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Location: cpp/openttd-patchpack/source/src/depot_gui.cpp - annotation
r21872:fd80368dbae4
36.5 KiB
text/x-c
(svn r27024) -Codechange: Adjust spacing on small order list.
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/*
* 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 "roadveh.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 "spritecache.h"
#include "strings_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 "zoom_func.h"
#include "widgets/depot_widget.h"
#include "table/strings.h"
#include "safeguards.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()
*/
/** 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, WID_D_CAPTION), SetDataTip(STR_DEPOT_CAPTION, STR_NULL),
NWidget(WWT_SHADEBOX, COLOUR_GREY),
NWidget(WWT_DEFSIZEBOX, COLOUR_GREY),
NWidget(WWT_STICKYBOX, COLOUR_GREY),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_VERTICAL),
NWidget(WWT_MATRIX, COLOUR_GREY, WID_D_MATRIX), SetResize(1, 1), SetScrollbar(WID_D_V_SCROLL),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_D_SHOW_H_SCROLL),
NWidget(NWID_HSCROLLBAR, COLOUR_GREY, WID_D_H_SCROLL),
EndContainer(),
EndContainer(),
NWidget(NWID_VERTICAL),
NWidget(WWT_IMGBTN, COLOUR_GREY, WID_D_SELL), SetDataTip(0x0, STR_NULL), SetResize(0, 1), SetFill(0, 1),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_D_SHOW_SELL_CHAIN),
NWidget(WWT_IMGBTN, COLOUR_GREY, WID_D_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, WID_D_SELL_ALL), SetDataTip(0x0, STR_NULL),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_D_AUTOREPLACE), SetDataTip(0x0, STR_NULL),
EndContainer(),
NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_D_V_SCROLL),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_D_BUILD), SetDataTip(0x0, STR_NULL), SetFill(1, 1), SetResize(1, 0),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_D_CLONE), SetDataTip(0x0, STR_NULL), SetFill(1, 1), SetResize(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_D_LOCATION), SetDataTip(STR_BUTTON_LOCATION, STR_NULL), SetFill(1, 1), SetResize(1, 0),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_D_SHOW_RENAME), // rename button
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_D_RENAME), SetDataTip(STR_BUTTON_RENAME, STR_DEPOT_RENAME_TOOLTIP), SetFill(1, 1), SetResize(1, 0),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_D_VEHICLE_LIST), SetDataTip(0x0, STR_NULL), SetFill(0, 1),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_D_STOP_ALL), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_NULL), SetFill(0, 1),
NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_D_START_ALL), SetDataTip(SPR_FLAG_VEH_RUNNING, STR_NULL), SetFill(0, 1),
NWidget(WWT_RESIZEBOX, COLOUR_GREY),
EndContainer(),
};
static WindowDesc _train_depot_desc(
WDP_AUTO, "depot_train", 362, 123,
WC_VEHICLE_DEPOT, WC_NONE,
0,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static WindowDesc _road_depot_desc(
WDP_AUTO, "depot_roadveh", 316, 97,
WC_VEHICLE_DEPOT, WC_NONE,
0,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static WindowDesc _ship_depot_desc(
WDP_AUTO, "depot_ship", 306, 99,
WC_VEHICLE_DEPOT, WC_NONE,
0,
_nested_train_depot_widgets, lengthof(_nested_train_depot_widgets)
);
static WindowDesc _aircraft_depot_desc(
WDP_AUTO, "depot_aircraft", 332, 99,
WC_VEHICLE_DEPOT, WC_NONE,
0,
_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));
}
static VehicleCellSize _base_block_sizes_depot[VEH_COMPANY_END]; ///< Cell size for vehicle images in the depot view.
static VehicleCellSize _base_block_sizes_purchase[VEH_COMPANY_END]; ///< Cell size for vehicle images in the purchase list.
/**
* Get the GUI cell size for a vehicle image.
* @param type Vehicle type to get the size for.
* @param image_type Image type to get size for.
* @pre image_type == EIT_IN_DEPOT || image_type == EIT_PURCHASE
* @return Cell dimensions for the vehicle and image type.
*/
VehicleCellSize GetVehicleImageCellSize(VehicleType type, EngineImageType image_type)
{
switch (image_type) {
case EIT_IN_DEPOT: return _base_block_sizes_depot[type];
case EIT_PURCHASE: return _base_block_sizes_purchase[type];
default: NOT_REACHED();
}
}
static void InitBlocksizeForVehicles(VehicleType type, EngineImageType image_type)
{
int max_extend_left = 0;
int max_extend_right = 0;
uint max_height = 0;
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
if (!e->IsEnabled()) continue;
EngineID eid = e->index;
uint x, y;
int x_offs, y_offs;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN: GetTrainSpriteSize( eid, x, y, x_offs, y_offs, image_type); break;
case VEH_ROAD: GetRoadVehSpriteSize( eid, x, y, x_offs, y_offs, image_type); break;
case VEH_SHIP: GetShipSpriteSize( eid, x, y, x_offs, y_offs, image_type); break;
case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y, x_offs, y_offs, image_type); break;
}
if (y > max_height) max_height = y;
if (-x_offs > max_extend_left) max_extend_left = -x_offs;
if ((int)x + x_offs > max_extend_right) max_extend_right = x + x_offs;
}
int min_extend = UnScaleByZoom(16 * 4, ZOOM_LVL_GUI);
int max_extend = UnScaleByZoom(98 * 4, ZOOM_LVL_GUI);
switch (image_type) {
case EIT_IN_DEPOT:
_base_block_sizes_depot[type].height = max<uint>(UnScaleByZoom(4 * GetVehicleHeight(type), ZOOM_LVL_GUI), max_height);
_base_block_sizes_depot[type].extend_left = Clamp(max_extend_left, min_extend, max_extend);
_base_block_sizes_depot[type].extend_right = Clamp(max_extend_right, min_extend, max_extend);
break;
case EIT_PURCHASE:
_base_block_sizes_purchase[type].height = max<uint>(UnScaleByZoom(4 * GetVehicleHeight(type), ZOOM_LVL_GUI), max_height);
_base_block_sizes_purchase[type].extend_left = Clamp(max_extend_left, min_extend, max_extend);
_base_block_sizes_purchase[type].extend_right = Clamp(max_extend_right, min_extend, max_extend);
break;
default: NOT_REACHED();
}
}
/**
* 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()
{
for (VehicleType vt = VEH_BEGIN; vt < VEH_COMPANY_END; vt++) {
InitBlocksizeForVehicles(vt, EIT_IN_DEPOT);
InitBlocksizeForVehicles(vt, EIT_PURCHASE);
}
}
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 unitnumber_digits;
uint num_columns; ///< Number of columns.
Scrollbar *hscroll; ///< Only for trains.
Scrollbar *vscroll;
DepotWindow(WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc)
{
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->unitnumber_digits = 2;
this->CreateNestedTree();
this->hscroll = (this->type == VEH_TRAIN ? this->GetScrollbar(WID_D_H_SCROLL) : NULL);
this->vscroll = this->GetScrollbar(WID_D_V_SCROLL);
/* Don't show 'rename button' of aircraft hangar */
this->GetWidget<NWidgetStacked>(WID_D_SHOW_RENAME)->SetDisplayedPlane(type == VEH_AIRCRAFT ? SZSP_NONE : 0);
/* Only train depots have a horizontal scrollbar and a 'sell chain' button */
if (type == VEH_TRAIN) this->GetWidget<NWidgetCore>(WID_D_MATRIX)->widget_data = 1 << MAT_COL_START;
this->GetWidget<NWidgetStacked>(WID_D_SHOW_H_SCROLL)->SetDisplayedPlane(type == VEH_TRAIN ? 0 : SZSP_HORIZONTAL);
this->GetWidget<NWidgetStacked>(WID_D_SHOW_SELL_CHAIN)->SetDisplayedPlane(type == VEH_TRAIN ? 0 : SZSP_NONE);
this->SetupWidgetData(type);
this->FinishInitNested(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 - UnScaleByZoom(4 * GetVehicleHeight(v->type), ZOOM_LVL_GUI)) / 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 ? UnScaleByZoom(4 * TRAININFO_DEFAULT_VEHICLE_WIDTH, ZOOM_LVL_GUI) : 0;
DrawTrainImage(u, image_left + (rtl ? 0 : x_space), image_right - (rtl ? x_space : 0), sprite_y - 1,
this->sel, EIT_IN_DEPOT, free_wagon ? 0 : this->hscroll->GetPosition(), this->vehicle_over);
/* Length of consist in tiles with 1 fractional digit (rounded up) */
SetDParam(0, CeilDiv(u->gcache.cached_total_length * 10, TILE_SIZE));
SetDParam(1, 1);
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_DECIMAL, TC_FROMSTRING, SA_RIGHT); // Draw the counter
break;
}
case VEH_ROAD: DrawRoadVehImage( v, image_left, image_right, sprite_y, this->sel, EIT_IN_DEPOT); break;
case VEH_SHIP: DrawShipImage( v, image_left, image_right, sprite_y, this->sel, EIT_IN_DEPOT); break;
case VEH_AIRCRAFT: DrawAircraftImage(v, image_left, image_right, sprite_y, this->sel, EIT_IN_DEPOT); 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 != WID_D_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 */
const NWidgetCore *wid = this->GetWidget<NWidgetCore>(WID_D_MATRIX);
uint16 rows_in_display = wid->current_y / wid->resize_y;
uint16 num = this->vscroll->GetPosition() * this->num_columns;
int maxval = min(this->vehicle_list.Length(), num + (rows_in_display * this->num_columns));
int y;
for (y = r.top + 1; num < maxval; y += this->resize.step_height) { // Draw the rows
for (byte i = 0; i < this->num_columns && num < maxval; i++, num++) {
/* Draw all vehicles in the current row */
const Vehicle *v = this->vehicle_list[num];
if (this->num_columns == 1) {
this->DrawVehicleInDepot(v, r.left, r.right, y);
} else {
int x = r.left + (rtl ? (this->num_columns - 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() * this->num_columns) + (rows_in_display * this->num_columns));
/* 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 != WID_D_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>(WID_D_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 pos = ((row + this->vscroll->GetPosition()) * this->num_columns) + 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;
/* FALL THROUGH */
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) {
bool rtl = _current_text_dir == TD_RTL;
int image = v->GetImage(rtl ? DIR_E : DIR_W, EIT_IN_DEPOT);
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) * (rtl ? -1 : 1) : 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>(WID_D_STOP_ALL)->tool_tip = STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_START_ALL)->tool_tip = STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_SELL)->tool_tip = STR_DEPOT_TRAIN_SELL_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_SELL_ALL)->tool_tip = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_BUILD)->SetDataTip(STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON + type, STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP + type);
this->GetWidget<NWidgetCore>(WID_D_CLONE)->SetDataTip(STR_DEPOT_CLONE_TRAIN + type, STR_DEPOT_CLONE_TRAIN_DEPOT_INFO + type);
this->GetWidget<NWidgetCore>(WID_D_LOCATION)->tool_tip = STR_DEPOT_TRAIN_LOCATION_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_VEHICLE_LIST)->tool_tip = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_AUTOREPLACE)->tool_tip = STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP + type;
this->GetWidget<NWidgetCore>(WID_D_MATRIX)->tool_tip = STR_DEPOT_TRAIN_LIST_TOOLTIP + this->type;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->GetWidget<NWidgetCore>(WID_D_VEHICLE_LIST)->widget_data = STR_TRAIN;
/* Sprites */
this->GetWidget<NWidgetCore>(WID_D_SELL)->widget_data = SPR_SELL_TRAIN;
this->GetWidget<NWidgetCore>(WID_D_SELL_ALL)->widget_data = SPR_SELL_ALL_TRAIN;
this->GetWidget<NWidgetCore>(WID_D_AUTOREPLACE)->widget_data = SPR_REPLACE_TRAIN;
break;
case VEH_ROAD:
this->GetWidget<NWidgetCore>(WID_D_VEHICLE_LIST)->widget_data = STR_LORRY;
/* Sprites */
this->GetWidget<NWidgetCore>(WID_D_SELL)->widget_data = SPR_SELL_ROADVEH;
this->GetWidget<NWidgetCore>(WID_D_SELL_ALL)->widget_data = SPR_SELL_ALL_ROADVEH;
this->GetWidget<NWidgetCore>(WID_D_AUTOREPLACE)->widget_data = SPR_REPLACE_ROADVEH;
break;
case VEH_SHIP:
this->GetWidget<NWidgetCore>(WID_D_VEHICLE_LIST)->widget_data = STR_SHIP;
/* Sprites */
this->GetWidget<NWidgetCore>(WID_D_SELL)->widget_data = SPR_SELL_SHIP;
this->GetWidget<NWidgetCore>(WID_D_SELL_ALL)->widget_data = SPR_SELL_ALL_SHIP;
this->GetWidget<NWidgetCore>(WID_D_AUTOREPLACE)->widget_data = SPR_REPLACE_SHIP;
break;
case VEH_AIRCRAFT:
this->GetWidget<NWidgetCore>(WID_D_VEHICLE_LIST)->widget_data = STR_PLANE;
/* Sprites */
this->GetWidget<NWidgetCore>(WID_D_SELL)->widget_data = SPR_SELL_AIRCRAFT;
this->GetWidget<NWidgetCore>(WID_D_SELL_ALL)->widget_data = SPR_SELL_ALL_AIRCRAFT;
this->GetWidget<NWidgetCore>(WID_D_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 WID_D_MATRIX: {
uint min_height = 0;
if (this->type == VEH_TRAIN) {
SetDParamMaxValue(0, 1000, 0, FS_SMALL);
SetDParam(1, 1);
this->count_width = GetStringBoundingBox(STR_TINY_BLACK_DECIMAL).width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
} else {
this->count_width = 0;
}
SetDParamMaxDigits(0, this->unitnumber_digits);
Dimension unumber = GetStringBoundingBox(STR_BLACK_COMMA);
const Sprite *spr = GetSprite(SPR_FLAG_VEH_STOPPED, ST_NORMAL);
this->flag_width = UnScaleByZoom(spr->width, ZOOM_LVL_GUI) + WD_FRAMERECT_RIGHT;
this->flag_height = UnScaleByZoom(spr->height, ZOOM_LVL_GUI);
if (this->type == VEH_TRAIN || this->type == VEH_ROAD) {
min_height = max<uint>(unumber.height + WD_MATRIX_TOP, UnScaleByZoom(spr->height, ZOOM_LVL_GUI));
this->header_width = unumber.width + this->flag_width + WD_FRAMERECT_LEFT;
} else {
min_height = unumber.height + UnScaleByZoom(spr->height, ZOOM_LVL_GUI) + 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<uint>(GetVehicleImageCellSize(this->type, EIT_IN_DEPOT).height, min_height);
if (this->type == VEH_TRAIN) {
resize->width = 1;
size->width = base_width + 2 * UnScaleByZoom(29 * 4, ZOOM_LVL_GUI); // about 2 parts
size->height = resize->height * 6;
} else {
resize->width = base_width + GetVehicleImageCellSize(this->type, EIT_IN_DEPOT).extend_left + GetVehicleImageCellSize(this->type, EIT_IN_DEPOT).extend_right;
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;
}
}
}
/**
* 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)
{
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);
uint new_unitnumber_digits = GetUnitNumberDigits(this->vehicle_list);
if (this->unitnumber_digits != new_unitnumber_digits) {
this->unitnumber_digits = new_unitnumber_digits;
this->ReInit();
}
}
/* 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),
WID_D_STOP_ALL,
WID_D_START_ALL,
WID_D_SELL,
WID_D_SELL_CHAIN,
WID_D_SELL_ALL,
WID_D_BUILD,
WID_D_CLONE,
WID_D_RENAME,
WID_D_AUTOREPLACE,
WIDGET_LIST_END);
this->DrawWidgets();
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case WID_D_MATRIX: { // List
NWidgetBase *nwi = this->GetWidget<NWidgetBase>(WID_D_MATRIX);
this->DepotClick(pt.x - nwi->pos_x, pt.y - nwi->pos_y);
break;
}
case WID_D_BUILD: // Build vehicle
ResetObjectToPlace();
ShowBuildVehicleWindow(this->window_number, this->type);
break;
case WID_D_CLONE: // Clone button
this->SetWidgetDirty(WID_D_CLONE);
this->ToggleWidgetLoweredState(WID_D_CLONE);
if (this->IsWidgetLowered(WID_D_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 WID_D_LOCATION:
if (_ctrl_pressed) {
ShowExtraViewPortWindow(this->window_number);
} else {
ScrollMainWindowToTile(this->window_number);
}
break;
case WID_D_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, this, CS_ALPHANUMERAL, QSF_ENABLE_DEFAULT | QSF_LEN_IN_CHARS);
break;
case WID_D_STOP_ALL:
case WID_D_START_ALL: {
VehicleListIdentifier vli(VL_DEPOT_LIST, this->type, this->owner);
DoCommandP(this->window_number, (widget == WID_D_START_ALL ? (1 << 0) : 0), vli.Pack(), CMD_MASS_START_STOP);
break;
}
case WID_D_SELL_ALL:
/* Only open the confirmation 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 WID_D_VEHICLE_LIST:
ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
break;
case WID_D_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 != WID_D_MATRIX) return false;
GetDepotVehiclePtData gdvp = { NULL, NULL };
const Vehicle *v = NULL;
NWidgetBase *nwi = this->GetWidget<NWidgetBase>(WID_D_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 cargoes */
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.StoredCount();
}
if (w->type == VEH_TRAIN && !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
* @return Always true.
*/
virtual bool 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();
}
return true;
}
virtual void OnPlaceObjectAbort()
{
/* abort clone */
this->RaiseWidget(WID_D_CLONE);
this->SetWidgetDirty(WID_D_CLONE);
/* abort drag & drop */
this->sel = INVALID_VEHICLE;
this->vehicle_over = INVALID_VEHICLE;
this->SetWidgetDirty(WID_D_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 != WID_D_MATRIX) { // ..outside of the depot matrix.
if (this->vehicle_over != INVALID_VEHICLE) {
this->vehicle_over = INVALID_VEHICLE;
this->SetWidgetDirty(WID_D_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 WID_D_MATRIX: {
const Vehicle *v = NULL;
VehicleID sel = this->sel;
this->sel = INVALID_VEHICLE;
this->SetDirty();
NWidgetBase *nwi = this->GetWidget<NWidgetBase>(WID_D_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 && 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 WID_D_SELL: case WID_D_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 == WID_D_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(WID_D_SELL)) {
this->RaiseWidget(WID_D_SELL);
this->SetWidgetDirty(WID_D_SELL);
}
if (this->nested_array[WID_D_SELL] != NULL && !this->IsWidgetDisabled(WID_D_SELL_CHAIN)) {
this->RaiseWidget(WID_D_SELL_CHAIN);
this->SetWidgetDirty(WID_D_SELL_CHAIN);
}
}
virtual void OnResize()
{
this->vscroll->SetCapacityFromWidget(this, WID_D_MATRIX);
NWidgetCore *nwi = this->GetWidget<NWidgetCore>(WID_D_MATRIX);
if (this->type == VEH_TRAIN) {
this->hscroll->SetCapacity(nwi->current_x - this->header_width - this->count_width);
} else {
this->num_columns = nwi->current_x / nwi->resize_x;
}
}
virtual EventState OnCTRLStateChange()
{
if (this->sel != INVALID_VEHICLE) {
_cursor.vehchain = _ctrl_pressed;
this->SetWidgetDirty(WID_D_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;
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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