(svn r13064) -Codechange: make a class of the SelectPlayerFaceWindow.

This commit is contained in:
glx 2008-05-13 01:05:39 +00:00
parent 3982160f50
commit d0033bfb07
1 changed files with 339 additions and 331 deletions

View File

@ -35,13 +35,6 @@
#include "table/sprites.h"
#include "table/strings.h"
/* player face selection window */
struct facesel_d {
PlayerFace face; // player face bits
bool advanced; // advance player face selection window
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(facesel_d));
struct highscore_d {
uint32 background_img;
int8 rank;
@ -608,62 +601,6 @@ void DrawPlayerFace(PlayerFace pf, int color, int x, int y)
}
}
/**
* Names of the widgets. Keep them in the same order as in the widget array.
* Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
* this order is needed for the WE_CLICK event of DrawFaceStringLabel().
*/
enum PlayerFaceWindowWidgets {
PFW_WIDGET_CLOSEBOX = 0,
PFW_WIDGET_CAPTION,
PFW_WIDGET_TOGGLE_LARGE_SMALL,
PFW_WIDGET_SELECT_FACE,
PFW_WIDGET_CANCEL,
PFW_WIDGET_ACCEPT,
PFW_WIDGET_MALE,
PFW_WIDGET_FEMALE,
PFW_WIDGET_RANDOM_NEW_FACE,
PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
/* from here is the advanced player face selection window */
PFW_WIDGET_LOAD,
PFW_WIDGET_FACECODE,
PFW_WIDGET_SAVE,
PFW_WIDGET_ETHNICITY_EUR,
PFW_WIDGET_ETHNICITY_AFR,
PFW_WIDGET_HAS_MOUSTACHE_EARRING,
PFW_WIDGET_HAS_GLASSES,
PFW_WIDGET_EYECOLOUR_L,
PFW_WIDGET_EYECOLOUR,
PFW_WIDGET_EYECOLOUR_R,
PFW_WIDGET_CHIN_L,
PFW_WIDGET_CHIN,
PFW_WIDGET_CHIN_R,
PFW_WIDGET_EYEBROWS_L,
PFW_WIDGET_EYEBROWS,
PFW_WIDGET_EYEBROWS_R,
PFW_WIDGET_LIPS_MOUSTACHE_L,
PFW_WIDGET_LIPS_MOUSTACHE,
PFW_WIDGET_LIPS_MOUSTACHE_R,
PFW_WIDGET_NOSE_L,
PFW_WIDGET_NOSE,
PFW_WIDGET_NOSE_R,
PFW_WIDGET_HAIR_L,
PFW_WIDGET_HAIR,
PFW_WIDGET_HAIR_R,
PFW_WIDGET_JACKET_L,
PFW_WIDGET_JACKET,
PFW_WIDGET_JACKET_R,
PFW_WIDGET_COLLAR_L,
PFW_WIDGET_COLLAR,
PFW_WIDGET_COLLAR_R,
PFW_WIDGET_TIE_EARRING_L,
PFW_WIDGET_TIE_EARRING,
PFW_WIDGET_TIE_EARRING_R,
PFW_WIDGET_GLASSES_L,
PFW_WIDGET_GLASSES,
PFW_WIDGET_GLASSES_R,
};
/** Widget description for the normal/simple player face selection dialog */
static const Widget _select_player_face_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // PFW_WIDGET_CLOSEBOX
@ -731,267 +668,350 @@ static const Widget _select_player_face_adv_widgets[] = {
{ WIDGETS_END},
};
/**
* Draw dynamic a label to the left of the button and a value in the button
*
* @param w Window on which the widget is located
* @param widget_index index of this widget in the window
* @param str the label which will be draw
* @param val the value which will be draw
* @param is_bool_widget is it a bool button
*/
void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget)
class SelectPlayerFaceWindow : public Window
{
/* Write the label in gold (0x2) to the left of the button. */
DrawStringRightAligned(w->widget[widget_index].left - (is_bool_widget ? 5 : 14), w->widget[widget_index].top + 1, str, TC_GOLD);
PlayerFace face; // player face bits
bool advanced; // advance player face selection window
if (!w->IsWidgetDisabled(widget_index)) {
if (is_bool_widget) {
/* if it a bool button write yes or no */
str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
} else {
/* else write the value + 1 */
SetDParam(0, val + 1);
str = STR_JUST_INT;
GenderEthnicity ge;
bool is_female;
bool is_moust_male;
/**
* Names of the widgets. Keep them in the same order as in the widget array.
* Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
* this order is needed for the WE_CLICK event of DrawFaceStringLabel().
*/
enum PlayerFaceWindowWidgets {
PFW_WIDGET_CLOSEBOX = 0,
PFW_WIDGET_CAPTION,
PFW_WIDGET_TOGGLE_LARGE_SMALL,
PFW_WIDGET_SELECT_FACE,
PFW_WIDGET_CANCEL,
PFW_WIDGET_ACCEPT,
PFW_WIDGET_MALE,
PFW_WIDGET_FEMALE,
PFW_WIDGET_RANDOM_NEW_FACE,
PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
/* from here is the advanced player face selection window */
PFW_WIDGET_LOAD,
PFW_WIDGET_FACECODE,
PFW_WIDGET_SAVE,
PFW_WIDGET_ETHNICITY_EUR,
PFW_WIDGET_ETHNICITY_AFR,
PFW_WIDGET_HAS_MOUSTACHE_EARRING,
PFW_WIDGET_HAS_GLASSES,
PFW_WIDGET_EYECOLOUR_L,
PFW_WIDGET_EYECOLOUR,
PFW_WIDGET_EYECOLOUR_R,
PFW_WIDGET_CHIN_L,
PFW_WIDGET_CHIN,
PFW_WIDGET_CHIN_R,
PFW_WIDGET_EYEBROWS_L,
PFW_WIDGET_EYEBROWS,
PFW_WIDGET_EYEBROWS_R,
PFW_WIDGET_LIPS_MOUSTACHE_L,
PFW_WIDGET_LIPS_MOUSTACHE,
PFW_WIDGET_LIPS_MOUSTACHE_R,
PFW_WIDGET_NOSE_L,
PFW_WIDGET_NOSE,
PFW_WIDGET_NOSE_R,
PFW_WIDGET_HAIR_L,
PFW_WIDGET_HAIR,
PFW_WIDGET_HAIR_R,
PFW_WIDGET_JACKET_L,
PFW_WIDGET_JACKET,
PFW_WIDGET_JACKET_R,
PFW_WIDGET_COLLAR_L,
PFW_WIDGET_COLLAR,
PFW_WIDGET_COLLAR_R,
PFW_WIDGET_TIE_EARRING_L,
PFW_WIDGET_TIE_EARRING,
PFW_WIDGET_TIE_EARRING_R,
PFW_WIDGET_GLASSES_L,
PFW_WIDGET_GLASSES,
PFW_WIDGET_GLASSES_R,
};
/**
* Draw dynamic a label to the left of the button and a value in the button
*
* @param widget_index index of this widget in the window
* @param str the label which will be draw
* @param val the value which will be draw
* @param is_bool_widget is it a bool button
*/
void DrawFaceStringLabel(byte widget_index, StringID str, uint8 val, bool is_bool_widget)
{
/* Write the label in gold (0x2) to the left of the button. */
DrawStringRightAligned(this->widget[widget_index].left - (is_bool_widget ? 5 : 14), this->widget[widget_index].top + 1, str, TC_GOLD);
if (!this->IsWidgetDisabled(widget_index)) {
if (is_bool_widget) {
/* if it a bool button write yes or no */
str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
} else {
/* else write the value + 1 */
SetDParam(0, val + 1);
str = STR_JUST_INT;
}
/* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
DrawStringCentered(this->widget[widget_index].left + (this->widget[widget_index].right - this->widget[widget_index].left) / 2 +
this->IsWidgetLowered(widget_index), this->widget[widget_index].top + 1 + this->IsWidgetLowered(widget_index), str, TC_WHITE);
}
}
void UpdateData()
{
this->ge = (GenderEthnicity)GB(this->face, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
this->is_female = HasBit(this->ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
this->is_moust_male = !is_female && GetPlayerFaceBits(this->face, PFV_HAS_MOUSTACHE, this->ge) != 0; // is a male face with moustache
}
public:
SelectPlayerFaceWindow(const WindowDesc *desc, void *data, WindowNumber number) : Window(desc, data, number)
{
this->FindWindowPlacementAndResize(desc);
this->caption_color = this->window_number;
this->face = GetPlayer((PlayerID)this->window_number)->face;
this->advanced = *(bool*)data;
this->UpdateData();
/* Check if repositioning from default is required */
if (top != FIRST_GUI_CALL && left != FIRST_GUI_CALL) {
this->top = top;
this->left = left;
}
}
virtual void OnPaint()
{
/* lower the non-selected gender button */
this->SetWidgetLoweredState(PFW_WIDGET_MALE, !this->is_female);
this->SetWidgetLoweredState(PFW_WIDGET_FEMALE, this->is_female);
/* advanced player face selection window */
if (this->advanced) {
/* lower the non-selected ethnicity button */
this->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_EUR, !HasBit(this->ge, ETHNICITY_BLACK));
this->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_AFR, HasBit(this->ge, ETHNICITY_BLACK));
/* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
* (or in other words you haven't any choice).
* If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
/* Eye colour buttons */
this->SetWidgetsDisabledState(_pf_info[PFV_EYE_COLOUR].valid_values[this->ge] < 2,
PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
/* Chin buttons */
this->SetWidgetsDisabledState(_pf_info[PFV_CHIN].valid_values[this->ge] < 2,
PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
/* Eyebrows buttons */
this->SetWidgetsDisabledState(_pf_info[PFV_EYEBROWS].valid_values[this->ge] < 2,
PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
/* Lips or (if it a male face with a moustache) moustache buttons */
this->SetWidgetsDisabledState(_pf_info[this->is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[this->ge] < 2,
PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
/* Nose buttons | male faces with moustache haven't any nose options */
this->SetWidgetsDisabledState(_pf_info[PFV_NOSE].valid_values[this->ge] < 2 || this->is_moust_male,
PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
/* Hair buttons */
this->SetWidgetsDisabledState(_pf_info[PFV_HAIR].valid_values[this->ge] < 2,
PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
/* Jacket buttons */
this->SetWidgetsDisabledState(_pf_info[PFV_JACKET].valid_values[this->ge] < 2,
PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
/* Collar buttons */
this->SetWidgetsDisabledState(_pf_info[PFV_COLLAR].valid_values[this->ge] < 2,
PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
/* Tie/earring buttons | female faces without earring haven't any earring options */
this->SetWidgetsDisabledState(_pf_info[PFV_TIE_EARRING].valid_values[this->ge] < 2 ||
(this->is_female && GetPlayerFaceBits(this->face, PFV_HAS_TIE_EARRING, this->ge) == 0),
PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
/* Glasses buttons | faces without glasses haven't any glasses options */
this->SetWidgetsDisabledState(_pf_info[PFV_GLASSES].valid_values[this->ge] < 2 || GetPlayerFaceBits(this->face, PFV_HAS_GLASSES, this->ge) == 0,
PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
}
/* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
DrawStringCentered(w->widget[widget_index].left + (w->widget[widget_index].right - w->widget[widget_index].left) / 2 +
w->IsWidgetLowered(widget_index), w->widget[widget_index].top + 1 + w->IsWidgetLowered(widget_index), str, TC_WHITE);
}
}
DrawWindowWidgets(this);
/**
* Player face selection window event definition
*
* @param w window pointer
* @param e event been triggered
*/
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
{
PlayerFace *pf = &WP(w, facesel_d).face; // pointer to the player face bits
GenderEthnicity ge = (GenderEthnicity)GB(*pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
bool is_female = HasBit(ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
bool is_moust_male = !is_female && GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge) != 0; // is a male face with moustache
switch (e->event) {
case WE_PAINT:
/* lower the non-selected gender button */
w->SetWidgetLoweredState(PFW_WIDGET_MALE, !is_female);
w->SetWidgetLoweredState(PFW_WIDGET_FEMALE, is_female);
/* advanced player face selection window */
if (WP(w, facesel_d).advanced) {
/* lower the non-selected ethnicity button */
w->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_EUR, !HasBit(ge, ETHNICITY_BLACK));
w->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_AFR, HasBit(ge, ETHNICITY_BLACK));
/* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
* (or in other words you haven't any choice).
* If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
/* Eye colour buttons */
w->SetWidgetsDisabledState(_pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2,
PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
/* Chin buttons */
w->SetWidgetsDisabledState(_pf_info[PFV_CHIN].valid_values[ge] < 2,
PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
/* Eyebrows buttons */
w->SetWidgetsDisabledState(_pf_info[PFV_EYEBROWS].valid_values[ge] < 2,
PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
/* Lips or (if it a male face with a moustache) moustache buttons */
w->SetWidgetsDisabledState(_pf_info[is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[ge] < 2,
PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
/* Nose buttons | male faces with moustache haven't any nose options */
w->SetWidgetsDisabledState(_pf_info[PFV_NOSE].valid_values[ge] < 2 || is_moust_male,
PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
/* Hair buttons */
w->SetWidgetsDisabledState(_pf_info[PFV_HAIR].valid_values[ge] < 2,
PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
/* Jacket buttons */
w->SetWidgetsDisabledState(_pf_info[PFV_JACKET].valid_values[ge] < 2,
PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
/* Collar buttons */
w->SetWidgetsDisabledState(_pf_info[PFV_COLLAR].valid_values[ge] < 2,
PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
/* Tie/earring buttons | female faces without earring haven't any earring options */
w->SetWidgetsDisabledState(_pf_info[PFV_TIE_EARRING].valid_values[ge] < 2 ||
(is_female && GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge) == 0),
PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
/* Glasses buttons | faces without glasses haven't any glasses options */
w->SetWidgetsDisabledState(_pf_info[PFV_GLASSES].valid_values[ge] < 2 || GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge) == 0,
PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
}
DrawWindowWidgets(w);
/* Draw dynamic button value and labels for the advanced player face selection window */
if (WP(w, facesel_d).advanced) {
if (is_female) {
/* Only for female faces */
DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge), true );
DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
} else {
/* Only for male faces */
DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge), true );
DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING, STR_FACE_TIE, GetPlayerFaceBits(*pf, PFV_TIE_EARRING, ge), false);
}
if (is_moust_male) {
/* Only for male faces with moustache */
DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_MOUSTACHE, ge), false);
} else {
/* Only for female faces or male faces without moustache */
DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_LIPS, GetPlayerFaceBits(*pf, PFV_LIPS, ge), false);
}
/* For all faces */
DrawFaceStringLabel(w, PFW_WIDGET_HAS_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge), true );
DrawFaceStringLabel(w, PFW_WIDGET_HAIR, STR_FACE_HAIR, GetPlayerFaceBits(*pf, PFV_HAIR, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_EYEBROWS, STR_FACE_EYEBROWS, GetPlayerFaceBits(*pf, PFV_EYEBROWS, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_EYECOLOUR, STR_FACE_EYECOLOUR, GetPlayerFaceBits(*pf, PFV_EYE_COLOUR, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(*pf, PFV_GLASSES, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_NOSE, STR_FACE_NOSE, GetPlayerFaceBits(*pf, PFV_NOSE, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_CHIN, STR_FACE_CHIN, GetPlayerFaceBits(*pf, PFV_CHIN, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_JACKET, STR_FACE_JACKET, GetPlayerFaceBits(*pf, PFV_JACKET, ge), false);
DrawFaceStringLabel(w, PFW_WIDGET_COLLAR, STR_FACE_COLLAR, GetPlayerFaceBits(*pf, PFV_COLLAR, ge), false);
}
/* Draw the player face picture */
DrawPlayerFace(*pf, GetPlayer((PlayerID)w->window_number)->player_color, 2, 16);
break;
case WE_CLICK:
switch (e->we.click.widget) {
/* Toggle size, advanced/simple face selection */
case PFW_WIDGET_TOGGLE_LARGE_SMALL:
case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON: {
int oldtop = w->top; ///< current top position of the window before closing it
int oldleft = w->left; ///< current top position of the window before closing it
DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
delete w;
/* Open up the (toggled size) Face selection window at the same position as the previous */
DoSelectPlayerFace((PlayerID)w->window_number, !WP(w, facesel_d).advanced, oldtop, oldleft);
} break;
/* Cancel button */
case PFW_WIDGET_CANCEL:
delete w;
break;
/* OK button */
case PFW_WIDGET_ACCEPT:
DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
delete w;
break;
/* Load button */
case PFW_WIDGET_LOAD:
*pf = _player_face;
ScaleAllPlayerFaceBits(*pf);
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
w->SetDirty();
break;
/* 'Player face number' button, view and/or set player face number */
case PFW_WIDGET_FACECODE:
SetDParam(0, *pf);
ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, w, CS_NUMERAL);
break;
/* Save button */
case PFW_WIDGET_SAVE:
_player_face = *pf;
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
break;
/* Toggle gender (male/female) button */
case PFW_WIDGET_MALE:
case PFW_WIDGET_FEMALE:
SetPlayerFaceBits(*pf, PFV_GENDER, ge, e->we.click.widget - PFW_WIDGET_MALE);
ScaleAllPlayerFaceBits(*pf);
w->SetDirty();
break;
/* Randomize face button */
case PFW_WIDGET_RANDOM_NEW_FACE:
RandomPlayerFaceBits(*pf, ge, WP(w, facesel_d).advanced);
w->SetDirty();
break;
/* Toggle ethnicity (european/african) button */
case PFW_WIDGET_ETHNICITY_EUR:
case PFW_WIDGET_ETHNICITY_AFR:
SetPlayerFaceBits(*pf, PFV_ETHNICITY, ge, e->we.click.widget - PFW_WIDGET_ETHNICITY_EUR);
ScaleAllPlayerFaceBits(*pf);
w->SetDirty();
break;
default:
/* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
* Therefor is this combined function.
* First it checks which PlayerFaceVariable will be change and then
* a: invert the value for boolean variables
* or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
if (WP(w, facesel_d).advanced && e->we.click.widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && e->we.click.widget <= PFW_WIDGET_GLASSES_R) {
PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
if (e->we.click.widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
switch (e->we.click.widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
default: NOT_REACHED();
case 0: pfv = is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
}
SetPlayerFaceBits(*pf, pfv, ge, !GetPlayerFaceBits(*pf, pfv, ge));
ScaleAllPlayerFaceBits(*pf);
} else { // Value buttons
switch ((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
default: NOT_REACHED();
case 0: pfv = PFV_EYE_COLOUR; break; // Eye colour buttons
case 1: pfv = PFV_CHIN; break; // Chin buttons
case 2: pfv = PFV_EYEBROWS; break; // Eyebrows buttons
case 3: pfv = is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
case 4: pfv = PFV_NOSE; break; // Nose buttons
case 5: pfv = PFV_HAIR; break; // Hair buttons
case 6: pfv = PFV_JACKET; break; // Jacket buttons
case 7: pfv = PFV_COLLAR; break; // Collar buttons
case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
case 9: pfv = PFV_GLASSES; break; // Glasses buttons
}
/* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
IncreasePlayerFaceBits(*pf, pfv, ge, (((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
}
w->SetDirty();
}
break;
}
break;
case WE_ON_EDIT_TEXT:
if (e->we.edittext.str == NULL) break;
/* Set a new player face number */
if (!StrEmpty(e->we.edittext.str)) {
*pf = strtoul(e->we.edittext.str, NULL, 10);
ScaleAllPlayerFaceBits(*pf);
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
w->SetDirty();
/* Draw dynamic button value and labels for the advanced player face selection window */
if (this->advanced) {
if (this->is_female) {
/* Only for female faces */
this->DrawFaceStringLabel(PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(this->face, PFV_HAS_TIE_EARRING, this->ge), true );
this->DrawFaceStringLabel(PFW_WIDGET_TIE_EARRING, STR_FACE_EARRING, GetPlayerFaceBits(this->face, PFV_TIE_EARRING, this->ge), false);
} else {
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
/* Only for male faces */
this->DrawFaceStringLabel(PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(this->face, PFV_HAS_MOUSTACHE, this->ge), true );
this->DrawFaceStringLabel(PFW_WIDGET_TIE_EARRING, STR_FACE_TIE, GetPlayerFaceBits(this->face, PFV_TIE_EARRING, this->ge), false);
}
break;
if (this->is_moust_male) {
/* Only for male faces with moustache */
this->DrawFaceStringLabel(PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_MOUSTACHE, GetPlayerFaceBits(this->face, PFV_MOUSTACHE, this->ge), false);
} else {
/* Only for female faces or male faces without moustache */
this->DrawFaceStringLabel(PFW_WIDGET_LIPS_MOUSTACHE, STR_FACE_LIPS, GetPlayerFaceBits(this->face, PFV_LIPS, this->ge), false);
}
/* For all faces */
this->DrawFaceStringLabel(PFW_WIDGET_HAS_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(this->face, PFV_HAS_GLASSES, this->ge), true );
this->DrawFaceStringLabel(PFW_WIDGET_HAIR, STR_FACE_HAIR, GetPlayerFaceBits(this->face, PFV_HAIR, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_EYEBROWS, STR_FACE_EYEBROWS, GetPlayerFaceBits(this->face, PFV_EYEBROWS, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_EYECOLOUR, STR_FACE_EYECOLOUR, GetPlayerFaceBits(this->face, PFV_EYE_COLOUR, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_GLASSES, STR_FACE_GLASSES, GetPlayerFaceBits(this->face, PFV_GLASSES, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_NOSE, STR_FACE_NOSE, GetPlayerFaceBits(this->face, PFV_NOSE, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_CHIN, STR_FACE_CHIN, GetPlayerFaceBits(this->face, PFV_CHIN, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_JACKET, STR_FACE_JACKET, GetPlayerFaceBits(this->face, PFV_JACKET, this->ge), false);
this->DrawFaceStringLabel(PFW_WIDGET_COLLAR, STR_FACE_COLLAR, GetPlayerFaceBits(this->face, PFV_COLLAR, this->ge), false);
}
/* Draw the player face picture */
DrawPlayerFace(this->face, GetPlayer((PlayerID)this->window_number)->player_color, 2, 16);
}
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
/* Toggle size, advanced/simple face selection */
case PFW_WIDGET_TOGGLE_LARGE_SMALL:
case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON: {
int oldtop = this->top; ///< current top position of the window before closing it
int oldleft = this->left; ///< current top position of the window before closing it
PlayerID player = (PlayerID)this->window_number;
bool adv = !this->advanced;
DoCommandP(0, 0, this->face, NULL, CMD_SET_PLAYER_FACE);
delete this;
/* Open up the (toggled size) Face selection window at the same position as the previous */
DoSelectPlayerFace(player, adv, oldtop, oldleft);
} break;
/* OK button */
case PFW_WIDGET_ACCEPT:
DoCommandP(0, 0, this->face, NULL, CMD_SET_PLAYER_FACE);
/* Fall-Through */
/* Cancel button */
case PFW_WIDGET_CANCEL:
delete this;
break;
/* Load button */
case PFW_WIDGET_LOAD:
this->face = _player_face;
ScaleAllPlayerFaceBits(this->face);
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
this->UpdateData();
this->SetDirty();
break;
/* 'Player face number' button, view and/or set player face number */
case PFW_WIDGET_FACECODE:
SetDParam(0, this->face);
ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, this, CS_NUMERAL);
break;
/* Save button */
case PFW_WIDGET_SAVE:
_player_face = this->face;
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
break;
/* Toggle gender (male/female) button */
case PFW_WIDGET_MALE:
case PFW_WIDGET_FEMALE:
SetPlayerFaceBits(this->face, PFV_GENDER, this->ge, widget - PFW_WIDGET_MALE);
ScaleAllPlayerFaceBits(this->face);
this->UpdateData();
this->SetDirty();
break;
/* Randomize face button */
case PFW_WIDGET_RANDOM_NEW_FACE:
RandomPlayerFaceBits(this->face, this->ge, this->advanced);
this->UpdateData();
this->SetDirty();
break;
/* Toggle ethnicity (european/african) button */
case PFW_WIDGET_ETHNICITY_EUR:
case PFW_WIDGET_ETHNICITY_AFR:
SetPlayerFaceBits(this->face, PFV_ETHNICITY, this->ge, widget - PFW_WIDGET_ETHNICITY_EUR);
ScaleAllPlayerFaceBits(this->face);
this->UpdateData();
this->SetDirty();
break;
default:
/* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
* Therefor is this combined function.
* First it checks which PlayerFaceVariable will be change and then
* a: invert the value for boolean variables
* or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
if (this->advanced && widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && widget <= PFW_WIDGET_GLASSES_R) {
PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
if (widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
switch (widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
default: NOT_REACHED();
case 0: pfv = this->is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
}
SetPlayerFaceBits(this->face, pfv, this->ge, !GetPlayerFaceBits(this->face, pfv, this->ge));
ScaleAllPlayerFaceBits(this->face);
} else { // Value buttons
switch ((widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
default: NOT_REACHED();
case 0: pfv = PFV_EYE_COLOUR; break; // Eye colour buttons
case 1: pfv = PFV_CHIN; break; // Chin buttons
case 2: pfv = PFV_EYEBROWS; break; // Eyebrows buttons
case 3: pfv = this->is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
case 4: pfv = PFV_NOSE; break; // Nose buttons
case 5: pfv = PFV_HAIR; break; // Hair buttons
case 6: pfv = PFV_JACKET; break; // Jacket buttons
case 7: pfv = PFV_COLLAR; break; // Collar buttons
case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
case 9: pfv = PFV_GLASSES; break; // Glasses buttons
}
/* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
IncreasePlayerFaceBits(this->face, pfv, this->ge, (((widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
}
this->UpdateData();
this->SetDirty();
}
break;
}
}
virtual void OnQueryTextFinished(char *str)
{
if (str == NULL) return;
/* Set a new player face number */
if (!StrEmpty(str)) {
this->face = strtoul(str, NULL, 10);
ScaleAllPlayerFaceBits(this->face);
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
this->UpdateData();
this->SetDirty();
} else {
ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
}
}
};
/** normal/simple player face selection window description */
static const WindowDesc _select_player_face_desc = {
@ -999,7 +1019,7 @@ static const WindowDesc _select_player_face_desc = {
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_widgets,
SelectPlayerFaceWndProc
NULL
};
/** advanced player face selection window description */
@ -1008,7 +1028,7 @@ static const WindowDesc _select_player_face_adv_desc = {
WC_PLAYER_FACE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_player_face_adv_widgets,
SelectPlayerFaceWndProc
NULL
};
/**
@ -1025,19 +1045,7 @@ static void DoSelectPlayerFace(PlayerID player, bool adv, int top, int left)
{
if (!IsValidPlayer(player)) return;
Window *w = AllocateWindowDescFront<Window>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player); // simple or advanced window
if (w != NULL) {
w->caption_color = w->window_number;
WP(w, facesel_d).face = GetPlayer((PlayerID)w->window_number)->face;
WP(w, facesel_d).advanced = adv;
/* Check if repositioning from default is required */
if (top != FIRST_GUI_CALL && left != FIRST_GUI_CALL) {
w->top = top;
w->left = left;
}
}
AllocateWindowDescFront<SelectPlayerFaceWindow>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, &adv); // simple or advanced window
}