Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/widgets/rail_widget.h

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * 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 rail_widget.h Types related to the rail widgets. */

#ifndef WIDGETS_RAIL_WIDGET_H
#define WIDGETS_RAIL_WIDGET_H

/** Widgets of the #BuildRailToolbarWindow class. */
enum RailToolbarWidgets {
	/* Name starts with RA instead of R, because of collision with RoadToolbarWidgets */
	WID_RAT_CAPTION,        ///< Caption of the window.
	WID_RAT_BUILD_NS,       ///< Build rail along the game view Y axis.
	WID_RAT_BUILD_X,        ///< Build rail along the game grid X axis.
	WID_RAT_BUILD_EW,       ///< Build rail along the game view X axis.
	WID_RAT_BUILD_Y,        ///< Build rail along the game grid Y axis.
	WID_RAT_AUTORAIL,       ///< Autorail tool.
	WID_RAT_DEMOLISH,       ///< Destroy something with dynamite!
	WID_RAT_BUILD_DEPOT,    ///< Build a depot.
	WID_RAT_BUILD_WAYPOINT, ///< Build a waypoint.
	WID_RAT_BUILD_STATION,  ///< Build a station.
	WID_RAT_BUILD_SIGNALS,  ///< Build signals.
	WID_RAT_BUILD_BRIDGE,   ///< Build a bridge.
	WID_RAT_BUILD_TUNNEL,   ///< Build a tunnel.
	WID_RAT_REMOVE,         ///< Bulldozer to remove rail.
	WID_RAT_CONVERT_RAIL,   ///< Convert other rail to this type.
};

/** Widgets of the #BuildRailStationWindow class. */
enum BuildRailStationWidgets {
	/* Name starts with BRA instead of BR, because of collision with BuildRoadStationWidgets */
	WID_BRAS_PLATFORM_DIR_X,       ///< Button to select '/' view.
	WID_BRAS_PLATFORM_DIR_Y,       ///< Button to select '\' view.

	WID_BRAS_PLATFORM_NUM_1,       ///< Button to select stations with a single platform.
	WID_BRAS_PLATFORM_NUM_2,       ///< Button to select stations with 2 platforms.
	WID_BRAS_PLATFORM_NUM_3,       ///< Button to select stations with 3 platforms.
	WID_BRAS_PLATFORM_NUM_4,       ///< Button to select stations with 4 platforms.
	WID_BRAS_PLATFORM_NUM_5,       ///< Button to select stations with 5 platforms.
	WID_BRAS_PLATFORM_NUM_6,       ///< Button to select stations with 6 platforms.
	WID_BRAS_PLATFORM_NUM_7,       ///< Button to select stations with 7 platforms.

	WID_BRAS_PLATFORM_LEN_1,       ///< Button to select single tile length station platforms.
	WID_BRAS_PLATFORM_LEN_2,       ///< Button to select 2 tiles length station platforms.
	WID_BRAS_PLATFORM_LEN_3,       ///< Button to select 3 tiles length station platforms.
	WID_BRAS_PLATFORM_LEN_4,       ///< Button to select 4 tiles length station platforms.
	WID_BRAS_PLATFORM_LEN_5,       ///< Button to select 5 tiles length station platforms.
	WID_BRAS_PLATFORM_LEN_6,       ///< Button to select 6 tiles length station platforms.
	WID_BRAS_PLATFORM_LEN_7,       ///< Button to select 7 tiles length station platforms.

	WID_BRAS_PLATFORM_DRAG_N_DROP, ///< Button to enable drag and drop type station placement.

	WID_BRAS_HIGHLIGHT_OFF,        ///< Button for turning coverage highlighting off.
	WID_BRAS_HIGHLIGHT_ON,         ///< Button for turning coverage highlighting on.
	WID_BRAS_COVERAGE_TEXTS,       ///< Empty space for the coverage texts.

	WID_BRAS_MATRIX,               ///< Matrix widget displaying the available stations.
	WID_BRAS_IMAGE,                ///< Panel used at each cell of the matrix.
	WID_BRAS_MATRIX_SCROLL,        ///< Scrollbar of the matrix widget.

	WID_BRAS_SHOW_NEWST_DEFSIZE,   ///< Selection for default-size button for newstation.
	WID_BRAS_SHOW_NEWST_ADDITIONS, ///< Selection for newstation class selection list.
	WID_BRAS_SHOW_NEWST_MATRIX,    ///< Selection for newstation image matrix.
	WID_BRAS_SHOW_NEWST_RESIZE,    ///< Selection for panel and resize at bottom right for newstation.
	WID_BRAS_SHOW_NEWST_TYPE,      ///< Display of selected station type.
	WID_BRAS_NEWST_LIST,           ///< List with available newstation classes.
	WID_BRAS_NEWST_SCROLL,         ///< Scrollbar of the #WID_BRAS_NEWST_LIST.

	WID_BRAS_PLATFORM_NUM_BEGIN = WID_BRAS_PLATFORM_NUM_1 - 1, ///< Helper for determining the chosen platform width.
	WID_BRAS_PLATFORM_LEN_BEGIN = WID_BRAS_PLATFORM_LEN_1 - 1, ///< Helper for determining the chosen platform length.
};

/** Widgets of the #BuildSignalWindow class. */
enum BuildSignalWidgets {
	WID_BS_SEMAPHORE_NORM,     ///< Build a semaphore normal block signal
	WID_BS_SEMAPHORE_ENTRY,    ///< Build a semaphore entry block signal
	WID_BS_SEMAPHORE_EXIT,     ///< Build a semaphore exit block signal
	WID_BS_SEMAPHORE_COMBO,    ///< Build a semaphore combo block signal
	WID_BS_SEMAPHORE_PBS,      ///< Build a semaphore path signal.
	WID_BS_SEMAPHORE_PBS_OWAY, ///< Build a semaphore one way path signal.
	WID_BS_ELECTRIC_NORM,      ///< Build an electric normal block signal
	WID_BS_ELECTRIC_ENTRY,     ///< Build an electric entry block signal
	WID_BS_ELECTRIC_EXIT,      ///< Build an electric exit block signal
	WID_BS_ELECTRIC_COMBO,     ///< Build an electric combo block signal
	WID_BS_ELECTRIC_PBS,       ///< Build an electric path signal.
	WID_BS_ELECTRIC_PBS_OWAY,  ///< Build an electric one way path signal.
	WID_BS_CONVERT,            ///< Convert the signal.
	WID_BS_DRAG_SIGNALS_DENSITY_LABEL,    ///< The current signal density.
	WID_BS_DRAG_SIGNALS_DENSITY_DECREASE, ///< Decrease the signal density.
	WID_BS_DRAG_SIGNALS_DENSITY_INCREASE, ///< Increase the signal density.
};

/** Widgets of the #BuildRailDepotWindow class. */
enum BuildRailDepotWidgets {
	/* Name starts with BRA instead of BR, because of collision with BuildRoadDepotWidgets */
	WID_BRAD_DEPOT_NE, ///< Build a depot with the entrance in the north east.
	WID_BRAD_DEPOT_SE, ///< Build a depot with the entrance in the south east.
	WID_BRAD_DEPOT_SW, ///< Build a depot with the entrance in the south west.
	WID_BRAD_DEPOT_NW, ///< Build a depot with the entrance in the north west.
};

/** Widgets of the #BuildRailWaypointWindow class. */
enum BuildRailWaypointWidgets {
	WID_BRW_WAYPOINT_MATRIX, ///< Matrix with waypoints.
	WID_BRW_WAYPOINT,        ///< A single waypoint.
	WID_BRW_SCROLL,          ///< Scrollbar for the matrix.
};

#endif /* WIDGETS_RAIL_WIDGET_H */