OpenTTD/src/main_gui.cpp

592 lines
19 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 main_gui.cpp Handling of the main viewport. */
#include "stdafx.h"
#include "currency.h"
#include "spritecache.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "command_func.h"
#include "console_gui.h"
#include "progress.h"
#include "transparency_gui.h"
#include "map_func.h"
#include "sound_func.h"
#include "transparency.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "company_base.h"
#include "company_func.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "linkgraph/linkgraph_gui.h"
#include "tilehighlight_func.h"
#include "hotkeys.h"
#include "error.h"
#include "news_gui.h"
#include "misc_cmd.h"
#include "timer/timer.h"
#include "timer/timer_window.h"
#include "saveload/saveload.h"
#include "widgets/main_widget.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/network_gui.h"
#include "network/network_base.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "safeguards.h"
/**
* This code is shared for the majority of the pushbuttons.
* Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
*
* @param w Window which called the function
* @param widget ID of the widget (=button) that called this function
* @param cursor How should the cursor image change? E.g. cursor with depot image in it
* @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
* @return true if the button is clicked, false if it's unclicked
*/
bool HandlePlacePushButton(Window *w, WidgetID widget, CursorID cursor, HighLightStyle mode)
{
if (w->IsWidgetDisabled(widget)) return false;
if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
w->SetDirty();
if (w->IsWidgetLowered(widget)) {
ResetObjectToPlace();
return false;
}
SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
w->LowerWidget(widget);
return true;
}
void CcPlaySound_EXPLOSION(Commands, const CommandCost &result, TileIndex tile)
{
if (result.Succeeded() && _settings_client.sound.confirm) SndPlayTileFx(SND_12_EXPLOSION, tile);
}
/**
* Zooms a viewport in a window in or out.
* @param how Zooming direction.
* @param w Window owning the viewport.
* @return Returns \c true if zooming step could be done, \c false if further zooming is not possible.
* @note No button handling or what so ever is done.
*/
bool DoZoomInOutWindow(ZoomStateChange how, Window *w)
{
Viewport *vp;
assert(w != nullptr);
vp = w->viewport;
switch (how) {
case ZOOM_NONE:
/* On initialisation of the viewport we don't do anything. */
break;
case ZOOM_IN:
if (vp->zoom <= _settings_client.gui.zoom_min) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
vp->virtual_width >>= 1;
vp->virtual_height >>= 1;
w->viewport->scrollpos_x += vp->virtual_width >> 1;
w->viewport->scrollpos_y += vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
w->viewport->follow_vehicle = INVALID_VEHICLE;
break;
case ZOOM_OUT:
if (vp->zoom >= _settings_client.gui.zoom_max) return false;
vp->zoom = (ZoomLevel)((int)vp->zoom + 1);
w->viewport->scrollpos_x -= vp->virtual_width >> 1;
w->viewport->scrollpos_y -= vp->virtual_height >> 1;
w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
vp->virtual_width <<= 1;
vp->virtual_height <<= 1;
w->viewport->follow_vehicle = INVALID_VEHICLE;
break;
}
if (vp != nullptr) { // the vp can be null when how == ZOOM_NONE
vp->virtual_left = w->viewport->scrollpos_x;
vp->virtual_top = w->viewport->scrollpos_y;
}
/* Update the windows that have zoom-buttons to perhaps disable their buttons */
w->InvalidateData();
return true;
}
void ZoomInOrOutToCursorWindow(bool in, Window *w)
{
assert(w != nullptr);
if (_game_mode != GM_MENU) {
Viewport *vp = w->viewport;
if ((in && vp->zoom <= _settings_client.gui.zoom_min) || (!in && vp->zoom >= _settings_client.gui.zoom_max)) return;
Point pt = GetTileZoomCenterWindow(in, w);
if (pt.x != -1) {
ScrollWindowTo(pt.x, pt.y, -1, w, true);
DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
}
}
}
void FixTitleGameZoom(int zoom_adjust)
{
if (_game_mode != GM_MENU) return;
Viewport *vp = GetMainWindow()->viewport;
/* Adjust the zoom in/out.
* Can't simply add, since operator+ is not defined on the ZoomLevel type. */
vp->zoom = _gui_zoom;
while (zoom_adjust < 0 && vp->zoom != _settings_client.gui.zoom_min) {
vp->zoom--;
zoom_adjust++;
}
while (zoom_adjust > 0 && vp->zoom != _settings_client.gui.zoom_max) {
vp->zoom++;
zoom_adjust--;
}
vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);
}
static constexpr NWidgetPart _nested_main_window_widgets[] = {
NWidget(NWID_VIEWPORT, INVALID_COLOUR, WID_M_VIEWPORT), SetResize(1, 1),
};
enum {
GHK_QUIT,
GHK_ABANDON,
GHK_CONSOLE,
GHK_BOUNDING_BOXES,
GHK_DIRTY_BLOCKS,
GHK_WIDGET_OUTLINES,
GHK_CENTER,
GHK_CENTER_ZOOM,
GHK_RESET_OBJECT_TO_PLACE,
GHK_DELETE_WINDOWS,
GHK_DELETE_NONVITAL_WINDOWS,
GHK_DELETE_ALL_MESSAGES,
GHK_REFRESH_SCREEN,
GHK_CRASH,
GHK_MONEY,
GHK_UPDATE_COORDS,
GHK_TOGGLE_TRANSPARENCY,
GHK_TOGGLE_INVISIBILITY = GHK_TOGGLE_TRANSPARENCY + 9,
GHK_TRANSPARENCY_TOOLBAR = GHK_TOGGLE_INVISIBILITY + 8,
GHK_TRANSPARANCY,
GHK_CHAT,
GHK_CHAT_ALL,
GHK_CHAT_COMPANY,
GHK_CHAT_SERVER,
GHK_CLOSE_NEWS,
GHK_CLOSE_ERROR,
};
struct MainWindow : Window
{
MainWindow(WindowDesc *desc) : Window(desc)
{
this->InitNested(0);
CLRBITS(this->flags, WF_WHITE_BORDER);
ResizeWindow(this, _screen.width, _screen.height);
NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
nvp->InitializeViewport(this, TileXY(32, 32), ScaleZoomGUI(ZOOM_LVL_VIEWPORT));
this->viewport->overlay = std::make_shared<LinkGraphOverlay>(this, WID_M_VIEWPORT, 0, 0, 2);
this->refresh_timeout.Reset();
}
/** Refresh the link-graph overlay. */
void RefreshLinkGraph()
{
if (this->viewport->overlay->GetCargoMask() == 0 ||
this->viewport->overlay->GetCompanyMask() == 0) {
return;
}
this->viewport->overlay->SetDirty();
this->GetWidget<NWidgetBase>(WID_M_VIEWPORT)->SetDirty(this);
}
/** Refresh the link-graph overlay on a regular interval. */
IntervalTimer<TimerWindow> refresh_interval = {std::chrono::milliseconds(7650), [this](auto) {
RefreshLinkGraph();
}};
/**
* Sometimes when something happened, force an update to the link-graph a bit sooner.
*
* We don't do it instantly on those changes, as for example when you are scrolling,
* constantly refreshing the link-graph would be very slow. So we delay it a bit,
* and only draw it once the scrolling settles down.
*/
TimeoutTimer<TimerWindow> refresh_timeout = {std::chrono::milliseconds(450), [this]() {
RefreshLinkGraph();
}};
void OnPaint() override
{
this->DrawWidgets();
if (_game_mode == GM_MENU) {
static const std::initializer_list<SpriteID> title_sprites = {SPR_OTTD_O, SPR_OTTD_P, SPR_OTTD_E, SPR_OTTD_N, SPR_OTTD_T, SPR_OTTD_T, SPR_OTTD_D};
uint letter_spacing = ScaleGUITrad(10);
int name_width = static_cast<int>(std::size(title_sprites) - 1) * letter_spacing;
for (const SpriteID &sprite : title_sprites) {
name_width += GetSpriteSize(sprite).width;
}
int off_x = (this->width - name_width) / 2;
for (const SpriteID &sprite : title_sprites) {
DrawSprite(sprite, PAL_NONE, off_x, ScaleGUITrad(50));
off_x += GetSpriteSize(sprite).width + letter_spacing;
}
}
}
EventState OnHotkey(int hotkey) override
{
if (hotkey == GHK_QUIT) {
HandleExitGameRequest();
return ES_HANDLED;
}
/* Disable all key shortcuts, except quit shortcuts when
* generating the world, otherwise they create threading
* problem during the generating, resulting in random
* assertions that are hard to trigger and debug */
if (HasModalProgress()) return ES_NOT_HANDLED;
switch (hotkey) {
case GHK_ABANDON:
/* No point returning from the main menu to itself */
if (_game_mode == GM_MENU) return ES_HANDLED;
if (_settings_client.gui.autosave_on_exit) {
DoExitSave();
_switch_mode = SM_MENU;
} else {
AskExitToGameMenu();
}
return ES_HANDLED;
case GHK_CONSOLE:
IConsoleSwitch();
return ES_HANDLED;
case GHK_BOUNDING_BOXES:
ToggleBoundingBoxes();
return ES_HANDLED;
case GHK_DIRTY_BLOCKS:
ToggleDirtyBlocks();
return ES_HANDLED;
case GHK_WIDGET_OUTLINES:
ToggleWidgetOutlines();
return ES_HANDLED;
}
if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
switch (hotkey) {
case GHK_CENTER:
case GHK_CENTER_ZOOM: {
Point pt = GetTileBelowCursor();
if (pt.x != -1) {
bool instant = (hotkey == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min);
if (hotkey == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this);
ScrollMainWindowTo(pt.x, pt.y, -1, instant);
}
break;
}
case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); break;
case GHK_DELETE_WINDOWS: CloseNonVitalWindows(); break;
case GHK_DELETE_NONVITAL_WINDOWS: CloseAllNonVitalWindows(); break;
case GHK_DELETE_ALL_MESSAGES: DeleteAllMessages(); break;
case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break;
case GHK_CRASH: // Crash the game
*(volatile uint8_t *)nullptr = 0;
break;
case GHK_MONEY: // Gimme money
/* You can only cheat for money in singleplayer mode. */
if (!_networking) Command<CMD_MONEY_CHEAT>::Post(10000000);
break;
case GHK_UPDATE_COORDS: // Update the coordinates of all station signs
UpdateAllVirtCoords();
break;
case GHK_TOGGLE_TRANSPARENCY:
case GHK_TOGGLE_TRANSPARENCY + 1:
case GHK_TOGGLE_TRANSPARENCY + 2:
case GHK_TOGGLE_TRANSPARENCY + 3:
case GHK_TOGGLE_TRANSPARENCY + 4:
case GHK_TOGGLE_TRANSPARENCY + 5:
case GHK_TOGGLE_TRANSPARENCY + 6:
case GHK_TOGGLE_TRANSPARENCY + 7:
case GHK_TOGGLE_TRANSPARENCY + 8:
/* Transparency toggle hot keys */
ToggleTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_TRANSPARENCY));
MarkWholeScreenDirty();
break;
case GHK_TOGGLE_INVISIBILITY:
case GHK_TOGGLE_INVISIBILITY + 1:
case GHK_TOGGLE_INVISIBILITY + 2:
case GHK_TOGGLE_INVISIBILITY + 3:
case GHK_TOGGLE_INVISIBILITY + 4:
case GHK_TOGGLE_INVISIBILITY + 5:
case GHK_TOGGLE_INVISIBILITY + 6:
case GHK_TOGGLE_INVISIBILITY + 7:
/* Invisibility toggle hot keys */
ToggleInvisibilityWithTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_INVISIBILITY));
MarkWholeScreenDirty();
break;
case GHK_TRANSPARENCY_TOOLBAR:
ShowTransparencyToolbar();
break;
case GHK_TRANSPARANCY:
ResetRestoreAllTransparency();
break;
case GHK_CHAT: // smart chat; send to team if any, otherwise to all
if (_networking) {
const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (cio == nullptr) break;
ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
}
break;
case GHK_CHAT_ALL: // send text message to all clients
if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
break;
case GHK_CHAT_COMPANY: // send text to all team mates
if (_networking) {
const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
if (cio == nullptr) break;
ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
}
break;
case GHK_CHAT_SERVER: // send text to the server
if (_networking && !_network_server) {
ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER);
}
break;
case GHK_CLOSE_NEWS: // close active news window
if (!HideActiveNewsMessage()) return ES_NOT_HANDLED;
break;
case GHK_CLOSE_ERROR: // close active error window
if (!HideActiveErrorMessage()) return ES_NOT_HANDLED;
break;
default: return ES_NOT_HANDLED;
}
return ES_HANDLED;
}
void OnScroll(Point delta) override
{
this->viewport->scrollpos_x += ScaleByZoom(delta.x, this->viewport->zoom);
this->viewport->scrollpos_y += ScaleByZoom(delta.y, this->viewport->zoom);
this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
this->refresh_timeout.Reset();
}
void OnMouseWheel(int wheel) override
{
if (_settings_client.gui.scrollwheel_scrolling != 2) {
ZoomInOrOutToCursorWindow(wheel < 0, this);
}
}
void OnResize() override
{
if (this->viewport != nullptr) {
NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
nvp->UpdateViewportCoordinates(this);
this->refresh_timeout.Reset();
}
}
bool OnTooltip([[maybe_unused]] Point pt, WidgetID widget, TooltipCloseCondition close_cond) override
{
if (widget != WID_M_VIEWPORT) return false;
return this->viewport->overlay->ShowTooltip(pt, close_cond);
}
/**
* 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;
/* Forward the message to the appropriate toolbar (ingame or scenario editor) */
InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true);
}
static inline HotkeyList hotkeys{"global", {
Hotkey({'Q' | WKC_CTRL, 'Q' | WKC_META}, "quit", GHK_QUIT),
Hotkey({'W' | WKC_CTRL, 'W' | WKC_META}, "abandon", GHK_ABANDON),
Hotkey(WKC_BACKQUOTE, "console", GHK_CONSOLE),
Hotkey('B' | WKC_CTRL, "bounding_boxes", GHK_BOUNDING_BOXES),
Hotkey('I' | WKC_CTRL, "dirty_blocks", GHK_DIRTY_BLOCKS),
Hotkey('O' | WKC_CTRL, "widget_outlines", GHK_WIDGET_OUTLINES),
Hotkey('C', "center", GHK_CENTER),
Hotkey('Z', "center_zoom", GHK_CENTER_ZOOM),
Hotkey(WKC_ESC, "reset_object_to_place", GHK_RESET_OBJECT_TO_PLACE),
Hotkey(WKC_DELETE, "delete_windows", GHK_DELETE_WINDOWS),
Hotkey(WKC_DELETE | WKC_SHIFT, "delete_all_windows", GHK_DELETE_NONVITAL_WINDOWS),
Hotkey(WKC_DELETE | WKC_CTRL, "delete_all_messages", GHK_DELETE_ALL_MESSAGES),
Hotkey('R' | WKC_CTRL, "refresh_screen", GHK_REFRESH_SCREEN),
#if defined(_DEBUG)
Hotkey('0' | WKC_ALT, "crash_game", GHK_CRASH),
Hotkey('1' | WKC_ALT, "money", GHK_MONEY),
Hotkey('2' | WKC_ALT, "update_coordinates", GHK_UPDATE_COORDS),
#endif
Hotkey('1' | WKC_CTRL, "transparency_signs", GHK_TOGGLE_TRANSPARENCY),
Hotkey('2' | WKC_CTRL, "transparency_trees", GHK_TOGGLE_TRANSPARENCY + 1),
Hotkey('3' | WKC_CTRL, "transparency_houses", GHK_TOGGLE_TRANSPARENCY + 2),
Hotkey('4' | WKC_CTRL, "transparency_industries", GHK_TOGGLE_TRANSPARENCY + 3),
Hotkey('5' | WKC_CTRL, "transparency_buildings", GHK_TOGGLE_TRANSPARENCY + 4),
Hotkey('6' | WKC_CTRL, "transparency_bridges", GHK_TOGGLE_TRANSPARENCY + 5),
Hotkey('7' | WKC_CTRL, "transparency_structures", GHK_TOGGLE_TRANSPARENCY + 6),
Hotkey('8' | WKC_CTRL, "transparency_catenary", GHK_TOGGLE_TRANSPARENCY + 7),
Hotkey('9' | WKC_CTRL, "transparency_loading", GHK_TOGGLE_TRANSPARENCY + 8),
Hotkey('1' | WKC_CTRL | WKC_SHIFT, "invisibility_signs", GHK_TOGGLE_INVISIBILITY),
Hotkey('2' | WKC_CTRL | WKC_SHIFT, "invisibility_trees", GHK_TOGGLE_INVISIBILITY + 1),
Hotkey('3' | WKC_CTRL | WKC_SHIFT, "invisibility_houses", GHK_TOGGLE_INVISIBILITY + 2),
Hotkey('4' | WKC_CTRL | WKC_SHIFT, "invisibility_industries", GHK_TOGGLE_INVISIBILITY + 3),
Hotkey('5' | WKC_CTRL | WKC_SHIFT, "invisibility_buildings", GHK_TOGGLE_INVISIBILITY + 4),
Hotkey('6' | WKC_CTRL | WKC_SHIFT, "invisibility_bridges", GHK_TOGGLE_INVISIBILITY + 5),
Hotkey('7' | WKC_CTRL | WKC_SHIFT, "invisibility_structures", GHK_TOGGLE_INVISIBILITY + 6),
Hotkey('8' | WKC_CTRL | WKC_SHIFT, "invisibility_catenary", GHK_TOGGLE_INVISIBILITY + 7),
Hotkey('X' | WKC_CTRL, "transparency_toolbar", GHK_TRANSPARENCY_TOOLBAR),
Hotkey('X', "toggle_transparency", GHK_TRANSPARANCY),
Hotkey({WKC_RETURN, 'T'}, "chat", GHK_CHAT),
Hotkey({WKC_SHIFT | WKC_RETURN, WKC_SHIFT | 'T'}, "chat_all", GHK_CHAT_ALL),
Hotkey({WKC_CTRL | WKC_RETURN, WKC_CTRL | 'T'}, "chat_company", GHK_CHAT_COMPANY),
Hotkey({WKC_CTRL | WKC_SHIFT | WKC_RETURN, WKC_CTRL | WKC_SHIFT | 'T'}, "chat_server", GHK_CHAT_SERVER),
Hotkey(WKC_SPACE, "close_news", GHK_CLOSE_NEWS),
Hotkey(WKC_SPACE, "close_error", GHK_CLOSE_ERROR),
}};
};
static WindowDesc _main_window_desc(
WDP_MANUAL, nullptr, 0, 0,
WC_MAIN_WINDOW, WC_NONE,
WDF_NO_CLOSE,
std::begin(_nested_main_window_widgets), std::end(_nested_main_window_widgets),
&MainWindow::hotkeys
);
/**
* Does the given keycode match one of the keycodes bound to 'quit game'?
* @param keycode The keycode that was pressed by the user.
* @return True iff the keycode matches one of the hotkeys for 'quit'.
*/
bool IsQuitKey(uint16_t keycode)
{
int num = MainWindow::hotkeys.CheckMatch(keycode);
return num == GHK_QUIT;
}
void ShowSelectGameWindow();
/**
* Initialise the default colours (remaps and the likes), and load the main windows.
*/
void SetupColoursAndInitialWindow()
{
for (Colours i = COLOUR_BEGIN; i != COLOUR_END; i++) {
const uint8_t *b = GetNonSprite(GENERAL_SPRITE_COLOUR(i), SpriteType::Recolour) + 1;
assert(b != nullptr);
for (ColourShade j = SHADE_BEGIN; j < SHADE_END; j++) {
SetColourGradient(i, j, b[0xC6 + j]);
}
}
new MainWindow(&_main_window_desc);
/* XXX: these are not done */
switch (_game_mode) {
default: NOT_REACHED();
case GM_MENU:
ShowSelectGameWindow();
break;
case GM_NORMAL:
case GM_EDITOR:
ShowVitalWindows();
break;
}
}
/**
* Show the vital in-game windows.
*/
void ShowVitalWindows()
{
AllocateToolbar();
/* Status bad only for normal games */
if (_game_mode == GM_EDITOR) return;
ShowStatusBar();
}
/**
* Size of the application screen changed.
* Adapt the game screen-size, re-allocate the open windows, and repaint everything
*/
void GameSizeChanged()
{
_cur_resolution.width = _screen.width;
_cur_resolution.height = _screen.height;
ScreenSizeChanged();
RelocateAllWindows(_screen.width, _screen.height);
MarkWholeScreenDirty();
}