(svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.

This commit is contained in:
zuu
2012-09-21 19:58:18 +00:00
parent 2e1936b11c
commit f3f4c562ff
7 changed files with 173 additions and 27 deletions

View File

@@ -961,11 +961,15 @@ void ShowAIConfigWindow()
* state of the script. (dead or alive)
* @param button the button to update.
* @param dead true if the script is dead, otherwise false.
* @param paused true if the script is paused, otherwise false.
* @return true if the colour was changed and the window need to be marked as dirty.
*/
static bool SetScriptButtonColour(NWidgetCore &button, bool dead)
static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
{
Colours colour = dead ? COLOUR_RED : COLOUR_GREY;
/* Dead scripts are indicated with red background and
* paused scripts are indicated with yellow background. */
Colours colour = dead ? COLOUR_RED :
(paused ? COLOUR_YELLOW : COLOUR_GREY);
if (button.colour != colour) {
button.colour = colour;
return true;
@@ -1035,8 +1039,10 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* 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);
@@ -1107,11 +1113,12 @@ struct AIDebugWindow : public QueryStringBaseWindow {
dirty = true;
}
/* Mark dead AIs by red background. */
/* 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) || dirty;
dirty = SetScriptButtonColour(*button, dead, paused) || dirty;
/* Do we need a repaint? */
if (dirty) this->SetDirty();
@@ -1125,8 +1132,9 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* Set button colour for Game Script. */
GameInstance *game = Game::GetInstance();
bool dead = game != NULL && game->IsDead();
bool paused = game != NULL && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
if (SetScriptButtonColour(*button, dead)) {
if (SetScriptButtonColour(*button, dead, paused)) {
/* Re-paint if the button was updated. */
this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
}
@@ -1243,10 +1251,13 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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();
@@ -1292,8 +1303,35 @@ struct AIDebugWindow : public QueryStringBaseWindow {
break;
case WID_AID_CONTINUE_BTN:
/* Unpause */
DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
/* Unpause current AI / game script and mark the corresponding script button dirty. */
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);
}
/* If the last AI/Game Script is unpaused, unpause the game too. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
bool all_unpaused = !Game::IsPaused();
if (all_unpaused) {
Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai && AI::IsPaused(c->index)) {
all_unpaused = false;
break;
}
}
if (all_unpaused) {
/* All scripts have been unpaused => unpause the game. */
DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
}
}
}
this->highlight_row = -1;
this->SetWidgetDirty(WID_AID_LOG_PANEL);
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->RaiseWidget(WID_AID_CONTINUE_BTN); // Disabled widgets don't raise themself
break;
@@ -1334,9 +1372,8 @@ struct AIDebugWindow : public QueryStringBaseWindow {
if (gui_scope && data == -2) {
/* The continue button should be disabled when the game is unpaused and
* it was previously paused by the break string ( = a line in the log
* was highlighted )*/
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && this->highlight_row != -1) {
* it was previously paused. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) {
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_LOG_PANEL);
@@ -1346,7 +1383,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* 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 (ai_debug_company != OWNER_DEITY && !gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
if (!gui_scope && data == 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();
@@ -1354,7 +1391,14 @@ struct AIDebugWindow : public QueryStringBaseWindow {
this->break_string_filter.ResetState();
this->break_string_filter.AddLine(log->lines[log->pos]);
if (this->break_string_filter.GetState()) {
AI::Suspend(ai_debug_company);
/* Pause execution of script. */
if (ai_debug_company == OWNER_DEITY) {
Game::Pause();
} else {
AI::Pause(ai_debug_company);
}
/* Pause the game. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
}