Files @ r28815:5e58b8dec74d
Branch filter:

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

Peter Nelson
Codechange: Off-by-one in colour gradient initialisation.

Remap sprites start with a count byte followed by 256 entries, but
SetupColoursAndInitialWindow did not take account of this extra byte and
therefore started at palette index 0xC5 instead of 0xC6. This caused the
first colour of each gradient to be incorrect and all shades were actually
1 step lower in the gradient than indicated.
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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 main_gui.cpp Handling of the main viewport. */

#include "stdafx.h"
#include "currency.h"
#include "spritecache.h"
#include "window_gui.h"
#include "window_func.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "command_func.h"
#include "console_gui.h"
#include "progress.h"
#include "transparency_gui.h"
#include "map_func.h"
#include "sound_func.h"
#include "transparency.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "company_base.h"
#include "company_func.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "linkgraph/linkgraph_gui.h"
#include "tilehighlight_func.h"
#include "hotkeys.h"
#include "error.h"
#include "news_gui.h"
#include "misc_cmd.h"
#include "timer/timer.h"
#include "timer/timer_window.h"

#include "saveload/saveload.h"

#include "widgets/main_widget.h"

#include "network/network.h"
#include "network/network_func.h"
#include "network/network_gui.h"
#include "network/network_base.h"

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

#include "safeguards.h"

/**
 * This code is shared for the majority of the pushbuttons.
 * Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
 *
 * @param w Window which called the function
 * @param widget ID of the widget (=button) that called this function
 * @param cursor How should the cursor image change? E.g. cursor with depot image in it
 * @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
 * @return true if the button is clicked, false if it's unclicked
 */
bool HandlePlacePushButton(Window *w, WidgetID widget, CursorID cursor, HighLightStyle mode)
{
	if (w->IsWidgetDisabled(widget)) return false;

	if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
	w->SetDirty();

	if (w->IsWidgetLowered(widget)) {
		ResetObjectToPlace();
		return false;
	}

	SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
	w->LowerWidget(widget);
	return true;
}


void CcPlaySound_EXPLOSION(Commands, const CommandCost &result, TileIndex tile)
{
	if (result.Succeeded() && _settings_client.sound.confirm) SndPlayTileFx(SND_12_EXPLOSION, tile);
}

/**
 * Zooms a viewport in a window in or out.
 * @param how Zooming direction.
 * @param w   Window owning the viewport.
 * @return Returns \c true if zooming step could be done, \c false if further zooming is not possible.
 * @note No button handling or what so ever is done.
 */
bool DoZoomInOutWindow(ZoomStateChange how, Window *w)
{
	Viewport *vp;

	assert(w != nullptr);
	vp = w->viewport;

	switch (how) {
		case ZOOM_NONE:
			/* On initialisation of the viewport we don't do anything. */
			break;

		case ZOOM_IN:
			if (vp->zoom <= _settings_client.gui.zoom_min) return false;
			vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
			vp->virtual_width >>= 1;
			vp->virtual_height >>= 1;

			w->viewport->scrollpos_x += vp->virtual_width >> 1;
			w->viewport->scrollpos_y += vp->virtual_height >> 1;
			w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
			w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
			w->viewport->follow_vehicle = INVALID_VEHICLE;
			break;
		case ZOOM_OUT:
			if (vp->zoom >= _settings_client.gui.zoom_max) return false;
			vp->zoom = (ZoomLevel)((int)vp->zoom + 1);

			w->viewport->scrollpos_x -= vp->virtual_width >> 1;
			w->viewport->scrollpos_y -= vp->virtual_height >> 1;
			w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
			w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;

			vp->virtual_width <<= 1;
			vp->virtual_height <<= 1;
			w->viewport->follow_vehicle = INVALID_VEHICLE;
			break;
	}
	if (vp != nullptr) { // the vp can be null when how == ZOOM_NONE
		vp->virtual_left = w->viewport->scrollpos_x;
		vp->virtual_top = w->viewport->scrollpos_y;
	}
	/* Update the windows that have zoom-buttons to perhaps disable their buttons */
	w->InvalidateData();
	return true;
}

void ZoomInOrOutToCursorWindow(bool in, Window *w)
{
	assert(w != nullptr);

	if (_game_mode != GM_MENU) {
		Viewport *vp = w->viewport;
		if ((in && vp->zoom <= _settings_client.gui.zoom_min) || (!in && vp->zoom >= _settings_client.gui.zoom_max)) return;

		Point pt = GetTileZoomCenterWindow(in, w);
		if (pt.x != -1) {
			ScrollWindowTo(pt.x, pt.y, -1, w, true);

			DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
		}
	}
}

void FixTitleGameZoom(int zoom_adjust)
{
	if (_game_mode != GM_MENU) return;

	Viewport *vp = GetMainWindow()->viewport;

	/* Adjust the zoom in/out.
	 * Can't simply add, since operator+ is not defined on the ZoomLevel type. */
	vp->zoom = _gui_zoom;
	while (zoom_adjust < 0 && vp->zoom != _settings_client.gui.zoom_min) {
		vp->zoom--;
		zoom_adjust++;
	}
	while (zoom_adjust > 0 && vp->zoom != _settings_client.gui.zoom_max) {
		vp->zoom++;
		zoom_adjust--;
	}

	vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
	vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);
}

static constexpr NWidgetPart _nested_main_window_widgets[] = {
	NWidget(NWID_VIEWPORT, INVALID_COLOUR, WID_M_VIEWPORT), SetResize(1, 1),
};

enum {
	GHK_QUIT,
	GHK_ABANDON,
	GHK_CONSOLE,
	GHK_BOUNDING_BOXES,
	GHK_DIRTY_BLOCKS,
	GHK_WIDGET_OUTLINES,
	GHK_CENTER,
	GHK_CENTER_ZOOM,
	GHK_RESET_OBJECT_TO_PLACE,
	GHK_DELETE_WINDOWS,
	GHK_DELETE_NONVITAL_WINDOWS,
	GHK_DELETE_ALL_MESSAGES,
	GHK_REFRESH_SCREEN,
	GHK_CRASH,
	GHK_MONEY,
	GHK_UPDATE_COORDS,
	GHK_TOGGLE_TRANSPARENCY,
	GHK_TOGGLE_INVISIBILITY = GHK_TOGGLE_TRANSPARENCY + 9,
	GHK_TRANSPARENCY_TOOLBAR = GHK_TOGGLE_INVISIBILITY + 8,
	GHK_TRANSPARANCY,
	GHK_CHAT,
	GHK_CHAT_ALL,
	GHK_CHAT_COMPANY,
	GHK_CHAT_SERVER,
	GHK_CLOSE_NEWS,
	GHK_CLOSE_ERROR,
};

struct MainWindow : Window
{
	MainWindow(WindowDesc *desc) : Window(desc)
	{
		this->InitNested(0);
		CLRBITS(this->flags, WF_WHITE_BORDER);
		ResizeWindow(this, _screen.width, _screen.height);

		NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
		nvp->InitializeViewport(this, TileXY(32, 32), ScaleZoomGUI(ZOOM_LVL_VIEWPORT));

		this->viewport->overlay = std::make_shared<LinkGraphOverlay>(this, WID_M_VIEWPORT, 0, 0, 2);
		this->refresh_timeout.Reset();
	}

	/** Refresh the link-graph overlay. */
	void RefreshLinkGraph()
	{
		if (this->viewport->overlay->GetCargoMask() == 0 ||
				this->viewport->overlay->GetCompanyMask() == 0) {
			return;
		}

		this->viewport->overlay->SetDirty();
		this->GetWidget<NWidgetBase>(WID_M_VIEWPORT)->SetDirty(this);
	}

	/** Refresh the link-graph overlay on a regular interval. */
	IntervalTimer<TimerWindow> refresh_interval = {std::chrono::milliseconds(7650), [this](auto) {
		RefreshLinkGraph();
	}};

	/**
	 * Sometimes when something happened, force an update to the link-graph a bit sooner.
	 *
	 * We don't do it instantly on those changes, as for example when you are scrolling,
	 * constantly refreshing the link-graph would be very slow. So we delay it a bit,
	 * and only draw it once the scrolling settles down.
	 */
	TimeoutTimer<TimerWindow> refresh_timeout = {std::chrono::milliseconds(450), [this]() {
		RefreshLinkGraph();
	}};

	void OnPaint() override
	{
		this->DrawWidgets();
		if (_game_mode == GM_MENU) {
			static const SpriteID title_sprites[] = {SPR_OTTD_O, SPR_OTTD_P, SPR_OTTD_E, SPR_OTTD_N, SPR_OTTD_T, SPR_OTTD_T, SPR_OTTD_D};
			uint letter_spacing = ScaleGUITrad(10);
			int name_width = (lengthof(title_sprites) - 1) * letter_spacing;

			for (uint i = 0; i < lengthof(title_sprites); i++) {
				name_width += GetSpriteSize(title_sprites[i]).width;
			}
			int off_x = (this->width - name_width) / 2;

			for (uint i = 0; i < lengthof(title_sprites); i++) {
				DrawSprite(title_sprites[i], PAL_NONE, off_x, ScaleGUITrad(50));
				off_x += GetSpriteSize(title_sprites[i]).width + letter_spacing;
			}
		}
	}

	EventState OnHotkey(int hotkey) override
	{
		if (hotkey == GHK_QUIT) {
			HandleExitGameRequest();
			return ES_HANDLED;
		}

		/* Disable all key shortcuts, except quit shortcuts when
		 * generating the world, otherwise they create threading
		 * problem during the generating, resulting in random
		 * assertions that are hard to trigger and debug */
		if (HasModalProgress()) return ES_NOT_HANDLED;

		switch (hotkey) {
			case GHK_ABANDON:
				/* No point returning from the main menu to itself */
				if (_game_mode == GM_MENU) return ES_HANDLED;
				if (_settings_client.gui.autosave_on_exit) {
					DoExitSave();
					_switch_mode = SM_MENU;
				} else {
					AskExitToGameMenu();
				}
				return ES_HANDLED;

			case GHK_CONSOLE:
				IConsoleSwitch();
				return ES_HANDLED;

			case GHK_BOUNDING_BOXES:
				ToggleBoundingBoxes();
				return ES_HANDLED;

			case GHK_DIRTY_BLOCKS:
				ToggleDirtyBlocks();
				return ES_HANDLED;

			case GHK_WIDGET_OUTLINES:
				ToggleWidgetOutlines();
				return ES_HANDLED;
		}

		if (_game_mode == GM_MENU) return ES_NOT_HANDLED;

		switch (hotkey) {
			case GHK_CENTER:
			case GHK_CENTER_ZOOM: {
				Point pt = GetTileBelowCursor();
				if (pt.x != -1) {
					bool instant = (hotkey == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min);
					if (hotkey == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this);
					ScrollMainWindowTo(pt.x, pt.y, -1, instant);
				}
				break;
			}

			case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); break;
			case GHK_DELETE_WINDOWS: CloseNonVitalWindows(); break;
			case GHK_DELETE_NONVITAL_WINDOWS: CloseAllNonVitalWindows(); break;
			case GHK_DELETE_ALL_MESSAGES: DeleteAllMessages(); break;
			case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break;

			case GHK_CRASH: // Crash the game
				*(volatile byte *)nullptr = 0;
				break;

			case GHK_MONEY: // Gimme money
				/* You can only cheat for money in singleplayer mode. */
				if (!_networking) Command<CMD_MONEY_CHEAT>::Post(10000000);
				break;

			case GHK_UPDATE_COORDS: // Update the coordinates of all station signs
				UpdateAllVirtCoords();
				break;

			case GHK_TOGGLE_TRANSPARENCY:
			case GHK_TOGGLE_TRANSPARENCY + 1:
			case GHK_TOGGLE_TRANSPARENCY + 2:
			case GHK_TOGGLE_TRANSPARENCY + 3:
			case GHK_TOGGLE_TRANSPARENCY + 4:
			case GHK_TOGGLE_TRANSPARENCY + 5:
			case GHK_TOGGLE_TRANSPARENCY + 6:
			case GHK_TOGGLE_TRANSPARENCY + 7:
			case GHK_TOGGLE_TRANSPARENCY + 8:
				/* Transparency toggle hot keys */
				ToggleTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_TRANSPARENCY));
				MarkWholeScreenDirty();
				break;

			case GHK_TOGGLE_INVISIBILITY:
			case GHK_TOGGLE_INVISIBILITY + 1:
			case GHK_TOGGLE_INVISIBILITY + 2:
			case GHK_TOGGLE_INVISIBILITY + 3:
			case GHK_TOGGLE_INVISIBILITY + 4:
			case GHK_TOGGLE_INVISIBILITY + 5:
			case GHK_TOGGLE_INVISIBILITY + 6:
			case GHK_TOGGLE_INVISIBILITY + 7:
				/* Invisibility toggle hot keys */
				ToggleInvisibilityWithTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_INVISIBILITY));
				MarkWholeScreenDirty();
				break;

			case GHK_TRANSPARENCY_TOOLBAR:
				ShowTransparencyToolbar();
				break;

			case GHK_TRANSPARANCY:
				ResetRestoreAllTransparency();
				break;

			case GHK_CHAT: // smart chat; send to team if any, otherwise to all
				if (_networking) {
					const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
					if (cio == nullptr) break;

					ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
				}
				break;

			case GHK_CHAT_ALL: // send text message to all clients
				if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
				break;

			case GHK_CHAT_COMPANY: // send text to all team mates
				if (_networking) {
					const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
					if (cio == nullptr) break;

					ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
				}
				break;

			case GHK_CHAT_SERVER: // send text to the server
				if (_networking && !_network_server) {
					ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER);
				}
				break;

			case GHK_CLOSE_NEWS: // close active news window
				if (!HideActiveNewsMessage()) return ES_NOT_HANDLED;
				break;

			case GHK_CLOSE_ERROR: // close active error window
				if (!HideActiveErrorMessage()) return ES_NOT_HANDLED;
				break;

			default: return ES_NOT_HANDLED;
		}
		return ES_HANDLED;
	}

	void OnScroll(Point delta) override
	{
		this->viewport->scrollpos_x += ScaleByZoom(delta.x, this->viewport->zoom);
		this->viewport->scrollpos_y += ScaleByZoom(delta.y, this->viewport->zoom);
		this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
		this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
		this->refresh_timeout.Reset();
	}

	void OnMouseWheel(int wheel) override
	{
		if (_settings_client.gui.scrollwheel_scrolling != 2) {
			ZoomInOrOutToCursorWindow(wheel < 0, this);
		}
	}

	void OnResize() override
	{
		if (this->viewport != nullptr) {
			NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_M_VIEWPORT);
			nvp->UpdateViewportCoordinates(this);
			this->refresh_timeout.Reset();
		}
	}

	bool OnTooltip([[maybe_unused]] Point pt, WidgetID widget, TooltipCloseCondition close_cond) override
	{
		if (widget != WID_M_VIEWPORT) return false;
		return this->viewport->overlay->ShowTooltip(pt, close_cond);
	}

	/**
	 * 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;
		/* Forward the message to the appropriate toolbar (ingame or scenario editor) */
		InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true);
	}

	static inline HotkeyList hotkeys{"global", {
		Hotkey({'Q' | WKC_CTRL, 'Q' | WKC_META}, "quit", GHK_QUIT),
		Hotkey({'W' | WKC_CTRL, 'W' | WKC_META}, "abandon", GHK_ABANDON),
		Hotkey(WKC_BACKQUOTE, "console", GHK_CONSOLE),
		Hotkey('B' | WKC_CTRL, "bounding_boxes", GHK_BOUNDING_BOXES),
		Hotkey('I' | WKC_CTRL, "dirty_blocks", GHK_DIRTY_BLOCKS),
		Hotkey('O' | WKC_CTRL, "widget_outlines", GHK_WIDGET_OUTLINES),
		Hotkey('C', "center", GHK_CENTER),
		Hotkey('Z', "center_zoom", GHK_CENTER_ZOOM),
		Hotkey(WKC_ESC, "reset_object_to_place", GHK_RESET_OBJECT_TO_PLACE),
		Hotkey(WKC_DELETE, "delete_windows", GHK_DELETE_WINDOWS),
		Hotkey(WKC_DELETE | WKC_SHIFT, "delete_all_windows", GHK_DELETE_NONVITAL_WINDOWS),
		Hotkey(WKC_DELETE | WKC_CTRL, "delete_all_messages", GHK_DELETE_ALL_MESSAGES),
		Hotkey('R' | WKC_CTRL, "refresh_screen", GHK_REFRESH_SCREEN),
#if defined(_DEBUG)
		Hotkey('0' | WKC_ALT, "crash_game", GHK_CRASH),
		Hotkey('1' | WKC_ALT, "money", GHK_MONEY),
		Hotkey('2' | WKC_ALT, "update_coordinates", GHK_UPDATE_COORDS),
#endif
		Hotkey('1' | WKC_CTRL, "transparency_signs", GHK_TOGGLE_TRANSPARENCY),
		Hotkey('2' | WKC_CTRL, "transparency_trees", GHK_TOGGLE_TRANSPARENCY + 1),
		Hotkey('3' | WKC_CTRL, "transparency_houses", GHK_TOGGLE_TRANSPARENCY + 2),
		Hotkey('4' | WKC_CTRL, "transparency_industries", GHK_TOGGLE_TRANSPARENCY + 3),
		Hotkey('5' | WKC_CTRL, "transparency_buildings", GHK_TOGGLE_TRANSPARENCY + 4),
		Hotkey('6' | WKC_CTRL, "transparency_bridges", GHK_TOGGLE_TRANSPARENCY + 5),
		Hotkey('7' | WKC_CTRL, "transparency_structures", GHK_TOGGLE_TRANSPARENCY + 6),
		Hotkey('8' | WKC_CTRL, "transparency_catenary", GHK_TOGGLE_TRANSPARENCY + 7),
		Hotkey('9' | WKC_CTRL, "transparency_loading", GHK_TOGGLE_TRANSPARENCY + 8),
		Hotkey('1' | WKC_CTRL | WKC_SHIFT, "invisibility_signs", GHK_TOGGLE_INVISIBILITY),
		Hotkey('2' | WKC_CTRL | WKC_SHIFT, "invisibility_trees", GHK_TOGGLE_INVISIBILITY + 1),
		Hotkey('3' | WKC_CTRL | WKC_SHIFT, "invisibility_houses", GHK_TOGGLE_INVISIBILITY + 2),
		Hotkey('4' | WKC_CTRL | WKC_SHIFT, "invisibility_industries", GHK_TOGGLE_INVISIBILITY + 3),
		Hotkey('5' | WKC_CTRL | WKC_SHIFT, "invisibility_buildings", GHK_TOGGLE_INVISIBILITY + 4),
		Hotkey('6' | WKC_CTRL | WKC_SHIFT, "invisibility_bridges", GHK_TOGGLE_INVISIBILITY + 5),
		Hotkey('7' | WKC_CTRL | WKC_SHIFT, "invisibility_structures", GHK_TOGGLE_INVISIBILITY + 6),
		Hotkey('8' | WKC_CTRL | WKC_SHIFT, "invisibility_catenary", GHK_TOGGLE_INVISIBILITY + 7),
		Hotkey('X' | WKC_CTRL, "transparency_toolbar", GHK_TRANSPARENCY_TOOLBAR),
		Hotkey('X', "toggle_transparency", GHK_TRANSPARANCY),
		Hotkey({WKC_RETURN, 'T'}, "chat", GHK_CHAT),
		Hotkey({WKC_SHIFT | WKC_RETURN, WKC_SHIFT | 'T'}, "chat_all", GHK_CHAT_ALL),
		Hotkey({WKC_CTRL | WKC_RETURN, WKC_CTRL | 'T'}, "chat_company", GHK_CHAT_COMPANY),
		Hotkey({WKC_CTRL | WKC_SHIFT | WKC_RETURN, WKC_CTRL | WKC_SHIFT | 'T'}, "chat_server", GHK_CHAT_SERVER),
		Hotkey(WKC_SPACE, "close_news", GHK_CLOSE_NEWS),
		Hotkey(WKC_SPACE, "close_error", GHK_CLOSE_ERROR),
	}};
};

static WindowDesc _main_window_desc(__FILE__, __LINE__,
	WDP_MANUAL, nullptr, 0, 0,
	WC_MAIN_WINDOW, WC_NONE,
	WDF_NO_CLOSE,
	std::begin(_nested_main_window_widgets), std::end(_nested_main_window_widgets),
	&MainWindow::hotkeys
);

/**
 * Does the given keycode match one of the keycodes bound to 'quit game'?
 * @param keycode The keycode that was pressed by the user.
 * @return True iff the keycode matches one of the hotkeys for 'quit'.
 */
bool IsQuitKey(uint16_t keycode)
{
	int num = MainWindow::hotkeys.CheckMatch(keycode);
	return num == GHK_QUIT;
}


void ShowSelectGameWindow();

/**
 * Initialise the default colours (remaps and the likes), and load the main windows.
 */
void SetupColoursAndInitialWindow()
{
	for (Colours i = COLOUR_BEGIN; i != COLOUR_END; i++) {
		const byte *b = GetNonSprite(GENERAL_SPRITE_COLOUR(i), SpriteType::Recolour) + 1;
		assert(b != nullptr);
		for (ColourShade j = SHADE_BEGIN; j < SHADE_END; j++) {
			SetColourGradient(i, j, b[0xC6 + j]);
		}
	}

	new MainWindow(&_main_window_desc);

	/* XXX: these are not done */
	switch (_game_mode) {
		default: NOT_REACHED();
		case GM_MENU:
			ShowSelectGameWindow();
			break;

		case GM_NORMAL:
		case GM_EDITOR:
			ShowVitalWindows();
			break;
	}
}

/**
 * Show the vital in-game windows.
 */
void ShowVitalWindows()
{
	AllocateToolbar();

	/* Status bad only for normal games */
	if (_game_mode == GM_EDITOR) return;

	ShowStatusBar();
}

/**
 * Size of the application screen changed.
 * Adapt the game screen-size, re-allocate the open windows, and repaint everything
 */
void GameSizeChanged()
{
	_cur_resolution.width  = _screen.width;
	_cur_resolution.height = _screen.height;
	ScreenSizeChanged();
	RelocateAllWindows(_screen.width, _screen.height);
	MarkWholeScreenDirty();
}