Codechange: Rearrange AI/GS debug window following invalidate/set state/draw pattern. (#11483)

The AI/GS window updated its state as it was drawn, and would redraw again if some state had changed.

Instead, update state either during OnInvalidateData or before any drawing commences.
This commit is contained in:
Peter Nelson 2023-12-03 18:53:31 +00:00 committed by GitHub
parent 1084ab4b66
commit aae6e0481e
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 106 additions and 77 deletions

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@ -801,76 +801,10 @@ struct ScriptDebugWindow : public Window {
void OnPaint() override
{
this->SelectValidDebugCompany();
this->UpdateLogScroll();
/* Draw standard stuff */
this->DrawWidgets();
if (this->IsShaded()) return; // Don't draw anything when the window is shaded.
bool dirty = false;
/* Paint the company icons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_SCRD_COMPANY_BUTTON_START);
bool valid = Company::IsValidAiID(i);
/* Check whether the validity of the company changed */
dirty |= (button->IsDisabled() == valid);
/* Mark dead/paused AIs by setting the background colour. */
bool dead = valid && Company::Get(i)->ai_instance->IsDead();
bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
/* Re-paint if the button was updated.
* (note that it is intentional that SetScriptButtonColour is always called) */
dirty |= SetScriptButtonColour(*button, dead, paused);
/* Draw company icon only for valid AI companies */
if (!valid) continue;
byte offset = (i == script_debug_company) ? 1 : 0;
DrawCompanyIcon(i, button->pos_x + button->current_x / 2 - 7 + offset, this->GetWidget<NWidgetBase>(WID_SCRD_COMPANY_BUTTON_START + i)->pos_y + 2 + offset);
}
/* Set button colour for Game Script. */
GameInstance *game = Game::GetInstance();
bool valid = game != nullptr;
bool dead = valid && game->IsDead();
bool paused = valid && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_SCRD_SCRIPT_GAME);
dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused);
if (dirty) this->InvalidateData(-1);
/* If there are no active companies, don't display anything else. */
if (script_debug_company == INVALID_COMPANY) return;
ScriptLogTypes::LogData &log = this->GetLogData();
int scroll_count = (int)log.size();
if (this->vscroll->GetCount() != scroll_count) {
this->vscroll->SetCount(scroll_count);
/* We need a repaint */
this->SetWidgetDirty(WID_SCRD_SCROLLBAR);
}
if (log.empty()) return;
/* Detect when the user scrolls the window. Enable autoscroll when the
* bottom-most line becomes visible. */
if (this->last_vscroll_pos != this->vscroll->GetPosition()) {
this->autoscroll = this->vscroll->GetPosition() + this->vscroll->GetCapacity() >= (int)log.size();
}
if (this->autoscroll) {
if (this->vscroll->SetPosition((int)log.size())) {
/* We need a repaint */
this->SetWidgetDirty(WID_SCRD_SCROLLBAR);
this->SetWidgetDirty(WID_SCRD_LOG_PANEL);
}
}
this->last_vscroll_pos = this->vscroll->GetPosition();
}
void SetStringParameters(int widget) const override
@ -896,9 +830,41 @@ struct ScriptDebugWindow : public Window {
void DrawWidget(const Rect &r, int widget) const override
{
if (script_debug_company == INVALID_COMPANY) return;
switch (widget) {
case WID_SCRD_LOG_PANEL:
this->DrawWidgetLog(r);
break;
if (widget != WID_SCRD_LOG_PANEL) return;
default:
if (IsInsideBS(widget, WID_SCRD_COMPANY_BUTTON_START, MAX_COMPANIES)) {
this->DrawWidgetCompanyButton(r, widget, WID_SCRD_COMPANY_BUTTON_START);
}
break;
}
}
/**
* Draw a company button icon.
* @param r Rect area to draw within.
* @param widget Widget index to start.
* @param start Widget index of first company button.
*/
void DrawWidgetCompanyButton(const Rect &r, int widget, int start) const
{
if (this->IsWidgetDisabled(widget)) return;
CompanyID cid = (CompanyID)(widget - start);
int offset = (cid == script_debug_company) ? WidgetDimensions::scaled.pressed : 0;
Dimension sprite_size = GetSpriteSize(SPR_COMPANY_ICON);
DrawCompanyIcon(cid, CenterBounds(r.left, r.right, sprite_size.width) + offset, CenterBounds(r.top, r.bottom, sprite_size.height) + offset);
}
/**
* Draw the AI/GS log.
* @param r Rect area to draw within.
*/
void DrawWidgetLog(const Rect &r) const
{
if (script_debug_company == INVALID_COMPANY) return;
ScriptLogTypes::LogData &log = this->GetLogData();
if (log.empty()) return;
@ -929,6 +895,75 @@ struct ScriptDebugWindow : public Window {
}
}
/**
* Update the scrollbar and scroll position of the log panel.
*/
void UpdateLogScroll()
{
this->SetWidgetDisabledState(WID_SCRD_SCROLLBAR, script_debug_company == INVALID_COMPANY);
if (script_debug_company == INVALID_COMPANY) return;
ScriptLogTypes::LogData &log = this->GetLogData();
int scroll_count = (int)log.size();
if (this->vscroll->GetCount() != scroll_count) {
this->vscroll->SetCount(scroll_count);
/* We need a repaint */
this->SetWidgetDirty(WID_SCRD_SCROLLBAR);
}
if (log.empty()) return;
/* Detect when the user scrolls the window. Enable autoscroll when the bottom-most line becomes visible. */
if (this->last_vscroll_pos != this->vscroll->GetPosition()) {
this->autoscroll = this->vscroll->GetPosition() + this->vscroll->GetCapacity() >= (int)log.size();
}
if (this->autoscroll && this->vscroll->SetPosition((int)log.size())) {
/* We need a repaint */
this->SetWidgetDirty(WID_SCRD_SCROLLBAR);
this->SetWidgetDirty(WID_SCRD_LOG_PANEL);
}
this->last_vscroll_pos = this->vscroll->GetPosition();
}
/**
* Update state of all Company (AI) buttons.
*/
void UpdateAIButtonsState()
{
/* Update company buttons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
/* Mark dead/paused AIs by setting the background colour. */
bool valid = Company::IsValidAiID(i);
bool dead = valid && Company::Get(i)->ai_instance->IsDead();
bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_SCRD_COMPANY_BUTTON_START);
button->SetDisabled(!valid);
button->SetLowered(script_debug_company == i);
SetScriptButtonColour(*button, dead, paused);
}
}
/**
* Update state of game script button.
*/
void UpdateGSButtonState()
{
GameInstance *game = Game::GetInstance();
bool valid = game != nullptr;
bool dead = valid && game->IsDead();
bool paused = valid && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_SCRD_SCRIPT_GAME);
button->SetDisabled(!valid);
button->SetLowered(script_debug_company == OWNER_DEITY);
SetScriptButtonColour(*button, dead, paused);
}
/**
* Change all settings to select another Script.
* @param show_ai The new AI to show.
@ -1072,14 +1107,8 @@ struct ScriptDebugWindow : public Window {
this->vscroll->SetCount(script_debug_company != INVALID_COMPANY ? this->GetLogData().size() : 0);
/* Update company buttons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
this->SetWidgetDisabledState(i + WID_SCRD_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
this->SetWidgetLoweredState(i + WID_SCRD_COMPANY_BUTTON_START, script_debug_company == i);
}
this->SetWidgetDisabledState(WID_SCRD_SCRIPT_GAME, Game::GetGameInstance() == nullptr);
this->SetWidgetLoweredState(WID_SCRD_SCRIPT_GAME, script_debug_company == OWNER_DEITY);
this->UpdateAIButtonsState();
this->UpdateGSButtonState();
this->SetWidgetLoweredState(WID_SCRD_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetLoweredState(WID_SCRD_MATCH_CASE_BTN, this->case_sensitive_break_check);