/* * 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 object_gui.cpp The GUI for objects. */ #include "stdafx.h" #include "command_func.h" #include "hotkeys.h" #include "newgrf.h" #include "newgrf_object.h" #include "newgrf_text.h" #include "object.h" #include "querystring_gui.h" #include "sortlist_type.h" #include "stringfilter_type.h" #include "string_func.h" #include "strings_func.h" #include "viewport_func.h" #include "tilehighlight_func.h" #include "window_gui.h" #include "window_func.h" #include "zoom_func.h" #include "widgets/object_widget.h" #include "table/strings.h" #include "safeguards.h" static ObjectClassID _selected_object_class; ///< Currently selected available object class. static int _selected_object_index; ///< Index of the currently selected object if existing, else \c -1. static uint8 _selected_object_view; ///< the view of the selected object /** Enum referring to the Hotkeys in the build object window */ enum BuildObjectHotkeys { BOHK_FOCUS_FILTER_BOX, ///< Focus the edit box for editing the filter string }; /** The window used for building objects. */ class BuildObjectWindow : public Window { typedef GUIList GUIObjectClassList; ///< Type definition for the list to hold available object classes. static const uint EDITBOX_MAX_SIZE = 16; ///< The maximum number of characters for the filter edit box. static const int OBJECT_MARGIN = 4; ///< The margin (in pixels) around an object. int line_height; ///< The height of a single line. int info_height; ///< The height of the info box. Scrollbar *vscroll; ///< The scrollbar. static Listing last_sorting; ///< Default sorting of #GUIObjectClassList. static Filtering last_filtering; ///< Default filtering of #GUIObjectClassList. static GUIObjectClassList::SortFunction * const sorter_funcs[]; ///< Sort functions of the #GUIObjectClassList. static GUIObjectClassList::FilterFunction * const filter_funcs[]; ///< Filter functions of the #GUIObjectClassList. GUIObjectClassList object_classes; ///< Available object classes. StringFilter string_filter; ///< Filter for available objects. QueryString filter_editbox; ///< Filter editbox. /** Scroll #WID_BO_CLASS_LIST so that the selected object class is visible. */ void EnsureSelectedObjectClassIsVisible() { uint pos = 0; for (auto object_class_id : this->object_classes) { if (object_class_id == _selected_object_class) break; pos++; } this->vscroll->ScrollTowards(pos); } /** * Tests whether the previously selected object can be selected. * @return \c true if the selected object is available, \c false otherwise. */ bool CanRestoreSelectedObject() { if (_selected_object_index == -1) return false; ObjectClass *objclass = ObjectClass::Get(_selected_object_class); if ((int)objclass->GetSpecCount() <= _selected_object_index) return false; return objclass->GetSpec(_selected_object_index)->IsAvailable(); } /** * Calculate the number of columns of the #WID_BO_SELECT_MATRIX widget. * @return Number of columns in the matrix. */ uint GetMatrixColumnCount() { const NWidgetBase *matrix = this->GetWidget(WID_BO_SELECT_MATRIX); return 1 + (matrix->current_x - matrix->smallest_x) / matrix->resize_x; } public: BuildObjectWindow(WindowDesc *desc, WindowNumber number) : Window(desc), info_height(1), filter_editbox(EDITBOX_MAX_SIZE * MAX_CHAR_LENGTH, EDITBOX_MAX_SIZE) { this->CreateNestedTree(); this->vscroll = this->GetScrollbar(WID_BO_SCROLLBAR); this->querystrings[WID_BO_FILTER] = &this->filter_editbox; this->object_classes.SetListing(this->last_sorting); this->object_classes.SetFiltering(this->last_filtering); this->object_classes.SetSortFuncs(this->sorter_funcs); this->object_classes.SetFilterFuncs(this->filter_funcs); this->object_classes.ForceRebuild(); BuildObjectClassesAvailable(); SelectClassAndObject(); this->FinishInitNested(number); NWidgetMatrix *matrix = this->GetWidget(WID_BO_SELECT_MATRIX); matrix->SetScrollbar(this->GetScrollbar(WID_BO_SELECT_SCROLL)); this->GetWidget(WID_BO_OBJECT_MATRIX)->SetCount(4); ResetObjectToPlace(); this->vscroll->SetCount((int)this->object_classes.size()); EnsureSelectedObjectClassIsVisible(); this->InvalidateData(); } /** Sort object classes by ObjectClassID. */ static bool ObjectClassIDSorter(ObjectClassID const &a, ObjectClassID const &b) { return a < b; } /** Filter object classes by class name. */ static bool CDECL TagNameFilter(ObjectClassID const *oc, StringFilter &filter) { ObjectClass *objclass = ObjectClass::Get(*oc); char buffer[DRAW_STRING_BUFFER]; GetString(buffer, objclass->name, lastof(buffer)); filter.ResetState(); filter.AddLine(buffer); return filter.GetState(); } /** Builds the filter list of available object classes. */ void BuildObjectClassesAvailable() { if (!this->object_classes.NeedRebuild()) return; this->object_classes.clear(); for (uint i = 0; i < ObjectClass::GetClassCount(); i++) { ObjectClass *objclass = ObjectClass::Get((ObjectClassID)i); if (objclass->GetUISpecCount() == 0) continue; // Is this needed here? object_classes.push_back((ObjectClassID)i); } this->object_classes.Filter(this->string_filter); this->object_classes.shrink_to_fit(); this->object_classes.RebuildDone(); this->object_classes.Sort(); this->vscroll->SetCount((uint)this->object_classes.size()); } /** * Checks if the previously selected current object class and object * can be shown as selected to the user when the dialog is opened. */ void SelectClassAndObject() { assert(!this->object_classes.empty()); // object GUI should be disabled elsewise if (_selected_object_class == ObjectClassID::OBJECT_CLASS_BEGIN) { /* This happens during the first time the window is open during the game life cycle. */ this->SelectOtherClass(this->object_classes[0]); } else { /* Check if the previously selected object class is not available anymore as a * result of starting a new game without the corresponding NewGRF. */ bool available = false; for (uint i = 0; ObjectClass::GetClassCount(); ++i) { if ((ObjectClassID)i == _selected_object_class) { available = true; break; } } if (available) { this->SelectOtherClass(_selected_object_class); } else { this->SelectOtherClass(this->object_classes[0]); } } if (this->CanRestoreSelectedObject()) { this->SelectOtherObject(_selected_object_index); } else { this->SelectFirstAvailableObject(true); } assert(ObjectClass::Get(_selected_object_class)->GetUISpecCount() > 0); // object GUI should be disabled elsewise } void SetStringParameters(int widget) const override { switch (widget) { case WID_BO_OBJECT_NAME: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); SetDParam(0, spec != nullptr ? spec->name : STR_EMPTY); break; } case WID_BO_OBJECT_SIZE: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); int size = spec == nullptr ? 0 : spec->size; SetDParam(0, GB(size, HasBit(_selected_object_view, 0) ? 4 : 0, 4)); SetDParam(1, GB(size, HasBit(_selected_object_view, 0) ? 0 : 4, 4)); break; } default: break; } } void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override { switch (widget) { case WID_BO_CLASS_LIST: { for (auto object_class_id : this->object_classes) { ObjectClass *objclass = ObjectClass::Get(object_class_id); if (objclass->GetUISpecCount() == 0) continue; size->width = std::max(size->width, GetStringBoundingBox(objclass->name).width); } size->width += padding.width; this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; resize->height = this->line_height; size->height = 5 * this->line_height; break; } case WID_BO_OBJECT_NAME: case WID_BO_OBJECT_SIZE: /* We do not want the window to resize when selecting objects; better clip texts */ size->width = 0; break; case WID_BO_OBJECT_MATRIX: { /* Get the right amount of buttons based on the current spec. */ ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); if (spec != nullptr) { if (spec->views >= 2) size->width += resize->width; if (spec->views >= 4) size->height += resize->height; } resize->width = 0; resize->height = 0; break; } case WID_BO_OBJECT_SPRITE: { bool two_wide = false; // Whether there will be two widgets next to each other in the matrix or not. int height[2] = {0, 0}; // The height for the different views; in this case views 1/2 and 4. /* Get the height and view information. */ for (int i = 0; i < NUM_OBJECTS; i++) { const ObjectSpec *spec = ObjectSpec::Get(i); if (!spec->IsEverAvailable()) continue; two_wide |= spec->views >= 2; height[spec->views / 4] = std::max(ObjectSpec::Get(i)->height, height[spec->views / 4]); } /* Determine the pixel heights. */ for (size_t i = 0; i < lengthof(height); i++) { height[i] *= ScaleGUITrad(TILE_HEIGHT); height[i] += ScaleGUITrad(TILE_PIXELS) + 2 * OBJECT_MARGIN; } /* Now determine the size of the minimum widgets. When there are two columns, then * we want these columns to be slightly less wide. When there are two rows, then * determine the size of the widgets based on the maximum size for a single row * of widgets, or just the twice the widget height of the two row ones. */ size->height = std::max(height[0], height[1] * 2 + 2); if (two_wide) { size->width = (3 * ScaleGUITrad(TILE_PIXELS) + 2 * OBJECT_MARGIN) * 2 + 2; } else { size->width = 4 * ScaleGUITrad(TILE_PIXELS) + 2 * OBJECT_MARGIN; } /* Get the right size for the single widget based on the current spec. */ ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); if (spec != nullptr) { if (spec->views >= 2) size->width = size->width / 2 - 1; if (spec->views >= 4) size->height = size->height / 2 - 1; } break; } case WID_BO_INFO: size->height = this->info_height; break; case WID_BO_SELECT_MATRIX: fill->height = 1; resize->height = 1; break; case WID_BO_SELECT_IMAGE: size->width = ScaleGUITrad(64) + 2; size->height = ScaleGUITrad(58) + 2; break; default: break; } } void DrawWidget(const Rect &r, int widget) const override { switch (GB(widget, 0, 16)) { case WID_BO_CLASS_LIST: { int y = r.top; uint pos = 0; for (auto object_class_id : this->object_classes) { ObjectClass *objclass = ObjectClass::Get(object_class_id); if (objclass->GetUISpecCount() == 0) continue; if (!this->vscroll->IsVisible(pos++)) continue; DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y + WD_MATRIX_TOP, objclass->name, (object_class_id == _selected_object_class) ? TC_WHITE : TC_BLACK); y += this->line_height; } break; } case WID_BO_OBJECT_SPRITE: { if (_selected_object_index == -1) break; ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); if (spec == nullptr) break; /* Height of the selection matrix. * Depending on the number of views, the matrix has a 1x1, 1x2, 2x1 or 2x2 layout. To make the previews * look nice in all layouts, we use the 4x4 layout (smallest previews) as starting point. For the bigger * previews in the layouts with less views we add space homogeneously on all sides, so the 4x4 preview-rectangle * is centered in the 2x1, 1x2 resp. 1x1 buttons. */ uint matrix_height = this->GetWidget(WID_BO_OBJECT_MATRIX)->current_y; DrawPixelInfo tmp_dpi; /* Set up a clipping area for the preview. */ if (FillDrawPixelInfo(&tmp_dpi, r.left, r.top, r.right - r.left + 1, r.bottom - r.top + 1)) { DrawPixelInfo *old_dpi = _cur_dpi; _cur_dpi = &tmp_dpi; if (spec->grf_prop.grffile == nullptr) { extern const DrawTileSprites _objects[]; const DrawTileSprites *dts = &_objects[spec->grf_prop.local_id]; DrawOrigTileSeqInGUI((r.right - r.left) / 2 - 1, (r.bottom - r.top + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), dts, PAL_NONE); } else { DrawNewObjectTileInGUI((r.right - r.left) / 2 - 1, (r.bottom - r.top + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), spec, GB(widget, 16, 16)); } _cur_dpi = old_dpi; } break; } case WID_BO_SELECT_IMAGE: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); int obj_index = objclass->GetIndexFromUI(GB(widget, 16, 16)); if (obj_index < 0) break; const ObjectSpec *spec = objclass->GetSpec(obj_index); if (spec == nullptr) break; if (!spec->IsAvailable()) { GfxFillRect(r.left + 1, r.top + 1, r.right - 1, r.bottom - 1, PC_BLACK, FILLRECT_CHECKER); } DrawPixelInfo tmp_dpi; /* Set up a clipping area for the preview. */ if (FillDrawPixelInfo(&tmp_dpi, r.left + 1, r.top, (r.right - 1) - (r.left + 1) + 1, r.bottom - r.top + 1)) { DrawPixelInfo *old_dpi = _cur_dpi; _cur_dpi = &tmp_dpi; if (spec->grf_prop.grffile == nullptr) { extern const DrawTileSprites _objects[]; const DrawTileSprites *dts = &_objects[spec->grf_prop.local_id]; DrawOrigTileSeqInGUI((r.right - r.left) / 2 - 1, r.bottom - r.top - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), dts, PAL_NONE); } else { DrawNewObjectTileInGUI((r.right - r.left) / 2 - 1, r.bottom - r.top - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), spec, std::min(_selected_object_view, spec->views - 1)); } _cur_dpi = old_dpi; } break; } case WID_BO_INFO: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); if (spec == nullptr) break; /* Get the extra message for the GUI */ if (HasBit(spec->callback_mask, CBM_OBJ_FUND_MORE_TEXT)) { uint16 callback_res = GetObjectCallback(CBID_OBJECT_FUND_MORE_TEXT, 0, 0, spec, nullptr, INVALID_TILE, _selected_object_view); if (callback_res != CALLBACK_FAILED && callback_res != 0x400) { if (callback_res > 0x400) { ErrorUnknownCallbackResult(spec->grf_prop.grffile->grfid, CBID_OBJECT_FUND_MORE_TEXT, callback_res); } else { StringID message = GetGRFStringID(spec->grf_prop.grffile->grfid, 0xD000 + callback_res); if (message != STR_NULL && message != STR_UNDEFINED) { StartTextRefStackUsage(spec->grf_prop.grffile, 6); /* Use all the available space left from where we stand up to the * end of the window. We ALSO enlarge the window if needed, so we * can 'go' wild with the bottom of the window. */ int y = DrawStringMultiLine(r.left, r.right, r.top, UINT16_MAX, message, TC_ORANGE) - r.top; StopTextRefStackUsage(); if (y > this->info_height) { BuildObjectWindow *bow = const_cast(this); bow->info_height = y + 2; bow->ReInit(); } } } } } } } } /** * Select the specified object class. * @param object_class Object class select. */ void SelectOtherClass(ObjectClassID object_class) { _selected_object_class = object_class; ObjectClass *objclass = ObjectClass::Get(object_class); this->GetWidget(WID_BO_SELECT_MATRIX)->SetCount(objclass->GetUISpecCount()); } /** * Select the specified object in #_selected_object_class class. * @param object_index Object index to select, \c -1 means select nothing. */ void SelectOtherObject(int object_index) { _selected_object_index = object_index; if (_selected_object_index != -1) { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); _selected_object_view = std::min(_selected_object_view, spec->views - 1); this->ReInit(); } else { _selected_object_view = 0; } if (_selected_object_index != -1) { SetObjectToPlaceWnd(SPR_CURSOR_TRANSMITTER, PAL_NONE, HT_RECT, this); } this->UpdateButtons(_selected_object_class, _selected_object_index, _selected_object_view); } void UpdateSelectSize() { if (_selected_object_index == -1) { SetTileSelectSize(1, 1); } else { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); const ObjectSpec *spec = objclass->GetSpec(_selected_object_index); int w = GB(spec->size, HasBit(_selected_object_view, 0) ? 4 : 0, 4); int h = GB(spec->size, HasBit(_selected_object_view, 0) ? 0 : 4, 4); SetTileSelectSize(w, h); } } /** * Update buttons to show the selection to the user. * @param object_class The class of the selected object. * @param sel_index Index of the object to select, or \c -1 . * @param sel_view View of the object to select. */ void UpdateButtons(ObjectClassID object_class, int sel_index, uint sel_view) { int view_number, object_number; if (sel_index == -1) { view_number = -1; // If no object selected, also hide the selected view. object_number = -1; } else { view_number = sel_view; ObjectClass *objclass = ObjectClass::Get(_selected_object_class); object_number = objclass->GetUIFromIndex(sel_index); } this->GetWidget(WID_BO_OBJECT_MATRIX)->SetClicked(view_number); this->GetWidget(WID_BO_SELECT_MATRIX)->SetClicked(object_number); this->UpdateSelectSize(); this->SetDirty(); } void OnInvalidateData(int data = 0, bool gui_scope = true) override { if (!gui_scope) return; this->BuildObjectClassesAvailable(); } void OnResize() override { this->vscroll->SetCapacityFromWidget(this, WID_BO_CLASS_LIST); } void OnClick(Point pt, int widget, int click_count) override { switch (GB(widget, 0, 16)) { case WID_BO_CLASS_LIST: { int num_clicked = this->vscroll->GetPosition() + (pt.y - this->GetWidget(widget)->pos_y) / this->line_height; if (num_clicked >= (int)this->object_classes.size()) break; this->SelectOtherClass(this->object_classes[num_clicked]); this->SelectFirstAvailableObject(false); break; } case WID_BO_SELECT_IMAGE: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); int num_clicked = objclass->GetIndexFromUI(GB(widget, 16, 16)); if (num_clicked >= 0 && objclass->GetSpec(num_clicked)->IsAvailable()) this->SelectOtherObject(num_clicked); break; } case WID_BO_OBJECT_SPRITE: if (_selected_object_index != -1) { _selected_object_view = GB(widget, 16, 16); this->SelectOtherObject(_selected_object_index); // Re-select the object for a different view. } break; } } void OnPlaceObject(Point pt, TileIndex tile) override { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); DoCommandP(CMD_BUILD_OBJECT | CMD_MSG(STR_ERROR_CAN_T_BUILD_OBJECT), CcTerraform, tile, objclass->GetSpec(_selected_object_index)->Index(), _selected_object_view); } void OnPlaceObjectAbort() override { this->UpdateButtons(_selected_object_class, -1, _selected_object_view); } EventState OnHotkey(int hotkey) override { switch (hotkey) { case BOHK_FOCUS_FILTER_BOX: this->SetFocusedWidget(WID_BO_FILTER); SetFocusedWindow(this); // The user has asked to give focus to the text box, so make sure this window is focused. break; default: return ES_NOT_HANDLED; } return ES_HANDLED; } void OnEditboxChanged(int wid) override { string_filter.SetFilterTerm(this->filter_editbox.text.buf); this->object_classes.SetFilterState(!string_filter.IsEmpty()); this->object_classes.ForceRebuild(); this->InvalidateData(); } /** * Select the first available object. * @param change_class If true, change the class if no object in the current * class is available. */ void SelectFirstAvailableObject(bool change_class) { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); /* First try to select an object in the selected class. */ for (uint i = 0; i < objclass->GetSpecCount(); i++) { const ObjectSpec *spec = objclass->GetSpec(i); if (spec->IsAvailable()) { this->SelectOtherObject(i); return; } } if (change_class) { /* If that fails, select the first available object * from a random class. */ for (auto object_class_id : this->object_classes) { ObjectClass *objclass = ObjectClass::Get(object_class_id); for (uint i = 0; i < objclass->GetSpecCount(); i++) { const ObjectSpec *spec = objclass->GetSpec(i); if (spec->IsAvailable()) { this->SelectOtherClass(object_class_id); this->SelectOtherObject(i); return; } } } } /* If all objects are unavailable, select nothing... */ if (objclass->GetUISpecCount() == 0) { /* ... but make sure that the class is not empty. */ for (auto object_class_id : this->object_classes) { ObjectClass *objclass = ObjectClass::Get(object_class_id); if (objclass->GetUISpecCount() > 0) { this->SelectOtherClass(object_class_id); break; } } } this->SelectOtherObject(-1); } static HotkeyList hotkeys; }; /** * Handler for global hotkeys of the BuildObjectWindow. * @param hotkey Hotkey * @return ES_HANDLED if hotkey was accepted. */ static EventState BuildObjectGlobalHotkeys(int hotkey) { if (_game_mode == GM_MENU) return ES_NOT_HANDLED; Window *w = ShowBuildObjectPicker(); if (w == nullptr) return ES_NOT_HANDLED; return w->OnHotkey(hotkey); } static Hotkey buildobject_hotkeys[] = { Hotkey('F', "focus_filter_box", BOHK_FOCUS_FILTER_BOX), HOTKEY_LIST_END }; HotkeyList BuildObjectWindow::hotkeys("buildobject", buildobject_hotkeys, BuildObjectGlobalHotkeys); Listing BuildObjectWindow::last_sorting = { false, 0 }; Filtering BuildObjectWindow::last_filtering = { false, 0 }; BuildObjectWindow::GUIObjectClassList::SortFunction * const BuildObjectWindow::sorter_funcs[] = { &ObjectClassIDSorter, }; BuildObjectWindow::GUIObjectClassList::FilterFunction * const BuildObjectWindow::filter_funcs[] = { &TagNameFilter, }; static const NWidgetPart _nested_build_object_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN), NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_OBJECT_BUILD_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_DEFSIZEBOX, COLOUR_DARK_GREEN), EndContainer(), NWidget(WWT_PANEL, COLOUR_DARK_GREEN), NWidget(NWID_HORIZONTAL), SetPadding(2, 0, 0, 2), NWidget(NWID_VERTICAL), SetPadding(0, 5, 2, 0), SetPIP(0, 2, 0), NWidget(NWID_HORIZONTAL), NWidget(WWT_TEXT, COLOUR_DARK_GREEN), SetFill(0, 1), SetDataTip(STR_LIST_FILTER_TITLE, STR_NULL), NWidget(WWT_EDITBOX, COLOUR_GREY, WID_BO_FILTER), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_LIST_FILTER_OSKTITLE, STR_LIST_FILTER_TOOLTIP), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_GREY, WID_BO_CLASS_LIST), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_OBJECT_BUILD_CLASS_TOOLTIP), SetScrollbar(WID_BO_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_BO_SCROLLBAR), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_MATRIX, COLOUR_DARK_GREEN, WID_BO_OBJECT_MATRIX), SetPIP(0, 2, 0), NWidget(WWT_PANEL, COLOUR_GREY, WID_BO_OBJECT_SPRITE), SetDataTip(0x0, STR_OBJECT_BUILD_PREVIEW_TOOLTIP), EndContainer(), EndContainer(), EndContainer(), NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_BO_OBJECT_NAME), SetDataTip(STR_ORANGE_STRING, STR_NULL), NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_BO_OBJECT_SIZE), SetDataTip(STR_OBJECT_BUILD_SIZE, STR_NULL), EndContainer(), NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetScrollbar(WID_BO_SELECT_SCROLL), NWidget(NWID_HORIZONTAL), NWidget(NWID_MATRIX, COLOUR_DARK_GREEN, WID_BO_SELECT_MATRIX), SetFill(0, 1), SetPIP(0, 2, 0), NWidget(WWT_PANEL, COLOUR_DARK_GREEN, WID_BO_SELECT_IMAGE), SetMinimalSize(66, 60), SetDataTip(0x0, STR_OBJECT_BUILD_TOOLTIP), SetFill(0, 0), SetResize(0, 0), SetScrollbar(WID_BO_SELECT_SCROLL), EndContainer(), EndContainer(), NWidget(NWID_VSCROLLBAR, COLOUR_DARK_GREEN, WID_BO_SELECT_SCROLL), EndContainer(), EndContainer(), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_EMPTY, INVALID_COLOUR, WID_BO_INFO), SetPadding(0, 5, 0, 1), SetFill(1, 0), SetResize(1, 0), NWidget(NWID_VERTICAL), NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetFill(0, 1), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_DARK_GREEN), EndContainer(), EndContainer(), EndContainer(), }; static WindowDesc _build_object_desc( WDP_AUTO, "build_object", 0, 0, WC_BUILD_OBJECT, WC_BUILD_TOOLBAR, WDF_CONSTRUCTION, _nested_build_object_widgets, lengthof(_nested_build_object_widgets), &BuildObjectWindow::hotkeys ); /** Show our object picker. */ Window *ShowBuildObjectPicker() { /* Don't show the place object button when there are no objects to place. */ if (ObjectClass::GetUIClassCount() > 0) { return AllocateWindowDescFront(&_build_object_desc, 0); } return nullptr; } /** Reset all data of the object GUI. */ void InitializeObjectGui() { _selected_object_class = ObjectClassID::OBJECT_CLASS_BEGIN; }