Changeset - r26856:c988753485d9
[Not reviewed]
src/ai/ai.hpp
Show inline comments
 
@@ -13,10 +13,6 @@
 
#include "../script/api/script_event_types.hpp"
 
#include "../core/string_compare_type.hpp"
 
#include "ai_scanner.hpp"
 
#include <map>
 

	
 
/** A list that maps AI names to their AIInfo object. */
 
typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
 

	
 
/**
 
 * Main AI class. Contains all functions needed to start, stop, save and load AIs.
src/ai/ai_core.cpp
Show inline comments
 
@@ -62,7 +62,7 @@
 

	
 
	cur_company.Restore();
 

	
 
	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
 
	InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
 
	return;
 
}
 

	
 
@@ -113,8 +113,8 @@
 

	
 
	cur_company.Restore();
 

	
 
	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
 
	CloseWindowById(WC_AI_SETTINGS, company);
 
	InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
 
	CloseWindowById(WC_SCRIPT_SETTINGS, company);
 
}
 

	
 
/* static */ void AI::Pause(CompanyID company)
 
@@ -338,9 +338,9 @@
 
	AI::scanner_library->RescanDir();
 
	ResetConfig();
 

	
 
	InvalidateWindowData(WC_AI_LIST, 0, 1);
 
	SetWindowClassesDirty(WC_AI_DEBUG);
 
	InvalidateWindowClassesData(WC_AI_SETTINGS);
 
	InvalidateWindowData(WC_SCRIPT_LIST, 0, 1);
 
	SetWindowClassesDirty(WC_SCRIPT_DEBUG);
 
	InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
 
}
 

	
 
/**
src/ai/ai_gui.cpp
Show inline comments
 
@@ -8,675 +8,23 @@
 
/** @file ai_gui.cpp %Window for configuring the AIs */
 

	
 
#include "../stdafx.h"
 
#include "../table/sprites.h"
 
#include "../error.h"
 
#include "../settings_gui.h"
 
#include "../querystring_gui.h"
 
#include "../stringfilter_type.h"
 
#include "../company_base.h"
 
#include "../company_gui.h"
 
#include "../strings_func.h"
 
#include "../window_func.h"
 
#include "../gfx_func.h"
 
#include "../command_func.h"
 
#include "../network/network.h"
 
#include "../settings_func.h"
 
#include "../network/network_content.h"
 
#include "../textfile_gui.h"
 
#include "../widgets/dropdown_type.h"
 
#include "../widgets/dropdown_func.h"
 
#include "../hotkeys.h"
 
#include "../core/geometry_func.hpp"
 
#include "../guitimer_func.h"
 
#include "../company_cmd.h"
 
#include "../misc_cmd.h"
 

	
 
#include "ai.hpp"
 
#include "ai_gui.hpp"
 
#include "../script/api/script_log.hpp"
 
#include "ai_config.hpp"
 
#include "ai_info.hpp"
 
#include "ai_instance.hpp"
 
#include "../game/game.hpp"
 
#include "../game/game_config.hpp"
 
#include "../game/game_info.hpp"
 
#include "../game/game_instance.hpp"
 

	
 
#include "../script/script_gui.h"
 
#include "table/strings.h"
 

	
 
#include <vector>
 

	
 
#include "../safeguards.h"
 

	
 
static ScriptConfig *GetConfig(CompanyID slot)
 
{
 
	if (slot == OWNER_DEITY) return GameConfig::GetConfig();
 
	return AIConfig::GetConfig(slot);
 
}
 

	
 
/**
 
 * Window that let you choose an available AI.
 
 */
 
struct AIListWindow : public Window {
 
	const ScriptInfoList *info_list;    ///< The list of Scripts.
 
	int selected;                       ///< The currently selected Script.
 
	CompanyID slot;                     ///< The company we're selecting a new Script for.
 
	int line_height;                    ///< Height of a row in the matrix widget.
 
	Scrollbar *vscroll;                 ///< Cache of the vertical scrollbar.
 

	
 
	/**
 
	 * Constructor for the window.
 
	 * @param desc The description of the window.
 
	 * @param slot The company we're changing the AI for.
 
	 */
 
	AIListWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
 
		slot(slot)
 
	{
 
		if (slot == OWNER_DEITY) {
 
			this->info_list = Game::GetUniqueInfoList();
 
		} else {
 
			this->info_list = AI::GetUniqueInfoList();
 
		}
 

	
 
		this->CreateNestedTree();
 
		this->vscroll = this->GetScrollbar(WID_AIL_SCROLLBAR);
 
		this->FinishInitNested(); // Initializes 'this->line_height' as side effect.
 

	
 
		this->vscroll->SetCount((int)this->info_list->size() + 1);
 

	
 
		/* Try if we can find the currently selected AI */
 
		this->selected = -1;
 
		if (GetConfig(slot)->HasScript()) {
 
			ScriptInfo *info = GetConfig(slot)->GetInfo();
 
			int i = 0;
 
			for (const auto &item : *this->info_list) {
 
				if (item.second == info) {
 
					this->selected = i;
 
					break;
 
				}
 

	
 
				i++;
 
			}
 
		}
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		switch (widget) {
 
			case WID_AIL_CAPTION:
 
				SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI);
 
				break;
 
		}
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget == WID_AIL_LIST) {
 
			this->line_height = FONT_HEIGHT_NORMAL + padding.height;
 

	
 
			resize->width = 1;
 
			resize->height = this->line_height;
 
			size->height = 5 * this->line_height;
 
		}
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		switch (widget) {
 
			case WID_AIL_LIST: {
 
				/* Draw a list of all available AIs. */
 
				Rect tr = r.Shrink(WidgetDimensions::scaled.matrix);
 
				/* First AI in the list is hardcoded to random */
 
				if (this->vscroll->IsVisible(0)) {
 
					DrawString(tr, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_ORANGE);
 
					tr.top += this->line_height;
 
				}
 
				int i = 0;
 
				for (const auto &item : *this->info_list) {
 
					i++;
 
					if (this->vscroll->IsVisible(i)) {
 
						DrawString(tr, item.second->GetName(), (this->selected == i - 1) ? TC_WHITE : TC_ORANGE);
 
						tr.top += this->line_height;
 
					}
 
				}
 
				break;
 
			}
 
			case WID_AIL_INFO_BG: {
 
				ScriptInfo *selected_info = nullptr;
 
				int i = 0;
 
				for (const auto &item : *this->info_list) {
 
					i++;
 
					if (this->selected == i - 1) selected_info = static_cast<ScriptInfo *>(item.second);
 
				}
 
				/* Some info about the currently selected AI. */
 
				if (selected_info != nullptr) {
 
					Rect tr = r.Shrink(WidgetDimensions::scaled.frametext, WidgetDimensions::scaled.framerect);
 
					SetDParamStr(0, selected_info->GetAuthor());
 
					DrawString(tr, STR_AI_LIST_AUTHOR);
 
					tr.top += FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
					SetDParam(0, selected_info->GetVersion());
 
					DrawString(tr, STR_AI_LIST_VERSION);
 
					tr.top += FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
					if (selected_info->GetURL() != nullptr) {
 
						SetDParamStr(0, selected_info->GetURL());
 
						DrawString(tr, STR_AI_LIST_URL);
 
						tr.top += FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
					}
 
					SetDParamStr(0, selected_info->GetDescription());
 
					DrawStringMultiLine(tr, STR_JUST_RAW_STRING, TC_WHITE);
 
				}
 
				break;
 
			}
 
		}
 
	}
 

	
 
	/**
 
	 * Changes the AI of the current slot.
 
	 */
 
	void ChangeAI()
 
	{
 
		if (this->selected == -1) {
 
			GetConfig(slot)->Change(nullptr);
 
		} else {
 
			ScriptInfoList::const_iterator it = this->info_list->begin();
 
			for (int i = 0; i < this->selected; i++) it++;
 
			GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion());
 
		}
 
		InvalidateWindowData(WC_GAME_OPTIONS, slot == OWNER_DEITY ? WN_GAME_OPTIONS_GS : WN_GAME_OPTIONS_AI);
 
		InvalidateWindowClassesData(WC_AI_SETTINGS);
 
		CloseWindowByClass(WC_QUERY_STRING);
 
		InvalidateWindowClassesData(WC_TEXTFILE);
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		switch (widget) {
 
			case WID_AIL_LIST: { // Select one of the AIs
 
				int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_AIL_LIST) - 1;
 
				if (sel < (int)this->info_list->size()) {
 
					this->selected = sel;
 
					this->SetDirty();
 
					if (click_count > 1) {
 
						this->ChangeAI();
 
						this->Close();
 
					}
 
				}
 
				break;
 
			}
 

	
 
			case WID_AIL_ACCEPT: {
 
				this->ChangeAI();
 
				this->Close();
 
				break;
 
			}
 

	
 
			case WID_AIL_CANCEL:
 
				this->Close();
 
				break;
 
		}
 
	}
 

	
 
	void OnResize() override
 
	{
 
		this->vscroll->SetCapacityFromWidget(this, WID_AIL_LIST);
 
	}
 

	
 
	/**
 
	 * 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.
 
	 */
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) {
 
			this->Close();
 
			return;
 
		}
 

	
 
		if (!gui_scope) return;
 

	
 
		this->vscroll->SetCount((int)this->info_list->size() + 1);
 

	
 
		/* selected goes from -1 .. length of ai list - 1. */
 
		this->selected = std::min(this->selected, this->vscroll->GetCount() - 2);
 
	}
 
};
 

	
 
/** Widgets for the AI list window. */
 
static const NWidgetPart _nested_ai_list_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
 
		NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
 
		NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetMatrixDataTip(1, 0, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_AIL_SCROLLBAR),
 
		NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIL_SCROLLBAR),
 
	EndContainer(),
 
	NWidget(WWT_PANEL, COLOUR_MAUVE, WID_AIL_INFO_BG), SetMinimalTextLines(8, WidgetDimensions::unscaled.framerect.Vertical() + WidgetDimensions::unscaled.vsep_normal * 3), SetResize(1, 0),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIL_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_ACCEPT, STR_AI_LIST_ACCEPT_TOOLTIP),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIL_CANCEL), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_CANCEL, STR_AI_LIST_CANCEL_TOOLTIP),
 
		EndContainer(),
 
		NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
};
 

	
 
/** Window definition for the ai list window. */
 
static WindowDesc _ai_list_desc(
 
	WDP_CENTER, "settings_script_list", 200, 234,
 
	WC_AI_LIST, WC_NONE,
 
	0,
 
	_nested_ai_list_widgets, lengthof(_nested_ai_list_widgets)
 
);
 

	
 
/**
 
 * Open the AI list window to chose an AI for the given company slot.
 
 * @param slot The slot to change the AI of.
 
 */
 
void ShowAIListWindow(CompanyID slot)
 
{
 
	CloseWindowByClass(WC_AI_LIST);
 
	new AIListWindow(&_ai_list_desc, slot);
 
}
 

	
 
/**
 
 * Window for settings the parameters of an AI.
 
 */
 
struct AISettingsWindow : public Window {
 
	CompanyID slot;                       ///< The currently show company's setting.
 
	ScriptConfig *ai_config;              ///< The configuration we're modifying.
 
	int clicked_button;                   ///< The button we clicked.
 
	bool clicked_increase;                ///< Whether we clicked the increase or decrease button.
 
	bool clicked_dropdown;                ///< Whether the dropdown is open.
 
	bool closing_dropdown;                ///< True, if the dropdown list is currently closing.
 
	GUITimer timeout;                     ///< Timeout for unclicking the button.
 
	int clicked_row;                      ///< The clicked row of settings.
 
	int line_height;                      ///< Height of a row in the matrix widget.
 
	Scrollbar *vscroll;                   ///< Cache of the vertical scrollbar.
 
	typedef std::vector<const ScriptConfigItem *> VisibleSettingsList; ///< typdef for a vector of script settings
 
	VisibleSettingsList visible_settings; ///< List of visible AI settings
 

	
 
	/**
 
	 * Constructor for the window.
 
	 * @param desc The description of the window.
 
	 * @param slot The company we're changing the settings for.
 
	 */
 
	AISettingsWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
 
		slot(slot),
 
		clicked_button(-1),
 
		clicked_dropdown(false),
 
		closing_dropdown(false),
 
		timeout(0)
 
	{
 
		this->ai_config = GetConfig(slot);
 

	
 
		this->CreateNestedTree();
 
		this->vscroll = this->GetScrollbar(WID_AIS_SCROLLBAR);
 
		this->FinishInitNested(slot);  // Initializes 'this->line_height' as side effect.
 

	
 
		this->RebuildVisibleSettings();
 
	}
 

	
 
	/**
 
	 * Rebuilds the list of visible settings. AI settings with the flag
 
	 * AICONFIG_AI_DEVELOPER set will only be visible if the game setting
 
	 * gui.ai_developer_tools is enabled.
 
	 */
 
	void RebuildVisibleSettings()
 
	{
 
		visible_settings.clear();
 

	
 
		for (const auto &item : *this->ai_config->GetConfigList()) {
 
			bool no_hide = (item.flags & SCRIPTCONFIG_DEVELOPER) == 0;
 
			if (no_hide || _settings_client.gui.ai_developer_tools) {
 
				visible_settings.push_back(&item);
 
			}
 
		}
 

	
 
		this->vscroll->SetCount((int)this->visible_settings.size());
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		switch (widget) {
 
			case WID_AIS_CAPTION:
 
				SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI);
 
				break;
 
		}
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget == WID_AIS_BACKGROUND) {
 
			this->line_height = std::max(SETTING_BUTTON_HEIGHT, FONT_HEIGHT_NORMAL) + padding.height;
 

	
 
			resize->width = 1;
 
			resize->height = this->line_height;
 
			size->height = 5 * this->line_height;
 
		}
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		if (widget != WID_AIS_BACKGROUND) return;
 

	
 
		ScriptConfig *config = this->ai_config;
 
		VisibleSettingsList::const_iterator it = this->visible_settings.begin();
 
		int i = 0;
 
		for (; !this->vscroll->IsVisible(i); i++) it++;
 

	
 
		Rect ir = r.Shrink(WidgetDimensions::scaled.framerect);
 
		bool rtl = _current_text_dir == TD_RTL;
 
		Rect br = ir.WithWidth(SETTING_BUTTON_WIDTH, rtl);
 
		Rect tr = ir.Indent(SETTING_BUTTON_WIDTH + WidgetDimensions::scaled.hsep_wide, rtl);
 

	
 
		int y = r.top;
 
		int button_y_offset = (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
 
		int text_y_offset = (this->line_height - FONT_HEIGHT_NORMAL) / 2;
 
		for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
 
			const ScriptConfigItem &config_item = **it;
 
			int current_value = config->GetSetting((config_item).name);
 
			bool editable = this->IsEditableItem(config_item);
 

	
 
			StringID str;
 
			TextColour colour;
 
			uint idx = 0;
 
			if (StrEmpty(config_item.description)) {
 
				if (this->slot != OWNER_DEITY && !strcmp(config_item.name, "start_date")) {
 
					/* Build-in translation */
 
					str = STR_AI_SETTINGS_START_DELAY;
 
					colour = TC_LIGHT_BLUE;
 
				} else {
 
					str = STR_JUST_STRING;
 
					colour = TC_ORANGE;
 
				}
 
			} else {
 
				str = STR_AI_SETTINGS_SETTING;
 
				colour = TC_LIGHT_BLUE;
 
				SetDParamStr(idx++, config_item.description);
 
			}
 

	
 
			if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) {
 
				DrawBoolButton(br.left, y + button_y_offset, current_value != 0, editable);
 
				SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON);
 
			} else {
 
				if (config_item.complete_labels) {
 
					DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable);
 
				} else {
 
					DrawArrowButtons(br.left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
 
				}
 
				if (config_item.labels != nullptr && config_item.labels->Contains(current_value)) {
 
					SetDParam(idx++, STR_JUST_RAW_STRING);
 
					SetDParamStr(idx++, config_item.labels->Find(current_value)->second);
 
				} else {
 
					SetDParam(idx++, STR_JUST_INT);
 
					SetDParam(idx++, current_value);
 
				}
 
			}
 

	
 
			DrawString(tr.left, tr.right, y + text_y_offset, str, colour);
 
			y += this->line_height;
 
		}
 
	}
 

	
 
	void OnPaint() override
 
	{
 
		if (this->closing_dropdown) {
 
			this->closing_dropdown = false;
 
			this->clicked_dropdown = false;
 
		}
 
		this->DrawWidgets();
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		switch (widget) {
 
			case WID_AIS_BACKGROUND: {
 
				Rect r = this->GetWidget<NWidgetBase>(widget)->GetCurrentRect().Shrink(WidgetDimensions::scaled.matrix, RectPadding::zero);
 
				int num = (pt.y - r.top) / this->line_height + this->vscroll->GetPosition();
 
				if (num >= (int)this->visible_settings.size()) break;
 

	
 
				VisibleSettingsList::const_iterator it = this->visible_settings.begin();
 
				for (int i = 0; i < num; i++) it++;
 
				const ScriptConfigItem config_item = **it;
 
				if (!this->IsEditableItem(config_item)) return;
 

	
 
				if (this->clicked_row != num) {
 
					this->CloseChildWindows(WC_QUERY_STRING);
 
					HideDropDownMenu(this);
 
					this->clicked_row = num;
 
					this->clicked_dropdown = false;
 
				}
 

	
 
				bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0;
 

	
 
				int x = pt.x - r.left;
 
				if (_current_text_dir == TD_RTL) x = r.Width() - 1 - x;
 

	
 
				/* One of the arrows is clicked (or green/red rect in case of bool value) */
 
				int old_val = this->ai_config->GetSetting(config_item.name);
 
				if (!bool_item && IsInsideMM(x, 0, SETTING_BUTTON_WIDTH) && config_item.complete_labels) {
 
					if (this->clicked_dropdown) {
 
						/* unclick the dropdown */
 
						HideDropDownMenu(this);
 
						this->clicked_dropdown = false;
 
						this->closing_dropdown = false;
 
					} else {
 
						int rel_y = (pt.y - r.top) % this->line_height;
 

	
 
						Rect wi_rect;
 
						wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x);
 
						wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1;
 
						wi_rect.top = pt.y - rel_y + (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
 
						wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1;
 

	
 
						/* If the mouse is still held but dragged outside of the dropdown list, keep the dropdown open */
 
						if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) {
 
							this->clicked_dropdown = true;
 
							this->closing_dropdown = false;
 

	
 
							DropDownList list;
 
							for (int i = config_item.min_value; i <= config_item.max_value; i++) {
 
								list.emplace_back(new DropDownListCharStringItem(config_item.labels->Find(i)->second, i, false));
 
							}
 

	
 
							ShowDropDownListAt(this, std::move(list), old_val, -1, wi_rect, COLOUR_ORANGE, true);
 
						}
 
					}
 
				} else if (IsInsideMM(x, 0, SETTING_BUTTON_WIDTH)) {
 
					int new_val = old_val;
 
					if (bool_item) {
 
						new_val = !new_val;
 
					} else if (x >= SETTING_BUTTON_WIDTH / 2) {
 
						/* Increase button clicked */
 
						new_val += config_item.step_size;
 
						if (new_val > config_item.max_value) new_val = config_item.max_value;
 
						this->clicked_increase = true;
 
					} else {
 
						/* Decrease button clicked */
 
						new_val -= config_item.step_size;
 
						if (new_val < config_item.min_value) new_val = config_item.min_value;
 
						this->clicked_increase = false;
 
					}
 

	
 
					if (new_val != old_val) {
 
						this->ai_config->SetSetting(config_item.name, new_val);
 
						this->clicked_button = num;
 
						this->timeout.SetInterval(150);
 
					}
 
				} else if (!bool_item && !config_item.complete_labels) {
 
					/* Display a query box so users can enter a custom value. */
 
					SetDParam(0, old_val);
 
					ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, 10, this, CS_NUMERAL, QSF_NONE);
 
				}
 
				this->SetDirty();
 
				break;
 
			}
 

	
 
			case WID_AIS_ACCEPT:
 
				this->Close();
 
				break;
 

	
 
			case WID_AIS_RESET:
 
				this->ai_config->ResetEditableSettings(_game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)));
 
				this->SetDirty();
 
				break;
 
		}
 
	}
 

	
 
	void OnQueryTextFinished(char *str) override
 
	{
 
		if (StrEmpty(str)) return;
 
		int32 value = atoi(str);
 

	
 
		SetValue(value);
 
	}
 

	
 
	void OnDropdownSelect(int widget, int index) override
 
	{
 
		assert(this->clicked_dropdown);
 
		SetValue(index);
 
	}
 

	
 
	void OnDropdownClose(Point pt, int widget, int index, bool instant_close) override
 
	{
 
		/* We cannot raise the dropdown button just yet. OnClick needs some hint, whether
 
		 * the same dropdown button was clicked again, and then not open the dropdown again.
 
		 * So, we only remember that it was closed, and process it on the next OnPaint, which is
 
		 * after OnClick. */
 
		assert(this->clicked_dropdown);
 
		this->closing_dropdown = true;
 
		this->SetDirty();
 
	}
 

	
 
	void OnResize() override
 
	{
 
		this->vscroll->SetCapacityFromWidget(this, WID_AIS_BACKGROUND);
 
	}
 

	
 
	void OnRealtimeTick(uint delta_ms) override
 
	{
 
		if (this->timeout.Elapsed(delta_ms)) {
 
			this->clicked_button = -1;
 
			this->SetDirty();
 
		}
 
	}
 

	
 
	/**
 
	 * 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.
 
	 */
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		this->RebuildVisibleSettings();
 
		HideDropDownMenu(this);
 
		this->CloseChildWindows(WC_QUERY_STRING);
 
	}
 

	
 
private:
 
	bool IsEditableItem(const ScriptConfigItem &config_item) const
 
	{
 
		return _game_mode == GM_MENU
 
		    || _game_mode == GM_EDITOR
 
		    || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot))
 
		    || (config_item.flags & SCRIPTCONFIG_INGAME) != 0
 
		    || _settings_client.gui.ai_developer_tools;
 
	}
 

	
 
	void SetValue(int value)
 
	{
 
		VisibleSettingsList::const_iterator it = this->visible_settings.begin();
 
		for (int i = 0; i < this->clicked_row; i++) it++;
 
		const ScriptConfigItem config_item = **it;
 
		if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
 
		this->ai_config->SetSetting(config_item.name, value);
 
		this->SetDirty();
 
	}
 
};
 

	
 
/** Widgets for the AI settings window. */
 
static const NWidgetPart _nested_ai_settings_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
 
		NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
 
		NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_NULL), SetScrollbar(WID_AIS_SCROLLBAR),
 
		NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIS_SCROLLBAR),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIS_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_AIS_RESET), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_RESET, STR_NULL),
 
		EndContainer(),
 
		NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
};
 

	
 
/** Window definition for the AI settings window. */
 
static WindowDesc _ai_settings_desc(
 
	WDP_CENTER, "settings_script", 500, 208,
 
	WC_AI_SETTINGS, WC_NONE,
 
	0,
 
	_nested_ai_settings_widgets, lengthof(_nested_ai_settings_widgets)
 
);
 

	
 
/**
 
 * Open the AI settings window to change the AI settings for an AI.
 
 * @param slot The CompanyID of the AI to change the settings.
 
 */
 
static void ShowAISettingsWindow(CompanyID slot)
 
{
 
	CloseWindowByClass(WC_AI_LIST);
 
	CloseWindowByClass(WC_AI_SETTINGS);
 
	new AISettingsWindow(&_ai_settings_desc, slot);
 
}
 

	
 

	
 
/** Window for displaying the textfile of a AI. */
 
struct ScriptTextfileWindow : public TextfileWindow {
 
	CompanyID slot; ///< View the textfile of this CompanyID slot.
 

	
 
	ScriptTextfileWindow(TextfileType file_type, CompanyID slot) : TextfileWindow(file_type), slot(slot)
 
	{
 
		this->OnInvalidateData();
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		if (widget == WID_TF_CAPTION) {
 
			SetDParam(0, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI);
 
			SetDParamStr(1, GetConfig(slot)->GetInfo()->GetName());
 
		}
 
	}
 

	
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		const char *textfile = GetConfig(slot)->GetTextfile(file_type, slot);
 
		if (textfile == nullptr) {
 
			this->Close();
 
		} else {
 
			this->LoadTextfile(textfile, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR);
 
		}
 
	}
 
};
 

	
 
/**
 
 * Open the AI version of the textfile window.
 
 * @param file_type The type of textfile to display.
 
 * @param slot The slot the Script is using.
 
 */
 
void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot)
 
{
 
	CloseWindowById(WC_TEXTFILE, file_type);
 
	new ScriptTextfileWindow(file_type, slot);
 
}
 

	
 

	
 
/** Widgets for the configure AI window. */
 
static const NWidgetPart _nested_ai_config_widgets[] = {
 
@@ -747,8 +95,8 @@ struct AIConfigWindow : public Window {
 

	
 
	void Close() override
 
	{
 
		CloseWindowByClass(WC_AI_LIST);
 
		CloseWindowByClass(WC_AI_SETTINGS);
 
		CloseWindowByClass(WC_SCRIPT_LIST);
 
		CloseWindowByClass(WC_SCRIPT_SETTINGS);
 
		this->Window::Close();
 
	}
 

	
 
@@ -824,7 +172,7 @@ struct AIConfigWindow : public Window {
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		if (widget >= WID_AIC_TEXTFILE && widget < WID_AIC_TEXTFILE + TFT_END) {
 
			if (this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot) == nullptr) return;
 
			if (this->selected_slot == INVALID_COMPANY || AIConfig::GetConfig(this->selected_slot) == nullptr) return;
 

	
 
			ShowScriptTextfileWindow((TextfileType)(widget - WID_AIC_TEXTFILE), this->selected_slot);
 
			return;
 
@@ -846,7 +194,7 @@ struct AIConfigWindow : public Window {
 
			case WID_AIC_LIST: { // Select a slot
 
				this->selected_slot = (CompanyID)this->vscroll->GetScrolledRowFromWidget(pt.y, this, widget);
 
				this->InvalidateData();
 
				if (click_count > 1 && this->selected_slot != INVALID_COMPANY) ShowAIListWindow((CompanyID)this->selected_slot);
 
				if (click_count > 1 && this->selected_slot != INVALID_COMPANY) ShowScriptListWindow((CompanyID)this->selected_slot);
 
				break;
 
			}
 

	
 
@@ -869,11 +217,11 @@ struct AIConfigWindow : public Window {
 
				break;
 

	
 
			case WID_AIC_CHANGE:  // choose other AI
 
				ShowAIListWindow((CompanyID)this->selected_slot);
 
				ShowScriptListWindow((CompanyID)this->selected_slot);
 
				break;
 

	
 
			case WID_AIC_CONFIGURE: // change the settings for an AI
 
				ShowAISettingsWindow((CompanyID)this->selected_slot);
 
				ShowScriptSettingsWindow((CompanyID)this->selected_slot);
 
				break;
 

	
 
			case WID_AIC_CLOSE:
 
@@ -906,12 +254,12 @@ struct AIConfigWindow : public Window {
 
		this->SetWidgetDisabledState(WID_AIC_DECREASE, GetGameSettings().difficulty.max_no_competitors == 0);
 
		this->SetWidgetDisabledState(WID_AIC_INCREASE, GetGameSettings().difficulty.max_no_competitors == MAX_COMPANIES - 1);
 
		this->SetWidgetDisabledState(WID_AIC_CHANGE, this->selected_slot == INVALID_COMPANY);
 
		this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot)->GetConfigList()->size() == 0);
 
		this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY || AIConfig::GetConfig(this->selected_slot)->GetConfigList()->size() == 0);
 
		this->SetWidgetDisabledState(WID_AIC_MOVE_UP, this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot - 1)));
 
		this->SetWidgetDisabledState(WID_AIC_MOVE_DOWN, this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot + 1)));
 

	
 
		for (TextfileType tft = TFT_BEGIN; tft < TFT_END; tft++) {
 
			this->SetWidgetDisabledState(WID_AIC_TEXTFILE + tft, this->selected_slot == INVALID_COMPANY || (GetConfig(this->selected_slot)->GetTextfile(tft, this->selected_slot) == nullptr));
 
			this->SetWidgetDisabledState(WID_AIC_TEXTFILE + tft, this->selected_slot == INVALID_COMPANY || (AIConfig::GetConfig(this->selected_slot)->GetTextfile(tft, this->selected_slot) == nullptr));
 
		}
 
	}
 
};
 
@@ -923,597 +271,3 @@ void ShowAIConfigWindow()
 
	new AIConfigWindow();
 
}
 

	
 
/**
 
 * Set the widget colour of a button based on the
 
 * state of the script. (dead or alive)
 
 * @param button the button to update.
 
 * @param dead true if the script is dead, otherwise false.
 
 * @param paused true if the script is paused, otherwise false.
 
 * @return true if the colour was changed and the window need to be marked as dirty.
 
 */
 
static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
 
{
 
	/* Dead scripts are indicated with red background and
 
	 * paused scripts are indicated with yellow background. */
 
	Colours colour = dead ? COLOUR_RED :
 
			(paused ? COLOUR_YELLOW : COLOUR_GREY);
 
	if (button.colour != colour) {
 
		button.colour = colour;
 
		return true;
 
	}
 
	return false;
 
}
 

	
 
/**
 
 * Window with everything an AI prints via ScriptLog.
 
 */
 
struct AIDebugWindow : public Window {
 
	static const uint MAX_BREAK_STR_STRING_LENGTH = 256;   ///< Maximum length of the break string.
 

	
 
	static CompanyID ai_debug_company;                     ///< The AI that is (was last) being debugged.
 
	int redraw_timer;                                      ///< Timer for redrawing the window, otherwise it'll happen every tick.
 
	int last_vscroll_pos;                                  ///< Last position of the scrolling.
 
	bool autoscroll;                                       ///< Whether automatically scrolling should be enabled or not.
 
	bool show_break_box;                                   ///< Whether the break/debug box is visible.
 
	static bool break_check_enabled;                       ///< Stop an AI when it prints a matching string
 
	static char break_string[MAX_BREAK_STR_STRING_LENGTH]; ///< The string to match to the AI output
 
	QueryString break_editbox;                             ///< Break editbox
 
	static StringFilter break_string_filter;               ///< Log filter for break.
 
	static bool case_sensitive_break_check;                ///< Is the matching done case-sensitive
 
	int highlight_row;                                     ///< The output row that matches the given string, or -1
 
	Scrollbar *vscroll;                                    ///< Cache of the vertical scrollbar.
 

	
 
	ScriptLog::LogData *GetLogPointer() const
 
	{
 
		if (ai_debug_company == OWNER_DEITY) return (ScriptLog::LogData *)Game::GetInstance()->GetLogPointer();
 
		return (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
 
	}
 

	
 
	/**
 
	 * Check whether the currently selected AI/GS is dead.
 
	 * @return true if dead.
 
	 */
 
	bool IsDead() const
 
	{
 
		if (ai_debug_company == OWNER_DEITY) {
 
			GameInstance *game = Game::GetInstance();
 
			return game == nullptr || game->IsDead();
 
		}
 
		return !Company::IsValidAiID(ai_debug_company) || Company::Get(ai_debug_company)->ai_instance->IsDead();
 
	}
 

	
 
	/**
 
	 * Check whether a company is a valid AI company or GS.
 
	 * @param company Company to check for validity.
 
	 * @return true if company is valid for debugging.
 
	 */
 
	bool IsValidDebugCompany(CompanyID company) const
 
	{
 
		switch (company) {
 
			case INVALID_COMPANY: return false;
 
			case OWNER_DEITY:     return Game::GetInstance() != nullptr;
 
			default:              return Company::IsValidAiID(company);
 
		}
 
	}
 

	
 
	/**
 
	 * Ensure that \c ai_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY.
 
	 * If no valid company is selected, it selects the first valid AI or GS if any.
 
	 */
 
	void SelectValidDebugCompany()
 
	{
 
		/* Check if the currently selected company is still active. */
 
		if (this->IsValidDebugCompany(ai_debug_company)) return;
 

	
 
		ai_debug_company = INVALID_COMPANY;
 

	
 
		for (const Company *c : Company::Iterate()) {
 
			if (c->is_ai) {
 
				ChangeToAI(c->index);
 
				return;
 
			}
 
		}
 

	
 
		/* If no AI is available, see if there is a game script. */
 
		if (Game::GetInstance() != nullptr) ChangeToAI(OWNER_DEITY);
 
	}
 

	
 
	/**
 
	 * Constructor for the window.
 
	 * @param desc The description of the window.
 
	 * @param number The window number (actually unused).
 
	 */
 
	AIDebugWindow(WindowDesc *desc, WindowNumber number) : Window(desc), break_editbox(MAX_BREAK_STR_STRING_LENGTH)
 
	{
 
		this->CreateNestedTree();
 
		this->vscroll = this->GetScrollbar(WID_AID_SCROLLBAR);
 
		this->show_break_box = _settings_client.gui.ai_developer_tools;
 
		this->GetWidget<NWidgetStacked>(WID_AID_BREAK_STRING_WIDGETS)->SetDisplayedPlane(this->show_break_box ? 0 : SZSP_HORIZONTAL);
 
		this->FinishInitNested(number);
 

	
 
		if (!this->show_break_box) break_check_enabled = false;
 

	
 
		this->last_vscroll_pos = 0;
 
		this->autoscroll = true;
 
		this->highlight_row = -1;
 

	
 
		this->querystrings[WID_AID_BREAK_STR_EDIT_BOX] = &this->break_editbox;
 

	
 
		SetWidgetsDisabledState(!this->show_break_box, WID_AID_BREAK_STR_ON_OFF_BTN, WID_AID_BREAK_STR_EDIT_BOX, WID_AID_MATCH_CASE_BTN, WIDGET_LIST_END);
 

	
 
		/* Restore the break string value from static variable */
 
		this->break_editbox.text.Assign(this->break_string);
 

	
 
		this->SelectValidDebugCompany();
 
		this->InvalidateData(-1);
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget == WID_AID_LOG_PANEL) {
 
			resize->height = FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
			size->height = 14 * resize->height + WidgetDimensions::scaled.framerect.Vertical();
 
		}
 
	}
 

	
 
	void OnPaint() override
 
	{
 
		this->SelectValidDebugCompany();
 

	
 
		/* Draw standard stuff */
 
		this->DrawWidgets();
 

	
 
		if (this->IsShaded()) return; // Don't draw anything when the window is shaded.
 

	
 
		bool dirty = false;
 

	
 
		/* Paint the company icons */
 
		for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
 
			NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_AID_COMPANY_BUTTON_START);
 

	
 
			bool valid = Company::IsValidAiID(i);
 

	
 
			/* Check whether the validity of the company changed */
 
			dirty |= (button->IsDisabled() == valid);
 

	
 
			/* Mark dead/paused AIs by setting the background colour. */
 
			bool dead = valid && Company::Get(i)->ai_instance->IsDead();
 
			bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
 
			/* Re-paint if the button was updated.
 
			 * (note that it is intentional that SetScriptButtonColour is always called) */
 
			dirty |= SetScriptButtonColour(*button, dead, paused);
 

	
 
			/* Draw company icon only for valid AI companies */
 
			if (!valid) continue;
 

	
 
			byte offset = (i == ai_debug_company) ? 1 : 0;
 
			DrawCompanyIcon(i, button->pos_x + button->current_x / 2 - 7 + offset, this->GetWidget<NWidgetBase>(WID_AID_COMPANY_BUTTON_START + i)->pos_y + 2 + offset);
 
		}
 

	
 
		/* Set button colour for Game Script. */
 
		GameInstance *game = Game::GetInstance();
 
		bool valid = game != nullptr;
 
		bool dead = valid && game->IsDead();
 
		bool paused = valid && game->IsPaused();
 

	
 
		NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
 
		dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused);
 

	
 
		if (dirty) this->InvalidateData(-1);
 

	
 
		/* If there are no active companies, don't display anything else. */
 
		if (ai_debug_company == INVALID_COMPANY) return;
 

	
 
		ScriptLog::LogData *log = this->GetLogPointer();
 

	
 
		int scroll_count = (log == nullptr) ? 0 : log->used;
 
		if (this->vscroll->GetCount() != scroll_count) {
 
			this->vscroll->SetCount(scroll_count);
 

	
 
			/* We need a repaint */
 
			this->SetWidgetDirty(WID_AID_SCROLLBAR);
 
		}
 

	
 
		if (log == nullptr) return;
 

	
 
		/* Detect when the user scrolls the window. Enable autoscroll when the
 
		 * bottom-most line becomes visible. */
 
		if (this->last_vscroll_pos != this->vscroll->GetPosition()) {
 
			this->autoscroll = this->vscroll->GetPosition() >= log->used - this->vscroll->GetCapacity();
 
		}
 
		if (this->autoscroll) {
 
			int scroll_pos = std::max(0, log->used - this->vscroll->GetCapacity());
 
			if (scroll_pos != this->vscroll->GetPosition()) {
 
				this->vscroll->SetPosition(scroll_pos);
 

	
 
				/* We need a repaint */
 
				this->SetWidgetDirty(WID_AID_SCROLLBAR);
 
				this->SetWidgetDirty(WID_AID_LOG_PANEL);
 
			}
 
		}
 
		this->last_vscroll_pos = this->vscroll->GetPosition();
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		switch (widget) {
 
			case WID_AID_NAME_TEXT:
 
				if (ai_debug_company == OWNER_DEITY) {
 
					const GameInfo *info = Game::GetInfo();
 
					assert(info != nullptr);
 
					SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
 
					SetDParamStr(1, info->GetName());
 
					SetDParam(2, info->GetVersion());
 
				} else if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) {
 
					SetDParam(0, STR_EMPTY);
 
				} else {
 
					const AIInfo *info = Company::Get(ai_debug_company)->ai_info;
 
					assert(info != nullptr);
 
					SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
 
					SetDParamStr(1, info->GetName());
 
					SetDParam(2, info->GetVersion());
 
				}
 
				break;
 
		}
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		if (ai_debug_company == INVALID_COMPANY) return;
 

	
 
		switch (widget) {
 
			case WID_AID_LOG_PANEL: {
 
				ScriptLog::LogData *log = this->GetLogPointer();
 
				if (log == nullptr) return;
 

	
 
				Rect br = r.Shrink(WidgetDimensions::scaled.bevel);
 
				Rect tr = r.Shrink(WidgetDimensions::scaled.framerect);
 
				for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < log->used; i++) {
 
					int pos = (i + log->pos + 1 - log->used + log->count) % log->count;
 
					if (log->lines[pos] == nullptr) break;
 

	
 
					TextColour colour;
 
					switch (log->type[pos]) {
 
						case ScriptLog::LOG_SQ_INFO:  colour = TC_BLACK;  break;
 
						case ScriptLog::LOG_SQ_ERROR: colour = TC_WHITE;    break;
 
						case ScriptLog::LOG_INFO:     colour = TC_BLACK;  break;
 
						case ScriptLog::LOG_WARNING:  colour = TC_YELLOW; break;
 
						case ScriptLog::LOG_ERROR:    colour = TC_RED;    break;
 
						default:                  colour = TC_BLACK;  break;
 
					}
 

	
 
					/* Check if the current line should be highlighted */
 
					if (pos == this->highlight_row) {
 
						GfxFillRect(br.left, tr.top, br.right, tr.top + this->resize.step_height - 1, PC_BLACK);
 
						if (colour == TC_BLACK) colour = TC_WHITE; // Make black text readable by inverting it to white.
 
					}
 

	
 
					DrawString(tr, log->lines[pos], colour, SA_LEFT | SA_FORCE);
 
					tr.top += this->resize.step_height;
 
				}
 
				break;
 
			}
 
		}
 
	}
 

	
 
	/**
 
	 * Change all settings to select another AI.
 
	 * @param show_ai The new AI to show.
 
	 */
 
	void ChangeToAI(CompanyID show_ai)
 
	{
 
		if (!this->IsValidDebugCompany(show_ai)) return;
 

	
 
		ai_debug_company = show_ai;
 

	
 
		this->highlight_row = -1; // The highlight of one AI make little sense for another AI.
 

	
 
		/* Close AI settings window to prevent confusion */
 
		CloseWindowByClass(WC_AI_SETTINGS);
 

	
 
		this->InvalidateData(-1);
 

	
 
		this->autoscroll = true;
 
		this->last_vscroll_pos = this->vscroll->GetPosition();
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		/* Also called for hotkeys, so check for disabledness */
 
		if (this->IsWidgetDisabled(widget)) return;
 

	
 
		/* Check which button is clicked */
 
		if (IsInsideMM(widget, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END + 1)) {
 
			ChangeToAI((CompanyID)(widget - WID_AID_COMPANY_BUTTON_START));
 
		}
 

	
 
		switch (widget) {
 
			case WID_AID_SCRIPT_GAME:
 
				ChangeToAI(OWNER_DEITY);
 
				break;
 

	
 
			case WID_AID_RELOAD_TOGGLE:
 
				if (ai_debug_company == OWNER_DEITY) break;
 
				/* First kill the company of the AI, then start a new one. This should start the current AI again */
 
				Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, ai_debug_company, CRR_MANUAL, INVALID_CLIENT_ID);
 
				Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, ai_debug_company, CRR_NONE, INVALID_CLIENT_ID);
 
				break;
 

	
 
			case WID_AID_SETTINGS:
 
				ShowAISettingsWindow(ai_debug_company);
 
				break;
 

	
 
			case WID_AID_BREAK_STR_ON_OFF_BTN:
 
				this->break_check_enabled = !this->break_check_enabled;
 
				this->InvalidateData(-1);
 
				break;
 

	
 
			case WID_AID_MATCH_CASE_BTN:
 
				this->case_sensitive_break_check = !this->case_sensitive_break_check;
 
				this->InvalidateData(-1);
 
				break;
 

	
 
			case WID_AID_CONTINUE_BTN:
 
				/* Unpause current AI / game script and mark the corresponding script button dirty. */
 
				if (!this->IsDead()) {
 
					if (ai_debug_company == OWNER_DEITY) {
 
						Game::Unpause();
 
					} else {
 
						AI::Unpause(ai_debug_company);
 
					}
 
				}
 

	
 
				/* If the last AI/Game Script is unpaused, unpause the game too. */
 
				if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
 
					bool all_unpaused = !Game::IsPaused();
 
					if (all_unpaused) {
 
						for (const Company *c : Company::Iterate()) {
 
							if (c->is_ai && AI::IsPaused(c->index)) {
 
								all_unpaused = false;
 
								break;
 
							}
 
						}
 
						if (all_unpaused) {
 
							/* All scripts have been unpaused => unpause the game. */
 
							Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, false);
 
						}
 
					}
 
				}
 

	
 
				this->highlight_row = -1;
 
				this->InvalidateData(-1);
 
				break;
 
		}
 
	}
 

	
 
	void OnEditboxChanged(int wid) override
 
	{
 
		if (wid == WID_AID_BREAK_STR_EDIT_BOX) {
 
			/* Save the current string to static member so it can be restored next time the window is opened. */
 
			strecpy(this->break_string, this->break_editbox.text.buf, lastof(this->break_string));
 
			break_string_filter.SetFilterTerm(this->break_string);
 
		}
 
	}
 

	
 
	/**
 
	 * Some data on this window has become invalid.
 
	 * @param data Information about the changed data.
 
	 *             This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases.
 
	 * @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.
 
	 */
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		/* If the log message is related to the active company tab, check the break string.
 
		 * This needs to be done in gameloop-scope, so the AI is suspended immediately. */
 
		if (!gui_scope && data == ai_debug_company && this->IsValidDebugCompany(ai_debug_company) && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
 
			/* Get the log instance of the active company */
 
			ScriptLog::LogData *log = this->GetLogPointer();
 

	
 
			if (log != nullptr) {
 
				this->break_string_filter.ResetState();
 
				this->break_string_filter.AddLine(log->lines[log->pos]);
 
				if (this->break_string_filter.GetState()) {
 
					/* Pause execution of script. */
 
					if (!this->IsDead()) {
 
						if (ai_debug_company == OWNER_DEITY) {
 
							Game::Pause();
 
						} else {
 
							AI::Pause(ai_debug_company);
 
						}
 
					}
 

	
 
					/* Pause the game. */
 
					if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
 
						Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
 
					}
 

	
 
					/* Highlight row that matched */
 
					this->highlight_row = log->pos;
 
				}
 
			}
 
		}
 

	
 
		if (!gui_scope) return;
 

	
 
		this->SelectValidDebugCompany();
 

	
 
		ScriptLog::LogData *log = ai_debug_company != INVALID_COMPANY ? this->GetLogPointer() : nullptr;
 
		this->vscroll->SetCount((log == nullptr) ? 0 : log->used);
 

	
 
		/* Update company buttons */
 
		for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
 
			this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
 
			this->SetWidgetLoweredState(i + WID_AID_COMPANY_BUTTON_START, ai_debug_company == i);
 
		}
 

	
 
		this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == nullptr);
 
		this->SetWidgetLoweredState(WID_AID_SCRIPT_GAME, ai_debug_company == OWNER_DEITY);
 

	
 
		this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
 
		this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
 

	
 
		this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
 
		extern CompanyID _local_company;
 
		this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY || ai_debug_company == _local_company);
 
		this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, ai_debug_company == INVALID_COMPANY ||
 
				(ai_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(ai_debug_company)));
 
	}
 

	
 
	void OnResize() override
 
	{
 
		this->vscroll->SetCapacityFromWidget(this, WID_AID_LOG_PANEL, WidgetDimensions::scaled.framerect.Vertical());
 
	}
 

	
 
	static HotkeyList hotkeys;
 
};
 

	
 
CompanyID AIDebugWindow::ai_debug_company = INVALID_COMPANY;
 
char AIDebugWindow::break_string[MAX_BREAK_STR_STRING_LENGTH] = "";
 
bool AIDebugWindow::break_check_enabled = true;
 
bool AIDebugWindow::case_sensitive_break_check = false;
 
StringFilter AIDebugWindow::break_string_filter(&AIDebugWindow::case_sensitive_break_check);
 

	
 
/** Make a number of rows with buttons for each company for the AI debug window. */
 
NWidgetBase *MakeCompanyButtonRowsAIDebug(int *biggest_index)
 
{
 
	return MakeCompanyButtonRows(biggest_index, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END, COLOUR_GREY, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP);
 
}
 

	
 
/**
 
 * Handler for global hotkeys of the AIDebugWindow.
 
 * @param hotkey Hotkey
 
 * @return ES_HANDLED if hotkey was accepted.
 
 */
 
static EventState AIDebugGlobalHotkeys(int hotkey)
 
{
 
	if (_game_mode != GM_NORMAL) return ES_NOT_HANDLED;
 
	Window *w = ShowAIDebugWindow(INVALID_COMPANY);
 
	if (w == nullptr) return ES_NOT_HANDLED;
 
	return w->OnHotkey(hotkey);
 
}
 

	
 
static Hotkey aidebug_hotkeys[] = {
 
	Hotkey('1', "company_1", WID_AID_COMPANY_BUTTON_START),
 
	Hotkey('2', "company_2", WID_AID_COMPANY_BUTTON_START + 1),
 
	Hotkey('3', "company_3", WID_AID_COMPANY_BUTTON_START + 2),
 
	Hotkey('4', "company_4", WID_AID_COMPANY_BUTTON_START + 3),
 
	Hotkey('5', "company_5", WID_AID_COMPANY_BUTTON_START + 4),
 
	Hotkey('6', "company_6", WID_AID_COMPANY_BUTTON_START + 5),
 
	Hotkey('7', "company_7", WID_AID_COMPANY_BUTTON_START + 6),
 
	Hotkey('8', "company_8", WID_AID_COMPANY_BUTTON_START + 7),
 
	Hotkey('9', "company_9", WID_AID_COMPANY_BUTTON_START + 8),
 
	Hotkey((uint16)0, "company_10", WID_AID_COMPANY_BUTTON_START + 9),
 
	Hotkey((uint16)0, "company_11", WID_AID_COMPANY_BUTTON_START + 10),
 
	Hotkey((uint16)0, "company_12", WID_AID_COMPANY_BUTTON_START + 11),
 
	Hotkey((uint16)0, "company_13", WID_AID_COMPANY_BUTTON_START + 12),
 
	Hotkey((uint16)0, "company_14", WID_AID_COMPANY_BUTTON_START + 13),
 
	Hotkey((uint16)0, "company_15", WID_AID_COMPANY_BUTTON_START + 14),
 
	Hotkey('S', "settings", WID_AID_SETTINGS),
 
	Hotkey('0', "game_script", WID_AID_SCRIPT_GAME),
 
	Hotkey((uint16)0, "reload", WID_AID_RELOAD_TOGGLE),
 
	Hotkey('B', "break_toggle", WID_AID_BREAK_STR_ON_OFF_BTN),
 
	Hotkey('F', "break_string", WID_AID_BREAK_STR_EDIT_BOX),
 
	Hotkey('C', "match_case", WID_AID_MATCH_CASE_BTN),
 
	Hotkey(WKC_RETURN, "continue", WID_AID_CONTINUE_BTN),
 
	HOTKEY_LIST_END
 
};
 
HotkeyList AIDebugWindow::hotkeys("aidebug", aidebug_hotkeys, AIDebugGlobalHotkeys);
 

	
 
/** Widgets for the AI debug window. */
 
static const NWidgetPart _nested_ai_debug_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_GREY),
 
		NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_AI_DEBUG, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
 
		NWidget(WWT_SHADEBOX, COLOUR_GREY),
 
		NWidget(WWT_DEFSIZEBOX, COLOUR_GREY),
 
		NWidget(WWT_STICKYBOX, COLOUR_GREY),
 
	EndContainer(),
 
	NWidget(WWT_PANEL, COLOUR_GREY, WID_AID_VIEW),
 
		NWidgetFunction(MakeCompanyButtonRowsAIDebug), SetPadding(0, 2, 1, 2),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP),
 
		NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING, STR_AI_DEBUG_NAME_TOOLTIP),
 
		NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP),
 
		NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(NWID_VERTICAL),
 
			/* Log panel */
 
			NWidget(WWT_PANEL, COLOUR_GREY, WID_AID_LOG_PANEL), SetMinimalSize(287, 180), SetResize(1, 1), SetScrollbar(WID_AID_SCROLLBAR),
 
			EndContainer(),
 
			/* Break string widgets */
 
			NWidget(NWID_SELECTION, INVALID_COLOUR, WID_AID_BREAK_STRING_WIDGETS),
 
				NWidget(NWID_HORIZONTAL),
 
					NWidget(WWT_IMGBTN_2, COLOUR_GREY, WID_AID_BREAK_STR_ON_OFF_BTN), SetFill(0, 1), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP),
 
					NWidget(WWT_PANEL, COLOUR_GREY),
 
						NWidget(NWID_HORIZONTAL),
 
							NWidget(WWT_LABEL, COLOUR_GREY), SetPadding(2, 2, 2, 4), SetDataTip(STR_AI_DEBUG_BREAK_ON_LABEL, 0x0),
 
							NWidget(WWT_EDITBOX, COLOUR_GREY, WID_AID_BREAK_STR_EDIT_BOX), SetFill(1, 1), SetResize(1, 0), SetPadding(2, 2, 2, 2), SetDataTip(STR_AI_DEBUG_BREAK_STR_OSKTITLE, STR_AI_DEBUG_BREAK_STR_TOOLTIP),
 
						EndContainer(),
 
					EndContainer(),
 
					NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_MATCH_CASE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_MATCH_CASE, STR_AI_DEBUG_MATCH_CASE_TOOLTIP),
 
					NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_CONTINUE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_CONTINUE, STR_AI_DEBUG_CONTINUE_TOOLTIP),
 
				EndContainer(),
 
			EndContainer(),
 
		EndContainer(),
 
		NWidget(NWID_VERTICAL),
 
			NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_AID_SCROLLBAR),
 
			NWidget(WWT_RESIZEBOX, COLOUR_GREY),
 
		EndContainer(),
 
	EndContainer(),
 
};
 

	
 
/** Window definition for the AI debug window. */
 
static WindowDesc _ai_debug_desc(
 
	WDP_AUTO, "script_debug", 600, 450,
 
	WC_AI_DEBUG, WC_NONE,
 
	0,
 
	_nested_ai_debug_widgets, lengthof(_nested_ai_debug_widgets),
 
	&AIDebugWindow::hotkeys
 
);
 

	
 
/**
 
 * Open the AI debug window and select the given company.
 
 * @param show_company Display debug information about this AI company.
 
 */
 
Window *ShowAIDebugWindow(CompanyID show_company)
 
{
 
	if (!_networking || _network_server) {
 
		AIDebugWindow *w = (AIDebugWindow *)BringWindowToFrontById(WC_AI_DEBUG, 0);
 
		if (w == nullptr) w = new AIDebugWindow(&_ai_debug_desc, 0);
 
		if (show_company != INVALID_COMPANY) w->ChangeToAI(show_company);
 
		return w;
 
	} else {
 
		ShowErrorMessage(STR_ERROR_AI_DEBUG_SERVER_ONLY, INVALID_STRING_ID, WL_INFO);
 
	}
 

	
 
	return nullptr;
 
}
 

	
 
/**
 
 * Reset the AI windows to their initial state.
 
 */
 
void InitializeAIGui()
 
{
 
	AIDebugWindow::ai_debug_company = INVALID_COMPANY;
 
}
 

	
 
/** Open the AI debug window if one of the AI scripts has crashed. */
 
void ShowAIDebugWindowIfAIError()
 
{
 
	/* Network clients can't debug AIs. */
 
	if (_networking && !_network_server) return;
 

	
 
	for (const Company *c : Company::Iterate()) {
 
		if (c->is_ai && c->ai_instance->IsDead()) {
 
			ShowAIDebugWindow(c->index);
 
			break;
 
		}
 
	}
 

	
 
	GameInstance *g = Game::GetGameInstance();
 
	if (g != nullptr && g->IsDead()) {
 
		ShowAIDebugWindow(OWNER_DEITY);
 
	}
 
}
src/ai/ai_gui.hpp
Show inline comments
 
@@ -10,13 +10,6 @@
 
#ifndef AI_GUI_HPP
 
#define AI_GUI_HPP
 

	
 
#include "../company_type.h"
 

	
 
void ShowAIListWindow(CompanyID slot);
 
Window* ShowAIDebugWindow(CompanyID show_company = INVALID_COMPANY);
 
void ShowAIConfigWindow();
 
void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot);
 
void ShowAIDebugWindowIfAIError();
 
void InitializeAIGui();
 

	
 
#endif /* AI_GUI_HPP */
src/ai/ai_instance.cpp
Show inline comments
 
@@ -14,11 +14,11 @@
 
#include "../script/squirrel_class.hpp"
 

	
 
#include "ai_config.hpp"
 
#include "ai_gui.hpp"
 
#include "ai.hpp"
 

	
 
#include "../script/script_storage.hpp"
 
#include "../script/script_cmd.h"
 
#include "../script/script_gui.h"
 
#include "ai_info.hpp"
 
#include "ai_instance.hpp"
 

	
 
@@ -64,7 +64,7 @@ void AIInstance::Died()
 
	/* Intro is not supposed to use AI, but it may have 'dummy' AI which instant dies. */
 
	if (_game_mode == GM_MENU) return;
 

	
 
	ShowAIDebugWindow(_current_company);
 
	ShowScriptDebugWindow(_current_company);
 

	
 
	const AIInfo *info = AIConfig::GetConfig(_current_company, AIConfig::SSS_FORCE_GAME)->GetInfo();
 
	if (info != nullptr) {
src/company_cmd.cpp
Show inline comments
 
@@ -922,8 +922,8 @@ CommandCost CmdCompanyCtrl(DoCommandFlag
 
	}
 

	
 
	InvalidateWindowClassesData(WC_GAME_OPTIONS);
 
	InvalidateWindowClassesData(WC_AI_SETTINGS);
 
	InvalidateWindowClassesData(WC_AI_LIST);
 
	InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
 
	InvalidateWindowClassesData(WC_SCRIPT_LIST);
 

	
 
	return CommandCost();
 
}
src/game/game.hpp
Show inline comments
 
@@ -12,10 +12,6 @@
 

	
 
#include "../core/string_compare_type.hpp"
 
#include "game_scanner.hpp"
 
#include <map>
 

	
 
/** A list that maps AI names to their AIInfo object. */
 
typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
 

	
 
#include "../script/api/script_event_types.hpp"
 

	
src/game/game_core.cpp
Show inline comments
 
@@ -96,7 +96,7 @@
 

	
 
	cur_company.Restore();
 

	
 
	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
 
	InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1);
 
}
 

	
 
/* static */ void Game::Uninitialize(bool keepConfig)
 
@@ -201,9 +201,9 @@
 
	Game::scanner_library->RescanDir();
 
	ResetConfig();
 

	
 
	InvalidateWindowData(WC_AI_LIST, 0, 1);
 
	SetWindowClassesDirty(WC_AI_DEBUG);
 
	InvalidateWindowClassesData(WC_AI_SETTINGS);
 
	InvalidateWindowData(WC_SCRIPT_LIST, 0, 1);
 
	SetWindowClassesDirty(WC_SCRIPT_DEBUG);
 
	InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
 
	InvalidateWindowClassesData(WC_GAME_OPTIONS);
 
}
 

	
src/game/game_gui.cpp
Show inline comments
 
@@ -8,39 +8,20 @@
 
/** @file game_gui.cpp %Window for configuring the Game Script */
 

	
 
#include "../stdafx.h"
 
#include "../table/sprites.h"
 
#include "../error.h"
 
#include "../settings_gui.h"
 
#include "../querystring_gui.h"
 
#include "../stringfilter_type.h"
 
#include "../company_base.h"
 
#include "../company_gui.h"
 
#include "../strings_func.h"
 
#include "../window_func.h"
 
#include "../window_type.h"
 
#include "../gfx_func.h"
 
#include "../command_func.h"
 
#include "../network/network.h"
 
#include "../settings_func.h"
 
#include "../network/network_content.h"
 
#include "../textfile_gui.h"
 
#include "../widgets/dropdown_type.h"
 
#include "../widgets/dropdown_func.h"
 
#include "../hotkeys.h"
 
#include "../core/geometry_func.hpp"
 
#include "../guitimer_func.h"
 
#include "../company_cmd.h"
 
#include "../misc_cmd.h"
 

	
 
#include "game.hpp"
 
#include "game_gui.hpp"
 
#include "../ai/ai_config.hpp"
 
#include "../ai/ai_gui.hpp"
 
#include "../widgets/game_widget.h"
 
#include "game_config.hpp"
 
#include "game_info.hpp"
 
#include "../script/script_gui.h"
 
#include "../table/strings.h"
 
#include "../game/game.hpp"
 
#include "../game/game_config.hpp"
 
#include "../game/game_info.hpp"
 
#include "../game/game_instance.hpp"
 

	
 
#include "../safeguards.h"
 

	
 
@@ -125,7 +106,7 @@ struct GSConfigWindow : public Window {
 

	
 
	void Close() override
 
	{
 
		CloseWindowByClass(WC_AI_LIST);
 
		CloseWindowByClass(WC_SCRIPT_LIST);
 
		this->Window::Close();
 
	}
 

	
 
@@ -267,12 +248,12 @@ struct GSConfigWindow : public Window {
 
		switch (widget) {
 
			case WID_GSC_GSLIST: {
 
				this->InvalidateData();
 
				if (click_count > 1 && _game_mode != GM_NORMAL) ShowAIListWindow((CompanyID)OWNER_DEITY);
 
				if (click_count > 1 && _game_mode != GM_NORMAL) ShowScriptListWindow((CompanyID)OWNER_DEITY);
 
				break;
 
			}
 

	
 
			case WID_GSC_CHANGE:  // choose other Game Script
 
				ShowAIListWindow((CompanyID)OWNER_DEITY);
 
				ShowScriptListWindow((CompanyID)OWNER_DEITY);
 
				break;
 

	
 
			case WID_GSC_CONTENT_DOWNLOAD:
src/game/game_instance.cpp
Show inline comments
 
@@ -14,7 +14,7 @@
 

	
 
#include "../script/script_storage.hpp"
 
#include "../script/script_cmd.h"
 
#include "../ai/ai_gui.hpp"
 
#include "../script/script_gui.h"
 
#include "game_config.hpp"
 
#include "game_info.hpp"
 
#include "game_instance.hpp"
 
@@ -67,7 +67,7 @@ void GameInstance::Died()
 
{
 
	ScriptInstance::Died();
 

	
 
	ShowAIDebugWindow(OWNER_DEITY);
 
	ShowScriptDebugWindow(OWNER_DEITY);
 

	
 
	const GameInfo *info = Game::GetInfo();
 
	if (info != nullptr) {
src/misc.cpp
Show inline comments
 
@@ -11,7 +11,7 @@
 
#include "landscape.h"
 
#include "news_func.h"
 
#include "ai/ai.hpp"
 
#include "ai/ai_gui.hpp"
 
#include "script/script_gui.h"
 
#include "newgrf.h"
 
#include "newgrf_house.h"
 
#include "economy_func.h"
 
@@ -100,7 +100,7 @@ void InitializeGame(uint size_x, uint si
 
	InitializeGraphGui();
 
	InitializeObjectGui();
 
	InitializeTownGui();
 
	InitializeAIGui();
 
	InitializeScriptGui();
 
	InitializeTrees();
 
	InitializeIndustries();
 
	InitializeObjects();
src/saveload/afterload.cpp
Show inline comments
 
@@ -40,7 +40,7 @@
 
#include "../company_func.h"
 
#include "../road_cmd.h"
 
#include "../ai/ai.hpp"
 
#include "../ai/ai_gui.hpp"
 
#include "../script/script_gui.h"
 
#include "../game/game.hpp"
 
#include "../town.h"
 
#include "../economy_base.h"
 
@@ -552,7 +552,7 @@ static void StartScripts()
 
		if (Company::IsValidAiID(c->index)) AI::StartNew(c->index, false);
 
	}
 

	
 
	ShowAIDebugWindowIfAIError();
 
	ShowScriptDebugWindowIfScriptError();
 
}
 

	
 
/**
src/script/CMakeLists.txt
Show inline comments
 
@@ -9,6 +9,8 @@ add_files(
 
    script_config.cpp
 
    script_config.hpp
 
    script_fatalerror.hpp
 
    script_gui.h
 
    script_gui.cpp
 
    script_info.cpp
 
    script_info.hpp
 
    script_info_dummy.cpp
src/script/api/script_controller.cpp
Show inline comments
 
@@ -18,7 +18,7 @@
 
#include "../script_info.hpp"
 
#include "../script_instance.hpp"
 
#include "script_log.hpp"
 
#include "../../ai/ai_gui.hpp"
 
#include "../script_gui.h"
 
#include "../../settings_type.h"
 
#include "../../network/network.h"
 
#include "../../misc_cmd.h"
 
@@ -57,7 +57,7 @@
 

	
 
	/* Inform script developer that their script has been paused and
 
	 * needs manual action to continue. */
 
	ShowAIDebugWindow(ScriptObject::GetRootCompany());
 
	ShowScriptDebugWindow(ScriptObject::GetRootCompany());
 

	
 
	if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
 
		ScriptObject::Command<CMD_PAUSE>::Do(PM_PAUSED_NORMAL, true);
src/script/api/script_log.cpp
Show inline comments
 
@@ -75,7 +75,7 @@
 

	
 
	/* Also still print to debug window */
 
	Debug(script, level, "[{}] [{}] {}", (uint)ScriptObject::GetRootCompany(), logc, log->lines[log->pos]);
 
	InvalidateWindowData(WC_AI_DEBUG, 0, ScriptObject::GetRootCompany());
 
	InvalidateWindowData(WC_SCRIPT_DEBUG, 0, ScriptObject::GetRootCompany());
 
}
 

	
 
/* static */ void ScriptLog::FreeLogPointer()
src/script/script_gui.cpp
Show inline comments
 
new file 100644
 
/*
 
 * 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 script_gui.cpp %Window for configuring the Scripts */
 

	
 
#include "../stdafx.h"
 
#include "../table/sprites.h"
 
#include "../error.h"
 
#include "../settings_gui.h"
 
#include "../querystring_gui.h"
 
#include "../stringfilter_type.h"
 
#include "../company_base.h"
 
#include "../company_gui.h"
 
#include "../window_func.h"
 
#include "../network/network.h"
 
#include "../widgets/dropdown_func.h"
 
#include "../hotkeys.h"
 
#include "../company_cmd.h"
 
#include "../misc_cmd.h"
 

	
 
#include "script_gui.h"
 
#include "script_log.hpp"
 
#include "script_scanner.hpp"
 
#include "../ai/ai.hpp"
 
#include "../ai/ai_config.hpp"
 
#include "../ai/ai_info.hpp"
 
#include "../ai/ai_instance.hpp"
 
#include "../game/game.hpp"
 
#include "../game/game_config.hpp"
 
#include "../game/game_info.hpp"
 
#include "../game/game_instance.hpp"
 
#include "table/strings.h"
 

	
 
#include "../safeguards.h"
 

	
 

	
 
static ScriptConfig *GetConfig(CompanyID slot)
 
{
 
	if (slot == OWNER_DEITY) return GameConfig::GetConfig();
 
	return AIConfig::GetConfig(slot);
 
}
 

	
 
/**
 
 * Window that let you choose an available Script.
 
 */
 
struct ScriptListWindow : public Window {
 
	const ScriptInfoList *info_list;    ///< The list of Scripts.
 
	int selected;                       ///< The currently selected Script.
 
	CompanyID slot;                     ///< The company we're selecting a new Script for.
 
	int line_height;                    ///< Height of a row in the matrix widget.
 
	Scrollbar *vscroll;                 ///< Cache of the vertical scrollbar.
 

	
 
	/**
 
	 * Constructor for the window.
 
	 * @param desc The description of the window.
 
	 * @param slot The company we're changing the Script for.
 
	 */
 
	ScriptListWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
 
		slot(slot)
 
	{
 
		if (slot == OWNER_DEITY) {
 
			this->info_list = Game::GetUniqueInfoList();
 
		} else {
 
			this->info_list = AI::GetUniqueInfoList();
 
		}
 

	
 
		this->CreateNestedTree();
 
		this->vscroll = this->GetScrollbar(WID_SCRL_SCROLLBAR);
 
		this->FinishInitNested(); // Initializes 'this->line_height' as side effect.
 

	
 
		this->vscroll->SetCount((int)this->info_list->size() + 1);
 

	
 
		/* Try if we can find the currently selected AI */
 
		this->selected = -1;
 
		if (GetConfig(slot)->HasScript()) {
 
			ScriptInfo *info = GetConfig(slot)->GetInfo();
 
			int i = 0;
 
			for (const auto &item : *this->info_list) {
 
				if (item.second == info) {
 
					this->selected = i;
 
					break;
 
				}
 

	
 
				i++;
 
			}
 
		}
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		if (widget != WID_SCRL_CAPTION) return;
 

	
 
		SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI);
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget != WID_SCRL_LIST) return;
 

	
 
		this->line_height = FONT_HEIGHT_NORMAL + padding.height;
 

	
 
		resize->width = 1;
 
		resize->height = this->line_height;
 
		size->height = 5 * this->line_height;
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		switch (widget) {
 
			case WID_SCRL_LIST: {
 
				/* Draw a list of all available Scripts. */
 
				Rect tr = r.Shrink(WidgetDimensions::scaled.matrix);
 
				/* First AI in the list is hardcoded to random */
 
				if (this->vscroll->IsVisible(0)) {
 
					DrawString(tr, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_ORANGE);
 
					tr.top += this->line_height;
 
				}
 
				int i = 0;
 
				for (const auto &item : *this->info_list) {
 
					i++;
 
					if (this->vscroll->IsVisible(i)) {
 
						DrawString(tr, item.second->GetName(), (this->selected == i - 1) ? TC_WHITE : TC_ORANGE);
 
						tr.top += this->line_height;
 
					}
 
				}
 
				break;
 
			}
 
			case WID_SCRL_INFO_BG: {
 
				ScriptInfo *selected_info = nullptr;
 
				int i = 0;
 
				for (const auto &item : *this->info_list) {
 
					i++;
 
					if (this->selected == i - 1) selected_info = static_cast<ScriptInfo *>(item.second);
 
				}
 
				/* Some info about the currently selected Script. */
 
				if (selected_info != nullptr) {
 
					Rect tr = r.Shrink(WidgetDimensions::scaled.frametext, WidgetDimensions::scaled.framerect);
 
					SetDParamStr(0, selected_info->GetAuthor());
 
					DrawString(tr, STR_AI_LIST_AUTHOR);
 
					tr.top += FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
					SetDParam(0, selected_info->GetVersion());
 
					DrawString(tr, STR_AI_LIST_VERSION);
 
					tr.top += FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
					if (selected_info->GetURL() != nullptr) {
 
						SetDParamStr(0, selected_info->GetURL());
 
						DrawString(tr, STR_AI_LIST_URL);
 
						tr.top += FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
					}
 
					SetDParamStr(0, selected_info->GetDescription());
 
					DrawStringMultiLine(tr, STR_JUST_RAW_STRING, TC_WHITE);
 
				}
 
				break;
 
			}
 
		}
 
	}
 

	
 
	/**
 
	 * Changes the Script of the current slot.
 
	 */
 
	void ChangeScript()
 
	{
 
		if (this->selected == -1) {
 
			GetConfig(slot)->Change(nullptr);
 
		} else {
 
			ScriptInfoList::const_iterator it = this->info_list->begin();
 
			for (int i = 0; i < this->selected; i++) it++;
 
			GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion());
 
		}
 
		InvalidateWindowData(WC_GAME_OPTIONS, slot == OWNER_DEITY ? WN_GAME_OPTIONS_GS : WN_GAME_OPTIONS_AI);
 
		InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
 
		CloseWindowByClass(WC_QUERY_STRING);
 
		InvalidateWindowClassesData(WC_TEXTFILE);
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		switch (widget) {
 
			case WID_SCRL_LIST: { // Select one of the Scripts
 
				int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_SCRL_LIST) - 1;
 
				if (sel < (int)this->info_list->size()) {
 
					this->selected = sel;
 
					this->SetDirty();
 
					if (click_count > 1) {
 
						this->ChangeScript();
 
						this->Close();
 
					}
 
				}
 
				break;
 
			}
 

	
 
			case WID_SCRL_ACCEPT: {
 
				this->ChangeScript();
 
				this->Close();
 
				break;
 
			}
 

	
 
			case WID_SCRL_CANCEL:
 
				this->Close();
 
				break;
 
		}
 
	}
 

	
 
	void OnResize() override
 
	{
 
		this->vscroll->SetCapacityFromWidget(this, WID_SCRL_LIST);
 
	}
 

	
 
	/**
 
	 * 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.
 
	 */
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) {
 
			this->Close();
 
			return;
 
		}
 

	
 
		if (!gui_scope) return;
 

	
 
		this->vscroll->SetCount((int)this->info_list->size() + 1);
 

	
 
		/* selected goes from -1 .. length of ai list - 1. */
 
		this->selected = std::min(this->selected, this->vscroll->GetCount() - 2);
 
	}
 
};
 

	
 
/** Widgets for the AI list window. */
 
static const NWidgetPart _nested_script_list_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
 
		NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_SCRL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
 
		NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_SCRL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetMatrixDataTip(1, 0, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_SCRL_SCROLLBAR),
 
		NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_SCRL_SCROLLBAR),
 
	EndContainer(),
 
	NWidget(WWT_PANEL, COLOUR_MAUVE, WID_SCRL_INFO_BG), SetMinimalTextLines(8, WidgetDimensions::unscaled.framerect.Vertical() + WidgetDimensions::unscaled.vsep_normal * 3), SetResize(1, 0),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRL_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_ACCEPT, STR_AI_LIST_ACCEPT_TOOLTIP),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRL_CANCEL), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_CANCEL, STR_AI_LIST_CANCEL_TOOLTIP),
 
		EndContainer(),
 
		NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
};
 

	
 
/** Window definition for the ai list window. */
 
static WindowDesc _script_list_desc(
 
	WDP_CENTER, "settings_script_list", 200, 234,
 
	WC_SCRIPT_LIST, WC_NONE,
 
	0,
 
	_nested_script_list_widgets, lengthof(_nested_script_list_widgets)
 
);
 

	
 
/**
 
 * Open the AI list window to chose an AI for the given company slot.
 
 * @param slot The slot to change the AI of.
 
 */
 
void ShowScriptListWindow(CompanyID slot)
 
{
 
	CloseWindowByClass(WC_SCRIPT_LIST);
 
	new ScriptListWindow(&_script_list_desc, slot);
 
}
 

	
 

	
 
/**
 
 * Window for settings the parameters of an AI.
 
 */
 
struct ScriptSettingsWindow : public Window {
 
	CompanyID slot;                       ///< The currently show company's setting.
 
	ScriptConfig *script_config;          ///< The configuration we're modifying.
 
	int clicked_button;                   ///< The button we clicked.
 
	bool clicked_increase;                ///< Whether we clicked the increase or decrease button.
 
	bool clicked_dropdown;                ///< Whether the dropdown is open.
 
	bool closing_dropdown;                ///< True, if the dropdown list is currently closing.
 
	GUITimer timeout;                     ///< Timeout for unclicking the button.
 
	int clicked_row;                      ///< The clicked row of settings.
 
	int line_height;                      ///< Height of a row in the matrix widget.
 
	Scrollbar *vscroll;                   ///< Cache of the vertical scrollbar.
 
	typedef std::vector<const ScriptConfigItem *> VisibleSettingsList; ///< typdef for a vector of script settings
 
	VisibleSettingsList visible_settings; ///< List of visible AI settings
 

	
 
	/**
 
	 * Constructor for the window.
 
	 * @param desc The description of the window.
 
	 * @param slot The company we're changing the settings for.
 
	 */
 
	ScriptSettingsWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
 
		slot(slot),
 
		clicked_button(-1),
 
		clicked_dropdown(false),
 
		closing_dropdown(false),
 
		timeout(0)
 
	{
 
		this->script_config = GetConfig(slot);
 

	
 
		this->CreateNestedTree();
 
		this->vscroll = this->GetScrollbar(WID_SCRS_SCROLLBAR);
 
		this->FinishInitNested(slot);  // Initializes 'this->line_height' as side effect.
 

	
 
		this->RebuildVisibleSettings();
 
	}
 

	
 
	/**
 
	 * Rebuilds the list of visible settings. AI settings with the flag
 
	 * AICONFIG_AI_DEVELOPER set will only be visible if the game setting
 
	 * gui.ai_developer_tools is enabled.
 
	 */
 
	void RebuildVisibleSettings()
 
	{
 
		visible_settings.clear();
 

	
 
		for (const auto &item : *this->script_config->GetConfigList()) {
 
			bool no_hide = (item.flags & SCRIPTCONFIG_DEVELOPER) == 0;
 
			if (no_hide || _settings_client.gui.ai_developer_tools) {
 
				visible_settings.push_back(&item);
 
			}
 
		}
 

	
 
		this->vscroll->SetCount((int)this->visible_settings.size());
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		if (widget != WID_SCRS_CAPTION) return;
 

	
 
		SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI);
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget != WID_SCRS_BACKGROUND) return;
 

	
 
		this->line_height = std::max(SETTING_BUTTON_HEIGHT, FONT_HEIGHT_NORMAL) + padding.height;
 

	
 
		resize->width = 1;
 
		resize->height = this->line_height;
 
		size->height = 5 * this->line_height;
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		if (widget != WID_SCRS_BACKGROUND) return;
 

	
 
		ScriptConfig *config = this->script_config;
 
		VisibleSettingsList::const_iterator it = this->visible_settings.begin();
 
		int i = 0;
 
		for (; !this->vscroll->IsVisible(i); i++) it++;
 

	
 
		Rect ir = r.Shrink(WidgetDimensions::scaled.framerect);
 
		bool rtl = _current_text_dir == TD_RTL;
 
		Rect br = ir.WithWidth(SETTING_BUTTON_WIDTH, rtl);
 
		Rect tr = ir.Indent(SETTING_BUTTON_WIDTH + WidgetDimensions::scaled.hsep_wide, rtl);
 

	
 
		int y = r.top;
 
		int button_y_offset = (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
 
		int text_y_offset = (this->line_height - FONT_HEIGHT_NORMAL) / 2;
 
		for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
 
			const ScriptConfigItem &config_item = **it;
 
			int current_value = config->GetSetting((config_item).name);
 
			bool editable = this->IsEditableItem(config_item);
 

	
 
			StringID str;
 
			TextColour colour;
 
			uint idx = 0;
 
			if (StrEmpty(config_item.description)) {
 
				if (this->slot != OWNER_DEITY && !strcmp(config_item.name, "start_date")) {
 
					/* Build-in translation */
 
					str = STR_AI_SETTINGS_START_DELAY;
 
					colour = TC_LIGHT_BLUE;
 
				} else {
 
					str = STR_JUST_STRING;
 
					colour = TC_ORANGE;
 
				}
 
			} else {
 
				str = STR_AI_SETTINGS_SETTING;
 
				colour = TC_LIGHT_BLUE;
 
				SetDParamStr(idx++, config_item.description);
 
			}
 

	
 
			if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) {
 
				DrawBoolButton(br.left, y + button_y_offset, current_value != 0, editable);
 
				SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON);
 
			} else {
 
				if (config_item.complete_labels) {
 
					DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable);
 
				} else {
 
					DrawArrowButtons(br.left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
 
				}
 
				if (config_item.labels != nullptr && config_item.labels->Contains(current_value)) {
 
					SetDParam(idx++, STR_JUST_RAW_STRING);
 
					SetDParamStr(idx++, config_item.labels->Find(current_value)->second);
 
				} else {
 
					SetDParam(idx++, STR_JUST_INT);
 
					SetDParam(idx++, current_value);
 
				}
 
			}
 

	
 
			DrawString(tr.left, tr.right, y + text_y_offset, str, colour);
 
			y += this->line_height;
 
		}
 
	}
 

	
 
	void OnPaint() override
 
	{
 
		if (this->closing_dropdown) {
 
			this->closing_dropdown = false;
 
			this->clicked_dropdown = false;
 
		}
 
		this->DrawWidgets();
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		switch (widget) {
 
			case WID_SCRS_BACKGROUND: {
 
				Rect r = this->GetWidget<NWidgetBase>(widget)->GetCurrentRect().Shrink(WidgetDimensions::scaled.matrix, RectPadding::zero);
 
				int num = (pt.y - r.top) / this->line_height + this->vscroll->GetPosition();
 
				if (num >= (int)this->visible_settings.size()) break;
 

	
 
				VisibleSettingsList::const_iterator it = this->visible_settings.begin();
 
				for (int i = 0; i < num; i++) it++;
 
				const ScriptConfigItem config_item = **it;
 
				if (!this->IsEditableItem(config_item)) return;
 

	
 
				if (this->clicked_row != num) {
 
					this->CloseChildWindows(WC_QUERY_STRING);
 
					HideDropDownMenu(this);
 
					this->clicked_row = num;
 
					this->clicked_dropdown = false;
 
				}
 

	
 
				bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0;
 

	
 
				int x = pt.x - r.left;
 
				if (_current_text_dir == TD_RTL) x = r.Width() - 1 - x;
 

	
 
				/* One of the arrows is clicked (or green/red rect in case of bool value) */
 
				int old_val = this->script_config->GetSetting(config_item.name);
 
				if (!bool_item && IsInsideMM(x, 0, SETTING_BUTTON_WIDTH) && config_item.complete_labels) {
 
					if (this->clicked_dropdown) {
 
						/* unclick the dropdown */
 
						HideDropDownMenu(this);
 
						this->clicked_dropdown = false;
 
						this->closing_dropdown = false;
 
					} else {
 
						int rel_y = (pt.y - r.top) % this->line_height;
 

	
 
						Rect wi_rect;
 
						wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x);
 
						wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1;
 
						wi_rect.top = pt.y - rel_y + (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
 
						wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1;
 

	
 
						/* If the mouse is still held but dragged outside of the dropdown list, keep the dropdown open */
 
						if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) {
 
							this->clicked_dropdown = true;
 
							this->closing_dropdown = false;
 

	
 
							DropDownList list;
 
							for (int i = config_item.min_value; i <= config_item.max_value; i++) {
 
								list.emplace_back(new DropDownListCharStringItem(config_item.labels->Find(i)->second, i, false));
 
							}
 

	
 
							ShowDropDownListAt(this, std::move(list), old_val, -1, wi_rect, COLOUR_ORANGE, true);
 
						}
 
					}
 
				} else if (IsInsideMM(x, 0, SETTING_BUTTON_WIDTH)) {
 
					int new_val = old_val;
 
					if (bool_item) {
 
						new_val = !new_val;
 
					} else if (x >= SETTING_BUTTON_WIDTH / 2) {
 
						/* Increase button clicked */
 
						new_val += config_item.step_size;
 
						if (new_val > config_item.max_value) new_val = config_item.max_value;
 
						this->clicked_increase = true;
 
					} else {
 
						/* Decrease button clicked */
 
						new_val -= config_item.step_size;
 
						if (new_val < config_item.min_value) new_val = config_item.min_value;
 
						this->clicked_increase = false;
 
					}
 

	
 
					if (new_val != old_val) {
 
						this->script_config->SetSetting(config_item.name, new_val);
 
						this->clicked_button = num;
 
						this->timeout.SetInterval(150);
 
					}
 
				} else if (!bool_item && !config_item.complete_labels) {
 
					/* Display a query box so users can enter a custom value. */
 
					SetDParam(0, old_val);
 
					ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, 10, this, CS_NUMERAL, QSF_NONE);
 
				}
 
				this->SetDirty();
 
				break;
 
			}
 

	
 
			case WID_SCRS_ACCEPT:
 
				this->Close();
 
				break;
 

	
 
			case WID_SCRS_RESET:
 
				this->script_config->ResetEditableSettings(_game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)));
 
				this->SetDirty();
 
				break;
 
		}
 
	}
 

	
 
	void OnQueryTextFinished(char *str) override
 
	{
 
		if (StrEmpty(str)) return;
 
		int32 value = atoi(str);
 

	
 
		SetValue(value);
 
	}
 

	
 
	void OnDropdownSelect(int widget, int index) override
 
	{
 
		assert(this->clicked_dropdown);
 
		SetValue(index);
 
	}
 

	
 
	void OnDropdownClose(Point pt, int widget, int index, bool instant_close) override
 
	{
 
		/* We cannot raise the dropdown button just yet. OnClick needs some hint, whether
 
		 * the same dropdown button was clicked again, and then not open the dropdown again.
 
		 * So, we only remember that it was closed, and process it on the next OnPaint, which is
 
		 * after OnClick. */
 
		assert(this->clicked_dropdown);
 
		this->closing_dropdown = true;
 
		this->SetDirty();
 
	}
 

	
 
	void OnResize() override
 
	{
 
		this->vscroll->SetCapacityFromWidget(this, WID_SCRS_BACKGROUND);
 
	}
 

	
 
	void OnRealtimeTick(uint delta_ms) override
 
	{
 
		if (this->timeout.Elapsed(delta_ms)) {
 
			this->clicked_button = -1;
 
			this->SetDirty();
 
		}
 
	}
 

	
 
	/**
 
	 * 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.
 
	 */
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		this->RebuildVisibleSettings();
 
		HideDropDownMenu(this);
 
		this->CloseChildWindows(WC_QUERY_STRING);
 
	}
 

	
 
private:
 
	bool IsEditableItem(const ScriptConfigItem &config_item) const
 
	{
 
		return _game_mode == GM_MENU
 
			|| _game_mode == GM_EDITOR
 
			|| ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot))
 
			|| (config_item.flags & SCRIPTCONFIG_INGAME) != 0
 
			|| _settings_client.gui.ai_developer_tools;
 
	}
 

	
 
	void SetValue(int value)
 
	{
 
		VisibleSettingsList::const_iterator it = this->visible_settings.begin();
 
		for (int i = 0; i < this->clicked_row; i++) it++;
 
		const ScriptConfigItem config_item = **it;
 
		if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
 
		this->script_config->SetSetting(config_item.name, value);
 
		this->SetDirty();
 
	}
 
};
 

	
 
/** Widgets for the Script settings window. */
 
static const NWidgetPart _nested_script_settings_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
 
		NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_SCRS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
 
		NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_SCRS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_NULL), SetScrollbar(WID_SCRS_SCROLLBAR),
 
		NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_SCRS_SCROLLBAR),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRS_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
 
			NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRS_RESET), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_RESET, STR_NULL),
 
		EndContainer(),
 
		NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
 
	EndContainer(),
 
};
 

	
 
/** Window definition for the Script settings window. */
 
static WindowDesc _script_settings_desc(
 
	WDP_CENTER, "settings_script", 500, 208,
 
	WC_SCRIPT_SETTINGS, WC_NONE,
 
	0,
 
	_nested_script_settings_widgets, lengthof(_nested_script_settings_widgets)
 
);
 

	
 
/**
 
 * Open the Script settings window to change the Script settings for a Script.
 
 * @param slot The CompanyID of the Script to change the settings.
 
 */
 
void ShowScriptSettingsWindow(CompanyID slot)
 
{
 
	CloseWindowByClass(WC_SCRIPT_LIST);
 
	CloseWindowByClass(WC_SCRIPT_SETTINGS);
 
	new ScriptSettingsWindow(&_script_settings_desc, slot);
 
}
 

	
 

	
 
/** Window for displaying the textfile of a AI. */
 
struct ScriptTextfileWindow : public TextfileWindow {
 
	CompanyID slot; ///< View the textfile of this CompanyID slot.
 

	
 
	ScriptTextfileWindow(TextfileType file_type, CompanyID slot) : TextfileWindow(file_type), slot(slot)
 
	{
 
		this->OnInvalidateData();
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		if (widget == WID_TF_CAPTION) {
 
			SetDParam(0, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI);
 
			SetDParamStr(1, GetConfig(slot)->GetInfo()->GetName());
 
		}
 
	}
 

	
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		const char *textfile = GetConfig(slot)->GetTextfile(file_type, slot);
 
		if (textfile == nullptr) {
 
			this->Close();
 
		} else {
 
			this->LoadTextfile(textfile, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR);
 
		}
 
	}
 
};
 

	
 
/**
 
 * Open the Script version of the textfile window.
 
 * @param file_type The type of textfile to display.
 
 * @param slot The slot the Script is using.
 
 */
 
void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot)
 
{
 
	CloseWindowById(WC_TEXTFILE, file_type);
 
	new ScriptTextfileWindow(file_type, slot);
 
}
 

	
 

	
 
/**
 
 * Set the widget colour of a button based on the
 
 * state of the script. (dead or alive)
 
 * @param button the button to update.
 
 * @param dead true if the script is dead, otherwise false.
 
 * @param paused true if the script is paused, otherwise false.
 
 * @return true if the colour was changed and the window need to be marked as dirty.
 
 */
 
static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
 
{
 
	/* Dead scripts are indicated with red background and
 
	 * paused scripts are indicated with yellow background. */
 
	Colours colour = dead ? COLOUR_RED :
 
		(paused ? COLOUR_YELLOW : COLOUR_GREY);
 
	if (button.colour != colour) {
 
		button.colour = colour;
 
		return true;
 
	}
 
	return false;
 
}
 

	
 
/**
 
 * Window with everything an AI prints via ScriptLog.
 
 */
 
struct ScriptDebugWindow : public Window {
 
	static const uint MAX_BREAK_STR_STRING_LENGTH = 256;   ///< Maximum length of the break string.
 

	
 
	static CompanyID script_debug_company;                 ///< The AI that is (was last) being debugged.
 
	int redraw_timer;                                      ///< Timer for redrawing the window, otherwise it'll happen every tick.
 
	int last_vscroll_pos;                                  ///< Last position of the scrolling.
 
	bool autoscroll;                                       ///< Whether automatically scrolling should be enabled or not.
 
	bool show_break_box;                                   ///< Whether the break/debug box is visible.
 
	static bool break_check_enabled;                       ///< Stop an AI when it prints a matching string
 
	static char break_string[MAX_BREAK_STR_STRING_LENGTH]; ///< The string to match to the AI output
 
	QueryString break_editbox;                             ///< Break editbox
 
	static StringFilter break_string_filter;               ///< Log filter for break.
 
	static bool case_sensitive_break_check;                ///< Is the matching done case-sensitive
 
	int highlight_row;                                     ///< The output row that matches the given string, or -1
 
	Scrollbar *vscroll;                                    ///< Cache of the vertical scrollbar.
 

	
 
	ScriptLog::LogData *GetLogPointer() const
 
	{
 
		if (script_debug_company == OWNER_DEITY) return (ScriptLog::LogData *)Game::GetInstance()->GetLogPointer();
 
		return (ScriptLog::LogData *)Company::Get(script_debug_company)->ai_instance->GetLogPointer();
 
	}
 

	
 
	/**
 
	 * Check whether the currently selected AI/GS is dead.
 
	 * @return true if dead.
 
	 */
 
	bool IsDead() const
 
	{
 
		if (script_debug_company == OWNER_DEITY) {
 
			GameInstance *game = Game::GetInstance();
 
			return game == nullptr || game->IsDead();
 
		}
 
		return !Company::IsValidAiID(script_debug_company) || Company::Get(script_debug_company)->ai_instance->IsDead();
 
	}
 

	
 
	/**
 
	 * Check whether a company is a valid AI company or GS.
 
	 * @param company Company to check for validity.
 
	 * @return true if company is valid for debugging.
 
	 */
 
	bool IsValidDebugCompany(CompanyID company) const
 
	{
 
		switch (company) {
 
			case INVALID_COMPANY: return false;
 
			case OWNER_DEITY:     return Game::GetInstance() != nullptr;
 
			default:              return Company::IsValidAiID(company);
 
		}
 
	}
 

	
 
	/**
 
	 * Ensure that \c script_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY.
 
	 * If no valid company is selected, it selects the first valid AI or GS if any.
 
	 */
 
	void SelectValidDebugCompany()
 
	{
 
		/* Check if the currently selected company is still active. */
 
		if (this->IsValidDebugCompany(script_debug_company)) return;
 

	
 
		script_debug_company = INVALID_COMPANY;
 

	
 
		for (const Company *c : Company::Iterate()) {
 
			if (c->is_ai) {
 
				ChangeToScript(c->index);
 
				return;
 
			}
 
		}
 

	
 
		/* If no AI is available, see if there is a game script. */
 
		if (Game::GetInstance() != nullptr) ChangeToScript(OWNER_DEITY);
 
	}
 

	
 
	/**
 
	 * Constructor for the window.
 
	 * @param desc The description of the window.
 
	 * @param number The window number (actually unused).
 
	 */
 
	ScriptDebugWindow(WindowDesc *desc, WindowNumber number) : Window(desc), break_editbox(MAX_BREAK_STR_STRING_LENGTH)
 
	{
 
		this->CreateNestedTree();
 
		this->vscroll = this->GetScrollbar(WID_SCRD_SCROLLBAR);
 
		this->show_break_box = _settings_client.gui.ai_developer_tools;
 
		this->GetWidget<NWidgetStacked>(WID_SCRD_BREAK_STRING_WIDGETS)->SetDisplayedPlane(this->show_break_box ? 0 : SZSP_HORIZONTAL);
 
		this->FinishInitNested(number);
 

	
 
		if (!this->show_break_box) break_check_enabled = false;
 

	
 
		this->last_vscroll_pos = 0;
 
		this->autoscroll = true;
 
		this->highlight_row = -1;
 

	
 
		this->querystrings[WID_SCRD_BREAK_STR_EDIT_BOX] = &this->break_editbox;
 

	
 
		SetWidgetsDisabledState(!this->show_break_box, WID_SCRD_BREAK_STR_ON_OFF_BTN, WID_SCRD_BREAK_STR_EDIT_BOX, WID_SCRD_MATCH_CASE_BTN, WIDGET_LIST_END);
 

	
 
		/* Restore the break string value from static variable */
 
		this->break_editbox.text.Assign(this->break_string);
 

	
 
		this->SelectValidDebugCompany();
 
		this->InvalidateData(-1);
 
	}
 

	
 
	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
 
	{
 
		if (widget == WID_SCRD_LOG_PANEL) {
 
			resize->height = FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.vsep_normal;
 
			size->height = 14 * resize->height + WidgetDimensions::scaled.framerect.Vertical();
 
		}
 
	}
 

	
 
	void OnPaint() override
 
	{
 
		this->SelectValidDebugCompany();
 

	
 
		/* Draw standard stuff */
 
		this->DrawWidgets();
 

	
 
		if (this->IsShaded()) return; // Don't draw anything when the window is shaded.
 

	
 
		bool dirty = false;
 

	
 
		/* Paint the company icons */
 
		for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
 
			NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_SCRD_COMPANY_BUTTON_START);
 

	
 
			bool valid = Company::IsValidAiID(i);
 

	
 
			/* Check whether the validity of the company changed */
 
			dirty |= (button->IsDisabled() == valid);
 

	
 
			/* Mark dead/paused AIs by setting the background colour. */
 
			bool dead = valid && Company::Get(i)->ai_instance->IsDead();
 
			bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
 
			/* Re-paint if the button was updated.
 
			 * (note that it is intentional that SetScriptButtonColour is always called) */
 
			dirty |= SetScriptButtonColour(*button, dead, paused);
 

	
 
			/* Draw company icon only for valid AI companies */
 
			if (!valid) continue;
 

	
 
			byte offset = (i == script_debug_company) ? 1 : 0;
 
			DrawCompanyIcon(i, button->pos_x + button->current_x / 2 - 7 + offset, this->GetWidget<NWidgetBase>(WID_SCRD_COMPANY_BUTTON_START + i)->pos_y + 2 + offset);
 
		}
 

	
 
		/* Set button colour for Game Script. */
 
		GameInstance *game = Game::GetInstance();
 
		bool valid = game != nullptr;
 
		bool dead = valid && game->IsDead();
 
		bool paused = valid && game->IsPaused();
 

	
 
		NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_SCRD_SCRIPT_GAME);
 
		dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused);
 

	
 
		if (dirty) this->InvalidateData(-1);
 

	
 
		/* If there are no active companies, don't display anything else. */
 
		if (script_debug_company == INVALID_COMPANY) return;
 

	
 
		ScriptLog::LogData *log = this->GetLogPointer();
 

	
 
		int scroll_count = (log == nullptr) ? 0 : log->used;
 
		if (this->vscroll->GetCount() != scroll_count) {
 
			this->vscroll->SetCount(scroll_count);
 

	
 
			/* We need a repaint */
 
			this->SetWidgetDirty(WID_SCRD_SCROLLBAR);
 
		}
 

	
 
		if (log == nullptr) return;
 

	
 
		/* Detect when the user scrolls the window. Enable autoscroll when the
 
		 * bottom-most line becomes visible. */
 
		if (this->last_vscroll_pos != this->vscroll->GetPosition()) {
 
			this->autoscroll = this->vscroll->GetPosition() >= log->used - this->vscroll->GetCapacity();
 
		}
 
		if (this->autoscroll) {
 
			int scroll_pos = std::max(0, log->used - this->vscroll->GetCapacity());
 
			if (scroll_pos != this->vscroll->GetPosition()) {
 
				this->vscroll->SetPosition(scroll_pos);
 

	
 
				/* We need a repaint */
 
				this->SetWidgetDirty(WID_SCRD_SCROLLBAR);
 
				this->SetWidgetDirty(WID_SCRD_LOG_PANEL);
 
			}
 
		}
 
		this->last_vscroll_pos = this->vscroll->GetPosition();
 
	}
 

	
 
	void SetStringParameters(int widget) const override
 
	{
 
		if (widget != WID_SCRD_NAME_TEXT) return;
 

	
 
		if (script_debug_company == OWNER_DEITY) {
 
			const GameInfo *info = Game::GetInfo();
 
			assert(info != nullptr);
 
			SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
 
			SetDParamStr(1, info->GetName());
 
			SetDParam(2, info->GetVersion());
 
		} else if (script_debug_company == INVALID_COMPANY || !Company::IsValidAiID(script_debug_company)) {
 
			SetDParam(0, STR_EMPTY);
 
		} else {
 
			const AIInfo *info = Company::Get(script_debug_company)->ai_info;
 
			assert(info != nullptr);
 
			SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
 
			SetDParamStr(1, info->GetName());
 
			SetDParam(2, info->GetVersion());
 
		}
 
	}
 

	
 
	void DrawWidget(const Rect &r, int widget) const override
 
	{
 
		if (script_debug_company == INVALID_COMPANY) return;
 

	
 
		if (widget != WID_SCRD_LOG_PANEL) return;
 

	
 
		ScriptLog::LogData *log = this->GetLogPointer();
 
		if (log == nullptr) return;
 

	
 
		Rect br = r.Shrink(WidgetDimensions::scaled.bevel);
 
		Rect tr = r.Shrink(WidgetDimensions::scaled.framerect);
 
		for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < log->used; i++) {
 
			int pos = (i + log->pos + 1 - log->used + log->count) % log->count;
 
			if (log->lines[pos] == nullptr) break;
 

	
 
			TextColour colour;
 
			switch (log->type[pos]) {
 
				case ScriptLog::LOG_SQ_INFO:  colour = TC_BLACK;  break;
 
				case ScriptLog::LOG_SQ_ERROR: colour = TC_WHITE;  break;
 
				case ScriptLog::LOG_INFO:     colour = TC_BLACK;  break;
 
				case ScriptLog::LOG_WARNING:  colour = TC_YELLOW; break;
 
				case ScriptLog::LOG_ERROR:    colour = TC_RED;    break;
 
				default:                      colour = TC_BLACK;  break;
 
			}
 

	
 
			/* Check if the current line should be highlighted */
 
			if (pos == this->highlight_row) {
 
				GfxFillRect(br.left, tr.top, br.right, tr.top + this->resize.step_height - 1, PC_BLACK);
 
				if (colour == TC_BLACK) colour = TC_WHITE; // Make black text readable by inverting it to white.
 
			}
 

	
 
			DrawString(tr, log->lines[pos], colour, SA_LEFT | SA_FORCE);
 
			tr.top += this->resize.step_height;
 
		}
 
	}
 

	
 
	/**
 
	 * Change all settings to select another Script.
 
	 * @param show_ai The new AI to show.
 
	 */
 
	void ChangeToScript(CompanyID show_script)
 
	{
 
		if (!this->IsValidDebugCompany(show_script)) return;
 

	
 
		script_debug_company = show_script;
 

	
 
		this->highlight_row = -1; // The highlight of one Script make little sense for another Script.
 

	
 
		/* Close AI settings window to prevent confusion */
 
		CloseWindowByClass(WC_SCRIPT_SETTINGS);
 

	
 
		this->InvalidateData(-1);
 

	
 
		this->autoscroll = true;
 
		this->last_vscroll_pos = this->vscroll->GetPosition();
 
	}
 

	
 
	void OnClick(Point pt, int widget, int click_count) override
 
	{
 
		/* Also called for hotkeys, so check for disabledness */
 
		if (this->IsWidgetDisabled(widget)) return;
 

	
 
		/* Check which button is clicked */
 
		if (IsInsideMM(widget, WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END + 1)) {
 
			ChangeToScript((CompanyID)(widget - WID_SCRD_COMPANY_BUTTON_START));
 
		}
 

	
 
		switch (widget) {
 
			case WID_SCRD_SCRIPT_GAME:
 
				ChangeToScript(OWNER_DEITY);
 
				break;
 

	
 
			case WID_SCRD_RELOAD_TOGGLE:
 
				if (script_debug_company == OWNER_DEITY) break;
 
				/* First kill the company of the AI, then start a new one. This should start the current AI again */
 
				Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, script_debug_company, CRR_MANUAL, INVALID_CLIENT_ID);
 
				Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, script_debug_company, CRR_NONE, INVALID_CLIENT_ID);
 
				break;
 

	
 
			case WID_SCRD_SETTINGS:
 
				ShowScriptSettingsWindow(script_debug_company);
 
				break;
 

	
 
			case WID_SCRD_BREAK_STR_ON_OFF_BTN:
 
				this->break_check_enabled = !this->break_check_enabled;
 
				this->InvalidateData(-1);
 
				break;
 

	
 
			case WID_SCRD_MATCH_CASE_BTN:
 
				this->case_sensitive_break_check = !this->case_sensitive_break_check;
 
				this->InvalidateData(-1);
 
				break;
 

	
 
			case WID_SCRD_CONTINUE_BTN:
 
				/* Unpause current AI / game script and mark the corresponding script button dirty. */
 
				if (!this->IsDead()) {
 
					if (script_debug_company == OWNER_DEITY) {
 
						Game::Unpause();
 
					} else {
 
						AI::Unpause(script_debug_company);
 
					}
 
				}
 

	
 
				/* If the last AI/Game Script is unpaused, unpause the game too. */
 
				if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
 
					bool all_unpaused = !Game::IsPaused();
 
					if (all_unpaused) {
 
						for (const Company *c : Company::Iterate()) {
 
							if (c->is_ai && AI::IsPaused(c->index)) {
 
								all_unpaused = false;
 
								break;
 
							}
 
						}
 
						if (all_unpaused) {
 
							/* All scripts have been unpaused => unpause the game. */
 
							Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, false);
 
						}
 
					}
 
				}
 

	
 
				this->highlight_row = -1;
 
				this->InvalidateData(-1);
 
				break;
 
		}
 
	}
 

	
 
	void OnEditboxChanged(int wid) override
 
	{
 
		if (wid != WID_SCRD_BREAK_STR_EDIT_BOX) return;
 

	
 
		/* Save the current string to static member so it can be restored next time the window is opened. */
 
		strecpy(this->break_string, this->break_editbox.text.buf, lastof(this->break_string));
 
		break_string_filter.SetFilterTerm(this->break_string);
 
	}
 

	
 
	/**
 
	 * Some data on this window has become invalid.
 
	 * @param data Information about the changed data.
 
	 *             This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases.
 
	 * @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.
 
	 */
 
	void OnInvalidateData(int data = 0, bool gui_scope = true) override
 
	{
 
		/* If the log message is related to the active company tab, check the break string.
 
		 * This needs to be done in gameloop-scope, so the AI is suspended immediately. */
 
		if (!gui_scope && data == script_debug_company && this->IsValidDebugCompany(script_debug_company) && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
 
			/* Get the log instance of the active company */
 
			ScriptLog::LogData *log = this->GetLogPointer();
 

	
 
			if (log != nullptr) {
 
				this->break_string_filter.ResetState();
 
				this->break_string_filter.AddLine(log->lines[log->pos]);
 
				if (this->break_string_filter.GetState()) {
 
					/* Pause execution of script. */
 
					if (!this->IsDead()) {
 
						if (script_debug_company == OWNER_DEITY) {
 
							Game::Pause();
 
						} else {
 
							AI::Pause(script_debug_company);
 
						}
 
					}
 

	
 
					/* Pause the game. */
 
					if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
 
						Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
 
					}
 

	
 
					/* Highlight row that matched */
 
					this->highlight_row = log->pos;
 
				}
 
			}
 
		}
 

	
 
		if (!gui_scope) return;
 

	
 
		this->SelectValidDebugCompany();
 

	
 
		ScriptLog::LogData *log = script_debug_company != INVALID_COMPANY ? this->GetLogPointer() : nullptr;
 
		this->vscroll->SetCount((log == nullptr) ? 0 : log->used);
 

	
 
		/* Update company buttons */
 
		for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
 
			this->SetWidgetDisabledState(i + WID_SCRD_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
 
			this->SetWidgetLoweredState(i + WID_SCRD_COMPANY_BUTTON_START, script_debug_company == i);
 
		}
 

	
 
		this->SetWidgetDisabledState(WID_SCRD_SCRIPT_GAME, Game::GetGameInstance() == nullptr);
 
		this->SetWidgetLoweredState(WID_SCRD_SCRIPT_GAME, script_debug_company == OWNER_DEITY);
 

	
 
		this->SetWidgetLoweredState(WID_SCRD_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
 
		this->SetWidgetLoweredState(WID_SCRD_MATCH_CASE_BTN, this->case_sensitive_break_check);
 

	
 
		this->SetWidgetDisabledState(WID_SCRD_SETTINGS, script_debug_company == INVALID_COMPANY);
 
		extern CompanyID _local_company;
 
		this->SetWidgetDisabledState(WID_SCRD_RELOAD_TOGGLE, script_debug_company == INVALID_COMPANY || script_debug_company == OWNER_DEITY || script_debug_company == _local_company);
 
		this->SetWidgetDisabledState(WID_SCRD_CONTINUE_BTN, script_debug_company == INVALID_COMPANY ||
 
			(script_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(script_debug_company)));
 
	}
 

	
 
	void OnResize() override
 
	{
 
		this->vscroll->SetCapacityFromWidget(this, WID_SCRD_LOG_PANEL, WidgetDimensions::scaled.framerect.Vertical());
 
	}
 

	
 
	static HotkeyList hotkeys;
 
};
 

	
 
CompanyID ScriptDebugWindow::script_debug_company = INVALID_COMPANY;
 
char ScriptDebugWindow::break_string[MAX_BREAK_STR_STRING_LENGTH] = "";
 
bool ScriptDebugWindow::break_check_enabled = true;
 
bool ScriptDebugWindow::case_sensitive_break_check = false;
 
StringFilter ScriptDebugWindow::break_string_filter(&ScriptDebugWindow::case_sensitive_break_check);
 

	
 
/** Make a number of rows with buttons for each company for the Script debug window. */
 
NWidgetBase *MakeCompanyButtonRowsScriptDebug(int *biggest_index)
 
{
 
	return MakeCompanyButtonRows(biggest_index, WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END, COLOUR_GREY, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP);
 
}
 

	
 
/**
 
 * Handler for global hotkeys of the ScriptDebugWindow.
 
 * @param hotkey Hotkey
 
 * @return ES_HANDLED if hotkey was accepted.
 
 */
 
static EventState ScriptDebugGlobalHotkeys(int hotkey)
 
{
 
	if (_game_mode != GM_NORMAL) return ES_NOT_HANDLED;
 
	Window *w = ShowScriptDebugWindow(INVALID_COMPANY);
 
	if (w == nullptr) return ES_NOT_HANDLED;
 
	return w->OnHotkey(hotkey);
 
}
 

	
 
static Hotkey scriptdebug_hotkeys[] = {
 
	Hotkey('1', "company_1", WID_SCRD_COMPANY_BUTTON_START),
 
	Hotkey('2', "company_2", WID_SCRD_COMPANY_BUTTON_START + 1),
 
	Hotkey('3', "company_3", WID_SCRD_COMPANY_BUTTON_START + 2),
 
	Hotkey('4', "company_4", WID_SCRD_COMPANY_BUTTON_START + 3),
 
	Hotkey('5', "company_5", WID_SCRD_COMPANY_BUTTON_START + 4),
 
	Hotkey('6', "company_6", WID_SCRD_COMPANY_BUTTON_START + 5),
 
	Hotkey('7', "company_7", WID_SCRD_COMPANY_BUTTON_START + 6),
 
	Hotkey('8', "company_8", WID_SCRD_COMPANY_BUTTON_START + 7),
 
	Hotkey('9', "company_9", WID_SCRD_COMPANY_BUTTON_START + 8),
 
	Hotkey((uint16)0, "company_10", WID_SCRD_COMPANY_BUTTON_START + 9),
 
	Hotkey((uint16)0, "company_11", WID_SCRD_COMPANY_BUTTON_START + 10),
 
	Hotkey((uint16)0, "company_12", WID_SCRD_COMPANY_BUTTON_START + 11),
 
	Hotkey((uint16)0, "company_13", WID_SCRD_COMPANY_BUTTON_START + 12),
 
	Hotkey((uint16)0, "company_14", WID_SCRD_COMPANY_BUTTON_START + 13),
 
	Hotkey((uint16)0, "company_15", WID_SCRD_COMPANY_BUTTON_START + 14),
 
	Hotkey('S', "settings", WID_SCRD_SETTINGS),
 
	Hotkey('0', "game_script", WID_SCRD_SCRIPT_GAME),
 
	Hotkey((uint16)0, "reload", WID_SCRD_RELOAD_TOGGLE),
 
	Hotkey('B', "break_toggle", WID_SCRD_BREAK_STR_ON_OFF_BTN),
 
	Hotkey('F', "break_string", WID_SCRD_BREAK_STR_EDIT_BOX),
 
	Hotkey('C', "match_case", WID_SCRD_MATCH_CASE_BTN),
 
	Hotkey(WKC_RETURN, "continue", WID_SCRD_CONTINUE_BTN),
 
	HOTKEY_LIST_END
 
};
 
HotkeyList ScriptDebugWindow::hotkeys("aidebug", scriptdebug_hotkeys, ScriptDebugGlobalHotkeys);
 

	
 
/** Widgets for the Script debug window. */
 
static const NWidgetPart _nested_script_debug_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_GREY),
 
		NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_AI_DEBUG, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
 
		NWidget(WWT_SHADEBOX, COLOUR_GREY),
 
		NWidget(WWT_DEFSIZEBOX, COLOUR_GREY),
 
		NWidget(WWT_STICKYBOX, COLOUR_GREY),
 
	EndContainer(),
 
	NWidget(WWT_PANEL, COLOUR_GREY, WID_SCRD_VIEW),
 
		NWidgetFunction(MakeCompanyButtonRowsScriptDebug), SetPadding(0, 2, 1, 2),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP),
 
		NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING, STR_AI_DEBUG_NAME_TOOLTIP),
 
		NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP),
 
		NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP),
 
	EndContainer(),
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(NWID_VERTICAL),
 
		/* Log panel */
 
		NWidget(WWT_PANEL, COLOUR_GREY, WID_SCRD_LOG_PANEL), SetMinimalSize(287, 180), SetResize(1, 1), SetScrollbar(WID_SCRD_SCROLLBAR),
 
		EndContainer(),
 
		/* Break string widgets */
 
		NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SCRD_BREAK_STRING_WIDGETS),
 
			NWidget(NWID_HORIZONTAL),
 
				NWidget(WWT_IMGBTN_2, COLOUR_GREY, WID_SCRD_BREAK_STR_ON_OFF_BTN), SetFill(0, 1), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP),
 
				NWidget(WWT_PANEL, COLOUR_GREY),
 
					NWidget(NWID_HORIZONTAL),
 
						NWidget(WWT_LABEL, COLOUR_GREY), SetPadding(2, 2, 2, 4), SetDataTip(STR_AI_DEBUG_BREAK_ON_LABEL, 0x0),
 
						NWidget(WWT_EDITBOX, COLOUR_GREY, WID_SCRD_BREAK_STR_EDIT_BOX), SetFill(1, 1), SetResize(1, 0), SetPadding(2, 2, 2, 2), SetDataTip(STR_AI_DEBUG_BREAK_STR_OSKTITLE, STR_AI_DEBUG_BREAK_STR_TOOLTIP),
 
					EndContainer(),
 
				EndContainer(),
 
				NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_MATCH_CASE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_MATCH_CASE, STR_AI_DEBUG_MATCH_CASE_TOOLTIP),
 
				NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_CONTINUE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_CONTINUE, STR_AI_DEBUG_CONTINUE_TOOLTIP),
 
			EndContainer(),
 
		EndContainer(),
 
	EndContainer(),
 
	NWidget(NWID_VERTICAL),
 
		NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_SCRD_SCROLLBAR),
 
		NWidget(WWT_RESIZEBOX, COLOUR_GREY),
 
	EndContainer(),
 
EndContainer(),
 
};
 

	
 
/** Window definition for the Script debug window. */
 
static WindowDesc _script_debug_desc(
 
	WDP_AUTO, "script_debug", 600, 450,
 
	WC_SCRIPT_DEBUG, WC_NONE,
 
	0,
 
	_nested_script_debug_widgets, lengthof(_nested_script_debug_widgets),
 
	&ScriptDebugWindow::hotkeys
 
);
 

	
 
/**
 
 * Open the Script debug window and select the given company.
 
 * @param show_company Display debug information about this AI company.
 
 */
 
Window *ShowScriptDebugWindow(CompanyID show_company)
 
{
 
	if (!_networking || _network_server) {
 
		ScriptDebugWindow *w = (ScriptDebugWindow *)BringWindowToFrontById(WC_SCRIPT_DEBUG, 0);
 
		if (w == nullptr) w = new ScriptDebugWindow(&_script_debug_desc, 0);
 
		if (show_company != INVALID_COMPANY) w->ChangeToScript(show_company);
 
		return w;
 
	} else {
 
		ShowErrorMessage(STR_ERROR_AI_DEBUG_SERVER_ONLY, INVALID_STRING_ID, WL_INFO);
 
	}
 

	
 
	return nullptr;
 
}
 

	
 
/**
 
 * Reset the Script windows to their initial state.
 
 */
 
void InitializeScriptGui()
 
{
 
	ScriptDebugWindow::script_debug_company = INVALID_COMPANY;
 
}
 

	
 
/** Open the AI debug window if one of the AI scripts has crashed. */
 
void ShowScriptDebugWindowIfScriptError()
 
{
 
	/* Network clients can't debug AIs. */
 
	if (_networking && !_network_server) return;
 

	
 
	for (const Company *c : Company::Iterate()) {
 
		if (c->is_ai && c->ai_instance->IsDead()) {
 
			ShowScriptDebugWindow(c->index);
 
			break;
 
		}
 
	}
 

	
 
	GameInstance *g = Game::GetGameInstance();
 
	if (g != nullptr && g->IsDead()) {
 
		ShowScriptDebugWindow(OWNER_DEITY);
 
	}
 
}
src/script/script_gui.h
Show inline comments
 
new file 100644
 
/*
 
 * 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 script_gui.hpp %Window for configuring the scripts  */
 

	
 
#ifndef SCRIPT_GUI_HPP
 
#define SCRIPT_GUI_HPP
 

	
 
#include "../company_type.h"
 
#include "../textfile_type.h"
 

	
 
void ShowScriptListWindow(CompanyID slot);
 
Window *ShowScriptDebugWindow(CompanyID show_company = INVALID_COMPANY);
 
void ShowScriptSettingsWindow(CompanyID slot);
 
void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot);
 
void ShowScriptDebugWindowIfScriptError();
 
void InitializeScriptGui();
 

	
 
#endif /* SCRIPT_GUI_HPP */
src/table/settings/gui_settings.ini
Show inline comments
 
@@ -779,7 +779,7 @@ cat      = SC_EXPERT
 
var      = gui.ai_developer_tools
 
flags    = SF_NOT_IN_SAVE | SF_NO_NETWORK_SYNC
 
def      = false
 
post_cb  = [](auto) { InvalidateWindowClassesData(WC_AI_SETTINGS); }
 
post_cb  = [](auto) { InvalidateWindowClassesData(WC_SCRIPT_SETTINGS); }
 
cat      = SC_EXPERT
 

	
 
[SDTC_BOOL]
src/toolbar_gui.cpp
Show inline comments
 
@@ -34,6 +34,7 @@
 
#include "news_gui.h"
 
#include "ai/ai_gui.hpp"
 
#include "game/game_gui.hpp"
 
#include "script/script_gui.h"
 
#include "tilehighlight_func.h"
 
#include "smallmap_gui.h"
 
#include "graph_gui.h"
 
@@ -1163,7 +1164,7 @@ static CallBackFunction MenuClickHelp(in
 
	switch (index) {
 
		case  0: return PlaceLandBlockInfo();
 
		case  2: IConsoleSwitch();                 break;
 
		case  3: ShowAIDebugWindow();              break;
 
		case  3: ShowScriptDebugWindow();          break;
 
		case  4: ShowScreenshotWindow();           break;
 
		case  5: ShowFramerateWindow();            break;
 
		case  6: ShowAboutWindow();                break;
 
@@ -2073,7 +2074,7 @@ struct MainToolbarWindow : Window {
 
			case MTHK_BUILD_AIRPORT: ShowBuildAirToolbar(); break;
 
			case MTHK_BUILD_TREES: ShowBuildTreesToolbar(); break;
 
			case MTHK_MUSIC: ShowMusicWindow(); break;
 
			case MTHK_AI_DEBUG: ShowAIDebugWindow(); break;
 
			case MTHK_SCRIPT_DEBUG: ShowScriptDebugWindow(); break;
 
			case MTHK_SMALL_SCREENSHOT: MakeScreenshotWithConfirm(SC_VIEWPORT); break;
 
			case MTHK_ZOOMEDIN_SCREENSHOT: MakeScreenshotWithConfirm(SC_ZOOMEDIN); break;
 
			case MTHK_DEFAULTZOOM_SCREENSHOT: MakeScreenshotWithConfirm(SC_DEFAULTZOOM); break;
 
@@ -2187,7 +2188,7 @@ static Hotkey maintoolbar_hotkeys[] = {
 
	Hotkey(WKC_SHIFT | WKC_F10, "build_airport", MTHK_BUILD_AIRPORT),
 
	Hotkey(WKC_SHIFT | WKC_F11, "build_trees", MTHK_BUILD_TREES),
 
	Hotkey(WKC_SHIFT | WKC_F12, "music", MTHK_MUSIC),
 
	Hotkey((uint16)0, "ai_debug", MTHK_AI_DEBUG),
 
	Hotkey((uint16)0, "ai_debug", MTHK_SCRIPT_DEBUG),
 
	Hotkey(WKC_CTRL  | 'S', "small_screenshot", MTHK_SMALL_SCREENSHOT),
 
	Hotkey(WKC_CTRL  | 'P', "zoomedin_screenshot", MTHK_ZOOMEDIN_SCREENSHOT),
 
	Hotkey(WKC_CTRL  | 'D', "defaultzoom_screenshot", MTHK_DEFAULTZOOM_SCREENSHOT),
src/toolbar_gui.h
Show inline comments
 
@@ -41,7 +41,7 @@ enum MainToolbarHotkeys {
 
	MTHK_BUILD_TREES,
 
	MTHK_MUSIC,
 
	MTHK_LANDINFO,
 
	MTHK_AI_DEBUG,
 
	MTHK_SCRIPT_DEBUG,
 
	MTHK_SMALL_SCREENSHOT,
 
	MTHK_ZOOMEDIN_SCREENSHOT,
 
	MTHK_DEFAULTZOOM_SCREENSHOT,
src/widgets/CMakeLists.txt
Show inline comments
 
@@ -44,6 +44,7 @@ add_files(
 
    rail_widget.h
 
    road_widget.h
 
    screenshot_widget.h
 
    script_widget.h
 
    settings_widget.h
 
    sign_widget.h
 
    slider.cpp
src/widgets/ai_widget.h
Show inline comments
 
@@ -10,28 +10,8 @@
 
#ifndef WIDGETS_AI_WIDGET_H
 
#define WIDGETS_AI_WIDGET_H
 

	
 
#include "../company_type.h"
 
#include "../textfile_type.h"
 

	
 
/** Widgets of the #AIListWindow class. */
 
enum AIListWidgets {
 
	WID_AIL_CAPTION,   ///< Caption of the window.
 
	WID_AIL_LIST,      ///< The matrix with all available AIs.
 
	WID_AIL_SCROLLBAR, ///< Scrollbar next to the AI list.
 
	WID_AIL_INFO_BG,   ///< Panel to draw some AI information on.
 
	WID_AIL_ACCEPT,    ///< Accept button.
 
	WID_AIL_CANCEL,    ///< Cancel button.
 
};
 

	
 
/** Widgets of the #AISettingsWindow class. */
 
enum AISettingsWidgets {
 
	WID_AIS_CAPTION,    ///< Caption of the window.
 
	WID_AIS_BACKGROUND, ///< Panel to draw the settings on.
 
	WID_AIS_SCROLLBAR,  ///< Scrollbar to scroll through all settings.
 
	WID_AIS_ACCEPT,     ///< Accept button.
 
	WID_AIS_RESET,      ///< Reset button.
 
};
 

	
 
/** Widgets of the #AIConfigWindow class. */
 
enum AIConfigWidgets {
 
	WID_AIC_BACKGROUND,       ///< Window background.
 
@@ -49,22 +29,4 @@ enum AIConfigWidgets {
 
	WID_AIC_CONTENT_DOWNLOAD = WID_AIC_TEXTFILE + TFT_END, ///< Download content button.
 
};
 

	
 
/** Widgets of the #AIDebugWindow class. */
 
enum AIDebugWidgets {
 
	WID_AID_VIEW,                 ///< The row of company buttons.
 
	WID_AID_NAME_TEXT,            ///< Name of the current selected.
 
	WID_AID_SETTINGS,             ///< Settings button.
 
	WID_AID_SCRIPT_GAME,          ///< Game Script button.
 
	WID_AID_RELOAD_TOGGLE,        ///< Reload button.
 
	WID_AID_LOG_PANEL,            ///< Panel where the log is in.
 
	WID_AID_SCROLLBAR,            ///< Scrollbar of the log panel.
 
	WID_AID_COMPANY_BUTTON_START, ///< Buttons in the VIEW.
 
	WID_AID_COMPANY_BUTTON_END = WID_AID_COMPANY_BUTTON_START + MAX_COMPANIES - 1, ///< Last possible button in the VIEW.
 
	WID_AID_BREAK_STRING_WIDGETS, ///< The panel to handle the breaking on string.
 
	WID_AID_BREAK_STR_ON_OFF_BTN, ///< Enable breaking on string.
 
	WID_AID_BREAK_STR_EDIT_BOX,   ///< Edit box for the string to break on.
 
	WID_AID_MATCH_CASE_BTN,       ///< Checkbox to use match caching or not.
 
	WID_AID_CONTINUE_BTN,         ///< Continue button.
 
};
 

	
 
#endif /* WIDGETS_AI_WIDGET_H */
src/widgets/game_widget.h
Show inline comments
 
@@ -5,7 +5,7 @@
 
 * 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 ai_widget.h Types related to the ai widgets. */
 
/** @file game_widget.h Types related to the GS widgets. */
 

	
 
#ifndef WIDGETS_GS_WIDGET_H
 
#define WIDGETS_GS_WIDGET_H
src/widgets/script_widget.h
Show inline comments
 
new file 100644
 
/*
 
 * 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 script_widget.h Types related to the script widgets. */
 

	
 
#ifndef WIDGETS_SCRIPT_WIDGET_H
 
#define WIDGETS_SCRIPT_WIDGET_H
 

	
 
#include "../company_type.h"
 

	
 
/** Widgets of the #ScriptListWindow class. */
 
enum ScriptListWidgets {
 
	WID_SCRL_CAPTION,   ///< Caption of the window.
 
	WID_SCRL_LIST,      ///< The matrix with all available Scripts.
 
	WID_SCRL_SCROLLBAR, ///< Scrollbar next to the Script list.
 
	WID_SCRL_INFO_BG,   ///< Panel to draw some Script information on.
 
	WID_SCRL_ACCEPT,    ///< Accept button.
 
	WID_SCRL_CANCEL,    ///< Cancel button.
 
};
 

	
 
/** Widgets of the #ScriptSettingsWindow class. */
 
enum ScriptSettingsWidgets {
 
	WID_SCRS_CAPTION,    ///< Caption of the window.
 
	WID_SCRS_BACKGROUND, ///< Panel to draw the settings on.
 
	WID_SCRS_SCROLLBAR,  ///< Scrollbar to scroll through all settings.
 
	WID_SCRS_ACCEPT,     ///< Accept button.
 
	WID_SCRS_RESET,      ///< Reset button.
 
};
 

	
 
/** Widgets of the #ScriptDebugWindow class. */
 
enum ScriptDebugWidgets {
 
	WID_SCRD_VIEW,                 ///< The row of company buttons.
 
	WID_SCRD_NAME_TEXT,            ///< Name of the current selected.
 
	WID_SCRD_SETTINGS,             ///< Settings button.
 
	WID_SCRD_SCRIPT_GAME,          ///< Game Script button.
 
	WID_SCRD_RELOAD_TOGGLE,        ///< Reload button.
 
	WID_SCRD_LOG_PANEL,            ///< Panel where the log is in.
 
	WID_SCRD_SCROLLBAR,            ///< Scrollbar of the log panel.
 
	WID_SCRD_COMPANY_BUTTON_START, ///< Buttons in the VIEW.
 
	WID_SCRD_COMPANY_BUTTON_END = WID_SCRD_COMPANY_BUTTON_START + MAX_COMPANIES - 1, ///< Last possible button in the VIEW.
 
	WID_SCRD_BREAK_STRING_WIDGETS, ///< The panel to handle the breaking on string.
 
	WID_SCRD_BREAK_STR_ON_OFF_BTN, ///< Enable breaking on string.
 
	WID_SCRD_BREAK_STR_EDIT_BOX,   ///< Edit box for the string to break on.
 
	WID_SCRD_MATCH_CASE_BTN,       ///< Checkbox to use match caching or not.
 
	WID_SCRD_CONTINUE_BTN,         ///< Continue button.
 
};
 

	
 
#endif /* WIDGETS_SCRIPT_WIDGET_H */
src/window.cpp
Show inline comments
 
@@ -1367,8 +1367,8 @@ static uint GetWindowZPriority(WindowCla
 
		case WC_CUSTOM_CURRENCY:
 
		case WC_NETWORK_WINDOW:
 
		case WC_GRF_PARAMETERS:
 
		case WC_AI_LIST:
 
		case WC_AI_SETTINGS:
 
		case WC_SCRIPT_LIST:
 
		case WC_SCRIPT_SETTINGS:
 
		case WC_TEXTFILE:
 
			++z_priority;
 
			FALLTHROUGH;
src/window_type.h
Show inline comments
 
@@ -162,10 +162,10 @@ enum WindowClass {
 

	
 

	
 
	/**
 
	 * AI settings; %Window numbers:
 
	 *   - 0 = #AISettingsWidgets
 
	 * Script settings; %Window numbers:
 
	 *   - 0 = #ScriptSettingsWidgets
 
	 */
 
	WC_AI_SETTINGS,
 
	WC_SCRIPT_SETTINGS,
 

	
 
	/**
 
	 * NewGRF parameters; %Window numbers:
 
@@ -271,10 +271,10 @@ enum WindowClass {
 
	WC_SIGN_LIST,
 

	
 
	/**
 
	 * AI list; %Window numbers:
 
	 *   - 0 = #AIListWidgets
 
	 * Scripts list; %Window numbers:
 
	 *   - 0 = #ScriptListWidgets
 
	 */
 
	WC_AI_LIST,
 
	WC_SCRIPT_LIST,
 

	
 
	/**
 
	 * Goals list; %Window numbers:
 
@@ -650,10 +650,10 @@ enum WindowClass {
 

	
 

	
 
	/**
 
	 * AI debug window; %Window numbers:
 
	 *   - 0 = #AIDebugWidgets
 
	 * Script debug window; %Window numbers:
 
	 *   - 0 = #ScriptDebugWidgets
 
	 */
 
	WC_AI_DEBUG,
 
	WC_SCRIPT_DEBUG,
 

	
 
	/**
 
	 * NewGRF inspect (debug); %Window numbers:
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