Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/bootstrap_gui.cpp

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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 bootstrap_gui.cpp Barely used user interface for bootstrapping OpenTTD, i.e. downloading the required content. */

#include "stdafx.h"
#include "base_media_base.h"
#include "blitter/factory.hpp"

#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE)

#include "core/geometry_func.hpp"
#include "fontcache.h"
#include "gfx_func.h"
#include "network/network.h"
#include "network/network_content_gui.h"
#include "openttd.h"
#include "strings_func.h"
#include "video/video_driver.hpp"
#include "window_func.h"

#include "widgets/bootstrap_widget.h"

#include "table/strings.h"

#include "safeguards.h"

/** Widgets for the background window to prevent smearing. */
static const struct NWidgetPart _background_widgets[] = {
	NWidget(WWT_PANEL, COLOUR_DARK_BLUE, WID_BB_BACKGROUND), SetResize(1, 1),
};

/**
 * Window description for the background window to prevent smearing.
 */
static WindowDesc _background_desc(
	WDP_MANUAL, NULL, 0, 0,
	WC_BOOTSTRAP, WC_NONE,
	0,
	_background_widgets, lengthof(_background_widgets)
);

/** The background for the game. */
class BootstrapBackground : public Window {
public:
	BootstrapBackground() : Window(&_background_desc)
	{
		this->InitNested(0);
		CLRBITS(this->flags, WF_WHITE_BORDER);
		ResizeWindow(this, _screen.width, _screen.height);
	}

	virtual void DrawWidget(const Rect &r, int widget) const
	{
		GfxFillRect(r.left, r.top, r.right, r.bottom, 4, FILLRECT_OPAQUE);
		GfxFillRect(r.left, r.top, r.right, r.bottom, 0, FILLRECT_CHECKER);
	}
};

/** Nested widgets for the download window. */
static const NWidgetPart _nested_boostrap_download_status_window_widgets[] = {
	NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_CONTENT_DOWNLOAD_TITLE, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
	NWidget(WWT_PANEL, COLOUR_GREY, WID_NCDS_BACKGROUND),
		NWidget(NWID_SPACER), SetMinimalSize(350, 0), SetMinimalTextLines(3, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + 30),
	EndContainer(),
};

/** Window description for the download window */
static WindowDesc _bootstrap_download_status_window_desc(
	WDP_CENTER, NULL, 0, 0,
	WC_NETWORK_STATUS_WINDOW, WC_NONE,
	WDF_MODAL,
	_nested_boostrap_download_status_window_widgets, lengthof(_nested_boostrap_download_status_window_widgets)
);


/** Window for showing the download status of content */
struct BootstrapContentDownloadStatusWindow : public BaseNetworkContentDownloadStatusWindow {
public:
	/** Simple call the constructor of the superclass. */
	BootstrapContentDownloadStatusWindow() : BaseNetworkContentDownloadStatusWindow(&_bootstrap_download_status_window_desc)
	{
	}

	virtual void OnDownloadComplete(ContentID cid)
	{
		/* We have completed downloading. We can trigger finding the right set now. */
		BaseGraphics::FindSets();

		/* And continue going into the menu. */
		_game_mode = GM_MENU;

		/* _exit_game is used to break out of the outer video driver's MainLoop. */
		_exit_game = true;
		delete this;
	}
};

/** The widgets for the query. It has no close box as that sprite does not exist yet. */
static const NWidgetPart _bootstrap_query_widgets[] = {
	NWidget(NWID_HORIZONTAL),
		NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_MISSING_GRAPHICS_SET_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
	EndContainer(),
	NWidget(WWT_PANEL, COLOUR_GREY),
		NWidget(WWT_PANEL, COLOUR_GREY, WID_BAFD_QUESTION), EndContainer(),
		NWidget(NWID_HORIZONTAL),
			NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BAFD_YES), SetDataTip(STR_MISSING_GRAPHICS_YES_DOWNLOAD, STR_NULL),
			NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BAFD_NO), SetDataTip(STR_MISSING_GRAPHICS_NO_QUIT, STR_NULL),
		EndContainer(),
	EndContainer(),
};

/** The window description for the query. */
static WindowDesc _bootstrap_query_desc(
	WDP_CENTER, NULL, 0, 0,
	WC_CONFIRM_POPUP_QUERY, WC_NONE,
	0,
	_bootstrap_query_widgets, lengthof(_bootstrap_query_widgets)
);

/** The window for the query. It can't use the generic query window as that uses sprites that don't exist yet. */
class BootstrapAskForDownloadWindow : public Window, ContentCallback {
	Dimension button_size; ///< The dimension of the button

public:
	/** Start listening to the content client events. */
	BootstrapAskForDownloadWindow() : Window(&_bootstrap_query_desc)
	{
		this->InitNested(WN_CONFIRM_POPUP_QUERY_BOOTSTRAP);
		_network_content_client.AddCallback(this);
	}

	/** Stop listening to the content client events. */
	~BootstrapAskForDownloadWindow()
	{
		_network_content_client.RemoveCallback(this);
	}

	virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
	{
		/* We cache the button size. This is safe as no reinit can happen here. */
		if (this->button_size.width == 0) {
			this->button_size = maxdim(GetStringBoundingBox(STR_MISSING_GRAPHICS_YES_DOWNLOAD), GetStringBoundingBox(STR_MISSING_GRAPHICS_NO_QUIT));
			this->button_size.width += WD_FRAMETEXT_LEFT + WD_FRAMETEXT_RIGHT;
			this->button_size.height += WD_FRAMETEXT_TOP + WD_FRAMETEXT_BOTTOM;
		}

		switch (widget) {
			case WID_BAFD_QUESTION:
				/* The question is twice as wide as the buttons, and determine the height based on the width. */
				size->width = this->button_size.width * 2;
				size->height = GetStringHeight(STR_MISSING_GRAPHICS_SET_MESSAGE, size->width - WD_FRAMETEXT_LEFT - WD_FRAMETEXT_RIGHT) + WD_FRAMETEXT_BOTTOM + WD_FRAMETEXT_TOP;
				break;

			case WID_BAFD_YES:
			case WID_BAFD_NO:
				*size = this->button_size;
				break;
		}
	}

	virtual void DrawWidget(const Rect &r, int widget) const
	{
		if (widget != 0) return;

		DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, r.top + WD_FRAMETEXT_TOP, r.bottom - WD_FRAMETEXT_BOTTOM, STR_MISSING_GRAPHICS_SET_MESSAGE, TC_FROMSTRING, SA_CENTER);
	}

	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case WID_BAFD_YES:
				/* We got permission to connect! Yay! */
				_network_content_client.Connect();
				break;

			case WID_BAFD_NO:
				_exit_game = true;
				break;

			default:
				break;
		}
	}

	virtual void OnConnect(bool success)
	{
		/* Once connected, request the metadata. */
		_network_content_client.RequestContentList(CONTENT_TYPE_BASE_GRAPHICS);
	}

	virtual void OnReceiveContentInfo(const ContentInfo *ci)
	{
		/* And once the meta data is received, start downloading it. */
		_network_content_client.Select(ci->id);
		new BootstrapContentDownloadStatusWindow();
		delete this;
	}
};

#endif /* defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) */

/**
 * Handle all procedures for bootstrapping OpenTTD without a base graphics set.
 * This requires all kinds of trickery that is needed to avoid the use of
 * sprites from the base graphics set which are pretty interwoven.
 * @return True if a base set exists, otherwise false.
 */
bool HandleBootstrap()
{
	if (BaseGraphics::GetUsedSet() != NULL) return true;

	/* No user interface, bail out with an error. */
	if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;

	/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(_WIN32) || defined(__APPLE__))
	if (!_network_available) goto failure;

	/* First tell the game we're bootstrapping. */
	_game_mode = GM_BOOTSTRAP;

	/* Initialise the freetype font code. */
	InitializeUnicodeGlyphMap();
	/* Next "force" finding a suitable freetype font as the local font is missing. */
	CheckForMissingGlyphs(false);

	/* Initialise the palette. The biggest step is 'faking' some recolour sprites.
	 * This way the mauve and gray colours work and we can show the user interface. */
	GfxInitPalettes();
	static const int offsets[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x80, 0, 0, 0, 0x04, 0x08 };
	for (uint i = 0; i != 16; i++) {
		for (int j = 0; j < 8; j++) {
			_colour_gradient[i][j] = offsets[i] + j;
		}
	}

	/* Finally ask the question. */
	new BootstrapBackground();
	new BootstrapAskForDownloadWindow();

	/* Process the user events. */
	VideoDriver::GetInstance()->MainLoop();

	/* _exit_game is used to get out of the video driver's main loop.
	 * In case GM_BOOTSTRAP is still set we did not exit it via the
	 * "download complete" event, so it was a manual exit. Obey it. */
	_exit_game = _game_mode == GM_BOOTSTRAP;
	if (_exit_game) return false;

	/* Try to probe the graphics. Should work this time. */
	if (!BaseGraphics::SetSet(NULL)) goto failure;

	/* Finally we can continue heading for the menu. */
	_game_mode = GM_MENU;
	return true;
#endif

	/* Failure to get enough working to get a graphics set. */
failure:
	usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of README.md.");
	return false;
}