Files
@ r13144:8d93c5133775
Branch filter:
Location: cpp/openttd-patchpack/source/src/train_gui.cpp
r13144:8d93c5133775
9.2 KiB
text/x-c
(svn r17659) -Codechange: remove the last custom drawing from the signal GUI
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 | /* $Id$ */
/*
* 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 train_gui.cpp GUI for trains. */
#include "stdafx.h"
#include "window_gui.h"
#include "gfx_func.h"
#include "command_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "newgrf_engine.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "engine_base.h"
#include "window_func.h"
#include "settings_type.h"
#include "table/sprites.h"
#include "table/strings.h"
void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (!success) return;
/* find a locomotive in the depot. */
const Vehicle *found = NULL;
const Train *t;
FOR_ALL_TRAINS(t) {
if (t->IsFrontEngine() && t->tile == tile &&
t->track == TRACK_BIT_DEPOT) {
if (found != NULL) return; // must be exactly one.
found = t;
}
}
/* if we found a loco, */
if (found != NULL) {
found = found->Last();
/* put the new wagon at the end of the loco. */
DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, CMD_MOVE_RAIL_VEHICLE);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
}
void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (!success) return;
const Vehicle *v = Vehicle::Get(_new_vehicle_id);
if (tile == _backup_orders_tile) {
_backup_orders_tile = 0;
RestoreVehicleOrders(v);
}
ShowVehicleViewWindow(v);
}
/**
* Draws an image of a whole train
* @param v Front vehicle
* @param x x Position to start at
* @param y y Position to draw at
* @param selection Selected vehicle to draw a frame around
* @param max_width Number of pixels space for drawing
* @param skip Number of pixels to skip at the front (for scrolling)
*/
void DrawTrainImage(const Train *v, int x, int y, VehicleID selection, int max_width, int skip)
{
DrawPixelInfo tmp_dpi, *old_dpi;
/* Position of highlight box */
int highlight_l = 0;
int highlight_r = 0;
if (!FillDrawPixelInfo(&tmp_dpi, x, y, max_width, 14)) return;
old_dpi = _cur_dpi;
_cur_dpi = &tmp_dpi;
int px = -skip;
bool sel_articulated = false;
for (; v != NULL && px < max_width; v = v->Next()) {
Point offset;
int width = Train::From(v)->GetDisplayImageWidth(&offset);
if (px + width > 0) {
SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
DrawSprite(v->GetImage(DIR_W), pal, px + offset.x, 7 + offset.y);
}
if (!v->IsArticulatedPart()) sel_articulated = false;
if (v->index == selection) {
/* Set the highlight position */
highlight_l = px + 1;
highlight_r = px + width + 1;
sel_articulated = true;
} else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) {
highlight_r += width;
}
px += width;
}
if (highlight_l != highlight_r) {
/* Draw the highlight. Now done after drawing all the engines, as
* the next engine after the highlight could overlap it. */
DrawFrameRect(highlight_l, 0, highlight_r, 13, COLOUR_WHITE, FR_BORDERONLY);
}
_cur_dpi = old_dpi;
}
/**
* Draw the details cargo tab for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
static void TrainDetailsCargoTab(const Vehicle *v, int left, int right, int y)
{
if (v->cargo_cap != 0) {
StringID str = STR_VEHICLE_DETAILS_CARGO_EMPTY;
if (!v->cargo.Empty()) {
SetDParam(0, v->cargo_type);
SetDParam(1, v->cargo.Count());
SetDParam(2, v->cargo.Source());
SetDParam(3, _settings_game.vehicle.freight_trains);
str = FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_DETAILS_CARGO_FROM_MULT : STR_VEHICLE_DETAILS_CARGO_FROM;
}
DrawString(left, right, y, str);
}
}
/**
* Draw the details info tab for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y)
{
if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
SetDParam(0, v->engine_type);
SetDParam(1, v->value);
DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE);
} else {
SetDParam(0, v->engine_type);
SetDParam(1, v->build_year);
SetDParam(2, v->value);
DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE);
}
}
/**
* Draw the details capacity tab for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
static void TrainDetailsCapacityTab(const Vehicle *v, int left, int right, int y)
{
if (v->cargo_cap != 0) {
SetDParam(0, v->cargo_type);
SetDParam(1, v->cargo_cap);
SetDParam(4, GetCargoSubtypeText(v));
SetDParam(5, _settings_game.vehicle.freight_trains);
DrawString(left, right, y, FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY);
}
}
/**
* Determines the number of lines in the train details window
* @param veh_id Train
* @param det_tab Selected details tab
* @return Number of line
*/
int GetTrainDetailsWndVScroll(VehicleID veh_id, TrainDetailsWindowTabs det_tab)
{
int num = 0;
if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab
CargoArray act_cargo;
CargoArray max_cargo;
for (const Vehicle *v = Vehicle::Get(veh_id) ; v != NULL ; v = v->Next()) {
act_cargo[v->cargo_type] += v->cargo.Count();
max_cargo[v->cargo_type] += v->cargo_cap;
}
/* Set scroll-amount seperately from counting, as to not compute num double
* for more carriages of the same type
*/
for (CargoID i = 0; i < NUM_CARGO; i++) {
if (max_cargo[i] > 0) num++; // only count carriages that the train has
}
num++; // needs one more because first line is description string
} else {
for (const Train *v = Train::Get(veh_id) ; v != NULL ; v = v->Next()) {
if (!v->IsArticulatedPart() || v->cargo_cap != 0) num++;
}
}
return num;
}
/**
* Draw the details for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
* @param vscroll_pos Position of scrollbar
* @param vscroll_cap Number of lines currently displayed
* @param det_tab Selected details tab
*/
void DrawTrainDetails(const Train *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab)
{
/* draw the first 3 details tabs */
if (det_tab != TDW_TAB_TOTALS) {
const Train *u = v;
int x = 1;
for (;;) {
if (--vscroll_pos < 0 && vscroll_pos >= -vscroll_cap) {
int px = x;
u = v;
do {
Point offset;
int width = u->GetDisplayImageWidth(&offset);
SpriteID pal = (u->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(u);
DrawSprite(u->GetImage(DIR_W), pal, px + offset.x, y + 6 + offset.y);
px += width;
u = u->Next();
} while (u != NULL && u->IsArticulatedPart() && u->cargo_cap == 0);
px += 2;
int py = y + 2;
switch (det_tab) {
default: NOT_REACHED();
case TDW_TAB_CARGO:
TrainDetailsCargoTab(v, px, right, py);
break;
case TDW_TAB_INFO:
/* Only show name and value for the 'real' part */
if (!v->IsArticulatedPart()) {
TrainDetailsInfoTab(v, px, right, py);
}
break;
case TDW_TAB_CAPACITY:
TrainDetailsCapacityTab(v, px, right, py);
break;
}
y += 14;
v = u;
} else {
/* Move to the next line */
do {
v = v->Next();
} while (v != NULL && v->IsArticulatedPart() && v->cargo_cap == 0);
}
if (v == NULL) return;
}
} else {
CargoArray act_cargo;
CargoArray max_cargo;
Money feeder_share = 0;
for (const Vehicle *u = v; u != NULL ; u = u->Next()) {
act_cargo[u->cargo_type] += u->cargo.Count();
max_cargo[u->cargo_type] += u->cargo_cap;
feeder_share += u->cargo.FeederShare();
}
/* draw total cargo tab */
DrawString(left, right, y + 2, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT);
for (CargoID i = 0; i < NUM_CARGO; i++) {
if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
y += 14;
SetDParam(0, i); // {CARGO} #1
SetDParam(1, act_cargo[i]); // {CARGO} #2
SetDParam(2, i); // {SHORTCARGO} #1
SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
SetDParam(4, _settings_game.vehicle.freight_trains);
DrawString(left, right, y + 2, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY);
}
}
SetDParam(0, feeder_share);
DrawString(left, right, y + 15, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE);
}
}
|