/* $Id$ */ /** @file depot_gui.cpp The GUI for depots. */ #include "stdafx.h" #include "openttd.h" #include "train.h" #include "roadveh.h" #include "ship.h" #include "aircraft.h" #include "gui.h" #include "textbuf_gui.h" #include "viewport_func.h" #include "gfx_func.h" #include "command_func.h" #include "depot_base.h" #include "vehicle_gui.h" #include "station_map.h" #include "newgrf_engine.h" #include "spritecache.h" #include "strings_func.h" #include "window_func.h" #include "vehicle_func.h" #include "player_func.h" #include "order_func.h" #include "depot_base.h" #include "tilehighlight_func.h" #include "window_gui.h" #include "vehiclelist.h" #include "table/strings.h" #include "table/sprites.h" /* * Since all depot window sizes aren't the same, we need to modify sizes a little. * It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction. * How long they should be moved and for what window types are controlled in ShowDepotWindow() */ /* Names of the widgets. Keep them in the same order as in the widget array */ enum DepotWindowWidgets { DEPOT_WIDGET_CLOSEBOX = 0, DEPOT_WIDGET_CAPTION, DEPOT_WIDGET_STICKY, DEPOT_WIDGET_SELL, DEPOT_WIDGET_SELL_CHAIN, DEPOT_WIDGET_SELL_ALL, DEPOT_WIDGET_AUTOREPLACE, DEPOT_WIDGET_MATRIX, DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar DEPOT_WIDGET_BUILD, DEPOT_WIDGET_CLONE, DEPOT_WIDGET_LOCATION, DEPOT_WIDGET_VEHICLE_LIST, DEPOT_WIDGET_STOP_ALL, DEPOT_WIDGET_START_ALL, DEPOT_WIDGET_RESIZE, }; /* Widget array for all depot windows. * If a widget is needed in some windows only (like train specific), add it for all windows * and use HideWindowWidget in ShowDepotWindow() to remove it in the windows where it should not be * Keep the widget numbers in sync with the enum or really bad stuff will happen!!! */ /* When adding widgets, place them as you would place them for the ship depot and define how you want it to move in widget_moves[] * If you want a widget for one window only, set it to be hidden in ShowDepotWindow() for the windows where you don't want it * NOTE: the train only widgets are moved/resized in ShowDepotWindow() so they follow certain other widgets if they are moved to ensure that they stick together. * Changing the size of those here will not have an effect at all. It should be done in ShowDepotWindow() */ /* * Some of the widgets are placed outside the window (negative coordinates). * The reason is that they are placed relatively to the matrix and the matrix is just one pixel (in 0, 14). * The matrix and the rest of the window will be resized when the size of the boxes is set and then all the widgets will be inside the window. */ static const Widget _depot_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // DEPOT_WIDGET_CLOSEBOX { WWT_CAPTION, RESIZE_RIGHT, 14, 11, 23, 0, 13, 0x0, STR_018C_WINDOW_TITLE_DRAG_THIS}, // DEPOT_WIDGET_CAPTION { WWT_STICKYBOX, RESIZE_LR, 14, 24, 35, 0, 13, 0x0, STR_STICKY_BUTTON}, // DEPOT_WIDGET_STICKY /* Widgets are set up run-time */ { WWT_IMGBTN, RESIZE_LRB, 14, 1, 23, 14, -32, 0x0, STR_NULL}, // DEPOT_WIDGET_SELL { WWT_IMGBTN, RESIZE_LRTB, 14, 1, 23, -55, -32, SPR_SELL_CHAIN_TRAIN,STR_DRAG_WHOLE_TRAIN_TO_SELL_TIP}, // DEPOT_WIDGET_SELL_CHAIN, trains only { WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 1, 23, -31, -9, 0x0, STR_NULL}, // DEPOT_WIDGET_SELL_ALL { WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 1, 23, -8, 14, 0x0, STR_NULL}, // DEPOT_WIDGET_AUTOREPLACE { WWT_MATRIX, RESIZE_RB, 14, 0, 0, 14, 14, 0x0, STR_NULL}, // DEPOT_WIDGET_MATRIX { WWT_SCROLLBAR, RESIZE_LRB, 14, 24, 35, 14, 14, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL { WWT_HSCROLLBAR, RESIZE_RTB, 14, 0, 0, 3, 14, 0x0, STR_HSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_H_SCROLL, trains only /* The buttons in the bottom of the window. left and right is not important as they are later resized to be equal in size * This calculation is based on right in DEPOT_WIDGET_LOCATION and it presumes left of DEPOT_WIDGET_BUILD is 0 */ { WWT_PUSHTXTBTN, RESIZE_TB, 14, 0, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_BUILD { WWT_TEXTBTN, RESIZE_TB, 14, 0, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_CLONE { WWT_PUSHTXTBTN, RESIZE_RTB, 14, 0, -12, 15, 26, STR_00E4_LOCATION, STR_NULL}, // DEPOT_WIDGET_LOCATION { WWT_PUSHTXTBTN, RESIZE_LRTB, 14, -11, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_VEHICLE_LIST { WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 1, 11, 15, 26, SPR_FLAG_VEH_STOPPED,STR_NULL}, // DEPOT_WIDGET_STOP_ALL { WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 12, 23, 15, 26, SPR_FLAG_VEH_RUNNING,STR_NULL}, // DEPOT_WIDGET_START_ALL { WWT_RESIZEBOX, RESIZE_LRTB, 14, 24, 35, 15, 26, 0x0, STR_RESIZE_BUTTON}, // DEPOT_WIDGET_RESIZE { WIDGETS_END}, }; static const WindowDesc _train_depot_desc = { WDP_AUTO, WDP_AUTO, 36, 27, 36, 27, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _depot_widgets, }; static const WindowDesc _road_depot_desc = { WDP_AUTO, WDP_AUTO, 36, 27, 36, 27, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _depot_widgets, }; static const WindowDesc _ship_depot_desc = { WDP_AUTO, WDP_AUTO, 36, 27, 36, 27, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _depot_widgets, }; static const WindowDesc _aircraft_depot_desc = { WDP_AUTO, WDP_AUTO, 36, 27, 36, 27, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _depot_widgets, }; extern int WagonLengthToPixels(int len); extern void DepotSortList(VehicleList *list); /** * This is the Callback method after the cloning attempt of a vehicle * @param success indicates completion (or not) of the operation * @param tile unused * @param p1 unused * @param p2 unused */ void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (!success) return; const Vehicle *v = GetVehicle(_new_vehicle_id); ShowVehicleViewWindow(v); } static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head) { const Vehicle *v = GetVehicle(sel); if (v == wagon) return; if (wagon == NULL) { if (head != NULL) wagon = GetLastVehicleInChain(head); } else { wagon = wagon->Previous(); if (wagon == NULL) return; } if (wagon == v) return; DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE)); } /* Array to hold the block sizes * First part is the vehicle type, while the last is 0 = x, 1 = y */ uint _block_sizes[4][2]; /* Array to hold the default resize capacities * First part is the vehicle type, while the last is 0 = x, 1 = y */ const uint _resize_cap[][2] = { /* VEH_TRAIN */ {6, 10 * 29}, /* VEH_ROAD */ {5, 5}, /* VEH_SHIP */ {3, 3}, /* VEH_AIRCRAFT */ {3, 4}, }; static void ResizeDefaultWindowSizeForTrains() { _block_sizes[VEH_TRAIN][0] = 1; _block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN); } static void ResizeDefaultWindowSizeForRoadVehicles() { _block_sizes[VEH_ROAD][0] = 56; _block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD); } static void ResizeDefaultWindowSize(VehicleType type) { uint max_width = 0; uint max_height = 0; const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, type) { EngineID eid = e->index; uint x, y; switch (type) { default: NOT_REACHED(); case VEH_SHIP: GetShipSpriteSize( eid, x, y); break; case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break; } if (x > max_width) max_width = x; if (y > max_height) max_height = y; } switch (type) { default: NOT_REACHED(); case VEH_SHIP: _block_sizes[VEH_SHIP][0] = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite break; case VEH_AIRCRAFT: _block_sizes[VEH_AIRCRAFT][0] = max(74U, max_width); break; } _block_sizes[type][1] = max(GetVehicleListHeight(type), max_height); } /* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game * We will only need to call this once for each game */ void InitDepotWindowBlockSizes() { ResizeDefaultWindowSizeForTrains(); ResizeDefaultWindowSizeForRoadVehicles(); ResizeDefaultWindowSize(VEH_SHIP); ResizeDefaultWindowSize(VEH_AIRCRAFT); } static void DepotSellAllConfirmationCallback(Window *w, bool confirmed); const Sprite *GetAircraftSprite(EngineID engine); struct DepotWindow : Window { VehicleID sel; VehicleType type; bool generate_list; VehicleList vehicle_list; VehicleList wagon_list; DepotWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number) { this->sel = INVALID_VEHICLE; this->generate_list = true; this->FindWindowPlacementAndResize(desc); } ~DepotWindow() { DeleteWindowById(WC_BUILD_VEHICLE, this->window_number); } /** Draw a vehicle in the depot window in the box with the top left corner at x,y * @param *w Window to draw in * @param *v Vehicle to draw * @param x Left side of the box to draw in * @param y Top of the box to draw in */ void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y) { byte diff_x = 0, diff_y = 0; int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type); switch (v->type) { case VEH_TRAIN: DrawTrainImage(v, x + 21, sprite_y, this->sel, this->hscroll.cap + 4, this->hscroll.pos); /* Number of wagons relative to a standard length wagon (rounded up) */ SetDParam(0, (v->u.rail.cached_total_length + 7) / 8); DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter break; case VEH_ROAD: DrawRoadVehImage( v, x + 24, sprite_y, this->sel, 1); break; case VEH_SHIP: DrawShipImage( v, x + 19, sprite_y - 1, this->sel); break; case VEH_AIRCRAFT: { const Sprite *spr = GetSprite(v->GetImage(DIR_W)); DrawAircraftImage(v, x + 12, y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset this->sel); } break; default: NOT_REACHED(); } if (this->resize.step_height == 14) { /* VEH_TRAIN and VEH_ROAD, which are low */ diff_x = 15; } else { /* VEH_SHIP and VEH_AIRCRAFT, which are tall */ diff_y = 12; } DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y); SetDParam(0, v->unitnumber); DrawString(x, y + 2, (uint16)(v->max_age - 366) >= v->age ? STR_00E2 : STR_00E3, TC_FROMSTRING); } void DrawDepotWindow(Window *w) { TileIndex tile = this->window_number; int x, y, i, maxval; uint16 hnum; /* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */ uint16 rows_in_display = this->widget[DEPOT_WIDGET_MATRIX].data >> 8; uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF; /* setup disabled buttons */ this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_player), DEPOT_WIDGET_STOP_ALL, DEPOT_WIDGET_START_ALL, DEPOT_WIDGET_SELL, DEPOT_WIDGET_SELL_CHAIN, DEPOT_WIDGET_SELL_ALL, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_CLONE, DEPOT_WIDGET_AUTOREPLACE, WIDGET_LIST_END); /* determine amount of items for scroller */ if (this->type == VEH_TRAIN) { hnum = 8; for (uint num = 0; num < this->vehicle_list.Length(); num++) { const Vehicle *v = this->vehicle_list[num]; hnum = max(hnum, v->u.rail.cached_total_length); } /* Always have 1 empty row, so people can change the setting of the train */ SetVScrollCount(w, this->vehicle_list.Length() + this->wagon_list.Length() + 1); SetHScrollCount(w, WagonLengthToPixels(hnum)); } else { SetVScrollCount(w, (this->vehicle_list.Length() + this->hscroll.cap - 1) / this->hscroll.cap); } /* locate the depot struct */ if (this->type == VEH_AIRCRAFT) { SetDParam(0, GetStationIndex(tile)); // Airport name } else { Depot *depot = GetDepotByTile(tile); assert(depot != NULL); SetDParam(0, depot->town_index); } w->DrawWidgets(); uint16 num = this->vscroll.pos * boxes_in_each_row; maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row)); for (x = 2, y = 15; num < maxval; y += this->resize.step_height, x = 2) { // Draw the rows byte i; for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) { /* Draw all vehicles in the current row */ const Vehicle *v = this->vehicle_list[num]; DrawVehicleInDepot(w, v, x, y); } } maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row)); /* draw the train wagons, that do not have an engine in front */ for (; num < maxval; num++, y += 14) { const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()]; const Vehicle *u; DrawTrainImage(v, x + 50, y, this->sel, this->hscroll.cap - 29, 0); DrawString(x, y + 2, STR_8816, TC_FROMSTRING); /*Draw the train counter */ i = 0; u = v; do i++; while ((u = u->Next()) != NULL); // Determine length of train SetDParam(0, i); // Set the counter DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter } } struct GetDepotVehiclePtData { const Vehicle *head; const Vehicle *wagon; }; enum DepotGUIAction { MODE_ERROR, MODE_DRAG_VEHICLE, MODE_SHOW_VEHICLE, MODE_START_STOP, }; DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const { uint xt, row, xm = 0, ym = 0; int pos, skip = 0; uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF; if (this->type == VEH_TRAIN) { xt = 0; x -= 23; } else { xt = x / this->resize.step_width; xm = x % this->resize.step_width; if (xt >= this->hscroll.cap) return MODE_ERROR; ym = (y - 14) % this->resize.step_height; } row = (y - 14) / this->resize.step_height; if (row >= this->vscroll.cap) return MODE_ERROR; pos = ((row + this->vscroll.pos) * boxes_in_each_row) + xt; if ((int)(this->vehicle_list.Length() + this->wagon_list.Length()) <= pos) { if (this->type == VEH_TRAIN) { d->head = NULL; d->wagon = NULL; return MODE_DRAG_VEHICLE; } else { return MODE_ERROR; // empty block, so no vehicle is selected } } if ((int)this->vehicle_list.Length() > pos) { *veh = this->vehicle_list[pos]; skip = this->hscroll.pos; } else { pos -= this->vehicle_list.Length(); *veh = this->wagon_list[pos]; /* free wagons don't have an initial loco. */ x -= _traininfo_vehicle_width; } switch (this->type) { case VEH_TRAIN: { const Vehicle *v = *veh; d->head = d->wagon = v; /* either pressed the flag or the number, but only when it's a loco */ if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE; skip = (skip * 8) / _traininfo_vehicle_width; x = (x * 8) / _traininfo_vehicle_width; /* Skip vehicles that are scrolled off the list */ x += skip; /* find the vehicle in this row that was clicked */ while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next(); /* if an articulated part was selected, find its parent */ while (v != NULL && IsArticulatedPart(v)) v = v->Previous(); d->wagon = v; return MODE_DRAG_VEHICLE; } break; case VEH_ROAD: if (xm >= 24) return MODE_DRAG_VEHICLE; if (xm <= 16) return MODE_SHOW_VEHICLE; break; case VEH_SHIP: if (xm >= 19) return MODE_DRAG_VEHICLE; if (ym <= 10) return MODE_SHOW_VEHICLE; break; case VEH_AIRCRAFT: if (xm >= 12) return MODE_DRAG_VEHICLE; if (ym <= 12) return MODE_SHOW_VEHICLE; break; default: NOT_REACHED(); } return MODE_START_STOP; } void DepotClick(int x, int y) { GetDepotVehiclePtData gdvp = { NULL, NULL }; const Vehicle *v = NULL; DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp); /* share / copy orders */ if (_thd.place_mode != VHM_NONE && mode != MODE_ERROR) { _place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v); return; } if (this->type == VEH_TRAIN) v = gdvp.wagon; switch (mode) { case MODE_ERROR: // invalid return; case MODE_DRAG_VEHICLE: { // start dragging of vehicle VehicleID sel = this->sel; if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) { this->sel = INVALID_VEHICLE; TrainDepotMoveVehicle(v, sel, gdvp.head); } else if (v != NULL) { int image = v->GetImage(DIR_W); this->sel = v->index; this->SetDirty(); SetObjectToPlaceWnd(image, GetVehiclePalette(v), VHM_DRAG, this); _cursor.vehchain = _ctrl_pressed; } } break; case MODE_SHOW_VEHICLE: // show info window ShowVehicleViewWindow(v); break; case MODE_START_STOP: { // click start/stop flag uint command; switch (this->type) { case VEH_TRAIN: command = CMD_START_STOP_TRAIN | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN); break; case VEH_ROAD: command = CMD_START_STOP_ROADVEH | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break; case VEH_SHIP: command = CMD_START_STOP_SHIP | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP); break; case VEH_AIRCRAFT: command = CMD_START_STOP_AIRCRAFT | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT); break; default: NOT_REACHED(); command = 0; } DoCommandP(v->tile, v->index, 0, NULL, command); } break; default: NOT_REACHED(); } } /** * Clones a vehicle * @param *v is the original vehicle to clone * @param *w is the window of the depot where the clone is build */ void HandleCloneVehClick(const Vehicle *v, const Window *w) { uint error_str; if (v == NULL) return; if (!v->IsPrimaryVehicle()) { v = v->First(); /* Do nothing when clicking on a train in depot with no loc attached */ if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return; } switch (v->type) { case VEH_TRAIN: error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break; case VEH_ROAD: error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE); break; case VEH_SHIP: error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP); break; case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT); break; default: return; } DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str); ResetObjectToPlace(); } void ResizeDepotButtons(Window *w) { ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION); if (this->type == VEH_TRAIN) { /* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size. * This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason */ this->widget[DEPOT_WIDGET_SELL_CHAIN].top = ((this->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - this->widget[DEPOT_WIDGET_SELL].top) / 2) + this->widget[DEPOT_WIDGET_SELL].top; this->widget[DEPOT_WIDGET_SELL].bottom = this->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1; } } /* Function to set up vehicle specific sprites and strings * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array */ void SetupStringsForDepotWindow(VehicleType type) { switch (type) { default: NOT_REACHED(); case VEH_TRAIN: this->widget[DEPOT_WIDGET_CAPTION].data = STR_8800_TRAIN_DEPOT; this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP; this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP; this->widget[DEPOT_WIDGET_SELL].tooltips = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE; this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP; this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR; this->widget[DEPOT_WIDGET_BUILD].data = STR_8815_NEW_VEHICLES; this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_8840_BUILD_NEW_TRAIN_VEHICLE; this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_TRAIN; this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_TRAIN_DEPOT_INFO; this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN; this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN; this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP; this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP; /* Sprites */ this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_TRAIN; this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_TRAIN; this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN; break; case VEH_ROAD: this->widget[DEPOT_WIDGET_CAPTION].data = STR_9003_ROAD_VEHICLE_DEPOT; this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP; this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP; this->widget[DEPOT_WIDGET_SELL].tooltips = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE; this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP; this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_9022_VEHICLES_CLICK_ON_VEHICLE; this->widget[DEPOT_WIDGET_BUILD].data = STR_9004_NEW_VEHICLES; this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_9023_BUILD_NEW_ROAD_VEHICLE; this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_ROAD_VEHICLE; this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO; this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD; this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY; this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP; this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP; /* Sprites */ this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_ROADVEH; this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_ROADVEH; this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH; break; case VEH_SHIP: this->widget[DEPOT_WIDGET_CAPTION].data = STR_9803_SHIP_DEPOT; this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP; this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP; this->widget[DEPOT_WIDGET_SELL].tooltips = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL; this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP; this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_981F_SHIPS_CLICK_ON_SHIP_FOR; this->widget[DEPOT_WIDGET_BUILD].data = STR_9804_NEW_SHIPS; this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_9820_BUILD_NEW_SHIP; this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_SHIP; this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_SHIP_DEPOT_INFO; this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP; this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP; this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP; this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP; /* Sprites */ this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_SHIP; this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_SHIP; this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP; break; case VEH_AIRCRAFT: this->widget[DEPOT_WIDGET_CAPTION].data = STR_A002_AIRCRAFT_HANGAR; this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP; this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP; this->widget[DEPOT_WIDGET_SELL].tooltips = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO; this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP; this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT; this->widget[DEPOT_WIDGET_BUILD].data = STR_A003_NEW_AIRCRAFT; this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_A022_BUILD_NEW_AIRCRAFT; this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_AIRCRAFT; this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW; this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR; this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE; this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP; this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP; /* Sprites */ this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_AIRCRAFT; this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_AIRCRAFT; this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT; break; } } void CreateDepotListWindow(VehicleType type) { this->type = type; _backup_orders_tile = 0; assert(IsPlayerBuildableVehicleType(type)); // ensure that we make the call with a valid type /* Resize the window according to the vehicle type */ /* Set the number of blocks in each direction */ this->vscroll.cap = _resize_cap[type][0]; this->hscroll.cap = _resize_cap[type][1]; /* Set the block size */ this->resize.step_width = _block_sizes[type][0]; this->resize.step_height = _block_sizes[type][1]; /* Enlarge the window to fit with the selected number of blocks of the selected size */ ResizeWindow(this, _block_sizes[type][0] * this->hscroll.cap, _block_sizes[type][1] * this->vscroll.cap); if (type == VEH_TRAIN) { /* Make space for the horizontal scrollbar vertically, and the unit * number, flag, and length counter horizontally. */ ResizeWindow(this, 36, 12); /* substract the newly added space from the matrix since it was meant for the scrollbar */ this->widget[DEPOT_WIDGET_MATRIX].bottom -= 12; } /* Set the minimum window size to the current window size */ this->resize.width = this->width; this->resize.height = this->height; this->SetupStringsForDepotWindow(type); this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap * 0x100) // number of rows to draw on the background + (type == VEH_TRAIN ? 1 : this->hscroll.cap); // number of boxes in each row. Trains always have just one this->SetWidgetsHiddenState(type != VEH_TRAIN, DEPOT_WIDGET_H_SCROLL, DEPOT_WIDGET_SELL_CHAIN, WIDGET_LIST_END); ResizeDepotButtons(this); } virtual void OnInvalidateData(int data) { this->generate_list = true; } virtual void OnPaint() { if (this->generate_list) { /* Generate the vehicle list * It's ok to use the wagon pointers for non-trains as they will be ignored */ BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list); this->generate_list = false; DepotSortList(&this->vehicle_list); } DrawDepotWindow(this); } virtual void OnClick(Point pt, int widget) { switch (widget) { case DEPOT_WIDGET_MATRIX: // List this->DepotClick(pt.x, pt.y); break; case DEPOT_WIDGET_BUILD: // Build vehicle ResetObjectToPlace(); ShowBuildVehicleWindow(this->window_number, this->type); break; case DEPOT_WIDGET_CLONE: // Clone button this->InvalidateWidget(DEPOT_WIDGET_CLONE); this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE); if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) { static const CursorID clone_icons[] = { SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH, SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE }; _place_clicked_vehicle = NULL; SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, VHM_RECT, this); } else { ResetObjectToPlace(); } break; case DEPOT_WIDGET_LOCATION: if (_ctrl_pressed) { ShowExtraViewPortWindow(this->window_number); } else { ScrollMainWindowToTile(this->window_number); } break; case DEPOT_WIDGET_STOP_ALL: case DEPOT_WIDGET_START_ALL: DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), NULL, CMD_MASS_START_STOP); break; case DEPOT_WIDGET_SELL_ALL: /* Only open the confimation window if there are anything to sell */ if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) { static const StringID confirm_captions[] = { STR_8800_TRAIN_DEPOT, STR_9003_ROAD_VEHICLE_DEPOT, STR_9803_SHIP_DEPOT, STR_A002_AIRCRAFT_HANGAR }; TileIndex tile = this->window_number; byte vehtype = this->type; SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index); ShowQuery( confirm_captions[vehtype], STR_DEPOT_SELL_CONFIRMATION_TEXT, this, DepotSellAllConfirmationCallback ); } break; case DEPOT_WIDGET_VEHICLE_LIST: ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number); break; case DEPOT_WIDGET_AUTOREPLACE: DoCommandP(this->window_number, this->type, 0, NULL, CMD_DEPOT_MASS_AUTOREPLACE); break; } } virtual void OnPlaceObject(Point pt, TileIndex tile) { const Vehicle *v = CheckMouseOverVehicle(); if (v != NULL) HandleCloneVehClick(v, this); } virtual void OnPlaceObjectAbort() { /* abort clone */ this->RaiseWidget(DEPOT_WIDGET_CLONE); this->InvalidateWidget(DEPOT_WIDGET_CLONE); /* abort drag & drop */ this->sel = INVALID_VEHICLE; this->InvalidateWidget(DEPOT_WIDGET_MATRIX); }; /* check if a vehicle in a depot was clicked.. */ virtual void OnMouseLoop() { const Vehicle *v = _place_clicked_vehicle; /* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */ if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) { _place_clicked_vehicle = NULL; HandleCloneVehClick(v, this); } } virtual void OnDragDrop(Point pt, int widget) { switch (widget) { case DEPOT_WIDGET_MATRIX: { const Vehicle *v = NULL; VehicleID sel = this->sel; this->sel = INVALID_VEHICLE; this->SetDirty(); if (this->type == VEH_TRAIN) { GetDepotVehiclePtData gdvp = { NULL, NULL }; if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE && sel != INVALID_VEHICLE) { if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) { DoCommandP(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN)); } else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) { TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head); } else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) { ShowVehicleViewWindow(gdvp.head); } } } else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE && v != NULL && sel == v->index) { ShowVehicleViewWindow(v); } } break; case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN: if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) && this->sel != INVALID_VEHICLE) { uint command; if (this->IsWidgetDisabled(widget)) return; if (this->sel == INVALID_VEHICLE) return; this->HandleButtonClick(widget); const Vehicle *v = GetVehicle(this->sel); this->sel = INVALID_VEHICLE; this->SetDirty(); int sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0; bool is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v))); if (is_engine) { _backup_orders_tile = v->tile; BackupVehicleOrders(v); } switch (v->type) { case VEH_TRAIN: command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break; case VEH_ROAD: command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE); break; case VEH_SHIP: command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP); break; case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT); break; default: NOT_REACHED(); command = 0; } if (!DoCommandP(v->tile, v->index, sell_cmd, NULL, command) && is_engine) _backup_orders_tile = 0; } break; default: this->sel = INVALID_VEHICLE; this->SetDirty(); } _cursor.vehchain = false; } virtual void OnResize(Point new_size, Point delta) { this->vscroll.cap += delta.y / (int)this->resize.step_height; this->hscroll.cap += delta.x / (int)this->resize.step_width; this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap << 8) + (this->type == VEH_TRAIN ? 1 : this->hscroll.cap); ResizeDepotButtons(this); } virtual EventState OnCTRLStateChange() { if (this->sel != INVALID_VEHICLE) { _cursor.vehchain = _ctrl_pressed; this->InvalidateWidget(DEPOT_WIDGET_MATRIX); } return ES_HANDLED; } }; static void DepotSellAllConfirmationCallback(Window *win, bool confirmed) { if (confirmed) { DepotWindow *w = (DepotWindow*)win; TileIndex tile = w->window_number; byte vehtype = w->type; DoCommandP(tile, vehtype, 0, NULL, CMD_DEPOT_SELL_ALL_VEHICLES); } } /** Opens a depot window * @param tile The tile where the depot/hangar is located * @param type The type of vehicles in the depot */ void ShowDepotWindow(TileIndex tile, VehicleType type) { DepotWindow *w; switch (type) { default: NOT_REACHED(); case VEH_TRAIN: w = AllocateWindowDescFront<DepotWindow>(&_train_depot_desc, tile); break; case VEH_ROAD: w = AllocateWindowDescFront<DepotWindow>(&_road_depot_desc, tile); break; case VEH_SHIP: w = AllocateWindowDescFront<DepotWindow>(&_ship_depot_desc, tile); break; case VEH_AIRCRAFT: w = AllocateWindowDescFront<DepotWindow>(&_aircraft_depot_desc, tile); break; } if (w == NULL) return; w->caption_color = GetTileOwner(tile); w->CreateDepotListWindow(type); } /** Removes the highlight of a vehicle in a depot window * @param *v Vehicle to remove all highlights from */ void DeleteDepotHighlightOfVehicle(const Vehicle *v) { DepotWindow *w; /* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either * If that is the case, we can skip looping though the windows and save time */ if (_special_mouse_mode != WSM_DRAGDROP) return; w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile)); if (w != NULL) { w->sel = INVALID_VEHICLE; ResetObjectToPlace(); } }