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Location: cpp/openttd-patchpack/source/src/depot_gui.cpp - annotation
r17167:68f47a8db1b5
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(svn r21916) -Fix [FS#4442]: the minimum speed needed for (realistic) acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to "fail". Make sure that the minimum speed always overrules the maximum speed
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r10503:48589d5c58c3 r5584:545d748cc681 r5584:545d748cc681 r15610:623a23fb6560 r15610:623a23fb6560 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r9201:26630995fdfa r5584:545d748cc681 r5584:545d748cc681 r9201:26630995fdfa r9201:26630995fdfa r5584:545d748cc681 r5584:545d748cc681 r9201:26630995fdfa r5584:545d748cc681 r10629:51c399805da5 r5584:545d748cc681 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 depot_gui.cpp The GUI for depots. */
#include "stdafx.h"
#include "train.h"
#include "ship.h"
#include "aircraft.h"
#include "gui.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "command_func.h"
#include "depot_base.h"
#include "vehicle_gui.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "company_func.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "vehiclelist.h"
#include "order_backup.h"
#include "table/strings.h"
/*
* Since all depot window sizes aren't the same, we need to modify sizes a little.
* It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction.
* How long they should be moved and for what window types are controlled in ShowDepotWindow()
*/
/* Names of the widgets. Keep them in the same order as in the widget array */
enum DepotWindowWidgets {
DEPOT_WIDGET_CAPTION,
DEPOT_WIDGET_SELL,
DEPOT_WIDGET_SHOW_SELL_CHAIN,
DEPOT_WIDGET_SELL_CHAIN,
DEPOT_WIDGET_SELL_ALL,
DEPOT_WIDGET_AUTOREPLACE,
DEPOT_WIDGET_MATRIX,
DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar
DEPOT_WIDGET_SHOW_H_SCROLL,
DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar
DEPOT_WIDGET_BUILD,
DEPOT_WIDGET_CLONE,
DEPOT_WIDGET_LOCATION,
DEPOT_WIDGET_SHOW_RENAME,
DEPOT_WIDGET_RENAME,
DEPOT_WIDGET_VEHICLE_LIST,
DEPOT_WIDGET_STOP_ALL,
DEPOT_WIDGET_START_ALL,
};
/** Nested widget definition for train depots. */
static const NWidgetPart _nested_train_depot_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_GREY),
NWidget(WWT_CAPTION, COLOUR_GREY, DEPOT_WIDGET_CAPTION), SetDataTip(STR_DEPOT_CAPTION, STR_NULL),
NWidget(WWT_SHADEBOX, COLOUR_GREY),
NWidget(WWT_STICKYBOX, COLOUR_GREY),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_VERTICAL),
NWidget(WWT_MATRIX, COLOUR_GREY, DEPOT_WIDGET_MATRIX), SetDataTip(0x0, STR_NULL), SetResize(1, 1), SetScrollbar(DEPOT_WIDGET_V_SCROLL),
NWidget(NWID_SELECTION, INVALID_COLOUR, DEPOT_WIDGET_SHOW_H_SCROLL),
NWidget(NWID_HSCROLLBAR, COLOUR_GREY, DEPOT_WIDGET_H_SCROLL),
EndContainer(),
EndContainer(),
NWidget(NWID_VERTICAL),
NWidget(WWT_IMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL), SetDataTip(0x0, STR_NULL), SetResize(0, 1), SetFill(0, 1),
NWidget(NWID_SELECTION, INVALID_COLOUR, DEPOT_WIDGET_SHOW_SELL_CHAIN),
NWidget(WWT_IMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL_CHAIN), SetDataTip(SPR_SELL_CHAIN_TRAIN, STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP), SetResize(0, 1), SetFill(0, 1),
EndContainer(),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_SELL_ALL), SetDataTip(0x0, STR_NULL),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_AUTOREPLACE), SetDataTip(0x0, STR_NULL),
EndContainer(),
NWidget(NWID_VSCROLLBAR, COLOUR_GREY, DEPOT_WIDGET_V_SCROLL),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_BUILD), SetDataTip(0x0, STR_NULL), SetFill(1, 1), SetResize(1, 0),
NWidget(WWT_TEXTBTN, COLOUR_GREY, DEPOT_WIDGET_CLONE), SetDataTip(0x0, STR_NULL), SetFill(1, 1), SetResize(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_LOCATION), SetDataTip(STR_BUTTON_LOCATION, STR_NULL), SetFill(1, 1), SetResize(1, 0),
NWidget(NWID_SELECTION, INVALID_COLOUR, DEPOT_WIDGET_SHOW_RENAME), // rename button
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_RENAME), SetDataTip(STR_BUTTON_RENAME, STR_DEPOT_RENAME_TOOLTIP), SetFill(1, 1), SetResize(1, 0),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, DEPOT_WIDGET_VEHICLE_LIST), SetDataTip(0x0, STR_NULL), SetFill(0, 1),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_STOP_ALL), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_NULL), SetFill(0, 1),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, DEPOT_WIDGET_START_ALL), SetDataTip(SPR_FLAG_VEH_RUNNING, STR_NULL), SetFill(0, 1),
NWidget(WWT_RESIZEBOX, COLOUR_GREY),
EndContainer(),
};
static const WindowDesc _train_depot_desc(
WDP_AUTO, 362, 123,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_UNCLICK_BUTTONS,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static const WindowDesc _road_depot_desc(
WDP_AUTO, 316, 97,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_UNCLICK_BUTTONS,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static const WindowDesc _ship_depot_desc(
WDP_AUTO, 306, 99,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_UNCLICK_BUTTONS,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static const WindowDesc _aircraft_depot_desc(
WDP_AUTO, 332, 99,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_UNCLICK_BUTTONS,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
extern void DepotSortList(VehicleList *list);
/**
* This is the Callback method after the cloning attempt of a vehicle
* @param result the result of the cloning command
* @param tile unused
* @param p1 unused
* @param p2 unused
*/
void CcCloneVehicle(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
if (result.Failed()) return;
const Vehicle *v = Vehicle::Get(_new_vehicle_id);
ShowVehicleViewWindow(v);
}
static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head)
{
const Vehicle *v = Vehicle::Get(sel);
if (v == wagon) return;
if (wagon == NULL) {
if (head != NULL) wagon = head->Last();
} else {
wagon = wagon->Previous();
if (wagon == NULL) return;
}
if (wagon == v) return;
DoCommandP(v->tile, v->index | (_ctrl_pressed ? 1 : 0) << 20, wagon == NULL ? INVALID_VEHICLE : wagon->index, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_MOVE_VEHICLE));
}
/**
* Array containing the cell size in pixels of the #DEPOT_WIDGET_MATRIX widget for each vehicle type.
* @note The train vehicle type uses the entire row for each train.
*/
static Dimension _base_block_sizes[4];
static void InitBlocksizeForShipAircraft(VehicleType type)
{
uint max_width = 0;
uint max_height = 0;
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
EngineID eid = e->index;
uint x, y;
switch (type) {
default: NOT_REACHED();
case VEH_SHIP: GetShipSpriteSize( eid, x, y); break;
case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break;
}
if (x > max_width) max_width = x;
if (y > max_height) max_height = y;
}
switch (type) {
default: NOT_REACHED();
case VEH_SHIP:
_base_block_sizes[VEH_SHIP].width = max(76U, max_width);
break;
case VEH_AIRCRAFT:
_base_block_sizes[VEH_AIRCRAFT].width = max(67U, max_width);
break;
}
_base_block_sizes[type].height = max(GetVehicleHeight(type), max_height);
}
/**
* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game.
* @note Calling this function once for each game is enough.
*/
void InitDepotWindowBlockSizes()
{
_base_block_sizes[VEH_TRAIN].width = 0;
_base_block_sizes[VEH_TRAIN].height = GetVehicleHeight(VEH_TRAIN);
_base_block_sizes[VEH_ROAD].width = 32;
_base_block_sizes[VEH_ROAD].height = GetVehicleHeight(VEH_ROAD);
InitBlocksizeForShipAircraft(VEH_SHIP);
InitBlocksizeForShipAircraft(VEH_AIRCRAFT);
}
static void DepotSellAllConfirmationCallback(Window *w, bool confirmed);
const Sprite *GetAircraftSprite(EngineID engine);
struct DepotWindow : Window {
VehicleID sel;
VehicleID vehicle_over; ///< Rail vehicle over which another one is dragged, \c INVALID_VEHICLE if none.
VehicleType type;
bool generate_list;
VehicleList vehicle_list;
VehicleList wagon_list;
uint num_columns; ///< Number of columns.
Scrollbar *hscroll; ///< Only for trains.
Scrollbar *vscroll;
DepotWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window()
{
assert(IsCompanyBuildableVehicleType(type)); // ensure that we make the call with a valid type
this->sel = INVALID_VEHICLE;
this->vehicle_over = INVALID_VEHICLE;
this->generate_list = true;
this->type = type;
this->num_columns = 1; // for non-trains this gets set in FinishInitNested()
this->CreateNestedTree(desc);
this->hscroll = (this->type == VEH_TRAIN ? this->GetScrollbar(DEPOT_WIDGET_H_SCROLL) : NULL);
this->vscroll = this->GetScrollbar(DEPOT_WIDGET_V_SCROLL);
/* Don't show 'rename button' of aircraft hangar */
this->GetWidget<NWidgetStacked>(DEPOT_WIDGET_SHOW_RENAME)->SetDisplayedPlane(type == VEH_AIRCRAFT ? SZSP_NONE : 0);
/* Only train depots have a horizontal scrollbar and a 'sell chain' button */
this->GetWidget<NWidgetStacked>(DEPOT_WIDGET_SHOW_H_SCROLL)->SetDisplayedPlane(type == VEH_TRAIN ? 0 : SZSP_HORIZONTAL);
this->GetWidget<NWidgetStacked>(DEPOT_WIDGET_SHOW_SELL_CHAIN)->SetDisplayedPlane(type == VEH_TRAIN ? 0 : SZSP_NONE);
this->SetupWidgetData(type);
this->FinishInitNested(desc, tile);
this->owner = GetTileOwner(tile);
OrderBackup::Reset();
}
~DepotWindow()
{
DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
OrderBackup::Reset(this->window_number);
}
/**
* Draw a vehicle in the depot window in the box with the top left corner at x,y.
* @param v Vehicle to draw.
* @param left Left side of the box to draw in.
* @param right Right side of the box to draw in.
* @param y Top of the box to draw in.
*/
void DrawVehicleInDepot(const Vehicle *v, int left, int right, int y) const
{
bool free_wagon = false;
int sprite_y = y + (this->resize.step_height - GetVehicleHeight(v->type)) / 2;
bool rtl = _current_text_dir == TD_RTL;
int image_left = rtl ? left + this->count_width : left + this->header_width;
int image_right = rtl ? right - this->header_width : right - this->count_width;
switch (v->type) {
case VEH_TRAIN: {
const Train *u = Train::From(v);
free_wagon = u->IsFreeWagon();
uint x_space = free_wagon ? TRAININFO_DEFAULT_VEHICLE_WIDTH : 0;
DrawTrainImage(u, image_left + (rtl ? 0 : x_space), image_right - (rtl ? x_space : 0), sprite_y - 1,
this->sel, free_wagon ? 0 : this->hscroll->GetPosition(), this->vehicle_over);
/* Number of wagons relative to a standard length wagon (rounded up) */
SetDParam(0, CeilDiv(u->gcache.cached_total_length, 8));
DrawString(rtl ? left + WD_FRAMERECT_LEFT : right - this->count_width, rtl ? left + this->count_width : right - WD_FRAMERECT_RIGHT, y + (this->resize.step_height - FONT_HEIGHT_SMALL) / 2, STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT); // Draw the counter
break;
}
case VEH_ROAD: DrawRoadVehImage( v, image_left, image_right, sprite_y, this->sel); break;
case VEH_SHIP: DrawShipImage( v, image_left, image_right, sprite_y, this->sel); break;
case VEH_AIRCRAFT: {
const Sprite *spr = GetSprite(v->GetImage(DIR_W), ST_NORMAL);
DrawAircraftImage(v, image_left, image_right,
y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
this->sel);
break;
}
default: NOT_REACHED();
}
uint diff_x, diff_y;
if (v->IsGroundVehicle()) {
/* Arrange unitnumber and flag horizontally */
diff_x = this->flag_width + WD_FRAMERECT_LEFT;
diff_y = (this->resize.step_height - this->flag_height) / 2 - 2;
} else {
/* Arrange unitnumber and flag vertically */
diff_x = WD_FRAMERECT_LEFT;
diff_y = FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL;
}
int text_left = rtl ? right - this->header_width - 1 : left + diff_x;
int text_right = rtl ? right - diff_x : left + this->header_width - 1;
if (free_wagon) {
DrawString(text_left, text_right, y + 2, STR_DEPOT_NO_ENGINE);
} else {
DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, rtl ? right - this->flag_width : left + WD_FRAMERECT_LEFT, y + diff_y);
SetDParam(0, v->unitnumber);
DrawString(text_left, text_right, y + 2, (uint16)(v->max_age - DAYS_IN_LEAP_YEAR) >= v->age ? STR_BLACK_COMMA : STR_RED_COMMA);
}
}
void DrawWidget(const Rect &r, int widget) const
{
if (widget != DEPOT_WIDGET_MATRIX) return;
bool rtl = _current_text_dir == TD_RTL;
/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
uint16 mat_data = this->GetWidget<NWidgetCore>(DEPOT_WIDGET_MATRIX)->widget_data;
uint16 rows_in_display = GB(mat_data, MAT_ROW_START, MAT_ROW_BITS);
uint16 boxes_in_each_row = GB(mat_data, MAT_COL_START, MAT_COL_BITS);
uint16 num = this->vscroll->GetPosition() * boxes_in_each_row;
int maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row));
int y;
for (y = r.top + 1; num < maxval; y += this->resize.step_height) { // Draw the rows
for (byte i = 0; i < boxes_in_each_row && num < maxval; i++, num++) {
/* Draw all vehicles in the current row */
const Vehicle *v = this->vehicle_list[num];
if (boxes_in_each_row == 1) {
this->DrawVehicleInDepot(v, r.left, r.right, y);
} else {
int x = r.left + (rtl ? (boxes_in_each_row - i - 1) : i) * this->resize.step_width;
this->DrawVehicleInDepot(v, x, x + this->resize.step_width - 1, y);
}
}
}
maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll->GetPosition() * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
/* Draw the train wagons without an engine in front. */
for (; num < maxval; num++, y += this->resize.step_height) {
const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()];
this->DrawVehicleInDepot(v, r.left, r.right, y);
}
}
void SetStringParameters(int widget) const
{
if (widget != DEPOT_WIDGET_CAPTION) return;
/* locate the depot struct */
TileIndex tile = this->window_number;
SetDParam(0, this->type);
SetDParam(1, (this->type == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotIndex(tile));
}
struct GetDepotVehiclePtData {
const Vehicle *head;
const Vehicle *wagon;
};
enum DepotGUIAction {
MODE_ERROR,
MODE_DRAG_VEHICLE,
MODE_SHOW_VEHICLE,
MODE_START_STOP,
};
DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const
{
const NWidgetCore *matrix_widget = this->GetWidget<NWidgetCore>(DEPOT_WIDGET_MATRIX);
/* In case of RTL the widgets are swapped as a whole */
if (_current_text_dir == TD_RTL) x = matrix_widget->current_x - x;
uint xt = 0, xm = 0, ym = 0;
if (this->type == VEH_TRAIN) {
xm = x;
} else {
xt = x / this->resize.step_width;
xm = x % this->resize.step_width;
if (xt >= this->num_columns) return MODE_ERROR;
}
ym = y % this->resize.step_height;
uint row = y / this->resize.step_height;
if (row >= this->vscroll->GetCapacity()) return MODE_ERROR;
uint boxes_in_each_row = GB(matrix_widget->widget_data, MAT_COL_START, MAT_COL_BITS);
uint pos = ((row + this->vscroll->GetPosition()) * boxes_in_each_row) + xt;
if (this->vehicle_list.Length() + this->wagon_list.Length() <= pos) {
/* Clicking on 'line' / 'block' without a vehicle */
if (this->type == VEH_TRAIN) {
/* End the dragging */
d->head = NULL;
d->wagon = NULL;
return MODE_DRAG_VEHICLE;
} else {
return MODE_ERROR; // empty block, so no vehicle is selected
}
}
bool wagon = false;
if (this->vehicle_list.Length() > pos) {
*veh = this->vehicle_list[pos];
/* Skip vehicles that are scrolled off the list */
if (this->type == VEH_TRAIN) x += this->hscroll->GetPosition();
} else {
pos -= this->vehicle_list.Length();
*veh = this->wagon_list[pos];
/* free wagons don't have an initial loco. */
x -= VEHICLEINFO_FULL_VEHICLE_WIDTH;
wagon = true;
}
const Train *v = NULL;
if (this->type == VEH_TRAIN) {
v = Train::From(*veh);
d->head = d->wagon = v;
}
if (xm <= this->header_width) {
switch (this->type) {
case VEH_TRAIN:
if (wagon) return MODE_ERROR;
case VEH_ROAD:
if (xm <= this->flag_width) return MODE_START_STOP;
break;
case VEH_SHIP:
case VEH_AIRCRAFT:
if (xm <= this->flag_width && ym >= (uint)(FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL)) return MODE_START_STOP;
break;
default: NOT_REACHED();
}
return MODE_SHOW_VEHICLE;
}
if (this->type != VEH_TRAIN) return MODE_DRAG_VEHICLE;
/* Clicking on the counter */
if (xm >= matrix_widget->current_x - this->count_width) return wagon ? MODE_ERROR : MODE_SHOW_VEHICLE;
/* Account for the header */
x -= this->header_width;
/* find the vehicle in this row that was clicked */
for (; v != NULL; v = v->Next()) {
x -= v->GetDisplayImageWidth();
if (x < 0) break;
}
d->wagon = (v != NULL ? v->GetFirstEnginePart() : NULL);
return MODE_DRAG_VEHICLE;
}
/**
* Handle click in the depot matrix.
* @param x Horizontal position in the matrix widget in pixels.
* @param y Vertical position in the matrix widget in pixels.
*/
void DepotClick(int x, int y)
{
GetDepotVehiclePtData gdvp = { NULL, NULL };
const Vehicle *v = NULL;
DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp);
if (this->type == VEH_TRAIN) v = gdvp.wagon;
switch (mode) {
case MODE_ERROR: // invalid
return;
case MODE_DRAG_VEHICLE: { // start dragging of vehicle
if (v != NULL && VehicleClicked(v)) return;
VehicleID sel = this->sel;
if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) {
this->sel = INVALID_VEHICLE;
TrainDepotMoveVehicle(v, sel, gdvp.head);
} else if (v != NULL) {
int image = v->GetImage(_current_text_dir == TD_RTL ? DIR_E : DIR_W);
SetObjectToPlaceWnd(image, GetVehiclePalette(v), HT_DRAG, this);
this->sel = v->index;
this->SetDirty();
_cursor.short_vehicle_offset = v->IsGroundVehicle() ? 16 - v->GetGroundVehicleCache()->cached_veh_length * 2 : 0;
_cursor.vehchain = _ctrl_pressed;
}
break;
}
case MODE_SHOW_VEHICLE: // show info window
ShowVehicleViewWindow(v);
break;
case MODE_START_STOP: // click start/stop flag
StartStopVehicle(v, false);
break;
default: NOT_REACHED();
}
}
/**
* Function to set up vehicle specific widgets (mainly sprites and strings).
* Only use this function to if the widget is used for several vehicle types and each has
* different text/sprites. If the widget is only used for a single vehicle type, or the same
* text/sprites are used every time, use the nested widget array to initialize the widget.
*/
void SetupWidgetData(VehicleType type)
{
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_STOP_ALL)->tool_tip = STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_START_ALL)->tool_tip = STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL)->tool_tip = STR_DEPOT_TRAIN_SELL_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL_ALL)->tool_tip = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_BUILD)->SetDataTip(STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON + type, STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP + type);
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_CLONE)->SetDataTip(STR_DEPOT_CLONE_TRAIN + type, STR_DEPOT_CLONE_TRAIN_DEPOT_INFO + type);
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_LOCATION)->tool_tip = STR_DEPOT_TRAIN_LOCATION_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_VEHICLE_LIST)->tool_tip = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_AUTOREPLACE)->tool_tip = STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_MATRIX)->tool_tip = STR_DEPOT_TRAIN_LIST_TOOLTIP + this->type;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_TRAIN;
/* Sprites */
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_TRAIN;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_TRAIN;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_TRAIN;
break;
case VEH_ROAD:
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_LORRY;
/* Sprites */
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_ROADVEH;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_ROADVEH;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_ROADVEH;
break;
case VEH_SHIP:
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_SHIP;
/* Sprites */
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_SHIP;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_SHIP;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_SHIP;
break;
case VEH_AIRCRAFT:
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_VEHICLE_LIST)->widget_data = STR_PLANE;
/* Sprites */
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL)->widget_data = SPR_SELL_AIRCRAFT;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_SELL_ALL)->widget_data = SPR_SELL_ALL_AIRCRAFT;
this->GetWidget<NWidgetCore>(DEPOT_WIDGET_AUTOREPLACE)->widget_data = SPR_REPLACE_AIRCRAFT;
break;
}
}
uint count_width;
uint header_width;
uint flag_width;
uint flag_height;
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
switch (widget) {
case DEPOT_WIDGET_MATRIX: {
uint min_height = 0;
if (this->type == VEH_TRAIN) {
SetDParam(0, 100);
this->count_width = GetStringBoundingBox(STR_TINY_BLACK_COMA).width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
} else {
this->count_width = 0;
}
Dimension unumber = { GetDigitWidth() * 4, FONT_HEIGHT_NORMAL };
const Sprite *spr = GetSprite(SPR_FLAG_VEH_STOPPED, ST_NORMAL);
this->flag_width = spr->width + WD_FRAMERECT_RIGHT;
this->flag_height = spr->height;
if (this->type == VEH_TRAIN || this->type == VEH_ROAD) {
min_height = max<uint>(unumber.height + WD_MATRIX_TOP, spr->height);
this->header_width = unumber.width + this->flag_width + WD_FRAMERECT_LEFT;
} else {
min_height = unumber.height + spr->height + WD_MATRIX_TOP + WD_PAR_VSEP_NORMAL + WD_MATRIX_BOTTOM;
this->header_width = max<uint>(unumber.width, this->flag_width) + WD_FRAMERECT_RIGHT;
}
int base_width = this->count_width + this->header_width;
resize->height = max(_base_block_sizes[this->type].height, min_height);
if (this->type == VEH_TRAIN) {
resize->width = 1;
size->width = base_width + 2 * 29; // about 2 parts
size->height = resize->height * 6;
} else {
resize->width = base_width + _base_block_sizes[this->type].width;
size->width = resize->width * (this->type == VEH_ROAD ? 5 : 3);
size->height = resize->height * (this->type == VEH_ROAD ? 5 : 3);
}
fill->width = resize->width;
fill->height = resize->height;
break;
}
}
}
virtual void OnInvalidateData(int data)
{
this->generate_list = true;
}
virtual void OnPaint()
{
if (this->generate_list) {
/* Generate the vehicle list
* It's ok to use the wagon pointers for non-trains as they will be ignored */
BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list);
this->generate_list = false;
DepotSortList(&this->vehicle_list);
}
/* determine amount of items for scroller */
if (this->type == VEH_TRAIN) {
uint max_width = VEHICLEINFO_FULL_VEHICLE_WIDTH;
for (uint num = 0; num < this->vehicle_list.Length(); num++) {
uint width = 0;
for (const Train *v = Train::From(this->vehicle_list[num]); v != NULL; v = v->Next()) {
width += v->GetDisplayImageWidth();
}
max_width = max(max_width, width);
}
/* Always have 1 empty row, so people can change the setting of the train */
this->vscroll->SetCount(this->vehicle_list.Length() + this->wagon_list.Length() + 1);
this->hscroll->SetCount(max_width);
} else {
this->vscroll->SetCount(CeilDiv(this->vehicle_list.Length(), this->num_columns));
}
/* Setup disabled buttons. */
TileIndex tile = this->window_number;
this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_company),
DEPOT_WIDGET_STOP_ALL,
DEPOT_WIDGET_START_ALL,
DEPOT_WIDGET_SELL,
DEPOT_WIDGET_SELL_CHAIN,
DEPOT_WIDGET_SELL_ALL,
DEPOT_WIDGET_BUILD,
DEPOT_WIDGET_CLONE,
DEPOT_WIDGET_RENAME,
DEPOT_WIDGET_AUTOREPLACE,
WIDGET_LIST_END);
this->DrawWidgets();
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case DEPOT_WIDGET_MATRIX: { // List
NWidgetBase *nwi = this->GetWidget<NWidgetBase>(DEPOT_WIDGET_MATRIX);
this->DepotClick(pt.x - nwi->pos_x, pt.y - nwi->pos_y);
break;
}
case DEPOT_WIDGET_BUILD: // Build vehicle
ResetObjectToPlace();
ShowBuildVehicleWindow(this->window_number, this->type);
break;
case DEPOT_WIDGET_CLONE: // Clone button
this->SetWidgetDirty(DEPOT_WIDGET_CLONE);
this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);
if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
static const CursorID clone_icons[] = {
SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
};
SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, HT_VEHICLE, this);
} else {
ResetObjectToPlace();
}
break;
case DEPOT_WIDGET_LOCATION:
if (_ctrl_pressed) {
ShowExtraViewPortWindow(this->window_number);
} else {
ScrollMainWindowToTile(this->window_number);
}
break;
case DEPOT_WIDGET_RENAME: // Rename button
SetDParam(0, this->type);
SetDParam(1, Depot::GetByTile((TileIndex)this->window_number)->index);
ShowQueryString(STR_DEPOT_NAME, STR_DEPOT_RENAME_DEPOT_CAPTION, MAX_LENGTH_DEPOT_NAME_CHARS, MAX_LENGTH_DEPOT_NAME_PIXELS, this, CS_ALPHANUMERAL, QSF_ENABLE_DEFAULT | QSF_LEN_IN_CHARS);
break;
case DEPOT_WIDGET_STOP_ALL:
case DEPOT_WIDGET_START_ALL: {
VehicleListIdentifier vli(VL_DEPOT_LIST, this->type, this->owner);
DoCommandP(this->window_number, (widget == DEPOT_WIDGET_START_ALL ? (1 << 0) : 0), vli.Pack(), CMD_MASS_START_STOP);
break;
}
case DEPOT_WIDGET_SELL_ALL:
/* Only open the confimation window if there are anything to sell */
if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) {
TileIndex tile = this->window_number;
byte vehtype = this->type;
SetDParam(0, vehtype);
SetDParam(1, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotIndex(tile));
ShowQuery(
STR_DEPOT_CAPTION,
STR_DEPOT_SELL_CONFIRMATION_TEXT,
this,
DepotSellAllConfirmationCallback
);
}
break;
case DEPOT_WIDGET_VEHICLE_LIST:
ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
break;
case DEPOT_WIDGET_AUTOREPLACE:
DoCommandP(this->window_number, this->type, 0, CMD_DEPOT_MASS_AUTOREPLACE);
break;
}
}
virtual void OnQueryTextFinished(char *str)
{
if (str == NULL) return;
/* Do depot renaming */
DoCommandP(0, GetDepotIndex(this->window_number), 0, CMD_RENAME_DEPOT | CMD_MSG(STR_ERROR_CAN_T_RENAME_DEPOT), NULL, str);
}
virtual bool OnRightClick(Point pt, int widget)
{
if (widget != DEPOT_WIDGET_MATRIX) return false;
GetDepotVehiclePtData gdvp = { NULL, NULL };
const Vehicle *v = NULL;
NWidgetBase *nwi = this->GetWidget<NWidgetBase>(DEPOT_WIDGET_MATRIX);
DepotGUIAction mode = this->GetVehicleFromDepotWndPt(pt.x - nwi->pos_x, pt.y - nwi->pos_y, &v, &gdvp);
if (this->type == VEH_TRAIN) v = gdvp.wagon;
if (v == NULL || mode != MODE_DRAG_VEHICLE) return false;
CargoArray capacity, loaded;
/* Display info for single (articulated) vehicle, or for whole chain starting with selected vehicle */
bool whole_chain = (this->type == VEH_TRAIN && _ctrl_pressed);
/* loop through vehicle chain and collect cargos */
uint num = 0;
for (const Vehicle *w = v; w != NULL; w = w->Next()) {
if (w->cargo_cap > 0 && w->cargo_type < NUM_CARGO) {
capacity[w->cargo_type] += w->cargo_cap;
loaded [w->cargo_type] += w->cargo.Count();
}
if (w->type == VEH_TRAIN && !Train::From(w)->HasArticulatedPart()) {
num++;
if (!whole_chain) break;
}
}
/* Build tooltipstring */
static char details[1024];
details[0] = '\0';
char *pos = details;
for (CargoID cargo_type = 0; cargo_type < NUM_CARGO; cargo_type++) {
if (capacity[cargo_type] == 0) continue;
SetDParam(0, cargo_type); // {CARGO} #1
SetDParam(1, loaded[cargo_type]); // {CARGO} #2
SetDParam(2, cargo_type); // {SHORTCARGO} #1
SetDParam(3, capacity[cargo_type]); // {SHORTCARGO} #2
pos = GetString(pos, STR_DEPOT_VEHICLE_TOOLTIP_CARGO, lastof(details));
}
/* Show tooltip window */
uint64 args[2];
args[0] = (whole_chain ? num : v->engine_type);
args[1] = (uint64)(size_t)details;
GuiShowTooltips(this, whole_chain ? STR_DEPOT_VEHICLE_TOOLTIP_CHAIN : STR_DEPOT_VEHICLE_TOOLTIP, 2, args, TCC_RIGHT_CLICK);
return true;
}
/**
* Clones a vehicle
* @param v the original vehicle to clone
*/
virtual void OnVehicleSelect(const Vehicle *v)
{
if (DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CMD_CLONE_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN + v->type), CcCloneVehicle)) {
ResetObjectToPlace();
}
}
virtual void OnPlaceObjectAbort()
{
/* abort clone */
this->RaiseWidget(DEPOT_WIDGET_CLONE);
this->SetWidgetDirty(DEPOT_WIDGET_CLONE);
/* abort drag & drop */
this->sel = INVALID_VEHICLE;
this->vehicle_over = INVALID_VEHICLE;
this->SetWidgetDirty(DEPOT_WIDGET_MATRIX);
}
virtual void OnMouseDrag(Point pt, int widget)
{
if (this->type != VEH_TRAIN || this->sel == INVALID_VEHICLE) return;
/* A rail vehicle is dragged.. */
if (widget != DEPOT_WIDGET_MATRIX) { // ..outside of the depot matrix.
if (this->vehicle_over != INVALID_VEHICLE) {
this->vehicle_over = INVALID_VEHICLE;
this->SetWidgetDirty(DEPOT_WIDGET_MATRIX);
}
return;
}
NWidgetBase *matrix = this->GetWidget<NWidgetBase>(widget);
const Vehicle *v = NULL;
GetDepotVehiclePtData gdvp = {NULL, NULL};
if (this->GetVehicleFromDepotWndPt(pt.x - matrix->pos_x, pt.y - matrix->pos_y, &v, &gdvp) != MODE_DRAG_VEHICLE) return;
VehicleID new_vehicle_over = INVALID_VEHICLE;
if (gdvp.head != NULL) {
if (gdvp.wagon == NULL && gdvp.head->Last()->index != this->sel) { // ..at the end of the train.
/* NOTE: As a wagon can't be moved at the begin of a train, head index isn't used to mark a drag-and-drop
* destination inside a train. This head index is then used to indicate that a wagon is inserted at
* the end of the train.
*/
new_vehicle_over = gdvp.head->index;
} else if (gdvp.wagon != NULL && gdvp.head != gdvp.wagon &&
gdvp.wagon->index != this->sel &&
gdvp.wagon->Previous()->index != this->sel) { // ..over an existing wagon.
new_vehicle_over = gdvp.wagon->index;
}
}
if (this->vehicle_over == new_vehicle_over) return;
this->vehicle_over = new_vehicle_over;
this->SetWidgetDirty(widget);
}
virtual void OnDragDrop(Point pt, int widget)
{
switch (widget) {
case DEPOT_WIDGET_MATRIX: {
const Vehicle *v = NULL;
VehicleID sel = this->sel;
this->sel = INVALID_VEHICLE;
this->SetDirty();
NWidgetBase *nwi = this->GetWidget<NWidgetBase>(DEPOT_WIDGET_MATRIX);
if (this->type == VEH_TRAIN) {
GetDepotVehiclePtData gdvp = { NULL, NULL };
if (this->GetVehicleFromDepotWndPt(pt.x - nwi->pos_x, pt.y - nwi->pos_y, &v, &gdvp) == MODE_DRAG_VEHICLE && sel != INVALID_VEHICLE) {
if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
DoCommandP(Vehicle::Get(sel)->tile, Vehicle::Get(sel)->index, true,
CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE));
} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
this->vehicle_over = INVALID_VEHICLE;
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
} else if (gdvp.head != NULL && Train::From(gdvp.head)->IsFrontEngine()) {
ShowVehicleViewWindow(gdvp.head);
}
}
} else if (this->GetVehicleFromDepotWndPt(pt.x - nwi->pos_x, pt.y - nwi->pos_y, &v, NULL) == MODE_DRAG_VEHICLE && v != NULL && sel == v->index) {
ShowVehicleViewWindow(v);
}
break;
}
case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN: {
if (this->IsWidgetDisabled(widget)) return;
if (this->sel == INVALID_VEHICLE) return;
this->HandleButtonClick(widget);
const Vehicle *v = Vehicle::Get(this->sel);
this->sel = INVALID_VEHICLE;
this->SetDirty();
int sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;
DoCommandP(v->tile, v->index | sell_cmd << 20 | MAKE_ORDER_BACKUP_FLAG, 0, GetCmdSellVeh(v->type));
break;
}
default:
this->sel = INVALID_VEHICLE;
this->SetDirty();
}
_cursor.vehchain = false;
}
virtual void OnTimeout()
{
if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL)) {
this->RaiseWidget(DEPOT_WIDGET_SELL);
this->SetWidgetDirty(DEPOT_WIDGET_SELL);
}
if (this->nested_array[DEPOT_WIDGET_SELL] != NULL && !this->IsWidgetDisabled(DEPOT_WIDGET_SELL_CHAIN)) {
this->RaiseWidget(DEPOT_WIDGET_SELL_CHAIN);
this->SetWidgetDirty(DEPOT_WIDGET_SELL_CHAIN);
}
}
virtual void OnResize()
{
NWidgetCore *nwi = this->GetWidget<NWidgetCore>(DEPOT_WIDGET_MATRIX);
this->vscroll->SetCapacityFromWidget(this, DEPOT_WIDGET_MATRIX);
if (this->type == VEH_TRAIN) {
this->hscroll->SetCapacity(nwi->current_x - this->header_width - this->count_width);
nwi->widget_data = (this->vscroll->GetCapacity() << MAT_ROW_START) + (1 << MAT_COL_START);
} else {
this->num_columns = nwi->current_x / nwi->resize_x;
nwi->widget_data = (this->vscroll->GetCapacity() << MAT_ROW_START) + (this->num_columns << MAT_COL_START);
}
}
virtual EventState OnCTRLStateChange()
{
if (this->sel != INVALID_VEHICLE) {
_cursor.vehchain = _ctrl_pressed;
this->SetWidgetDirty(DEPOT_WIDGET_MATRIX);
return ES_HANDLED;
}
return ES_NOT_HANDLED;
}
};
static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)
{
if (confirmed) {
DepotWindow *w = (DepotWindow*)win;
TileIndex tile = w->window_number;
byte vehtype = w->type;
DoCommandP(tile, vehtype, 0, CMD_DEPOT_SELL_ALL_VEHICLES);
}
}
/**
* Opens a depot window
* @param tile The tile where the depot/hangar is located
* @param type The type of vehicles in the depot
*/
void ShowDepotWindow(TileIndex tile, VehicleType type)
{
if (BringWindowToFrontById(WC_VEHICLE_DEPOT, tile) != NULL) return;
const WindowDesc *desc;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN: desc = &_train_depot_desc; break;
case VEH_ROAD: desc = &_road_depot_desc; break;
case VEH_SHIP: desc = &_ship_depot_desc; break;
case VEH_AIRCRAFT: desc = &_aircraft_depot_desc; break;
}
new DepotWindow(desc, tile, type);
}
/**
* Removes the highlight of a vehicle in a depot window
* @param *v Vehicle to remove all highlights from
*/
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
{
DepotWindow *w;
/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
* If that is the case, we can skip looping though the windows and save time
*/
if (_special_mouse_mode != WSM_DRAGDROP) return;
w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
if (w != NULL) {
if (w->sel == v->index) ResetObjectToPlace();
}
}
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