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(svn r25055) [1.3] -Backport from trunk:

- Fix: Refactor Script Debug GUI to only set widget states in OnInvalidateData [FS#5490] (r25052)
- Fix: Do not let gcc include files from the "standard C" include directories; newer gcc/libc seem to otherwise automatically include some header files at the top of the preprocessed nfo files which causes NFOrenum/GRFcodec to make invalid assumptions about the NFO version (r25050)
- Fix: Minimise gaps feature caused removal to only happen at the signal build interval instead of the implicit interval of 1 [FS#5479] (r25038)
- Fix: Green path signals would be shown when building them 'under' a train, and they would keep showing green until they were passed again [FS#5480] (r25037)
release/1.3
rubidium 2013-02-28 06:55:22 +00:00
parent bb4a82c8e1
commit b69d02ef4f
4 changed files with 100 additions and 108 deletions

View File

@ -36,6 +36,7 @@ endif
GRFCODEC := !!GRFCODEC!!
NFORENUM := !!NFORENUM!!
CC_BUILD := !!CC_BUILD!!
MD5SUM := $(shell [ "$(OS)" = "OSX" ] && echo "md5 -r" || echo "md5sum")
# Some "should not be changed" settings.
@ -63,7 +64,7 @@ $(BIN_DIR)/openttd.grf: $(OBJS_DIR)/openttd.grf
$(OBJS_DIR)/openttd.grf: $(PNG_FILES) $(NFO_FILES) $(OBJS_DIR)/sprites
$(E) '$(STAGE) Assembling openttd.nfo'
$(Q)-cp $(PNG_FILES) $(OBJS_DIR)/sprites 2> /dev/null
$(Q) gcc -I$(GRF_DIR) -C -E - < "$(GRF_DIR)/openttd.nfo" | sed -e '/^#/d' -e '/^$$/d' > $(OBJS_DIR)/sprites/openttd.nfo
$(Q) $(CC_BUILD) -nostdinc -I$(GRF_DIR) -C -E - < "$(GRF_DIR)/openttd.nfo" | sed -e '/^#/d' -e '/^$$/d' > $(OBJS_DIR)/sprites/openttd.nfo
$(Q) $(NFORENUM) -s $(OBJS_DIR)/sprites/openttd.nfo
$(E) '$(STAGE) Compiling openttd.grf'
$(Q) $(GRFCODEC) -n -s -e -p1 $(OBJS_DIR)/openttd.grf

View File

@ -3648,6 +3648,9 @@ showhelp() {
echo " LDFLAGS linker flags, e.g. -L<lib dir> if you"
echo " have libraries in a nonstandard"
echo " directory <lib dir>"
echo " CFLAGS_BUILD C compiler flags for build time tool generation"
echo " CXXFLAGS_BUILD C++ compiler flags for build time tool generation"
echo " LDFLAGS_BUILD linker flags for build time tool generation"
echo ""
echo "Use these variables to override the choices made by 'configure' or to help"
echo "it to find libraries and programs with nonstandard names/locations."

View File

@ -1000,6 +1000,43 @@ struct AIDebugWindow : public Window {
return !Company::IsValidAiID(ai_debug_company) || Company::Get(ai_debug_company)->ai_instance->IsDead();
}
/**
* Check whether a company is a valid AI company or GS.
* @param company Company to check for validity.
* @return true if company is valid for debugging.
*/
bool IsValidDebugCompany(CompanyID company) const
{
switch (company) {
case INVALID_COMPANY: return false;
case OWNER_DEITY: return Game::GetInstance() != NULL;
default: return Company::IsValidAiID(company);
}
}
/**
* Ensure that \c ai_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY.
* If no valid company is selected, it selects the first valid AI or GS if any.
*/
void SelectValidDebugCompany()
{
/* Check if the currently selected company is still active. */
if (this->IsValidDebugCompany(ai_debug_company)) return;
ai_debug_company = INVALID_COMPANY;
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) {
ChangeToAI(c->index);
return;
}
}
/* If no AI is available, see if there is a game script. */
if (Game::GetInstance() != NULL) ChangeToAI(OWNER_DEITY);
}
/**
* Constructor for the window.
* @param desc The description of the window.
@ -1014,14 +1051,6 @@ struct AIDebugWindow : public Window {
this->FinishInitNested(desc, number);
if (!this->show_break_box) break_check_enabled = false;
/* Disable the companies who are not active or not an AI */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
}
this->EnableWidget(WID_AID_SCRIPT_GAME);
this->DisableWidget(WID_AID_RELOAD_TOGGLE);
this->DisableWidget(WID_AID_SETTINGS);
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->last_vscroll_pos = 0;
this->autoscroll = true;
@ -1032,17 +1061,8 @@ struct AIDebugWindow : public Window {
/* Restore the break string value from static variable */
this->break_editbox.text.Assign(this->break_string);
/* Restore button state from static class variables */
if (ai_debug_company == OWNER_DEITY) {
this->LowerWidget(WID_AID_SCRIPT_GAME);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
} else if (ai_debug_company != INVALID_COMPANY) {
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
}
this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
this->SelectValidDebugCompany();
this->InvalidateData(-1);
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
@ -1055,67 +1075,31 @@ struct AIDebugWindow : public Window {
virtual void OnPaint()
{
/* Check if the currently selected company is still active. */
if (ai_debug_company == INVALID_COMPANY || (ai_debug_company != OWNER_DEITY && !Company::IsValidAiID(ai_debug_company))) {
if (ai_debug_company != INVALID_COMPANY) {
/* Raise the widget for the previous selection. */
this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
ai_debug_company = INVALID_COMPANY;
}
const Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai) {
/* Lower the widget corresponding to this company. */
this->LowerWidget(c->index + WID_AID_COMPANY_BUTTON_START);
ai_debug_company = c->index;
break;
}
}
/* If no AI is available, see if there is a game script. */
if (ai_debug_company == INVALID_COMPANY && Game::GetInstance() != NULL) {
/* Lower the widget corresponding to the game script. */
this->LowerWidget(WID_AID_SCRIPT_GAME);
ai_debug_company = OWNER_DEITY;
}
}
/* Update "Reload AI" and "AI settings" buttons */
this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY);
this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL);
this->SelectValidDebugCompany();
/* Draw standard stuff */
this->DrawWidgets();
if (this->IsShaded()) return; // Don't draw anything when the window is shaded.
bool dirty = false;
/* Paint the company icons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_AID_COMPANY_BUTTON_START);
bool dirty = false;
bool valid = Company::IsValidAiID(i);
bool disabled = !valid;
if (button->IsDisabled() != disabled) {
/* Invalid/non-AI companies have button disabled */
button->SetDisabled(disabled);
dirty = true;
}
/* Check whether the validity of the company changed */
dirty |= (button->IsDisabled() == valid);
/* Mark dead/paused AIs by setting the background colour. */
bool dead = valid && Company::Get(i)->ai_instance->IsDead();
bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
/* Re-paint if the button was updated.
* (note that it is intentional that SetScriptButtonColour is always called) */
dirty = SetScriptButtonColour(*button, dead, paused) || dirty;
dirty |= SetScriptButtonColour(*button, dead, paused);
/* Do we need a repaint? */
if (dirty) this->SetDirty();
/* Draw company icon only for valid AI companies */
if (!valid) continue;
@ -1125,13 +1109,14 @@ struct AIDebugWindow : public Window {
/* Set button colour for Game Script. */
GameInstance *game = Game::GetInstance();
bool dead = game != NULL && game->IsDead();
bool paused = game != NULL && game->IsPaused();
bool valid = game != NULL;
bool dead = valid && game->IsDead();
bool paused = valid && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
if (SetScriptButtonColour(*button, dead, paused)) {
/* Re-paint if the button was updated. */
this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
}
dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused);
if (dirty) this->InvalidateData(-1);
/* If there are no active companies, don't display anything else. */
if (ai_debug_company == INVALID_COMPANY) return;
@ -1233,30 +1218,19 @@ struct AIDebugWindow : public Window {
*/
void ChangeToAI(CompanyID show_ai)
{
if (ai_debug_company == OWNER_DEITY) {
this->RaiseWidget(WID_AID_SCRIPT_GAME);
} else {
this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
}
if (!this->IsValidDebugCompany(show_ai)) return;
ai_debug_company = show_ai;
ScriptLog::LogData *log = this->GetLogPointer();
this->vscroll->SetCount((log == NULL) ? 0 : log->used);
if (ai_debug_company == OWNER_DEITY) {
this->LowerWidget(WID_AID_SCRIPT_GAME);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
} else {
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
}
this->highlight_row = -1; // The highlight of one AI make little sense for another AI.
this->autoscroll = true;
this->last_vscroll_pos = this->vscroll->GetPosition();
this->SetDirty();
/* Close AI settings window to prevent confusion */
DeleteWindowByClass(WC_AI_SETTINGS);
this->InvalidateData(-1);
this->autoscroll = true;
this->last_vscroll_pos = this->vscroll->GetPosition();
}
virtual void OnClick(Point pt, int widget, int click_count)
@ -1287,25 +1261,21 @@ struct AIDebugWindow : public Window {
case WID_AID_BREAK_STR_ON_OFF_BTN:
this->break_check_enabled = !this->break_check_enabled;
this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetDirty(WID_AID_BREAK_STR_ON_OFF_BTN);
this->InvalidateData(-1);
break;
case WID_AID_MATCH_CASE_BTN:
this->case_sensitive_break_check = !this->case_sensitive_break_check;
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
this->SetWidgetDirty(WID_AID_MATCH_CASE_BTN);
this->InvalidateData(-1);
break;
case WID_AID_CONTINUE_BTN:
/* Unpause current AI / game script and mark the corresponding script button dirty. */
if (!IsDead()) {
if (!this->IsDead()) {
if (ai_debug_company == OWNER_DEITY) {
Game::Unpause();
this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
} else {
AI::Unpause(ai_debug_company);
this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + ai_debug_company);
}
}
@ -1328,8 +1298,7 @@ struct AIDebugWindow : public Window {
}
this->highlight_row = -1;
this->SetWidgetDirty(WID_AID_LOG_PANEL);
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->InvalidateData(-1);
break;
}
}
@ -1363,15 +1332,14 @@ struct AIDebugWindow : public Window {
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases.
* @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.
*/
virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
{
if (data == -1 || ai_debug_company == data) this->SetDirty();
/* If the log message is related to the active company tab, check the break string.
* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
if (!gui_scope && data == ai_debug_company && this->IsValidDebugCompany(ai_debug_company) && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
/* Get the log instance of the active company */
ScriptLog::LogData *log = this->GetLogPointer();
@ -1380,7 +1348,7 @@ struct AIDebugWindow : public Window {
this->break_string_filter.AddLine(log->lines[log->pos]);
if (this->break_string_filter.GetState()) {
/* Pause execution of script. */
if (!IsDead()) {
if (!this->IsDead()) {
if (ai_debug_company == OWNER_DEITY) {
Game::Pause();
} else {
@ -1393,15 +1361,35 @@ struct AIDebugWindow : public Window {
DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
}
/* Make it possible to click on the continue button */
this->EnableWidget(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
/* Highlight row that matched */
this->highlight_row = log->pos;
}
}
}
if (!gui_scope) return;
this->SelectValidDebugCompany();
ScriptLog::LogData *log = ai_debug_company != INVALID_COMPANY ? this->GetLogPointer() : NULL;
this->vscroll->SetCount((log == NULL) ? 0 : log->used);
/* Update company buttons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
this->SetWidgetLoweredState(i + WID_AID_COMPANY_BUTTON_START, ai_debug_company == i);
}
this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL);
this->SetWidgetLoweredState(WID_AID_SCRIPT_GAME, ai_debug_company == OWNER_DEITY);
this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, ai_debug_company == INVALID_COMPANY ||
(ai_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(ai_debug_company)));
}
virtual void OnResize()

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@ -1139,9 +1139,9 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1,
DirtyCompanyInfrastructureWindows(GetTileOwner(tile));
if (IsPbsSignal(sigtype)) {
/* PBS signals should show red unless they are on a reservation. */
/* PBS signals should show red unless they are on reserved tiles without a train. */
uint mask = GetPresentSignals(tile) & SignalOnTrack(track);
SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) ? UINT_MAX : 0) & mask));
SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) && EnsureNoVehicleOnGround(tile).Succeeded() ? UINT_MAX : 0) & mask));
}
MarkTileDirtyByTile(tile);
AddTrackToSignalBuffer(tile, track, _current_company);
@ -1320,7 +1320,7 @@ static CommandCost CmdSignalTrackHelper(TileIndex tile, DoCommandFlag flags, uin
if (HasBit(signal_dir, 1)) signals |= SignalAgainstTrackdir(trackdir);
/* Test tiles in between for suitability as well if minimising gaps. */
bool test_only = minimise_gaps && signal_ctr < (last_used_ctr + signal_density);
bool test_only = !remove && minimise_gaps && signal_ctr < (last_used_ctr + signal_density);
CommandCost ret = DoCommand(tile, p1, signals, test_only ? flags & ~DC_EXEC : flags, remove ? CMD_REMOVE_SIGNALS : CMD_BUILD_SIGNALS);
if (ret.Succeeded()) {