mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r23169) -Feature: [NoAI] AICONFIG_AI_DEVELOPER flags to hide AI settings unless gui.ai_developer_tools is enabled (Zuu)
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@ -32,6 +32,8 @@
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#include "table/strings.h"
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#include <vector>
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/** Enum referring to the widgets of the AI list window */
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enum AIListWindowWidgets {
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AIL_WIDGET_LIST, ///< The matrix with all available AIs
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@ -262,14 +264,16 @@ enum AISettingsWindowWidgets {
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* Window for settings the parameters of an AI.
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*/
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struct AISettingsWindow : public Window {
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CompanyID slot; ///< The currently show company's setting.
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AIConfig *ai_config; ///< The configuration we're modifying.
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int clicked_button; ///< The button we clicked.
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bool clicked_increase; ///< Whether we clicked the increase or decrease button.
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int timeout; ///< Timeout for unclicking the button.
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int clicked_row; ///< The clicked row of settings.
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int line_height; ///< Height of a row in the matrix widget.
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Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
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CompanyID slot; ///< The currently show company's setting.
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AIConfig *ai_config; ///< The configuration we're modifying.
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int clicked_button; ///< The button we clicked.
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bool clicked_increase; ///< Whether we clicked the increase or decrease button.
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int timeout; ///< Timeout for unclicking the button.
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int clicked_row; ///< The clicked row of settings.
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int line_height; ///< Height of a row in the matrix widget.
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Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
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typedef std::vector<const AIConfigItem *> VisibleSettingsList;
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VisibleSettingsList visible_settings; ///< List of visible AI settings
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/**
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* Constructor for the window.
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@ -282,6 +286,7 @@ struct AISettingsWindow : public Window {
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timeout(0)
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{
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this->ai_config = AIConfig::GetConfig(slot);
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this->RebuildVisibleSettings();
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this->CreateNestedTree(desc);
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this->vscroll = this->GetScrollbar(AIS_WIDGET_SCROLLBAR);
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@ -289,7 +294,25 @@ struct AISettingsWindow : public Window {
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this->SetWidgetDisabledState(AIS_WIDGET_RESET, _game_mode != GM_MENU && Company::IsValidID(this->slot));
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this->vscroll->SetCount((int)this->ai_config->GetConfigList()->size());
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this->vscroll->SetCount(this->visible_settings.size());
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}
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/**
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* Rebuilds the list of visible settings. AI settings with the flag
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* AICONFIG_AI_DEVELOPER set will only be visible if the game setting
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* gui.ai_developer_tools is enabled.
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*/
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void RebuildVisibleSettings()
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{
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visible_settings.clear();
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AIConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
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for (; it != this->ai_config->GetConfigList()->end(); it++) {
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bool no_hide = (it->flags & AICONFIG_AI_DEVELOPER) == 0;
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if (no_hide || _settings_client.gui.ai_developer_tools) {
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visible_settings.push_back(&(*it));
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}
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}
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}
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virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
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@ -308,7 +331,7 @@ struct AISettingsWindow : public Window {
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if (widget != AIS_WIDGET_BACKGROUND) return;
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AIConfig *config = this->ai_config;
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AIConfigItemList::const_iterator it = config->GetConfigList()->begin();
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VisibleSettingsList::const_iterator it = this->visible_settings.begin();
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int i = 0;
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for (; !this->vscroll->IsVisible(i); i++) it++;
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@ -319,30 +342,31 @@ struct AISettingsWindow : public Window {
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int y = r.top;
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for (; this->vscroll->IsVisible(i) && it != config->GetConfigList()->end(); i++, it++) {
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int current_value = config->GetSetting((*it).name);
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bool editable = _game_mode == GM_MENU || !Company::IsValidID(this->slot) || (it->flags & AICONFIG_INGAME) != 0;
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for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
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const AIConfigItem &config_item = **it;
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int current_value = config->GetSetting((config_item).name);
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bool editable = _game_mode == GM_MENU || !Company::IsValidID(this->slot) || (config_item.flags & AICONFIG_INGAME) != 0;
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StringID str;
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TextColour colour;
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uint idx = 0;
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if (StrEmpty((*it).description)) {
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if (StrEmpty(config_item.description)) {
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str = STR_JUST_STRING;
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colour = TC_ORANGE;
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} else {
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str = STR_AI_SETTINGS_SETTING;
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colour = TC_LIGHT_BLUE;
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SetDParamStr(idx++, (*it).description);
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SetDParamStr(idx++, config_item.description);
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}
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if (((*it).flags & AICONFIG_BOOLEAN) != 0) {
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if ((config_item.flags & AICONFIG_BOOLEAN) != 0) {
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DrawFrameRect(buttons_left, y + 2, buttons_left + 19, y + 10, (current_value != 0) ? COLOUR_GREEN : COLOUR_RED, (current_value != 0) ? FR_LOWERED : FR_NONE);
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SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON);
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} else {
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DrawArrowButtons(buttons_left, y + 2, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > (*it).min_value, editable && current_value < (*it).max_value);
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if (it->labels != NULL && it->labels->Contains(current_value)) {
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DrawArrowButtons(buttons_left, y + 2, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
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if (config_item.labels != NULL && config_item.labels->Contains(current_value)) {
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SetDParam(idx++, STR_JUST_RAW_STRING);
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SetDParamStr(idx++, it->labels->Find(current_value)->second);
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SetDParamStr(idx++, config_item.labels->Find(current_value)->second);
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} else {
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SetDParam(idx++, STR_JUST_INT);
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SetDParam(idx++, current_value);
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@ -375,11 +399,11 @@ struct AISettingsWindow : public Window {
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case AIS_WIDGET_BACKGROUND: {
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const NWidgetBase *wid = this->GetWidget<NWidgetBase>(AIS_WIDGET_BACKGROUND);
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int num = (pt.y - wid->pos_y) / this->line_height + this->vscroll->GetPosition();
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if (num >= (int)this->ai_config->GetConfigList()->size()) break;
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if (num >= (int)this->visible_settings.size()) break;
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AIConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
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VisibleSettingsList::const_iterator it = this->visible_settings.begin();
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for (int i = 0; i < num; i++) it++;
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AIConfigItem config_item = *it;
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const AIConfigItem config_item = **it;
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if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (config_item.flags & AICONFIG_INGAME) == 0) return;
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bool bool_item = (config_item.flags & AICONFIG_BOOLEAN) != 0;
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@ -469,7 +493,11 @@ struct AISettingsWindow : public Window {
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*/
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virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
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{
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if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) delete this;
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if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) {
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delete this;
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} else {
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this->RebuildVisibleSettings();
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}
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}
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};
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@ -20,10 +20,11 @@
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/** Bitmask of flags for AI settings. */
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enum AIConfigFlags {
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AICONFIG_NONE = 0x0, ///< No flags set.
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AICONFIG_RANDOM = 0x1, ///< When randomizing the AI, pick any value between min_value and max_value when on custom difficulty setting.
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AICONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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AICONFIG_INGAME = 0x4, ///< This setting can be changed while the AI is running.
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AICONFIG_NONE = 0x0, ///< No flags set.
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AICONFIG_RANDOM = 0x1, ///< When randomizing the AI, pick any value between min_value and max_value when on custom difficulty setting.
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AICONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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AICONFIG_INGAME = 0x4, ///< This setting can be changed while the AI is running.
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AICONFIG_AI_DEVELOPER = 0x8, ///< This setting will only be visible when the ai development tools are active.
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};
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typedef SmallMap<int, char *> LabelMapping; ///< Map-type used to map the setting numbers to labels.
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@ -42,6 +42,7 @@ AIScanner::AIScanner() :
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SQAIInfo.DefSQConst(engine, AICONFIG_RANDOM, "AICONFIG_RANDOM");
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SQAIInfo.DefSQConst(engine, AICONFIG_BOOLEAN, "AICONFIG_BOOLEAN");
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SQAIInfo.DefSQConst(engine, AICONFIG_INGAME, "AICONFIG_INGAME");
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SQAIInfo.DefSQConst(engine, AICONFIG_AI_DEVELOPER, "AICONFIG_AI_DEVELOPER");
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SQAIInfo.PostRegister(engine);
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this->engine->AddMethod("RegisterAI", &AIInfo::Constructor, 2, "tx");
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this->engine->AddMethod("RegisterDummyAI", &AIInfo::DummyConstructor, 2, "tx");
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@ -183,10 +183,11 @@ public:
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/** Miscellaneous flags for AI settings. */
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enum AIConfigFlags {
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AICONFIG_NONE, ///< Normal setting.
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AICONFIG_RANDOM, ///< When randomizing the AI, pick any value between min_value and max_value.
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AICONFIG_BOOLEAN, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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AICONFIG_INGAME, ///< This setting can be changed while the AI is running.
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AICONFIG_NONE, ///< Normal setting.
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AICONFIG_RANDOM, ///< When randomizing the AI, pick any value between min_value and max_value.
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AICONFIG_BOOLEAN, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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AICONFIG_INGAME, ///< This setting can be changed while the AI is running.
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AICONFIG_AI_DEVELOPER, ///< This setting will only be visible when the ai development tools are active.
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};
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/**
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@ -920,6 +920,12 @@ static bool InvalidateIndustryViewWindow(int32 p1)
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return true;
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}
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static bool InvalidateAISettingsWindow(int32 p1)
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{
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InvalidateWindowClassesData(WC_AI_SETTINGS);
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return true;
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}
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/**
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* Update the town authority window after a town authority setting change.
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* @param p1 Unused.
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@ -37,6 +37,7 @@ static bool InvalidateVehTimetableWindow(int32 p1);
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static bool InvalidateCompanyLiveryWindow(int32 p1);
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static bool InvalidateNewGRFChangeWindows(int32 p1);
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static bool InvalidateIndustryViewWindow(int32 p1);
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static bool InvalidateAISettingsWindow(int32 p1);
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static bool RedrawTownAuthority(int32 p1);
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extern bool UpdateNewGRFConfigPalette(int32 p1);
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@ -2422,6 +2423,7 @@ proc = InvalidateNewGRFChangeWindows
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var = gui.ai_developer_tools
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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def = false
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proc = InvalidateAISettingsWindow
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[SDTC_BOOL]
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var = gui.scenario_developer
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