/* $Id$ */ /* * 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 <http://www.gnu.org/licenses/>. */ /** @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 "map_func.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 "hotkeys.h" #include "saveload/saveload.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 * @return true if the button is clicked, false if it's unclicked */ bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyle mode) { 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); 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, NULL, CS_NUMERAL, QSF_NONE); } #endif /* ENABLE_NETWORK */ /** * Zooms a viewport in a window in or out. * @param how Zooming direction. * @param w Window owning the viewport. * @return Returns \c true if zooming step could be done, \c false if further zooming is not possible. * @note No button handling or what so ever is done. */ bool DoZoomInOutWindow(ZoomStateChange how, Window *w) { ViewPort *vp; assert(w != NULL); vp = w->viewport; switch (how) { case ZOOM_NONE: /* On initialisation of the viewport we don't do anything. */ break; 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; w->viewport->follow_vehicle = INVALID_VEHICLE; 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; w->viewport->follow_vehicle = INVALID_VEHICLE; 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) ); enum { GHK_QUIT, GHK_ABANDON, GHK_CONSOLE, GHK_BOUNDING_BOXES, GHK_CENTER, GHK_CENTER_ZOOM, GHK_RESET_OBJECT_TO_PLACE, GHK_DELETE_WINDOWS, GHK_DELETE_NONVITAL_WINDOWS, GHK_REFRESH_SCREEN, GHK_CRASH, GHK_MONEY, GHK_UPDATE_COORDS, GHK_TOGGLE_TRANSPARENCY, GHK_TOGGLE_INVISIBILITY = GHK_TOGGLE_TRANSPARENCY + 9, GHK_TRANSPARENCY_TOOLBAR = GHK_TOGGLE_INVISIBILITY + 8, GHK_TRANSPARANCY, GHK_CHAT, GHK_CHAT_ALL, GHK_CHAT_COMPANY, GHK_CHAT_SERVER, }; struct MainWindow : Window { MainWindow() : Window() { this->InitNested(&_main_window_desc, 0); ResizeWindow(this, _screen.width, _screen.height); NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(MW_VIEWPORT); nvp->InitializeViewport(this, TileXY(32, 32), ZOOM_LVL_VIEWPORT); } virtual void OnPaint() { this->DrawWidgets(); if (_game_mode == GM_MENU) { static const SpriteID title_sprites[] = {SPR_OTTD_O, SPR_OTTD_P, SPR_OTTD_E, SPR_OTTD_N, SPR_OTTD_T, SPR_OTTD_T, SPR_OTTD_D}; static const uint LETTER_SPACING = 10; int name_width = (lengthof(title_sprites) - 1) * LETTER_SPACING; for (uint i = 0; i < lengthof(title_sprites); i++) { name_width += GetSpriteSize(title_sprites[i]).width; } int off_x = (this->width - name_width) / 2; for (uint i = 0; i < lengthof(title_sprites); i++) { DrawSprite(title_sprites[i], PAL_NONE, off_x, 50); off_x += GetSpriteSize(title_sprites[i]).width + LETTER_SPACING; } } } virtual EventState OnKeyPress(uint16 key, uint16 keycode) { int num = CheckHotkeyMatch(global_hotkeys, keycode, this); if (num == GHK_QUIT) { 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; switch (num) { case GHK_ABANDON: /* No point returning from the main menu to itself */ if (_game_mode == GM_MENU) return ES_HANDLED; if (_settings_client.gui.autosave_on_exit) { DoExitSave(); _switch_mode = SM_MENU; } else { AskExitToGameMenu(); } return ES_HANDLED; case GHK_CONSOLE: IConsoleSwitch(); return ES_HANDLED; case GHK_BOUNDING_BOXES: 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 (num) { case GHK_CENTER: case GHK_CENTER_ZOOM: { Point pt = GetTileBelowCursor(); if (pt.x != -1) { bool instant = (num == GHK_CENTER_ZOOM && this->viewport->zoom != ZOOM_LVL_MIN); if (num == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this); ScrollMainWindowTo(pt.x, pt.y, -1, instant); } break; } case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); break; case GHK_DELETE_WINDOWS: DeleteNonVitalWindows(); break; case GHK_DELETE_NONVITAL_WINDOWS: DeleteAllNonVitalWindows(); break; case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break; case GHK_CRASH: // Crash the game *(volatile byte *)0 = 0; break; case GHK_MONEY: // Gimme money /* You can only cheat for money in single player. */ if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT); break; case GHK_UPDATE_COORDS: // Update the coordinates of all station signs UpdateAllVirtCoords(); break; case GHK_TOGGLE_TRANSPARENCY: case GHK_TOGGLE_TRANSPARENCY + 1: case GHK_TOGGLE_TRANSPARENCY + 2: case GHK_TOGGLE_TRANSPARENCY + 3: case GHK_TOGGLE_TRANSPARENCY + 4: case GHK_TOGGLE_TRANSPARENCY + 5: case GHK_TOGGLE_TRANSPARENCY + 6: case GHK_TOGGLE_TRANSPARENCY + 7: case GHK_TOGGLE_TRANSPARENCY + 8: /* Transparency toggle hot keys */ ToggleTransparency((TransparencyOption)(num - GHK_TOGGLE_TRANSPARENCY)); MarkWholeScreenDirty(); break; case GHK_TOGGLE_INVISIBILITY: case GHK_TOGGLE_INVISIBILITY + 1: case GHK_TOGGLE_INVISIBILITY + 2: case GHK_TOGGLE_INVISIBILITY + 3: case GHK_TOGGLE_INVISIBILITY + 4: case GHK_TOGGLE_INVISIBILITY + 5: case GHK_TOGGLE_INVISIBILITY + 6: case GHK_TOGGLE_INVISIBILITY + 7: /* Invisibility toggle hot keys */ ToggleInvisibilityWithTransparency((TransparencyOption)(num - GHK_TOGGLE_INVISIBILITY)); MarkWholeScreenDirty(); break; case GHK_TRANSPARENCY_TOOLBAR: ShowTransparencyToolbar(); break; case GHK_TRANSPARANCY: ResetRestoreAllTransparency(); break; #ifdef ENABLE_NETWORK case GHK_CHAT: // smart chat; send to team if any, otherwise to all if (_networking) { const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id); if (cio == NULL) break; ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas); } break; case GHK_CHAT_ALL: // send text message to all clients if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0); break; case GHK_CHAT_COMPANY: // send text to all team mates if (_networking) { const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id); if (cio == NULL) break; ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas); } break; case GHK_CHAT_SERVER: // send text to the server if (_networking && !_network_server) { ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER); } break; #endif default: return ES_NOT_HANDLED; } return ES_HANDLED; } virtual void OnScroll(Point delta) { this->viewport->scrollpos_x += ScaleByZoom(delta.x, this->viewport->zoom); this->viewport->scrollpos_y += ScaleByZoom(delta.y, this->viewport->zoom); this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x; this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y; } virtual void OnMouseWheel(int wheel) { if (_settings_client.gui.scrollwheel_scrolling == 0) { ZoomInOrOutToCursorWindow(wheel < 0, this); } } virtual void OnResize() { if (this->viewport != NULL) { NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(MW_VIEWPORT); nvp->UpdateViewportCoordinates(this); } } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @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 (!gui_scope) return; /* Forward the message to the appropiate toolbar (ingame or scenario editor) */ InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true); } static Hotkey<MainWindow> global_hotkeys[]; }; const uint16 _ghk_quit_keys[] = {'Q' | WKC_CTRL, 'Q' | WKC_META, 0}; const uint16 _ghk_abandon_keys[] = {'W' | WKC_CTRL, 'W' | WKC_META, 0}; const uint16 _ghk_chat_keys[] = {WKC_RETURN, 'T', 0}; const uint16 _ghk_chat_all_keys[] = {WKC_SHIFT | WKC_RETURN, WKC_SHIFT | 'T', 0}; const uint16 _ghk_chat_company_keys[] = {WKC_CTRL | WKC_RETURN, WKC_CTRL | 'T', 0}; const uint16 _ghk_chat_server_keys[] = {WKC_CTRL | WKC_SHIFT | WKC_RETURN, WKC_CTRL | WKC_SHIFT | 'T', 0}; Hotkey<MainWindow> MainWindow::global_hotkeys[] = { Hotkey<MainWindow>(_ghk_quit_keys, "quit", GHK_QUIT), Hotkey<MainWindow>(_ghk_abandon_keys, "abandon", GHK_ABANDON), Hotkey<MainWindow>(WKC_BACKQUOTE, "console", GHK_CONSOLE), Hotkey<MainWindow>('B' | WKC_CTRL, "bounding_boxes", GHK_BOUNDING_BOXES), Hotkey<MainWindow>('C', "center", GHK_CENTER), Hotkey<MainWindow>('Z', "center_zoom", GHK_CENTER_ZOOM), Hotkey<MainWindow>(WKC_ESC, "reset_object_to_place", GHK_RESET_OBJECT_TO_PLACE), Hotkey<MainWindow>(WKC_DELETE, "delete_windows", GHK_DELETE_WINDOWS), Hotkey<MainWindow>(WKC_DELETE | WKC_SHIFT, "delete_all_windows", GHK_DELETE_NONVITAL_WINDOWS), Hotkey<MainWindow>('R' | WKC_CTRL, "refresh_screen", GHK_REFRESH_SCREEN), #if defined(_DEBUG) Hotkey<MainWindow>('0' | WKC_ALT, "crash_game", GHK_CRASH), Hotkey<MainWindow>('1' | WKC_ALT, "money", GHK_MONEY), Hotkey<MainWindow>('2' | WKC_ALT, "update_coordinates", GHK_UPDATE_COORDS), #endif Hotkey<MainWindow>('1' | WKC_CTRL, "transparency_signs", GHK_TOGGLE_TRANSPARENCY), Hotkey<MainWindow>('2' | WKC_CTRL, "transparency_trees", GHK_TOGGLE_TRANSPARENCY + 1), Hotkey<MainWindow>('3' | WKC_CTRL, "transparency_houses", GHK_TOGGLE_TRANSPARENCY + 2), Hotkey<MainWindow>('4' | WKC_CTRL, "transparency_industries", GHK_TOGGLE_TRANSPARENCY + 3), Hotkey<MainWindow>('5' | WKC_CTRL, "transparency_buildings", GHK_TOGGLE_TRANSPARENCY + 4), Hotkey<MainWindow>('6' | WKC_CTRL, "transparency_bridges", GHK_TOGGLE_TRANSPARENCY + 5), Hotkey<MainWindow>('7' | WKC_CTRL, "transparency_structures", GHK_TOGGLE_TRANSPARENCY + 6), Hotkey<MainWindow>('8' | WKC_CTRL, "transparency_catenary", GHK_TOGGLE_TRANSPARENCY + 7), Hotkey<MainWindow>('9' | WKC_CTRL, "transparency_loading", GHK_TOGGLE_TRANSPARENCY + 8), Hotkey<MainWindow>('1' | WKC_CTRL | WKC_SHIFT, "invisibility_signs", GHK_TOGGLE_INVISIBILITY), Hotkey<MainWindow>('2' | WKC_CTRL | WKC_SHIFT, "invisibility_trees", GHK_TOGGLE_INVISIBILITY + 1), Hotkey<MainWindow>('3' | WKC_CTRL | WKC_SHIFT, "invisibility_houses", GHK_TOGGLE_INVISIBILITY + 2), Hotkey<MainWindow>('4' | WKC_CTRL | WKC_SHIFT, "invisibility_industries", GHK_TOGGLE_INVISIBILITY + 3), Hotkey<MainWindow>('5' | WKC_CTRL | WKC_SHIFT, "invisibility_buildings", GHK_TOGGLE_INVISIBILITY + 4), Hotkey<MainWindow>('6' | WKC_CTRL | WKC_SHIFT, "invisibility_bridges", GHK_TOGGLE_INVISIBILITY + 5), Hotkey<MainWindow>('7' | WKC_CTRL | WKC_SHIFT, "invisibility_structures", GHK_TOGGLE_INVISIBILITY + 6), Hotkey<MainWindow>('8' | WKC_CTRL | WKC_SHIFT, "invisibility_catenary", GHK_TOGGLE_INVISIBILITY + 7), Hotkey<MainWindow>('X' | WKC_CTRL, "transparency_toolbar", GHK_TRANSPARENCY_TOOLBAR), Hotkey<MainWindow>('X', "toggle_transparency", GHK_TRANSPARANCY), #ifdef ENABLE_NETWORK Hotkey<MainWindow>(_ghk_chat_keys, "chat", GHK_CHAT), Hotkey<MainWindow>(_ghk_chat_all_keys, "chat_all", GHK_CHAT_ALL), Hotkey<MainWindow>(_ghk_chat_company_keys, "chat_company", GHK_CHAT_COMPANY), Hotkey<MainWindow>(_ghk_chat_server_keys, "chat_server", GHK_CHAT_SERVER), #endif HOTKEY_LIST_END(MainWindow) }; Hotkey<MainWindow> *_global_hotkeys = MainWindow::global_hotkeys; /** * Does the given keycode match one of the keycodes bound to 'quit game'? * @param keycode The keycode that was pressed by the user. * @return True iff the keycode matches one of the hotkeys for 'quit'. */ bool IsQuitKey(uint16 keycode) { int num = CheckHotkeyMatch<MainWindow>(_global_hotkeys, keycode, NULL); return num == GHK_QUIT; } void ShowSelectGameWindow(); /** * Initialise the default colours (remaps and the likes), and load the main windows. */ 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; } } /** * Show the vital in-game windows. */ 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(); }