Files @ r28060:53690f1ef210
Branch filter:

Location: cpp/openttd-patchpack/source/src/intro_gui.cpp

frosch
Feature: Base graphics can offer parameters for additional settings.
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
/*
 * 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 intro_gui.cpp The main menu GUI. */

#include "stdafx.h"
#include "error.h"
#include "gui.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "help_gui.h"
#include "network/network.h"
#include "genworld.h"
#include "network/network_gui.h"
#include "network/network_content.h"
#include "network/network_survey.h"
#include "landscape_type.h"
#include "landscape.h"
#include "strings_func.h"
#include "fios.h"
#include "ai/ai_gui.hpp"
#include "game/game_gui.hpp"
#include "gfx_func.h"
#include "core/geometry_func.hpp"
#include "language.h"
#include "rev.h"
#include "highscore.h"
#include "signs_base.h"
#include "viewport_func.h"
#include "vehicle_base.h"
#include <regex>

#include "widgets/intro_widget.h"

#include "table/strings.h"
#include "table/sprites.h"

#include "safeguards.h"


/**
 * A viewport command for the main menu background (intro game).
 */
struct IntroGameViewportCommand {
	/** Horizontal alignment value. */
	enum AlignmentH : byte {
		LEFT,
		CENTRE,
		RIGHT,
	};
	/** Vertical alignment value. */
	enum AlignmentV : byte {
		TOP,
		MIDDLE,
		BOTTOM,
	};

	int command_index = 0;               ///< Sequence number of the command (order they are performed in).
	Point position{ 0, 0 };              ///< Calculated world coordinate to position viewport top-left at.
	VehicleID vehicle = INVALID_VEHICLE; ///< Vehicle to follow, or INVALID_VEHICLE if not following a vehicle.
	uint delay = 0;                      ///< Delay until next command.
	int zoom_adjust = 0;                 ///< Adjustment to zoom level from base zoom level.
	bool pan_to_next = false;            ///< If true, do a smooth pan from this position to the next.
	AlignmentH align_h = CENTRE;         ///< Horizontal alignment.
	AlignmentV align_v = MIDDLE;         ///< Vertical alignment.

	/**
	 * Calculate effective position.
	 * This will update the position field if a vehicle is followed.
	 * @param vp Viewport to calculate position for.
	 * @return Calculated position in the viewport.
	 */
	Point PositionForViewport(const Viewport *vp)
	{
		if (this->vehicle != INVALID_VEHICLE) {
			const Vehicle *v = Vehicle::Get(this->vehicle);
			this->position = RemapCoords(v->x_pos, v->y_pos, v->z_pos);
		}

		Point p;
		switch (this->align_h) {
			case LEFT: p.x = this->position.x; break;
			case CENTRE: p.x = this->position.x - vp->virtual_width / 2; break;
			case RIGHT: p.x = this->position.x - vp->virtual_width; break;
		}
		switch (this->align_v) {
			case TOP: p.y = this->position.y; break;
			case MIDDLE: p.y = this->position.y - vp->virtual_height / 2; break;
			case BOTTOM: p.y = this->position.y - vp->virtual_height; break;
		}
		return p;
	}
};


struct SelectGameWindow : public Window {
	/** Vector of viewport commands parsed. */
	std::vector<IntroGameViewportCommand> intro_viewport_commands;
	/** Index of currently active viewport command. */
	size_t cur_viewport_command_index;
	/** Time spent (milliseconds) on current viewport command. */
	uint cur_viewport_command_time;
	uint mouse_idle_time;
	Point mouse_idle_pos;

	/**
	 * Find and parse all viewport command signs.
	 * Fills the intro_viewport_commands vector and deletes parsed signs from the world.
	 */
	void ReadIntroGameViewportCommands()
	{
		intro_viewport_commands.clear();

		/* Regular expression matching the commands: T, spaces, integer, spaces, flags, spaces, integer */
		const char *sign_langauge = "^T\\s*([0-9]+)\\s*([-+A-Z0-9]+)\\s*([0-9]+)";
		std::regex re(sign_langauge, std::regex_constants::icase);

		/* List of signs successfully parsed to delete afterwards. */
		std::vector<SignID> signs_to_delete;

		for (const Sign *sign : Sign::Iterate()) {
			std::smatch match;
			if (std::regex_search(sign->name, match, re)) {
				IntroGameViewportCommand vc;
				/* Sequence index from the first matching group. */
				vc.command_index = std::stoi(match[1].str());
				/* Sign coordinates for positioning. */
				vc.position = RemapCoords(sign->x, sign->y, sign->z);
				/* Delay from the third matching group. */
				vc.delay = std::stoi(match[3].str()) * 1000; // milliseconds

				/* Parse flags from second matching group. */
				enum IdType {
					ID_NONE, ID_VEHICLE
				} id_type = ID_NONE;
				for (char c : match[2].str()) {
					if (isdigit(c)) {
						if (id_type == ID_VEHICLE) {
							vc.vehicle = vc.vehicle * 10 + (c - '0');
						}
					} else {
						id_type = ID_NONE;
						switch (toupper(c)) {
							case '-': vc.zoom_adjust = +1; break;
							case '+': vc.zoom_adjust = -1; break;
							case 'T': vc.align_v = IntroGameViewportCommand::TOP; break;
							case 'M': vc.align_v = IntroGameViewportCommand::MIDDLE; break;
							case 'B': vc.align_v = IntroGameViewportCommand::BOTTOM; break;
							case 'L': vc.align_h = IntroGameViewportCommand::LEFT; break;
							case 'C': vc.align_h = IntroGameViewportCommand::CENTRE; break;
							case 'R': vc.align_h = IntroGameViewportCommand::RIGHT; break;
							case 'P': vc.pan_to_next = true; break;
							case 'V': id_type = ID_VEHICLE; vc.vehicle = 0; break;
						}
					}
				}

				/* Successfully parsed, store. */
				intro_viewport_commands.push_back(vc);
				signs_to_delete.push_back(sign->index);
			}
		}

		/* Sort the commands by sequence index. */
		std::sort(intro_viewport_commands.begin(), intro_viewport_commands.end(), [](const IntroGameViewportCommand &a, const IntroGameViewportCommand &b) { return a.command_index < b.command_index; });

		/* Delete all the consumed signs, from last ID to first ID. */
		std::sort(signs_to_delete.begin(), signs_to_delete.end(), [](SignID a, SignID b) { return a > b; });
		for (SignID sign_id : signs_to_delete) {
			delete Sign::Get(sign_id);
		}
	}

	SelectGameWindow(WindowDesc *desc) : Window(desc)
	{
		this->CreateNestedTree();
		this->FinishInitNested(0);
		this->OnInvalidateData();

		this->ReadIntroGameViewportCommands();

		this->cur_viewport_command_index = (size_t)-1;
		this->cur_viewport_command_time = 0;
		this->mouse_idle_time = 0;
		this->mouse_idle_pos = _cursor.pos;
	}

	void OnRealtimeTick([[maybe_unused]] uint delta_ms) override
	{
		/* Move the main game viewport according to intro viewport commands. */

		if (intro_viewport_commands.empty()) return;

		bool suppress_panning = true;
		if (this->mouse_idle_pos.x != _cursor.pos.x || this->mouse_idle_pos.y != _cursor.pos.y) {
			this->mouse_idle_pos = _cursor.pos;
			this->mouse_idle_time = 2000;
		} else if (this->mouse_idle_time > delta_ms) {
			this->mouse_idle_time -= delta_ms;
		} else {
			this->mouse_idle_time = 0;
			suppress_panning = false;
		}

		/* Determine whether to move to the next command or stay at current. */
		bool changed_command = false;
		if (this->cur_viewport_command_index >= intro_viewport_commands.size()) {
			/* Reached last, rotate back to start of the list. */
			this->cur_viewport_command_index = 0;
			changed_command = true;
		} else {
			/* Check if current command has elapsed and switch to next. */
			this->cur_viewport_command_time += delta_ms;
			if (this->cur_viewport_command_time >= intro_viewport_commands[this->cur_viewport_command_index].delay) {
				this->cur_viewport_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size();
				this->cur_viewport_command_time = 0;
				changed_command = true;
			}
		}

		IntroGameViewportCommand &vc = intro_viewport_commands[this->cur_viewport_command_index];
		Window *mw = GetMainWindow();
		Viewport *vp = mw->viewport;

		/* Early exit if the current command hasn't elapsed and isn't animated. */
		if (!changed_command && !vc.pan_to_next && vc.vehicle == INVALID_VEHICLE) return;

		/* Suppress panning commands, while user interacts with GUIs. */
		if (!changed_command && suppress_panning) return;

		/* Reset the zoom level. */
		if (changed_command) FixTitleGameZoom(vc.zoom_adjust);

		/* Calculate current command position (updates followed vehicle coordinates). */
		Point pos = vc.PositionForViewport(vp);

		/* Calculate panning (linear interpolation between current and next command position). */
		if (vc.pan_to_next) {
			size_t next_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size();
			IntroGameViewportCommand &nvc = intro_viewport_commands[next_command_index];
			Point pos2 = nvc.PositionForViewport(vp);
			const double t = this->cur_viewport_command_time / (double)vc.delay;
			pos.x = pos.x + (int)(t * (pos2.x - pos.x));
			pos.y = pos.y + (int)(t * (pos2.y - pos.y));
		}

		/* Update the viewport position. */
		mw->viewport->dest_scrollpos_x = mw->viewport->scrollpos_x = pos.x;
		mw->viewport->dest_scrollpos_y = mw->viewport->scrollpos_y = pos.y;
		UpdateViewportPosition(mw);
		mw->SetDirty(); // Required during panning, otherwise logo graphics disappears

		/* If there is only one command, we just executed it and don't need to do any more */
		if (intro_viewport_commands.size() == 1 && vc.vehicle == INVALID_VEHICLE) intro_viewport_commands.clear();
	}

	/**
	 * 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([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override
	{
		if (!gui_scope) return;
		this->SetWidgetLoweredState(WID_SGI_TEMPERATE_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
		this->SetWidgetLoweredState(WID_SGI_ARCTIC_LANDSCAPE,    _settings_newgame.game_creation.landscape == LT_ARCTIC);
		this->SetWidgetLoweredState(WID_SGI_TROPIC_LANDSCAPE,    _settings_newgame.game_creation.landscape == LT_TROPIC);
		this->SetWidgetLoweredState(WID_SGI_TOYLAND_LANDSCAPE,   _settings_newgame.game_creation.landscape == LT_TOYLAND);
	}

	void OnInit() override
	{
		bool missing_sprites = _missing_extra_graphics > 0 && !IsReleasedVersion();
		this->GetWidget<NWidgetStacked>(WID_SGI_BASESET_SELECTION)->SetDisplayedPlane(missing_sprites ? 0 : SZSP_NONE);

		bool missing_lang = _current_language->missing >= _settings_client.gui.missing_strings_threshold && !IsReleasedVersion();
		this->GetWidget<NWidgetStacked>(WID_SGI_TRANSLATION_SELECTION)->SetDisplayedPlane(missing_lang ? 0 : SZSP_NONE);
	}

	void DrawWidget(const Rect &r, int widget) const override
	{
		switch (widget) {
			case WID_SGI_BASESET:
				SetDParam(0, _missing_extra_graphics);
				DrawStringMultiLine(r.left, r.right, r.top,  r.bottom, STR_INTRO_BASESET, TC_FROMSTRING, SA_CENTER);
				break;

			case WID_SGI_TRANSLATION:
				SetDParam(0, _current_language->missing);
				DrawStringMultiLine(r.left, r.right, r.top,  r.bottom, STR_INTRO_TRANSLATION, TC_FROMSTRING, SA_CENTER);
				break;
		}
	}

	void UpdateWidgetSize(int widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
	{
		StringID str = 0;
		switch (widget) {
			case WID_SGI_BASESET:
				SetDParam(0, _missing_extra_graphics);
				str = STR_INTRO_BASESET;
				break;

			case WID_SGI_TRANSLATION:
				SetDParam(0, _current_language->missing);
				str = STR_INTRO_TRANSLATION;
				break;
		}

		if (str != 0) {
			int height = GetStringHeight(str, size->width);
			if (height > 3 * FONT_HEIGHT_NORMAL) {
				/* Don't let the window become too high. */
				Dimension textdim = GetStringBoundingBox(str);
				textdim.height *= 3;
				textdim.width -= textdim.width / 2;
				*size = maxdim(*size, textdim);
			} else {
				size->height = height + padding.height;
			}
		}
	}

	void OnClick([[maybe_unused]] Point pt, int widget, [[maybe_unused]] int click_count) override
	{
		/* Do not create a network server when you (just) have closed one of the game
		 * creation/load windows for the network server. */
		if (IsInsideMM(widget, WID_SGI_GENERATE_GAME, WID_SGI_EDIT_SCENARIO + 1)) _is_network_server = false;

		switch (widget) {
			case WID_SGI_GENERATE_GAME:
				if (_ctrl_pressed) {
					StartNewGameWithoutGUI(GENERATE_NEW_SEED);
				} else {
					ShowGenerateLandscape();
				}
				break;

			case WID_SGI_LOAD_GAME:      ShowSaveLoadDialog(FT_SAVEGAME, SLO_LOAD); break;
			case WID_SGI_PLAY_SCENARIO:  ShowSaveLoadDialog(FT_SCENARIO, SLO_LOAD); break;
			case WID_SGI_PLAY_HEIGHTMAP: ShowSaveLoadDialog(FT_HEIGHTMAP,SLO_LOAD); break;
			case WID_SGI_EDIT_SCENARIO:  StartScenarioEditor(); break;

			case WID_SGI_PLAY_NETWORK:
				if (!_network_available) {
					ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR);
				} else {
					ShowNetworkGameWindow();
				}
				break;

			case WID_SGI_TEMPERATE_LANDSCAPE: case WID_SGI_ARCTIC_LANDSCAPE:
			case WID_SGI_TROPIC_LANDSCAPE: case WID_SGI_TOYLAND_LANDSCAPE:
				SetNewLandscapeType(widget - WID_SGI_TEMPERATE_LANDSCAPE);
				break;

			case WID_SGI_OPTIONS:         ShowGameOptions(); break;
			case WID_SGI_HIGHSCORE:       ShowHighscoreTable(); break;
			case WID_SGI_HELP:            ShowHelpWindow(); break;
			case WID_SGI_SETTINGS_OPTIONS:ShowGameSettings(); break;
			case WID_SGI_GRF_SETTINGS:    ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
			case WID_SGI_CONTENT_DOWNLOAD:
				if (!_network_available) {
					ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR);
				} else {
					ShowNetworkContentListWindow();
				}
				break;
			case WID_SGI_AI_SETTINGS:     ShowAIConfigWindow(); break;
			case WID_SGI_GS_SETTINGS:     ShowGSConfigWindow(); break;
			case WID_SGI_EXIT:            HandleExitGameRequest(); break;
		}
	}
};

static const NWidgetPart _nested_select_game_widgets[] = {
	NWidget(WWT_CAPTION, COLOUR_BROWN), SetDataTip(STR_INTRO_CAPTION, STR_NULL),
	NWidget(WWT_PANEL, COLOUR_BROWN),
	NWidget(NWID_SPACER), SetMinimalSize(0, 8),

	/* 'New Game' and 'Load Game' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GENERATE_GAME), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_NEW_GAME, STR_INTRO_TOOLTIP_NEW_GAME), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_LOAD_GAME), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_LOAD_GAME, STR_INTRO_TOOLTIP_LOAD_GAME), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 6),

	/* 'Play Scenario' and 'Play Heightmap' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_SCENARIO), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_PLAY_SCENARIO, STR_INTRO_TOOLTIP_PLAY_SCENARIO), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_HEIGHTMAP), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_PLAY_HEIGHTMAP, STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 6),

	/* 'Scenario Editor' and 'Multiplayer' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_EDIT_SCENARIO), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_SCENARIO_EDITOR, STR_INTRO_TOOLTIP_SCENARIO_EDITOR), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_PLAY_NETWORK), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_MULTIPLAYER, STR_INTRO_TOOLTIP_MULTIPLAYER), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 7),

	/* Climate selection buttons */
	NWidget(NWID_HORIZONTAL),
		NWidget(NWID_SPACER), SetMinimalSize(10, 0), SetFill(1, 0),
		NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TEMPERATE_LANDSCAPE), SetMinimalSize(77, 55),
							SetDataTip(SPR_SELECT_TEMPERATE, STR_INTRO_TOOLTIP_TEMPERATE),
		NWidget(NWID_SPACER), SetMinimalSize(3, 0), SetFill(1, 0),
		NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_ARCTIC_LANDSCAPE), SetMinimalSize(77, 55),
							SetDataTip(SPR_SELECT_SUB_ARCTIC, STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE),
		NWidget(NWID_SPACER), SetMinimalSize(3, 0), SetFill(1, 0),
		NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TROPIC_LANDSCAPE), SetMinimalSize(77, 55),
							SetDataTip(SPR_SELECT_SUB_TROPICAL, STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE),
		NWidget(NWID_SPACER), SetMinimalSize(3, 0), SetFill(1, 0),
		NWidget(WWT_IMGBTN_2, COLOUR_ORANGE, WID_SGI_TOYLAND_LANDSCAPE), SetMinimalSize(77, 55),
							SetDataTip(SPR_SELECT_TOYLAND, STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE),
		NWidget(NWID_SPACER), SetMinimalSize(10, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 7),
	NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SGI_BASESET_SELECTION),
		NWidget(NWID_VERTICAL),
			NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_SGI_BASESET), SetMinimalSize(316, 12), SetFill(1, 0), SetPadding(0, 10, 7, 10),
		EndContainer(),
	EndContainer(),
	NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SGI_TRANSLATION_SELECTION),
		NWidget(NWID_VERTICAL),
			NWidget(WWT_EMPTY, COLOUR_ORANGE, WID_SGI_TRANSLATION), SetMinimalSize(316, 12), SetFill(1, 0), SetPadding(0, 10, 7, 10),
		EndContainer(),
	EndContainer(),

	/* 'Game Options' and 'Settings' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_OPTIONS), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_GAME_OPTIONS, STR_INTRO_TOOLTIP_GAME_OPTIONS), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_SETTINGS_OPTIONS), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_CONFIG_SETTINGS_TREE, STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 6),

	/* 'AI Settings' and 'Game Script Settings' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_AI_SETTINGS), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_AI_SETTINGS, STR_INTRO_TOOLTIP_AI_SETTINGS), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GS_SETTINGS), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_GAMESCRIPT_SETTINGS, STR_INTRO_TOOLTIP_GAMESCRIPT_SETTINGS), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 6),

	/* 'Check Online Content' and 'NewGRF Settings' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_CONTENT_DOWNLOAD), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_GRF_SETTINGS), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_NEWGRF_SETTINGS, STR_INTRO_TOOLTIP_NEWGRF_SETTINGS), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 6),

	/* 'Help and Manuals' and 'Highscore Table' buttons */
	NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_HELP), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_HELP, STR_INTRO_TOOLTIP_HELP), SetPadding(0, 0, 0, 10), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_HIGHSCORE), SetMinimalSize(158, 12),
							SetDataTip(STR_INTRO_HIGHSCORE, STR_INTRO_TOOLTIP_HIGHSCORE), SetPadding(0, 10, 0, 0), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 6),

	/* 'Exit' button */
	NWidget(NWID_HORIZONTAL),
		NWidget(NWID_SPACER), SetFill(1, 0),
		NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_EXIT), SetMinimalSize(128, 12),
							SetDataTip(STR_INTRO_QUIT, STR_INTRO_TOOLTIP_QUIT),
		NWidget(NWID_SPACER), SetFill(1, 0),
	EndContainer(),

	NWidget(NWID_SPACER), SetMinimalSize(0, 8),

	EndContainer(),
};

static WindowDesc _select_game_desc(
	WDP_CENTER, nullptr, 0, 0,
	WC_SELECT_GAME, WC_NONE,
	WDF_NO_CLOSE,
	std::begin(_nested_select_game_widgets), std::end(_nested_select_game_widgets)
);

void ShowSelectGameWindow()
{
	new SelectGameWindow(&_select_game_desc);
}

static void AskExitGameCallback(Window *, bool confirmed)
{
	if (confirmed) {
		_survey.Transmit(NetworkSurveyHandler::Reason::EXIT, true);
		_exit_game = true;
	}
}

void AskExitGame()
{
	ShowQuery(
		STR_QUIT_CAPTION,
		STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD,
		nullptr,
		AskExitGameCallback,
		true
	);
}


static void AskExitToGameMenuCallback(Window *, bool confirmed)
{
	if (confirmed) {
		_switch_mode = SM_MENU;
		ClearErrorMessages();
	}
}

void AskExitToGameMenu()
{
	ShowQuery(
		STR_ABANDON_GAME_CAPTION,
		(_game_mode != GM_EDITOR) ? STR_ABANDON_GAME_QUERY : STR_ABANDON_SCENARIO_QUERY,
		nullptr,
		AskExitToGameMenuCallback,
		true
	);
}