Changeset - r24509:aad185122b66
[Not reviewed]
master
0 2 0
Niels Martin Hansen - 4 years ago 2020-06-22 16:48:51
nielsm@indvikleren.dk
Change: Switch tree GUI to use dynamically generated buttons

This makes it look a bit better in climates with fewer tree types.
2 files changed with 134 insertions and 129 deletions:
0 comments (0 inline, 0 general)
src/tree_gui.cpp
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@@ -15,6 +15,8 @@
 
#include "company_base.h"
 
#include "command_func.h"
 
#include "sound_func.h"
 
#include "strings_func.h"
 
#include "zoom_func.h"
 
#include "tree_map.h"
 

	
 
#include "widgets/tree_widget.h"
 
@@ -41,91 +43,111 @@ const PalSpriteID tree_sprites[] = {
 
	{ 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, },  { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED }
 
};
 

	
 
/**
 
 * Calculate the maximum size of all tree sprites
 
 * @return Dimension of the largest tree sprite
 
 */
 
static Dimension GetMaxTreeSpriteSize()
 
{
 
	const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
 
	const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
 

	
 
	Dimension size, this_size;
 
	Point offset;
 
	/* Avoid to use it uninitialized */
 
	size.width = 32; // default width - WD_FRAMERECT_LEFT
 
	size.height = 39; // default height - BUTTON_BOTTOM_OFFSET
 
	offset.x = 0;
 
	offset.y = 0;
 

	
 
	for (int i = base; i < base + count; i++) {
 
		if (i >= (int)lengthof(tree_sprites)) return size;
 
		this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
 
		size.width = max<int>(size.width, 2 * max<int>(this_size.width, -offset.x));
 
		size.height = max<int>(size.height, max<int>(this_size.height, -offset.y));
 
	}
 

	
 
	return size;
 
}
 

	
 

	
 
/**
 
 * The build trees window.
 
 */
 
class BuildTreesWindow : public Window
 
{
 
	uint16 base;        ///< Base tree number used for drawing the window.
 
	uint16 count;       ///< Number of different trees available.
 
	TreeType tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
 
	/** Visual Y offset of tree root from the bottom of the tree type buttons */
 
	static const int BUTTON_BOTTOM_OFFSET = 7;
 

	
 
	int tree_to_plant;  ///< Tree number to plant, \c TREE_INVALID for a random tree.
 

	
 
	/**
 
	 * Update the GUI and enable/disable planting to reflect selected options.
 
	 */
 
	void UpdateMode()
 
	{
 
		this->RaiseButtons();
 

	
 
		const int current_tree = this->tree_to_plant;
 

	
 
		if (this->tree_to_plant >= 0) {
 
			/* Activate placement */
 
			if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
 
			SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT, this->window_class, this->window_number);
 
			this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
 
		} else {
 
			/* Deactivate placement */
 
			ResetObjectToPlace();
 
		}
 

	
 
		if (this->tree_to_plant == TREE_INVALID) {
 
			this->LowerWidget(WID_BT_TYPE_RANDOM);
 
		} else if (this->tree_to_plant >= 0) {
 
			this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
 
		}
 

	
 
		this->SetDirty();
 
	}
 

	
 
public:
 
	BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
 
	BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1)
 
	{
 
		this->InitNested(window_number);
 
		ResetObjectToPlace();
 
	}
 

	
 
	/**
 
	 * Calculate the maximum size of all tree sprites
 
	 * @return Dimension of the largest tree sprite
 
	 */
 
	Dimension GetMaxTreeSpriteSize()
 
	{
 
		Dimension size, this_size;
 
		Point offset;
 
		/* Avoid to use it uninitialized */
 
		size.width  = 32; // default width - 2
 
		size.height = 39; // default height - 7
 
		offset.x = 0;
 
		offset.y = 0;
 

	
 
		for (int i = this->base; i < this->base + this->count; i++) {
 
			if (i >= (int)lengthof(tree_sprites)) return size;
 
			this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
 
			size.width = max<int>(size.width, 2 * max<int>(this_size.width, -offset.x));
 
			size.height = max<int>(size.height, max<int>(this_size.height, -offset.y));
 
		/* Show scenario editor tools in editor */
 
		auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
 
		if (_game_mode != GM_EDITOR) {
 
			se_tools->SetDisplayedPlane(SZSP_HORIZONTAL);
 
			this->ReInit();
 
		}
 

	
 
		return size;
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget >= WID_BT_TYPE_11 && widget <= WID_BT_TYPE_34) {
 
		if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
 
			/* Ensure tree type buttons are sized after the largest tree type */
 
			Dimension d = GetMaxTreeSpriteSize();
 
			/* Allow some pixels extra width and height */
 
			size->width = d.width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
 
			size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + 7; // we need some more space
 
			return;
 
		}
 

	
 
		if (widget != WID_BT_MANY_RANDOM) return;
 

	
 
		if (_game_mode != GM_EDITOR) {
 
			size->width = 0;
 
			size->height = 0;
 
			size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
 
		}
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		if (widget < WID_BT_TYPE_11 || widget > WID_BT_TYPE_34 || widget - WID_BT_TYPE_11 >= this->count) return;
 

	
 
		int i = this->base + widget - WID_BT_TYPE_11;
 
		/* Trees "grow" in the centre on the bottom line of the buttons */
 
		DrawSprite(tree_sprites[i].sprite, tree_sprites[i].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - 7);
 
		if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
 
			const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
 
			/* Trees "grow" in the centre on the bottom line of the buttons */
 
			DrawSprite(tree_sprites[index].sprite, tree_sprites[index].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
 
		}
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		switch (widget) {
 
			case WID_BT_TYPE_11: case WID_BT_TYPE_12: case WID_BT_TYPE_13: case WID_BT_TYPE_14:
 
			case WID_BT_TYPE_21: case WID_BT_TYPE_22: case WID_BT_TYPE_23: case WID_BT_TYPE_24:
 
			case WID_BT_TYPE_31: case WID_BT_TYPE_32: case WID_BT_TYPE_33: case WID_BT_TYPE_34:
 
				if (widget - WID_BT_TYPE_11 >= this->count) break;
 

	
 
				if (HandlePlacePushButton(this, widget, SPR_CURSOR_TREE, HT_RECT)) {
 
					this->tree_to_plant = (TreeType)(this->base + widget - WID_BT_TYPE_11);
 
				}
 
				break;
 

	
 
			case WID_BT_TYPE_RANDOM: // tree of random type.
 
				if (HandlePlacePushButton(this, WID_BT_TYPE_RANDOM, SPR_CURSOR_TREE, HT_RECT)) {
 
					this->tree_to_plant = TREE_INVALID;
 
				}
 
				this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
 
				this->UpdateMode();
 
				break;
 

	
 
			case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
 
@@ -133,6 +155,14 @@ public:
 
				PlaceTreesRandomly();
 
				MarkWholeScreenDirty();
 
				break;
 

	
 
			default:
 
				if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
 
					const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
 
					this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
 
					this->UpdateMode();
 
				}
 
				break;
 
		}
 
	}
 

	
 
@@ -149,26 +179,53 @@ public:
 
	void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
 
	{
 
		if (pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
 
			DoCommandP(end_tile, this->tree_to_plant, start_tile,
 
				CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
 
			DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
 
		}
 
	}
 

	
 
	/**
 
	 * Initialize the window data
 
	 */
 
	void OnInit() override
 
	{
 
		this->base  = _tree_base_by_landscape[_settings_game.game_creation.landscape];
 
		this->count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
 
	}
 

	
 
	void OnPlaceObjectAbort() override
 
	{
 
		this->RaiseButtons();
 
		this->tree_to_plant = -1;
 
		this->UpdateMode();
 
	}
 
};
 

	
 
/**
 
 * Make widgets for the current available tree types.
 
 * This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
 
 * get producing the correct result than dynamically building the widgets is.
 
 * @see NWidgetFunctionType
 
 */
 
static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
 
{
 
	const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
 
	const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
 

	
 
	/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
 
	const int num_columns = type_count == 9 ? 3 : 4;
 
	const int num_rows = CeilDiv(type_count, num_columns);
 
	byte cur_type = type_base;
 

	
 
	NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
 
	vstack->SetPIP(0, 1, 0);
 

	
 
	for (int row = 0; row < num_rows; row++) {
 
		NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
 
		hstack->SetPIP(0, 1, 0);
 
		vstack->Add(hstack);
 
		for (int col = 0; col < num_columns; col++) {
 
			if (cur_type > type_base + type_count) break;
 
			NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
 
			button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
 
			hstack->Add(button);
 
			*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
 
			cur_type++;
 
		}
 
	}
 

	
 
	return vstack;
 
}
 

	
 
static const NWidgetPart _nested_build_trees_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
 
@@ -177,58 +234,16 @@ static const NWidgetPart _nested_build_t
 
		NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
 
	EndContainer(),
 
	NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
 
		NWidget(NWID_SPACER), SetMinimalSize(0, 2),
 
		NWidget(NWID_HORIZONTAL),
 
			NWidget(NWID_SPACER), SetMinimalSize(2, 0),
 
			NWidget(NWID_VERTICAL),
 
				NWidget(NWID_HORIZONTAL),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_11), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_12), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_13), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_14), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
		NWidget(NWID_VERTICAL), SetPadding(2),
 
			NWidgetFunction(MakeTreeTypeButtons),
 
			NWidget(NWID_SPACER), SetMinimalSize(0, 1),
 
			NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
 
			NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
 
				NWidget(NWID_VERTICAL),
 
					NWidget(NWID_SPACER), SetMinimalSize(0, 1),
 
					NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
 
				EndContainer(),
 
				NWidget(NWID_SPACER), SetMinimalSize(0, 1),
 
				NWidget(NWID_HORIZONTAL),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_21), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_22), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_23), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_24), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
				EndContainer(),
 
				NWidget(NWID_SPACER), SetMinimalSize(0, 1),
 
				NWidget(NWID_HORIZONTAL),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_31), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_32), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_33), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
					NWidget(NWID_SPACER), SetMinimalSize(1, 0),
 
					NWidget(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_34), SetMinimalSize(34, 46), SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP),
 
					EndContainer(),
 
				EndContainer(),
 
				NWidget(NWID_SPACER), SetMinimalSize(0, 1),
 
				NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetMinimalSize(139, 12), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
 
				NWidget(NWID_SPACER), SetMinimalSize(0, 1),
 
				NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetMinimalSize(139, 12), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
 
				NWidget(NWID_SPACER), SetMinimalSize(0, 2),
 
			EndContainer(),
 
			NWidget(NWID_SPACER), SetMinimalSize(2, 0),
 
		EndContainer(),
 
	EndContainer(),
 
};
src/widgets/tree_widget.h
Show inline comments
 
@@ -12,20 +12,10 @@
 

	
 
/** Widgets of the #BuildTreesWindow class. */
 
enum BuildTreesWidgets {
 
	WID_BT_TYPE_11,         ///< Tree 1st column 1st row.
 
	WID_BT_TYPE_12,         ///< Tree 1st column 2nd row.
 
	WID_BT_TYPE_13,         ///< Tree 1st column 3rd row.
 
	WID_BT_TYPE_14,         ///< Tree 1st column 4th row.
 
	WID_BT_TYPE_21,         ///< Tree 2st column 1st row.
 
	WID_BT_TYPE_22,         ///< Tree 2st column 2nd row.
 
	WID_BT_TYPE_23,         ///< Tree 2st column 3rd row.
 
	WID_BT_TYPE_24,         ///< Tree 2st column 4th row.
 
	WID_BT_TYPE_31,         ///< Tree 3st column 1st row.
 
	WID_BT_TYPE_32,         ///< Tree 3st column 2nd row.
 
	WID_BT_TYPE_33,         ///< Tree 3st column 3rd row.
 
	WID_BT_TYPE_34,         ///< Tree 3st column 4th row.
 
	WID_BT_TYPE_RANDOM,     ///< Button to build random type of tree.
 
	WID_BT_SE_PANE,         ///< Selection pane to show/hide scenario editor tools.
 
	WID_BT_MANY_RANDOM,     ///< Button to build many random trees.
 
	WID_BT_TYPE_BUTTON_FIRST, ///< First tree type selection button. (This must be last in the enum.)
 
};
 

	
 
#endif /* WIDGETS_TREE_WIDGET_H */
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