Feature: Hotkey to honk a vehicle's horn (#10110)

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Artin Alavi 2022-11-10 12:36:18 -08:00 committed by GitHub
parent 27e1d057c5
commit fd4f148c62
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10 changed files with 60 additions and 42 deletions

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@ -181,11 +181,12 @@ SoundID GetNewGRFSoundID(const GRFFile *file, SoundID sound_id)
* Checks whether a NewGRF wants to play a different vehicle sound effect. * Checks whether a NewGRF wants to play a different vehicle sound effect.
* @param v Vehicle to play sound effect for. * @param v Vehicle to play sound effect for.
* @param event Trigger for the sound effect. * @param event Trigger for the sound effect.
* @param force Should we play the sound effect even if vehicle sound effects are muted?
* @return false if the default sound effect shall be played instead. * @return false if the default sound effect shall be played instead.
*/ */
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event) bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
{ {
if (!_settings_client.sound.vehicle) return true; if (!_settings_client.sound.vehicle && !force) return true;
const GRFFile *file = v->GetGRF(); const GRFFile *file = v->GetGRF();
uint16 callback; uint16 callback;

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@ -34,7 +34,7 @@ bool LoadNewGRFSound(SoundEntry *sound);
SoundID GetNewGRFSoundID(const struct GRFFile *file, SoundID sound_id); SoundID GetNewGRFSoundID(const struct GRFFile *file, SoundID sound_id);
SoundEntry *GetSound(SoundID sound_id); SoundEntry *GetSound(SoundID sound_id);
uint GetNumSounds(); uint GetNumSounds();
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event); bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force = false);
void PlayTileSound(const struct GRFFile *file, SoundID sound_id, TileIndex tile); void PlayTileSound(const struct GRFFile *file, SoundID sound_id, TileIndex tile);
#endif /* NEWGRF_SOUND_H */ #endif /* NEWGRF_SOUND_H */

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@ -38,7 +38,7 @@ struct Ship FINAL : public SpecializedVehicle<Ship, VEH_SHIP> {
void MarkDirty(); void MarkDirty();
void UpdateDeltaXY(); void UpdateDeltaXY();
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_SHIP_REVENUE : EXPENSES_SHIP_RUN; } ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_SHIP_REVENUE : EXPENSES_SHIP_RUN; }
void PlayLeaveStationSound() const; void PlayLeaveStationSound(bool force = false) const;
bool IsPrimaryVehicle() const { return true; } bool IsPrimaryVehicle() const { return true; }
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const; void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; } int GetDisplaySpeed() const { return this->cur_speed / 2; }

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@ -272,16 +272,10 @@ void Ship::MarkDirty()
this->UpdateCache(); this->UpdateCache();
} }
static void PlayShipSound(const Vehicle *v) void Ship::PlayLeaveStationSound(bool force) const
{ {
if (!PlayVehicleSound(v, VSE_START)) { if (PlayVehicleSound(this, VSE_START, force)) return;
SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v); SndPlayVehicleFx(ShipVehInfo(this->engine_type)->sfx, this);
}
}
void Ship::PlayLeaveStationSound() const
{
PlayShipSound(this);
} }
TileIndex Ship::GetOrderStationLocation(StationID station) TileIndex Ship::GetOrderStationLocation(StationID station)
@ -398,7 +392,7 @@ static bool CheckShipLeaveDepot(Ship *v)
v->UpdateViewport(true, true); v->UpdateViewport(true, true);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
PlayShipSound(v); v->PlayLeaveStationSound();
VehicleServiceInDepot(v); VehicleServiceInDepot(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
SetWindowClassesDirty(WC_SHIPS_LIST); SetWindowClassesDirty(WC_SHIPS_LIST);

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@ -235,6 +235,7 @@ void SndCopyToPool()
/** /**
* Decide 'where' (between left and right speaker) to play the sound effect. * Decide 'where' (between left and right speaker) to play the sound effect.
* Note: Callers must determine if sound effects are enabled. This plays a sound regardless of the setting.
* @param sound Sound effect to play * @param sound Sound effect to play
* @param left Left edge of virtual coordinates where the sound is produced * @param left Left edge of virtual coordinates where the sound is produced
* @param right Right edge of virtual coordinates where the sound is produced * @param right Right edge of virtual coordinates where the sound is produced
@ -243,8 +244,6 @@ void SndCopyToPool()
*/ */
static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom) static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom)
{ {
if (_settings_client.music.effect_vol == 0) return;
/* Iterate from back, so that main viewport is checked first */ /* Iterate from back, so that main viewport is checked first */
for (const Window *w : Window::IterateFromBack()) { for (const Window *w : Window::IterateFromBack()) {
const Viewport *vp = w->viewport; const Viewport *vp = w->viewport;

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@ -110,7 +110,7 @@ struct Train FINAL : public GroundVehicle<Train, VEH_TRAIN> {
void MarkDirty() override; void MarkDirty() override;
void UpdateDeltaXY() override; void UpdateDeltaXY() override;
ExpensesType GetExpenseType(bool income) const override { return income ? EXPENSES_TRAIN_REVENUE : EXPENSES_TRAIN_RUN; } ExpensesType GetExpenseType(bool income) const override { return income ? EXPENSES_TRAIN_REVENUE : EXPENSES_TRAIN_RUN; }
void PlayLeaveStationSound() const override; void PlayLeaveStationSound(bool force = false) const override;
bool IsPrimaryVehicle() const override { return this->IsFrontEngine(); } bool IsPrimaryVehicle() const override { return this->IsFrontEngine(); }
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override; void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override;
int GetDisplaySpeed() const override { return this->gcache.last_speed; } int GetDisplaySpeed() const override { return this->gcache.last_speed; }

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@ -2100,7 +2100,7 @@ bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bo
} }
/** Play a sound for a train leaving the station. */ /** Play a sound for a train leaving the station. */
void Train::PlayLeaveStationSound() const void Train::PlayLeaveStationSound(bool force) const
{ {
static const SoundFx sfx[] = { static const SoundFx sfx[] = {
SND_04_DEPARTURE_STEAM, SND_04_DEPARTURE_STEAM,
@ -2110,10 +2110,9 @@ void Train::PlayLeaveStationSound() const
SND_41_DEPARTURE_MAGLEV SND_41_DEPARTURE_MAGLEV
}; };
if (PlayVehicleSound(this, VSE_START)) return; if (PlayVehicleSound(this, VSE_START, force)) return;
EngineID engtype = this->engine_type; SndPlayVehicleFx(sfx[RailVehInfo(this->engine_type)->engclass], this);
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
} }
/** /**

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@ -450,8 +450,9 @@ public:
/** /**
* Play the sound associated with leaving the station * Play the sound associated with leaving the station
* @param force Should we play the sound even if sound effects are muted? (horn hotkey)
*/ */
virtual void PlayLeaveStationSound() const {} virtual void PlayLeaveStationSound(bool force = false) const {}
/** /**
* Whether this is the primary vehicle in the chain. * Whether this is the primary vehicle in the chain.

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@ -41,6 +41,7 @@
#include "order_cmd.h" #include "order_cmd.h"
#include "roadveh_cmd.h" #include "roadveh_cmd.h"
#include "train_cmd.h" #include "train_cmd.h"
#include "hotkeys.h"
#include "safeguards.h" #include "safeguards.h"
@ -2686,26 +2687,6 @@ static const NWidgetPart _nested_vehicle_view_widgets[] = {
EndContainer(), EndContainer(),
}; };
/** Vehicle view window descriptor for all vehicles but trains. */
static WindowDesc _vehicle_view_desc(
WDP_AUTO, "view_vehicle", 250, 116,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
);
/**
* Vehicle view window descriptor for trains. Only minimum_height and
* default_height are different for train view.
*/
static WindowDesc _train_view_desc(
WDP_AUTO, "view_vehicle_train", 250, 134,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
);
/* Just to make sure, nobody has changed the vehicle type constants, as we are /* Just to make sure, nobody has changed the vehicle type constants, as we are
using them for array indexing in a number of places here. */ using them for array indexing in a number of places here. */
static_assert(VEH_TRAIN == 0); static_assert(VEH_TRAIN == 0);
@ -3151,6 +3132,20 @@ public:
} }
} }
EventState OnHotkey(int hotkey) override
{
/* If the hotkey is not for any widget in the UI (i.e. for honking) */
if (hotkey == WID_VV_HONK_HORN) {
const Window* mainwindow = FindWindowById(WC_MAIN_WINDOW, 0);
const Vehicle* v = Vehicle::Get(window_number);
/*Only play the sound if we're following this vehicle */
if (mainwindow->viewport->follow_vehicle == v->index) {
v->PlayLeaveStationSound(true);
}
}
return Window::OnHotkey(hotkey);
}
void OnQueryTextFinished(char *str) override void OnQueryTextFinished(char *str) override
{ {
if (str == nullptr) return; if (str == nullptr) return;
@ -3225,8 +3220,36 @@ public:
{ {
::ShowNewGRFInspectWindow(GetGrfSpecFeature(Vehicle::Get(this->window_number)->type), this->window_number); ::ShowNewGRFInspectWindow(GetGrfSpecFeature(Vehicle::Get(this->window_number)->type), this->window_number);
} }
static HotkeyList hotkeys;
}; };
static Hotkey vehicleview_hotkeys[] = {
Hotkey('H', "honk", WID_VV_HONK_HORN),
HOTKEY_LIST_END
};
HotkeyList VehicleViewWindow::hotkeys("vehicleview", vehicleview_hotkeys);
/** Vehicle view window descriptor for all vehicles but trains. */
static WindowDesc _vehicle_view_desc(
WDP_AUTO, "view_vehicle", 250, 116,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
&VehicleViewWindow::hotkeys
);
/**
* Vehicle view window descriptor for trains. Only minimum_height and
* default_height are different for train view.
*/
static WindowDesc _train_view_desc(
WDP_AUTO, "view_vehicle_train", 250, 134,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
&VehicleViewWindow::hotkeys
);
/** Shows the vehicle view window of the given vehicle. */ /** Shows the vehicle view window of the given vehicle. */
void ShowVehicleViewWindow(const Vehicle *v) void ShowVehicleViewWindow(const Vehicle *v)

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@ -27,6 +27,7 @@ enum VehicleViewWidgets {
WID_VV_SELECT_REFIT_TURN, ///< Selection widget between 'refit' and 'turn around' buttons. WID_VV_SELECT_REFIT_TURN, ///< Selection widget between 'refit' and 'turn around' buttons.
WID_VV_TURN_AROUND, ///< Turn this vehicle around. WID_VV_TURN_AROUND, ///< Turn this vehicle around.
WID_VV_FORCE_PROCEED, ///< Force this vehicle to pass a signal at danger. WID_VV_FORCE_PROCEED, ///< Force this vehicle to pass a signal at danger.
WID_VV_HONK_HORN, ///< Honk the vehicles horn (not drawn on UI, only used for hotkey).
}; };
/** Widgets of the #RefitWindow class. */ /** Widgets of the #RefitWindow class. */