/* * 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 . */ /** @file tree_gui.cpp GUIs for building trees. */ #include "stdafx.h" #include "window_gui.h" #include "gfx_func.h" #include "tilehighlight_func.h" #include "company_func.h" #include "company_base.h" #include "command_func.h" #include "core/random_func.hpp" #include "sound_func.h" #include "strings_func.h" #include "zoom_func.h" #include "tree_map.h" #include "widgets/tree_widget.h" #include "table/sprites.h" #include "table/strings.h" #include "table/tree_land.h" #include "safeguards.h" void PlaceTreesRandomly(); uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone); /** Tree Sprites with their palettes */ const PalSpriteID tree_sprites[] = { { 1621, PAL_NONE }, { 1635, PAL_NONE }, { 1656, PAL_NONE }, { 1579, PAL_NONE }, { 1607, PAL_NONE }, { 1593, PAL_NONE }, { 1614, PAL_NONE }, { 1586, PAL_NONE }, { 1663, PAL_NONE }, { 1677, PAL_NONE }, { 1691, PAL_NONE }, { 1705, PAL_NONE }, { 1711, PAL_NONE }, { 1746, PAL_NONE }, { 1753, PAL_NONE }, { 1732, PAL_NONE }, { 1739, PAL_NONE }, { 1718, PAL_NONE }, { 1725, PAL_NONE }, { 1760, PAL_NONE }, { 1838, PAL_NONE }, { 1844, PAL_NONE }, { 1866, PAL_NONE }, { 1871, PAL_NONE }, { 1899, PAL_NONE }, { 1935, PAL_NONE }, { 1928, PAL_NONE }, { 1915, PAL_NONE }, { 1887, PAL_NONE }, { 1908, PAL_NONE }, { 1824, PAL_NONE }, { 1943, PAL_NONE }, { 1950, PAL_NONE }, { 1957, PALETTE_TO_GREEN }, { 1964, PALETTE_TO_RED }, { 1971, PAL_NONE }, { 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, }, { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED } }; /** * Calculate the maximum size of all tree sprites * @return Dimension of the largest tree sprite */ static Dimension GetMaxTreeSpriteSize() { const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape]; const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape]; Dimension size, this_size; Point offset; /* Avoid to use it uninitialized */ size.width = 32; // default width - WD_FRAMERECT_LEFT size.height = 39; // default height - BUTTON_BOTTOM_OFFSET offset.x = 0; offset.y = 0; for (int i = base; i < base + count; i++) { if (i >= (int)lengthof(tree_sprites)) return size; this_size = GetSpriteSize(tree_sprites[i].sprite, &offset); size.width = std::max(size.width, 2 * std::max(this_size.width, -offset.x)); size.height = std::max(size.height, std::max(this_size.height, -offset.y)); } return size; } /** * The build trees window. */ class BuildTreesWindow : public Window { /** Visual Y offset of tree root from the bottom of the tree type buttons */ static const int BUTTON_BOTTOM_OFFSET = 7; enum PlantingMode { PM_NORMAL, PM_FOREST_SM, PM_FOREST_LG, }; int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree. PlantingMode mode; ///< Current mode for planting /** * Update the GUI and enable/disable planting to reflect selected options. */ void UpdateMode() { this->RaiseButtons(); const int current_tree = this->tree_to_plant; if (this->tree_to_plant >= 0) { /* Activate placement */ if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP); SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT, this->window_class, this->window_number); this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1 } else { /* Deactivate placement */ ResetObjectToPlace(); } if (this->tree_to_plant == TREE_INVALID) { this->LowerWidget(WID_BT_TYPE_RANDOM); } else if (this->tree_to_plant >= 0) { this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant); } switch (this->mode) { case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break; case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break; case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break; default: NOT_REACHED(); } this->SetDirty(); } void DoPlantForest(TileIndex tile) { TreeType treetype = (TreeType)this->tree_to_plant; if (this->tree_to_plant == TREE_INVALID) { treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]); } const uint radius = this->mode == PM_FOREST_LG ? 12 : 5; const uint count = this->mode == PM_FOREST_LG ? 12 : 5; // Create tropic zones only when the tree type is selected by the user and not picked randomly. PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID); } public: BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL) { this->InitNested(window_number); ResetObjectToPlace(); this->LowerWidget(WID_BT_MODE_NORMAL); /* Show scenario editor tools in editor */ auto *se_tools = this->GetWidget(WID_BT_SE_PANE); if (_game_mode != GM_EDITOR) { se_tools->SetDisplayedPlane(SZSP_HORIZONTAL); this->ReInit(); } } void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override { if (widget >= WID_BT_TYPE_BUTTON_FIRST) { /* Ensure tree type buttons are sized after the largest tree type */ Dimension d = GetMaxTreeSpriteSize(); size->width = d.width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT; size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space } } void DrawWidget(const Rect &r, int widget) const override { if (widget >= WID_BT_TYPE_BUTTON_FIRST) { const int index = widget - WID_BT_TYPE_BUTTON_FIRST; /* Trees "grow" in the centre on the bottom line of the buttons */ DrawSprite(tree_sprites[index].sprite, tree_sprites[index].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET)); } } void OnClick(Point pt, int widget, int click_count) override { switch (widget) { case WID_BT_TYPE_RANDOM: // tree of random type. this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID; this->UpdateMode(); break; case WID_BT_MANY_RANDOM: // place trees randomly over the landscape if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP); PlaceTreesRandomly(); MarkWholeScreenDirty(); break; case WID_BT_MODE_NORMAL: this->mode = PM_NORMAL; this->UpdateMode(); break; case WID_BT_MODE_FOREST_SM: assert(_game_mode == GM_EDITOR); this->mode = PM_FOREST_SM; this->UpdateMode(); break; case WID_BT_MODE_FOREST_LG: assert(_game_mode == GM_EDITOR); this->mode = PM_FOREST_LG; this->UpdateMode(); break; default: if (widget >= WID_BT_TYPE_BUTTON_FIRST) { const int index = widget - WID_BT_TYPE_BUTTON_FIRST; this->tree_to_plant = this->tree_to_plant == index ? -1 : index; this->UpdateMode(); } break; } } void OnPlaceObject(Point pt, TileIndex tile) override { if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) { VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES); } else { VpStartDragging(DDSP_PLANT_TREES); } } void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) override { if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) { VpSelectTilesWithMethod(pt.x, pt.y, select_method); } else { TileIndex tile = TileVirtXY(pt.x, pt.y); if (this->mode == PM_NORMAL) { DoCommandP(CMD_PLANT_TREE, tile, this->tree_to_plant, tile); } else { this->DoPlantForest(tile); } } } void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override { if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) { DoCommandP(CMD_PLANT_TREE, STR_ERROR_CAN_T_PLANT_TREE_HERE, end_tile, this->tree_to_plant, start_tile); } } void OnPlaceObjectAbort() override { this->tree_to_plant = -1; this->UpdateMode(); } }; /** * Make widgets for the current available tree types. * This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to * get producing the correct result than dynamically building the widgets is. * @see NWidgetFunctionType */ static NWidgetBase *MakeTreeTypeButtons(int *biggest_index) { const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape]; const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape]; /* Toyland has 9 tree types, which look better in 3x3 than 4x3 */ const int num_columns = type_count == 9 ? 3 : 4; const int num_rows = CeilDiv(type_count, num_columns); byte cur_type = type_base; NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE); vstack->SetPIP(0, 1, 0); for (int row = 0; row < num_rows; row++) { NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE); hstack->SetPIP(0, 1, 0); vstack->Add(hstack); for (int col = 0; col < num_columns; col++) { if (cur_type > type_base + type_count) break; NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type); button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP); hstack->Add(button); *biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type; cur_type++; } } return vstack; } static const NWidgetPart _nested_build_trees_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN), NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN), NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN), EndContainer(), NWidget(WWT_PANEL, COLOUR_DARK_GREEN), NWidget(NWID_VERTICAL), SetPadding(2), NWidgetFunction(MakeTreeTypeButtons), NWidget(NWID_SPACER), SetMinimalSize(0, 1), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP), NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE), NWidget(NWID_VERTICAL), NWidget(NWID_SPACER), SetMinimalSize(0, 1), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP), EndContainer(), NWidget(NWID_SPACER), SetMinimalSize(0, 1), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP), EndContainer(), EndContainer(), EndContainer(), EndContainer(), }; static WindowDesc _build_trees_desc( WDP_AUTO, "build_tree", 0, 0, WC_BUILD_TREES, WC_NONE, WDF_CONSTRUCTION, _nested_build_trees_widgets, lengthof(_nested_build_trees_widgets) ); void ShowBuildTreesToolbar() { if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return; AllocateWindowDescFront(&_build_trees_desc, 0); }