Changeset - r9198:e5a298cd150f
[Not reviewed]
master
0 1 0
glx - 17 years ago 2008-05-13 01:05:39
glx@openttd.org
(svn r13064) -Codechange: make a class of the SelectPlayerFaceWindow.
1 file changed with 324 insertions and 316 deletions:
0 comments (0 inline, 0 general)
src/player_gui.cpp
Show inline comments
 
@@ -35,13 +35,6 @@
 
#include "table/sprites.h"
 
#include "table/strings.h"
 

	
 
/* player face selection window */
 
struct facesel_d {
 
	PlayerFace face; // player face bits
 
	bool advanced;   // advance player face selection window
 
};
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(facesel_d));
 

	
 
struct highscore_d {
 
	uint32 background_img;
 
	int8 rank;
 
@@ -608,62 +601,6 @@ void DrawPlayerFace(PlayerFace pf, int c
 
	}
 
}
 

	
 
/**
 
 * Names of the widgets. Keep them in the same order as in the widget array.
 
 * Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
 
 * this order is needed for the WE_CLICK event of DrawFaceStringLabel().
 
 */
 
enum PlayerFaceWindowWidgets {
 
	PFW_WIDGET_CLOSEBOX = 0,
 
	PFW_WIDGET_CAPTION,
 
	PFW_WIDGET_TOGGLE_LARGE_SMALL,
 
	PFW_WIDGET_SELECT_FACE,
 
	PFW_WIDGET_CANCEL,
 
	PFW_WIDGET_ACCEPT,
 
	PFW_WIDGET_MALE,
 
	PFW_WIDGET_FEMALE,
 
	PFW_WIDGET_RANDOM_NEW_FACE,
 
	PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
 
	/* from here is the advanced player face selection window */
 
	PFW_WIDGET_LOAD,
 
	PFW_WIDGET_FACECODE,
 
	PFW_WIDGET_SAVE,
 
	PFW_WIDGET_ETHNICITY_EUR,
 
	PFW_WIDGET_ETHNICITY_AFR,
 
	PFW_WIDGET_HAS_MOUSTACHE_EARRING,
 
	PFW_WIDGET_HAS_GLASSES,
 
	PFW_WIDGET_EYECOLOUR_L,
 
	PFW_WIDGET_EYECOLOUR,
 
	PFW_WIDGET_EYECOLOUR_R,
 
	PFW_WIDGET_CHIN_L,
 
	PFW_WIDGET_CHIN,
 
	PFW_WIDGET_CHIN_R,
 
	PFW_WIDGET_EYEBROWS_L,
 
	PFW_WIDGET_EYEBROWS,
 
	PFW_WIDGET_EYEBROWS_R,
 
	PFW_WIDGET_LIPS_MOUSTACHE_L,
 
	PFW_WIDGET_LIPS_MOUSTACHE,
 
	PFW_WIDGET_LIPS_MOUSTACHE_R,
 
	PFW_WIDGET_NOSE_L,
 
	PFW_WIDGET_NOSE,
 
	PFW_WIDGET_NOSE_R,
 
	PFW_WIDGET_HAIR_L,
 
	PFW_WIDGET_HAIR,
 
	PFW_WIDGET_HAIR_R,
 
	PFW_WIDGET_JACKET_L,
 
	PFW_WIDGET_JACKET,
 
	PFW_WIDGET_JACKET_R,
 
	PFW_WIDGET_COLLAR_L,
 
	PFW_WIDGET_COLLAR,
 
	PFW_WIDGET_COLLAR_R,
 
	PFW_WIDGET_TIE_EARRING_L,
 
	PFW_WIDGET_TIE_EARRING,
 
	PFW_WIDGET_TIE_EARRING_R,
 
	PFW_WIDGET_GLASSES_L,
 
	PFW_WIDGET_GLASSES,
 
	PFW_WIDGET_GLASSES_R,
 
};
 

	
 
/** Widget description for the normal/simple player face selection dialog */
 
static const Widget _select_player_face_widgets[] = {
 
{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                STR_018B_CLOSE_WINDOW},              // PFW_WIDGET_CLOSEBOX
 
@@ -731,267 +668,350 @@ static const Widget _select_player_face_
 
{   WIDGETS_END},
 
};
 

	
 
/**
 
 * Draw dynamic a label to the left of the button and a value in the button
 
 *
 
 * @param w              Window on which the widget is located
 
 * @param widget_index   index of this widget in the window
 
 * @param str            the label which will be draw
 
 * @param val            the value which will be draw
 
 * @param is_bool_widget is it a bool button
 
 */
 
void DrawFaceStringLabel(const Window *w, byte widget_index, StringID str, uint8 val, bool is_bool_widget)
 
class SelectPlayerFaceWindow : public Window
 
{
 
	/* Write the label in gold (0x2) to the left of the button. */
 
	DrawStringRightAligned(w->widget[widget_index].left - (is_bool_widget ? 5 : 14), w->widget[widget_index].top + 1, str, TC_GOLD);
 

	
 
	if (!w->IsWidgetDisabled(widget_index)) {
 
		if (is_bool_widget) {
 
			/* if it a bool button write yes or no */
 
			str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
 
		} else {
 
			/* else write the value + 1 */
 
			SetDParam(0, val + 1);
 
			str = STR_JUST_INT;
 
		}
 
	PlayerFace face; // player face bits
 
	bool advanced;   // advance player face selection window
 

	
 
		/* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
 
		DrawStringCentered(w->widget[widget_index].left + (w->widget[widget_index].right - w->widget[widget_index].left) / 2 +
 
			w->IsWidgetLowered(widget_index), w->widget[widget_index].top + 1 + w->IsWidgetLowered(widget_index), str, TC_WHITE);
 
	}
 
}
 

	
 
/**
 
 * Player face selection window event definition
 
 *
 
 * @param w window pointer
 
 * @param e event been triggered
 
 */
 
static void SelectPlayerFaceWndProc(Window *w, WindowEvent *e)
 
{
 
	PlayerFace *pf = &WP(w, facesel_d).face; // pointer to the player face bits
 
	GenderEthnicity ge = (GenderEthnicity)GB(*pf, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
 
	bool is_female = HasBit(ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
 
	bool is_moust_male = !is_female && GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE, ge) != 0; // is a male face with moustache
 

	
 
	switch (e->event) {
 
		case WE_PAINT:
 
			/* lower the non-selected gender button */
 
			w->SetWidgetLoweredState(PFW_WIDGET_MALE,  !is_female);
 
			w->SetWidgetLoweredState(PFW_WIDGET_FEMALE, is_female);
 
	GenderEthnicity ge;
 
	bool is_female;
 
	bool is_moust_male;
 

	
 
			/* advanced player face selection window */
 
			if (WP(w, facesel_d).advanced) {
 
				/* lower the non-selected ethnicity button */
 
				w->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_EUR, !HasBit(ge, ETHNICITY_BLACK));
 
				w->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_AFR,  HasBit(ge, ETHNICITY_BLACK));
 

	
 

	
 
				/* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
 
				* (or in other words you haven't any choice).
 
				* If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
 

	
 
				/* Eye colour buttons */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_EYE_COLOUR].valid_values[ge] < 2,
 
					PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
 

	
 
				/* Chin buttons */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_CHIN].valid_values[ge] < 2,
 
					PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
 

	
 
				/* Eyebrows buttons */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_EYEBROWS].valid_values[ge] < 2,
 
					PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
 
	/**
 
	 * Names of the widgets. Keep them in the same order as in the widget array.
 
	 * Do not change the order of the widgets from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R,
 
	 * this order is needed for the WE_CLICK event of DrawFaceStringLabel().
 
	 */
 
	enum PlayerFaceWindowWidgets {
 
		PFW_WIDGET_CLOSEBOX = 0,
 
		PFW_WIDGET_CAPTION,
 
		PFW_WIDGET_TOGGLE_LARGE_SMALL,
 
		PFW_WIDGET_SELECT_FACE,
 
		PFW_WIDGET_CANCEL,
 
		PFW_WIDGET_ACCEPT,
 
		PFW_WIDGET_MALE,
 
		PFW_WIDGET_FEMALE,
 
		PFW_WIDGET_RANDOM_NEW_FACE,
 
		PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON,
 
		/* from here is the advanced player face selection window */
 
		PFW_WIDGET_LOAD,
 
		PFW_WIDGET_FACECODE,
 
		PFW_WIDGET_SAVE,
 
		PFW_WIDGET_ETHNICITY_EUR,
 
		PFW_WIDGET_ETHNICITY_AFR,
 
		PFW_WIDGET_HAS_MOUSTACHE_EARRING,
 
		PFW_WIDGET_HAS_GLASSES,
 
		PFW_WIDGET_EYECOLOUR_L,
 
		PFW_WIDGET_EYECOLOUR,
 
		PFW_WIDGET_EYECOLOUR_R,
 
		PFW_WIDGET_CHIN_L,
 
		PFW_WIDGET_CHIN,
 
		PFW_WIDGET_CHIN_R,
 
		PFW_WIDGET_EYEBROWS_L,
 
		PFW_WIDGET_EYEBROWS,
 
		PFW_WIDGET_EYEBROWS_R,
 
		PFW_WIDGET_LIPS_MOUSTACHE_L,
 
		PFW_WIDGET_LIPS_MOUSTACHE,
 
		PFW_WIDGET_LIPS_MOUSTACHE_R,
 
		PFW_WIDGET_NOSE_L,
 
		PFW_WIDGET_NOSE,
 
		PFW_WIDGET_NOSE_R,
 
		PFW_WIDGET_HAIR_L,
 
		PFW_WIDGET_HAIR,
 
		PFW_WIDGET_HAIR_R,
 
		PFW_WIDGET_JACKET_L,
 
		PFW_WIDGET_JACKET,
 
		PFW_WIDGET_JACKET_R,
 
		PFW_WIDGET_COLLAR_L,
 
		PFW_WIDGET_COLLAR,
 
		PFW_WIDGET_COLLAR_R,
 
		PFW_WIDGET_TIE_EARRING_L,
 
		PFW_WIDGET_TIE_EARRING,
 
		PFW_WIDGET_TIE_EARRING_R,
 
		PFW_WIDGET_GLASSES_L,
 
		PFW_WIDGET_GLASSES,
 
		PFW_WIDGET_GLASSES_R,
 
	};
 
	/**
 
	 * Draw dynamic a label to the left of the button and a value in the button
 
	 *
 
	 * @param widget_index   index of this widget in the window
 
	 * @param str            the label which will be draw
 
	 * @param val            the value which will be draw
 
	 * @param is_bool_widget is it a bool button
 
	 */
 
	void DrawFaceStringLabel(byte widget_index, StringID str, uint8 val, bool is_bool_widget)
 
	{
 
		/* Write the label in gold (0x2) to the left of the button. */
 
		DrawStringRightAligned(this->widget[widget_index].left - (is_bool_widget ? 5 : 14), this->widget[widget_index].top + 1, str, TC_GOLD);
 

	
 
				/* Lips or (if it a male face with a moustache) moustache buttons */
 
				w->SetWidgetsDisabledState(_pf_info[is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[ge] < 2,
 
					PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
 

	
 
				/* Nose buttons | male faces with moustache haven't any nose options */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_NOSE].valid_values[ge] < 2 || is_moust_male,
 
					PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
 

	
 
				/* Hair buttons */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_HAIR].valid_values[ge] < 2,
 
					PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
 

	
 
				/* Jacket buttons */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_JACKET].valid_values[ge] < 2,
 
					PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
 

	
 
				/* Collar buttons */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_COLLAR].valid_values[ge] < 2,
 
					PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
 

	
 
				/* Tie/earring buttons | female faces without earring haven't any earring options */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_TIE_EARRING].valid_values[ge] < 2 ||
 
						(is_female && GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge) == 0),
 
					PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
 

	
 
				/* Glasses buttons | faces without glasses haven't any glasses options */
 
				w->SetWidgetsDisabledState(_pf_info[PFV_GLASSES].valid_values[ge] < 2 || GetPlayerFaceBits(*pf, PFV_HAS_GLASSES, ge) == 0,
 
					PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
 
		if (!this->IsWidgetDisabled(widget_index)) {
 
			if (is_bool_widget) {
 
				/* if it a bool button write yes or no */
 
				str = (val != 0) ? STR_FACE_YES : STR_FACE_NO;
 
			} else {
 
				/* else write the value + 1 */
 
				SetDParam(0, val + 1);
 
				str = STR_JUST_INT;
 
			}
 

	
 
			DrawWindowWidgets(w);
 
			/* Draw the value/bool in white (0xC). If the button clicked adds 1px to x and y text coordinates (IsWindowWidgetLowered()). */
 
			DrawStringCentered(this->widget[widget_index].left + (this->widget[widget_index].right - this->widget[widget_index].left) / 2 +
 
				this->IsWidgetLowered(widget_index), this->widget[widget_index].top + 1 + this->IsWidgetLowered(widget_index), str, TC_WHITE);
 
		}
 
	}
 

	
 
	void UpdateData()
 
	{
 
		this->ge = (GenderEthnicity)GB(this->face, _pf_info[PFV_GEN_ETHN].offset, _pf_info[PFV_GEN_ETHN].length); // get the gender and ethnicity
 
		this->is_female = HasBit(this->ge, GENDER_FEMALE); // get the gender: 0 == male and 1 == female
 
		this->is_moust_male = !is_female && GetPlayerFaceBits(this->face, PFV_HAS_MOUSTACHE, this->ge) != 0; // is a male face with moustache
 
	}
 

	
 
public:
 
	SelectPlayerFaceWindow(const WindowDesc *desc, void *data, WindowNumber number) : Window(desc, data, number)
 
	{
 
		this->FindWindowPlacementAndResize(desc);
 
		this->caption_color = this->window_number;
 
		this->face = GetPlayer((PlayerID)this->window_number)->face;
 
		this->advanced = *(bool*)data;
 

	
 
		this->UpdateData();
 

	
 
			/* Draw dynamic button value and labels for the advanced player face selection window */
 
			if (WP(w, facesel_d).advanced) {
 
				if (is_female) {
 
					/* Only for female faces */
 
					DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING,   GetPlayerFaceBits(*pf, PFV_HAS_TIE_EARRING, ge), true );
 
					DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING,           STR_FACE_EARRING,   GetPlayerFaceBits(*pf, PFV_TIE_EARRING,     ge), false);
 
				} else {
 
					/* Only for male faces */
 
					DrawFaceStringLabel(w, PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_HAS_MOUSTACHE,   ge), true );
 
					DrawFaceStringLabel(w, PFW_WIDGET_TIE_EARRING,           STR_FACE_TIE,       GetPlayerFaceBits(*pf, PFV_TIE_EARRING,     ge), false);
 
				}
 
				if (is_moust_male) {
 
					/* Only for male faces with moustache */
 
					DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE,        STR_FACE_MOUSTACHE, GetPlayerFaceBits(*pf, PFV_MOUSTACHE,       ge), false);
 
				} else {
 
					/* Only for female faces or male faces without moustache */
 
					DrawFaceStringLabel(w, PFW_WIDGET_LIPS_MOUSTACHE,        STR_FACE_LIPS,      GetPlayerFaceBits(*pf, PFV_LIPS,            ge), false);
 
				}
 
				/* For all faces */
 
				DrawFaceStringLabel(w, PFW_WIDGET_HAS_GLASSES,           STR_FACE_GLASSES,     GetPlayerFaceBits(*pf, PFV_HAS_GLASSES,     ge), true );
 
				DrawFaceStringLabel(w, PFW_WIDGET_HAIR,                  STR_FACE_HAIR,        GetPlayerFaceBits(*pf, PFV_HAIR,            ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_EYEBROWS,              STR_FACE_EYEBROWS,    GetPlayerFaceBits(*pf, PFV_EYEBROWS,        ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_EYECOLOUR,             STR_FACE_EYECOLOUR,   GetPlayerFaceBits(*pf, PFV_EYE_COLOUR,      ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_GLASSES,               STR_FACE_GLASSES,     GetPlayerFaceBits(*pf, PFV_GLASSES,         ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_NOSE,                  STR_FACE_NOSE,        GetPlayerFaceBits(*pf, PFV_NOSE,            ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_CHIN,                  STR_FACE_CHIN,        GetPlayerFaceBits(*pf, PFV_CHIN,            ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_JACKET,                STR_FACE_JACKET,      GetPlayerFaceBits(*pf, PFV_JACKET,          ge), false);
 
				DrawFaceStringLabel(w, PFW_WIDGET_COLLAR,                STR_FACE_COLLAR,      GetPlayerFaceBits(*pf, PFV_COLLAR,          ge), false);
 
			}
 
		/* Check if repositioning from default is required */
 
		if (top != FIRST_GUI_CALL && left != FIRST_GUI_CALL) {
 
			this->top = top;
 
			this->left = left;
 
		}
 
	}
 

	
 
	virtual void OnPaint()
 
	{
 
		/* lower the non-selected gender button */
 
		this->SetWidgetLoweredState(PFW_WIDGET_MALE,  !this->is_female);
 
		this->SetWidgetLoweredState(PFW_WIDGET_FEMALE, this->is_female);
 

	
 
			/* Draw the player face picture */
 
			DrawPlayerFace(*pf, GetPlayer((PlayerID)w->window_number)->player_color, 2, 16);
 
			break;
 
		/* advanced player face selection window */
 
		if (this->advanced) {
 
			/* lower the non-selected ethnicity button */
 
			this->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_EUR, !HasBit(this->ge, ETHNICITY_BLACK));
 
			this->SetWidgetLoweredState(PFW_WIDGET_ETHNICITY_AFR,  HasBit(this->ge, ETHNICITY_BLACK));
 

	
 

	
 
			/* Disable dynamically the widgets which PlayerFaceVariable has less than 2 options
 
			* (or in other words you haven't any choice).
 
			* If the widgets depend on a HAS-variable and this is false the widgets will be disabled, too. */
 

	
 
			/* Eye colour buttons */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_EYE_COLOUR].valid_values[this->ge] < 2,
 
				PFW_WIDGET_EYECOLOUR, PFW_WIDGET_EYECOLOUR_L, PFW_WIDGET_EYECOLOUR_R, WIDGET_LIST_END);
 

	
 
			/* Chin buttons */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_CHIN].valid_values[this->ge] < 2,
 
				PFW_WIDGET_CHIN, PFW_WIDGET_CHIN_L, PFW_WIDGET_CHIN_R, WIDGET_LIST_END);
 

	
 
			/* Eyebrows buttons */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_EYEBROWS].valid_values[this->ge] < 2,
 
				PFW_WIDGET_EYEBROWS, PFW_WIDGET_EYEBROWS_L, PFW_WIDGET_EYEBROWS_R, WIDGET_LIST_END);
 

	
 
		case WE_CLICK:
 
			switch (e->we.click.widget) {
 
				/* Toggle size, advanced/simple face selection */
 
				case PFW_WIDGET_TOGGLE_LARGE_SMALL:
 
				case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON: {
 
					int oldtop = w->top;     ///< current top position of the window before closing it
 
					int oldleft = w->left;   ///< current top position of the window before closing it
 
			/* Lips or (if it a male face with a moustache) moustache buttons */
 
			this->SetWidgetsDisabledState(_pf_info[this->is_moust_male ? PFV_MOUSTACHE : PFV_LIPS].valid_values[this->ge] < 2,
 
				PFW_WIDGET_LIPS_MOUSTACHE, PFW_WIDGET_LIPS_MOUSTACHE_L, PFW_WIDGET_LIPS_MOUSTACHE_R, WIDGET_LIST_END);
 

	
 
			/* Nose buttons | male faces with moustache haven't any nose options */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_NOSE].valid_values[this->ge] < 2 || this->is_moust_male,
 
				PFW_WIDGET_NOSE, PFW_WIDGET_NOSE_L, PFW_WIDGET_NOSE_R, WIDGET_LIST_END);
 

	
 
			/* Hair buttons */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_HAIR].valid_values[this->ge] < 2,
 
				PFW_WIDGET_HAIR, PFW_WIDGET_HAIR_L, PFW_WIDGET_HAIR_R, WIDGET_LIST_END);
 

	
 
			/* Jacket buttons */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_JACKET].valid_values[this->ge] < 2,
 
				PFW_WIDGET_JACKET, PFW_WIDGET_JACKET_L, PFW_WIDGET_JACKET_R, WIDGET_LIST_END);
 

	
 
					DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
 
					delete w;
 
					/* Open up the (toggled size) Face selection window at the same position as the previous */
 
					DoSelectPlayerFace((PlayerID)w->window_number, !WP(w, facesel_d).advanced, oldtop, oldleft);
 
				} break;
 
			/* Collar buttons */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_COLLAR].valid_values[this->ge] < 2,
 
				PFW_WIDGET_COLLAR, PFW_WIDGET_COLLAR_L, PFW_WIDGET_COLLAR_R, WIDGET_LIST_END);
 

	
 
				/* Cancel button */
 
				case PFW_WIDGET_CANCEL:
 
					delete w;
 
					break;
 
			/* Tie/earring buttons | female faces without earring haven't any earring options */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_TIE_EARRING].valid_values[this->ge] < 2 ||
 
					(this->is_female && GetPlayerFaceBits(this->face, PFV_HAS_TIE_EARRING, this->ge) == 0),
 
				PFW_WIDGET_TIE_EARRING, PFW_WIDGET_TIE_EARRING_L, PFW_WIDGET_TIE_EARRING_R, WIDGET_LIST_END);
 

	
 
			/* Glasses buttons | faces without glasses haven't any glasses options */
 
			this->SetWidgetsDisabledState(_pf_info[PFV_GLASSES].valid_values[this->ge] < 2 || GetPlayerFaceBits(this->face, PFV_HAS_GLASSES, this->ge) == 0,
 
				PFW_WIDGET_GLASSES, PFW_WIDGET_GLASSES_L, PFW_WIDGET_GLASSES_R, WIDGET_LIST_END);
 
		}
 

	
 
		DrawWindowWidgets(this);
 

	
 
				/* OK button */
 
				case PFW_WIDGET_ACCEPT:
 
					DoCommandP(0, 0, *pf, NULL, CMD_SET_PLAYER_FACE);
 
					delete w;
 
					break;
 
		/* Draw dynamic button value and labels for the advanced player face selection window */
 
		if (this->advanced) {
 
			if (this->is_female) {
 
				/* Only for female faces */
 
				this->DrawFaceStringLabel(PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_EARRING,   GetPlayerFaceBits(this->face, PFV_HAS_TIE_EARRING, this->ge), true );
 
				this->DrawFaceStringLabel(PFW_WIDGET_TIE_EARRING,           STR_FACE_EARRING,   GetPlayerFaceBits(this->face, PFV_TIE_EARRING,     this->ge), false);
 
			} else {
 
				/* Only for male faces */
 
				this->DrawFaceStringLabel(PFW_WIDGET_HAS_MOUSTACHE_EARRING, STR_FACE_MOUSTACHE, GetPlayerFaceBits(this->face, PFV_HAS_MOUSTACHE,   this->ge), true );
 
				this->DrawFaceStringLabel(PFW_WIDGET_TIE_EARRING,           STR_FACE_TIE,       GetPlayerFaceBits(this->face, PFV_TIE_EARRING,     this->ge), false);
 
			}
 
			if (this->is_moust_male) {
 
				/* Only for male faces with moustache */
 
				this->DrawFaceStringLabel(PFW_WIDGET_LIPS_MOUSTACHE,        STR_FACE_MOUSTACHE, GetPlayerFaceBits(this->face, PFV_MOUSTACHE,       this->ge), false);
 
			} else {
 
				/* Only for female faces or male faces without moustache */
 
				this->DrawFaceStringLabel(PFW_WIDGET_LIPS_MOUSTACHE,        STR_FACE_LIPS,      GetPlayerFaceBits(this->face, PFV_LIPS,            this->ge), false);
 
			}
 
			/* For all faces */
 
			this->DrawFaceStringLabel(PFW_WIDGET_HAS_GLASSES,           STR_FACE_GLASSES,     GetPlayerFaceBits(this->face, PFV_HAS_GLASSES,     this->ge), true );
 
			this->DrawFaceStringLabel(PFW_WIDGET_HAIR,                  STR_FACE_HAIR,        GetPlayerFaceBits(this->face, PFV_HAIR,            this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_EYEBROWS,              STR_FACE_EYEBROWS,    GetPlayerFaceBits(this->face, PFV_EYEBROWS,        this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_EYECOLOUR,             STR_FACE_EYECOLOUR,   GetPlayerFaceBits(this->face, PFV_EYE_COLOUR,      this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_GLASSES,               STR_FACE_GLASSES,     GetPlayerFaceBits(this->face, PFV_GLASSES,         this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_NOSE,                  STR_FACE_NOSE,        GetPlayerFaceBits(this->face, PFV_NOSE,            this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_CHIN,                  STR_FACE_CHIN,        GetPlayerFaceBits(this->face, PFV_CHIN,            this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_JACKET,                STR_FACE_JACKET,      GetPlayerFaceBits(this->face, PFV_JACKET,          this->ge), false);
 
			this->DrawFaceStringLabel(PFW_WIDGET_COLLAR,                STR_FACE_COLLAR,      GetPlayerFaceBits(this->face, PFV_COLLAR,          this->ge), false);
 
		}
 

	
 
				/* Load button */
 
				case PFW_WIDGET_LOAD:
 
					*pf = _player_face;
 
					ScaleAllPlayerFaceBits(*pf);
 
					ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
 
					w->SetDirty();
 
					break;
 

	
 
				/* 'Player face number' button, view and/or set player face number */
 
				case PFW_WIDGET_FACECODE:
 
					SetDParam(0, *pf);
 
					ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, w, CS_NUMERAL);
 
					break;
 
		/* Draw the player face picture */
 
		DrawPlayerFace(this->face, GetPlayer((PlayerID)this->window_number)->player_color, 2, 16);
 
	}
 

	
 
				/* Save button */
 
				case PFW_WIDGET_SAVE:
 
					_player_face = *pf;
 
					ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
 
					break;
 
	virtual void OnClick(Point pt, int widget)
 
	{
 
		switch (widget) {
 
			/* Toggle size, advanced/simple face selection */
 
			case PFW_WIDGET_TOGGLE_LARGE_SMALL:
 
			case PFW_WIDGET_TOGGLE_LARGE_SMALL_BUTTON: {
 
				int oldtop = this->top;     ///< current top position of the window before closing it
 
				int oldleft = this->left;   ///< current top position of the window before closing it
 
				PlayerID player = (PlayerID)this->window_number;
 
				bool adv = !this->advanced;
 

	
 
				DoCommandP(0, 0, this->face, NULL, CMD_SET_PLAYER_FACE);
 

	
 
				delete this;
 

	
 
				/* Toggle gender (male/female) button */
 
				case PFW_WIDGET_MALE:
 
				case PFW_WIDGET_FEMALE:
 
					SetPlayerFaceBits(*pf, PFV_GENDER, ge, e->we.click.widget - PFW_WIDGET_MALE);
 
					ScaleAllPlayerFaceBits(*pf);
 
					w->SetDirty();
 
					break;
 
				/* Open up the (toggled size) Face selection window at the same position as the previous */
 
				DoSelectPlayerFace(player, adv, oldtop, oldleft);
 
			} break;
 

	
 

	
 
			/* OK button */
 
			case PFW_WIDGET_ACCEPT:
 
				DoCommandP(0, 0, this->face, NULL, CMD_SET_PLAYER_FACE);
 
				/* Fall-Through */
 

	
 
			/* Cancel button */
 
			case PFW_WIDGET_CANCEL:
 
				delete this;
 
				break;
 

	
 
				/* Randomize face button */
 
				case PFW_WIDGET_RANDOM_NEW_FACE:
 
					RandomPlayerFaceBits(*pf, ge, WP(w, facesel_d).advanced);
 
					w->SetDirty();
 
					break;
 
			/* Load button */
 
			case PFW_WIDGET_LOAD:
 
				this->face = _player_face;
 
				ScaleAllPlayerFaceBits(this->face);
 
				ShowErrorMessage(INVALID_STRING_ID, STR_FACE_LOAD_DONE, 0, 0);
 
				this->UpdateData();
 
				this->SetDirty();
 
				break;
 

	
 
			/* 'Player face number' button, view and/or set player face number */
 
			case PFW_WIDGET_FACECODE:
 
				SetDParam(0, this->face);
 
				ShowQueryString(STR_JUST_INT, STR_FACE_FACECODE_CAPTION, 10 + 1, 0, this, CS_NUMERAL);
 
				break;
 

	
 
				/* Toggle ethnicity (european/african) button */
 
				case PFW_WIDGET_ETHNICITY_EUR:
 
				case PFW_WIDGET_ETHNICITY_AFR:
 
					SetPlayerFaceBits(*pf, PFV_ETHNICITY, ge, e->we.click.widget - PFW_WIDGET_ETHNICITY_EUR);
 
					ScaleAllPlayerFaceBits(*pf);
 
					w->SetDirty();
 
					break;
 
			/* Save button */
 
			case PFW_WIDGET_SAVE:
 
				_player_face = this->face;
 
				ShowErrorMessage(INVALID_STRING_ID, STR_FACE_SAVE_DONE, 0, 0);
 
				break;
 

	
 
				default:
 
					/* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
 
					* Therefor is this combined function.
 
					* First it checks which PlayerFaceVariable will be change and then
 
					* a: invert the value for boolean variables
 
					* or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
 
					if (WP(w, facesel_d).advanced && e->we.click.widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && e->we.click.widget <= PFW_WIDGET_GLASSES_R) {
 
						PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
 
			/* Toggle gender (male/female) button */
 
			case PFW_WIDGET_MALE:
 
			case PFW_WIDGET_FEMALE:
 
				SetPlayerFaceBits(this->face, PFV_GENDER, this->ge, widget - PFW_WIDGET_MALE);
 
				ScaleAllPlayerFaceBits(this->face);
 
				this->UpdateData();
 
				this->SetDirty();
 
				break;
 

	
 
						if (e->we.click.widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
 
							switch (e->we.click.widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
 
								default: NOT_REACHED();
 
								case 0: pfv = is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
 
								case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
 
							}
 
							SetPlayerFaceBits(*pf, pfv, ge, !GetPlayerFaceBits(*pf, pfv, ge));
 
							ScaleAllPlayerFaceBits(*pf);
 
			/* Randomize face button */
 
			case PFW_WIDGET_RANDOM_NEW_FACE:
 
				RandomPlayerFaceBits(this->face, this->ge, this->advanced);
 
				this->UpdateData();
 
				this->SetDirty();
 
				break;
 

	
 
			/* Toggle ethnicity (european/african) button */
 
			case PFW_WIDGET_ETHNICITY_EUR:
 
			case PFW_WIDGET_ETHNICITY_AFR:
 
				SetPlayerFaceBits(this->face, PFV_ETHNICITY, this->ge, widget - PFW_WIDGET_ETHNICITY_EUR);
 
				ScaleAllPlayerFaceBits(this->face);
 
				this->UpdateData();
 
				this->SetDirty();
 
				break;
 

	
 
			default:
 
				/* For all buttons from PFW_WIDGET_HAS_MOUSTACHE_EARRING to PFW_WIDGET_GLASSES_R is the same function.
 
				* Therefor is this combined function.
 
				* First it checks which PlayerFaceVariable will be change and then
 
				* a: invert the value for boolean variables
 
				* or b: it checks inside of IncreasePlayerFaceBits() if a left (_L) butten is pressed and then decrease else increase the variable */
 
				if (this->advanced && widget >= PFW_WIDGET_HAS_MOUSTACHE_EARRING && widget <= PFW_WIDGET_GLASSES_R) {
 
					PlayerFaceVariable pfv; // which PlayerFaceVariable shall be edited
 

	
 
						} else { // Value buttons
 
							switch ((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
 
								default: NOT_REACHED();
 
								case 0: pfv = PFV_EYE_COLOUR; break;  // Eye colour buttons
 
								case 1: pfv = PFV_CHIN; break;        // Chin buttons
 
								case 2: pfv = PFV_EYEBROWS; break;    // Eyebrows buttons
 
								case 3: pfv = is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
 
								case 4: pfv = PFV_NOSE; break;        // Nose buttons
 
								case 5: pfv = PFV_HAIR; break;        // Hair buttons
 
								case 6: pfv = PFV_JACKET; break;      // Jacket buttons
 
								case 7: pfv = PFV_COLLAR; break;      // Collar buttons
 
								case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
 
								case 9: pfv = PFV_GLASSES; break;     // Glasses buttons
 
							}
 
							/* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
 
							IncreasePlayerFaceBits(*pf, pfv, ge, (((e->we.click.widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
 
					if (widget < PFW_WIDGET_EYECOLOUR_L) { // Bool buttons
 
						switch (widget - PFW_WIDGET_HAS_MOUSTACHE_EARRING) {
 
							default: NOT_REACHED();
 
							case 0: pfv = this->is_female ? PFV_HAS_TIE_EARRING : PFV_HAS_MOUSTACHE; break; // Has earring/moustache button
 
							case 1: pfv = PFV_HAS_GLASSES; break; // Has glasses button
 
						}
 
						SetPlayerFaceBits(this->face, pfv, this->ge, !GetPlayerFaceBits(this->face, pfv, this->ge));
 
						ScaleAllPlayerFaceBits(this->face);
 
					} else { // Value buttons
 
						switch ((widget - PFW_WIDGET_EYECOLOUR_L) / 3) {
 
							default: NOT_REACHED();
 
							case 0: pfv = PFV_EYE_COLOUR; break;  // Eye colour buttons
 
							case 1: pfv = PFV_CHIN; break;        // Chin buttons
 
							case 2: pfv = PFV_EYEBROWS; break;    // Eyebrows buttons
 
							case 3: pfv = this->is_moust_male ? PFV_MOUSTACHE : PFV_LIPS; break; // Moustache or lips buttons
 
							case 4: pfv = PFV_NOSE; break;        // Nose buttons
 
							case 5: pfv = PFV_HAIR; break;        // Hair buttons
 
							case 6: pfv = PFV_JACKET; break;      // Jacket buttons
 
							case 7: pfv = PFV_COLLAR; break;      // Collar buttons
 
							case 8: pfv = PFV_TIE_EARRING; break; // Tie/earring buttons
 
							case 9: pfv = PFV_GLASSES; break;     // Glasses buttons
 
						}
 
						/* 0 == left (_L), 1 == middle or 2 == right (_R) - button click */
 
						IncreasePlayerFaceBits(this->face, pfv, this->ge, (((widget - PFW_WIDGET_EYECOLOUR_L) % 3) != 0) ? 1 : -1);
 
					}
 
					this->UpdateData();
 
					this->SetDirty();
 
				}
 
				break;
 
		}
 
	}
 

	
 
						w->SetDirty();
 
					}
 
					break;
 
			}
 
			break;
 

	
 
		case WE_ON_EDIT_TEXT:
 
			if (e->we.edittext.str == NULL) break;
 
			/* Set a new player face number */
 
			if (!StrEmpty(e->we.edittext.str)) {
 
				*pf = strtoul(e->we.edittext.str, NULL, 10);
 
				ScaleAllPlayerFaceBits(*pf);
 
				ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
 
				w->SetDirty();
 
			} else {
 
				ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
 
			}
 
			break;
 
	virtual void OnQueryTextFinished(char *str)
 
	{
 
		if (str == NULL) return;
 
		/* Set a new player face number */
 
		if (!StrEmpty(str)) {
 
			this->face = strtoul(str, NULL, 10);
 
			ScaleAllPlayerFaceBits(this->face);
 
			ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_SET, 0, 0);
 
			this->UpdateData();
 
			this->SetDirty();
 
		} else {
 
			ShowErrorMessage(INVALID_STRING_ID, STR_FACE_FACECODE_ERR, 0, 0);
 
		}
 
	}
 
}
 
};
 

	
 
/** normal/simple player face selection window description */
 
static const WindowDesc _select_player_face_desc = {
 
@@ -999,7 +1019,7 @@ static const WindowDesc _select_player_f
 
	WC_PLAYER_FACE, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
 
	_select_player_face_widgets,
 
	SelectPlayerFaceWndProc
 
	NULL
 
};
 

	
 
/** advanced player face selection window description */
 
@@ -1008,7 +1028,7 @@ static const WindowDesc _select_player_f
 
	WC_PLAYER_FACE, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
 
	_select_player_face_adv_widgets,
 
	SelectPlayerFaceWndProc
 
	NULL
 
};
 

	
 
/**
 
@@ -1025,19 +1045,7 @@ static void DoSelectPlayerFace(PlayerID 
 
{
 
	if (!IsValidPlayer(player)) return;
 

	
 
	Window *w = AllocateWindowDescFront<Window>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player); // simple or advanced window
 

	
 
	if (w != NULL) {
 
		w->caption_color = w->window_number;
 
		WP(w, facesel_d).face = GetPlayer((PlayerID)w->window_number)->face;
 
		WP(w, facesel_d).advanced = adv;
 

	
 
		/* Check if repositioning from default is required */
 
		if (top != FIRST_GUI_CALL && left != FIRST_GUI_CALL) {
 
			w->top = top;
 
			w->left = left;
 
		}
 
	}
 
	AllocateWindowDescFront<SelectPlayerFaceWindow>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, &adv); // simple or advanced window
 
}
 

	
 

	
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