID_AID_CONTINUE_BTN); - this->SetWidgetDirty(WID_AID_CONTINUE_BTN); - /* Highlight row that matched */ this->highlight_row = log->pos; } } } + + if (!gui_scope) return; + + this->SelectValidDebugCompany(); + + ScriptLog::LogData *log = ai_debug_company != INVALID_COMPANY ? this->GetLogPointer() : NULL; + this->vscroll->SetCount((log == NULL) ? 0 : log->used); + + /* Update company buttons */ + for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { + this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i)); + this->SetWidgetLoweredState(i + WID_AID_COMPANY_BUTTON_START, ai_debug_company == i); + } + + this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL); + this->SetWidgetLoweredState(WID_AID_SCRIPT_GAME, ai_debug_company == OWNER_DEITY); + + this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); + this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check); + + this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY); + this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY); + this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, ai_debug_company == INVALID_COMPANY || + (ai_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(ai_debug_company))); } virtual void OnResize() |