/* $Id$ */ /* * 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 train_gui.cpp GUI for trains. */ #include "stdafx.h" #include "window_gui.h" #include "command_func.h" #include "train.h" #include "strings_func.h" #include "vehicle_func.h" #include "zoom_func.h" #include "table/strings.h" #include "safeguards.h" /** * Callback for building wagons. * @param result The result of the command. * @param tile The tile the command was executed on. * @param p1 Additional data for the command (for the #CommandProc) * @param p2 Additional data for the command (for the #CommandProc) */ void CcBuildWagon(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2) { if (result.Failed()) return; /* find a locomotive in the depot. */ const Vehicle *found = NULL; const Train *t; FOR_ALL_TRAINS(t) { if (t->IsFrontEngine() && t->tile == tile && t->IsStoppedInDepot()) { if (found != NULL) return; // must be exactly one. found = t; } } /* if we found a loco, */ if (found != NULL) { found = found->Last(); /* put the new wagon at the end of the loco. */ DoCommandP(0, _new_vehicle_id, found->index, CMD_MOVE_RAIL_VEHICLE); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); } } /** * Highlight the position where a rail vehicle is dragged over by drawing a light gray background. * @param px The current x position to draw from. * @param max_width The maximum space available to draw. * @param selection Selected vehicle that is dragged. * @param chain Whether a whole chain is dragged. * @return The width of the highlight mark. */ static int HighlightDragPosition(int px, int max_width, VehicleID selection, bool chain) { bool rtl = _current_text_dir == TD_RTL; assert(selection != INVALID_VEHICLE); int dragged_width = 0; for (Train *t = Train::Get(selection); t != NULL; t = chain ? t->Next() : (t->HasArticulatedPart() ? t->GetNextArticulatedPart() : NULL)) { dragged_width += t->GetDisplayImageWidth(NULL); } int drag_hlight_left = rtl ? max(px - dragged_width + 1, 0) : px; int drag_hlight_right = rtl ? px : min(px + dragged_width, max_width) - 1; int drag_hlight_width = max(drag_hlight_right - drag_hlight_left + 1, 0); if (drag_hlight_width > 0) { GfxFillRect(drag_hlight_left + WD_FRAMERECT_LEFT, WD_FRAMERECT_TOP + 1, drag_hlight_right - WD_FRAMERECT_RIGHT, ScaleGUITrad(13) - WD_FRAMERECT_BOTTOM, _colour_gradient[COLOUR_GREY][7]); } return drag_hlight_width; } /** * Draws an image of a whole train * @param v Front vehicle * @param left The minimum horizontal position * @param right The maximum horizontal position * @param y Vertical position to draw at * @param selection Selected vehicle to draw a frame around * @param skip Number of pixels to skip at the front (for scrolling) * @param drag_dest The vehicle another one is dragged over, \c INVALID_VEHICLE if none. */ void DrawTrainImage(const Train *v, int left, int right, int y, VehicleID selection, EngineImageType image_type, int skip, VehicleID drag_dest) { bool rtl = _current_text_dir == TD_RTL; Direction dir = rtl ? DIR_E : DIR_W; DrawPixelInfo tmp_dpi, *old_dpi; /* Position of highlight box */ int highlight_l = 0; int highlight_r = 0; int max_width = right - left + 1; int height = ScaleGUITrad(14); if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, height)) return; old_dpi = _cur_dpi; _cur_dpi = &tmp_dpi; int px = rtl ? max_width + skip : -skip; bool sel_articulated = false; bool dragging = (drag_dest != INVALID_VEHICLE); bool drag_at_end_of_train = (drag_dest == v->index); // Head index is used to mark dragging at end of train. for (; v != NULL && (rtl ? px > 0 : px < max_width); v = v->Next()) { if (dragging && !drag_at_end_of_train && drag_dest == v->index) { /* Highlight the drag-and-drop destination inside the train. */ int drag_hlight_width = HighlightDragPosition(px, max_width, selection, _cursor.vehchain); px += rtl ? -drag_hlight_width : drag_hlight_width; } Point offset; int width = Train::From(v)->GetDisplayImageWidth(&offset); if (rtl ? px + width > 0 : px - width < max_width) { PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); VehicleSpriteSeq seq; v->GetImage(dir, image_type, &seq); seq.Draw(px + (rtl ? -offset.x : offset.x), height / 2 + offset.y, pal, (v->vehstatus & VS_CRASHED) != 0); } if (!v->IsArticulatedPart()) sel_articulated = false; if (v->index == selection) { /* Set the highlight position */ highlight_l = rtl ? px - width : px; highlight_r = rtl ? px - 1 : px + width - 1; sel_articulated = true; } else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) { if (rtl) { highlight_l -= width; } else { highlight_r += width; } } px += rtl ? -width : width; } if (dragging && drag_at_end_of_train) { /* Highlight the drag-and-drop destination at the end of the train. */ HighlightDragPosition(px, max_width, selection, _cursor.vehchain); } if (highlight_l != highlight_r) { /* Draw the highlight. Now done after drawing all the engines, as * the next engine after the highlight could overlap it. */ DrawFrameRect(highlight_l, 0, highlight_r, height - 1, COLOUR_WHITE, FR_BORDERONLY); } _cur_dpi = old_dpi; } /** Helper struct for the cargo details information */ struct CargoSummaryItem { CargoID cargo; ///< The cargo that is carried StringID subtype; ///< STR_EMPTY if none uint capacity; ///< Amount that can be carried uint amount; ///< Amount that is carried StationID source; ///< One of the source stations /** Used by CargoSummary::Find() and similar functions */ inline bool operator != (const CargoSummaryItem &other) const { return this->cargo != other.cargo || this->subtype != other.subtype; } /** Used by std::find() and similar functions */ inline bool operator == (const CargoSummaryItem &other) const { return !(this->cargo != other.cargo); } }; static const uint TRAIN_DETAILS_MIN_INDENT = 32; ///< Minimum indent level in the train details window static const uint TRAIN_DETAILS_MAX_INDENT = 72; ///< Maximum indent level in the train details window; wider than this and we start on a new line /** Container for the cargo summary information. */ typedef SmallVector CargoSummary; /** Reused container of cargo details */ static CargoSummary _cargo_summary; /** * Draw the details cargo tab for the given vehicle at the given position * * @param item Data to draw * @param left The left most coordinate to draw * @param right The right most coordinate to draw * @param y The y coordinate */ static void TrainDetailsCargoTab(const CargoSummaryItem *item, int left, int right, int y) { StringID str; if (item->amount > 0) { SetDParam(0, item->cargo); SetDParam(1, item->amount); SetDParam(2, item->source); SetDParam(3, _settings_game.vehicle.freight_trains); str = FreightWagonMult(item->cargo) > 1 ? STR_VEHICLE_DETAILS_CARGO_FROM_MULT : STR_VEHICLE_DETAILS_CARGO_FROM; } else { SetDParam(0, STR_QUANTITY_N_A); str = item->cargo == INVALID_CARGO ? STR_LTBLUE_STRING : STR_VEHICLE_DETAILS_CARGO_EMPTY; } DrawString(left, right, y, str); } /** * Draw the details info tab for the given vehicle at the given position * * @param v current vehicle * @param left The left most coordinate to draw * @param right The right most coordinate to draw * @param y The y coordinate */ static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y) { if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) { SetDParam(0, v->engine_type); SetDParam(1, v->value); DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE); } else { SetDParam(0, v->engine_type); SetDParam(1, v->build_year); SetDParam(2, v->value); DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE); } } /** * Draw the details capacity tab for the given vehicle at the given position * * @param item Data to draw * @param left The left most coordinate to draw * @param right The right most coordinate to draw * @param y The y coordinate */ static void TrainDetailsCapacityTab(const CargoSummaryItem *item, int left, int right, int y) { StringID str; if (item->cargo != INVALID_CARGO) { SetDParam(0, item->cargo); SetDParam(1, item->capacity); SetDParam(4, item->subtype); SetDParam(5, _settings_game.vehicle.freight_trains); str = FreightWagonMult(item->cargo) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY; } else { /* Draw subtype only */ SetDParam(0, item->subtype); str = STR_VEHICLE_INFO_NO_CAPACITY; } DrawString(left, right, y, str); } /** * Collects the cargo transported * @param v Vehicle to process * @param summary Space for the result */ static void GetCargoSummaryOfArticulatedVehicle(const Train *v, CargoSummary *summary) { summary->clear(); do { if (!v->GetEngine()->CanCarryCargo()) continue; CargoSummaryItem new_item; new_item.cargo = v->cargo_cap > 0 ? v->cargo_type : INVALID_CARGO; new_item.subtype = GetCargoSubtypeText(v); if (new_item.cargo == INVALID_CARGO && new_item.subtype == STR_EMPTY) continue; CargoSummaryItem *item = &*std::find(summary->begin(), summary->end(), new_item); if (item == summary->End()) { item = summary->Append(); item->cargo = new_item.cargo; item->subtype = new_item.subtype; item->capacity = 0; item->amount = 0; item->source = INVALID_STATION; } item->capacity += v->cargo_cap; item->amount += v->cargo.StoredCount(); if (item->source == INVALID_STATION) item->source = v->cargo.Source(); } while ((v = v->Next()) != NULL && v->IsArticulatedPart()); } /** * Get the length of an articulated vehicle. * @param v the vehicle to get the length of. * @return the length in pixels. */ static uint GetLengthOfArticulatedVehicle(const Train *v) { uint length = 0; do { length += v->GetDisplayImageWidth(); } while ((v = v->Next()) != NULL && v->IsArticulatedPart()); return length; } /** * Determines the number of lines in the train details window * @param veh_id Train * @param det_tab Selected details tab * @return Number of line */ int GetTrainDetailsWndVScroll(VehicleID veh_id, TrainDetailsWindowTabs det_tab) { int num = 0; if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab CargoArray act_cargo; CargoArray max_cargo; for (const Vehicle *v = Vehicle::Get(veh_id); v != NULL; v = v->Next()) { act_cargo[v->cargo_type] += v->cargo.StoredCount(); max_cargo[v->cargo_type] += v->cargo_cap; } /* Set scroll-amount separately from counting, as to not compute num double * for more carriages of the same type */ for (CargoID i = 0; i < NUM_CARGO; i++) { if (max_cargo[i] > 0) num++; // only count carriages that the train has } num++; // needs one more because first line is description string } else { for (const Train *v = Train::Get(veh_id); v != NULL; v = v->GetNextVehicle()) { GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary); num += max(1u, (unsigned)_cargo_summary.size()); uint length = GetLengthOfArticulatedVehicle(v); if (length > TRAIN_DETAILS_MAX_INDENT) num++; } } return num; } /** * Draw the details for the given vehicle at the given position * * @param v current vehicle * @param left The left most coordinate to draw * @param right The right most coordinate to draw * @param y The y coordinate * @param vscroll_pos Position of scrollbar * @param vscroll_cap Number of lines currently displayed * @param det_tab Selected details tab */ void DrawTrainDetails(const Train *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab) { /* get rid of awkward offset */ y -= WD_MATRIX_TOP; int sprite_height = ScaleGUITrad(GetVehicleHeight(VEH_TRAIN)); int line_height = max(sprite_height, WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM); int sprite_y_offset = line_height / 2; int text_y_offset = (line_height - FONT_HEIGHT_NORMAL) / 2; /* draw the first 3 details tabs */ if (det_tab != TDW_TAB_TOTALS) { bool rtl = _current_text_dir == TD_RTL; Direction dir = rtl ? DIR_E : DIR_W; int x = rtl ? right : left; for (; v != NULL && vscroll_pos > -vscroll_cap; v = v->GetNextVehicle()) { GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary); /* Draw sprites */ uint dx = 0; int px = x; const Train *u = v; do { Point offset; int width = u->GetDisplayImageWidth(&offset); if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) { int pitch = 0; const Engine *e = Engine::Get(v->engine_type); if (e->GetGRF() != NULL) { pitch = ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch); } PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); VehicleSpriteSeq seq; u->GetImage(dir, EIT_IN_DETAILS, &seq); seq.Draw(px + (rtl ? -offset.x : offset.x), y - line_height * vscroll_pos + sprite_y_offset + pitch, pal, (v->vehstatus & VS_CRASHED) != 0); } px += rtl ? -width : width; dx += width; u = u->Next(); } while (u != NULL && u->IsArticulatedPart()); bool separate_sprite_row = (dx > (uint)ScaleGUITrad(TRAIN_DETAILS_MAX_INDENT)); if (separate_sprite_row) { vscroll_pos--; dx = 0; } uint num_lines = max(1u, (unsigned)_cargo_summary.size()); for (uint i = 0; i < num_lines; i++) { int sprite_width = max(dx, ScaleGUITrad(TRAIN_DETAILS_MIN_INDENT)) + 3; int data_left = left + (rtl ? 0 : sprite_width); int data_right = right - (rtl ? sprite_width : 0); if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) { int py = y - line_height * vscroll_pos + text_y_offset; if (i > 0 || separate_sprite_row) { if (vscroll_pos != 0) GfxFillRect(left, py - WD_MATRIX_TOP - 1, right, py - WD_MATRIX_TOP, _colour_gradient[COLOUR_GREY][5]); } switch (det_tab) { case TDW_TAB_CARGO: if (i < _cargo_summary.size()) { TrainDetailsCargoTab(&_cargo_summary[i], data_left, data_right, py); } else { DrawString(data_left, data_right, py, STR_QUANTITY_N_A, TC_LIGHT_BLUE); } break; case TDW_TAB_INFO: if (i == 0) TrainDetailsInfoTab(v, data_left, data_right, py); break; case TDW_TAB_CAPACITY: if (i < _cargo_summary.size()) { TrainDetailsCapacityTab(&_cargo_summary[i], data_left, data_right, py); } else { SetDParam(0, STR_EMPTY); DrawString(data_left, data_right, py, STR_VEHICLE_INFO_NO_CAPACITY); } break; default: NOT_REACHED(); } } vscroll_pos--; } } } else { CargoArray act_cargo; CargoArray max_cargo; Money feeder_share = 0; for (const Vehicle *u = v; u != NULL; u = u->Next()) { act_cargo[u->cargo_type] += u->cargo.StoredCount(); max_cargo[u->cargo_type] += u->cargo_cap; feeder_share += u->cargo.FeederShare(); } /* draw total cargo tab */ DrawString(left, right, y + text_y_offset, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT); y += line_height; for (CargoID i = 0; i < NUM_CARGO; i++) { if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) { SetDParam(0, i); // {CARGO} #1 SetDParam(1, act_cargo[i]); // {CARGO} #2 SetDParam(2, i); // {SHORTCARGO} #1 SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2 SetDParam(4, _settings_game.vehicle.freight_trains); DrawString(left, right, y + text_y_offset, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY); y += line_height; } } SetDParam(0, feeder_share); DrawString(left, right, y + text_y_offset, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE); } }