(svn r13036) -Codechange: make a class of the BuildIndustry Window.

This commit is contained in:
glx 2008-05-10 23:43:08 +00:00
parent c32559ac12
commit 356473efa5
1 changed files with 315 additions and 315 deletions

View File

@ -32,37 +32,6 @@
bool _ignore_restrictions;
/** Names of the widgets of the dynamic place industries gui */
enum DynamicPlaceIndustriesWidgets {
DPIW_CLOSEBOX = 0,
DPIW_CAPTION,
DPIW_MATRIX_WIDGET,
DPIW_SCROLLBAR,
DPIW_INFOPANEL,
DPIW_FUND_WIDGET,
DPIW_RESIZE_WIDGET,
};
/** Attached struct to the window extended data */
struct fnd_d {
int index; ///< index of the element in the matrix
IndustryType select; ///< industry corresponding to the above index
uint16 callback_timer; ///< timer counter for callback eventual verification
bool timer_enabled; ///< timer can be used
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(fnd_d));
/** Helper struct holding the available industries for current situation */
static struct IndustryData {
uint16 count; ///< How many industries are loaded
IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded
StringID text[NUM_INDUSTRYTYPES + 1]; ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever)
bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever)
} _fund_gui;
assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.text));
assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.enabled));
enum CargoSuffixType {
CST_FUND,
CST_VIEW,
@ -92,288 +61,19 @@ static StringID GetCargoSuffix(uint cargo, CargoSuffixType cst, Industry *ind, I
return STR_EMPTY;
}
static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_CREATE: {
IndustryType ind;
const IndustrySpec *indsp;
/* Shorten the window to the equivalant of the additionnal purchase
* info coming from the callback. SO it will only be available to tis full
* height when newindistries are loaded */
if (!_loaded_newgrf_features.has_newindustries) {
w->widget[DPIW_INFOPANEL].bottom -= 44;
w->widget[DPIW_FUND_WIDGET].bottom -= 44;
w->widget[DPIW_FUND_WIDGET].top -= 44;
w->widget[DPIW_RESIZE_WIDGET].bottom -= 44;
w->widget[DPIW_RESIZE_WIDGET].top -= 44;
w->resize.height = w->height -= 44;
}
WP(w, fnd_d).timer_enabled = _loaded_newgrf_features.has_newindustries;
/* Initilialize structures */
_fund_gui.count = 0;
for (uint i = 0; i < lengthof(_fund_gui.index); i++) {
_fund_gui.index[i] = 0xFF;
_fund_gui.text[i] = STR_NULL;
_fund_gui.enabled[i] = false;
}
w->vscroll.cap = 8; // rows in grid, same in scroller
w->resize.step_height = 13;
if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
_fund_gui.index[_fund_gui.count] = INVALID_INDUSTRYTYPE;
_fund_gui.count++;
WP(w, fnd_d).timer_enabled = false;
}
/* Fill the _fund_gui structure with industries.
* The tests performed after the enabled allow to load the industries
* In the same way they are inserted by grf (if any)
*/
for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
indsp = GetIndustrySpec(ind);
if (indsp->enabled){
/* Rule is that editor mode loads all industries.
* In game mode, all non raw industries are loaded too
* and raw ones are loaded only when setting allows it */
if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
_fund_gui.index[_fund_gui.count] = ind;
_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
_fund_gui.count++;
}
}
/* first indutry type is selected.
* I'll be damned if there are none available ;) */
WP(w, fnd_d).index = 0;
WP(w, fnd_d).select = _fund_gui.index[0];
WP(w, fnd_d).callback_timer = DAY_TICKS;
} break;
case WE_PAINT: {
const IndustrySpec *indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select);
int x_str = w->widget[DPIW_INFOPANEL].left + 3;
int y_str = w->widget[DPIW_INFOPANEL].top + 3;
const Widget *wi = &w->widget[DPIW_INFOPANEL];
int max_width = wi->right - wi->left - 4;
/* Raw industries might be prospected. Show this fact by changing the string
* In Editor, you just build, while ingame, or you fund or you prospect */
if (_game_mode == GM_EDITOR) {
/* We've chosen many random industries but no industries have been specified */
if (indsp == NULL) _fund_gui.enabled[WP(w, fnd_d).index] = _opt.diff.number_industries != 0;
w->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
} else {
w->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
}
w->SetWidgetDisabledState(DPIW_FUND_WIDGET, !_fund_gui.enabled[WP(w, fnd_d).index]);
SetVScrollCount(w, _fund_gui.count);
DrawWindowWidgets(w);
/* and now with the matrix painting */
for (byte i = 0; i < w->vscroll.cap && ((i + w->vscroll.pos) < _fund_gui.count); i++) {
int offset = i * 13;
int x = 3;
int y = 16;
bool selected = WP(w, fnd_d).index == i + w->vscroll.pos;
if (_fund_gui.index[i + w->vscroll.pos] == INVALID_INDUSTRYTYPE) {
DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
continue;
}
const IndustrySpec *indsp = GetIndustrySpec(_fund_gui.index[i + w->vscroll.pos]);
/* Draw the name of the industry in white is selected, otherwise, in orange */
DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0);
GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour);
}
if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
break;
}
if (_game_mode != GM_EDITOR) {
SetDParam(0, indsp->GetConstructionCost());
DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width);
y_str += 11;
}
/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
StringID str = STR_4827_REQUIRES;
byte p = 0;
SetDParam(0, STR_00D0_NOTHING);
SetDParam(1, STR_EMPTY);
for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) {
if (indsp->accepts_cargo[j] == CT_INVALID) continue;
if (p > 0) str++;
SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name);
SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, WP(w, fnd_d).select, indsp));
}
DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
y_str += 11;
/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
str = STR_4827_PRODUCES;
p = 0;
SetDParam(0, STR_00D0_NOTHING);
SetDParam(1, STR_EMPTY);
for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) {
if (indsp->produced_cargo[j] == CT_INVALID) continue;
if (p > 0) str++;
SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name);
SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, WP(w, fnd_d).select, indsp));
}
DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
y_str += 11;
/* Get the additional purchase info text, if it has not already been */
if (_fund_gui.text[WP(w, fnd_d).index] == STR_NULL) { // Have i been called already?
if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called?
uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, WP(w, fnd_d).select, INVALID_TILE);
if (callback_res != CALLBACK_FAILED) { // Did it failed?
StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string
_fund_gui.text[WP(w, fnd_d).index] = newtxt; // Store it for further usage
}
}
}
/* Draw the Additional purchase text, provided by newgrf callback, if any.
* Otherwhise, will print Nothing */
str = _fund_gui.text[WP(w, fnd_d).index];
if (str != STR_NULL && str != STR_UNDEFINED) {
SetDParam(0, str);
DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40);
}
} break;
case WE_DOUBLE_CLICK:
if (e->we.click.widget != DPIW_MATRIX_WIDGET) break;
e->we.click.widget = DPIW_FUND_WIDGET;
/* Fall through */
case WE_CLICK:
switch (e->we.click.widget) {
case DPIW_MATRIX_WIDGET: {
const IndustrySpec *indsp;
int y = (e->we.click.pt.y - w->widget[DPIW_MATRIX_WIDGET].top) / 13 + w->vscroll.pos ;
if (y >= 0 && y < _fund_gui.count) { // Is it within the boundaries of available data?
WP(w, fnd_d).index = y;
WP(w, fnd_d).select = _fund_gui.index[WP(w, fnd_d).index];
indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select);
w->SetDirty();
if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
/* Reset the button state if going to prospecting or "build many industries" */
w->RaiseButtons();
ResetObjectToPlace();
}
}
} break;
case DPIW_FUND_WIDGET: {
if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
w->HandleButtonClick(DPIW_FUND_WIDGET);
if (GetNumTowns() == 0) {
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
} else {
extern void GenerateIndustries();
_generating_world = true;
GenerateIndustries();
_generating_world = false;
}
} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(WP(w, fnd_d).select)->IsRawIndustry()) {
DoCommandP(0, WP(w, fnd_d).select, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
w->HandleButtonClick(DPIW_FUND_WIDGET);
} else {
HandlePlacePushButton(w, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL);
}
} break;
}
break;
case WE_RESIZE: {
/* Adjust the number of items in the matrix depending of the rezise */
w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
w->widget[DPIW_MATRIX_WIDGET].data = (w->vscroll.cap << 8) + 1;
} break;
case WE_PLACE_OBJ: {
bool success = true;
/* We do not need to protect ourselves against "Random Many Industries" in this mode */
const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select);
uint32 seed = InteractiveRandom();
if (_game_mode == GM_EDITOR) {
/* Show error if no town exists at all */
if (GetNumTowns() == 0) {
SetDParam(0, indsp->name);
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
return;
}
_current_player = OWNER_NONE;
_generating_world = true;
_ignore_restrictions = true;
success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
if (!success) {
SetDParam(0, indsp->name);
ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
}
_ignore_restrictions = false;
_generating_world = false;
} else {
success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
}
/* If an industry has been built, just reset the cursor and the system */
if (success) ResetObjectToPlace();
} break;
case WE_TICK:
if (_pause_game != 0) break;
if (!WP(w, fnd_d).timer_enabled) break;
if (--WP(w, fnd_d).callback_timer == 0) {
/* We have just passed another day.
* See if we need to update availability of currently selected industry */
WP(w, fnd_d).callback_timer = DAY_TICKS; //restart counter
const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select);
if (indsp->enabled) {
bool call_back_result = CheckIfCallBackAllowsAvailability(WP(w, fnd_d).select, IACT_USERCREATION);
/* Only if result does match the previous state would it require a redraw. */
if (call_back_result != _fund_gui.enabled[WP(w, fnd_d).index]) {
_fund_gui.enabled[WP(w, fnd_d).index] = call_back_result;
w->SetDirty();
}
}
}
break;
case WE_TIMEOUT:
case WE_ABORT_PLACE_OBJ:
w->RaiseButtons();
break;
}
}
/** Names of the widgets of the dynamic place industries gui */
enum DynamicPlaceIndustriesWidgets {
DPIW_CLOSEBOX = 0,
DPIW_CAPTION,
DPIW_MATRIX_WIDGET,
DPIW_SCROLLBAR,
DPIW_INFOPANEL,
DPIW_FUND_WIDGET,
DPIW_RESIZE_WIDGET,
};
/** Widget definition of the dynamic place industries gui */
static const Widget _build_dynamic_industry_widgets[] = {
static const Widget _build_industry_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // DPIW_CLOSEBOX
{ WWT_CAPTION, RESIZE_RIGHT, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS}, // DPIW_CAPTION
{ WWT_MATRIX, RESIZE_RB, 7, 0, 157, 14, 118, 0x801, STR_INDUSTRY_SELECTION_HINT}, // DPIW_MATRIX_WIDGET
@ -385,18 +85,318 @@ static const Widget _build_dynamic_industry_widgets[] = {
};
/** Window definition of the dynamic place industries gui */
static const WindowDesc _build_industry_dynamic_desc = {
static const WindowDesc _build_industry_desc = {
WDP_AUTO, WDP_AUTO, 170, 212, 170, 212,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_RESIZABLE,
_build_dynamic_industry_widgets,
BuildDynamicIndustryWndProc,
_build_industry_widgets,
NULL,
};
class BuildIndustryWindow : public Window {
int selected_index; ///< index of the element in the matrix
IndustryType selected_type; ///< industry corresponding to the above index
uint16 callback_timer; ///< timer counter for callback eventual verification
bool timer_enabled; ///< timer can be used
uint16 count; ///< How many industries are loaded
IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded
StringID text[NUM_INDUSTRYTYPES + 1]; ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever)
bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever)
public:
BuildIndustryWindow() : Window(&_build_industry_desc)
{
IndustryType ind;
const IndustrySpec *indsp;
/* Shorten the window to the equivalant of the additionnal purchase
* info coming from the callback. SO it will only be available to tis full
* height when newindistries are loaded */
if (!_loaded_newgrf_features.has_newindustries) {
this->widget[DPIW_INFOPANEL].bottom -= 44;
this->widget[DPIW_FUND_WIDGET].bottom -= 44;
this->widget[DPIW_FUND_WIDGET].top -= 44;
this->widget[DPIW_RESIZE_WIDGET].bottom -= 44;
this->widget[DPIW_RESIZE_WIDGET].top -= 44;
this->resize.height = this->height -= 44;
}
this->timer_enabled = _loaded_newgrf_features.has_newindustries;
/* Initialize structures */
this->count = 0;
for (uint i = 0; i < lengthof(this->index); i++) {
this->index[i] = 0xFF;
this->text[i] = STR_NULL;
this->enabled[i] = false;
}
this->vscroll.cap = 8; // rows in grid, same in scroller
this->resize.step_height = 13;
if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
this->index[this->count] = INVALID_INDUSTRYTYPE;
this->count++;
this->timer_enabled = false;
}
/* Fill the _fund_gui structure with industries.
* The tests performed after the enabled allow to load the industries
* In the same way they are inserted by grf (if any)
*/
for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
indsp = GetIndustrySpec(ind);
if (indsp->enabled){
/* Rule is that editor mode loads all industries.
* In game mode, all non raw industries are loaded too
* and raw ones are loaded only when setting allows it */
if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
this->index[this->count] = ind;
this->enabled[this->count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
this->count++;
}
}
/* first indutry type is selected.
* I'll be damned if there are none available ;) */
this->selected_index = 0;
this->selected_type = this->index[0];
this->callback_timer = DAY_TICKS;
}
virtual void OnPaint()
{
const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
int x_str = this->widget[DPIW_INFOPANEL].left + 3;
int y_str = this->widget[DPIW_INFOPANEL].top + 3;
const Widget *wi = &this->widget[DPIW_INFOPANEL];
int max_width = wi->right - wi->left - 4;
/* Raw industries might be prospected. Show this fact by changing the string
* In Editor, you just build, while ingame, or you fund or you prospect */
if (_game_mode == GM_EDITOR) {
/* We've chosen many random industries but no industries have been specified */
if (indsp == NULL) this->enabled[this->selected_index] = _opt.diff.number_industries != 0;
this->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
} else {
this->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
}
this->SetWidgetDisabledState(DPIW_FUND_WIDGET, !this->enabled[this->selected_index]);
SetVScrollCount(this, this->count);
DrawWindowWidgets(this);
/* and now with the matrix painting */
for (byte i = 0; i < this->vscroll.cap && ((i + this->vscroll.pos) < this->count); i++) {
int offset = i * 13;
int x = 3;
int y = 16;
bool selected = this->selected_index == i + this->vscroll.pos;
if (this->index[i + this->vscroll.pos] == INVALID_INDUSTRYTYPE) {
DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
continue;
}
const IndustrySpec *indsp = GetIndustrySpec(this->index[i + this->vscroll.pos]);
/* Draw the name of the industry in white is selected, otherwise, in orange */
DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0);
GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour);
}
if (this->selected_type == INVALID_INDUSTRYTYPE) {
DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
return;
}
if (_game_mode != GM_EDITOR) {
SetDParam(0, indsp->GetConstructionCost());
DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width);
y_str += 11;
}
/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
StringID str = STR_4827_REQUIRES;
byte p = 0;
SetDParam(0, STR_00D0_NOTHING);
SetDParam(1, STR_EMPTY);
for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) {
if (indsp->accepts_cargo[j] == CT_INVALID) continue;
if (p > 0) str++;
SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name);
SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, this->selected_type, indsp));
}
DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
y_str += 11;
/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
str = STR_4827_PRODUCES;
p = 0;
SetDParam(0, STR_00D0_NOTHING);
SetDParam(1, STR_EMPTY);
for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) {
if (indsp->produced_cargo[j] == CT_INVALID) continue;
if (p > 0) str++;
SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name);
SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, this->selected_type, indsp));
}
DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
y_str += 11;
/* Get the additional purchase info text, if it has not already been */
if (this->text[this->selected_index] == STR_NULL) { // Have i been called already?
if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called?
uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, this->selected_type, INVALID_TILE);
if (callback_res != CALLBACK_FAILED) { // Did it failed?
StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string
this->text[this->selected_index] = newtxt; // Store it for further usage
}
}
}
/* Draw the Additional purchase text, provided by newgrf callback, if any.
* Otherwhise, will print Nothing */
str = this->text[this->selected_index];
if (str != STR_NULL && str != STR_UNDEFINED) {
SetDParam(0, str);
DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40);
}
}
virtual void OnDoubleClick(Point pt, int widget)
{
if (widget != DPIW_MATRIX_WIDGET) return;
this->OnClick(pt, DPIW_FUND_WIDGET);
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case DPIW_MATRIX_WIDGET: {
const IndustrySpec *indsp;
int y = (pt.y - this->widget[DPIW_MATRIX_WIDGET].top) / 13 + this->vscroll.pos ;
if (y >= 0 && y < count) { // Is it within the boundaries of available data?
this->selected_index = y;
this->selected_type = this->index[y];
indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
this->SetDirty();
if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
this->selected_type == INVALID_INDUSTRYTYPE) {
/* Reset the button state if going to prospecting or "build many industries" */
this->RaiseButtons();
ResetObjectToPlace();
}
}
} break;
case DPIW_FUND_WIDGET: {
if (this->selected_type == INVALID_INDUSTRYTYPE) {
this->HandleButtonClick(DPIW_FUND_WIDGET);
if (GetNumTowns() == 0) {
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
} else {
extern void GenerateIndustries();
_generating_world = true;
GenerateIndustries();
_generating_world = false;
}
} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) {
DoCommandP(0, this->selected_type, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
this->HandleButtonClick(DPIW_FUND_WIDGET);
} else {
HandlePlacePushButton(this, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL);
}
} break;
}
}
virtual void OnResize(Point new_size, Point delta)
{
/* Adjust the number of items in the matrix depending of the rezise */
this->vscroll.cap += delta.y / (int)this->resize.step_height;
this->widget[DPIW_MATRIX_WIDGET].data = (this->vscroll.cap << 8) + 1;
}
virtual void OnPlaceObject(Point pt, TileIndex tile)
{
bool success = true;
/* We do not need to protect ourselves against "Random Many Industries" in this mode */
const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
uint32 seed = InteractiveRandom();
if (_game_mode == GM_EDITOR) {
/* Show error if no town exists at all */
if (GetNumTowns() == 0) {
SetDParam(0, indsp->name);
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y);
return;
}
_current_player = OWNER_NONE;
_generating_world = true;
_ignore_restrictions = true;
success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
if (!success) {
SetDParam(0, indsp->name);
ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y);
}
_ignore_restrictions = false;
_generating_world = false;
} else {
success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
}
/* If an industry has been built, just reset the cursor and the system */
if (success) ResetObjectToPlace();
}
virtual void OnTick()
{
if (_pause_game != 0) return;
if (!this->timer_enabled) return;
if (--this->callback_timer == 0) {
/* We have just passed another day.
* See if we need to update availability of currently selected industry */
this->callback_timer = DAY_TICKS; //restart counter
const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
if (indsp->enabled) {
bool call_back_result = CheckIfCallBackAllowsAvailability(this->selected_type, IACT_USERCREATION);
/* Only if result does match the previous state would it require a redraw. */
if (call_back_result != this->enabled[this->selected_index]) {
this->enabled[this->selected_index] = call_back_result;
this->SetDirty();
}
}
}
}
virtual void OnTimeout()
{
this->RaiseButtons();
}
virtual void OnPlaceObjectAbort()
{
this->RaiseButtons();
}
};
void ShowBuildIndustryWindow()
{
if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
AllocateWindowDescFront<Window>(&_build_industry_dynamic_desc, 0);
if (BringWindowToFrontById(WC_BUILD_INDUSTRY, 0)) return;
new BuildIndustryWindow();
}
static void UpdateIndustryProduction(Industry *i);