Change: Switch tree GUI to use dynamically generated buttons

This makes it look a bit better in climates with fewer tree types.
This commit is contained in:
Niels Martin Hansen 2020-06-22 18:48:51 +02:00 committed by Patric Stout
parent 4d0f19406b
commit e0ee2d530a
2 changed files with 134 additions and 129 deletions

View File

@ -15,6 +15,8 @@
#include "company_base.h"
#include "command_func.h"
#include "sound_func.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "tree_map.h"
#include "widgets/tree_widget.h"
@ -41,91 +43,111 @@ const PalSpriteID tree_sprites[] = {
{ 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, }, { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED }
};
/**
* Calculate the maximum size of all tree sprites
* @return Dimension of the largest tree sprite
*/
static Dimension GetMaxTreeSpriteSize()
{
const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
Dimension size, this_size;
Point offset;
/* Avoid to use it uninitialized */
size.width = 32; // default width - WD_FRAMERECT_LEFT
size.height = 39; // default height - BUTTON_BOTTOM_OFFSET
offset.x = 0;
offset.y = 0;
for (int i = base; i < base + count; i++) {
if (i >= (int)lengthof(tree_sprites)) return size;
this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
size.width = max<int>(size.width, 2 * max<int>(this_size.width, -offset.x));
size.height = max<int>(size.height, max<int>(this_size.height, -offset.y));
}
return size;
}
/**
* The build trees window.
*/
class BuildTreesWindow : public Window
{
uint16 base; ///< Base tree number used for drawing the window.
uint16 count; ///< Number of different trees available.
TreeType tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
/** Visual Y offset of tree root from the bottom of the tree type buttons */
static const int BUTTON_BOTTOM_OFFSET = 7;
int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
/**
* Update the GUI and enable/disable planting to reflect selected options.
*/
void UpdateMode()
{
this->RaiseButtons();
const int current_tree = this->tree_to_plant;
if (this->tree_to_plant >= 0) {
/* Activate placement */
if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT, this->window_class, this->window_number);
this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
} else {
/* Deactivate placement */
ResetObjectToPlace();
}
if (this->tree_to_plant == TREE_INVALID) {
this->LowerWidget(WID_BT_TYPE_RANDOM);
} else if (this->tree_to_plant >= 0) {
this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
}
this->SetDirty();
}
public:
BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1)
{
this->InitNested(window_number);
ResetObjectToPlace();
}
/**
* Calculate the maximum size of all tree sprites
* @return Dimension of the largest tree sprite
*/
Dimension GetMaxTreeSpriteSize()
{
Dimension size, this_size;
Point offset;
/* Avoid to use it uninitialized */
size.width = 32; // default width - 2
size.height = 39; // default height - 7
offset.x = 0;
offset.y = 0;
for (int i = this->base; i < this->base + this->count; i++) {
if (i >= (int)lengthof(tree_sprites)) return size;
this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
size.width = max<int>(size.width, 2 * max<int>(this_size.width, -offset.x));
size.height = max<int>(size.height, max<int>(this_size.height, -offset.y));
/* Show scenario editor tools in editor */
auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
if (_game_mode != GM_EDITOR) {
se_tools->SetDisplayedPlane(SZSP_HORIZONTAL);
this->ReInit();
}
return size;
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
if (widget >= WID_BT_TYPE_11 && widget <= WID_BT_TYPE_34) {
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
/* Ensure tree type buttons are sized after the largest tree type */
Dimension d = GetMaxTreeSpriteSize();
/* Allow some pixels extra width and height */
size->width = d.width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + 7; // we need some more space
return;
}
if (widget != WID_BT_MANY_RANDOM) return;
if (_game_mode != GM_EDITOR) {
size->width = 0;
size->height = 0;
size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
}
}
void DrawWidget(const Rect &r, int widget) const override
{
if (widget < WID_BT_TYPE_11 || widget > WID_BT_TYPE_34 || widget - WID_BT_TYPE_11 >= this->count) return;
int i = this->base + widget - WID_BT_TYPE_11;
/* Trees "grow" in the centre on the bottom line of the buttons */
DrawSprite(tree_sprites[i].sprite, tree_sprites[i].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - 7);
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
/* Trees "grow" in the centre on the bottom line of the buttons */
DrawSprite(tree_sprites[index].sprite, tree_sprites[index].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
}
}
void OnClick(Point pt, int widget, int click_count) override
{
switch (widget) {
case WID_BT_TYPE_11: case WID_BT_TYPE_12: case WID_BT_TYPE_13: case WID_BT_TYPE_14:
case WID_BT_TYPE_21: case WID_BT_TYPE_22: case WID_BT_TYPE_23: case WID_BT_TYPE_24:
case WID_BT_TYPE_31: case WID_BT_TYPE_32: case WID_BT_TYPE_33: case WID_BT_TYPE_34:
if (widget - WID_BT_TYPE_11 >= this->count) break;
if (HandlePlacePushButton(this, widget, SPR_CURSOR_TREE, HT_RECT)) {
this->tree_to_plant = (TreeType)(this->base + widget - WID_BT_TYPE_11);
}
break;
case WID_BT_TYPE_RANDOM: // tree of random type.
if (HandlePlacePushButton(this, WID_BT_TYPE_RANDOM, SPR_CURSOR_TREE, HT_RECT)) {
this->tree_to_plant = TREE_INVALID;
}
this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
this->UpdateMode();
break;
case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
@ -133,6 +155,14 @@ public:
PlaceTreesRandomly();
MarkWholeScreenDirty();
break;
default:
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
this->UpdateMode();
}
break;
}
}
@ -149,26 +179,53 @@ public:
void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
{
if (pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
DoCommandP(end_tile, this->tree_to_plant, start_tile,
CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
}
}
/**
* Initialize the window data
*/
void OnInit() override
{
this->base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
this->count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
}
void OnPlaceObjectAbort() override
{
this->RaiseButtons();
this->tree_to_plant = -1;
this->UpdateMode();
}
};
/**
* Make widgets for the current available tree types.
* This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
* get producing the correct result than dynamically building the widgets is.
* @see NWidgetFunctionType
*/
static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
{
const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
const int num_columns = type_count == 9 ? 3 : 4;
const int num_rows = CeilDiv(type_count, num_columns);
byte cur_type = type_base;
NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
vstack->SetPIP(0, 1, 0);
for (int row = 0; row < num_rows; row++) {
NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
hstack->SetPIP(0, 1, 0);
vstack->Add(hstack);
for (int col = 0; col < num_columns; col++) {
if (cur_type > type_base + type_count) break;
NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
hstack->Add(button);
*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
cur_type++;
}
}
return vstack;
}
static const NWidgetPart _nested_build_trees_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
@ -177,58 +234,16 @@ static const NWidgetPart _nested_build_trees_widgets[] = {
NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
NWidget(NWID_SPACER), SetMinimalSize(0, 2),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_SPACER), SetMinimalSize(2, 0),
NWidget(NWID_VERTICAL),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_11), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_12), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_13), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_14), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_VERTICAL), SetPadding(2),
NWidgetFunction(MakeTreeTypeButtons),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
NWidget(NWID_VERTICAL),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_21), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_22), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_23), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_24), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_31), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_32), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_33), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(1, 0),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_34), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetMinimalSize(139, 12), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetMinimalSize(139, 12), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
NWidget(NWID_SPACER), SetMinimalSize(0, 2),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(2, 0),
EndContainer(),
EndContainer(),
};

View File

@ -12,20 +12,10 @@
/** Widgets of the #BuildTreesWindow class. */
enum BuildTreesWidgets {
WID_BT_TYPE_11, ///< Tree 1st column 1st row.
WID_BT_TYPE_12, ///< Tree 1st column 2nd row.
WID_BT_TYPE_13, ///< Tree 1st column 3rd row.
WID_BT_TYPE_14, ///< Tree 1st column 4th row.
WID_BT_TYPE_21, ///< Tree 2st column 1st row.
WID_BT_TYPE_22, ///< Tree 2st column 2nd row.
WID_BT_TYPE_23, ///< Tree 2st column 3rd row.
WID_BT_TYPE_24, ///< Tree 2st column 4th row.
WID_BT_TYPE_31, ///< Tree 3st column 1st row.
WID_BT_TYPE_32, ///< Tree 3st column 2nd row.
WID_BT_TYPE_33, ///< Tree 3st column 3rd row.
WID_BT_TYPE_34, ///< Tree 3st column 4th row.
WID_BT_TYPE_RANDOM, ///< Button to build random type of tree.
WID_BT_SE_PANE, ///< Selection pane to show/hide scenario editor tools.
WID_BT_MANY_RANDOM, ///< Button to build many random trees.
WID_BT_TYPE_BUTTON_FIRST, ///< First tree type selection button. (This must be last in the enum.)
};
#endif /* WIDGETS_TREE_WIDGET_H */