/* $Id$ */
/*
* 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 main_gui.cpp Handling of the main viewport. */
#include "stdafx.h"
#include "currency.h"
#include "spritecache.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "command_func.h"
#include "console_gui.h"
#include "genworld.h"
#include "transparency_gui.h"
#include "functions.h"
#include "sound_func.h"
#include "transparency.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "company_base.h"
#include "company_func.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "tilehighlight_func.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/network_gui.h"
#include "network/network_base.h"
#include "table/sprites.h"
#include "table/strings.h"
static int _rename_id = 1;
static int _rename_what = -1;
void CcGiveMoney(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
#ifdef ENABLE_NETWORK
if (result.Failed() || !_settings_game.economy.give_money) return;
/* Inform the company of the action of one of its clients (controllers). */
char msg[64];
SetDParam(0, p2);
GetString(msg, STR_COMPANY_NAME, lastof(msg));
if (!_network_server) {
NetworkClientSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, p1);
} else {
NetworkServerSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, CLIENT_ID_SERVER, p1);
}
#endif /* ENABLE_NETWORK */
}
void HandleOnEditText(const char *str)
{
switch (_rename_what) {
#ifdef ENABLE_NETWORK
case 3: { // Give money, you can only give money in excess of loan
const Company *c = Company::GetIfValid(_local_company);
if (c == NULL) break;
Money money = min(c->money - c->current_loan, (Money)(atoi(str) / _currency->rate));
uint32 money_c = Clamp(ClampToI32(money), 0, 20000000); // Clamp between 20 million and 0
/* Give 'id' the money, and substract it from ourself */
DoCommandP(0, money_c, _rename_id, CMD_GIVE_MONEY | CMD_MSG(STR_ERROR_INSUFFICIENT_FUNDS), CcGiveMoney, str);
} break;
#endif /* ENABLE_NETWORK */
default: NOT_REACHED();
}
_rename_id = _rename_what = -1;
}
/**
* This code is shared for the majority of the pushbuttons.
* Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
*
* @param w Window which called the function
* @param widget ID of the widget (=button) that called this function
* @param cursor How should the cursor image change? E.g. cursor with depot image in it
* @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
* @param placeproc Procedure which will be called when someone clicks on the map
* @return true if the button is clicked, false if it's unclicked
*/
bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyle mode, PlaceProc *placeproc)
{
if (w->IsWidgetDisabled(widget)) return false;
SndPlayFx(SND_15_BEEP);
w->SetDirty();
if (w->IsWidgetLowered(widget)) {
ResetObjectToPlace();
return false;
}
SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
w->LowerWidget(widget);
_place_proc = placeproc;
return true;
}
void CcPlaySound10(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
if (result.Succeeded()) SndPlayTileFx(SND_12_EXPLOSION, tile);
}
#ifdef ENABLE_NETWORK
void ShowNetworkGiveMoneyWindow(CompanyID company)
{
_rename_id = company;
_rename_what = 3;
ShowQueryString(STR_EMPTY, STR_NETWORK_GIVE_MONEY_CAPTION, 30, 180, NULL, CS_NUMERAL, QSF_NONE);
}
#endif /* ENABLE_NETWORK */
/* Zooms a viewport in a window in or out
* No button handling or what so ever */
bool DoZoomInOutWindow(int how, Window *w)
{
ViewPort *vp;
assert(w != NULL);
vp = w->viewport;
switch (how) {
case ZOOM_IN:
if (vp->zoom == ZOOM_LVL_MIN) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
vp->virtual_width >>= 1;
vp->virtual_height >>= 1;
w->viewport->scrollpos_x += vp->virtual_width >> 1;
w->viewport->scrollpos_y += vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
break;
case ZOOM_OUT:
if (vp->zoom == ZOOM_LVL_MAX) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom + 1);
w->viewport->scrollpos_x -= vp->virtual_width >> 1;
w->viewport->scrollpos_y -= vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
vp->virtual_width <<= 1;
vp->virtual_height <<= 1;
break;
}
if (vp != NULL) { // the vp can be null when how == ZOOM_NONE
vp->virtual_left = w->viewport->scrollpos_x;
vp->virtual_top = w->viewport->scrollpos_y;
}
/* Update the windows that have zoom-buttons to perhaps disable their buttons */
w->InvalidateData();
return true;
}
void ZoomInOrOutToCursorWindow(bool in, Window *w)
{
assert(w != NULL);
if (_game_mode != GM_MENU) {
ViewPort *vp = w->viewport;
if ((in && vp->zoom == ZOOM_LVL_MIN) || (!in && vp->zoom == ZOOM_LVL_MAX))
return;
Point pt = GetTileZoomCenterWindow(in, w);
if (pt.x != -1) {
ScrollWindowTo(pt.x, pt.y, -1, w, true);
DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
}
}
}
/** Widgets of the main window. */
enum MainWindowWidgets {
MW_VIEWPORT, ///< Main window viewport.
};
static const struct NWidgetPart _nested_main_window_widgets[] = {
NWidget(NWID_VIEWPORT, INVALID_COLOUR, MW_VIEWPORT), SetResize(1, 1),
};
static const WindowDesc _main_window_desc(
WDP_MANUAL, 0, 0,
WC_MAIN_WINDOW, WC_NONE,
0,
_nested_main_window_widgets, lengthof(_nested_main_window_widgets)
);
struct MainWindow : Window
{
MainWindow() : Window()
{
this->InitNested(&_main_window_desc, 0);
ResizeWindow(this, _screen.width, _screen.height);
NWidgetViewport *nvp = this->GetWidget(MW_VIEWPORT);
nvp->InitializeViewport(this, TileXY(32, 32), ZOOM_LVL_VIEWPORT);
}
virtual void OnPaint()
{
this->DrawWidgets();
if (_game_mode == GM_MENU) {
int off_x = this->width / 2;
DrawSprite(SPR_OTTD_O, PAL_NONE, off_x - 120, 50);
DrawSprite(SPR_OTTD_P, PAL_NONE, off_x - 86, 50);
DrawSprite(SPR_OTTD_E, PAL_NONE, off_x - 53, 50);
DrawSprite(SPR_OTTD_N, PAL_NONE, off_x - 22, 50);
DrawSprite(SPR_OTTD_T, PAL_NONE, off_x + 34, 50);
DrawSprite(SPR_OTTD_T, PAL_NONE, off_x + 65, 50);
DrawSprite(SPR_OTTD_D, PAL_NONE, off_x + 96, 50);
}
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
switch (keycode) {
case 'Q' | WKC_CTRL:
case 'Q' | WKC_META:
HandleExitGameRequest();
return ES_HANDLED;
}
/* Disable all key shortcuts, except quit shortcuts when
* generating the world, otherwise they create threading
* problem during the generating, resulting in random
* assertions that are hard to trigger and debug */
if (IsGeneratingWorld()) return ES_NOT_HANDLED;
if (keycode == WKC_BACKQUOTE) {
IConsoleSwitch();
return ES_HANDLED;
}
if (keycode == ('B' | WKC_CTRL)) {
extern bool _draw_bounding_boxes;
_draw_bounding_boxes = !_draw_bounding_boxes;
MarkWholeScreenDirty();
return ES_HANDLED;
}
if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
switch (keycode) {
case 'C':
case 'Z': {
Point pt = GetTileBelowCursor();
if (pt.x != -1) {
if (keycode == 'Z') MaxZoomInOut(ZOOM_IN, this);
ScrollMainWindowTo(pt.x, pt.y);
}
break;
}
case WKC_ESC: ResetObjectToPlace(); break;
case WKC_DELETE: DeleteNonVitalWindows(); break;
case WKC_DELETE | WKC_SHIFT: DeleteAllNonVitalWindows(); break;
case 'R' | WKC_CTRL: MarkWholeScreenDirty(); break;
#if defined(_DEBUG)
case '0' | WKC_ALT: // Crash the game
*(byte*)0 = 0;
break;
case '1' | WKC_ALT: // Gimme money
/* Server can not cheat in advertise mode either! */
#ifdef ENABLE_NETWORK
if (!_networking || !_network_server || !_settings_client.network.server_advertise)
#endif /* ENABLE_NETWORK */
DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT);
break;
case '2' | WKC_ALT: // Update the coordinates of all station signs
UpdateAllVirtCoords();
break;
#endif
case '1' | WKC_CTRL:
case '2' | WKC_CTRL:
case '3' | WKC_CTRL:
case '4' | WKC_CTRL:
case '5' | WKC_CTRL:
case '6' | WKC_CTRL:
case '7' | WKC_CTRL:
case '8' | WKC_CTRL:
case '9' | WKC_CTRL:
/* Transparency toggle hot keys */
ToggleTransparency((TransparencyOption)(keycode - ('1' | WKC_CTRL)));
MarkWholeScreenDirty();
break;
case '1' | WKC_CTRL | WKC_SHIFT:
case '2' | WKC_CTRL | WKC_SHIFT:
case '3' | WKC_CTRL | WKC_SHIFT:
case '4' | WKC_CTRL | WKC_SHIFT:
case '5' | WKC_CTRL | WKC_SHIFT:
case '6' | WKC_CTRL | WKC_SHIFT:
case '7' | WKC_CTRL | WKC_SHIFT:
case '8' | WKC_CTRL | WKC_SHIFT:
/* Invisibility toggle hot keys */
ToggleInvisibilityWithTransparency((TransparencyOption)(keycode - ('1' | WKC_CTRL | WKC_SHIFT)));
MarkWholeScreenDirty();
break;
case 'X' | WKC_CTRL:
ShowTransparencyToolbar();
break;
case 'X':
ResetRestoreAllTransparency();
break;
#ifdef ENABLE_NETWORK
case WKC_RETURN: case 'T': // smart chat; send to team if any, otherwise to all
if (_networking) {
const NetworkClientInfo *cio = NetworkFindClientInfoFromClientID(_network_own_client_id);
if (cio == NULL) break;
ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
}
break;
case WKC_SHIFT | WKC_RETURN: case WKC_SHIFT | 'T': // send text message to all clients
if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
break;
case WKC_CTRL | WKC_RETURN: case WKC_CTRL | 'T': // send text to all team mates
if (_networking) {
const NetworkClientInfo *cio = NetworkFindClientInfoFromClientID(_network_own_client_id);
if (cio == NULL) break;
ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
}
break;
#endif
default: return ES_NOT_HANDLED;
}
return ES_HANDLED;
}
virtual void OnScroll(Point delta)
{
ViewPort *vp = IsPtInWindowViewport(this, _cursor.pos.x, _cursor.pos.y);
if (vp == NULL) {
_cursor.fix_at = false;
_scrolling_viewport = false;
}
this->viewport->scrollpos_x += ScaleByZoom(delta.x, vp->zoom);
this->viewport->scrollpos_y += ScaleByZoom(delta.y, vp->zoom);
this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
};
virtual void OnMouseWheel(int wheel)
{
ZoomInOrOutToCursorWindow(wheel < 0, this);
}
virtual void OnResize()
{
if (this->viewport != NULL) {
NWidgetViewport *nvp = this->GetWidget(MW_VIEWPORT);
nvp->UpdateViewportCoordinates(this);
}
}
virtual void OnInvalidateData(int data)
{
/* Forward the message to the appropiate toolbar (ingame or scenario editor) */
InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data);
}
};
void ShowSelectGameWindow();
void SetupColoursAndInitialWindow()
{
for (uint i = 0; i != 16; i++) {
const byte *b = GetNonSprite(PALETTE_RECOLOUR_START + i, ST_RECOLOUR);
assert(b);
memcpy(_colour_gradient[i], b + 0xC6, sizeof(_colour_gradient[i]));
}
new MainWindow;
/* XXX: these are not done */
switch (_game_mode) {
default: NOT_REACHED();
case GM_MENU:
ShowSelectGameWindow();
break;
case GM_NORMAL:
case GM_EDITOR:
ShowVitalWindows();
break;
}
}
void ShowVitalWindows()
{
AllocateToolbar();
/* Status bad only for normal games */
if (_game_mode == GM_EDITOR) return;
ShowStatusBar();
}
/**
* Size of the application screen changed.
* Adapt the game screen-size, re-allocate the open windows, and repaint everything
*/
void GameSizeChanged()
{
_cur_resolution.width = _screen.width;
_cur_resolution.height = _screen.height;
ScreenSizeChanged();
RelocateAllWindows(_screen.width, _screen.height);
MarkWholeScreenDirty();
}