/* $Id$ */
/*
* 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 .
*/
/** @file depot_gui.cpp The GUI for depots. */
#include "train.h"
#include "ship.h"
#include "aircraft.h"
#include "roadveh.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 "newgrf_engine.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "company_func.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,
};
/** Nested widget definition for train depots. */
static const NWidgetPart _nested_train_depot_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_GREY, DEPOT_WIDGET_CLOSEBOX), SetDataTip(STR_BLACK_CROSS, STR_TOOLTIP_CLOSE_WINDOW),
NWidget(WWT_CAPTION, COLOUR_GREY, DEPOT_WIDGET_CAPTION), SetDataTip(0x0, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_STICKYBOX, COLOUR_GREY, DEPOT_WIDGET_STICKY), SetDataTip(0x0, STR_TOOLTIP_STICKY),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_VERTICAL),
NWidget(WWT_MATRIX, COLOUR_GREY, DEPOT_WIDGET_MATRIX), SetDataTip(0x0, STR_NULL), SetFill(true, true), SetResize(1, 1),
NWidget(WWT_HSCROLLBAR, COLOUR_GREY, DEPOT_WIDGET_H_SCROLL),
EndContainer(),
NWidget(NWID_VERTICAL),
NWidget(WWT_IMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL), SetDataTip(0x0, STR_NULL), SetResize(0, 1), SetFill(false, true),
NWidget(WWT_IMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL_CHAIN), SetDataTip(SPR_SELL_CHAIN_TRAIN, STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP), SetResize(0, 1), SetFill(false, true),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL_ALL), SetDataTip(0x0, STR_NULL),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_AUTOREPLACE), SetDataTip(0x0, STR_NULL),
EndContainer(),
NWidget(WWT_SCROLLBAR, COLOUR_GREY, DEPOT_WIDGET_V_SCROLL),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_BUILD), SetDataTip(0x0, STR_NULL), SetFill(true, true), SetResize(1, 0),
NWidget(WWT_TEXTBTN, COLOUR_GREY, DEPOT_WIDGET_CLONE), SetDataTip(0x0, STR_NULL), SetFill(true, true), SetResize(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_LOCATION), SetDataTip(STR_BUTTON_LOCATION, STR_NULL), SetFill(true, true), SetResize(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_VEHICLE_LIST), SetDataTip(0x0, STR_NULL), SetFill(false, true),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_STOP_ALL), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_NULL), SetFill(false, true),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_START_ALL), SetDataTip(SPR_FLAG_VEH_RUNNING, STR_NULL), SetFill(false, true),
NWidget(WWT_RESIZEBOX, COLOUR_GREY, DEPOT_WIDGET_RESIZE), SetFill(false, true),
EndContainer(),
};
static const WindowDesc _train_depot_desc(
WDP_AUTO, WDP_AUTO, 36, 27, 362, 123,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static const WindowDesc _road_depot_desc(
WDP_AUTO, WDP_AUTO, 36, 27, 316, 97,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static const WindowDesc _ship_depot_desc(
WDP_AUTO, WDP_AUTO, 36, 27, 306, 99,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static const WindowDesc _aircraft_depot_desc(
WDP_AUTO, WDP_AUTO, 36, 27, 332, 99,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
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 = Vehicle::Get(_new_vehicle_id);
ShowVehicleViewWindow(v);
}
static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head)
{
const Vehicle *v = Vehicle::Get(sel);
if (v == wagon) return;
if (wagon == NULL) {
if (head != NULL) wagon = head->Last();
} 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, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_MOVE_VEHICLE));
}
/** Array containing the cell size in pixels of the #DEPOT_WIDGET_MATRIX widget for each vehicle type.
* @note The train vehicle type uses the entire row for each train. */
static Dimension _block_sizes[4];
/** Array containing the default number of cells in horizontal and vertical direction in the #DEPOT_WIDGET_MATRIX widget for each vehicle type.
* @note The train vehicle type uses the entire row for each train. */
static const Dimension _resize_cap[] = {
{10 * 29, 6}, ///< VEH_TRAIN
{ 5, 5}, ///< VEH_ROAD
{ 3, 3}, ///< VEH_SHIP
{ 4, 3}, ///< VEH_AIRCRAFT
};
static void InitBlocksizeForShipAircraft(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].width = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite
break;
case VEH_AIRCRAFT:
_block_sizes[VEH_AIRCRAFT].width = max(74U, max_width);
break;
}
_block_sizes[type].height = 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.
* @note Calling this function once for each game is enough. */
void InitDepotWindowBlockSizes()
{
_block_sizes[VEH_TRAIN].width = 1;
_block_sizes[VEH_TRAIN].height = GetVehicleListHeight(VEH_TRAIN);
_block_sizes[VEH_ROAD].width = 56;
_block_sizes[VEH_ROAD].height = GetVehicleListHeight(VEH_ROAD);
InitBlocksizeForShipAircraft(VEH_SHIP);
InitBlocksizeForShipAircraft(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, TileIndex tile, VehicleType type) : Window()
{
this->sel = INVALID_VEHICLE;
this->generate_list = true;
this->type = type;
this->CreateNestedTree(desc);
this->window_number = tile;
this->SetupWidgetData(type);
/* Setup disabled buttons. */
this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_company),
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);
this->FinishInitNested(desc, tile);
this->owner = GetTileOwner(tile);
this->CreateDepotListWindow(type);
}
~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 v Vehicle to draw.
* @param x Left side of the box to draw in.
* @param y Top of the box to draw in.
* @param left Left edge of the widget.
* @param right Right edge of the widget.
*/
void DrawVehicleInDepot(const Vehicle *v, int x, int y, int left, int right) const
{
bool free_wagon = false;
int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);
switch (v->type) {
case VEH_TRAIN: {
const Train *u = Train::From(v);
free_wagon = u->IsFreeWagon();
uint x_space = free_wagon ? TRAININFO_DEFAULT_VEHICLE_WIDTH : 0;
DrawTrainImage(u, x + 24 + x_space, sprite_y - 1, this->sel, this->hscroll.GetCapacity() - x_space, this->hscroll.GetPosition());
/* Number of wagons relative to a standard length wagon (rounded up) */
SetDParam(0, (u->tcache.cached_total_length + 7) / 8);
DrawString(left, right - 1, y + 4, STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT); // Draw the counter
break;
}
case VEH_ROAD: DrawRoadVehImage( v, x + 24, sprite_y, this->sel, ROADVEHINFO_DEFAULT_VEHICLE_WIDTH); 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), ST_NORMAL);
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 (free_wagon) {
DrawString(x, right - 1, y + 2, STR_DEPOT_NO_ENGINE);
} else {
byte diff_x = 0, diff_y = 0;
if (v->type == VEH_TRAIN || v->type == VEH_ROAD) {
/* Arrange unitnumber and flag horizontally */
diff_x = 15;
} else {
/* Arrange unitnumber and flag vertically */
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, right - 1, y + 2, (uint16)(v->max_age - DAYS_IN_LEAP_YEAR) >= v->age ? STR_BLACK_COMMA : STR_RED_COMMA);
}
}
void DrawWidget(const Rect &r, int widget) const
{
if (widget != DEPOT_WIDGET_MATRIX) return;
/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
uint16 mat_data = this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data;
uint16 rows_in_display = GB(mat_data, MAT_ROW_START, MAT_ROW_BITS);
uint16 boxes_in_each_row = GB(mat_data, MAT_COL_START, MAT_COL_BITS);
uint16 num = this->vscroll.GetPosition() * boxes_in_each_row;
int maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row));
int x, y;
for (x = r.left + 2, y = r.top + 1; num < maxval; y += this->resize.step_height, x = r.left + 2) { // Draw the rows
for (byte 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];
this->DrawVehicleInDepot(v, x, y, r.left, r.right);
}
}
maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.GetPosition() * 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()];
this->DrawVehicleInDepot(v, x, y, r.left, r.right);
}
}
void SetStringParameters(int widget) const
{
if (widget != DEPOT_WIDGET_CAPTION) return;
/* locate the depot struct */
TileIndex tile = this->window_number;
if (this->type == VEH_AIRCRAFT) {
SetDParam(0, GetStationIndex(tile)); // Airport name
} else {
Depot *depot = Depot::GetByTile(tile);
assert(depot != NULL);
SetDParam(0, depot->town_index);
}
}
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, xm = 0, ym = 0;
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.GetCapacity()) return MODE_ERROR;
ym = (y - 14) % this->resize.step_height;
}
uint row = (y - 14) / this->resize.step_height;
if (row >= this->vscroll.GetCapacity()) return MODE_ERROR;
uint16 boxes_in_each_row = GB(this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data, MAT_COL_START, MAT_COL_BITS);
int pos = ((row + this->vscroll.GetPosition()) * 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
}
}
int skip = 0;
if ((int)this->vehicle_list.Length() > pos) {
*veh = this->vehicle_list[pos];
skip = this->hscroll.GetPosition();
} else {
pos -= this->vehicle_list.Length();
*veh = this->wagon_list[pos];
/* free wagons don't have an initial loco. */
x -= VEHICLEINFO_FULL_VEHICLE_WIDTH;
}
switch (this->type) {
case VEH_TRAIN: {
const Train *v = Train::From(*veh);
d->head = d->wagon = v;
/* either pressed the flag or the number, but only when it's a loco */
if (x < 0 && v->IsFrontEngine()) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;
/* Skip vehicles that are scrolled off the list */
x += skip;
/* find the vehicle in this row that was clicked */
for (; v != NULL; v = v->Next()) {
x -= v->GetDisplayImageWidth();
if (x < 0) break;
}
d->wagon = (v != NULL ? v->GetFirstEnginePart() : NULL);
return MODE_DRAG_VEHICLE;
}
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 != HT_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), HT_DRAG, this);
switch (v->type) {
case VEH_TRAIN:
_cursor.short_vehicle_offset = 16 - Train::From(v)->tcache.cached_veh_length * 2;
break;
case VEH_ROAD:
_cursor.short_vehicle_offset = 16 - RoadVehicle::From(v)->rcache.cached_veh_length * 2;
break;
default:
_cursor.short_vehicle_offset = 0;
break;
}
_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_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_TRAIN); break;
case VEH_ROAD: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE); break;
case VEH_SHIP: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_SHIP); break;
case VEH_AIRCRAFT: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_AIRCRAFT); break;
default: NOT_REACHED();
}
DoCommandP(v->tile, v->index, 0, command);
} break;
default: NOT_REACHED();
}
}
/**
* Clones a vehicle
* @param *v is the original vehicle to clone
*/
void HandleCloneVehClick(const Vehicle *v)
{
if (v == NULL || !IsCompanyBuildableVehicleType(v)) 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 && !Train::From(v)->IsFrontEngine()) return;
}
DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CMD_CLONE_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN + v->type), CcCloneVehicle);
ResetObjectToPlace();
}
/* Function to set up vehicle specific widgets (mainly 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 nested widget array
*/
void SetupWidgetData(VehicleType type)
{
if (type != VEH_TRAIN) this->GetWidget(DEPOT_WIDGET_SELL_CHAIN)->fill_y = false; // Disable vertical filling of chain-sell widget for non-train windows.
this->GetWidget(DEPOT_WIDGET_CAPTION)->widget_data = STR_DEPOT_TRAIN_CAPTION + type;
this->GetWidget(DEPOT_WIDGET_STOP_ALL)->tool_tip = STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP + type;
this->GetWidget(DEPOT_WIDGET_START_ALL)->tool_tip = STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP + type;
this->GetWidget(DEPOT_WIDGET_SELL)->tool_tip = STR_DEPOT_TRAIN_SELL_TOOLTIP + type;
this->GetWidget(DEPOT_WIDGET_SELL_ALL)->tool_tip = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP + type;
this->GetWidget(DEPOT_WIDGET_BUILD)->SetDataTip(STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON + type, STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP + type);
this->GetWidget(DEPOT_WIDGET_CLONE)->SetDataTip(STR_DEPOT_CLONE_TRAIN + type, STR_DEPOT_CLONE_TRAIN_DEPOT_INFO + type);
this->GetWidget(DEPOT_WIDGET_LOCATION)->tool_tip = STR_DEPOT_TRAIN_LOCATION_TOOLTIP + type;
this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->tool_tip = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP + type;
this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->tool_tip = STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP + type;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_TRAIN;
/* Sprites */
this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_TRAIN;
this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_TRAIN;
this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_TRAIN;
break;
case VEH_ROAD:
this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_LORRY;
/* Sprites */
this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_ROADVEH;
this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_ROADVEH;
this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_ROADVEH;
break;
case VEH_SHIP:
this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_SHIP;
/* Sprites */
this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_SHIP;
this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_SHIP;
this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_SHIP;
break;
case VEH_AIRCRAFT:
this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_PLANE;
/* Sprites */
this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_AIRCRAFT;
this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_AIRCRAFT;
this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_AIRCRAFT;
break;
}
}
void CreateDepotListWindow(VehicleType type)
{
_backup_orders_tile = 0;
assert(IsCompanyBuildableVehicleType(type)); // ensure that we make the call with a valid type
/* Set the number of blocks in each direction */
this->hscroll.SetCapacity(_resize_cap[type].width);
this->vscroll.SetCapacity(_resize_cap[type].height);
this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data =
(this->vscroll.GetCapacity() << MAT_ROW_START) // number of rows to draw on the background
+ ((type == VEH_TRAIN ? 1 : this->hscroll.GetCapacity()) << MAT_COL_START); // number of boxes in each row. Trains always have just one
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *resize)
{
switch (widget) {
case DEPOT_WIDGET_SELL_CHAIN:
case DEPOT_WIDGET_H_SCROLL:
/* Hide the 'sell chain' and the horizontal scrollbar when not a train depot. */
if (this->type != VEH_TRAIN) {
size->height = 0;
resize->height = 0;
}
break;
case DEPOT_WIDGET_MATRIX:
resize->width = _block_sizes[this->type].width;
resize->height = _block_sizes[this->type].height;
size->width = _block_sizes[this->type].width * ((this->type == VEH_TRAIN) ? 1 : _resize_cap[this->type].width);
size->height = _block_sizes[this->type].height * _resize_cap[this->type].height;
if (this->type == VEH_TRAIN) size->width += 36; // Make space for the horizontal scrollbar vertically, and the unit number, flag, and length counter horizontally.
break;
}
}
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);
}
/* determine amount of items for scroller */
if (this->type == VEH_TRAIN) {
uint max_width = VEHICLEINFO_FULL_VEHICLE_WIDTH;
for (uint num = 0; num < this->vehicle_list.Length(); num++) {
uint width = 0;
for (const Train *v = Train::From(this->vehicle_list[num]); v != NULL; v = v->Next()) {
width += v->GetDisplayImageWidth();
}
max_width = max(max_width, width);
}
/* Always have 1 empty row, so people can change the setting of the train */
this->vscroll.SetCount(this->vehicle_list.Length() + this->wagon_list.Length() + 1);
this->hscroll.SetCount(max_width);
} else {
this->vscroll.SetCount((this->vehicle_list.Length() + this->hscroll.GetCapacity() - 1) / this->hscroll.GetCapacity());
}
this->DrawWidgets();
}
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->SetWidgetDirty(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, HT_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), 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) {
TileIndex tile = this->window_number;
byte vehtype = this->type;
SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : Depot::GetByTile(tile)->town_index);
ShowQuery(
STR_DEPOT_TRAIN_CAPTION + 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, CMD_DEPOT_MASS_AUTOREPLACE);
break;
}
}
virtual void OnRightClick(Point pt, int widget)
{
if (widget != DEPOT_WIDGET_MATRIX) return;
GetDepotVehiclePtData gdvp = { NULL, NULL };
const Vehicle *v = NULL;
DepotGUIAction mode = this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp);
if (this->type == VEH_TRAIN) v = gdvp.wagon;
if (v != NULL && mode == MODE_DRAG_VEHICLE) {
CargoArray capacity, loaded;
/* Display info for single (articulated) vehicle, or for whole chain starting with selected vehicle */
bool whole_chain = (this->type == VEH_TRAIN && _ctrl_pressed);
/* loop through vehicle chain and collect cargos */
uint num = 0;
for (const Vehicle *w = v; w != NULL; w = w->Next()) {
if (w->cargo_cap > 0 && w->cargo_type < NUM_CARGO) {
capacity[w->cargo_type] += w->cargo_cap;
loaded [w->cargo_type] += w->cargo.Count();
}
if (w->type == VEH_TRAIN && !Train::From(w)->HasArticulatedPart()) {
num++;
if (!whole_chain) break;
}
}
/* Build tooltipstring */
static char details[1024];
details[0] = '\0';
char *pos = details;
for (CargoID cargo_type = 0; cargo_type < NUM_CARGO; cargo_type++) {
if (capacity[cargo_type] == 0) continue;
SetDParam(0, cargo_type); // {CARGO} #1
SetDParam(1, loaded[cargo_type]); // {CARGO} #2
SetDParam(2, cargo_type); // {SHORTCARGO} #1
SetDParam(3, capacity[cargo_type]); // {SHORTCARGO} #2
pos = GetString(pos, STR_DEPOT_VEHICLE_TOOLTIP_CARGO, lastof(details));
}
/* Show tooltip window */
uint64 args[2];
args[0] = (whole_chain ? num : v->engine_type);
args[1] = (uint64)(size_t)details;
GuiShowTooltips(whole_chain ? STR_DEPOT_VEHICLE_TOOLTIP_CHAIN : STR_DEPOT_VEHICLE_TOOLTIP, 2, args);
} else {
/* Show tooltip help */
GuiShowTooltips(STR_DEPOT_TRAIN_LIST_TOOLTIP + this->type);
}
}
virtual void OnPlaceObject(Point pt, TileIndex tile)
{
const Vehicle *v = CheckMouseOverVehicle();
if (v != NULL) this->HandleCloneVehClick(v);
}
virtual void OnPlaceObjectAbort()
{
/* abort clone */
this->RaiseWidget(DEPOT_WIDGET_CLONE);
this->SetWidgetDirty(DEPOT_WIDGET_CLONE);
/* abort drag & drop */
this->sel = INVALID_VEHICLE;
this->SetWidgetDirty(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;
this->HandleCloneVehClick(v);
}
}
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(Vehicle::Get(sel)->tile, Vehicle::Get(sel)->index, true,
CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE));
} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
} else if (gdvp.head != NULL && Train::From(gdvp.head)->IsFrontEngine()) {
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(widget)) return;
if (this->sel == INVALID_VEHICLE) return;
this->HandleButtonClick(widget);
const Vehicle *v = Vehicle::Get(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 || Train::From(v)->IsFrontEngine());
if (is_engine) {
_backup_orders_tile = v->tile;
BackupVehicleOrders(v);
}
if (!DoCommandP(v->tile, v->index, sell_cmd, GetCmdSellVeh(v->type)) && is_engine) _backup_orders_tile = 0;
} break;
default:
this->sel = INVALID_VEHICLE;
this->SetDirty();
}
_cursor.vehchain = false;
}
virtual void OnTimeout()
{
if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL)) {
this->RaiseWidget(DEPOT_WIDGET_SELL);
this->SetWidgetDirty(DEPOT_WIDGET_SELL);
}
if (this->nested_array[DEPOT_WIDGET_SELL] != NULL && !this->IsWidgetDisabled(DEPOT_WIDGET_SELL_CHAIN)) {
this->RaiseWidget(DEPOT_WIDGET_SELL_CHAIN);
this->SetWidgetDirty(DEPOT_WIDGET_SELL_CHAIN);
}
}
virtual void OnResize(Point delta)
{
this->vscroll.UpdateCapacity(delta.y / (int)this->resize.step_height);
this->hscroll.UpdateCapacity(delta.x / (int)this->resize.step_width);
this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data = (this->vscroll.GetCapacity() << MAT_ROW_START) +
((this->type == VEH_TRAIN ? 1 : this->hscroll.GetCapacity()) << MAT_COL_START);
}
virtual EventState OnCTRLStateChange()
{
if (this->sel != INVALID_VEHICLE) {
_cursor.vehchain = _ctrl_pressed;
this->SetWidgetDirty(DEPOT_WIDGET_MATRIX);
return ES_HANDLED;
}
return ES_NOT_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, 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)
{
if (BringWindowToFrontById(WC_VEHICLE_DEPOT, tile) != NULL) return;
const WindowDesc *desc;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN: desc = &_train_depot_desc; break;
case VEH_ROAD: desc = &_road_depot_desc; break;
case VEH_SHIP: desc = &_ship_depot_desc; break;
case VEH_AIRCRAFT: desc = &_aircraft_depot_desc; break;
}
new DepotWindow(desc, tile, 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(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
if (w != NULL) {
if (w->sel == v->index) ResetObjectToPlace();
}
}