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Location: cpp/openttd-patchpack/source/src/intro_gui.cpp
r7283:49a2e04751af
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(svn r10622) -Feature: Introduction of the CBID_INDUSTRY_AVAILABLE's handling, in fund industry window.
In order to stay as much consistent with the specs, the fund window will perform (if required) the callback every game-day. TTDPatch performs the same call every second, but after discussions with Csaboka, we agreed that it was not required to be that intensive. So a game-day is plenty enough.
In order to stay as much consistent with the specs, the fund window will perform (if required) the callback every game-day. TTDPatch performs the same call every second, but after discussions with Csaboka, we agreed that it was not required to be that intensive. So a game-day is plenty enough.
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/** @file intro_gui.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "strings.h"
#include "table/sprites.h"
#include "functions.h"
#include "window.h"
#include "gui.h"
#include "gfx.h"
#include "player.h"
#include "network/network.h"
#include "variables.h"
#include "settings.h"
#include "heightmap.h"
#include "genworld.h"
#include "network/network_gui.h"
#include "newgrf.h"
static const Widget _select_game_widgets[] = {
{ WWT_CAPTION, RESIZE_NONE, 13, 0, 335, 0, 13, STR_0307_OPENTTD, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 13, 0, 335, 14, 194, 0x0, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 22, 33, STR_0140_NEW_GAME, STR_02FB_START_A_NEW_GAME},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 22, 33, STR_0141_LOAD_GAME, STR_02FC_LOAD_A_SAVED_GAME},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 40, 51, STR_029A_PLAY_SCENARIO, STR_0303_START_A_NEW_GAME_USING},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 40, 51, STR_PLAY_HEIGHTMAP, STR_PLAY_HEIGHTMAP_HINT},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 58, 69, STR_SCENARIO_EDITOR, STR_02FE_CREATE_A_CUSTOMIZED_GAME},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 58, 69, STR_MULTIPLAYER, STR_0300_SELECT_MULTIPLAYER_GAME},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 77, 131, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 77, 131, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 77, 131, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 77, 131, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 139, 150, STR_0148_GAME_OPTIONS, STR_0301_DISPLAY_GAME_OPTIONS},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 139, 150, STR_01FE_DIFFICULTY, STR_0302_DISPLAY_DIFFICULTY_OPTIONS},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 157, 168, STR_CONFIG_PATCHES, STR_CONFIG_PATCHES_TIP},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 157, 168, STR_NEWGRF_SETTINGS_BUTTON, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 104, 231, 175, 186, STR_0304_QUIT, STR_0305_QUIT_OPENTTD},
{ WIDGETS_END},
};
static inline void SetNewLandscapeType(byte landscape)
{
_opt_newgame.landscape = landscape;
InvalidateWindowClasses(WC_SELECT_GAME);
}
static void SelectGameWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 8); break;
case WE_PAINT:
SetWindowWidgetLoweredState(w, 8, _opt_newgame.landscape == LT_TEMPERATE);
SetWindowWidgetLoweredState(w, 9, _opt_newgame.landscape == LT_ARCTIC);
SetWindowWidgetLoweredState(w, 10, _opt_newgame.landscape == LT_TROPIC);
SetWindowWidgetLoweredState(w, 11, _opt_newgame.landscape == LT_TOYLAND);
SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
DrawWindowWidgets(w);
break;
case WE_CLICK:
#ifdef ENABLE_NETWORK
/* Do not create a network server when you (just) have closed one of the game
* creation/load windows for the network server. */
if (2 <= e->we.click.widget && e->we.click.widget <= 6) _is_network_server = false;
#endif /* ENABLE_NETWORK */
switch (e->we.click.widget) {
case 2: ShowGenerateLandscape(); break;
case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
case 4: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
case 5: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
case 6: StartScenarioEditor(); break;
case 7:
if (!_network_available) {
ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
} else {
ShowNetworkGameWindow();
}
break;
case 8: case 9: case 10: case 11:
RaiseWindowWidget(w, _opt_newgame.landscape + 8);
SetNewLandscapeType(e->we.click.widget - 8);
break;
case 12: ShowGameOptions(); break;
case 13: ShowGameDifficulty(); break;
case 14: ShowPatchesSelection(); break;
case 15: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
case 16: HandleExitGameRequest(); break;
}
break;
}
}
static const WindowDesc _select_game_desc = {
WDP_CENTER, WDP_CENTER, 336, 195,
WC_SELECT_GAME, WC_NONE,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_select_game_widgets,
SelectGameWndProc
};
void ShowSelectGameWindow()
{
AllocateWindowDesc(&_select_game_desc);
}
static void AskExitGameCallback(Window *w, bool confirmed)
{
if (confirmed) _exit_game = true;
}
void AskExitGame()
{
#if defined(_WIN32)
SetDParam(0, STR_0133_WINDOWS);
#elif defined(__APPLE__)
SetDParam(0, STR_0135_OSX);
#elif defined(__BEOS__)
SetDParam(0, STR_OSNAME_BEOS);
#elif defined(__MORPHOS__)
SetDParam(0, STR_OSNAME_MORPHOS);
#elif defined(__AMIGA__)
SetDParam(0, STR_OSNAME_AMIGAOS);
#elif defined(__OS2__)
SetDParam(0, STR_OSNAME_OS2);
#elif defined(SUNOS)
SetDParam(0, STR_OSNAME_SUNOS);
#else
SetDParam(0, STR_0134_UNIX);
#endif
ShowQuery(
STR_00C7_QUIT,
STR_00CA_ARE_YOU_SURE_YOU_WANT_TO,
NULL,
AskExitGameCallback
);
}
static void AskExitToGameMenuCallback(Window *w, bool confirmed)
{
if (confirmed) _switch_mode = SM_MENU;
}
void AskExitToGameMenu()
{
ShowQuery(
STR_0161_QUIT_GAME,
(_game_mode != GM_EDITOR) ? STR_ABANDON_GAME_QUERY : STR_QUIT_SCENARIO_QUERY,
NULL,
AskExitToGameMenuCallback
);
}
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