OpenTTD/src/intro_gui.cpp

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/* $Id$ */
/** @file intro_gui.cpp The main menu GUI. */
#include "stdafx.h"
#include "openttd.h"
#include "gui.h"
#include "window_gui.h"
#include "textbuf_gui.h"
#include "network/network.h"
#include "variables.h"
#include "heightmap.h"
#include "genworld.h"
#include "network/network_gui.h"
#include "newgrf.h"
#include "strings_func.h"
#include "window_func.h"
#include "fios.h"
#include "gfx_func.h"
#include "settings_type.h"
#include "functions.h"
#include "table/strings.h"
#include "table/sprites.h"
static const Widget _select_game_widgets[] = {
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 0, 335, 0, 13, STR_0307_OPENTTD, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 335, 14, 194, 0x0, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 10, 167, 22, 33, STR_0140_NEW_GAME, STR_02FB_START_A_NEW_GAME},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 168, 325, 22, 33, STR_0141_LOAD_GAME, STR_02FC_LOAD_A_SAVED_GAME},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 10, 167, 40, 51, STR_029A_PLAY_SCENARIO, STR_0303_START_A_NEW_GAME_USING},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 168, 325, 40, 51, STR_PLAY_HEIGHTMAP, STR_PLAY_HEIGHTMAP_HINT},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 10, 167, 58, 69, STR_SCENARIO_EDITOR, STR_02FE_CREATE_A_CUSTOMIZED_GAME},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 168, 325, 58, 69, STR_MULTIPLAYER, STR_0300_SELECT_MULTIPLAYER_GAME},
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 10, 86, 77, 131, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 90, 166, 77, 131, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 170, 246, 77, 131, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 250, 326, 77, 131, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 10, 167, 139, 150, STR_0148_GAME_OPTIONS, STR_0301_DISPLAY_GAME_OPTIONS},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 168, 325, 139, 150, STR_01FE_DIFFICULTY, STR_0302_DISPLAY_DIFFICULTY_OPTIONS},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 10, 167, 157, 168, STR_CONFIG_PATCHES, STR_CONFIG_PATCHES_TIP},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 168, 325, 157, 168, STR_NEWGRF_SETTINGS_BUTTON, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 104, 231, 175, 186, STR_0304_QUIT, STR_0305_QUIT_OPENTTD},
{ WIDGETS_END},
};
static inline void SetNewLandscapeType(byte landscape)
{
_settings_newgame.game_creation.landscape = landscape;
InvalidateWindowClasses(WC_SELECT_GAME);
}
struct SelectGameWindow : public Window {
private:
enum SelectGameIntroWidgets {
SGI_GENERATE_GAME = 2,
SGI_LOAD_GAME,
SGI_PLAY_SCENARIO,
SGI_PLAY_HEIGHTMAP,
SGI_EDIT_SCENARIO,
SGI_PLAY_NETWORK,
SGI_TEMPERATE_LANDSCAPE,
SGI_ARCTIC_LANDSCAPE,
SGI_TROPIC_LANDSCAPE,
SGI_TOYLAND_LANDSCAPE,
SGI_OPTIONS,
SGI_DIFFICULTIES,
SGI_PATCHES_OPTIONS,
SGI_GRF_SETTINGS,
SGI_EXIT,
};
public:
SelectGameWindow(const WindowDesc *desc) : Window(desc)
{
this->LowerWidget(_settings_newgame.game_creation.landscape + SGI_TEMPERATE_LANDSCAPE);
this->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
this->SetWidgetLoweredState(SGI_TEMPERATE_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(SGI_ARCTIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_ARCTIC);
this->SetWidgetLoweredState(SGI_TROPIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TROPIC);
this->SetWidgetLoweredState(SGI_TOYLAND_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TOYLAND);
SetDParam(0, STR_6801_EASY + _settings_newgame.difficulty.diff_level);
this->DrawWidgets();
}
virtual void OnClick(Point pt, int widget)
{
#ifdef ENABLE_NETWORK
/* Do not create a network server when you (just) have closed one of the game
* creation/load windows for the network server. */
if (IsInsideMM(widget, SGI_GENERATE_GAME, SGI_EDIT_SCENARIO + 1)) _is_network_server = false;
#endif /* ENABLE_NETWORK */
switch (widget) {
case SGI_GENERATE_GAME: ShowGenerateLandscape(); break;
case SGI_LOAD_GAME: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
case SGI_PLAY_SCENARIO: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
case SGI_PLAY_HEIGHTMAP: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
case SGI_EDIT_SCENARIO: StartScenarioEditor(); break;
case SGI_PLAY_NETWORK:
if (!_network_available) {
ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
} else {
ShowNetworkGameWindow();
}
break;
case SGI_TEMPERATE_LANDSCAPE: case SGI_ARCTIC_LANDSCAPE:
case SGI_TROPIC_LANDSCAPE: case SGI_TOYLAND_LANDSCAPE:
this->RaiseWidget(_settings_newgame.game_creation.landscape + SGI_TEMPERATE_LANDSCAPE);
SetNewLandscapeType(widget - SGI_TEMPERATE_LANDSCAPE);
break;
case SGI_OPTIONS: ShowGameOptions(); break;
case SGI_DIFFICULTIES: ShowGameDifficulty(); break;
case SGI_PATCHES_OPTIONS: ShowPatchesSelection(); break;
case SGI_GRF_SETTINGS: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
case SGI_EXIT: HandleExitGameRequest(); break;
}
}
};
static const WindowDesc _select_game_desc = {
WDP_CENTER, WDP_CENTER, 336, 195, 336, 195,
WC_SELECT_GAME, WC_NONE,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_game_widgets,
};
void ShowSelectGameWindow()
{
new SelectGameWindow(&_select_game_desc);
}
static void AskExitGameCallback(Window *w, bool confirmed)
{
if (confirmed) _exit_game = true;
}
void AskExitGame()
{
#if defined(_WIN32)
SetDParam(0, STR_OSNAME_WINDOWS);
#elif defined(__APPLE__)
SetDParam(0, STR_OSNAME_OSX);
#elif defined(__BEOS__)
SetDParam(0, STR_OSNAME_BEOS);
#elif defined(__MORPHOS__)
SetDParam(0, STR_OSNAME_MORPHOS);
#elif defined(__AMIGA__)
SetDParam(0, STR_OSNAME_AMIGAOS);
#elif defined(__OS2__)
SetDParam(0, STR_OSNAME_OS2);
#elif defined(SUNOS)
SetDParam(0, STR_OSNAME_SUNOS);
#elif defined(DOS)
SetDParam(0, STR_OSNAME_DOS);
#else
SetDParam(0, STR_OSNAME_UNIX);
#endif
ShowQuery(
STR_00C7_QUIT,
STR_00CA_ARE_YOU_SURE_YOU_WANT_TO,
NULL,
AskExitGameCallback
);
}
static void AskExitToGameMenuCallback(Window *w, bool confirmed)
{
if (confirmed) _switch_mode = SM_MENU;
}
void AskExitToGameMenu()
{
ShowQuery(
STR_0161_QUIT_GAME,
(_game_mode != GM_EDITOR) ? STR_ABANDON_GAME_QUERY : STR_QUIT_SCENARIO_QUERY,
NULL,
AskExitToGameMenuCallback
);
}