Files @ r28049:ba228e3a54fc
Branch filter:

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

Peter Nelson
Fix d42a78f: Some raw drop down list strings may need token processing. (#11400)

Storing the raw string without processing though GetString() caused token
processing to be skipped.
  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
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
/*
 * 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, int 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 const struct 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_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;
		}

		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, int 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('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(
	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 (uint i = 0; i != 16; i++) {
		const byte *b = GetNonSprite(PALETTE_RECOLOUR_START + i, SpriteType::Recolour);

		assert(b);
		memcpy(_colour_gradient[i], b + 0xC6, sizeof(_colour_gradient[i]));
	}

	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();
}