/* * 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 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, WidgetID 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 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_WIDGET_OUTLINES, 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(WID_M_VIEWPORT); nvp->InitializeViewport(this, TileXY(32, 32), ScaleZoomGUI(ZOOM_LVL_VIEWPORT)); this->viewport->overlay = std::make_shared(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(WID_M_VIEWPORT)->SetDirty(this); } /** Refresh the link-graph overlay on a regular interval. */ IntervalTimer 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 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; case GHK_WIDGET_OUTLINES: ToggleWidgetOutlines(); 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::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(WID_M_VIEWPORT); nvp->UpdateViewportCoordinates(this); this->refresh_timeout.Reset(); } } bool OnTooltip([[maybe_unused]] Point pt, WidgetID 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('O' | WKC_CTRL, "widget_outlines", GHK_WIDGET_OUTLINES), 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(__FILE__, __LINE__, 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(); }