/* $Id$ */ /* * 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 depot_gui.cpp The GUI for depots. */ #include "train.h" #include "ship.h" #include "aircraft.h" #include "roadveh.h" #include "gui.h" #include "textbuf_gui.h" #include "viewport_func.h" #include "gfx_func.h" #include "command_func.h" #include "depot_base.h" #include "vehicle_gui.h" #include "newgrf_engine.h" #include "spritecache.h" #include "strings_func.h" #include "window_func.h" #include "vehicle_func.h" #include "company_func.h" #include "tilehighlight_func.h" #include "window_gui.h" #include "vehiclelist.h" #include "table/strings.h" #include "table/sprites.h" /* * Since all depot window sizes aren't the same, we need to modify sizes a little. * It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction. * How long they should be moved and for what window types are controlled in ShowDepotWindow() */ /* Names of the widgets. Keep them in the same order as in the widget array */ enum DepotWindowWidgets { DEPOT_WIDGET_CLOSEBOX = 0, DEPOT_WIDGET_CAPTION, DEPOT_WIDGET_STICKY, DEPOT_WIDGET_SELL, DEPOT_WIDGET_SELL_CHAIN, DEPOT_WIDGET_SELL_ALL, DEPOT_WIDGET_AUTOREPLACE, DEPOT_WIDGET_MATRIX, DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar DEPOT_WIDGET_BUILD, DEPOT_WIDGET_CLONE, DEPOT_WIDGET_LOCATION, DEPOT_WIDGET_VEHICLE_LIST, DEPOT_WIDGET_STOP_ALL, DEPOT_WIDGET_START_ALL, DEPOT_WIDGET_RESIZE, }; /** Nested widget definition for train depots. */ static const NWidgetPart _nested_train_depot_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_GREY, DEPOT_WIDGET_CLOSEBOX), SetDataTip(STR_BLACK_CROSS, STR_TOOLTIP_CLOSE_WINDOW), NWidget(WWT_CAPTION, COLOUR_GREY, DEPOT_WIDGET_CAPTION), SetDataTip(0x0, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_STICKYBOX, COLOUR_GREY, DEPOT_WIDGET_STICKY), SetDataTip(0x0, STR_TOOLTIP_STICKY), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_VERTICAL), NWidget(WWT_MATRIX, COLOUR_GREY, DEPOT_WIDGET_MATRIX), SetDataTip(0x0, STR_NULL), SetFill(true, true), SetResize(1, 1), NWidget(WWT_HSCROLLBAR, COLOUR_GREY, DEPOT_WIDGET_H_SCROLL), EndContainer(), NWidget(NWID_VERTICAL), NWidget(WWT_IMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL), SetDataTip(0x0, STR_NULL), SetResize(0, 1), SetFill(false, true), NWidget(WWT_IMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL_CHAIN), SetDataTip(SPR_SELL_CHAIN_TRAIN, STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP), SetResize(0, 1), SetFill(false, true), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL_ALL), SetDataTip(0x0, STR_NULL), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_AUTOREPLACE), SetDataTip(0x0, STR_NULL), EndContainer(), NWidget(WWT_SCROLLBAR, COLOUR_GREY, DEPOT_WIDGET_V_SCROLL), EndContainer(), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_BUILD), SetDataTip(0x0, STR_NULL), SetFill(true, false), SetResize(1, 0), NWidget(WWT_TEXTBTN, COLOUR_GREY, DEPOT_WIDGET_CLONE), SetDataTip(0x0, STR_NULL), SetFill(true, false), SetResize(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_LOCATION), SetDataTip(STR_BUTTON_LOCATION, STR_NULL), SetFill(true, false), SetResize(1, 0), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_VEHICLE_LIST), SetDataTip(0x0, STR_NULL), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_STOP_ALL), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_NULL), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_START_ALL), SetDataTip(SPR_FLAG_VEH_RUNNING, STR_NULL), NWidget(WWT_RESIZEBOX, COLOUR_GREY, DEPOT_WIDGET_RESIZE), EndContainer(), }; static const WindowDesc _train_depot_desc( WDP_AUTO, WDP_AUTO, 36, 27, 362, 123, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets) ); static const WindowDesc _road_depot_desc( WDP_AUTO, WDP_AUTO, 36, 27, 316, 97, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets) ); static const WindowDesc _ship_depot_desc( WDP_AUTO, WDP_AUTO, 36, 27, 306, 99, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets) ); static const WindowDesc _aircraft_depot_desc( WDP_AUTO, WDP_AUTO, 36, 27, 332, 99, WC_VEHICLE_DEPOT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, NULL, _nested_train_depot_widgets, lengthof(_nested_train_depot_widgets) ); extern void DepotSortList(VehicleList *list); /** * This is the Callback method after the cloning attempt of a vehicle * @param success indicates completion (or not) of the operation * @param tile unused * @param p1 unused * @param p2 unused */ void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (!success) return; const Vehicle *v = Vehicle::Get(_new_vehicle_id); ShowVehicleViewWindow(v); } static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head) { const Vehicle *v = Vehicle::Get(sel); if (v == wagon) return; if (wagon == NULL) { if (head != NULL) wagon = head->Last(); } else { wagon = wagon->Previous(); if (wagon == NULL) return; } if (wagon == v) return; DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_MOVE_VEHICLE)); } /** Array containing the cell size in pixels of the #DEPOT_WIDGET_MATRIX widget for each vehicle type. * @note The train vehicle type uses the entire row for each train. */ static Dimension _block_sizes[4]; /** Array containing the default number of cells in horizontal and vertical direction in the #DEPOT_WIDGET_MATRIX widget for each vehicle type. * @note The train vehicle type uses the entire row for each train. */ static const Dimension _resize_cap[] = { {10 * 29, 6}, ///< VEH_TRAIN { 5, 5}, ///< VEH_ROAD { 3, 3}, ///< VEH_SHIP { 4, 3}, ///< VEH_AIRCRAFT }; static void ResizeDefaultWindowSizeForTrains() { _block_sizes[VEH_TRAIN].width = 1; _block_sizes[VEH_TRAIN].height = GetVehicleListHeight(VEH_TRAIN); } static void ResizeDefaultWindowSizeForRoadVehicles() { _block_sizes[VEH_ROAD].width = 56; _block_sizes[VEH_ROAD].height = GetVehicleListHeight(VEH_ROAD); } static void ResizeDefaultWindowSize(VehicleType type) { uint max_width = 0; uint max_height = 0; const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, type) { EngineID eid = e->index; uint x, y; switch (type) { default: NOT_REACHED(); case VEH_SHIP: GetShipSpriteSize( eid, x, y); break; case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break; } if (x > max_width) max_width = x; if (y > max_height) max_height = y; } switch (type) { default: NOT_REACHED(); case VEH_SHIP: _block_sizes[VEH_SHIP].width = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite break; case VEH_AIRCRAFT: _block_sizes[VEH_AIRCRAFT].width = max(74U, max_width); break; } _block_sizes[type].height = max(GetVehicleListHeight(type), max_height); } /* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game * We will only need to call this once for each game */ void InitDepotWindowBlockSizes() { ResizeDefaultWindowSizeForTrains(); ResizeDefaultWindowSizeForRoadVehicles(); ResizeDefaultWindowSize(VEH_SHIP); ResizeDefaultWindowSize(VEH_AIRCRAFT); } static void DepotSellAllConfirmationCallback(Window *w, bool confirmed); const Sprite *GetAircraftSprite(EngineID engine); struct DepotWindow : Window { VehicleID sel; VehicleType type; bool generate_list; VehicleList vehicle_list; VehicleList wagon_list; DepotWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window() { this->sel = INVALID_VEHICLE; this->generate_list = true; this->type = type; this->CreateNestedTree(desc); this->window_number = tile; this->SetupWidgetData(type); /* Setup disabled buttons. */ this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_company), DEPOT_WIDGET_STOP_ALL, DEPOT_WIDGET_START_ALL, DEPOT_WIDGET_SELL, DEPOT_WIDGET_SELL_CHAIN, DEPOT_WIDGET_SELL_ALL, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_CLONE, DEPOT_WIDGET_AUTOREPLACE, WIDGET_LIST_END); this->FinishInitNested(desc, tile); this->owner = GetTileOwner(tile); this->CreateDepotListWindow(type); } ~DepotWindow() { DeleteWindowById(WC_BUILD_VEHICLE, this->window_number); } /** Draw a vehicle in the depot window in the box with the top left corner at x,y. * @param v Vehicle to draw. * @param x Left side of the box to draw in. * @param y Top of the box to draw in. * @param left Left edge of the widget. * @param right Right edge of the widget. */ void DrawVehicleInDepot(const Vehicle *v, int x, int y, int left, int right) const { bool free_wagon = false; int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type); switch (v->type) { case VEH_TRAIN: { const Train *u = Train::From(v); free_wagon = u->IsFreeWagon(); uint x_space = free_wagon ? TRAININFO_DEFAULT_VEHICLE_WIDTH : 0; DrawTrainImage(u, x + 24 + x_space, sprite_y - 1, this->sel, this->hscroll.GetCapacity() - x_space, this->hscroll.GetPosition()); /* Number of wagons relative to a standard length wagon (rounded up) */ SetDParam(0, (u->tcache.cached_total_length + 7) / 8); DrawString(left, right - 1, y + 4, STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT); // Draw the counter break; } case VEH_ROAD: DrawRoadVehImage( v, x + 24, sprite_y, this->sel, ROADVEHINFO_DEFAULT_VEHICLE_WIDTH); break; case VEH_SHIP: DrawShipImage( v, x + 19, sprite_y - 1, this->sel); break; case VEH_AIRCRAFT: { const Sprite *spr = GetSprite(v->GetImage(DIR_W), ST_NORMAL); DrawAircraftImage(v, x + 12, y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset this->sel); } break; default: NOT_REACHED(); } if (free_wagon) { DrawString(x, right - 1, y + 2, STR_DEPOT_NO_ENGINE); } else { byte diff_x = 0, diff_y = 0; if (v->type == VEH_TRAIN || v->type == VEH_ROAD) { /* Arrange unitnumber and flag horizontally */ diff_x = 15; } else { /* Arrange unitnumber and flag vertically */ diff_y = 12; } DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y); SetDParam(0, v->unitnumber); DrawString(x, right - 1, y + 2, (uint16)(v->max_age - DAYS_IN_LEAP_YEAR) >= v->age ? STR_BLACK_COMMA : STR_RED_COMMA); } } void DrawWidget(const Rect &r, int widget) const { if (widget != DEPOT_WIDGET_MATRIX) return; /* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */ uint16 mat_data = this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data; uint16 rows_in_display = GB(mat_data, MAT_ROW_START, MAT_ROW_BITS); uint16 boxes_in_each_row = GB(mat_data, MAT_COL_START, MAT_COL_BITS); uint16 num = this->vscroll.GetPosition() * boxes_in_each_row; int maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row)); int x, y; for (x = r.left + 2, y = r.top + 1; num < maxval; y += this->resize.step_height, x = r.left + 2) { // Draw the rows for (byte i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) { /* Draw all vehicles in the current row */ const Vehicle *v = this->vehicle_list[num]; this->DrawVehicleInDepot(v, x, y, r.left, r.right); } } maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.GetPosition() * boxes_in_each_row) + (rows_in_display * boxes_in_each_row)); /* draw the train wagons, that do not have an engine in front */ for (; num < maxval; num++, y += 14) { const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()]; this->DrawVehicleInDepot(v, x, y, r.left, r.right); } } void SetStringParameters(int widget) const { if (widget != DEPOT_WIDGET_CAPTION) return; /* locate the depot struct */ TileIndex tile = this->window_number; if (this->type == VEH_AIRCRAFT) { SetDParam(0, GetStationIndex(tile)); // Airport name } else { Depot *depot = Depot::GetByTile(tile); assert(depot != NULL); SetDParam(0, depot->town_index); } } struct GetDepotVehiclePtData { const Vehicle *head; const Vehicle *wagon; }; enum DepotGUIAction { MODE_ERROR, MODE_DRAG_VEHICLE, MODE_SHOW_VEHICLE, MODE_START_STOP, }; DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const { uint xt, xm = 0, ym = 0; if (this->type == VEH_TRAIN) { xt = 0; x -= 23; } else { xt = x / this->resize.step_width; xm = x % this->resize.step_width; if (xt >= this->hscroll.GetCapacity()) return MODE_ERROR; ym = (y - 14) % this->resize.step_height; } uint row = (y - 14) / this->resize.step_height; if (row >= this->vscroll.GetCapacity()) return MODE_ERROR; uint16 boxes_in_each_row = GB(this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data, MAT_COL_START, MAT_COL_BITS); int pos = ((row + this->vscroll.GetPosition()) * boxes_in_each_row) + xt; if ((int)(this->vehicle_list.Length() + this->wagon_list.Length()) <= pos) { if (this->type == VEH_TRAIN) { d->head = NULL; d->wagon = NULL; return MODE_DRAG_VEHICLE; } else { return MODE_ERROR; // empty block, so no vehicle is selected } } int skip = 0; if ((int)this->vehicle_list.Length() > pos) { *veh = this->vehicle_list[pos]; skip = this->hscroll.GetPosition(); } else { pos -= this->vehicle_list.Length(); *veh = this->wagon_list[pos]; /* free wagons don't have an initial loco. */ x -= VEHICLEINFO_FULL_VEHICLE_WIDTH; } switch (this->type) { case VEH_TRAIN: { const Train *v = Train::From(*veh); d->head = d->wagon = v; /* either pressed the flag or the number, but only when it's a loco */ if (x < 0 && v->IsFrontEngine()) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE; /* Skip vehicles that are scrolled off the list */ x += skip; /* find the vehicle in this row that was clicked */ for (; v != NULL; v = v->Next()) { x -= v->GetDisplayImageWidth(); if (x < 0) break; } d->wagon = (v != NULL ? v->GetFirstEnginePart() : NULL); return MODE_DRAG_VEHICLE; } case VEH_ROAD: if (xm >= 24) return MODE_DRAG_VEHICLE; if (xm <= 16) return MODE_SHOW_VEHICLE; break; case VEH_SHIP: if (xm >= 19) return MODE_DRAG_VEHICLE; if (ym <= 10) return MODE_SHOW_VEHICLE; break; case VEH_AIRCRAFT: if (xm >= 12) return MODE_DRAG_VEHICLE; if (ym <= 12) return MODE_SHOW_VEHICLE; break; default: NOT_REACHED(); } return MODE_START_STOP; } void DepotClick(int x, int y) { GetDepotVehiclePtData gdvp = { NULL, NULL }; const Vehicle *v = NULL; DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp); /* share / copy orders */ if (_thd.place_mode != HT_NONE && mode != MODE_ERROR) { _place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v); return; } if (this->type == VEH_TRAIN) v = gdvp.wagon; switch (mode) { case MODE_ERROR: // invalid return; case MODE_DRAG_VEHICLE: { // start dragging of vehicle VehicleID sel = this->sel; if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) { this->sel = INVALID_VEHICLE; TrainDepotMoveVehicle(v, sel, gdvp.head); } else if (v != NULL) { int image = v->GetImage(DIR_W); this->sel = v->index; this->SetDirty(); SetObjectToPlaceWnd(image, GetVehiclePalette(v), HT_DRAG, this); switch (v->type) { case VEH_TRAIN: _cursor.short_vehicle_offset = 16 - Train::From(v)->tcache.cached_veh_length * 2; break; case VEH_ROAD: _cursor.short_vehicle_offset = 16 - RoadVehicle::From(v)->rcache.cached_veh_length * 2; break; default: _cursor.short_vehicle_offset = 0; break; } _cursor.vehchain = _ctrl_pressed; } } break; case MODE_SHOW_VEHICLE: // show info window ShowVehicleViewWindow(v); break; case MODE_START_STOP: { // click start/stop flag uint command; switch (this->type) { case VEH_TRAIN: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_TRAIN); break; case VEH_ROAD: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE); break; case VEH_SHIP: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_SHIP); break; case VEH_AIRCRAFT: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_AIRCRAFT); break; default: NOT_REACHED(); } DoCommandP(v->tile, v->index, 0, command); } break; default: NOT_REACHED(); } } /** * Clones a vehicle * @param *v is the original vehicle to clone */ void HandleCloneVehClick(const Vehicle *v) { if (v == NULL || !IsCompanyBuildableVehicleType(v)) return; if (!v->IsPrimaryVehicle()) { v = v->First(); /* Do nothing when clicking on a train in depot with no loc attached */ if (v->type == VEH_TRAIN && !Train::From(v)->IsFrontEngine()) return; } DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CMD_CLONE_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN + v->type), CcCloneVehicle); ResetObjectToPlace(); } /* Function to set up vehicle specific widgets (mainly sprites and strings). * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the nested widget array */ void SetupWidgetData(VehicleType type) { if (type != VEH_TRAIN) this->GetWidget(DEPOT_WIDGET_SELL_CHAIN)->fill_y = false; // Disable vertical filling of chain-sell widget for non-train windows. this->GetWidget(DEPOT_WIDGET_CAPTION)->widget_data = STR_DEPOT_TRAIN_CAPTION + type; this->GetWidget(DEPOT_WIDGET_STOP_ALL)->tool_tip = STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP + type; this->GetWidget(DEPOT_WIDGET_START_ALL)->tool_tip = STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP + type; this->GetWidget(DEPOT_WIDGET_SELL)->tool_tip = STR_DEPOT_TRAIN_SELL_TOOLTIP + type; this->GetWidget(DEPOT_WIDGET_SELL_ALL)->tool_tip = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP + type; this->GetWidget(DEPOT_WIDGET_BUILD)->SetDataTip(STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON + type, STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP + type); this->GetWidget(DEPOT_WIDGET_CLONE)->SetDataTip(STR_DEPOT_CLONE_TRAIN + type, STR_DEPOT_CLONE_TRAIN_DEPOT_INFO + type); this->GetWidget(DEPOT_WIDGET_LOCATION)->tool_tip = STR_DEPOT_TRAIN_LOCATION_TOOLTIP + type; this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->tool_tip = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP + type; this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->tool_tip = STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP + type; switch (type) { default: NOT_REACHED(); case VEH_TRAIN: this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_TRAIN; /* Sprites */ this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_TRAIN; this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_TRAIN; this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_TRAIN; break; case VEH_ROAD: this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_LORRY; /* Sprites */ this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_ROADVEH; this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_ROADVEH; this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_ROADVEH; break; case VEH_SHIP: this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_SHIP; /* Sprites */ this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_SHIP; this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_SHIP; this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_SHIP; break; case VEH_AIRCRAFT: this->GetWidget(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_PLANE; /* Sprites */ this->GetWidget(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_AIRCRAFT; this->GetWidget(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_AIRCRAFT; this->GetWidget(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_AIRCRAFT; break; } } void CreateDepotListWindow(VehicleType type) { _backup_orders_tile = 0; assert(IsCompanyBuildableVehicleType(type)); // ensure that we make the call with a valid type /* Set the number of blocks in each direction */ this->hscroll.SetCapacity(_resize_cap[type].width); this->vscroll.SetCapacity(_resize_cap[type].height); this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data = (this->vscroll.GetCapacity() << MAT_ROW_START) // number of rows to draw on the background + ((type == VEH_TRAIN ? 1 : this->hscroll.GetCapacity()) << MAT_COL_START); // number of boxes in each row. Trains always have just one } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *resize) { switch (widget) { case DEPOT_WIDGET_SELL_CHAIN: case DEPOT_WIDGET_H_SCROLL: /* Hide the 'sell chain' and the horizontal scrollbar when not a train depot. */ if (this->type != VEH_TRAIN) { size->height = 0; resize->height = 0; } break; case DEPOT_WIDGET_MATRIX: resize->width = _block_sizes[this->type].width; resize->height = _block_sizes[this->type].height; size->width = _block_sizes[this->type].width * ((this->type == VEH_TRAIN) ? 1 : _resize_cap[this->type].width); size->height = _block_sizes[this->type].height * _resize_cap[this->type].height; if (this->type == VEH_TRAIN) size->width += 36; // Make space for the horizontal scrollbar vertically, and the unit number, flag, and length counter horizontally. break; } } virtual void OnInvalidateData(int data) { this->generate_list = true; } virtual void OnPaint() { if (this->generate_list) { /* Generate the vehicle list * It's ok to use the wagon pointers for non-trains as they will be ignored */ BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list); this->generate_list = false; DepotSortList(&this->vehicle_list); } /* determine amount of items for scroller */ if (this->type == VEH_TRAIN) { uint max_width = VEHICLEINFO_FULL_VEHICLE_WIDTH; for (uint num = 0; num < this->vehicle_list.Length(); num++) { uint width = 0; for (const Train *v = Train::From(this->vehicle_list[num]); v != NULL; v = v->Next()) { width += v->GetDisplayImageWidth(); } max_width = max(max_width, width); } /* Always have 1 empty row, so people can change the setting of the train */ this->vscroll.SetCount(this->vehicle_list.Length() + this->wagon_list.Length() + 1); this->hscroll.SetCount(max_width); } else { this->vscroll.SetCount((this->vehicle_list.Length() + this->hscroll.GetCapacity() - 1) / this->hscroll.GetCapacity()); } this->DrawWidgets(); } virtual void OnClick(Point pt, int widget) { switch (widget) { case DEPOT_WIDGET_MATRIX: // List this->DepotClick(pt.x, pt.y); break; case DEPOT_WIDGET_BUILD: // Build vehicle ResetObjectToPlace(); ShowBuildVehicleWindow(this->window_number, this->type); break; case DEPOT_WIDGET_CLONE: // Clone button this->SetWidgetDirty(DEPOT_WIDGET_CLONE); this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE); if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) { static const CursorID clone_icons[] = { SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH, SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE }; _place_clicked_vehicle = NULL; SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, HT_RECT, this); } else { ResetObjectToPlace(); } break; case DEPOT_WIDGET_LOCATION: if (_ctrl_pressed) { ShowExtraViewPortWindow(this->window_number); } else { ScrollMainWindowToTile(this->window_number); } break; case DEPOT_WIDGET_STOP_ALL: case DEPOT_WIDGET_START_ALL: DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), CMD_MASS_START_STOP); break; case DEPOT_WIDGET_SELL_ALL: /* Only open the confimation window if there are anything to sell */ if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) { TileIndex tile = this->window_number; byte vehtype = this->type; SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : Depot::GetByTile(tile)->town_index); ShowQuery( STR_DEPOT_TRAIN_CAPTION + vehtype, STR_DEPOT_SELL_CONFIRMATION_TEXT, this, DepotSellAllConfirmationCallback ); } break; case DEPOT_WIDGET_VEHICLE_LIST: ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number); break; case DEPOT_WIDGET_AUTOREPLACE: DoCommandP(this->window_number, this->type, 0, CMD_DEPOT_MASS_AUTOREPLACE); break; } } virtual void OnRightClick(Point pt, int widget) { if (widget != DEPOT_WIDGET_MATRIX) return; GetDepotVehiclePtData gdvp = { NULL, NULL }; const Vehicle *v = NULL; DepotGUIAction mode = this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp); if (this->type == VEH_TRAIN) v = gdvp.wagon; if (v != NULL && mode == MODE_DRAG_VEHICLE) { CargoArray capacity, loaded; /* Display info for single (articulated) vehicle, or for whole chain starting with selected vehicle */ bool whole_chain = (this->type == VEH_TRAIN && _ctrl_pressed); /* loop through vehicle chain and collect cargos */ uint num = 0; for (const Vehicle *w = v; w != NULL; w = w->Next()) { if (w->cargo_cap > 0 && w->cargo_type < NUM_CARGO) { capacity[w->cargo_type] += w->cargo_cap; loaded [w->cargo_type] += w->cargo.Count(); } if (w->type == VEH_TRAIN && !Train::From(w)->HasArticulatedPart()) { num++; if (!whole_chain) break; } } /* Build tooltipstring */ static char details[1024]; details[0] = '\0'; char *pos = details; for (CargoID cargo_type = 0; cargo_type < NUM_CARGO; cargo_type++) { if (capacity[cargo_type] == 0) continue; SetDParam(0, cargo_type); // {CARGO} #1 SetDParam(1, loaded[cargo_type]); // {CARGO} #2 SetDParam(2, cargo_type); // {SHORTCARGO} #1 SetDParam(3, capacity[cargo_type]); // {SHORTCARGO} #2 pos = GetString(pos, STR_DEPOT_VEHICLE_TOOLTIP_CARGO, lastof(details)); } /* Show tooltip window */ uint64 args[2]; args[0] = (whole_chain ? num : v->engine_type); args[1] = (uint64)(size_t)details; GuiShowTooltips(whole_chain ? STR_DEPOT_VEHICLE_TOOLTIP_CHAIN : STR_DEPOT_VEHICLE_TOOLTIP, 2, args); } else { /* Show tooltip help */ GuiShowTooltips(STR_DEPOT_TRAIN_LIST_TOOLTIP + this->type); } } virtual void OnPlaceObject(Point pt, TileIndex tile) { const Vehicle *v = CheckMouseOverVehicle(); if (v != NULL) this->HandleCloneVehClick(v); } virtual void OnPlaceObjectAbort() { /* abort clone */ this->RaiseWidget(DEPOT_WIDGET_CLONE); this->SetWidgetDirty(DEPOT_WIDGET_CLONE); /* abort drag & drop */ this->sel = INVALID_VEHICLE; this->SetWidgetDirty(DEPOT_WIDGET_MATRIX); }; /* check if a vehicle in a depot was clicked.. */ virtual void OnMouseLoop() { const Vehicle *v = _place_clicked_vehicle; /* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */ if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) { _place_clicked_vehicle = NULL; this->HandleCloneVehClick(v); } } virtual void OnDragDrop(Point pt, int widget) { switch (widget) { case DEPOT_WIDGET_MATRIX: { const Vehicle *v = NULL; VehicleID sel = this->sel; this->sel = INVALID_VEHICLE; this->SetDirty(); if (this->type == VEH_TRAIN) { GetDepotVehiclePtData gdvp = { NULL, NULL }; if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE && sel != INVALID_VEHICLE) { if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) { DoCommandP(Vehicle::Get(sel)->tile, Vehicle::Get(sel)->index, true, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE)); } else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) { TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head); } else if (gdvp.head != NULL && Train::From(gdvp.head)->IsFrontEngine()) { ShowVehicleViewWindow(gdvp.head); } } } else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE && v != NULL && sel == v->index) { ShowVehicleViewWindow(v); } } break; case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN: if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) && this->sel != INVALID_VEHICLE) { if (this->IsWidgetDisabled(widget)) return; if (this->sel == INVALID_VEHICLE) return; this->HandleButtonClick(widget); const Vehicle *v = Vehicle::Get(this->sel); this->sel = INVALID_VEHICLE; this->SetDirty(); int sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0; bool is_engine = (v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()); if (is_engine) { _backup_orders_tile = v->tile; BackupVehicleOrders(v); } if (!DoCommandP(v->tile, v->index, sell_cmd, GetCmdSellVeh(v->type)) && is_engine) _backup_orders_tile = 0; } break; default: this->sel = INVALID_VEHICLE; this->SetDirty(); } _cursor.vehchain = false; } virtual void OnTimeout() { if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL)) { this->RaiseWidget(DEPOT_WIDGET_SELL); this->SetWidgetDirty(DEPOT_WIDGET_SELL); } if (this->nested_array[DEPOT_WIDGET_SELL] != NULL && !this->IsWidgetDisabled(DEPOT_WIDGET_SELL_CHAIN)) { this->RaiseWidget(DEPOT_WIDGET_SELL_CHAIN); this->SetWidgetDirty(DEPOT_WIDGET_SELL_CHAIN); } } virtual void OnResize(Point delta) { this->vscroll.UpdateCapacity(delta.y / (int)this->resize.step_height); this->hscroll.UpdateCapacity(delta.x / (int)this->resize.step_width); this->GetWidget(DEPOT_WIDGET_MATRIX)->widget_data = (this->vscroll.GetCapacity() << MAT_ROW_START) + ((this->type == VEH_TRAIN ? 1 : this->hscroll.GetCapacity()) << MAT_COL_START); } virtual EventState OnCTRLStateChange() { if (this->sel != INVALID_VEHICLE) { _cursor.vehchain = _ctrl_pressed; this->SetWidgetDirty(DEPOT_WIDGET_MATRIX); return ES_HANDLED; } return ES_NOT_HANDLED; } }; static void DepotSellAllConfirmationCallback(Window *win, bool confirmed) { if (confirmed) { DepotWindow *w = (DepotWindow*)win; TileIndex tile = w->window_number; byte vehtype = w->type; DoCommandP(tile, vehtype, 0, CMD_DEPOT_SELL_ALL_VEHICLES); } } /** Opens a depot window * @param tile The tile where the depot/hangar is located * @param type The type of vehicles in the depot */ void ShowDepotWindow(TileIndex tile, VehicleType type) { if (BringWindowToFrontById(WC_VEHICLE_DEPOT, tile) != NULL) return; const WindowDesc *desc; switch (type) { default: NOT_REACHED(); case VEH_TRAIN: desc = &_train_depot_desc; break; case VEH_ROAD: desc = &_road_depot_desc; break; case VEH_SHIP: desc = &_ship_depot_desc; break; case VEH_AIRCRAFT: desc = &_aircraft_depot_desc; break; } new DepotWindow(desc, tile, type); } /** Removes the highlight of a vehicle in a depot window * @param *v Vehicle to remove all highlights from */ void DeleteDepotHighlightOfVehicle(const Vehicle *v) { DepotWindow *w; /* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either * If that is the case, we can skip looping though the windows and save time */ if (_special_mouse_mode != WSM_DRAGDROP) return; w = dynamic_cast(FindWindowById(WC_VEHICLE_DEPOT, v->tile)); if (w != NULL) { if (w->sel == v->index) ResetObjectToPlace(); } }