OpenTTD/src/intro_gui.cpp

509 lines
20 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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 <regex>
#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<IntroGameViewportCommand> 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<SignID> 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<NWidgetStacked>(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<NWidgetStacked>(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<NWidgetResizeBase>(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<NWidgetResizeBase>(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
);
}