/*
* 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;
}