Changeset - r9173:51ec211959ba
[Not reviewed]
master
0 1 0
glx - 17 years ago 2008-05-10 23:43:08
glx@openttd.org
(svn r13036) -Codechange: make a class of the BuildIndustry Window.
1 file changed with 315 insertions and 315 deletions:
0 comments (0 inline, 0 general)
src/industry_gui.cpp
Show inline comments
 
@@ -32,37 +32,6 @@
 

	
 
bool _ignore_restrictions;
 

	
 
/** Names of the widgets of the dynamic place industries gui */
 
enum DynamicPlaceIndustriesWidgets {
 
	DPIW_CLOSEBOX = 0,
 
	DPIW_CAPTION,
 
	DPIW_MATRIX_WIDGET,
 
	DPIW_SCROLLBAR,
 
	DPIW_INFOPANEL,
 
	DPIW_FUND_WIDGET,
 
	DPIW_RESIZE_WIDGET,
 
};
 

	
 
/** Attached struct to the window extended data */
 
struct fnd_d {
 
	int index;             ///< index of the element in the matrix
 
	IndustryType select;   ///< industry corresponding to the above index
 
	uint16 callback_timer; ///< timer counter for callback eventual verification
 
	bool timer_enabled;    ///< timer can be used
 
};
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(fnd_d));
 

	
 
/** Helper struct holding the available industries for current situation */
 
static struct IndustryData {
 
	uint16 count;                               ///< How many industries are loaded
 
	IndustryType index[NUM_INDUSTRYTYPES + 1];  ///< Type of industry, in the order it was loaded
 
	StringID text[NUM_INDUSTRYTYPES + 1];       ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever)
 
	bool enabled[NUM_INDUSTRYTYPES + 1];        ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever)
 
} _fund_gui;
 

	
 
assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.text));
 
assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.enabled));
 

	
 
enum CargoSuffixType {
 
	CST_FUND,
 
	CST_VIEW,
 
@@ -92,288 +61,19 @@ static StringID GetCargoSuffix(uint carg
 
	return STR_EMPTY;
 
}
 

	
 
static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
		case WE_CREATE: {
 
			IndustryType ind;
 
			const IndustrySpec *indsp;
 

	
 
			/* Shorten the window to the equivalant of the additionnal purchase
 
			 * info coming from the callback.  SO it will only be available to tis full
 
			 * height when newindistries are loaded */
 
			if (!_loaded_newgrf_features.has_newindustries) {
 
				w->widget[DPIW_INFOPANEL].bottom -= 44;
 
				w->widget[DPIW_FUND_WIDGET].bottom -= 44;
 
				w->widget[DPIW_FUND_WIDGET].top -= 44;
 
				w->widget[DPIW_RESIZE_WIDGET].bottom -= 44;
 
				w->widget[DPIW_RESIZE_WIDGET].top -= 44;
 
				w->resize.height = w->height -= 44;
 
			}
 

	
 
			WP(w, fnd_d).timer_enabled = _loaded_newgrf_features.has_newindustries;
 

	
 
			/* Initilialize structures */
 
			_fund_gui.count = 0;
 

	
 
			for (uint i = 0; i < lengthof(_fund_gui.index); i++) {
 
				_fund_gui.index[i]   = 0xFF;
 
				_fund_gui.text[i]    = STR_NULL;
 
				_fund_gui.enabled[i] = false;
 
			}
 

	
 
			w->vscroll.cap = 8; // rows in grid, same in scroller
 
			w->resize.step_height = 13;
 

	
 
			if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
 
				_fund_gui.index[_fund_gui.count] = INVALID_INDUSTRYTYPE;
 
				_fund_gui.count++;
 
				WP(w, fnd_d).timer_enabled = false;
 
			}
 

	
 
			/* Fill the _fund_gui structure with industries.
 
			 * The tests performed after the enabled allow to load the industries
 
			 * In the same way they are inserted by grf (if any)
 
			 */
 
			for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
 
				indsp = GetIndustrySpec(ind);
 
				if (indsp->enabled){
 
					/* Rule is that editor mode loads all industries.
 
					 * In game mode, all non raw industries are loaded too
 
					 * and raw ones are loaded only when setting allows it */
 
					if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
 
					_fund_gui.index[_fund_gui.count] = ind;
 
					_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
 
					_fund_gui.count++;
 
				}
 
			}
 

	
 
			/* first indutry type is selected.
 
			 * I'll be damned if there are none available ;) */
 
			WP(w, fnd_d).index = 0;
 
			WP(w, fnd_d).select = _fund_gui.index[0];
 
			WP(w, fnd_d).callback_timer = DAY_TICKS;
 
		} break;
 

	
 
		case WE_PAINT: {
 
			const IndustrySpec *indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select);
 
			int x_str = w->widget[DPIW_INFOPANEL].left + 3;
 
			int y_str = w->widget[DPIW_INFOPANEL].top + 3;
 
			const Widget *wi = &w->widget[DPIW_INFOPANEL];
 
			int max_width = wi->right - wi->left - 4;
 

	
 
			/* Raw industries might be prospected. Show this fact by changing the string
 
			 * In Editor, you just build, while ingame, or you fund or you prospect */
 
			if (_game_mode == GM_EDITOR) {
 
				/* We've chosen many random industries but no industries have been specified */
 
				if (indsp == NULL) _fund_gui.enabled[WP(w, fnd_d).index] = _opt.diff.number_industries != 0;
 
				w->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
 
			} else {
 
				w->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
 
			}
 
			w->SetWidgetDisabledState(DPIW_FUND_WIDGET, !_fund_gui.enabled[WP(w, fnd_d).index]);
 

	
 
			SetVScrollCount(w, _fund_gui.count);
 

	
 
			DrawWindowWidgets(w);
 

	
 
			/* and now with the matrix painting */
 
			for (byte i = 0; i < w->vscroll.cap && ((i + w->vscroll.pos) < _fund_gui.count); i++) {
 
				int offset = i * 13;
 
				int x = 3;
 
				int y = 16;
 
				bool selected = WP(w, fnd_d).index == i + w->vscroll.pos;
 

	
 
				if (_fund_gui.index[i + w->vscroll.pos] == INVALID_INDUSTRYTYPE) {
 
					DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
 
					continue;
 
				}
 
				const IndustrySpec *indsp = GetIndustrySpec(_fund_gui.index[i + w->vscroll.pos]);
 

	
 
				/* Draw the name of the industry in white is selected, otherwise, in orange */
 
				DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
 
				GfxFillRect(x,     y + 1 + offset,  x + 10, y + 7 + offset, selected ? 15 : 0);
 
				GfxFillRect(x + 1, y + 2 + offset,  x +  9, y + 6 + offset, indsp->map_colour);
 
			}
 

	
 
			if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
 
				DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
 
				break;
 
			}
 

	
 
			if (_game_mode != GM_EDITOR) {
 
				SetDParam(0, indsp->GetConstructionCost());
 
				DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width);
 
				y_str += 11;
 
			}
 

	
 
			/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
 
			StringID str = STR_4827_REQUIRES;
 
			byte p = 0;
 
			SetDParam(0, STR_00D0_NOTHING);
 
			SetDParam(1, STR_EMPTY);
 
			for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) {
 
				if (indsp->accepts_cargo[j] == CT_INVALID) continue;
 
				if (p > 0) str++;
 
				SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name);
 
				SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, WP(w, fnd_d).select, indsp));
 
			}
 
			DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
 
			y_str += 11;
 

	
 
			/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
 
			str = STR_4827_PRODUCES;
 
			p = 0;
 
			SetDParam(0, STR_00D0_NOTHING);
 
			SetDParam(1, STR_EMPTY);
 
			for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) {
 
				if (indsp->produced_cargo[j] == CT_INVALID) continue;
 
				if (p > 0) str++;
 
				SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name);
 
				SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, WP(w, fnd_d).select, indsp));
 
			}
 
			DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
 
			y_str += 11;
 

	
 
			/* Get the additional purchase info text, if it has not already been */
 
			if (_fund_gui.text[WP(w, fnd_d).index] == STR_NULL) {   // Have i been called already?
 
				if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) {          // No. Can it be called?
 
					uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, WP(w, fnd_d).select, INVALID_TILE);
 
					if (callback_res != CALLBACK_FAILED) {  // Did it failed?
 
						StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res);  // No. here's the new string
 
						_fund_gui.text[WP(w, fnd_d).index] = newtxt;   // Store it for further usage
 
					}
 
				}
 
			}
 

	
 
			/* Draw the Additional purchase text, provided by newgrf callback, if any.
 
			 * Otherwhise, will print Nothing */
 
			str = _fund_gui.text[WP(w, fnd_d).index];
 
			if (str != STR_NULL && str != STR_UNDEFINED) {
 
				SetDParam(0, str);
 
				DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40);
 
			}
 
		} break;
 

	
 
		case WE_DOUBLE_CLICK:
 
			if (e->we.click.widget != DPIW_MATRIX_WIDGET) break;
 
			e->we.click.widget = DPIW_FUND_WIDGET;
 
			/* Fall through */
 

	
 
		case WE_CLICK:
 
			switch (e->we.click.widget) {
 
				case DPIW_MATRIX_WIDGET: {
 
					const IndustrySpec *indsp;
 
					int y = (e->we.click.pt.y - w->widget[DPIW_MATRIX_WIDGET].top) / 13 + w->vscroll.pos ;
 

	
 
					if (y >= 0 && y < _fund_gui.count) { // Is it within the boundaries of available data?
 
						WP(w, fnd_d).index = y;
 
						WP(w, fnd_d).select = _fund_gui.index[WP(w, fnd_d).index];
 
						indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select);
 

	
 
						w->SetDirty();
 

	
 
						if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
 
								WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
 
							/* Reset the button state if going to prospecting or "build many industries" */
 
							w->RaiseButtons();
 
							ResetObjectToPlace();
 
						}
 
					}
 
				} break;
 

	
 
				case DPIW_FUND_WIDGET: {
 
					if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
 
						w->HandleButtonClick(DPIW_FUND_WIDGET);
 

	
 
						if (GetNumTowns() == 0) {
 
							ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
 
						} else {
 
							extern void GenerateIndustries();
 
							_generating_world = true;
 
							GenerateIndustries();
 
							_generating_world = false;
 
						}
 
					} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(WP(w, fnd_d).select)->IsRawIndustry()) {
 
						DoCommandP(0, WP(w, fnd_d).select, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
 
						w->HandleButtonClick(DPIW_FUND_WIDGET);
 
					} else {
 
						HandlePlacePushButton(w, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL);
 
					}
 
				} break;
 
			}
 
			break;
 

	
 
		case WE_RESIZE: {
 
			/* Adjust the number of items in the matrix depending of the rezise */
 
			w->vscroll.cap  += e->we.sizing.diff.y / (int)w->resize.step_height;
 
			w->widget[DPIW_MATRIX_WIDGET].data = (w->vscroll.cap << 8) + 1;
 
		} break;
 

	
 
		case WE_PLACE_OBJ: {
 
			bool success = true;
 
			/* We do not need to protect ourselves against "Random Many Industries" in this mode */
 
			const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select);
 
			uint32 seed = InteractiveRandom();
 

	
 
			if (_game_mode == GM_EDITOR) {
 
				/* Show error if no town exists at all */
 
				if (GetNumTowns() == 0) {
 
					SetDParam(0, indsp->name);
 
					ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
 
					return;
 
				}
 

	
 
				_current_player = OWNER_NONE;
 
				_generating_world = true;
 
				_ignore_restrictions = true;
 
				success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
 
				if (!success) {
 
					SetDParam(0, indsp->name);
 
					ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
 
				}
 

	
 
				_ignore_restrictions = false;
 
				_generating_world = false;
 
			} else {
 
				success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
 
			}
 

	
 
			/* If an industry has been built, just reset the cursor and the system */
 
			if (success) ResetObjectToPlace();
 
		} break;
 

	
 
		case WE_TICK:
 
			if (_pause_game != 0) break;
 
			if (!WP(w, fnd_d).timer_enabled) break;
 
			if (--WP(w, fnd_d).callback_timer == 0) {
 
				/* We have just passed another day.
 
				 * See if we need to update availability of currently selected industry */
 
				WP(w, fnd_d).callback_timer = DAY_TICKS;  //restart counter
 

	
 
				const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select);
 

	
 
				if (indsp->enabled) {
 
					bool call_back_result = CheckIfCallBackAllowsAvailability(WP(w, fnd_d).select, IACT_USERCREATION);
 

	
 
					/* Only if result does match the previous state would it require a redraw. */
 
					if (call_back_result != _fund_gui.enabled[WP(w, fnd_d).index]) {
 
						_fund_gui.enabled[WP(w, fnd_d).index] = call_back_result;
 
						w->SetDirty();
 
					}
 
				}
 
			}
 
			break;
 

	
 
		case WE_TIMEOUT:
 
		case WE_ABORT_PLACE_OBJ:
 
			w->RaiseButtons();
 
			break;
 
	}
 
}
 
/** Names of the widgets of the dynamic place industries gui */
 
enum DynamicPlaceIndustriesWidgets {
 
	DPIW_CLOSEBOX = 0,
 
	DPIW_CAPTION,
 
	DPIW_MATRIX_WIDGET,
 
	DPIW_SCROLLBAR,
 
	DPIW_INFOPANEL,
 
	DPIW_FUND_WIDGET,
 
	DPIW_RESIZE_WIDGET,
 
};
 

	
 
/** Widget definition of the dynamic place industries gui */
 
static const Widget _build_dynamic_industry_widgets[] = {
 
static const Widget _build_industry_widgets[] = {
 
{   WWT_CLOSEBOX,    RESIZE_NONE,    7,     0,    10,     0,    13, STR_00C5,                       STR_018B_CLOSE_WINDOW},            // DPIW_CLOSEBOX
 
{    WWT_CAPTION,   RESIZE_RIGHT,    7,    11,   169,     0,    13, STR_0314_FUND_NEW_INDUSTRY,     STR_018C_WINDOW_TITLE_DRAG_THIS},  // DPIW_CAPTION
 
{     WWT_MATRIX,      RESIZE_RB,    7,     0,   157,    14,   118, 0x801,                          STR_INDUSTRY_SELECTION_HINT},      // DPIW_MATRIX_WIDGET
 
@@ -385,18 +85,318 @@ static const Widget _build_dynamic_indus
 
};
 

	
 
/** Window definition of the dynamic place industries gui */
 
static const WindowDesc _build_industry_dynamic_desc = {
 
static const WindowDesc _build_industry_desc = {
 
	WDP_AUTO, WDP_AUTO, 170, 212, 170, 212,
 
	WC_BUILD_INDUSTRY, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_RESIZABLE,
 
	_build_dynamic_industry_widgets,
 
	BuildDynamicIndustryWndProc,
 
	_build_industry_widgets,
 
	NULL,
 
};
 

	
 
class BuildIndustryWindow : public Window {
 
	int selected_index;                         ///< index of the element in the matrix
 
	IndustryType selected_type;                 ///< industry corresponding to the above index
 
	uint16 callback_timer;                      ///< timer counter for callback eventual verification
 
	bool timer_enabled;                         ///< timer can be used
 
	uint16 count;                               ///< How many industries are loaded
 
	IndustryType index[NUM_INDUSTRYTYPES + 1];  ///< Type of industry, in the order it was loaded
 
	StringID text[NUM_INDUSTRYTYPES + 1];       ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever)
 
	bool enabled[NUM_INDUSTRYTYPES + 1];        ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever)
 

	
 
public:
 
	BuildIndustryWindow() : Window(&_build_industry_desc)
 
	{
 
		IndustryType ind;
 
		const IndustrySpec *indsp;
 

	
 
		/* Shorten the window to the equivalant of the additionnal purchase
 
		 * info coming from the callback.  SO it will only be available to tis full
 
		 * height when newindistries are loaded */
 
		if (!_loaded_newgrf_features.has_newindustries) {
 
			this->widget[DPIW_INFOPANEL].bottom -= 44;
 
			this->widget[DPIW_FUND_WIDGET].bottom -= 44;
 
			this->widget[DPIW_FUND_WIDGET].top -= 44;
 
			this->widget[DPIW_RESIZE_WIDGET].bottom -= 44;
 
			this->widget[DPIW_RESIZE_WIDGET].top -= 44;
 
			this->resize.height = this->height -= 44;
 
		}
 

	
 
		this->timer_enabled = _loaded_newgrf_features.has_newindustries;
 

	
 
		/* Initialize structures */
 
		this->count = 0;
 

	
 
		for (uint i = 0; i < lengthof(this->index); i++) {
 
			this->index[i]   = 0xFF;
 
			this->text[i]    = STR_NULL;
 
			this->enabled[i] = false;
 
		}
 

	
 
		this->vscroll.cap = 8; // rows in grid, same in scroller
 
		this->resize.step_height = 13;
 

	
 
		if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
 
			this->index[this->count] = INVALID_INDUSTRYTYPE;
 
			this->count++;
 
			this->timer_enabled = false;
 
		}
 

	
 
		/* Fill the _fund_gui structure with industries.
 
		 * The tests performed after the enabled allow to load the industries
 
		 * In the same way they are inserted by grf (if any)
 
		 */
 
		for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
 
			indsp = GetIndustrySpec(ind);
 
			if (indsp->enabled){
 
				/* Rule is that editor mode loads all industries.
 
				 * In game mode, all non raw industries are loaded too
 
				 * and raw ones are loaded only when setting allows it */
 
				if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
 
				this->index[this->count] = ind;
 
				this->enabled[this->count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
 
				this->count++;
 
			}
 
		}
 

	
 
		/* first indutry type is selected.
 
		 * I'll be damned if there are none available ;) */
 
		this->selected_index = 0;
 
		this->selected_type = this->index[0];
 
		this->callback_timer = DAY_TICKS;
 
	}
 

	
 
	virtual void OnPaint()
 
	{
 
		const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
 
		int x_str = this->widget[DPIW_INFOPANEL].left + 3;
 
		int y_str = this->widget[DPIW_INFOPANEL].top + 3;
 
		const Widget *wi = &this->widget[DPIW_INFOPANEL];
 
		int max_width = wi->right - wi->left - 4;
 

	
 
		/* Raw industries might be prospected. Show this fact by changing the string
 
		 * In Editor, you just build, while ingame, or you fund or you prospect */
 
		if (_game_mode == GM_EDITOR) {
 
			/* We've chosen many random industries but no industries have been specified */
 
			if (indsp == NULL) this->enabled[this->selected_index] = _opt.diff.number_industries != 0;
 
			this->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
 
		} else {
 
			this->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
 
		}
 
		this->SetWidgetDisabledState(DPIW_FUND_WIDGET, !this->enabled[this->selected_index]);
 

	
 
		SetVScrollCount(this, this->count);
 

	
 
		DrawWindowWidgets(this);
 

	
 
		/* and now with the matrix painting */
 
		for (byte i = 0; i < this->vscroll.cap && ((i + this->vscroll.pos) < this->count); i++) {
 
			int offset = i * 13;
 
			int x = 3;
 
			int y = 16;
 
			bool selected = this->selected_index == i + this->vscroll.pos;
 

	
 
			if (this->index[i + this->vscroll.pos] == INVALID_INDUSTRYTYPE) {
 
				DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
 
				continue;
 
			}
 
			const IndustrySpec *indsp = GetIndustrySpec(this->index[i + this->vscroll.pos]);
 

	
 
			/* Draw the name of the industry in white is selected, otherwise, in orange */
 
			DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
 
			GfxFillRect(x,     y + 1 + offset,  x + 10, y + 7 + offset, selected ? 15 : 0);
 
			GfxFillRect(x + 1, y + 2 + offset,  x +  9, y + 6 + offset, indsp->map_colour);
 
		}
 

	
 
		if (this->selected_type == INVALID_INDUSTRYTYPE) {
 
			DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
 
			return;
 
		}
 

	
 
		if (_game_mode != GM_EDITOR) {
 
			SetDParam(0, indsp->GetConstructionCost());
 
			DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width);
 
			y_str += 11;
 
		}
 

	
 
		/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
 
		StringID str = STR_4827_REQUIRES;
 
		byte p = 0;
 
		SetDParam(0, STR_00D0_NOTHING);
 
		SetDParam(1, STR_EMPTY);
 
		for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) {
 
			if (indsp->accepts_cargo[j] == CT_INVALID) continue;
 
			if (p > 0) str++;
 
			SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name);
 
			SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, this->selected_type, indsp));
 
		}
 
		DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
 
		y_str += 11;
 

	
 
		/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
 
		str = STR_4827_PRODUCES;
 
		p = 0;
 
		SetDParam(0, STR_00D0_NOTHING);
 
		SetDParam(1, STR_EMPTY);
 
		for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) {
 
			if (indsp->produced_cargo[j] == CT_INVALID) continue;
 
			if (p > 0) str++;
 
			SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name);
 
			SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, this->selected_type, indsp));
 
		}
 
		DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
 
		y_str += 11;
 

	
 
		/* Get the additional purchase info text, if it has not already been */
 
		if (this->text[this->selected_index] == STR_NULL) {   // Have i been called already?
 
			if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) {          // No. Can it be called?
 
				uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, this->selected_type, INVALID_TILE);
 
				if (callback_res != CALLBACK_FAILED) {  // Did it failed?
 
					StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res);  // No. here's the new string
 
					this->text[this->selected_index] = newtxt;   // Store it for further usage
 
				}
 
			}
 
		}
 

	
 
		/* Draw the Additional purchase text, provided by newgrf callback, if any.
 
		 * Otherwhise, will print Nothing */
 
		str = this->text[this->selected_index];
 
		if (str != STR_NULL && str != STR_UNDEFINED) {
 
			SetDParam(0, str);
 
			DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40);
 
		}
 
	}
 

	
 
	virtual void OnDoubleClick(Point pt, int widget)
 
	{
 
		if (widget != DPIW_MATRIX_WIDGET) return;
 
		this->OnClick(pt, DPIW_FUND_WIDGET);
 
	}
 

	
 
	virtual void OnClick(Point pt, int widget)
 
	{
 
		switch (widget) {
 
			case DPIW_MATRIX_WIDGET: {
 
				const IndustrySpec *indsp;
 
				int y = (pt.y - this->widget[DPIW_MATRIX_WIDGET].top) / 13 + this->vscroll.pos ;
 

	
 
				if (y >= 0 && y < count) { // Is it within the boundaries of available data?
 
					this->selected_index = y;
 
					this->selected_type = this->index[y];
 
					indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
 

	
 
					this->SetDirty();
 

	
 
					if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
 
							this->selected_type == INVALID_INDUSTRYTYPE) {
 
						/* Reset the button state if going to prospecting or "build many industries" */
 
						this->RaiseButtons();
 
						ResetObjectToPlace();
 
					}
 
				}
 
			} break;
 

	
 
			case DPIW_FUND_WIDGET: {
 
				if (this->selected_type == INVALID_INDUSTRYTYPE) {
 
					this->HandleButtonClick(DPIW_FUND_WIDGET);
 

	
 
					if (GetNumTowns() == 0) {
 
						ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
 
					} else {
 
						extern void GenerateIndustries();
 
						_generating_world = true;
 
						GenerateIndustries();
 
						_generating_world = false;
 
					}
 
				} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) {
 
					DoCommandP(0, this->selected_type, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
 
					this->HandleButtonClick(DPIW_FUND_WIDGET);
 
				} else {
 
					HandlePlacePushButton(this, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL);
 
				}
 
			} break;
 
		}
 
	}
 

	
 
	virtual void OnResize(Point new_size, Point delta)
 
	{
 
		/* Adjust the number of items in the matrix depending of the rezise */
 
		this->vscroll.cap  += delta.y / (int)this->resize.step_height;
 
		this->widget[DPIW_MATRIX_WIDGET].data = (this->vscroll.cap << 8) + 1;
 
	}
 

	
 
	virtual void OnPlaceObject(Point pt, TileIndex tile)
 
	{
 
		bool success = true;
 
		/* We do not need to protect ourselves against "Random Many Industries" in this mode */
 
		const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
 
		uint32 seed = InteractiveRandom();
 

	
 
		if (_game_mode == GM_EDITOR) {
 
			/* Show error if no town exists at all */
 
			if (GetNumTowns() == 0) {
 
				SetDParam(0, indsp->name);
 
				ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y);
 
				return;
 
			}
 

	
 
			_current_player = OWNER_NONE;
 
			_generating_world = true;
 
			_ignore_restrictions = true;
 
			success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
 
			if (!success) {
 
				SetDParam(0, indsp->name);
 
				ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y);
 
			}
 

	
 
			_ignore_restrictions = false;
 
			_generating_world = false;
 
		} else {
 
			success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
 
		}
 

	
 
		/* If an industry has been built, just reset the cursor and the system */
 
		if (success) ResetObjectToPlace();
 
	}
 

	
 
	virtual void OnTick()
 
	{
 
		if (_pause_game != 0) return;
 
		if (!this->timer_enabled) return;
 
		if (--this->callback_timer == 0) {
 
			/* We have just passed another day.
 
			 * See if we need to update availability of currently selected industry */
 
			this->callback_timer = DAY_TICKS;  //restart counter
 

	
 
			const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
 

	
 
			if (indsp->enabled) {
 
				bool call_back_result = CheckIfCallBackAllowsAvailability(this->selected_type, IACT_USERCREATION);
 

	
 
				/* Only if result does match the previous state would it require a redraw. */
 
				if (call_back_result != this->enabled[this->selected_index]) {
 
					this->enabled[this->selected_index] = call_back_result;
 
					this->SetDirty();
 
				}
 
			}
 
		}
 
	}
 

	
 
	virtual void OnTimeout()
 
	{
 
		this->RaiseButtons();
 
	}
 

	
 
	virtual void OnPlaceObjectAbort()
 
	{
 
		this->RaiseButtons();
 
	}
 
};
 

	
 
void ShowBuildIndustryWindow()
 
{
 
	if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
 
	AllocateWindowDescFront<Window>(&_build_industry_dynamic_desc, 0);
 
	if (BringWindowToFrontById(WC_BUILD_INDUSTRY, 0)) return;
 
	new BuildIndustryWindow();
 
}
 

	
 
static void UpdateIndustryProduction(Industry *i);
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