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Location: cpp/openttd-patchpack/source/src/genworld_gui.cpp - annotation
r18989:156eeb86b09e
58.9 KiB
text/x-c
(svn r23855) -Fix [FS#5007]: out of bounds read for slowdown parameter caused desync when railtype >= 4, vehicles were fast, and the original acceleration model was used
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r17967:7411fae79329 r17967:7411fae79329 r17967:7411fae79329 r17967:7411fae79329 r7123:bafbd0ab115f r14291:b7b327a367bf r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r6481:534c9f0317ec r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r14291:b7b327a367bf r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5587:034e5e185dc2 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r6481:534c9f0317ec r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r14291:b7b327a367bf r5584:545d748cc681 r5584:545d748cc681 r5587:034e5e185dc2 r5584:545d748cc681 | /* $Id$ */
/*
* 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 genworld_gui.cpp GUI to configure and show progress during map generation. */
#include "stdafx.h"
#include "heightmap.h"
#include "debug.h"
#include "genworld.h"
#include "network/network.h"
#include "strings_func.h"
#include "window_func.h"
#include "date_func.h"
#include "sound_func.h"
#include "fios.h"
#include "string_func.h"
#include "widgets/dropdown_type.h"
#include "widgets/dropdown_func.h"
#include "querystring_gui.h"
#include "town.h"
#include "settings_func.h"
#include "core/geometry_func.hpp"
#include "core/random_func.hpp"
#include "progress.h"
#include "error.h"
#include "widgets/genworld_widget.h"
extern void MakeNewgameSettingsLive();
/** Enum for the modes we can generate in. */
enum GenenerateLandscapeWindowMode {
GLWM_GENERATE, ///< Generate new game.
GLWM_HEIGHTMAP, ///< Load from heightmap.
GLWM_SCENARIO, ///< Generate flat land.
};
/**
* Changes landscape type and sets genworld window dirty
* @param landscape new landscape type
*/
void SetNewLandscapeType(byte landscape)
{
_settings_newgame.game_creation.landscape = landscape;
InvalidateWindowClassesData(WC_SELECT_GAME);
InvalidateWindowClassesData(WC_GENERATE_LANDSCAPE);
}
/** Widgets of GenerateLandscapeWindow when generating world */
static const NWidgetPart _nested_generate_landscape_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_BROWN),
NWidget(WWT_CAPTION, COLOUR_BROWN), SetDataTip(STR_MAPGEN_WORLD_GENERATION_CAPTION, STR_NULL),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_BROWN),
NWidget(NWID_SPACER), SetMinimalSize(0, 10),
/* Landscape selection. */
NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 10),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_TEMPERATE), SetDataTip(SPR_SELECT_TEMPERATE, STR_INTRO_TOOLTIP_TEMPERATE),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_ARCTIC), SetDataTip(SPR_SELECT_SUB_ARCTIC, STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_TROPICAL), SetDataTip(SPR_SELECT_SUB_TROPICAL, STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_TOYLAND), SetDataTip(SPR_SELECT_TOYLAND, STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE),
NWidget(NWID_SPACER), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 11),
NWidget(NWID_HORIZONTAL), SetPIP(10, 5, 10),
NWidget(NWID_HORIZONTAL), SetPIP(0, 3, 0),
/* Left column with labels. */
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_MAPSIZE, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_LAND_GENERATOR, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_TOWNS, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TERRAIN_TYPE, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_RANDOM_SEED, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_SEA_LAKES, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TREE_PLACER, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_BORDER_TYPE, STR_NULL), SetFill(1, 1),
EndContainer(),
/* Widgets at the right of the labels. */
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
/* Mapsize X * Y. */
NWidget(NWID_HORIZONTAL), SetPIP(0, 4, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_MAPSIZE_X_PULLDOWN), SetDataTip(STR_JUST_INT, STR_NULL), SetFill(1, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_BY, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_MAPSIZE_Y_PULLDOWN), SetDataTip(STR_JUST_INT, STR_NULL), SetFill(1, 0),
EndContainer(),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_LANDSCAPE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_TOWN_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_TERRAIN_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_EDITBOX, COLOUR_WHITE, WID_GL_RANDOM_EDITBOX), SetDataTip(STR_MAPGEN_RANDOM_SEED_OSKTITLE, STR_MAPGEN_RANDOM_SEED_HELP), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_WATER_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_TREE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_VARIETY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_GL_BORDERS_RANDOM), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
NWidget(NWID_VERTICAL), SetPIP(0, 4, 0),
NWidget(NWID_HORIZONTAL), SetPIP(0, 3, 0),
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_DATE, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SNOW_LINE_HEIGHT, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_INDUSTRIES, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SMOOTHNESS, STR_NULL), SetFill(1, 1),
EndContainer(),
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
/* Starting date. */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_START_DATE_DOWN), SetDataTip(SPR_ARROW_DOWN, STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD), SetFill(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_GL_START_DATE_TEXT), SetDataTip(STR_BLACK_DATE_LONG, STR_NULL), SetFill(1, 0),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_START_DATE_UP), SetDataTip(SPR_ARROW_UP, STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD), SetFill(0, 1),
EndContainer(),
/* Snow line. */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_SNOW_LEVEL_DOWN), SetDataTip(SPR_ARROW_DOWN, STR_MAPGEN_SNOW_LINE_DOWN), SetFill(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_GL_SNOW_LEVEL_TEXT), SetDataTip(STR_BLACK_INT, STR_NULL), SetFill(1, 0),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_SNOW_LEVEL_UP), SetDataTip(SPR_ARROW_UP, STR_MAPGEN_SNOW_LINE_UP), SetFill(0, 1),
EndContainer(),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_INDUSTRY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_SMOOTHNESS_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_GL_RANDOM_BUTTON), SetDataTip(STR_MAPGEN_RANDOM, STR_MAPGEN_RANDOM_HELP), SetFill(1, 0),
NWidget(NWID_HORIZONTAL), SetPIP(0, 3, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_RIVERS, STR_NULL), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_RIVER_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetFill(1, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREEN, WID_GL_GENERATE_BUTTON), SetMinimalSize(84, 30), SetDataTip(STR_MAPGEN_GENERATE, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 4),
/* Map borders buttons for each edge. */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(10, 0, 10),
NWidget(NWID_HORIZONTAL), SetPIP(0, 0, 3),
NWidget(NWID_SPACER), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NORTHWEST, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(0, 1),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_GL_WATER_NW), SetDataTip(STR_JUST_STRING, STR_MAPGEN_NORTHWEST), SetFill(1, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_GL_WATER_NE), SetDataTip(STR_JUST_STRING, STR_MAPGEN_NORTHEAST), SetFill(1, 1),
NWidget(NWID_HORIZONTAL), SetPIP(3, 0, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NORTHEAST, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(0, 1),
NWidget(NWID_SPACER), SetFill(1, 1),
EndContainer(),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(10, 0, 10),
NWidget(NWID_HORIZONTAL), SetPIP(0, 0, 3),
NWidget(NWID_SPACER), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SOUTHWEST, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(0, 1),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_GL_WATER_SW), SetDataTip(STR_JUST_STRING, STR_MAPGEN_SOUTHWEST), SetFill(1, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_GL_WATER_SE), SetDataTip(STR_JUST_STRING, STR_MAPGEN_SOUTHEAST), SetFill(1, 1),
NWidget(NWID_HORIZONTAL), SetPIP(3, 0, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SOUTHEAST, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(0, 1),
NWidget(NWID_SPACER), SetFill(1, 1),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 9), SetFill(1, 1),
EndContainer(),
};
/** Widgets of GenerateLandscapeWindow when loading heightmap */
static const NWidgetPart _nested_heightmap_load_widgets[] = {
/* Window header. */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_BROWN),
NWidget(WWT_CAPTION, COLOUR_BROWN), SetDataTip(STR_MAPGEN_WORLD_GENERATION_CAPTION, STR_NULL),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_BROWN),
NWidget(NWID_SPACER), SetMinimalSize(0, 10),
/* Landscape selection. */
NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 10),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_TEMPERATE), SetDataTip(SPR_SELECT_TEMPERATE, STR_INTRO_TOOLTIP_TEMPERATE),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_ARCTIC), SetDataTip(SPR_SELECT_SUB_ARCTIC, STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_TROPICAL), SetDataTip(SPR_SELECT_SUB_TROPICAL, STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE),
NWidget(NWID_SPACER), SetFill(1, 0),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_GL_TOYLAND), SetDataTip(SPR_SELECT_TOYLAND, STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE),
NWidget(NWID_SPACER), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 11), SetFill(0, 1),
NWidget(NWID_HORIZONTAL), SetPIP(10, 3, 10),
/* Labels at the left side. */
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_HEIGHTMAP_NAME, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_MAPSIZE, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_TOWNS, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_INDUSTRIES, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_RANDOM_SEED, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_RIVERS, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TREE_PLACER, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_HEIGHTMAP_ROTATION, STR_NULL), SetFill(1, 1),
EndContainer(),
/* Widgets at the right of the labels. */
NWidget(NWID_VERTICAL), SetPIP(0, 4, 0),
NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_GL_HEIGHTMAP_NAME_TEXT), SetFill(1, 0),
NWidget(NWID_HORIZONTAL), SetPIP(0, 5, 0),
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
/* Mapsize X * Y. */
NWidget(NWID_HORIZONTAL), SetPIP(0, 4, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_MAPSIZE_X_PULLDOWN), SetDataTip(STR_JUST_INT, STR_NULL), SetFill(1, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_BY, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_MAPSIZE_Y_PULLDOWN), SetDataTip(STR_JUST_INT, STR_NULL), SetFill(1, 0),
EndContainer(),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_TOWN_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_INDUSTRY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_EDITBOX, COLOUR_WHITE, WID_GL_RANDOM_EDITBOX), SetDataTip(STR_MAPGEN_RANDOM_SEED_OSKTITLE, STR_MAPGEN_RANDOM_SEED_HELP), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_RIVER_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_TREE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_HEIGHTMAP_ROTATION_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
EndContainer(),
NWidget(NWID_VERTICAL), SetPIP(0, 4, 0),
NWidget(NWID_HORIZONTAL), SetPIP(0, 3, 0),
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_HEIGHTMAP_SIZE_LABEL, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_DATE, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SNOW_LINE_HEIGHT, STR_NULL), SetFill(1, 1),
EndContainer(),
NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE, WID_GL_HEIGHTMAP_SIZE_TEXT), SetDataTip(STR_MAPGEN_HEIGHTMAP_SIZE, STR_NULL), SetFill(1, 0),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_START_DATE_DOWN), SetDataTip(SPR_ARROW_DOWN, STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD), SetFill(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_GL_START_DATE_TEXT), SetDataTip(STR_BLACK_DATE_LONG, STR_NULL), SetFill(1, 0),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_START_DATE_UP), SetDataTip(SPR_ARROW_UP, STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD), SetFill(0, 1),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_SNOW_LEVEL_DOWN), SetDataTip(SPR_ARROW_DOWN, STR_MAPGEN_SNOW_LINE_DOWN), SetFill(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_GL_SNOW_LEVEL_TEXT), SetDataTip(STR_BLACK_INT, STR_NULL), SetFill(1, 0),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_GL_SNOW_LEVEL_UP), SetDataTip(SPR_ARROW_UP, STR_MAPGEN_SNOW_LINE_UP), SetFill(0, 1),
EndContainer(),
EndContainer(),
EndContainer(),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_GL_RANDOM_BUTTON), SetDataTip(STR_MAPGEN_RANDOM, STR_MAPGEN_RANDOM_HELP), SetFill(1, 0),
NWidget(NWID_SPACER), SetFill(1, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREEN, WID_GL_GENERATE_BUTTON), SetMinimalSize(84, 30), SetDataTip(STR_MAPGEN_GENERATE, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 9), SetFill(1, 1),
EndContainer(),
};
static void StartGeneratingLandscape(GenenerateLandscapeWindowMode mode)
{
DeleteAllNonVitalWindows();
ClearErrorMessages();
/* Copy all XXX_newgame to XXX when coming from outside the editor */
MakeNewgameSettingsLive();
ResetGRFConfig(true);
SndPlayFx(SND_15_BEEP);
switch (mode) {
case GLWM_GENERATE: _switch_mode = (_game_mode == GM_EDITOR) ? SM_GENRANDLAND : SM_NEWGAME; break;
case GLWM_HEIGHTMAP: _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP; break;
case GLWM_SCENARIO: _switch_mode = SM_EDITOR; break;
default: NOT_REACHED();
}
}
static void LandscapeGenerationCallback(Window *w, bool confirmed)
{
if (confirmed) StartGeneratingLandscape((GenenerateLandscapeWindowMode)w->window_number);
}
static DropDownList *BuildMapsizeDropDown()
{
DropDownList *list = new DropDownList();
for (uint i = MIN_MAP_SIZE_BITS; i <= MAX_MAP_SIZE_BITS; i++) {
DropDownListParamStringItem *item = new DropDownListParamStringItem(STR_JUST_INT, i, false);
item->SetParam(0, 1 << i);
list->push_back(item);
}
return list;
}
static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, INVALID_STRING_ID};
static const StringID _sea_lakes[] = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LOW, STR_SEA_LEVEL_MEDIUM, STR_SEA_LEVEL_HIGH, STR_SEA_LEVEL_CUSTOM, INVALID_STRING_ID};
static const StringID _rivers[] = {STR_RIVERS_NONE, STR_RIVERS_FEW, STR_RIVERS_MODERATE, STR_RIVERS_LOT, INVALID_STRING_ID};
static const StringID _smoothness[] = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
static const StringID _tree_placer[] = {STR_CONFIG_SETTING_TREE_PLACER_NONE, STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL, STR_CONFIG_SETTING_TREE_PLACER_IMPROVED, INVALID_STRING_ID};
static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
static const StringID _landscape[] = {STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL, STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID};
static const StringID _num_inds[] = {STR_FUNDING_ONLY, STR_MINIMAL, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, INVALID_STRING_ID};
static const StringID _variety[] = {STR_VARIETY_NONE, STR_VARIETY_VERY_LOW, STR_VARIETY_LOW, STR_VARIETY_MEDIUM, STR_VARIETY_HIGH, STR_VARIETY_VERY_HIGH, INVALID_STRING_ID};
assert_compile(lengthof(_num_inds) == ID_END + 1);
struct GenerateLandscapeWindow : public QueryStringBaseWindow {
uint widget_id;
uint x;
uint y;
char name[64];
GenenerateLandscapeWindowMode mode;
GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(11)
{
this->InitNested(desc, number);
this->LowerWidget(_settings_newgame.game_creation.landscape + WID_GL_TEMPERATE);
/* snprintf() always outputs trailing '\0', so whole buffer can be used */
snprintf(this->edit_str_buf, this->edit_str_size, "%u", _settings_newgame.game_creation.generation_seed);
InitializeTextBuffer(&this->text, this->edit_str_buf, this->edit_str_size);
this->caption = STR_NULL;
this->afilter = CS_NUMERAL;
this->mode = (GenenerateLandscapeWindowMode)this->window_number;
/* Disable town, industry and trees in SE */
this->SetWidgetDisabledState(WID_GL_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(WID_GL_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(WID_GL_TREE_PULLDOWN, _game_mode == GM_EDITOR);
this->OnInvalidateData();
}
virtual void SetStringParameters(int widget) const
{
switch (widget) {
case WID_GL_START_DATE_TEXT: SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); break;
case WID_GL_MAPSIZE_X_PULLDOWN: SetDParam(0, 1 << _settings_newgame.game_creation.map_x); break;
case WID_GL_MAPSIZE_Y_PULLDOWN: SetDParam(0, 1 << _settings_newgame.game_creation.map_y); break;
case WID_GL_SNOW_LEVEL_TEXT: SetDParam(0, _settings_newgame.game_creation.snow_line_height); break;
case WID_GL_TOWN_PULLDOWN:
if (_game_mode == GM_EDITOR) {
SetDParam(0, STR_CONFIG_SETTING_OFF);
} else if (_settings_newgame.difficulty.number_towns == CUSTOM_TOWN_NUMBER_DIFFICULTY) {
SetDParam(0, STR_NUM_CUSTOM_NUMBER);
SetDParam(1, _settings_newgame.game_creation.custom_town_number);
} else {
SetDParam(0, _num_towns[_settings_newgame.difficulty.number_towns]);
}
break;
case WID_GL_INDUSTRY_PULLDOWN: SetDParam(0, _game_mode == GM_EDITOR ? STR_CONFIG_SETTING_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
case WID_GL_LANDSCAPE_PULLDOWN: SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
case WID_GL_TREE_PULLDOWN: SetDParam(0, _tree_placer[_settings_newgame.game_creation.tree_placer]); break;
case WID_GL_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
case WID_GL_WATER_PULLDOWN:
if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
SetDParam(0, STR_SEA_LEVEL_CUSTOM_PERCENTAGE);
SetDParam(1, _settings_newgame.game_creation.custom_sea_level);
} else {
SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]);
}
break;
case WID_GL_RIVER_PULLDOWN: SetDParam(0, _rivers[_settings_newgame.game_creation.amount_of_rivers]); break;
case WID_GL_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
case WID_GL_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
case WID_GL_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
case WID_GL_WATER_NE: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
case WID_GL_WATER_NW: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
case WID_GL_WATER_SE: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
case WID_GL_WATER_SW: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: SetDParam(0, _rotation[_settings_newgame.game_creation.heightmap_rotation]); break;
case WID_GL_HEIGHTMAP_SIZE_TEXT:
if (_settings_newgame.game_creation.heightmap_rotation == HM_CLOCKWISE) {
SetDParam(0, this->y);
SetDParam(1, this->x);
} else {
SetDParam(0, this->x);
SetDParam(1, this->y);
}
break;
}
}
/**
* 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.
*/
virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
{
if (!gui_scope) return;
/* Update the climate buttons */
this->SetWidgetLoweredState(WID_GL_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(WID_GL_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
this->SetWidgetLoweredState(WID_GL_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
this->SetWidgetLoweredState(WID_GL_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
/* You can't select smoothness / non-water borders if not terragenesis */
if (mode == GLWM_GENERATE) {
this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
this->SetWidgetDisabledState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
WID_GL_WATER_NW, WID_GL_WATER_NE, WID_GL_WATER_SE, WID_GL_WATER_SW, WIDGET_LIST_END);
this->SetWidgetLoweredState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
this->SetWidgetLoweredState(WID_GL_WATER_NW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW));
this->SetWidgetLoweredState(WID_GL_WATER_NE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE));
this->SetWidgetLoweredState(WID_GL_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
this->SetWidgetLoweredState(WID_GL_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
WID_GL_TERRAIN_PULLDOWN, WID_GL_WATER_PULLDOWN, WIDGET_LIST_END);
}
/* Disable snowline if not arctic */
this->SetWidgetDisabledState(WID_GL_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
/* Update availability of decreasing / increasing start date and snow level */
this->SetWidgetDisabledState(WID_GL_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(WID_GL_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(WID_GL_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= MIN_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
this->SetWidgetDisabledState(WID_GL_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
/* Do not allow a custom sea level with the original land generator. */
if (_settings_newgame.game_creation.land_generator == 0 &&
_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
}
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
const StringID *strs = NULL;
switch (widget) {
case WID_GL_START_DATE_TEXT:
SetDParam(0, ConvertYMDToDate(MAX_YEAR, 0, 1));
*size = GetStringBoundingBox(STR_BLACK_DATE_LONG);
break;
case WID_GL_MAPSIZE_X_PULLDOWN:
case WID_GL_MAPSIZE_Y_PULLDOWN:
SetDParam(0, MAX_MAP_SIZE);
*size = GetStringBoundingBox(STR_JUST_INT);
break;
case WID_GL_SNOW_LEVEL_TEXT:
SetDParam(0, MAX_TILE_HEIGHT);
*size = GetStringBoundingBox(STR_JUST_INT);
break;
case WID_GL_HEIGHTMAP_SIZE_TEXT:
SetDParam(0, this->x);
SetDParam(1, this->y);
*size = GetStringBoundingBox(STR_MAPGEN_HEIGHTMAP_SIZE);
break;
case WID_GL_TOWN_PULLDOWN:
strs = _num_towns;
SetDParam(0, CUSTOM_TOWN_MAX_NUMBER);
*size = GetStringBoundingBox(STR_NUM_CUSTOM_NUMBER);
break;
case WID_GL_INDUSTRY_PULLDOWN: strs = _num_inds; break;
case WID_GL_LANDSCAPE_PULLDOWN: strs = _landscape; break;
case WID_GL_TREE_PULLDOWN: strs = _tree_placer; break;
case WID_GL_TERRAIN_PULLDOWN: strs = _elevations; break;
case WID_GL_WATER_PULLDOWN:
strs = _sea_lakes;
SetDParam(0, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
*size = GetStringBoundingBox(STR_SEA_LEVEL_CUSTOM_PERCENTAGE);
break;
case WID_GL_RIVER_PULLDOWN: strs = _rivers; break;
case WID_GL_SMOOTHNESS_PULLDOWN: strs = _smoothness; break;
case WID_GL_VARIETY_PULLDOWN: strs = _variety; break;
case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: strs = _rotation; break;
case WID_GL_BORDERS_RANDOM:
*size = maxdim(GetStringBoundingBox(STR_MAPGEN_BORDER_RANDOMIZE), GetStringBoundingBox(STR_MAPGEN_BORDER_MANUAL));
break;
case WID_GL_WATER_NE:
case WID_GL_WATER_NW:
case WID_GL_WATER_SE:
case WID_GL_WATER_SW:
*size = maxdim(GetStringBoundingBox(STR_MAPGEN_BORDER_RANDOM), maxdim(GetStringBoundingBox(STR_MAPGEN_BORDER_WATER), GetStringBoundingBox(STR_MAPGEN_BORDER_FREEFORM)));
break;
case WID_GL_HEIGHTMAP_NAME_TEXT:
size->width = 0;
break;
default:
return;
}
if (strs != NULL) {
while (*strs != INVALID_STRING_ID) {
*size = maxdim(*size, GetStringBoundingBox(*strs++));
}
}
size->width += padding.width;
size->height = FONT_HEIGHT_NORMAL + WD_DROPDOWNTEXT_TOP + WD_DROPDOWNTEXT_BOTTOM;
}
virtual void DrawWidget(const Rect &r, int widget) const
{
switch (widget) {
case WID_GL_HEIGHTMAP_NAME_TEXT: {
DrawString(r.left, r.right, r.top, this->name, TC_ORANGE);
break;
}
}
}
virtual void OnPaint()
{
this->DrawWidgets();
this->DrawEditBox(WID_GL_RANDOM_EDITBOX);
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case WID_GL_TEMPERATE:
case WID_GL_ARCTIC:
case WID_GL_TROPICAL:
case WID_GL_TOYLAND:
SetNewLandscapeType(widget - WID_GL_TEMPERATE);
break;
case WID_GL_MAPSIZE_X_PULLDOWN: // Mapsize X
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, WID_GL_MAPSIZE_X_PULLDOWN);
break;
case WID_GL_MAPSIZE_Y_PULLDOWN: // Mapsize Y
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, WID_GL_MAPSIZE_Y_PULLDOWN);
break;
case WID_GL_TOWN_PULLDOWN: // Number of towns
ShowDropDownMenu(this, _num_towns, _settings_newgame.difficulty.number_towns, WID_GL_TOWN_PULLDOWN, 0, 0);
break;
case WID_GL_INDUSTRY_PULLDOWN: // Number of industries
ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.industry_density, WID_GL_INDUSTRY_PULLDOWN, 0, 0);
break;
case WID_GL_RANDOM_BUTTON: // Random seed
_settings_newgame.game_creation.generation_seed = InteractiveRandom();
snprintf(this->edit_str_buf, this->edit_str_size, "%u", _settings_newgame.game_creation.generation_seed);
UpdateTextBufferSize(&this->text);
this->SetDirty();
break;
case WID_GL_GENERATE_BUTTON: { // Generate
/* Get rotated map size. */
uint map_x;
uint map_y;
if (_settings_newgame.game_creation.heightmap_rotation == HM_CLOCKWISE) {
map_x = this->y;
map_y = this->x;
} else {
map_x = this->x;
map_y = this->y;
}
if (mode == GLWM_HEIGHTMAP &&
(map_x * 2 < (1U << _settings_newgame.game_creation.map_x) ||
map_x / 2 > (1U << _settings_newgame.game_creation.map_x) ||
map_y * 2 < (1U << _settings_newgame.game_creation.map_y) ||
map_y / 2 > (1U << _settings_newgame.game_creation.map_y))) {
ShowQuery(
STR_WARNING_HEIGHTMAP_SCALE_CAPTION,
STR_WARNING_HEIGHTMAP_SCALE_MESSAGE,
this,
LandscapeGenerationCallback);
} else {
StartGeneratingLandscape(mode);
}
break;
}
case WID_GL_START_DATE_DOWN:
case WID_GL_START_DATE_UP: // Year buttons
/* Don't allow too fast scrolling */
if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
this->HandleButtonClick(widget);
_settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - WID_GL_START_DATE_TEXT, MIN_YEAR, MAX_YEAR);
this->InvalidateData();
}
_left_button_clicked = false;
break;
case WID_GL_START_DATE_TEXT: // Year text
this->widget_id = WID_GL_START_DATE_TEXT;
SetDParam(0, _settings_newgame.game_creation.starting_year);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_START_DATE_QUERY_CAPT, 8, this, CS_NUMERAL, QSF_ENABLE_DEFAULT);
break;
case WID_GL_SNOW_LEVEL_DOWN:
case WID_GL_SNOW_LEVEL_UP: // Snow line buttons
/* Don't allow too fast scrolling */
if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
this->HandleButtonClick(widget);
_settings_newgame.game_creation.snow_line_height = Clamp(_settings_newgame.game_creation.snow_line_height + widget - WID_GL_SNOW_LEVEL_TEXT, MIN_SNOWLINE_HEIGHT, MAX_SNOWLINE_HEIGHT);
this->InvalidateData();
}
_left_button_clicked = false;
break;
case WID_GL_SNOW_LEVEL_TEXT: // Snow line text
this->widget_id = WID_GL_SNOW_LEVEL_TEXT;
SetDParam(0, _settings_newgame.game_creation.snow_line_height);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_SNOW_LINE_QUERY_CAPT, 3, this, CS_NUMERAL, QSF_ENABLE_DEFAULT);
break;
case WID_GL_TREE_PULLDOWN: // Tree placer
ShowDropDownMenu(this, _tree_placer, _settings_newgame.game_creation.tree_placer, WID_GL_TREE_PULLDOWN, 0, 0);
break;
case WID_GL_LANDSCAPE_PULLDOWN: // Landscape generator
ShowDropDownMenu(this, _landscape, _settings_newgame.game_creation.land_generator, WID_GL_LANDSCAPE_PULLDOWN, 0, 0);
break;
case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: // Heightmap rotation
ShowDropDownMenu(this, _rotation, _settings_newgame.game_creation.heightmap_rotation, WID_GL_HEIGHTMAP_ROTATION_PULLDOWN, 0, 0);
break;
case WID_GL_TERRAIN_PULLDOWN: // Terrain type
ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, WID_GL_TERRAIN_PULLDOWN, 0, 0);
break;
case WID_GL_WATER_PULLDOWN: { // Water quantity
uint32 hidden_mask = 0;
/* Disable custom water level when the original map generator is active. */
if (_settings_newgame.game_creation.land_generator == 0) {
SetBit(hidden_mask, CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
}
ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, WID_GL_WATER_PULLDOWN, 0, hidden_mask);
break;
}
case WID_GL_RIVER_PULLDOWN: // Amount of rivers
ShowDropDownMenu(this, _rivers, _settings_newgame.game_creation.amount_of_rivers, WID_GL_RIVER_PULLDOWN, 0, 0);
break;
case WID_GL_SMOOTHNESS_PULLDOWN: // Map smoothness
ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, WID_GL_SMOOTHNESS_PULLDOWN, 0, 0);
break;
case WID_GL_VARIETY_PULLDOWN: // Map variety
ShowDropDownMenu(this, _variety, _settings_newgame.game_creation.variety, WID_GL_VARIETY_PULLDOWN, 0, 0);
break;
/* Freetype map borders */
case WID_GL_WATER_NW:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NW);
this->InvalidateData();
break;
case WID_GL_WATER_NE:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NE);
this->InvalidateData();
break;
case WID_GL_WATER_SE:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_SE);
this->InvalidateData();
break;
case WID_GL_WATER_SW:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_SW);
this->InvalidateData();
break;
case WID_GL_BORDERS_RANDOM:
_settings_newgame.game_creation.water_borders = (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? 0 : BORDERS_RANDOM;
this->InvalidateData();
break;
}
}
virtual void OnTimeout()
{
static const int raise_widgets[] = {WID_GL_START_DATE_DOWN, WID_GL_START_DATE_UP, WID_GL_SNOW_LEVEL_UP, WID_GL_SNOW_LEVEL_DOWN, WIDGET_LIST_END};
for (const int *widget = raise_widgets; *widget != WIDGET_LIST_END; widget++) {
if (this->IsWidgetLowered(*widget)) {
this->RaiseWidget(*widget);
this->SetWidgetDirty(*widget);
}
}
}
virtual void OnMouseLoop()
{
this->HandleEditBox(WID_GL_RANDOM_EDITBOX);
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
EventState state = ES_NOT_HANDLED;
this->HandleEditBoxKey(WID_GL_RANDOM_EDITBOX, key, keycode, state);
/* the seed is unsigned, therefore atoi cannot be used.
* As UINT32_MAX is a 'magic' value (use random seed) it
* should not be possible to be entered into the input
* field; the generate seed button can be used instead. */
_settings_newgame.game_creation.generation_seed = minu(strtoul(this->edit_str_buf, NULL, 10), UINT32_MAX - 1);
return state;
}
virtual void OnDropdownSelect(int widget, int index)
{
switch (widget) {
case WID_GL_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break;
case WID_GL_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
case WID_GL_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break;
case WID_GL_RIVER_PULLDOWN: _settings_newgame.game_creation.amount_of_rivers = index; break;
case WID_GL_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
case WID_GL_VARIETY_PULLDOWN: _settings_newgame.game_creation.variety = index; break;
case WID_GL_LANDSCAPE_PULLDOWN: _settings_newgame.game_creation.land_generator = index; break;
case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: _settings_newgame.game_creation.heightmap_rotation = index; break;
case WID_GL_TOWN_PULLDOWN:
if ((uint)index == CUSTOM_TOWN_NUMBER_DIFFICULTY) {
this->widget_id = widget;
SetDParam(0, _settings_newgame.game_creation.custom_town_number);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_NUMBER_OF_TOWNS, 5, this, CS_NUMERAL, QSF_NONE);
}
IConsoleSetSetting("difficulty.number_towns", index);
break;
case WID_GL_INDUSTRY_PULLDOWN:
IConsoleSetSetting("difficulty.industry_density", index);
break;
case WID_GL_TERRAIN_PULLDOWN: {
GameMode old_gm = _game_mode;
_game_mode = GM_MENU;
IConsoleSetSetting("difficulty.terrain_type", index);
_game_mode = old_gm;
break;
}
case WID_GL_WATER_PULLDOWN: {
if ((uint)index == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
this->widget_id = widget;
SetDParam(0, _settings_newgame.game_creation.custom_sea_level);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_QUANTITY_OF_SEA_LAKES, 3, this, CS_NUMERAL, QSF_NONE);
}
GameMode old_gm = _game_mode;
_game_mode = GM_MENU;
IConsoleSetSetting("difficulty.quantity_sea_lakes", index);
_game_mode = old_gm;
break;
}
}
this->InvalidateData();
}
virtual void OnQueryTextFinished(char *str)
{
/* Was 'cancel' pressed? */
if (str == NULL) return;
int32 value;
if (!StrEmpty(str)) {
value = atoi(str);
} else {
/* An empty string means revert to the default */
switch (this->widget_id) {
case WID_GL_START_DATE_TEXT: value = DEF_START_YEAR; break;
case WID_GL_SNOW_LEVEL_TEXT: value = DEF_SNOWLINE_HEIGHT; break;
case WID_GL_TOWN_PULLDOWN: value = 1; break;
case WID_GL_WATER_PULLDOWN: value = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; break;
default: NOT_REACHED();
}
}
switch (this->widget_id) {
case WID_GL_START_DATE_TEXT:
this->SetWidgetDirty(WID_GL_START_DATE_TEXT);
_settings_newgame.game_creation.starting_year = Clamp(value, MIN_YEAR, MAX_YEAR);
break;
case WID_GL_SNOW_LEVEL_TEXT:
this->SetWidgetDirty(WID_GL_SNOW_LEVEL_TEXT);
_settings_newgame.game_creation.snow_line_height = Clamp(value, MIN_SNOWLINE_HEIGHT, MAX_SNOWLINE_HEIGHT);
break;
case WID_GL_TOWN_PULLDOWN:
_settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER);
break;
case WID_GL_WATER_PULLDOWN:
_settings_newgame.game_creation.custom_sea_level = Clamp(value, CUSTOM_SEA_LEVEL_MIN_PERCENTAGE, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
break;
}
this->InvalidateData();
}
};
static const WindowDesc _generate_landscape_desc(
WDP_CENTER, 0, 0,
WC_GENERATE_LANDSCAPE, WC_NONE,
0,
_nested_generate_landscape_widgets, lengthof(_nested_generate_landscape_widgets)
);
static const WindowDesc _heightmap_load_desc(
WDP_CENTER, 0, 0,
WC_GENERATE_LANDSCAPE, WC_NONE,
0,
_nested_heightmap_load_widgets, lengthof(_nested_heightmap_load_widgets)
);
static void _ShowGenerateLandscape(GenenerateLandscapeWindowMode mode)
{
uint x = 0;
uint y = 0;
DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
/* Always give a new seed if not editor */
if (_game_mode != GM_EDITOR) _settings_newgame.game_creation.generation_seed = InteractiveRandom();
if (mode == GLWM_HEIGHTMAP) {
/* If the function returns negative, it means there was a problem loading the heightmap */
if (!GetHeightmapDimensions(_file_to_saveload.name, &x, &y)) return;
}
GenerateLandscapeWindow *w = AllocateWindowDescFront<GenerateLandscapeWindow>((mode == GLWM_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode);
if (mode == GLWM_HEIGHTMAP) {
w->x = x;
w->y = y;
strecpy(w->name, _file_to_saveload.title, lastof(w->name));
}
SetWindowDirty(WC_GENERATE_LANDSCAPE, mode);
}
/** Start with a normal game. */
void ShowGenerateLandscape()
{
_ShowGenerateLandscape(GLWM_GENERATE);
}
/** Start with loading a heightmap. */
void ShowHeightmapLoad()
{
_ShowGenerateLandscape(GLWM_HEIGHTMAP);
}
/** Start with a scenario editor. */
void StartScenarioEditor()
{
StartGeneratingLandscape(GLWM_SCENARIO);
}
/**
* Start a normal game without the GUI.
* @param seed The seed of the new game.
*/
void StartNewGameWithoutGUI(uint seed)
{
/* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed' */
_settings_newgame.game_creation.generation_seed = seed;
StartGeneratingLandscape(GLWM_GENERATE);
}
struct CreateScenarioWindow : public Window
{
uint widget_id;
CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window()
{
this->InitNested(desc, window_number);
this->LowerWidget(_settings_newgame.game_creation.landscape + WID_CS_TEMPERATE);
}
virtual void SetStringParameters(int widget) const
{
switch (widget) {
case WID_CS_START_DATE_TEXT:
SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1));
break;
case WID_CS_MAPSIZE_X_PULLDOWN:
SetDParam(0, 1 << _settings_newgame.game_creation.map_x);
break;
case WID_CS_MAPSIZE_Y_PULLDOWN:
SetDParam(0, 1 << _settings_newgame.game_creation.map_y);
break;
case WID_CS_FLAT_LAND_HEIGHT_TEXT:
SetDParam(0, _settings_newgame.game_creation.se_flat_world_height);
break;
}
}
virtual void OnPaint()
{
this->SetWidgetDisabledState(WID_CS_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(WID_CS_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
this->SetWidgetLoweredState(WID_CS_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(WID_CS_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
this->SetWidgetLoweredState(WID_CS_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
this->SetWidgetLoweredState(WID_CS_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
this->DrawWidgets();
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
StringID str = STR_JUST_INT;
switch (widget) {
case WID_CS_START_DATE_TEXT:
SetDParam(0, ConvertYMDToDate(MAX_YEAR, 0, 1));
str = STR_BLACK_DATE_LONG;
break;
case WID_CS_MAPSIZE_X_PULLDOWN:
case WID_CS_MAPSIZE_Y_PULLDOWN:
SetDParam(0, MAX_MAP_SIZE);
break;
case WID_CS_FLAT_LAND_HEIGHT_TEXT:
SetDParam(0, MAX_TILE_HEIGHT);
break;
default:
return;
}
*size = GetStringBoundingBox(str);
size->width += padding.width;
size->height += padding.height;
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case WID_CS_TEMPERATE:
case WID_CS_ARCTIC:
case WID_CS_TROPICAL:
case WID_CS_TOYLAND:
this->RaiseWidget(_settings_newgame.game_creation.landscape + WID_CS_TEMPERATE);
SetNewLandscapeType(widget - WID_CS_TEMPERATE);
break;
case WID_CS_MAPSIZE_X_PULLDOWN: // Mapsize X
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, WID_CS_MAPSIZE_X_PULLDOWN);
break;
case WID_CS_MAPSIZE_Y_PULLDOWN: // Mapsize Y
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, WID_CS_MAPSIZE_Y_PULLDOWN);
break;
case WID_CS_EMPTY_WORLD: // Empty world / flat world
StartGeneratingLandscape(GLWM_SCENARIO);
break;
case WID_CS_RANDOM_WORLD: // Generate
ShowGenerateLandscape();
break;
case WID_CS_START_DATE_DOWN:
case WID_CS_START_DATE_UP: // Year buttons
/* Don't allow too fast scrolling */
if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - WID_CS_START_DATE_TEXT, MIN_YEAR, MAX_YEAR);
}
_left_button_clicked = false;
break;
case WID_CS_START_DATE_TEXT: // Year text
this->widget_id = WID_CS_START_DATE_TEXT;
SetDParam(0, _settings_newgame.game_creation.starting_year);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_START_DATE_QUERY_CAPT, 8, this, CS_NUMERAL, QSF_NONE);
break;
case WID_CS_FLAT_LAND_HEIGHT_DOWN:
case WID_CS_FLAT_LAND_HEIGHT_UP: // Height level buttons
/* Don't allow too fast scrolling */
if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, MAX_TILE_HEIGHT);
}
_left_button_clicked = false;
break;
case WID_CS_FLAT_LAND_HEIGHT_TEXT: // Height level text
this->widget_id = WID_CS_FLAT_LAND_HEIGHT_TEXT;
SetDParam(0, _settings_newgame.game_creation.se_flat_world_height);
ShowQueryString(STR_JUST_INT, STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT, 3, this, CS_NUMERAL, QSF_NONE);
break;
}
}
virtual void OnTimeout()
{
static const int raise_widgets[] = {WID_CS_START_DATE_DOWN, WID_CS_START_DATE_UP, WID_CS_FLAT_LAND_HEIGHT_DOWN, WID_CS_FLAT_LAND_HEIGHT_UP, WIDGET_LIST_END};
for (const int *widget = raise_widgets; *widget != WIDGET_LIST_END; widget++) {
if (this->IsWidgetLowered(*widget)) {
this->RaiseWidget(*widget);
this->SetWidgetDirty(*widget);
}
}
}
virtual void OnDropdownSelect(int widget, int index)
{
switch (widget) {
case WID_CS_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break;
case WID_CS_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
}
this->SetDirty();
}
virtual void OnQueryTextFinished(char *str)
{
if (!StrEmpty(str)) {
int32 value = atoi(str);
switch (this->widget_id) {
case WID_CS_START_DATE_TEXT:
this->SetWidgetDirty(WID_CS_START_DATE_TEXT);
_settings_newgame.game_creation.starting_year = Clamp(value, MIN_YEAR, MAX_YEAR);
break;
case WID_CS_FLAT_LAND_HEIGHT_TEXT:
this->SetWidgetDirty(WID_CS_FLAT_LAND_HEIGHT_TEXT);
_settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, MAX_TILE_HEIGHT);
break;
}
this->SetDirty();
}
}
};
static const NWidgetPart _nested_create_scenario_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_BROWN),
NWidget(WWT_CAPTION, COLOUR_BROWN), SetDataTip(STR_SE_MAPGEN_CAPTION, STR_NULL),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_BROWN),
NWidget(NWID_SPACER), SetMinimalSize(0, 10),
/* Landscape style selection. */
NWidget(NWID_HORIZONTAL), SetPIP(10, 3, 10),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_CS_TEMPERATE), SetDataTip(SPR_SELECT_TEMPERATE, STR_INTRO_TOOLTIP_TEMPERATE),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_CS_ARCTIC), SetDataTip(SPR_SELECT_SUB_ARCTIC, STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_CS_TROPICAL), SetDataTip(SPR_SELECT_SUB_TROPICAL, STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE),
NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_CS_TOYLAND), SetDataTip(SPR_SELECT_TOYLAND, STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE),
EndContainer(),
NWidget(NWID_HORIZONTAL), SetPIP(10, 8, 10),
/* Green generation type buttons: 'Flat land' and 'Random land'. */
NWidget(NWID_VERTICAL), SetPIP(10, 6, 10),
NWidget(WWT_TEXTBTN, COLOUR_GREEN, WID_CS_EMPTY_WORLD), SetDataTip(STR_SE_MAPGEN_FLAT_WORLD, STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP), SetFill(1, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREEN, WID_CS_RANDOM_WORLD), SetDataTip(STR_SE_MAPGEN_RANDOM_LAND, STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND), SetFill(1, 1),
EndContainer(),
/* Labels + setting drop-downs */
NWidget(NWID_VERTICAL), SetPIP(10, 6, 10),
/* Map size. */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_MAPSIZE, STR_NULL), SetPadding(1, 0, 0, 0),
NWidget(NWID_SPACER), SetMinimalSize(6, 0), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_CS_MAPSIZE_X_PULLDOWN), SetDataTip(STR_JUST_INT, STR_NULL), SetPadding(0, 4, 0, 0),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_BY, STR_NULL), SetPadding(1, 2, 0, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_CS_MAPSIZE_Y_PULLDOWN), SetDataTip(STR_JUST_INT, STR_NULL),
EndContainer(),
/* Date. */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_DATE, STR_NULL), SetPadding(1, 0, 0, 0),
NWidget(NWID_SPACER), SetMinimalSize(6, 0), SetFill(1, 0),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_CS_START_DATE_DOWN), SetFill(0, 1), SetDataTip(SPR_ARROW_DOWN, STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_CS_START_DATE_TEXT), SetDataTip(STR_BLACK_DATE_LONG, STR_NULL),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_CS_START_DATE_UP), SetFill(0, 1), SetDataTip(SPR_ARROW_UP, STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD),
EndContainer(),
/* Flat map height. */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_TEXT, COLOUR_ORANGE),
SetDataTip(STR_SE_MAPGEN_FLAT_WORLD_HEIGHT, STR_NULL), SetPadding(1, 0, 0, 0),
NWidget(NWID_SPACER), SetMinimalSize(6, 0), SetFill(1, 0),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_CS_FLAT_LAND_HEIGHT_DOWN), SetFill(0, 1), SetDataTip(SPR_ARROW_DOWN, STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_DOWN),
NWidget(WWT_TEXTBTN, COLOUR_ORANGE, WID_CS_FLAT_LAND_HEIGHT_TEXT), SetDataTip(STR_BLACK_INT, STR_NULL),
NWidget(WWT_IMGBTN, COLOUR_ORANGE, WID_CS_FLAT_LAND_HEIGHT_UP), SetFill(0, 1), SetDataTip(SPR_ARROW_UP, STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_UP),
EndContainer(),
EndContainer(),
EndContainer(),
EndContainer(),
};
static const WindowDesc _create_scenario_desc(
WDP_CENTER, 0, 0,
WC_GENERATE_LANDSCAPE, WC_NONE,
WDF_UNCLICK_BUTTONS,
_nested_create_scenario_widgets, lengthof(_nested_create_scenario_widgets)
);
/** Show the window to create a scenario. */
void ShowCreateScenario()
{
DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
new CreateScenarioWindow(&_create_scenario_desc, GLWM_SCENARIO);
}
static const NWidgetPart _nested_generate_progress_widgets[] = {
NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_GENERATION_WORLD, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_PANEL, COLOUR_GREY),
NWidget(NWID_HORIZONTAL), SetPIP(20, 0, 20),
NWidget(NWID_VERTICAL), SetPIP(11, 8, 11),
NWidget(WWT_EMPTY, INVALID_COLOUR, WID_GP_PROGRESS_BAR), SetFill(1, 0),
NWidget(WWT_EMPTY, INVALID_COLOUR, WID_GP_PROGRESS_TEXT), SetFill(1, 0),
NWidget(WWT_TEXTBTN, COLOUR_WHITE, WID_GP_ABORT), SetDataTip(STR_GENERATION_ABORT, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
EndContainer(),
};
static const WindowDesc _generate_progress_desc(
WDP_CENTER, 0, 0,
WC_MODAL_PROGRESS, WC_NONE,
WDF_UNCLICK_BUTTONS,
_nested_generate_progress_widgets, lengthof(_nested_generate_progress_widgets)
);
struct GenWorldStatus {
uint percent;
StringID cls;
uint current;
uint total;
int timer;
};
static GenWorldStatus _gws;
static const StringID _generation_class_table[] = {
STR_GENERATION_WORLD_GENERATION,
STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION,
STR_GENERATION_RIVER_GENERATION,
STR_GENERATION_CLEARING_TILES,
STR_SCENEDIT_TOOLBAR_TOWN_GENERATION,
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION,
STR_GENERATION_OBJECT_GENERATION,
STR_GENERATION_TREE_GENERATION,
STR_GENERATION_SETTINGUP_GAME,
STR_GENERATION_PREPARING_TILELOOP,
STR_GENERATION_PREPARING_SCRIPT,
STR_GENERATION_PREPARING_GAME
};
assert_compile(lengthof(_generation_class_table) == GWP_CLASS_COUNT);
static void AbortGeneratingWorldCallback(Window *w, bool confirmed)
{
if (confirmed) {
AbortGeneratingWorld();
} else if (HasModalProgress() && !IsGeneratingWorldAborted()) {
SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
}
}
struct GenerateProgressWindow : public Window {
GenerateProgressWindow() : Window()
{
this->InitNested(&_generate_progress_desc);
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case WID_GP_ABORT:
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
ShowQuery(
STR_GENERATION_ABORT_CAPTION,
STR_GENERATION_ABORT_MESSAGE,
this,
AbortGeneratingWorldCallback
);
break;
}
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
switch (widget) {
case WID_GP_PROGRESS_BAR: {
SetDParam(0, 100);
*size = GetStringBoundingBox(STR_GENERATION_PROGRESS);
/* We need some spacing for the 'border' */
size->height += 8;
size->width += 8;
break;
}
case WID_GP_PROGRESS_TEXT:
for (uint i = 0; i < GWP_CLASS_COUNT; i++) {
size->width = max(size->width, GetStringBoundingBox(_generation_class_table[i]).width);
}
size->height = FONT_HEIGHT_NORMAL * 2 + WD_PAR_VSEP_NORMAL;
break;
}
}
virtual void DrawWidget(const Rect &r, int widget) const
{
switch (widget) {
case WID_GP_PROGRESS_BAR:
/* Draw the % complete with a bar and a text */
DrawFrameRect(r.left, r.top, r.right, r.bottom, COLOUR_GREY, FR_BORDERONLY);
DrawFrameRect(r.left + 1, r.top + 1, (int)((r.right - r.left - 2) * _gws.percent / 100) + r.left + 1, r.bottom - 1, COLOUR_MAUVE, FR_NONE);
SetDParam(0, _gws.percent);
DrawString(r.left, r.right, r.top + 5, STR_GENERATION_PROGRESS, TC_FROMSTRING, SA_HOR_CENTER);
break;
case WID_GP_PROGRESS_TEXT:
/* Tell which class we are generating */
DrawString(r.left, r.right, r.top, _gws.cls, TC_FROMSTRING, SA_HOR_CENTER);
/* And say where we are in that class */
SetDParam(0, _gws.current);
SetDParam(1, _gws.total);
DrawString(r.left, r.right, r.top + FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL, STR_GENERATION_PROGRESS_NUM, TC_FROMSTRING, SA_HOR_CENTER);
}
}
};
/**
* Initializes the progress counters to the starting point.
*/
void PrepareGenerateWorldProgress()
{
_gws.cls = STR_GENERATION_WORLD_GENERATION;
_gws.current = 0;
_gws.total = 0;
_gws.percent = 0;
_gws.timer = 0; // Forces to paint the progress window immediately
}
/**
* Show the window where a user can follow the process of the map generation.
*/
void ShowGenerateWorldProgress()
{
if (BringWindowToFrontById(WC_MODAL_PROGRESS, 0)) return;
new GenerateProgressWindow();
}
static void _SetGeneratingWorldProgress(GenWorldProgress cls, uint progress, uint total)
{
static const int percent_table[] = {0, 5, 14, 17, 20, 40, 60, 65, 80, 85, 95, 99, 100 };
assert_compile(lengthof(percent_table) == GWP_CLASS_COUNT + 1);
assert(cls < GWP_CLASS_COUNT);
/* Do not run this function if we aren't in a thread */
if (!IsGenerateWorldThreaded() && !_network_dedicated) return;
if (IsGeneratingWorldAborted()) HandleGeneratingWorldAbortion();
if (total == 0) {
assert(_gws.cls == _generation_class_table[cls]);
_gws.current += progress;
assert(_gws.current <= _gws.total);
} else {
_gws.cls = _generation_class_table[cls];
_gws.current = progress;
_gws.total = total;
_gws.percent = percent_table[cls];
}
/* Don't update the screen too often. So update it once in every once in a while... */
if (!_network_dedicated && _gws.timer != 0 && _realtime_tick - _gws.timer < MODAL_PROGRESS_REDRAW_TIMEOUT) return;
/* Percentage is about the number of completed tasks, so 'current - 1' */
_gws.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_gws.current == 0 ? 0 : _gws.current - 1) / _gws.total;
if (_network_dedicated) {
static uint last_percent = 0;
/* Never display 0% */
if (_gws.percent == 0) return;
/* Reset if percent is lower than the last recorded */
if (_gws.percent < last_percent) last_percent = 0;
/* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
if (_gws.percent % 5 != 0 && _gws.percent <= last_percent + 5) return;
/* Never show steps smaller than 2%, even if it is a mod 5% */
if (_gws.percent <= last_percent + 2) return;
DEBUG(net, 1, "Map generation percentage complete: %d", _gws.percent);
last_percent = _gws.percent;
/* Don't continue as dedicated never has a thread running */
return;
}
SetWindowDirty(WC_MODAL_PROGRESS, 0);
MarkWholeScreenDirty();
/* Release the rights to the map generator, and acquire the rights to the
* paint thread. The 'other' thread already has the paint thread rights so
* this ensures us that we are waiting until the paint thread is done
* before we reacquire the mapgen rights */
_modal_progress_work_mutex->EndCritical();
_modal_progress_paint_mutex->BeginCritical();
_modal_progress_work_mutex->BeginCritical();
_modal_progress_paint_mutex->EndCritical();
_gws.timer = _realtime_tick;
}
/**
* Set the total of a stage of the world generation.
* @param cls the current class we are in.
* @param total Set the total expected items for this class.
*
* Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always.
* Also, progress works if total is zero, total works if progress is zero.
*/
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
{
if (total == 0) return;
_SetGeneratingWorldProgress(cls, 0, total);
}
/**
* Increases the current stage of the world generation with one.
* @param cls the current class we are in.
*
* Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always.
* Also, progress works if total is zero, total works if progress is zero.
*/
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
{
/* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */
_SetGeneratingWorldProgress(cls, 1, 0);
}
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