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Location: cpp/openttd-patchpack/source/src/bootstrap_gui.cpp
r19682:2b7d55d16f26
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(svn r24625) -Update from WebTranslator v3.0:
latvian - 24 changes by Parastais
norwegian_bokmal - 17 changes by jhsoby
tamil - 196 changes by aswn
latvian - 24 changes by Parastais
norwegian_bokmal - 17 changes by jhsoby
tamil - 196 changes by aswn
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file bootstrap_gui.cpp Barely used user interface for bootstrapping OpenTTD, i.e. downloading the required content. */
#include "stdafx.h"
#include "base_media_base.h"
#include "blitter/factory.hpp"
#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE)
#include "core/geometry_func.hpp"
#include "fontcache.h"
#include "gfx_func.h"
#include "network/network.h"
#include "network/network_content_gui.h"
#include "openttd.h"
#include "strings_func.h"
#include "video/video_driver.hpp"
#include "window_func.h"
#include "widgets/bootstrap_widget.h"
#include "table/strings.h"
/** Widgets for the background window to prevent smearing. */
static const struct NWidgetPart _background_widgets[] = {
NWidget(WWT_PANEL, COLOUR_DARK_BLUE, WID_BB_BACKGROUND), SetResize(1, 1),
};
/**
* Window description for the background window to prevent smearing.
*/
static const WindowDesc _background_desc(
WDP_MANUAL, 0, 0,
WC_BOOTSTRAP, WC_NONE,
0,
_background_widgets, lengthof(_background_widgets)
);
/** The background for the game. */
class BootstrapBackground : public Window {
public:
BootstrapBackground() : Window()
{
this->InitNested(&_background_desc, 0);
CLRBITS(this->flags, WF_WHITE_BORDER);
ResizeWindow(this, _screen.width, _screen.height);
}
virtual void DrawWidget(const Rect &r, int widget) const
{
GfxFillRect(r.left, r.top, r.right, r.bottom, 4, FILLRECT_OPAQUE);
GfxFillRect(r.left, r.top, r.right, r.bottom, 0, FILLRECT_CHECKER);
}
};
/** Nested widgets for the download window. */
static const NWidgetPart _nested_boostrap_download_status_window_widgets[] = {
NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_CONTENT_DOWNLOAD_TITLE, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_PANEL, COLOUR_GREY, WID_NCDS_BACKGROUND),
NWidget(NWID_SPACER), SetMinimalSize(350, 0), SetMinimalTextLines(3, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + 30),
EndContainer(),
};
/** Window description for the download window */
static const WindowDesc _bootstrap_download_status_window_desc(
WDP_CENTER, 0, 0,
WC_NETWORK_STATUS_WINDOW, WC_NONE,
WDF_MODAL,
_nested_boostrap_download_status_window_widgets, lengthof(_nested_boostrap_download_status_window_widgets)
);
/** Window for showing the download status of content */
struct BootstrapContentDownloadStatusWindow : public BaseNetworkContentDownloadStatusWindow {
public:
/** Simple call the constructor of the superclass. */
BootstrapContentDownloadStatusWindow() : BaseNetworkContentDownloadStatusWindow(&_bootstrap_download_status_window_desc)
{
}
virtual void OnDownloadComplete(ContentID cid)
{
/* We have completed downloading. We can trigger finding the right set now. */
BaseGraphics::FindSets();
/* And continue going into the menu. */
_game_mode = GM_MENU;
/* _exit_game is used to break out of the outer video driver's MainLoop. */
_exit_game = true;
delete this;
}
};
/** The widgets for the query. It has no close box as that sprite does not exist yet. */
static const NWidgetPart _bootstrap_query_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_MISSING_GRAPHICS_SET_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_GREY),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BAFD_QUESTION), EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BAFD_YES), SetDataTip(STR_MISSING_GRAPHICS_YES_DOWNLOAD, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BAFD_NO), SetDataTip(STR_MISSING_GRAPHICS_NO_QUIT, STR_NULL),
EndContainer(),
EndContainer(),
};
/** The window description for the query. */
static const WindowDesc _bootstrap_query_desc(
WDP_CENTER, 0, 0,
WC_CONFIRM_POPUP_QUERY, WC_NONE,
WDF_UNCLICK_BUTTONS,
_bootstrap_query_widgets, lengthof(_bootstrap_query_widgets)
);
/** The window for the query. It can't use the generic query window as that uses sprites that don't exist yet. */
class BootstrapAskForDownloadWindow : public Window, ContentCallback {
Dimension button_size; ///< The dimension of the button
public:
/** Start listening to the content client events. */
BootstrapAskForDownloadWindow() : Window()
{
this->InitNested(&_bootstrap_query_desc, WN_CONFIRM_POPUP_QUERY_BOOTSTRAP);
_network_content_client.AddCallback(this);
}
/** Stop listening to the content client events. */
~BootstrapAskForDownloadWindow()
{
_network_content_client.RemoveCallback(this);
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
/* We cache the button size. This is safe as no reinit can happen here. */
if (this->button_size.width == 0) {
this->button_size = maxdim(GetStringBoundingBox(STR_MISSING_GRAPHICS_YES_DOWNLOAD), GetStringBoundingBox(STR_MISSING_GRAPHICS_NO_QUIT));
this->button_size.width += WD_FRAMETEXT_LEFT + WD_FRAMETEXT_RIGHT;
this->button_size.height += WD_FRAMETEXT_TOP + WD_FRAMETEXT_BOTTOM;
}
switch (widget) {
case WID_BAFD_QUESTION:
/* The question is twice as wide as the buttons, and determine the height based on the width. */
size->width = this->button_size.width * 2;
size->height = GetStringHeight(STR_MISSING_GRAPHICS_SET_MESSAGE, size->width - WD_FRAMETEXT_LEFT - WD_FRAMETEXT_RIGHT) + WD_FRAMETEXT_BOTTOM + WD_FRAMETEXT_TOP;
break;
case WID_BAFD_YES:
case WID_BAFD_NO:
*size = this->button_size;
break;
}
}
virtual void DrawWidget(const Rect &r, int widget) const
{
if (widget != 0) return;
DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, r.top + WD_FRAMETEXT_TOP, r.bottom - WD_FRAMETEXT_BOTTOM, STR_MISSING_GRAPHICS_SET_MESSAGE, TC_FROMSTRING, SA_CENTER);
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case WID_BAFD_YES:
/* We got permission to connect! Yay! */
_network_content_client.Connect();
break;
case WID_BAFD_NO:
_exit_game = true;
break;
default:
break;
}
}
virtual void OnConnect(bool success)
{
/* Once connected, request the metadata. */
_network_content_client.RequestContentList(CONTENT_TYPE_BASE_GRAPHICS);
}
virtual void OnReceiveContentInfo(const ContentInfo *ci)
{
/* And once the meta data is received, start downloading it. */
_network_content_client.Select(ci->id);
new BootstrapContentDownloadStatusWindow();
delete this;
}
};
#endif /* defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) */
/**
* Handle all procedures for bootstrapping OpenTTD without a base grapics set.
* This requires all kinds of trickery that is needed to avoid the use of
* sprites from the base graphics set which are pretty interwoven.
* @return True if a base set exists, otherwise false.
*/
bool HandleBootstrap()
{
if (BaseGraphics::GetUsedSet() != NULL) return true;
/* No user interface, bail out with an error. */
if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && !defined(__APPLE__) && (defined(WITH_FONTCONFIG) || defined(WIN32))
if (!_network_available) goto failure;
/* First tell the game we're bootstrapping. */
_game_mode = GM_BOOTSTRAP;
/* Initialise the freetype font code. */
InitializeUnicodeGlyphMap();
/* Next "force" finding a suitable freetype font as the local font is missing. */
CheckForMissingGlyphs(false);
/* Initialise the palette. The biggest step is 'faking' some recolour sprites.
* This way the mauve and gray colours work and we can show the user interface. */
GfxInitPalettes();
static const int offsets[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x80, 0, 0, 0, 0x04, 0x08 };
for (uint i = 0; i != 16; i++) {
for (int j = 0; j < 8; j++) {
_colour_gradient[i][j] = offsets[i] + j;
}
}
/* Finally ask the question. */
new BootstrapBackground();
new BootstrapAskForDownloadWindow();
/* Process the user events. */
_video_driver->MainLoop();
/* _exit_game is used to get out of the video driver's main loop.
* In case GM_BOOTSTRAP is still set we did not exit it via the
* "download complete" event, so it was a manual exit. Obey it. */
_exit_game = _game_mode == GM_BOOTSTRAP;
if (_exit_game) return false;
/* Try to probe the graphics. Should work this time. */
if (!BaseGraphics::SetSet(NULL)) goto failure;
/* Finally we can continue heading for the menu. */
_game_mode = GM_MENU;
return true;
#endif
/* Failure to get enough working to get a graphics set. */
failure:
usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.");
return false;
}
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