mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Clean up build industry window. (#10779)
* Remove left-over code that treated an invalid list selection as 'fund many', which is actually implemented as a separate button. * Manual list management replaced with std::vector. * Enabled state is only needed for the current selection. * Selected index is not required only selected type.pull/10780/head
parent
a836edd5a7
commit
8bf62dac81
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@ -282,25 +282,23 @@ static WindowDesc _build_industry_desc(
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/** Build (fund or prospect) a new industry, */
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class BuildIndustryWindow : public Window {
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int selected_index; ///< index of the element in the matrix
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IndustryType selected_type; ///< industry corresponding to the above index
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uint16 count; ///< How many industries are loaded
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IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded
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bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_PROBABILITY (if ever)
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std::vector<IndustryType> list; ///< List of industries.
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bool enabled; ///< Availability state of the selected industry.
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Scrollbar *vscroll;
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Dimension legend; ///< Dimension of the legend 'blob'.
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/** The largest allowed minimum-width of the window, given in line heights */
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static const int MAX_MINWIDTH_LINEHEIGHTS = 20;
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void UpdateAvailability()
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{
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this->enabled = this->selected_type != INVALID_INDUSTRYTYPE && (_game_mode == GM_EDITOR || GetIndustryProbabilityCallback(this->selected_type, IACT_USERCREATION, 1) > 0);
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}
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void SetupArrays()
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{
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this->count = 0;
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for (uint i = 0; i < lengthof(this->index); i++) {
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this->index[i] = INVALID_INDUSTRYTYPE;
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this->enabled[i] = false;
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}
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this->list.clear();
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/* Fill the arrays with industries.
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* The tests performed after the enabled allow to load the industries
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@ -314,32 +312,27 @@ class BuildIndustryWindow : public Window {
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* and raw ones are loaded only when setting allows it */
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if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _settings_game.construction.raw_industry_construction == 0) {
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/* Unselect if the industry is no longer in the list */
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if (this->selected_type == ind) this->selected_index = -1;
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if (this->selected_type == ind) this->selected_type = INVALID_INDUSTRYTYPE;
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continue;
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}
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this->index[this->count] = ind;
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this->enabled[this->count] = (_game_mode == GM_EDITOR) || GetIndustryProbabilityCallback(ind, IACT_USERCREATION, 1) > 0;
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/* Keep the selection to the correct line */
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if (this->selected_type == ind) this->selected_index = this->count;
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this->count++;
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this->list.push_back(ind);
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}
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}
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/* first industry type is selected if the current selection is invalid.
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* I'll be damned if there are none available ;) */
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if (this->selected_index == -1) {
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this->selected_index = 0;
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this->selected_type = this->index[0];
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}
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/* First industry type is selected if the current selection is invalid. */
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if (this->selected_type == INVALID_INDUSTRYTYPE && !this->list.empty()) this->selected_type = this->list[0];
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this->vscroll->SetCount(this->count);
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this->UpdateAvailability();
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this->vscroll->SetCount((int)this->list.size());
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}
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/** Update status of the fund and display-chain widgets. */
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void SetButtons()
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{
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this->SetWidgetDisabledState(WID_DPI_FUND_WIDGET, this->selected_type != INVALID_INDUSTRYTYPE && !this->enabled[this->selected_index]);
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this->SetWidgetDisabledState(WID_DPI_DISPLAY_WIDGET, this->selected_type == INVALID_INDUSTRYTYPE && this->enabled[this->selected_index]);
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this->SetWidgetDisabledState(WID_DPI_FUND_WIDGET, this->selected_type != INVALID_INDUSTRYTYPE && !this->enabled);
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this->SetWidgetDisabledState(WID_DPI_DISPLAY_WIDGET, this->selected_type == INVALID_INDUSTRYTYPE && this->enabled);
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}
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/**
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@ -392,7 +385,6 @@ class BuildIndustryWindow : public Window {
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public:
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BuildIndustryWindow() : Window(&_build_industry_desc)
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{
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this->selected_index = -1;
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this->selected_type = INVALID_INDUSTRYTYPE;
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this->CreateNestedTree();
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@ -423,9 +415,8 @@ public:
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switch (widget) {
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case WID_DPI_MATRIX_WIDGET: {
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Dimension d = GetStringBoundingBox(STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES);
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for (uint16 i = 0; i < this->count; i++) {
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if (this->index[i] == INVALID_INDUSTRYTYPE) continue;
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d = maxdim(d, GetStringBoundingBox(GetIndustrySpec(this->index[i])->name));
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for (const auto &indtype : this->list) {
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d = maxdim(d, GetStringBoundingBox(GetIndustrySpec(indtype)->name));
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}
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resize->height = std::max<uint>(this->legend.height, FONT_HEIGHT_NORMAL) + padding.height;
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d.width += this->legend.width + WidgetDimensions::scaled.hsep_wide + padding.width;
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@ -442,14 +433,12 @@ public:
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uint extra_lines_newgrf = 0;
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uint max_minwidth = FONT_HEIGHT_NORMAL * MAX_MINWIDTH_LINEHEIGHTS;
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Dimension d = {0, 0};
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for (uint16 i = 0; i < this->count; i++) {
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if (this->index[i] == INVALID_INDUSTRYTYPE) continue;
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const IndustrySpec *indsp = GetIndustrySpec(this->index[i]);
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for (const auto &indtype : this->list) {
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const IndustrySpec *indsp = GetIndustrySpec(indtype);
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CargoSuffix cargo_suffix[lengthof(indsp->accepts_cargo)];
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/* Measure the accepted cargoes, if any. */
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GetAllCargoSuffixes(CARGOSUFFIX_IN, CST_FUND, nullptr, this->index[i], indsp, indsp->accepts_cargo, cargo_suffix);
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GetAllCargoSuffixes(CARGOSUFFIX_IN, CST_FUND, nullptr, indtype, indsp, indsp->accepts_cargo, cargo_suffix);
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std::string cargostring = this->MakeCargoListString(indsp->accepts_cargo, cargo_suffix, lengthof(indsp->accepts_cargo), STR_INDUSTRY_VIEW_REQUIRES_N_CARGO);
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Dimension strdim = GetStringBoundingBox(cargostring.c_str());
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if (strdim.width > max_minwidth) {
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@ -459,7 +448,7 @@ public:
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d = maxdim(d, strdim);
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/* Measure the produced cargoes, if any. */
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GetAllCargoSuffixes(CARGOSUFFIX_OUT, CST_FUND, nullptr, this->index[i], indsp, indsp->produced_cargo, cargo_suffix);
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GetAllCargoSuffixes(CARGOSUFFIX_OUT, CST_FUND, nullptr, indtype, indsp, indsp->produced_cargo, cargo_suffix);
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cargostring = this->MakeCargoListString(indsp->produced_cargo, cargo_suffix, lengthof(indsp->produced_cargo), STR_INDUSTRY_VIEW_PRODUCES_N_CARGO);
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strdim = GetStringBoundingBox(cargostring.c_str());
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if (strdim.width > max_minwidth) {
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@ -503,8 +492,8 @@ public:
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/* We've chosen many random industries but no industries have been specified */
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SetDParam(0, STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY);
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} else {
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if (count > 0) {
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const IndustrySpec *indsp = GetIndustrySpec(this->index[this->selected_index]);
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if (this->selected_type != INVALID_INDUSTRYTYPE) {
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const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
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SetDParam(0, (_settings_game.construction.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY : STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY);
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} else {
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SetDParam(0, STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY);
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@ -527,19 +516,15 @@ public:
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icon.top = r.top + (this->resize.step_height - this->legend.height + 1) / 2;
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icon.bottom = icon.top + this->legend.height - 1;
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for (uint16 i = 0; i < this->vscroll->GetCapacity() && i + this->vscroll->GetPosition() < this->count; i++) {
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bool selected = this->selected_index == i + this->vscroll->GetPosition();
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for (uint16 i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < this->vscroll->GetCount(); i++) {
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bool selected = this->selected_type == this->list[i];
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if (this->index[i + this->vscroll->GetPosition()] == INVALID_INDUSTRYTYPE) {
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DrawString(text, STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE);
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} else {
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const IndustrySpec *indsp = GetIndustrySpec(this->index[i + this->vscroll->GetPosition()]);
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const IndustrySpec *indsp = GetIndustrySpec(this->list[i]);
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/* Draw the name of the industry in white is selected, otherwise, in orange */
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DrawString(text, indsp->name, selected ? TC_WHITE : TC_ORANGE);
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GfxFillRect(icon, selected ? PC_WHITE : PC_BLACK);
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GfxFillRect(icon.Shrink(WidgetDimensions::scaled.bevel), indsp->map_colour);
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}
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/* Draw the name of the industry in white is selected, otherwise, in orange */
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DrawString(text, indsp->name, selected ? TC_WHITE : TC_ORANGE);
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GfxFillRect(icon, selected ? PC_WHITE : PC_BLACK);
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GfxFillRect(icon.Shrink(WidgetDimensions::scaled.bevel), indsp->map_colour);
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text = text.Translate(0, this->resize.step_height);
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icon = icon.Translate(0, this->resize.step_height);
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@ -646,24 +631,23 @@ public:
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case WID_DPI_MATRIX_WIDGET: {
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int y = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_DPI_MATRIX_WIDGET);
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if (y < this->count) { // Is it within the boundaries of available data?
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this->selected_index = y;
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this->selected_type = this->index[y];
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const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? nullptr : GetIndustrySpec(this->selected_type);
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if (y != INT_MAX) { // Is it within the boundaries of available data?
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this->selected_type = this->list[y];
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this->UpdateAvailability();
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const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
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this->SetDirty();
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if (_thd.GetCallbackWnd() == this &&
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((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != nullptr && indsp->IsRawIndustry()) ||
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this->selected_type == INVALID_INDUSTRYTYPE ||
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!this->enabled[this->selected_index])) {
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((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != nullptr && indsp->IsRawIndustry()) || !this->enabled)) {
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/* Reset the button state if going to prospecting or "build many industries" */
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this->RaiseButtons();
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ResetObjectToPlace();
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}
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this->SetButtons();
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if (this->enabled[this->selected_index] && click_count > 1) this->OnClick(pt, WID_DPI_FUND_WIDGET, 1);
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if (this->enabled && click_count > 1) this->OnClick(pt, WID_DPI_FUND_WIDGET, 1);
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}
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break;
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}
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@ -727,18 +711,13 @@ public:
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IntervalTimer<TimerWindow> update_interval = {std::chrono::seconds(3), [this](auto) {
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if (_game_mode == GM_EDITOR) return;
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if (this->count == 0) return;
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const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
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if (this->selected_type == INVALID_INDUSTRYTYPE) return;
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if (indsp->enabled) {
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bool call_back_result = GetIndustryProbabilityCallback(this->selected_type, IACT_USERCREATION, 1) > 0;
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/* Only if result does match the previous state would it require a redraw. */
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if (call_back_result != this->enabled[this->selected_index]) {
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this->enabled[this->selected_index] = call_back_result;
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this->SetButtons();
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this->SetDirty();
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}
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bool enabled = this->enabled;
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this->UpdateAvailability();
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if (enabled != this->enabled) {
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this->SetButtons();
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this->SetDirty();
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}
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}};
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{
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if (!gui_scope) return;
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this->SetupArrays();
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const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? nullptr : GetIndustrySpec(this->selected_type);
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if (indsp == nullptr) this->enabled[this->selected_index] = _settings_game.difficulty.industry_density != ID_FUND_ONLY;
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this->SetButtons();
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this->SetDirty();
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}
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