mirror of https://github.com/OpenTTD/OpenTTD
(svn r13153) -Codechange: make classes of the TownViewWindow and the ScenarioEditorTownGenerationWindow.
parent
62e36abd2e
commit
33b822faf7
161
src/town_gui.cpp
161
src/town_gui.cpp
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@ -283,34 +283,39 @@ enum TownViewWidget {
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TVW_DELETE,
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TVW_DELETE,
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};
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};
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static void TownViewWndProc(Window *w, WindowEvent *e)
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struct TownViewWindow : Window {
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{
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TownViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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Town *t = GetTown(w->window_number);
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{
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const Town *t = GetTown(this->window_number);
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this->flags4 |= WF_DISABLE_VP_SCROLL;
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InitializeWindowViewport(this, 3, 17, 254, 86, t->xy, ZOOM_LVL_TOWN);
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switch (e->event) {
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case WE_CREATE: {
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bool ingame = _game_mode != GM_EDITOR;
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bool ingame = _game_mode != GM_EDITOR;
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if (t->larger_town) w->widget[TVW_CAPTION].data = STR_CITY;
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if (t->larger_town) this->widget[TVW_CAPTION].data = STR_CITY;
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w->SetWidgetHiddenState(TVW_DELETE, ingame); // hide delete button on game mode
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this->SetWidgetHiddenState(TVW_DELETE, ingame); // hide delete button on game mode
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w->SetWidgetHiddenState(TVW_EXPAND, ingame); // hide expand button on game mode
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this->SetWidgetHiddenState(TVW_EXPAND, ingame); // hide expand button on game mode
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w->SetWidgetHiddenState(TVW_SHOWAUTORITY, !ingame); // hide autority button on editor mode
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this->SetWidgetHiddenState(TVW_SHOWAUTORITY, !ingame); // hide autority button on editor mode
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if (ingame) {
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if (ingame) {
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/* resize caption bar */
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/* resize caption bar */
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w->widget[TVW_CAPTION].right = w->widget[TVW_STICKY].left -1;
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this->widget[TVW_CAPTION].right = this->widget[TVW_STICKY].left -1;
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/* move the rename from top on scenario to bottom in game */
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/* move the rename from top on scenario to bottom in game */
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w->widget[TVW_CHANGENAME].top = w->widget[TVW_EXPAND].top;
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this->widget[TVW_CHANGENAME].top = this->widget[TVW_EXPAND].top;
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w->widget[TVW_CHANGENAME].bottom = w->widget[TVW_EXPAND].bottom;
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this->widget[TVW_CHANGENAME].bottom = this->widget[TVW_EXPAND].bottom;
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w->widget[TVW_CHANGENAME].right = w->widget[TVW_STICKY].right;
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this->widget[TVW_CHANGENAME].right = this->widget[TVW_STICKY].right;
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}
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}
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}
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} break;
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case WE_PAINT:
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virtual void OnPaint()
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{
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const Town *t = GetTown(this->window_number);
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/* disable renaming town in network games if you are not the server */
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/* disable renaming town in network games if you are not the server */
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w->SetWidgetDisabledState(TVW_CHANGENAME, _networking && !_network_server);
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this->SetWidgetDisabledState(TVW_CHANGENAME, _networking && !_network_server);
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SetDParam(0, t->index);
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SetDParam(0, t->index);
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w->DrawWidgets();
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this->DrawWidgets();
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SetDParam(0, t->population);
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SetDParam(0, t->population);
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SetDParam(1, t->num_houses);
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SetDParam(1, t->num_houses);
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@ -324,11 +329,14 @@ static void TownViewWndProc(Window *w, WindowEvent *e)
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SetDParam(1, t->max_mail);
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SetDParam(1, t->max_mail);
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DrawString(2, 127, STR_200E_MAIL_LAST_MONTH_MAX, TC_FROMSTRING);
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DrawString(2, 127, STR_200E_MAIL_LAST_MONTH_MAX, TC_FROMSTRING);
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w->DrawViewport();
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this->DrawViewport();
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break;
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}
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case WE_CLICK:
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virtual void OnClick(Point pt, int widget)
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switch (e->we.click.widget) {
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{
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Town *t = GetTown(this->window_number);
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switch (widget) {
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case TVW_CENTERVIEW: /* scroll to location */
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case TVW_CENTERVIEW: /* scroll to location */
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if (_ctrl_pressed) {
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if (_ctrl_pressed) {
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ShowExtraViewPortWindow(t->xy);
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ShowExtraViewPortWindow(t->xy);
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@ -338,12 +346,12 @@ static void TownViewWndProc(Window *w, WindowEvent *e)
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break;
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break;
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case TVW_SHOWAUTORITY: /* town authority */
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case TVW_SHOWAUTORITY: /* town authority */
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ShowTownAuthorityWindow(w->window_number);
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ShowTownAuthorityWindow(this->window_number);
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break;
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break;
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case TVW_CHANGENAME: /* rename */
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case TVW_CHANGENAME: /* rename */
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SetDParam(0, w->window_number);
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SetDParam(0, this->window_number);
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ShowQueryString(STR_TOWN, STR_2007_RENAME_TOWN, 31, 130, w, CS_ALPHANUMERAL);
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ShowQueryString(STR_TOWN, STR_2007_RENAME_TOWN, 31, 130, this, CS_ALPHANUMERAL);
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break;
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break;
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case TVW_EXPAND: /* expand town - only available on Scenario editor */
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case TVW_EXPAND: /* expand town - only available on Scenario editor */
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@ -353,17 +361,18 @@ static void TownViewWndProc(Window *w, WindowEvent *e)
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case TVW_DELETE: /* delete town - only available on Scenario editor */
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case TVW_DELETE: /* delete town - only available on Scenario editor */
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delete t;
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delete t;
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break;
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break;
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} break;
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}
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}
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case WE_ON_EDIT_TEXT:
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virtual void OnQueryTextFinished(char *str)
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if (!StrEmpty(e->we.edittext.str)) {
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{
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_cmd_text = e->we.edittext.str;
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if (!StrEmpty(str)) {
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DoCommandP(0, w->window_number, 0, NULL,
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_cmd_text = str;
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DoCommandP(0, this->window_number, 0, NULL,
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CMD_RENAME_TOWN | CMD_MSG(STR_2008_CAN_T_RENAME_TOWN));
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CMD_RENAME_TOWN | CMD_MSG(STR_2008_CAN_T_RENAME_TOWN));
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}
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}
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break;
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}
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}
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}
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};
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static const Widget _town_view_widgets[] = {
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static const Widget _town_view_widgets[] = {
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@ -386,19 +395,12 @@ static const WindowDesc _town_view_desc = {
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WC_TOWN_VIEW, WC_NONE,
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WC_TOWN_VIEW, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON,
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_town_view_widgets,
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_town_view_widgets,
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TownViewWndProc
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NULL
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};
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};
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void ShowTownViewWindow(TownID town)
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void ShowTownViewWindow(TownID town)
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{
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{
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Window *w;
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AllocateWindowDescFront<TownViewWindow>(&_town_view_desc, town);
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w = AllocateWindowDescFront<Window>(&_town_view_desc, town);
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if (w != NULL) {
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w->flags4 |= WF_DISABLE_VP_SCROLL;
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InitializeWindowViewport(w, 3, 17, 254, 86, GetTown(town)->xy, ZOOM_LVL_TOWN);
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}
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}
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}
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enum TownDirectoryWidget {
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enum TownDirectoryWidget {
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@ -622,21 +624,23 @@ static const Widget _scen_edit_town_gen_widgets[] = {
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{ WIDGETS_END},
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{ WIDGETS_END},
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};
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};
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static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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struct ScenarioEditorTownGenerationWindow : Window
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{
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{
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switch (e->event) {
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ScenarioEditorTownGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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case WE_PAINT:
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{
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w->DrawWidgets();
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this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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break;
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}
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case WE_CREATE:
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virtual void OnPaint()
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w->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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{
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break;
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this->DrawWidgets();
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}
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case WE_CLICK:
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virtual void OnClick(Point pt, int widget)
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switch (e->we.click.widget) {
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{
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switch (widget) {
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case TSEW_NEWTOWN:
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case TSEW_NEWTOWN:
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HandlePlacePushButton(w, TSEW_NEWTOWN, SPR_CURSOR_TOWN, VHM_RECT, PlaceProc_Town);
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HandlePlacePushButton(this, TSEW_NEWTOWN, SPR_CURSOR_TOWN, VHM_RECT, PlaceProc_Town);
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break;
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break;
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case TSEW_RANDOMTOWN: {
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case TSEW_RANDOMTOWN: {
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@ -644,7 +648,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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uint size = min(_scengen_town_size, (int)TSM_CITY);
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uint size = min(_scengen_town_size, (int)TSM_CITY);
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TownSizeMode mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED;
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TownSizeMode mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED;
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w->HandleButtonClick(TSEW_RANDOMTOWN);
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this->HandleButtonClick(TSEW_RANDOMTOWN);
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_generating_world = true;
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_generating_world = true;
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t = CreateRandomTown(20, mode, size);
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t = CreateRandomTown(20, mode, size);
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_generating_world = false;
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_generating_world = false;
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@ -657,7 +661,7 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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} break;
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} break;
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case TSEW_MANYRANDOMTOWNS:
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case TSEW_MANYRANDOMTOWNS:
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w->HandleButtonClick(TSEW_MANYRANDOMTOWNS);
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this->HandleButtonClick(TSEW_MANYRANDOMTOWNS);
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_generating_world = true;
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_generating_world = true;
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if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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@ -665,42 +669,45 @@ static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
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break;
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break;
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case TSEW_SMALLTOWN: case TSEW_MEDIUMTOWN: case TSEW_LARGETOWN: case TSEW_CITY:
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case TSEW_SMALLTOWN: case TSEW_MEDIUMTOWN: case TSEW_LARGETOWN: case TSEW_CITY:
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w->RaiseWidget(_scengen_town_size + TSEW_SMALLTOWN);
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this->RaiseWidget(_scengen_town_size + TSEW_SMALLTOWN);
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_scengen_town_size = e->we.click.widget - TSEW_SMALLTOWN;
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_scengen_town_size = widget - TSEW_SMALLTOWN;
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w->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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w->SetDirty();
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this->SetDirty();
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break;
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} break;
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case WE_TIMEOUT:
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w->RaiseWidget(TSEW_RANDOMTOWN);
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w->RaiseWidget(TSEW_MANYRANDOMTOWNS);
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w->SetDirty();
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break;
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case WE_PLACE_OBJ:
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_place_proc(e->we.place.tile);
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break;
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case WE_ABORT_PLACE_OBJ:
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w->RaiseButtons();
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w->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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w->SetDirty();
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break;
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break;
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}
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}
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}
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}
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virtual void OnTimeout()
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{
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this->RaiseWidget(TSEW_RANDOMTOWN);
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this->RaiseWidget(TSEW_MANYRANDOMTOWNS);
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this->SetDirty();
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}
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virtual void OnPlaceObject(Point pt, TileIndex tile)
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{
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_place_proc(tile);
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}
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virtual void OnPlaceObjectAbort()
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{
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this->RaiseButtons();
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this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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this->SetDirty();
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}
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};
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static const WindowDesc _scen_edit_town_gen_desc = {
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static const WindowDesc _scen_edit_town_gen_desc = {
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WDP_AUTO, WDP_AUTO, 160, 95, 160, 95,
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WDP_AUTO, WDP_AUTO, 160, 95, 160, 95,
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WC_SCEN_TOWN_GEN, WC_NONE,
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WC_SCEN_TOWN_GEN, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
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_scen_edit_town_gen_widgets,
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_scen_edit_town_gen_widgets,
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ScenEditTownGenWndProc,
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NULL,
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};
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};
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void ShowBuildTownWindow()
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void ShowBuildTownWindow()
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{
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{
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if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
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if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
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AllocateWindowDescFront<Window>(&_scen_edit_town_gen_desc, 0);
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AllocateWindowDescFront<ScenarioEditorTownGenerationWindow>(&_scen_edit_town_gen_desc, 0);
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}
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}
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