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@ r28351:b17bd3a7c49f
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Location: cpp/openttd-patchpack/source/src/script/script_gui.cpp
r28351:b17bd3a7c49f
48.4 KiB
text/x-c
Codechange: Use std::map to provide indexed widget access.
This removes the need to determine the biggest widget index and replaces C-style memory handling.
This removes the need to determine the biggest widget index and replaces C-style memory handling.
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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 script_gui.cpp %Window for configuring the Scripts */
#include "../stdafx.h"
#include "../table/sprites.h"
#include "../error.h"
#include "../settings_gui.h"
#include "../querystring_gui.h"
#include "../stringfilter_type.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../window_func.h"
#include "../network/network.h"
#include "../widgets/dropdown_func.h"
#include "../hotkeys.h"
#include "../company_cmd.h"
#include "../misc_cmd.h"
#include "../timer/timer.h"
#include "../timer/timer_window.h"
#include "script_gui.h"
#include "script_log.hpp"
#include "script_scanner.hpp"
#include "script_config.hpp"
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
#include "../ai/ai_info.hpp"
#include "../ai/ai_instance.hpp"
#include "../game/game.hpp"
#include "../game/game_config.hpp"
#include "../game/game_info.hpp"
#include "../game/game_instance.hpp"
#include "table/strings.h"
#include "../safeguards.h"
static ScriptConfig *GetConfig(CompanyID slot)
{
if (slot == OWNER_DEITY) return GameConfig::GetConfig();
return AIConfig::GetConfig(slot);
}
/**
* Window that let you choose an available Script.
*/
struct ScriptListWindow : public Window {
const ScriptInfoList *info_list; ///< The list of Scripts.
int selected; ///< The currently selected Script.
CompanyID slot; ///< The company we're selecting a new Script for.
int line_height; ///< Height of a row in the matrix widget.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
bool show_all; ///< Whether to show all available versions.
/**
* Constructor for the window.
* @param desc The description of the window.
* @param slot The company we're changing the Script for.
* @param show_all Whether to show all available versions.
*/
ScriptListWindow(WindowDesc *desc, CompanyID slot, bool show_all) : Window(desc),
slot(slot), show_all(show_all)
{
if (slot == OWNER_DEITY) {
this->info_list = this->show_all ? Game::GetInfoList() : Game::GetUniqueInfoList();
} else {
this->info_list = this->show_all ? AI::GetInfoList() : AI::GetUniqueInfoList();
}
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_SCRL_SCROLLBAR);
this->FinishInitNested(); // Initializes 'this->line_height' as side effect.
this->vscroll->SetCount(this->info_list->size() + 1);
/* Try if we can find the currently selected AI */
this->selected = -1;
if (GetConfig(slot)->HasScript()) {
ScriptInfo *info = GetConfig(slot)->GetInfo();
int i = 0;
for (const auto &item : *this->info_list) {
if (item.second == info) {
this->selected = i;
break;
}
i++;
}
}
}
void SetStringParameters(int widget) const override
{
if (widget != WID_SCRL_CAPTION) return;
SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI);
}
void UpdateWidgetSize(int widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
{
if (widget != WID_SCRL_LIST) return;
this->line_height = GetCharacterHeight(FS_NORMAL) + padding.height;
resize->width = 1;
resize->height = this->line_height;
size->height = 5 * this->line_height;
}
void DrawWidget(const Rect &r, int widget) const override
{
switch (widget) {
case WID_SCRL_LIST: {
/* Draw a list of all available Scripts. */
Rect tr = r.Shrink(WidgetDimensions::scaled.matrix);
/* First AI in the list is hardcoded to random */
if (this->vscroll->IsVisible(0)) {
DrawString(tr, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_ORANGE);
tr.top += this->line_height;
}
StringID str = this->show_all ? STR_AI_CONFIG_NAME_VERSION : STR_JUST_RAW_STRING;
int i = 0;
for (const auto &item : *this->info_list) {
i++;
if (this->vscroll->IsVisible(i)) {
SetDParamStr(0, item.second->GetName());
SetDParam(1, item.second->GetVersion());
DrawString(tr, str, (this->selected == i - 1) ? TC_WHITE : TC_ORANGE);
tr.top += this->line_height;
}
}
break;
}
case WID_SCRL_INFO_BG: {
ScriptInfo *selected_info = nullptr;
int i = 0;
for (const auto &item : *this->info_list) {
i++;
if (this->selected == i - 1) selected_info = static_cast<ScriptInfo *>(item.second);
}
/* Some info about the currently selected Script. */
if (selected_info != nullptr) {
Rect tr = r.Shrink(WidgetDimensions::scaled.frametext, WidgetDimensions::scaled.framerect);
SetDParamStr(0, selected_info->GetAuthor());
DrawString(tr, STR_AI_LIST_AUTHOR);
tr.top += GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal;
SetDParam(0, selected_info->GetVersion());
DrawString(tr, STR_AI_LIST_VERSION);
tr.top += GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal;
if (!selected_info->GetURL().empty()) {
SetDParamStr(0, selected_info->GetURL());
DrawString(tr, STR_AI_LIST_URL);
tr.top += GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal;
}
SetDParamStr(0, selected_info->GetDescription());
DrawStringMultiLine(tr, STR_JUST_RAW_STRING, TC_WHITE);
}
break;
}
}
}
/**
* Changes the Script of the current slot.
*/
void ChangeScript()
{
if (this->selected == -1) {
GetConfig(slot)->Change(std::nullopt);
} else {
ScriptInfoList::const_iterator it = this->info_list->cbegin();
std::advance(it, this->selected);
GetConfig(slot)->Change(it->second->GetName(), it->second->GetVersion());
}
InvalidateWindowData(WC_GAME_OPTIONS, slot == OWNER_DEITY ? WN_GAME_OPTIONS_GS : WN_GAME_OPTIONS_AI);
InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
CloseWindowByClass(WC_QUERY_STRING);
InvalidateWindowClassesData(WC_TEXTFILE);
}
void OnClick([[maybe_unused]] Point pt, int widget, [[maybe_unused]] int click_count) override
{
switch (widget) {
case WID_SCRL_LIST: { // Select one of the Scripts
int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_SCRL_LIST) - 1;
if (sel < (int)this->info_list->size()) {
this->selected = sel;
this->SetDirty();
if (click_count > 1) {
this->ChangeScript();
this->Close();
}
}
break;
}
case WID_SCRL_ACCEPT: {
this->ChangeScript();
this->Close();
break;
}
case WID_SCRL_CANCEL:
this->Close();
break;
}
}
void OnResize() override
{
this->vscroll->SetCapacityFromWidget(this, WID_SCRL_LIST);
}
/**
* 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 (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) {
this->Close();
return;
}
if (!gui_scope) return;
this->vscroll->SetCount(this->info_list->size() + 1);
/* selected goes from -1 .. length of ai list - 1. */
this->selected = std::min(this->selected, this->vscroll->GetCount() - 2);
}
};
/** Widgets for the AI list window. */
static const NWidgetPart _nested_script_list_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_SCRL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_SCRL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetMatrixDataTip(1, 0, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_SCRL_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_SCRL_SCROLLBAR),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_MAUVE, WID_SCRL_INFO_BG), SetMinimalTextLines(8, WidgetDimensions::unscaled.framerect.Vertical() + WidgetDimensions::unscaled.vsep_normal * 3), SetResize(1, 0),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRL_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_ACCEPT, STR_AI_LIST_ACCEPT_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRL_CANCEL), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_CANCEL, STR_AI_LIST_CANCEL_TOOLTIP),
EndContainer(),
NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
EndContainer(),
};
/** Window definition for the ai list window. */
static WindowDesc _script_list_desc(__FILE__, __LINE__,
WDP_CENTER, "settings_script_list", 200, 234,
WC_SCRIPT_LIST, WC_NONE,
0,
std::begin(_nested_script_list_widgets), std::end(_nested_script_list_widgets)
);
/**
* Open the Script list window to chose a script for the given company slot.
* @param slot The slot to change the script of.
* @param show_all Whether to show all available versions.
*/
void ShowScriptListWindow(CompanyID slot, bool show_all)
{
CloseWindowByClass(WC_SCRIPT_LIST);
new ScriptListWindow(&_script_list_desc, slot, show_all);
}
/**
* Window for settings the parameters of an AI.
*/
struct ScriptSettingsWindow : public Window {
CompanyID slot; ///< The currently show company's setting.
ScriptConfig *script_config; ///< The configuration we're modifying.
int clicked_button; ///< The button we clicked.
bool clicked_increase; ///< Whether we clicked the increase or decrease button.
bool clicked_dropdown; ///< Whether the dropdown is open.
bool closing_dropdown; ///< True, if the dropdown list is currently closing.
int clicked_row; ///< The clicked row of settings.
int line_height; ///< Height of a row in the matrix widget.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
typedef std::vector<const ScriptConfigItem *> VisibleSettingsList; ///< typdef for a vector of script settings
VisibleSettingsList visible_settings; ///< List of visible AI settings
/**
* Constructor for the window.
* @param desc The description of the window.
* @param slot The company we're changing the settings for.
*/
ScriptSettingsWindow(WindowDesc *desc, CompanyID slot) : Window(desc),
slot(slot),
clicked_button(-1),
clicked_dropdown(false),
closing_dropdown(false)
{
this->script_config = GetConfig(slot);
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_SCRS_SCROLLBAR);
this->FinishInitNested(slot); // Initializes 'this->line_height' as side effect.
this->RebuildVisibleSettings();
}
/**
* Rebuilds the list of visible settings. AI settings with the flag
* AICONFIG_AI_DEVELOPER set will only be visible if the game setting
* gui.ai_developer_tools is enabled.
*/
void RebuildVisibleSettings()
{
visible_settings.clear();
for (const auto &item : *this->script_config->GetConfigList()) {
bool no_hide = (item.flags & SCRIPTCONFIG_DEVELOPER) == 0;
if (no_hide || _settings_client.gui.ai_developer_tools) {
visible_settings.push_back(&item);
}
}
this->vscroll->SetCount(this->visible_settings.size());
}
void SetStringParameters(int widget) const override
{
if (widget != WID_SCRS_CAPTION) return;
SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI);
}
void UpdateWidgetSize(int widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
{
if (widget != WID_SCRS_BACKGROUND) return;
this->line_height = std::max(SETTING_BUTTON_HEIGHT, GetCharacterHeight(FS_NORMAL)) + padding.height;
resize->width = 1;
resize->height = this->line_height;
size->height = 5 * this->line_height;
}
void DrawWidget(const Rect &r, int widget) const override
{
if (widget != WID_SCRS_BACKGROUND) return;
ScriptConfig *config = this->script_config;
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
int i = 0;
for (; !this->vscroll->IsVisible(i); i++) it++;
Rect ir = r.Shrink(WidgetDimensions::scaled.framerect);
bool rtl = _current_text_dir == TD_RTL;
Rect br = ir.WithWidth(SETTING_BUTTON_WIDTH, rtl);
Rect tr = ir.Indent(SETTING_BUTTON_WIDTH + WidgetDimensions::scaled.hsep_wide, rtl);
int y = r.top;
int button_y_offset = (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
int text_y_offset = (this->line_height - GetCharacterHeight(FS_NORMAL)) / 2;
for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
const ScriptConfigItem &config_item = **it;
int current_value = config->GetSetting((config_item).name);
bool editable = this->IsEditableItem(config_item);
StringID str;
TextColour colour;
uint idx = 0;
if (config_item.description.empty()) {
str = STR_JUST_STRING1;
colour = TC_ORANGE;
} else {
str = STR_AI_SETTINGS_SETTING;
colour = TC_LIGHT_BLUE;
SetDParamStr(idx++, config_item.description);
}
if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) {
DrawBoolButton(br.left, y + button_y_offset, current_value != 0, editable);
SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON);
} else {
if (config_item.complete_labels) {
DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable);
} else {
DrawArrowButtons(br.left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
}
auto config_iterator = config_item.labels.find(current_value);
if (config_iterator != config_item.labels.end()) {
SetDParam(idx++, STR_JUST_RAW_STRING);
SetDParamStr(idx++, config_iterator->second);
} else {
SetDParam(idx++, STR_JUST_INT);
SetDParam(idx++, current_value);
}
}
DrawString(tr.left, tr.right, y + text_y_offset, str, colour);
y += this->line_height;
}
}
void OnPaint() override
{
if (this->closing_dropdown) {
this->closing_dropdown = false;
this->clicked_dropdown = false;
}
this->DrawWidgets();
}
void OnClick([[maybe_unused]] Point pt, int widget, [[maybe_unused]] int click_count) override
{
switch (widget) {
case WID_SCRS_BACKGROUND: {
auto it = this->vscroll->GetScrolledItemFromWidget(this->visible_settings, pt.y, this, widget);
if (it == this->visible_settings.end()) break;
const ScriptConfigItem &config_item = **it;
if (!this->IsEditableItem(config_item)) return;
int num = it - this->visible_settings.begin();
if (this->clicked_row != num) {
this->CloseChildWindows(WC_QUERY_STRING);
this->CloseChildWindows(WC_DROPDOWN_MENU);
this->clicked_row = num;
this->clicked_dropdown = false;
}
bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0;
Rect r = this->GetWidget<NWidgetBase>(widget)->GetCurrentRect().Shrink(WidgetDimensions::scaled.matrix, RectPadding::zero);
int x = pt.x - r.left;
if (_current_text_dir == TD_RTL) x = r.Width() - 1 - x;
/* One of the arrows is clicked (or green/red rect in case of bool value) */
int old_val = this->script_config->GetSetting(config_item.name);
if (!bool_item && IsInsideMM(x, 0, SETTING_BUTTON_WIDTH) && config_item.complete_labels) {
if (this->clicked_dropdown) {
/* unclick the dropdown */
this->CloseChildWindows(WC_DROPDOWN_MENU);
this->clicked_dropdown = false;
this->closing_dropdown = false;
} else {
int rel_y = (pt.y - r.top) % this->line_height;
Rect wi_rect;
wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x);
wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1;
wi_rect.top = pt.y - rel_y + (this->line_height - SETTING_BUTTON_HEIGHT) / 2;
wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1;
/* If the mouse is still held but dragged outside of the dropdown list, keep the dropdown open */
if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) {
this->clicked_dropdown = true;
this->closing_dropdown = false;
DropDownList list;
for (int i = config_item.min_value; i <= config_item.max_value; i++) {
list.push_back(std::make_unique<DropDownListStringItem>(config_item.labels.find(i)->second, i, false));
}
ShowDropDownListAt(this, std::move(list), old_val, WID_SCRS_SETTING_DROPDOWN, wi_rect, COLOUR_ORANGE);
}
}
} else if (IsInsideMM(x, 0, SETTING_BUTTON_WIDTH)) {
int new_val = old_val;
if (bool_item) {
new_val = !new_val;
} else if (x >= SETTING_BUTTON_WIDTH / 2) {
/* Increase button clicked */
new_val += config_item.step_size;
if (new_val > config_item.max_value) new_val = config_item.max_value;
this->clicked_increase = true;
} else {
/* Decrease button clicked */
new_val -= config_item.step_size;
if (new_val < config_item.min_value) new_val = config_item.min_value;
this->clicked_increase = false;
}
if (new_val != old_val) {
this->script_config->SetSetting(config_item.name, new_val);
this->clicked_button = num;
this->unclick_timeout.Reset();
}
} else if (!bool_item && !config_item.complete_labels) {
/* Display a query box so users can enter a custom value. */
SetDParam(0, old_val);
ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, INT32_DIGITS_WITH_SIGN_AND_TERMINATION, this, CS_NUMERAL_SIGNED, QSF_NONE);
}
this->SetDirty();
break;
}
case WID_SCRS_ACCEPT:
this->Close();
break;
case WID_SCRS_RESET:
this->script_config->ResetEditableSettings(_game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)));
this->SetDirty();
break;
}
}
void OnQueryTextFinished(char *str) override
{
if (StrEmpty(str)) return;
int32_t value = atoi(str);
SetValue(value);
}
void OnDropdownSelect(int widget, int index) override
{
if (widget != WID_SCRS_SETTING_DROPDOWN) return;
assert(this->clicked_dropdown);
SetValue(index);
}
void OnDropdownClose(Point, int widget, int, bool) override
{
if (widget != WID_SCRS_SETTING_DROPDOWN) return;
/* We cannot raise the dropdown button just yet. OnClick needs some hint, whether
* the same dropdown button was clicked again, and then not open the dropdown again.
* So, we only remember that it was closed, and process it on the next OnPaint, which is
* after OnClick. */
assert(this->clicked_dropdown);
this->closing_dropdown = true;
this->SetDirty();
}
void OnResize() override
{
this->vscroll->SetCapacityFromWidget(this, WID_SCRS_BACKGROUND);
}
/** When reset, unclick the button after a small timeout. */
TimeoutTimer<TimerWindow> unclick_timeout = {std::chrono::milliseconds(150), [this]() {
this->clicked_button = -1;
this->SetDirty();
}};
/**
* 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
{
this->RebuildVisibleSettings();
this->CloseChildWindows(WC_DROPDOWN_MENU);
this->CloseChildWindows(WC_QUERY_STRING);
}
private:
bool IsEditableItem(const ScriptConfigItem &config_item) const
{
return _game_mode == GM_MENU
|| _game_mode == GM_EDITOR
|| ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot))
|| (config_item.flags & SCRIPTCONFIG_INGAME) != 0
|| _settings_client.gui.ai_developer_tools;
}
void SetValue(int value)
{
const ScriptConfigItem &config_item = *this->visible_settings[this->clicked_row];
if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
this->script_config->SetSetting(config_item.name, value);
this->SetDirty();
}
};
/** Widgets for the Script settings window. */
static const NWidgetPart _nested_script_settings_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_SCRS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_SCRS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_NULL), SetScrollbar(WID_SCRS_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_SCRS_SCROLLBAR),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRS_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRS_RESET), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_RESET, STR_NULL),
EndContainer(),
NWidget(WWT_RESIZEBOX, COLOUR_MAUVE),
EndContainer(),
};
/** Window definition for the Script settings window. */
static WindowDesc _script_settings_desc(__FILE__, __LINE__,
WDP_CENTER, "settings_script", 500, 208,
WC_SCRIPT_SETTINGS, WC_NONE,
0,
std::begin(_nested_script_settings_widgets), std::end(_nested_script_settings_widgets)
);
/**
* Open the Script settings window to change the Script settings for a Script.
* @param slot The CompanyID of the Script to change the settings.
*/
void ShowScriptSettingsWindow(CompanyID slot)
{
CloseWindowByClass(WC_SCRIPT_LIST);
CloseWindowByClass(WC_SCRIPT_SETTINGS);
new ScriptSettingsWindow(&_script_settings_desc, slot);
}
/** Window for displaying the textfile of a AI. */
struct ScriptTextfileWindow : public TextfileWindow {
CompanyID slot; ///< View the textfile of this CompanyID slot.
ScriptTextfileWindow(TextfileType file_type, CompanyID slot) : TextfileWindow(file_type), slot(slot)
{
this->OnInvalidateData();
}
void SetStringParameters(int widget) const override
{
if (widget == WID_TF_CAPTION) {
SetDParam(0, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI);
SetDParamStr(1, GetConfig(slot)->GetInfo()->GetName());
}
}
void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override
{
auto textfile = GetConfig(slot)->GetTextfile(file_type, slot);
if (!textfile.has_value()) {
this->Close();
} else {
this->LoadTextfile(textfile.value(), (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR);
}
}
};
/**
* Open the Script version of the textfile window.
* @param file_type The type of textfile to display.
* @param slot The slot the Script is using.
*/
void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot)
{
CloseWindowById(WC_TEXTFILE, file_type);
new ScriptTextfileWindow(file_type, slot);
}
/**
* Set the widget colour of a button based on the
* state of the script. (dead or alive)
* @param button the button to update.
* @param dead true if the script is dead, otherwise false.
* @param paused true if the script is paused, otherwise false.
* @return true if the colour was changed and the window need to be marked as dirty.
*/
static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused)
{
/* Dead scripts are indicated with red background and
* paused scripts are indicated with yellow background. */
Colours colour = dead ? COLOUR_RED :
(paused ? COLOUR_YELLOW : COLOUR_GREY);
if (button.colour != colour) {
button.colour = colour;
return true;
}
return false;
}
/**
* Window with everything an AI prints via ScriptLog.
*/
struct ScriptDebugWindow : public Window {
static const uint MAX_BREAK_STR_STRING_LENGTH = 256; ///< Maximum length of the break string.
struct FilterState {
std::string break_string; ///< The string to match to the AI output
CompanyID script_debug_company; ///< The AI that is (was last) being debugged.
bool break_check_enabled; ///< Stop an AI when it prints a matching string
bool case_sensitive_break_check; ///< Is the matching done case-sensitive
};
static inline FilterState initial_state = {
"",
INVALID_COMPANY,
true,
false,
};
int redraw_timer; ///< Timer for redrawing the window, otherwise it'll happen every tick.
int last_vscroll_pos; ///< Last position of the scrolling.
bool autoscroll; ///< Whether automatically scrolling should be enabled or not.
bool show_break_box; ///< Whether the break/debug box is visible.
QueryString break_editbox; ///< Break editbox
StringFilter break_string_filter; ///< Log filter for break.
int highlight_row; ///< The output row that matches the given string, or -1
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
Scrollbar *hscroll; ///< Cache of the horizontal scrollbar.
FilterState filter;
ScriptLogTypes::LogData &GetLogData() const
{
if (this->filter.script_debug_company == OWNER_DEITY) return Game::GetInstance()->GetLogData();
return Company::Get(this->filter.script_debug_company)->ai_instance->GetLogData();
}
/**
* Check whether the currently selected AI/GS is dead.
* @return true if dead.
*/
bool IsDead() const
{
if (this->filter.script_debug_company == OWNER_DEITY) {
GameInstance *game = Game::GetInstance();
return game == nullptr || game->IsDead();
}
return !Company::IsValidAiID(this->filter.script_debug_company) || Company::Get(this->filter.script_debug_company)->ai_instance->IsDead();
}
/**
* Check whether a company is a valid AI company or GS.
* @param company Company to check for validity.
* @return true if company is valid for debugging.
*/
bool IsValidDebugCompany(CompanyID company) const
{
switch (company) {
case INVALID_COMPANY: return false;
case OWNER_DEITY: return Game::GetInstance() != nullptr;
default: return Company::IsValidAiID(company);
}
}
/**
* Ensure that \c script_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY.
* If no valid company is selected, it selects the first valid AI or GS if any.
*/
void SelectValidDebugCompany()
{
/* Check if the currently selected company is still active. */
if (this->IsValidDebugCompany(this->filter.script_debug_company)) return;
this->filter.script_debug_company = INVALID_COMPANY;
for (const Company *c : Company::Iterate()) {
if (c->is_ai) {
ChangeToScript(c->index);
return;
}
}
/* If no AI is available, see if there is a game script. */
if (Game::GetInstance() != nullptr) ChangeToScript(OWNER_DEITY);
}
/**
* Constructor for the window.
* @param desc The description of the window.
* @param number The window number (actually unused).
*/
ScriptDebugWindow(WindowDesc *desc, WindowNumber number, Owner show_company) : Window(desc), break_editbox(MAX_BREAK_STR_STRING_LENGTH)
{
this->filter = ScriptDebugWindow::initial_state;
this->break_string_filter = {&this->filter.case_sensitive_break_check, false};
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_SCRD_VSCROLLBAR);
this->hscroll = this->GetScrollbar(WID_SCRD_HSCROLLBAR);
this->show_break_box = _settings_client.gui.ai_developer_tools;
this->GetWidget<NWidgetStacked>(WID_SCRD_BREAK_STRING_WIDGETS)->SetDisplayedPlane(this->show_break_box ? 0 : SZSP_HORIZONTAL);
this->FinishInitNested(number);
if (!this->show_break_box) this->filter.break_check_enabled = false;
this->last_vscroll_pos = 0;
this->autoscroll = true;
this->highlight_row = -1;
this->querystrings[WID_SCRD_BREAK_STR_EDIT_BOX] = &this->break_editbox;
SetWidgetsDisabledState(!this->show_break_box, WID_SCRD_BREAK_STR_ON_OFF_BTN, WID_SCRD_BREAK_STR_EDIT_BOX, WID_SCRD_MATCH_CASE_BTN);
this->hscroll->SetStepSize(10); // Speed up horizontal scrollbar
/* Restore the break string value from static variable, and enable the filter. */
this->break_editbox.text.Assign(this->filter.break_string);
this->break_string_filter.SetFilterTerm(this->filter.break_string);
if (show_company == INVALID_COMPANY) {
this->SelectValidDebugCompany();
} else {
this->ChangeToScript(show_company);
}
}
void OnInit() override
{
this->InvalidateData(-1);
}
~ScriptDebugWindow()
{
ScriptDebugWindow::initial_state = this->filter;
}
void UpdateWidgetSize(int widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override
{
if (widget == WID_SCRD_LOG_PANEL) {
resize->height = GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal;
size->height = 14 * resize->height + WidgetDimensions::scaled.framerect.Vertical();
}
}
void OnPaint() override
{
this->SelectValidDebugCompany();
this->UpdateLogScroll();
/* Draw standard stuff */
this->DrawWidgets();
}
void SetStringParameters(int widget) const override
{
if (widget != WID_SCRD_NAME_TEXT) return;
if (this->filter.script_debug_company == OWNER_DEITY) {
const GameInfo *info = Game::GetInfo();
assert(info != nullptr);
SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
SetDParamStr(1, info->GetName());
SetDParam(2, info->GetVersion());
} else if (this->filter.script_debug_company == INVALID_COMPANY || !Company::IsValidAiID(this->filter.script_debug_company)) {
SetDParam(0, STR_EMPTY);
} else {
const AIInfo *info = Company::Get(this->filter.script_debug_company)->ai_info;
assert(info != nullptr);
SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
SetDParamStr(1, info->GetName());
SetDParam(2, info->GetVersion());
}
}
void DrawWidget(const Rect &r, int widget) const override
{
switch (widget) {
case WID_SCRD_LOG_PANEL:
this->DrawWidgetLog(r);
break;
default:
if (IsInsideBS(widget, WID_SCRD_COMPANY_BUTTON_START, MAX_COMPANIES)) {
this->DrawWidgetCompanyButton(r, widget, WID_SCRD_COMPANY_BUTTON_START);
}
break;
}
}
/**
* Draw a company button icon.
* @param r Rect area to draw within.
* @param widget Widget index to start.
* @param start Widget index of first company button.
*/
void DrawWidgetCompanyButton(const Rect &r, int widget, int start) const
{
if (this->IsWidgetDisabled(widget)) return;
CompanyID cid = (CompanyID)(widget - start);
Dimension sprite_size = GetSpriteSize(SPR_COMPANY_ICON);
DrawCompanyIcon(cid, CenterBounds(r.left, r.right, sprite_size.width), CenterBounds(r.top, r.bottom, sprite_size.height));
}
/**
* Draw the AI/GS log.
* @param r Rect area to draw within.
*/
void DrawWidgetLog(const Rect &r) const
{
if (this->filter.script_debug_company == INVALID_COMPANY) return;
ScriptLogTypes::LogData &log = this->GetLogData();
if (log.empty()) return;
Rect fr = r.Shrink(WidgetDimensions::scaled.framerect);
/* Setup a clipping rectangle... */
DrawPixelInfo tmp_dpi;
if (!FillDrawPixelInfo(&tmp_dpi, fr)) return;
/* ...but keep coordinates relative to the window. */
tmp_dpi.left += fr.left;
tmp_dpi.top += fr.top;
AutoRestoreBackup dpi_backup(_cur_dpi, &tmp_dpi);
fr.left -= this->hscroll->GetPosition();
for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && (size_t)i < log.size(); i++) {
const ScriptLogTypes::LogLine &line = log[i];
TextColour colour;
switch (line.type) {
case ScriptLogTypes::LOG_SQ_INFO: colour = TC_BLACK; break;
case ScriptLogTypes::LOG_SQ_ERROR: colour = TC_WHITE; break;
case ScriptLogTypes::LOG_INFO: colour = TC_BLACK; break;
case ScriptLogTypes::LOG_WARNING: colour = TC_YELLOW; break;
case ScriptLogTypes::LOG_ERROR: colour = TC_RED; break;
default: colour = TC_BLACK; break;
}
/* Check if the current line should be highlighted */
if (i == this->highlight_row) {
fr.bottom = fr.top + this->resize.step_height - 1;
GfxFillRect(fr, PC_BLACK);
if (colour == TC_BLACK) colour = TC_WHITE; // Make black text readable by inverting it to white.
}
DrawString(fr, line.text, colour, SA_LEFT | SA_FORCE);
fr.top += this->resize.step_height;
}
}
/**
* Update the scrollbar and scroll position of the log panel.
*/
void UpdateLogScroll()
{
this->SetWidgetsDisabledState(this->filter.script_debug_company == INVALID_COMPANY, WID_SCRD_VSCROLLBAR, WID_SCRD_HSCROLLBAR);
if (this->filter.script_debug_company == INVALID_COMPANY) return;
ScriptLogTypes::LogData &log = this->GetLogData();
int scroll_count = (int)log.size();
if (this->vscroll->GetCount() != scroll_count) {
this->vscroll->SetCount(scroll_count);
/* We need a repaint */
this->SetWidgetDirty(WID_SCRD_VSCROLLBAR);
}
if (log.empty()) return;
/* Detect when the user scrolls the window. Enable autoscroll when the bottom-most line becomes visible. */
if (this->last_vscroll_pos != this->vscroll->GetPosition()) {
this->autoscroll = this->vscroll->GetPosition() + this->vscroll->GetCapacity() >= (int)log.size();
}
if (this->autoscroll && this->vscroll->SetPosition((int)log.size())) {
/* We need a repaint */
this->SetWidgetDirty(WID_SCRD_VSCROLLBAR);
this->SetWidgetDirty(WID_SCRD_LOG_PANEL);
}
this->last_vscroll_pos = this->vscroll->GetPosition();
}
/**
* Update state of all Company (AI) buttons.
*/
void UpdateAIButtonsState()
{
/* Update company buttons */
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
/* Mark dead/paused AIs by setting the background colour. */
bool valid = Company::IsValidAiID(i);
bool dead = valid && Company::Get(i)->ai_instance->IsDead();
bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_SCRD_COMPANY_BUTTON_START);
button->SetDisabled(!valid);
button->SetLowered(this->filter.script_debug_company == i);
SetScriptButtonColour(*button, dead, paused);
}
}
/**
* Update state of game script button.
*/
void UpdateGSButtonState()
{
GameInstance *game = Game::GetInstance();
bool valid = game != nullptr;
bool dead = valid && game->IsDead();
bool paused = valid && game->IsPaused();
NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_SCRD_SCRIPT_GAME);
button->SetDisabled(!valid);
button->SetLowered(this->filter.script_debug_company == OWNER_DEITY);
SetScriptButtonColour(*button, dead, paused);
}
/**
* Change all settings to select another Script.
* @param show_ai The new AI to show.
* @param new_window Open the script in a new window.
*/
void ChangeToScript(CompanyID show_script, bool new_window = false)
{
if (!this->IsValidDebugCompany(show_script)) return;
if (new_window) {
ScriptDebugWindow::initial_state = this->filter;
ShowScriptDebugWindow(show_script, true);
return;
}
this->filter.script_debug_company = show_script;
this->highlight_row = -1; // The highlight of one Script make little sense for another Script.
/* Close AI settings window to prevent confusion */
CloseWindowByClass(WC_SCRIPT_SETTINGS);
this->InvalidateData(-1);
this->autoscroll = true;
this->last_vscroll_pos = this->vscroll->GetPosition();
}
void OnClick([[maybe_unused]] Point pt, int widget, [[maybe_unused]] int click_count) override
{
/* Also called for hotkeys, so check for disabledness */
if (this->IsWidgetDisabled(widget)) return;
/* Check which button is clicked */
if (IsInsideMM(widget, WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END + 1)) {
ChangeToScript((CompanyID)(widget - WID_SCRD_COMPANY_BUTTON_START), _ctrl_pressed);
}
switch (widget) {
case WID_SCRD_SCRIPT_GAME:
ChangeToScript(OWNER_DEITY, _ctrl_pressed);
break;
case WID_SCRD_RELOAD_TOGGLE:
if (this->filter.script_debug_company == OWNER_DEITY) break;
/* First kill the company of the AI, then start a new one. This should start the current AI again */
Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, this->filter.script_debug_company, CRR_MANUAL, INVALID_CLIENT_ID);
Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, this->filter.script_debug_company, CRR_NONE, INVALID_CLIENT_ID);
break;
case WID_SCRD_SETTINGS:
ShowScriptSettingsWindow(this->filter.script_debug_company);
break;
case WID_SCRD_BREAK_STR_ON_OFF_BTN:
this->filter.break_check_enabled = !this->filter.break_check_enabled;
this->InvalidateData(-1);
break;
case WID_SCRD_MATCH_CASE_BTN:
this->filter.case_sensitive_break_check = !this->filter.case_sensitive_break_check;
this->InvalidateData(-1);
break;
case WID_SCRD_CONTINUE_BTN:
/* Unpause current AI / game script and mark the corresponding script button dirty. */
if (!this->IsDead()) {
if (this->filter.script_debug_company == OWNER_DEITY) {
Game::Unpause();
} else {
AI::Unpause(this->filter.script_debug_company);
}
}
/* If the last AI/Game Script is unpaused, unpause the game too. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) {
bool all_unpaused = !Game::IsPaused();
if (all_unpaused) {
for (const Company *c : Company::Iterate()) {
if (c->is_ai && AI::IsPaused(c->index)) {
all_unpaused = false;
break;
}
}
if (all_unpaused) {
/* All scripts have been unpaused => unpause the game. */
Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, false);
}
}
}
this->highlight_row = -1;
this->InvalidateData(-1);
break;
}
}
void OnEditboxChanged(int wid) override
{
if (wid != WID_SCRD_BREAK_STR_EDIT_BOX) return;
/* Save the current string to static member so it can be restored next time the window is opened. */
this->filter.break_string = this->break_editbox.text.buf;
this->break_string_filter.SetFilterTerm(this->filter.break_string);
}
/**
* Some data on this window has become invalid.
* @param data Information about the changed data.
* This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases.
* @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 the log message is related to the active company tab, check the break string.
* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
if (!gui_scope && data == this->filter.script_debug_company &&
this->IsValidDebugCompany(this->filter.script_debug_company) &&
this->filter.break_check_enabled && !this->break_string_filter.IsEmpty()) {
/* Get the log instance of the active company */
ScriptLogTypes::LogData &log = this->GetLogData();
if (!log.empty()) {
this->break_string_filter.ResetState();
this->break_string_filter.AddLine(log.back().text);
if (this->break_string_filter.GetState()) {
/* Pause execution of script. */
if (!this->IsDead()) {
if (this->filter.script_debug_company == OWNER_DEITY) {
Game::Pause();
} else {
AI::Pause(this->filter.script_debug_company);
}
}
/* Pause the game. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) {
Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
}
/* Highlight row that matched */
this->highlight_row = (int)(log.size() - 1);
}
}
}
if (!gui_scope) return;
this->SelectValidDebugCompany();
uint max_width = 0;
if (this->filter.script_debug_company != INVALID_COMPANY) {
for (auto &line : this->GetLogData()) {
if (line.width == 0 || data == -1) line.width = GetStringBoundingBox(line.text).width;
max_width = std::max(max_width, line.width);
}
}
this->vscroll->SetCount(this->filter.script_debug_company != INVALID_COMPANY ? this->GetLogData().size() : 0);
this->hscroll->SetCount(max_width + WidgetDimensions::scaled.frametext.Horizontal());
this->UpdateAIButtonsState();
this->UpdateGSButtonState();
this->SetWidgetLoweredState(WID_SCRD_BREAK_STR_ON_OFF_BTN, this->filter.break_check_enabled);
this->SetWidgetLoweredState(WID_SCRD_MATCH_CASE_BTN, this->filter.case_sensitive_break_check);
this->SetWidgetDisabledState(WID_SCRD_SETTINGS, this->filter.script_debug_company == INVALID_COMPANY);
extern CompanyID _local_company;
this->SetWidgetDisabledState(WID_SCRD_RELOAD_TOGGLE,
this->filter.script_debug_company == INVALID_COMPANY ||
this->filter.script_debug_company == OWNER_DEITY ||
this->filter.script_debug_company == _local_company);
this->SetWidgetDisabledState(WID_SCRD_CONTINUE_BTN, this->filter.script_debug_company == INVALID_COMPANY ||
(this->filter.script_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(this->filter.script_debug_company)));
}
void OnResize() override
{
this->vscroll->SetCapacityFromWidget(this, WID_SCRD_LOG_PANEL, WidgetDimensions::scaled.framerect.Vertical());
this->hscroll->SetCapacityFromWidget(this, WID_SCRD_LOG_PANEL);
}
/**
* Handler for global hotkeys of the ScriptDebugWindow.
* @param hotkey Hotkey
* @return ES_HANDLED if hotkey was accepted.
*/
static EventState ScriptDebugGlobalHotkeys(int hotkey)
{
if (_game_mode != GM_NORMAL) return ES_NOT_HANDLED;
Window *w = ShowScriptDebugWindow(INVALID_COMPANY);
if (w == nullptr) return ES_NOT_HANDLED;
return w->OnHotkey(hotkey);
}
static inline HotkeyList hotkeys{"aidebug", {
Hotkey('1', "company_1", WID_SCRD_COMPANY_BUTTON_START),
Hotkey('2', "company_2", WID_SCRD_COMPANY_BUTTON_START + 1),
Hotkey('3', "company_3", WID_SCRD_COMPANY_BUTTON_START + 2),
Hotkey('4', "company_4", WID_SCRD_COMPANY_BUTTON_START + 3),
Hotkey('5', "company_5", WID_SCRD_COMPANY_BUTTON_START + 4),
Hotkey('6', "company_6", WID_SCRD_COMPANY_BUTTON_START + 5),
Hotkey('7', "company_7", WID_SCRD_COMPANY_BUTTON_START + 6),
Hotkey('8', "company_8", WID_SCRD_COMPANY_BUTTON_START + 7),
Hotkey('9', "company_9", WID_SCRD_COMPANY_BUTTON_START + 8),
Hotkey(0, "company_10", WID_SCRD_COMPANY_BUTTON_START + 9),
Hotkey(0, "company_11", WID_SCRD_COMPANY_BUTTON_START + 10),
Hotkey(0, "company_12", WID_SCRD_COMPANY_BUTTON_START + 11),
Hotkey(0, "company_13", WID_SCRD_COMPANY_BUTTON_START + 12),
Hotkey(0, "company_14", WID_SCRD_COMPANY_BUTTON_START + 13),
Hotkey(0, "company_15", WID_SCRD_COMPANY_BUTTON_START + 14),
Hotkey('S', "settings", WID_SCRD_SETTINGS),
Hotkey('0', "game_script", WID_SCRD_SCRIPT_GAME),
Hotkey(0, "reload", WID_SCRD_RELOAD_TOGGLE),
Hotkey('B', "break_toggle", WID_SCRD_BREAK_STR_ON_OFF_BTN),
Hotkey('F', "break_string", WID_SCRD_BREAK_STR_EDIT_BOX),
Hotkey('C', "match_case", WID_SCRD_MATCH_CASE_BTN),
Hotkey(WKC_RETURN, "continue", WID_SCRD_CONTINUE_BTN),
}, ScriptDebugGlobalHotkeys};
};
/** Make a number of rows with buttons for each company for the Script debug window. */
NWidgetBase *MakeCompanyButtonRowsScriptDebug()
{
return MakeCompanyButtonRows(WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END, COLOUR_GREY, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP);
}
/** Widgets for the Script debug window. */
static const NWidgetPart _nested_script_debug_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_GREY),
NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_AI_DEBUG, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_SHADEBOX, COLOUR_GREY),
NWidget(WWT_DEFSIZEBOX, COLOUR_GREY),
NWidget(WWT_STICKYBOX, COLOUR_GREY),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_GREY, WID_SCRD_VIEW),
NWidgetFunction(MakeCompanyButtonRowsScriptDebug), SetPadding(0, 2, 1, 2),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING2, STR_AI_DEBUG_NAME_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_VERTICAL),
/* Log panel */
NWidget(WWT_PANEL, COLOUR_GREY, WID_SCRD_LOG_PANEL), SetMinimalSize(287, 180), SetResize(1, 1), SetScrollbar(WID_SCRD_VSCROLLBAR),
EndContainer(),
/* Break string widgets */
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SCRD_BREAK_STRING_WIDGETS),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_IMGBTN_2, COLOUR_GREY, WID_SCRD_BREAK_STR_ON_OFF_BTN), SetFill(0, 1), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP),
NWidget(WWT_PANEL, COLOUR_GREY),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_LABEL, COLOUR_GREY), SetPadding(2, 2, 2, 4), SetDataTip(STR_AI_DEBUG_BREAK_ON_LABEL, 0x0),
NWidget(WWT_EDITBOX, COLOUR_GREY, WID_SCRD_BREAK_STR_EDIT_BOX), SetFill(1, 1), SetResize(1, 0), SetPadding(2, 2, 2, 2), SetDataTip(STR_AI_DEBUG_BREAK_STR_OSKTITLE, STR_AI_DEBUG_BREAK_STR_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_MATCH_CASE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_MATCH_CASE, STR_AI_DEBUG_MATCH_CASE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_CONTINUE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_CONTINUE, STR_AI_DEBUG_CONTINUE_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(NWID_HSCROLLBAR, COLOUR_GREY, WID_SCRD_HSCROLLBAR),
EndContainer(),
NWidget(NWID_VERTICAL),
NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_SCRD_VSCROLLBAR),
NWidget(WWT_RESIZEBOX, COLOUR_GREY),
EndContainer(),
EndContainer(),
};
/** Window definition for the Script debug window. */
static WindowDesc _script_debug_desc(__FILE__, __LINE__,
WDP_AUTO, "script_debug", 600, 450,
WC_SCRIPT_DEBUG, WC_NONE,
0,
std::begin(_nested_script_debug_widgets), std::end(_nested_script_debug_widgets),
&ScriptDebugWindow::hotkeys
);
/**
* Open the Script debug window and select the given company.
* @param show_company Display debug information about this AI company.
* @param new_window Show in new window instead of existing window.
*/
Window *ShowScriptDebugWindow(CompanyID show_company, bool new_window)
{
if (!_networking || _network_server) {
int i = 0;
if (new_window) {
/* find next free window number for script debug */
while (FindWindowById(WC_SCRIPT_DEBUG, i) != nullptr) i++;
} else {
/* Find existing window showing show_company. */
for (Window *w : Window::Iterate()) {
if (w->window_class == WC_SCRIPT_DEBUG && static_cast<ScriptDebugWindow *>(w)->filter.script_debug_company == show_company) {
return BringWindowToFrontById(w->window_class, w->window_number);
}
}
/* Maybe there's a window showing a different company which can be switched. */
ScriptDebugWindow *w = static_cast<ScriptDebugWindow *>(FindWindowByClass(WC_SCRIPT_DEBUG));
if (w != nullptr) {
BringWindowToFrontById(w->window_class, w->window_number);
w->ChangeToScript(show_company);
return w;
}
}
return new ScriptDebugWindow(&_script_debug_desc, i, show_company);
} else {
ShowErrorMessage(STR_ERROR_AI_DEBUG_SERVER_ONLY, INVALID_STRING_ID, WL_INFO);
}
return nullptr;
}
/**
* Reset the Script windows to their initial state.
*/
void InitializeScriptGui()
{
ScriptDebugWindow::initial_state.script_debug_company = INVALID_COMPANY;
}
/** Open the AI debug window if one of the AI scripts has crashed. */
void ShowScriptDebugWindowIfScriptError()
{
/* Network clients can't debug AIs. */
if (_networking && !_network_server) return;
for (const Company *c : Company::Iterate()) {
if (c->is_ai && c->ai_instance->IsDead()) {
ShowScriptDebugWindow(c->index);
break;
}
}
GameInstance *g = Game::GetGameInstance();
if (g != nullptr && g->IsDead()) {
ShowScriptDebugWindow(OWNER_DEITY);
}
}
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