OpenRCT2/src/openrct2-ui/windows/EditorBottomToolbar.cpp

390 lines
15 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "../interface/Theme.h"
#include <openrct2-ui/interface/Widget.h>
#include <openrct2-ui/windows/Window.h>
#include <openrct2/Context.h>
#include <openrct2/Editor.h>
#include <openrct2/EditorObjectSelectionSession.h>
#include <openrct2/Game.h>
#include <openrct2/GameState.h>
#include <openrct2/Input.h>
#include <openrct2/OpenRCT2.h>
#include <openrct2/audio/audio.h>
#include <openrct2/localisation/Localisation.h>
#include <openrct2/management/Research.h>
#include <openrct2/scenario/Scenario.h>
#include <openrct2/sprites.h>
#include <openrct2/windows/Intent.h>
#include <openrct2/world/Park.h>
#include <openrct2/world/Scenery.h>
#include <string>
namespace OpenRCT2::Ui::Windows
{
// clang-format off
enum {
WIDX_PREVIOUS_IMAGE, // 1
WIDX_PREVIOUS_STEP_BUTTON, // 2
WIDX_NEXT_IMAGE, // 4
WIDX_NEXT_STEP_BUTTON, // 8
};
static Widget _editorBottomToolbarWidgets[] = {
MakeWidget({ 0, 0}, {200, 34}, WindowWidgetType::ImgBtn, WindowColour::Primary),
MakeWidget({ 2, 2}, {196, 30}, WindowWidgetType::FlatBtn, WindowColour::Primary),
MakeWidget({440, 0}, {200, 34}, WindowWidgetType::ImgBtn, WindowColour::Primary),
MakeWidget({442, 2}, {196, 30}, WindowWidgetType::FlatBtn, WindowColour::Primary),
kWidgetsEnd,
};
// clang-format on
class EditorBottomToolbarWindow final : public Window
{
private:
using FuncPtr = void (EditorBottomToolbarWindow::*)() const;
static constexpr StringId _editorStepNames[] = {
STR_EDITOR_STEP_OBJECT_SELECTION, STR_EDITOR_STEP_LANDSCAPE_EDITOR,
STR_EDITOR_STEP_INVENTIONS_LIST_SET_UP, STR_EDITOR_STEP_OPTIONS_SELECTION,
STR_EDITOR_STEP_OBJECTIVE_SELECTION, STR_EDITOR_STEP_SAVE_SCENARIO,
STR_EDITOR_STEP_ROLLERCOASTER_DESIGNER, STR_EDITOR_STEP_TRACK_DESIGNS_MANAGER,
};
public:
void OnOpen() override
{
widgets = _editorBottomToolbarWidgets;
InitScrollWidgets();
SetAllSceneryItemsInvented();
}
void OnPrepareDraw() override
{
ColourSchemeUpdateByClass(
this,
(gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) ? WindowClass::EditorScenarioBottomToolbar
: WindowClass::EditorTrackBottomToolbar);
uint16_t screenWidth = ContextGetWidth();
widgets[WIDX_NEXT_IMAGE].left = screenWidth - 200;
widgets[WIDX_NEXT_IMAGE].right = screenWidth - 1;
widgets[WIDX_NEXT_STEP_BUTTON].left = screenWidth - 198;
widgets[WIDX_NEXT_STEP_BUTTON].right = screenWidth - 3;
widgets[WIDX_PREVIOUS_STEP_BUTTON].type = WindowWidgetType::FlatBtn;
widgets[WIDX_NEXT_STEP_BUTTON].type = WindowWidgetType::FlatBtn;
widgets[WIDX_PREVIOUS_IMAGE].type = WindowWidgetType::ImgBtn;
widgets[WIDX_NEXT_IMAGE].type = WindowWidgetType::ImgBtn;
if (gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER)
{
HidePreviousStepButton();
HideNextStepButton();
}
else
{
auto& gameState = GetGameState();
if (gameState.EditorStep == EditorStep::ObjectSelection)
{
HidePreviousStepButton();
}
else if (gameState.EditorStep == EditorStep::RollercoasterDesigner)
{
HideNextStepButton();
}
else if (!(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER))
{
if (GetNumFreeEntities() != MAX_ENTITIES || GetGameState().Park.Flags & PARK_FLAGS_SPRITES_INITIALISED)
{
HidePreviousStepButton();
}
}
}
}
void OnDraw(DrawPixelInfo& dpi) override
{
auto drawPreviousButton = widgets[WIDX_PREVIOUS_STEP_BUTTON].type != WindowWidgetType::Empty;
auto drawNextButton = widgets[WIDX_NEXT_STEP_BUTTON].type != WindowWidgetType::Empty;
if (drawPreviousButton)
DrawLeftButtonBack(dpi);
if (drawNextButton)
DrawRightButtonBack(dpi);
DrawWidgets(dpi);
if (drawPreviousButton)
DrawLeftButton(dpi);
if (drawNextButton)
DrawRightButton(dpi);
DrawStepText(dpi);
}
void OnMouseUp(WidgetIndex widgetIndex) override
{
auto& gameState = GetGameState();
if (widgetIndex == WIDX_PREVIOUS_STEP_BUTTON)
{
if ((gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
|| (GetNumFreeEntities() == MAX_ENTITIES && !(GetGameState().Park.Flags & PARK_FLAGS_SPRITES_INITIALISED)))
{
((this)->*(_previousButtonMouseUp[EnumValue(gameState.EditorStep)]))();
}
}
else if (widgetIndex == WIDX_NEXT_STEP_BUTTON)
{
((this)->*(_nextButtonMouseUp[EnumValue(gameState.EditorStep)]))();
}
}
private:
void JumpBackToObjectSelection() const
{
WindowCloseAll();
GetGameState().EditorStep = EditorStep::ObjectSelection;
GfxInvalidateScreen();
}
void JumpBackToLandscapeEditor() const
{
WindowCloseAll();
SetAllSceneryItemsInvented();
ScenerySetDefaultPlacementConfiguration();
GetGameState().EditorStep = EditorStep::LandscapeEditor;
ContextOpenWindow(WindowClass::Map);
GfxInvalidateScreen();
}
void JumpBackToInventionListSetUp() const
{
WindowCloseAll();
ContextOpenWindow(WindowClass::EditorInventionList);
GetGameState().EditorStep = EditorStep::InventionsListSetUp;
GfxInvalidateScreen();
}
void JumpBackToOptionsSelection() const
{
WindowCloseAll();
ContextOpenWindow(WindowClass::EditorScenarioOptions);
GetGameState().EditorStep = EditorStep::OptionsSelection;
GfxInvalidateScreen();
}
void JumpForwardFromObjectSelection() const
{
if (!EditorObjectSelectionWindowCheck())
return;
FinishObjectSelection();
if (gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
{
ContextOpenWindow(WindowClass::ConstructRide);
}
else
{
ContextOpenWindow(WindowClass::Map);
}
}
void JumpForwardToInventionListSetUp() const
{
auto [checksPassed, errorString] = Editor::CheckPark();
if (checksPassed)
{
WindowCloseAll();
ContextOpenWindow(WindowClass::EditorInventionList);
GetGameState().EditorStep = EditorStep::InventionsListSetUp;
}
else
{
ContextShowError(STR_CANT_ADVANCE_TO_NEXT_EDITOR_STAGE, errorString, {});
}
GfxInvalidateScreen();
}
void JumpForwardToOptionsSelection() const
{
WindowCloseAll();
ContextOpenWindow(WindowClass::EditorScenarioOptions);
GetGameState().EditorStep = EditorStep::OptionsSelection;
GfxInvalidateScreen();
}
void JumpForwardToObjectiveSelection() const
{
WindowCloseAll();
ContextOpenWindow(WindowClass::EditorObjectiveOptions);
GetGameState().EditorStep = EditorStep::ObjectiveSelection;
GfxInvalidateScreen();
}
void JumpForwardToSaveScenario() const
{
auto& gameState = GetGameState();
const auto savePrepareResult = ScenarioPrepareForSave(gameState);
if (!savePrepareResult.Successful)
{
ContextShowError(STR_UNABLE_TO_SAVE_SCENARIO_FILE, savePrepareResult.Message, {});
GfxInvalidateScreen();
return;
}
WindowCloseAll();
auto intent = Intent(WindowClass::Loadsave);
intent.PutExtra(INTENT_EXTRA_LOADSAVE_TYPE, LOADSAVETYPE_SAVE | LOADSAVETYPE_SCENARIO);
intent.PutExtra(INTENT_EXTRA_PATH, gameState.ScenarioName);
ContextOpenIntent(&intent);
}
void HidePreviousStepButton()
{
widgets[WIDX_PREVIOUS_STEP_BUTTON].type = WindowWidgetType::Empty;
widgets[WIDX_PREVIOUS_IMAGE].type = WindowWidgetType::Empty;
}
void HideNextStepButton()
{
widgets[WIDX_NEXT_STEP_BUTTON].type = WindowWidgetType::Empty;
widgets[WIDX_NEXT_IMAGE].type = WindowWidgetType::Empty;
}
void DrawLeftButtonBack(DrawPixelInfo& dpi)
{
auto previousWidget = widgets[WIDX_PREVIOUS_IMAGE];
auto leftTop = windowPos + ScreenCoordsXY{ previousWidget.left, previousWidget.top };
auto rightBottom = windowPos + ScreenCoordsXY{ previousWidget.right, previousWidget.bottom };
GfxFilterRect(dpi, { leftTop, rightBottom }, FilterPaletteID::Palette51);
}
void DrawLeftButton(DrawPixelInfo& dpi)
{
const auto topLeft = windowPos
+ ScreenCoordsXY{ widgets[WIDX_PREVIOUS_IMAGE].left + 1, widgets[WIDX_PREVIOUS_IMAGE].top + 1 };
const auto bottomRight = windowPos
+ ScreenCoordsXY{ widgets[WIDX_PREVIOUS_IMAGE].right - 1, widgets[WIDX_PREVIOUS_IMAGE].bottom - 1 };
GfxFillRectInset(dpi, { topLeft, bottomRight }, colours[1], INSET_RECT_F_30);
GfxDrawSprite(
dpi, ImageId(SPR_PREVIOUS),
windowPos + ScreenCoordsXY{ widgets[WIDX_PREVIOUS_IMAGE].left + 6, widgets[WIDX_PREVIOUS_IMAGE].top + 6 });
colour_t textColour = NOT_TRANSLUCENT(colours[1]);
if (gHoverWidget.window_classification == WindowClass::BottomToolbar
&& gHoverWidget.widget_index == WIDX_PREVIOUS_STEP_BUTTON)
{
textColour = COLOUR_WHITE;
}
int16_t textX = (widgets[WIDX_PREVIOUS_IMAGE].left + 30 + widgets[WIDX_PREVIOUS_IMAGE].right) / 2 + windowPos.x;
int16_t textY = widgets[WIDX_PREVIOUS_IMAGE].top + 6 + windowPos.y;
StringId stringId = _editorStepNames[EnumValue(GetGameState().EditorStep) - 1];
if (gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
stringId = STR_EDITOR_STEP_OBJECT_SELECTION;
DrawTextBasic(dpi, { textX, textY }, STR_BACK_TO_PREVIOUS_STEP, {}, { textColour, TextAlignment::CENTRE });
DrawTextBasic(dpi, { textX, textY + 10 }, stringId, {}, { textColour, TextAlignment::CENTRE });
}
void DrawRightButtonBack(DrawPixelInfo& dpi)
{
auto nextWidget = widgets[WIDX_NEXT_IMAGE];
auto leftTop = windowPos + ScreenCoordsXY{ nextWidget.left, nextWidget.top };
auto rightBottom = windowPos + ScreenCoordsXY{ nextWidget.right, nextWidget.bottom };
GfxFilterRect(dpi, { leftTop, rightBottom }, FilterPaletteID::Palette51);
}
void DrawRightButton(DrawPixelInfo& dpi)
{
const auto topLeft = windowPos
+ ScreenCoordsXY{ widgets[WIDX_NEXT_IMAGE].left + 1, widgets[WIDX_NEXT_IMAGE].top + 1 };
const auto bottomRight = windowPos
+ ScreenCoordsXY{ widgets[WIDX_NEXT_IMAGE].right - 1, widgets[WIDX_NEXT_IMAGE].bottom - 1 };
GfxFillRectInset(dpi, { topLeft, bottomRight }, colours[1], INSET_RECT_F_30);
GfxDrawSprite(
dpi, ImageId(SPR_NEXT),
windowPos + ScreenCoordsXY{ widgets[WIDX_NEXT_IMAGE].right - 29, widgets[WIDX_NEXT_IMAGE].top + 6 });
colour_t textColour = NOT_TRANSLUCENT(colours[1]);
if (gHoverWidget.window_classification == WindowClass::BottomToolbar
&& gHoverWidget.widget_index == WIDX_NEXT_STEP_BUTTON)
{
textColour = COLOUR_WHITE;
}
int16_t textX = (widgets[WIDX_NEXT_IMAGE].left + widgets[WIDX_NEXT_IMAGE].right - 30) / 2 + windowPos.x;
int16_t textY = widgets[WIDX_NEXT_IMAGE].top + 6 + windowPos.y;
StringId stringId = _editorStepNames[EnumValue(GetGameState().EditorStep) + 1];
if (gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
stringId = STR_EDITOR_STEP_ROLLERCOASTER_DESIGNER;
DrawTextBasic(dpi, { textX, textY }, STR_FORWARD_TO_NEXT_STEP, {}, { textColour, TextAlignment::CENTRE });
DrawTextBasic(dpi, { textX, textY + 10 }, stringId, {}, { textColour, TextAlignment::CENTRE });
}
void DrawStepText(DrawPixelInfo& dpi)
{
int16_t stateX = (widgets[WIDX_PREVIOUS_IMAGE].right + widgets[WIDX_NEXT_IMAGE].left) / 2 + windowPos.x;
int16_t stateY = height - 0x0C + windowPos.y;
DrawTextBasic(
dpi, { stateX, stateY }, _editorStepNames[EnumValue(GetGameState().EditorStep)], {},
{ static_cast<colour_t>(NOT_TRANSLUCENT(colours[2]) | COLOUR_FLAG_OUTLINE), TextAlignment::CENTRE });
}
static constexpr FuncPtr _previousButtonMouseUp[] = {
nullptr,
&EditorBottomToolbarWindow::JumpBackToObjectSelection,
&EditorBottomToolbarWindow::JumpBackToLandscapeEditor,
&EditorBottomToolbarWindow::JumpBackToInventionListSetUp,
&EditorBottomToolbarWindow::JumpBackToOptionsSelection,
nullptr,
&EditorBottomToolbarWindow::JumpBackToObjectSelection,
nullptr,
};
static constexpr FuncPtr _nextButtonMouseUp[] = {
&EditorBottomToolbarWindow::JumpForwardFromObjectSelection,
&EditorBottomToolbarWindow::JumpForwardToInventionListSetUp,
&EditorBottomToolbarWindow::JumpForwardToOptionsSelection,
&EditorBottomToolbarWindow::JumpForwardToObjectiveSelection,
&EditorBottomToolbarWindow::JumpForwardToSaveScenario,
nullptr,
nullptr,
nullptr,
};
};
/**
* Creates the main editor top toolbar window.
* rct2: 0x0066F052 (part of 0x0066EF38)
*/
WindowBase* EditorBottomToolbarOpen()
{
auto* window = WindowCreate<EditorBottomToolbarWindow>(
WindowClass::BottomToolbar, ScreenCoordsXY(0, ContextGetHeight() - 32), ContextGetWidth(), 32,
WF_STICK_TO_FRONT | WF_TRANSPARENT | WF_NO_BACKGROUND);
return window;
}
} // namespace OpenRCT2::Ui::Windows