/* $Id$ */ /* * 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 "openttd.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 "map_func.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 "settings_type.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(bool success, TileIndex tile, uint32 p1, uint32 p2) { #ifdef ENABLE_NETWORK if (!success || !_settings_game.economy.give_money) return; /* Inform the company of the action of one of it's 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::Get(_local_company); 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(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (success) 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); } } } extern void UpdateAllStationVirtCoords(); /** 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( 0, 0, 0, 0, 0, 0, WC_MAIN_WINDOW, WC_NONE, 0, NULL, _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<NWidgetViewport>(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 UpdateAllStationVirtCoords(); 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(Point delta) { if (this->viewport != NULL) { NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(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(); }