/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file intro_gui.cpp The main menu GUI. */ #include "stdafx.h" #include "error.h" #include "gui.h" #include "window_gui.h" #include "window_func.h" #include "textbuf_gui.h" #include "help_gui.h" #include "network/network.h" #include "genworld.h" #include "network/network_gui.h" #include "network/network_content.h" #include "network/network_survey.h" #include "landscape_type.h" #include "landscape.h" #include "strings_func.h" #include "fios.h" #include "ai/ai_gui.hpp" #include "game/game_gui.hpp" #include "gfx_func.h" #include "core/geometry_func.hpp" #include "language.h" #include "rev.h" #include "highscore.h" #include "signs_base.h" #include "viewport_func.h" #include "vehicle_base.h" #include #include "widgets/intro_widget.h" #include "table/strings.h" #include "table/sprites.h" #include "safeguards.h" /** * A viewport command for the main menu background (intro game). */ struct IntroGameViewportCommand { /** Horizontal alignment value. */ enum AlignmentH : uint8_t { LEFT, CENTRE, RIGHT, }; /** Vertical alignment value. */ enum AlignmentV : uint8_t { TOP, MIDDLE, BOTTOM, }; int command_index = 0; ///< Sequence number of the command (order they are performed in). Point position{ 0, 0 }; ///< Calculated world coordinate to position viewport top-left at. VehicleID vehicle = INVALID_VEHICLE; ///< Vehicle to follow, or INVALID_VEHICLE if not following a vehicle. uint delay = 0; ///< Delay until next command. int zoom_adjust = 0; ///< Adjustment to zoom level from base zoom level. bool pan_to_next = false; ///< If true, do a smooth pan from this position to the next. AlignmentH align_h = CENTRE; ///< Horizontal alignment. AlignmentV align_v = MIDDLE; ///< Vertical alignment. /** * Calculate effective position. * This will update the position field if a vehicle is followed. * @param vp Viewport to calculate position for. * @return Calculated position in the viewport. */ Point PositionForViewport(const Viewport *vp) { if (this->vehicle != INVALID_VEHICLE) { const Vehicle *v = Vehicle::Get(this->vehicle); this->position = RemapCoords(v->x_pos, v->y_pos, v->z_pos); } Point p; switch (this->align_h) { case LEFT: p.x = this->position.x; break; case CENTRE: p.x = this->position.x - vp->virtual_width / 2; break; case RIGHT: p.x = this->position.x - vp->virtual_width; break; } switch (this->align_v) { case TOP: p.y = this->position.y; break; case MIDDLE: p.y = this->position.y - vp->virtual_height / 2; break; case BOTTOM: p.y = this->position.y - vp->virtual_height; break; } return p; } }; struct SelectGameWindow : public Window { /** Vector of viewport commands parsed. */ std::vector intro_viewport_commands; /** Index of currently active viewport command. */ size_t cur_viewport_command_index; /** Time spent (milliseconds) on current viewport command. */ uint cur_viewport_command_time; uint mouse_idle_time; Point mouse_idle_pos; /** * Find and parse all viewport command signs. * Fills the intro_viewport_commands vector and deletes parsed signs from the world. */ void ReadIntroGameViewportCommands() { intro_viewport_commands.clear(); /* Regular expression matching the commands: T, spaces, integer, spaces, flags, spaces, integer */ const char *sign_langauge = "^T\\s*([0-9]+)\\s*([-+A-Z0-9]+)\\s*([0-9]+)"; std::regex re(sign_langauge, std::regex_constants::icase); /* List of signs successfully parsed to delete afterwards. */ std::vector signs_to_delete; for (const Sign *sign : Sign::Iterate()) { std::smatch match; if (std::regex_search(sign->name, match, re)) { IntroGameViewportCommand vc; /* Sequence index from the first matching group. */ vc.command_index = std::stoi(match[1].str()); /* Sign coordinates for positioning. */ vc.position = RemapCoords(sign->x, sign->y, sign->z); /* Delay from the third matching group. */ vc.delay = std::stoi(match[3].str()) * 1000; // milliseconds /* Parse flags from second matching group. */ enum IdType { ID_NONE, ID_VEHICLE } id_type = ID_NONE; for (char c : match[2].str()) { if (isdigit(c)) { if (id_type == ID_VEHICLE) { vc.vehicle = vc.vehicle * 10 + (c - '0'); } } else { id_type = ID_NONE; switch (toupper(c)) { case '-': vc.zoom_adjust = +1; break; case '+': vc.zoom_adjust = -1; break; case 'T': vc.align_v = IntroGameViewportCommand::TOP; break; case 'M': vc.align_v = IntroGameViewportCommand::MIDDLE; break; case 'B': vc.align_v = IntroGameViewportCommand::BOTTOM; break; case 'L': vc.align_h = IntroGameViewportCommand::LEFT; break; case 'C': vc.align_h = IntroGameViewportCommand::CENTRE; break; case 'R': vc.align_h = IntroGameViewportCommand::RIGHT; break; case 'P': vc.pan_to_next = true; break; case 'V': id_type = ID_VEHICLE; vc.vehicle = 0; break; } } } /* Successfully parsed, store. */ intro_viewport_commands.push_back(vc); signs_to_delete.push_back(sign->index); } } /* Sort the commands by sequence index. */ std::sort(intro_viewport_commands.begin(), intro_viewport_commands.end(), [](const IntroGameViewportCommand &a, const IntroGameViewportCommand &b) { return a.command_index < b.command_index; }); /* Delete all the consumed signs, from last ID to first ID. */ std::sort(signs_to_delete.begin(), signs_to_delete.end(), [](SignID a, SignID b) { return a > b; }); for (SignID sign_id : signs_to_delete) { delete Sign::Get(sign_id); } } SelectGameWindow(WindowDesc *desc) : Window(desc) { this->CreateNestedTree(); this->FinishInitNested(0); this->OnInvalidateData(); this->ReadIntroGameViewportCommands(); this->cur_viewport_command_index = SIZE_MAX; this->cur_viewport_command_time = 0; this->mouse_idle_time = 0; this->mouse_idle_pos = _cursor.pos; } void OnRealtimeTick(uint delta_ms) override { /* Move the main game viewport according to intro viewport commands. */ if (intro_viewport_commands.empty()) return; bool suppress_panning = true; if (this->mouse_idle_pos.x != _cursor.pos.x || this->mouse_idle_pos.y != _cursor.pos.y) { this->mouse_idle_pos = _cursor.pos; this->mouse_idle_time = 2000; } else if (this->mouse_idle_time > delta_ms) { this->mouse_idle_time -= delta_ms; } else { this->mouse_idle_time = 0; suppress_panning = false; } /* Determine whether to move to the next command or stay at current. */ bool changed_command = false; if (this->cur_viewport_command_index >= intro_viewport_commands.size()) { /* Reached last, rotate back to start of the list. */ this->cur_viewport_command_index = 0; changed_command = true; } else { /* Check if current command has elapsed and switch to next. */ this->cur_viewport_command_time += delta_ms; if (this->cur_viewport_command_time >= intro_viewport_commands[this->cur_viewport_command_index].delay) { this->cur_viewport_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size(); this->cur_viewport_command_time = 0; changed_command = true; } } IntroGameViewportCommand &vc = intro_viewport_commands[this->cur_viewport_command_index]; Window *mw = GetMainWindow(); Viewport *vp = mw->viewport; /* Early exit if the current command hasn't elapsed and isn't animated. */ if (!changed_command && !vc.pan_to_next && vc.vehicle == INVALID_VEHICLE) return; /* Suppress panning commands, while user interacts with GUIs. */ if (!changed_command && suppress_panning) return; /* Reset the zoom level. */ if (changed_command) FixTitleGameZoom(vc.zoom_adjust); /* Calculate current command position (updates followed vehicle coordinates). */ Point pos = vc.PositionForViewport(vp); /* Calculate panning (linear interpolation between current and next command position). */ if (vc.pan_to_next) { size_t next_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size(); IntroGameViewportCommand &nvc = intro_viewport_commands[next_command_index]; Point pos2 = nvc.PositionForViewport(vp); const double t = this->cur_viewport_command_time / (double)vc.delay; pos.x = pos.x + (int)(t * (pos2.x - pos.x)); pos.y = pos.y + (int)(t * (pos2.y - pos.y)); } /* Update the viewport position. */ mw->viewport->dest_scrollpos_x = mw->viewport->scrollpos_x = pos.x; mw->viewport->dest_scrollpos_y = mw->viewport->scrollpos_y = pos.y; UpdateViewportPosition(mw, delta_ms); mw->SetDirty(); // Required during panning, otherwise logo graphics disappears /* If there is only one command, we just executed it and don't need to do any more */ if (intro_viewport_commands.size() == 1 && vc.vehicle == INVALID_VEHICLE) intro_viewport_commands.clear(); } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override { if (!gui_scope) return; this->SetWidgetLoweredState(WID_SGI_TEMPERATE_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TEMPERATE); this->SetWidgetLoweredState(WID_SGI_ARCTIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_ARCTIC); this->SetWidgetLoweredState(WID_SGI_TROPIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TROPIC); this->SetWidgetLoweredState(WID_SGI_TOYLAND_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TOYLAND); } void OnInit() override { bool missing_sprites = _missing_extra_graphics > 0 && !IsReleasedVersion(); this->GetWidget(WID_SGI_BASESET_SELECTION)->SetDisplayedPlane(missing_sprites ? 0 : SZSP_NONE); bool missing_lang = _current_language->missing >= _settings_client.gui.missing_strings_threshold && !IsReleasedVersion(); this->GetWidget(WID_SGI_TRANSLATION_SELECTION)->SetDisplayedPlane(missing_lang ? 0 : SZSP_NONE); } void DrawWidget(const Rect &r, WidgetID widget) const override { switch (widget) { case WID_SGI_BASESET: SetDParam(0, _missing_extra_graphics); DrawStringMultiLine(r.left, r.right, r.top, r.bottom, STR_INTRO_BASESET, TC_FROMSTRING, SA_CENTER); break; case WID_SGI_TRANSLATION: SetDParam(0, _current_language->missing); DrawStringMultiLine(r.left, r.right, r.top, r.bottom, STR_INTRO_TRANSLATION, TC_FROMSTRING, SA_CENTER); break; } } void UpdateWidgetSize(WidgetID widget, Dimension &size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension &fill, [[maybe_unused]] Dimension &resize) override { switch (widget) { case WID_SGI_TEMPERATE_LANDSCAPE: case WID_SGI_ARCTIC_LANDSCAPE: case WID_SGI_TROPIC_LANDSCAPE: case WID_SGI_TOYLAND_LANDSCAPE: size.width += WidgetDimensions::scaled.fullbevel.Horizontal(); size.height += WidgetDimensions::scaled.fullbevel.Vertical(); break; } } void OnResize() override { bool changed = false; if (NWidgetResizeBase *wid = this->GetWidget(WID_SGI_BASESET); wid != nullptr && wid->current_x > 0) { SetDParam(0, _missing_extra_graphics); changed |= wid->UpdateMultilineWidgetSize(GetString(STR_INTRO_BASESET), 3); } if (NWidgetResizeBase *wid = this->GetWidget(WID_SGI_TRANSLATION); wid != nullptr && wid->current_x > 0) { SetDParam(0, _current_language->missing); changed |= wid->UpdateMultilineWidgetSize(GetString(STR_INTRO_TRANSLATION), 3); } if (changed) this->ReInit(0, 0, this->flags & WF_CENTERED); } void OnClick([[maybe_unused]] Point pt, WidgetID widget, [[maybe_unused]] int click_count) override { /* Do not create a network server when you (just) have closed one of the game * creation/load windows for the network server. */ if (IsInsideMM(widget, WID_SGI_GENERATE_GAME, WID_SGI_EDIT_SCENARIO + 1)) _is_network_server = false; switch (widget) { case WID_SGI_GENERATE_GAME: if (_ctrl_pressed) { StartNewGameWithoutGUI(GENERATE_NEW_SEED); } else { ShowGenerateLandscape(); } break; case WID_SGI_LOAD_GAME: ShowSaveLoadDialog(FT_SAVEGAME, SLO_LOAD); break; case WID_SGI_PLAY_SCENARIO: ShowSaveLoadDialog(FT_SCENARIO, SLO_LOAD); break; case WID_SGI_PLAY_HEIGHTMAP: ShowSaveLoadDialog(FT_HEIGHTMAP,SLO_LOAD); break; case WID_SGI_EDIT_SCENARIO: StartScenarioEditor(); break; case WID_SGI_PLAY_NETWORK: if (!_network_available) { ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR); } else { ShowNetworkGameWindow(); } break; case WID_SGI_TEMPERATE_LANDSCAPE: case WID_SGI_ARCTIC_LANDSCAPE: case WID_SGI_TROPIC_LANDSCAPE: case WID_SGI_TOYLAND_LANDSCAPE: SetNewLandscapeType(widget - WID_SGI_TEMPERATE_LANDSCAPE); break; case WID_SGI_OPTIONS: ShowGameOptions(); break; case WID_SGI_HIGHSCORE: ShowHighscoreTable(); break; case WID_SGI_HELP: ShowHelpWindow(); break; case WID_SGI_SETTINGS_OPTIONS:ShowGameSettings(); break; case WID_SGI_GRF_SETTINGS: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break; case WID_SGI_CONTENT_DOWNLOAD: if (!_network_available) { ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR); } else { ShowNetworkContentListWindow(); } break; case WID_SGI_AI_SETTINGS: ShowAIConfigWindow(); break; case WID_SGI_GS_SETTINGS: ShowGSConfigWindow(); break; case WID_SGI_EXIT: HandleExitGameRequest(); break; } } }; static constexpr NWidgetPart _nested_select_game_widgets[] = { NWidget(WWT_CAPTION, COLOUR_BROWN), SetDataTip(STR_INTRO_CAPTION, STR_NULL), NWidget(WWT_PANEL, COLOUR_BROWN), NWidget(NWID_VERTICAL), SetPIP(0, WidgetDimensions::unscaled.vsep_wide, 0), SetPadding(WidgetDimensions::unscaled.sparse), NWidget(NWID_VERTICAL), SetPIP(0, WidgetDimensions::unscaled.vsep_sparse, 0), /* 'New Game' and 'Load Game' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GENERATE_GAME), SetDataTip(STR_INTRO_NEW_GAME, STR_INTRO_TOOLTIP_NEW_GAME), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_LOAD_GAME), SetDataTip(STR_INTRO_LOAD_GAME, STR_INTRO_TOOLTIP_LOAD_GAME), SetFill(1, 0), EndContainer(), /* 'Play Scenario' and 'Play Heightmap' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_SCENARIO), SetDataTip(STR_INTRO_PLAY_SCENARIO, STR_INTRO_TOOLTIP_PLAY_SCENARIO), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_HEIGHTMAP), SetDataTip(STR_INTRO_PLAY_HEIGHTMAP, STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP), SetFill(1, 0), EndContainer(), /* 'Scenario Editor' and 'Multiplayer' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_EDIT_SCENARIO), SetDataTip(STR_INTRO_SCENARIO_EDITOR, STR_INTRO_TOOLTIP_SCENARIO_EDITOR), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_NETWORK), SetDataTip(STR_INTRO_MULTIPLAYER, STR_INTRO_TOOLTIP_MULTIPLAYER), SetFill(1, 0), EndContainer(), EndContainer(), /* Climate selection buttons */ NWidget(NWID_HORIZONTAL), SetPIP(0, WidgetDimensions::unscaled.hsep_wide, 0), SetPIPRatio(1, 1, 1), NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TEMPERATE_LANDSCAPE), SetDataTip(SPR_SELECT_TEMPERATE, STR_INTRO_TOOLTIP_TEMPERATE), NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_ARCTIC_LANDSCAPE), SetDataTip(SPR_SELECT_SUB_ARCTIC, STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE), NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TROPIC_LANDSCAPE), SetDataTip(SPR_SELECT_SUB_TROPICAL, STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE), NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TOYLAND_LANDSCAPE), SetDataTip(SPR_SELECT_TOYLAND, STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE), EndContainer(), NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SGI_BASESET_SELECTION), NWidget(NWID_VERTICAL), NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_SGI_BASESET), SetFill(1, 0), EndContainer(), EndContainer(), NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SGI_TRANSLATION_SELECTION), NWidget(NWID_VERTICAL), NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_SGI_TRANSLATION), SetFill(1, 0), EndContainer(), EndContainer(), NWidget(NWID_VERTICAL), SetPIP(0, WidgetDimensions::unscaled.vsep_sparse, 0), /* 'Game Options' and 'Settings' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_OPTIONS), SetDataTip(STR_INTRO_GAME_OPTIONS, STR_INTRO_TOOLTIP_GAME_OPTIONS), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_SETTINGS_OPTIONS), SetDataTip(STR_INTRO_CONFIG_SETTINGS_TREE, STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE), SetFill(1, 0), EndContainer(), /* 'AI Settings' and 'Game Script Settings' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_AI_SETTINGS), SetDataTip(STR_INTRO_AI_SETTINGS, STR_INTRO_TOOLTIP_AI_SETTINGS), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GS_SETTINGS), SetDataTip(STR_INTRO_GAMESCRIPT_SETTINGS, STR_INTRO_TOOLTIP_GAMESCRIPT_SETTINGS), SetFill(1, 0), EndContainer(), /* 'Check Online Content' and 'NewGRF Settings' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_CONTENT_DOWNLOAD), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GRF_SETTINGS), SetDataTip(STR_INTRO_NEWGRF_SETTINGS, STR_INTRO_TOOLTIP_NEWGRF_SETTINGS), SetFill(1, 0), EndContainer(), EndContainer(), /* 'Help and Manuals' and 'Highscore Table' buttons */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_HELP), SetDataTip(STR_INTRO_HELP, STR_INTRO_TOOLTIP_HELP), SetFill(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_HIGHSCORE), SetDataTip(STR_INTRO_HIGHSCORE, STR_INTRO_TOOLTIP_HIGHSCORE), SetFill(1, 0), EndContainer(), /* 'Exit' button */ NWidget(NWID_HORIZONTAL), SetPIPRatio(1, 0, 1), NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_EXIT), SetMinimalSize(128, 0), SetDataTip(STR_INTRO_QUIT, STR_INTRO_TOOLTIP_QUIT), EndContainer(), EndContainer(), EndContainer(), }; static WindowDesc _select_game_desc( WDP_CENTER, nullptr, 0, 0, WC_SELECT_GAME, WC_NONE, WDF_NO_CLOSE, std::begin(_nested_select_game_widgets), std::end(_nested_select_game_widgets) ); void ShowSelectGameWindow() { new SelectGameWindow(&_select_game_desc); } static void AskExitGameCallback(Window *, bool confirmed) { if (confirmed) { _survey.Transmit(NetworkSurveyHandler::Reason::EXIT, true); _exit_game = true; } } void AskExitGame() { ShowQuery( STR_QUIT_CAPTION, STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD, nullptr, AskExitGameCallback, true ); } static void AskExitToGameMenuCallback(Window *, bool confirmed) { if (confirmed) { _switch_mode = SM_MENU; ClearErrorMessages(); } } void AskExitToGameMenu() { ShowQuery( STR_ABANDON_GAME_CAPTION, (_game_mode != GM_EDITOR) ? STR_ABANDON_GAME_QUERY : STR_ABANDON_SCENARIO_QUERY, nullptr, AskExitToGameMenuCallback, true ); }