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path: root/src/transparency_gui.cpp
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/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "gui.h"
#include "window_gui.h"
#include "variables.h"
#include "transparency.h"
#include "sound_func.h"

#include "table/sprites.h"
#include "table/strings.h"

TransparencyOptionBits _transparency_opt;
TransparencyOptionBits _transparency_lock;

enum TransparencyToolbarWidgets{
	TTW_WIDGET_SIGNS = 3,    ///< Make signs background transparent
	TTW_WIDGET_TREES,        ///< Make trees transparent
	TTW_WIDGET_HOUSES,       ///< Make houses transparent
	TTW_WIDGET_INDUSTRIES,   ///< Make Industries transparent
	TTW_WIDGET_BUILDINGS,    ///< Make player buildings and structures transparent
	TTW_WIDGET_BRIDGES,      ///< Make bridges transparent
	TTW_WIDGET_STRUCTURES,   ///< Make unmovable structures transparent
	TTW_WIDGET_CATENARY,     ///< Make catenary transparent
	TTW_WIDGET_LOADING,      ///< Make loading indicators transparent
	TTW_WIDGET_END,          ///< End of toggle buttons
};

static void TransparencyToolbWndProc(Window *w, WindowEvent *e)
{
	switch (e->event) {
		case WE_PAINT:
			/* must be sure that the widgets show the transparency variable changes
			 * also when we use shortcuts */
			for (uint i = TTW_WIDGET_SIGNS; i < TTW_WIDGET_END; i++) {
				w->SetWidgetLoweredState(i, IsTransparencySet((TransparencyOption)(i - TTW_WIDGET_SIGNS)));
			}

			DrawWindowWidgets(w);
			for (uint i = TO_SIGNS; i < TO_END; i++) {
				if (HasBit(_transparency_lock, i)) DrawSprite(SPR_LOCK, PAL_NONE, w->widget[TTW_WIDGET_SIGNS + i].left + 1, w->widget[TTW_WIDGET_SIGNS + i].top + 1);
			}
			break;

		case WE_CLICK:
			if (e->we.click.widget >= TTW_WIDGET_SIGNS && e->we.click.widget < TTW_WIDGET_END) {
				if (_ctrl_pressed) {
					/* toggle the bit of the transparencies lock variable */
					ToggleTransparencyLock((TransparencyOption)(e->we.click.widget - TTW_WIDGET_SIGNS));
					SetWindowDirty(w);
				} else {
					/* toggle the bit of the transparencies variable and play a sound */
					ToggleTransparency((TransparencyOption)(e->we.click.widget - TTW_WIDGET_SIGNS));
					SndPlayFx(SND_15_BEEP);
					MarkWholeScreenDirty();
				}
			}
			break;
	}
}

static const Widget _transparency_widgets[] = {
{ WWT_CLOSEBOX,   RESIZE_NONE,  7,   0,  10,   0,  13, STR_00C5,                 STR_018B_CLOSE_WINDOW},
{  WWT_CAPTION,   RESIZE_NONE,  7,  11, 206,   0,  13, STR_TRANSPARENCY_TOOLB,   STR_018C_WINDOW_TITLE_DRAG_THIS},
{WWT_STICKYBOX,   RESIZE_NONE,  7, 207, 218,   0,  13, STR_NULL,                 STR_STICKY_BUTTON},

/* transparency widgets:
 * transparent signs, trees, houses, industries, player's buildings, bridges, unmovable structures, catenary and loading indicators */
{   WWT_IMGBTN,   RESIZE_NONE,  7,   0,  21,  14,  35, SPR_IMG_SIGN,         STR_TRANSPARENT_SIGNS_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  22,  43,  14,  35, SPR_IMG_PLANTTREES,   STR_TRANSPARENT_TREES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  44,  65,  14,  35, SPR_IMG_TOWN,         STR_TRANSPARENT_HOUSES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  66,  87,  14,  35, SPR_IMG_INDUSTRY,     STR_TRANSPARENT_INDUSTRIES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  88, 109,  14,  35, SPR_IMG_COMPANY_LIST, STR_TRANSPARENT_BUILDINGS_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 110, 152,  14,  35, SPR_IMG_BRIDGE,       STR_TRANSPARENT_BRIDGES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 153, 174,  14,  35, SPR_IMG_TRANSMITTER,  STR_TRANSPARENT_STRUCTURES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 175, 196,  14,  35, SPR_BUILD_X_ELRAIL,   STR_TRANSPARENT_CATENARY_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 197, 218,  14,  35, SPR_IMG_TRAINLIST,    STR_TRANSPARENT_LOADING_DESC},

{   WIDGETS_END},
};

static const WindowDesc _transparency_desc = {
	WDP_ALIGN_TBR, 58+36, 219, 36, 219, 36,
	WC_TRANSPARENCY_TOOLBAR, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
	_transparency_widgets,
	TransparencyToolbWndProc
};

void ShowTransparencyToolbar(void)
{
	AllocateWindowDescFront(&_transparency_desc, 0);
}