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Location: cpp/openttd-patchpack/source/src/transparency_gui.cpp
r9950:ca6054744c76
5.3 KiB
text/x-c
(svn r14105) -Fix: Some typos that are more grammatical errors, as it seems.
Provided by ln
I've added a little fix on currency.cpp too, why not :)
Provided by ln
I've added a little fix on currency.cpp too, why not :)
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 | /* $Id$ */
/** @file transparency_gui.cpp The transparency GUI. */
#include "stdafx.h"
#include "openttd.h"
#include "gui.h"
#include "window_gui.h"
#include "variables.h"
#include "transparency.h"
#include "sound_func.h"
#include "table/sprites.h"
#include "table/strings.h"
TransparencyOptionBits _transparency_opt;
TransparencyOptionBits _transparency_lock;
TransparencyOptionBits _invisibility_opt;
class TransparenciesWindow : public Window
{
enum TransparencyToolbarWidgets{
TTW_WIDGET_SIGNS = 3, ///< Make signs background transparent
TTW_WIDGET_TREES, ///< Make trees transparent
TTW_WIDGET_HOUSES, ///< Make houses transparent
TTW_WIDGET_INDUSTRIES, ///< Make Industries transparent
TTW_WIDGET_BUILDINGS, ///< Make player buildings and structures transparent
TTW_WIDGET_BRIDGES, ///< Make bridges transparent
TTW_WIDGET_STRUCTURES, ///< Make unmovable structures transparent
TTW_WIDGET_CATENARY, ///< Make catenary transparent
TTW_WIDGET_LOADING, ///< Make loading indicators transparent
TTW_WIDGET_END, ///< End of toggle buttons
/* Panel with buttons for invisibility */
TTW_BUTTONS = 12, ///< Panel with 'invisibility' buttons
};
public:
TransparenciesWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number)
{
this->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
/* must be sure that the widgets show the transparency variable changes
* also when we use shortcuts */
for (uint i = TTW_WIDGET_SIGNS; i < TTW_WIDGET_END; i++) {
this->SetWidgetLoweredState(i, IsTransparencySet((TransparencyOption)(i - TTW_WIDGET_SIGNS)));
}
this->DrawWidgets();
for (uint i = TO_SIGNS; i < TO_END; i++) {
if (HasBit(_transparency_lock, i)) DrawSprite(SPR_LOCK, PAL_NONE, this->widget[TTW_WIDGET_SIGNS + i].left + 1, this->widget[TTW_WIDGET_SIGNS + i].top + 1);
}
/* Do not draw button for invisible loading indicators */
for (uint i = TTW_WIDGET_SIGNS; i <= TTW_WIDGET_CATENARY; i++) {
const Widget *wi = &this->widget[i];
DrawFrameRect(wi->left + 1, 38, wi->right - 1, 46, COLOUR_PALE_GREEN, HasBit(_invisibility_opt, i - TTW_WIDGET_SIGNS) ? FR_LOWERED : FR_NONE);
}
}
virtual void OnClick(Point pt, int widget)
{
if (widget >= TTW_WIDGET_SIGNS && widget < TTW_WIDGET_END) {
if (_ctrl_pressed) {
/* toggle the bit of the transparencies lock variable */
ToggleTransparencyLock((TransparencyOption)(widget - TTW_WIDGET_SIGNS));
this->SetDirty();
} else {
/* toggle the bit of the transparencies variable and play a sound */
ToggleTransparency((TransparencyOption)(widget - TTW_WIDGET_SIGNS));
SndPlayFx(SND_15_BEEP);
MarkWholeScreenDirty();
}
} else if (widget == TTW_BUTTONS) {
uint x = pt.x / 22;
if (x > TTW_WIDGET_BRIDGES - TTW_WIDGET_SIGNS) x--;
if (x > TTW_WIDGET_CATENARY - TTW_WIDGET_SIGNS) return;
ToggleInvisibility((TransparencyOption)x);
SndPlayFx(SND_15_BEEP);
/* Redraw whole screen only if transparency is set */
if (IsTransparencySet((TransparencyOption)x)) {
MarkWholeScreenDirty();
} else {
this->InvalidateWidget(TTW_BUTTONS);
}
}
}
};
static const Widget _transparency_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 206, 0, 13, STR_TRANSPARENCY_TOOLB, STR_018C_WINDOW_TITLE_DRAG_THIS},
{WWT_STICKYBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 207, 218, 0, 13, STR_NULL, STR_STICKY_BUTTON},
/* transparency widgets:
* transparent signs, trees, houses, industries, player's buildings, bridges, unmovable structures, catenary and loading indicators */
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 21, 14, 35, SPR_IMG_SIGN, STR_TRANSPARENT_SIGNS_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 22, 43, 14, 35, SPR_IMG_PLANTTREES, STR_TRANSPARENT_TREES_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 44, 65, 14, 35, SPR_IMG_TOWN, STR_TRANSPARENT_HOUSES_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 66, 87, 14, 35, SPR_IMG_INDUSTRY, STR_TRANSPARENT_INDUSTRIES_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 88, 109, 14, 35, SPR_IMG_COMPANY_LIST, STR_TRANSPARENT_BUILDINGS_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 110, 152, 14, 35, SPR_IMG_BRIDGE, STR_TRANSPARENT_BRIDGES_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 153, 174, 14, 35, SPR_IMG_TRANSMITTER, STR_TRANSPARENT_STRUCTURES_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 175, 196, 14, 35, SPR_BUILD_X_ELRAIL, STR_TRANSPARENT_CATENARY_DESC},
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_DARK_GREEN, 197, 218, 14, 35, SPR_IMG_TRAINLIST, STR_TRANSPARENT_LOADING_DESC},
{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 218, 36, 48, 0x0, STR_TRANSPARENT_INVISIBLE_DESC},
{ WIDGETS_END},
};
static const WindowDesc _transparency_desc = {
WDP_ALIGN_TBR, 58+36, 219, 49, 219, 49,
WC_TRANSPARENCY_TOOLBAR, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
_transparency_widgets,
};
void ShowTransparencyToolbar(void)
{
AllocateWindowDescFront<TransparenciesWindow>(&_transparency_desc, 0);
}
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