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@ r28486:aff297ed5a05
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Location: cpp/openttd-patchpack/source/src/tree_gui.cpp
r28486:aff297ed5a05
12.0 KiB
text/x-c
Codechange: Allow constexpr NWidgetPart construction.
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 | /*
* 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 tree_gui.cpp GUIs for building trees. */
#include "stdafx.h"
#include "window_gui.h"
#include "gfx_func.h"
#include "tilehighlight_func.h"
#include "company_func.h"
#include "company_base.h"
#include "command_func.h"
#include "core/random_func.hpp"
#include "sound_func.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "tree_map.h"
#include "tree_cmd.h"
#include "widgets/tree_widget.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/tree_land.h"
#include "safeguards.h"
void PlaceTreesRandomly();
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);
/** Tree Sprites with their palettes */
const PalSpriteID tree_sprites[] = {
{ 1621, PAL_NONE }, { 1635, PAL_NONE }, { 1656, PAL_NONE }, { 1579, PAL_NONE },
{ 1607, PAL_NONE }, { 1593, PAL_NONE }, { 1614, PAL_NONE }, { 1586, PAL_NONE },
{ 1663, PAL_NONE }, { 1677, PAL_NONE }, { 1691, PAL_NONE }, { 1705, PAL_NONE },
{ 1711, PAL_NONE }, { 1746, PAL_NONE }, { 1753, PAL_NONE }, { 1732, PAL_NONE },
{ 1739, PAL_NONE }, { 1718, PAL_NONE }, { 1725, PAL_NONE }, { 1760, PAL_NONE },
{ 1838, PAL_NONE }, { 1844, PAL_NONE }, { 1866, PAL_NONE }, { 1871, PAL_NONE },
{ 1899, PAL_NONE }, { 1935, PAL_NONE }, { 1928, PAL_NONE }, { 1915, PAL_NONE },
{ 1887, PAL_NONE }, { 1908, PAL_NONE }, { 1824, PAL_NONE }, { 1943, PAL_NONE },
{ 1950, PAL_NONE }, { 1957, PALETTE_TO_GREEN }, { 1964, PALETTE_TO_RED }, { 1971, PAL_NONE },
{ 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, }, { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED }
};
/**
* Calculate the maximum size of all tree sprites
* @return Dimension of the largest tree sprite
*/
static Dimension GetMaxTreeSpriteSize()
{
const uint16_t base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
const uint16_t count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
Dimension size, this_size;
Point offset;
/* Avoid to use it uninitialized */
size.width = ScaleGUITrad(32); // default width - WD_FRAMERECT_LEFT
size.height = ScaleGUITrad(39); // default height - BUTTON_BOTTOM_OFFSET
offset.x = 0;
offset.y = 0;
for (int i = base; i < base + count; i++) {
if (i >= (int)lengthof(tree_sprites)) return size;
this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
size.width = std::max<int>(size.width, 2 * std::max<int>(this_size.width, -offset.x));
size.height = std::max<int>(size.height, std::max<int>(this_size.height, -offset.y));
}
return size;
}
/**
* The build trees window.
*/
class BuildTreesWindow : public Window
{
/** Visual Y offset of tree root from the bottom of the tree type buttons */
static const int BUTTON_BOTTOM_OFFSET = 7;
enum PlantingMode {
PM_NORMAL,
PM_FOREST_SM,
PM_FOREST_LG,
};
int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
PlantingMode mode; ///< Current mode for planting
/**
* Update the GUI and enable/disable planting to reflect selected options.
*/
void UpdateMode()
{
this->RaiseButtons();
const int current_tree = this->tree_to_plant;
if (this->tree_to_plant >= 0) {
/* Activate placement */
if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT | HT_DIAGONAL, this->window_class, this->window_number);
this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
} else {
/* Deactivate placement */
ResetObjectToPlace();
}
if (this->tree_to_plant == TREE_INVALID) {
this->LowerWidget(WID_BT_TYPE_RANDOM);
} else if (this->tree_to_plant >= 0) {
this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
}
switch (this->mode) {
case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
default: NOT_REACHED();
}
this->SetDirty();
}
void DoPlantForest(TileIndex tile)
{
TreeType treetype = (TreeType)this->tree_to_plant;
if (this->tree_to_plant == TREE_INVALID) {
treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
}
const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
// Create tropic zones only when the tree type is selected by the user and not picked randomly.
PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
}
public:
BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
{
this->CreateNestedTree();
ResetObjectToPlace();
this->LowerWidget(WID_BT_MODE_NORMAL);
/* Show scenario editor tools in editor */
if (_game_mode != GM_EDITOR) {
this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE)->SetDisplayedPlane(SZSP_HORIZONTAL);
}
this->FinishInitNested(window_number);
}
void UpdateWidgetSize(WidgetID widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
{
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
/* Ensure tree type buttons are sized after the largest tree type */
Dimension d = GetMaxTreeSpriteSize();
size->width = d.width + padding.width;
size->height = d.height + padding.height + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
}
}
void DrawWidget(const Rect &r, WidgetID widget) const override
{
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
/* Trees "grow" in the centre on the bottom line of the buttons */
DrawSprite(tree_sprites[index].sprite, tree_sprites[index].pal, CenterBounds(r.left, r.right, 0), r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
}
}
void OnClick([[maybe_unused]] Point pt, WidgetID widget, [[maybe_unused]] int click_count) override
{
switch (widget) {
case WID_BT_TYPE_RANDOM: // tree of random type.
this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
this->UpdateMode();
break;
case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
PlaceTreesRandomly();
MarkWholeScreenDirty();
break;
case WID_BT_MODE_NORMAL:
this->mode = PM_NORMAL;
this->UpdateMode();
break;
case WID_BT_MODE_FOREST_SM:
assert(_game_mode == GM_EDITOR);
this->mode = PM_FOREST_SM;
this->UpdateMode();
break;
case WID_BT_MODE_FOREST_LG:
assert(_game_mode == GM_EDITOR);
this->mode = PM_FOREST_LG;
this->UpdateMode();
break;
default:
if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
this->UpdateMode();
}
break;
}
}
void OnPlaceObject([[maybe_unused]] Point pt, TileIndex tile) override
{
if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
} else {
VpStartDragging(DDSP_PLANT_TREES);
}
}
void OnPlaceDrag(ViewportPlaceMethod select_method, [[maybe_unused]] ViewportDragDropSelectionProcess select_proc, [[maybe_unused]] Point pt) override
{
if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
VpSelectTilesWithMethod(pt.x, pt.y, select_method);
} else {
TileIndex tile = TileVirtXY(pt.x, pt.y);
if (this->mode == PM_NORMAL) {
Command<CMD_PLANT_TREE>::Post(tile, tile, this->tree_to_plant, false);
} else {
this->DoPlantForest(tile);
}
}
}
void OnPlaceMouseUp([[maybe_unused]] ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, [[maybe_unused]] Point pt, TileIndex start_tile, TileIndex end_tile) override
{
if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
Command<CMD_PLANT_TREE>::Post(STR_ERROR_CAN_T_PLANT_TREE_HERE, end_tile, start_tile, this->tree_to_plant, _ctrl_pressed);
}
}
void OnPlaceObjectAbort() override
{
this->tree_to_plant = -1;
this->UpdateMode();
}
};
/**
* Make widgets for the current available tree types.
* This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
* get producing the correct result than dynamically building the widgets is.
* @see NWidgetFunctionType
*/
static std::unique_ptr<NWidgetBase> MakeTreeTypeButtons()
{
const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
const int num_columns = type_count == 9 ? 3 : 4;
const int num_rows = CeilDiv(type_count, num_columns);
byte cur_type = type_base;
auto vstack = std::make_unique<NWidgetVertical>(NC_EQUALSIZE);
vstack->SetPIP(0, 1, 0);
for (int row = 0; row < num_rows; row++) {
auto hstack = std::make_unique<NWidgetHorizontal>(NC_EQUALSIZE);
hstack->SetPIP(0, 1, 0);
for (int col = 0; col < num_columns; col++) {
if (cur_type > type_base + type_count) break;
auto button = std::make_unique<NWidgetBackground>(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
hstack->Add(std::move(button));
cur_type++;
}
vstack->Add(std::move(hstack));
}
return vstack;
}
static const NWidgetPart _nested_build_trees_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
NWidget(NWID_VERTICAL), SetPadding(2),
NWidgetFunction(MakeTreeTypeButtons),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
NWidget(NWID_VERTICAL),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 1),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
EndContainer(),
EndContainer(),
EndContainer(),
EndContainer(),
};
static WindowDesc _build_trees_desc(__FILE__, __LINE__,
WDP_AUTO, "build_tree", 0, 0,
WC_BUILD_TREES, WC_NONE,
WDF_CONSTRUCTION,
std::begin(_nested_build_trees_widgets), std::end(_nested_build_trees_widgets)
);
void ShowBuildTreesToolbar()
{
if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0);
}
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