Import Picking and placing single houses in scenario editor patch
Minor whitespace fixes http://www.tt-forums.net/viewtopic.php?f=33&t=68894&view=unread#p1099696
This commit is contained in:

committed by
Jonathan G Rennison

parent
e6782df9ba
commit
19dcbb1cb9
677
src/town_gui.cpp
677
src/town_gui.cpp
@@ -32,6 +32,10 @@
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#include "core/geometry_func.hpp"
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#include "genworld.h"
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#include "widgets/dropdown_func.h"
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#include "newgrf_config.h"
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#include "newgrf_house.h"
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#include "date_func.h"
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#include "core/random_func.hpp"
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#include "widgets/town_widget.h"
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@@ -1197,3 +1201,676 @@ void ShowFoundTownWindow()
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if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
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AllocateWindowDescFront<FoundTownWindow>(&_found_town_desc, 0);
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}
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class GUIHouseList : public SmallVector<HouseID, 32> {
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protected:
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SmallVector<uint16, 4> house_sets; ///< list of house sets, each item points the first house of the set in the houses array
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static int CDECL HouseSorter(const HouseID *a, const HouseID *b)
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{
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const HouseSpec *a_hs = HouseSpec::Get(*a);
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const GRFFile *a_set = a_hs->grf_prop.grffile;
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const HouseSpec *b_hs = HouseSpec::Get(*b);
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const GRFFile *b_set = b_hs->grf_prop.grffile;
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int ret = (a_set != NULL) - (b_set != NULL);
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if (ret == 0) {
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if (a_set != NULL) {
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assert_compile(sizeof(a_set->grfid) <= sizeof(int));
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ret = a_set->grfid - b_set->grfid;
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if (ret == 0) ret = a_hs->grf_prop.local_id - b_hs->grf_prop.local_id;
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} else {
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ret = *a - *b;
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}
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}
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return ret;
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}
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public:
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GUIHouseList()
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{
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*this->house_sets.Append() = 0; // terminator
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}
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inline HouseID GetHouseAtOffset(uint house_set, uint house_offset) const
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{
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return *this->Get(this->house_sets[house_set] + house_offset);
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}
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uint NumHouseSets() const
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{
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return this->house_sets.Length() - 1; // last item is a terminator
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}
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uint NumHousesInHouseSet(uint house_set) const
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{
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assert(house_set < this->NumHouseSets());
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/* There is a terminator on the list of house sets. It's equal to the number
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* of all houses. We can safely use "house_set + 1" even for the last
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* house set. */
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return this->house_sets[house_set + 1] - this->house_sets[house_set];
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}
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int FindHouseSet(HouseID house) const
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{
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const GRFFile *house_set = HouseSpec::Get(house)->grf_prop.grffile;
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for (uint i = 0; i < this->NumHouseSets(); i++) {
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if (HouseSpec::Get(this->GetHouseAtOffset(i, 0))->grf_prop.grffile == house_set) return i;
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}
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return -1;
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}
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int FindHouseOffset(uint house_set, HouseID house) const
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{
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assert(house_set < this->NumHouseSets());
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uint count = this->NumHousesInHouseSet(house_set);
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for (uint i = 0; i < count; i++) {
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if (this->GetHouseAtOffset(house_set, i) == house) return i;
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}
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return -1;
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}
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const char *GetNameOfHouseSet(uint house_set) const
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{
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assert(house_set < this->NumHouseSets());
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const GRFFile *gf = HouseSpec::Get(this->GetHouseAtOffset(house_set, 0))->grf_prop.grffile;
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if (gf != NULL) return GetGRFConfig(gf->grfid)->GetName();
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static char name[DRAW_STRING_BUFFER];
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GetString(name, STR_BASIC_HOUSE_SET_NAME, lastof(name));
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return name;
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}
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/**
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* Notify the sortlist that the rebuild is done
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*
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* @note This forces a resort
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*/
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void Build()
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{
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/* collect items */
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this->Clear();
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for (HouseID house = 0; house < NUM_HOUSES; house++) {
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const HouseSpec *hs = HouseSpec::Get(house);
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/* is the house enabled? */
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if (!hs->enabled) continue;
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/* is the house overriden? */
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if (hs->grf_prop.override != INVALID_HOUSE_ID) continue;
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/* is the house allownd in current landscape? */
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HouseZones landscapes = (HouseZones)(HZ_TEMP << _settings_game.game_creation.landscape);
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if (_settings_game.game_creation.landscape == LT_ARCTIC) landscapes |= HZ_SUBARTC_ABOVE;
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if (!(hs->building_availability & landscapes)) continue;
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/* is the house allowed at any of house zones at all? */
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if (!(hs->building_availability & HZ_ZONALL)) continue;
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/* is there any year in which the house is allowed? */
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if (hs->min_year > hs->max_year) continue;
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/* add the house */
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*this->Append() = house;
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}
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/* arrange items */
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QSortT(this->Begin(), this->Length(), HouseSorter);
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/* list house sets */
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this->house_sets.Clear();
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const GRFFile *last_set;
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for (uint i = 0; i < this->Length(); i++) {
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const HouseSpec *hs = HouseSpec::Get((*this)[i]);
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/* add house set */
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if (this->house_sets.Length() == 0 || last_set != hs->grf_prop.grffile) {
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last_set = hs->grf_prop.grffile;
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*this->house_sets.Append() = i;
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}
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}
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/* put a terminator on the list to make counting easier */
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*this->house_sets.Append() = this->Length();
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}
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};
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static HouseID _cur_house = INVALID_HOUSE_ID; ///< house selected in the house picker window
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/** The window used for building houses. */
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class HousePickerWindow : public PickerWindowBase {
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protected:
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GUIHouseList house_list; ///< list of houses and house sets
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uint house_offset; ///< index of selected house
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uint house_set; ///< index of selected house set
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uint line_height; ///< height of a single line in the list of house sets
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void RestoreSelectedHouseIndex()
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{
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this->house_set = 0;
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this->house_offset = 0;
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if (this->house_list.Length() == 0) { // no houses at all?
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_cur_house = INVALID_HOUSE_ID;
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return;
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}
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if (_cur_house != INVALID_HOUSE_ID) {
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int house_set = this->house_list.FindHouseSet(_cur_house);
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if (house_set >= 0) {
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this->house_set = house_set;
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int house_offset = this->house_list.FindHouseOffset(house_set, _cur_house);
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if (house_offset >= 0) {
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this->house_offset = house_offset;
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return;
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}
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}
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}
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_cur_house = this->house_list.GetHouseAtOffset(this->house_set, this->house_offset);
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}
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/**
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* Select another house.
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* @param new_house_set index of the house set
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* @param new_house_offset offset of the house
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*/
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void SelectOtherHouse(uint new_house_set, uint new_house_offset)
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{
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assert(new_house_set < this->house_list.NumHouseSets());
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assert(new_house_offset < this->house_list.NumHousesInHouseSet(new_house_set));
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_cur_house = this->house_list.GetHouseAtOffset(new_house_set, new_house_offset);
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this->house_set = new_house_set;
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this->house_offset = new_house_offset;
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NWidgetMatrix *matrix = this->GetWidget<NWidgetMatrix>(WID_HP_HOUSE_SELECT_MATRIX);
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matrix->SetCount(this->house_list.NumHousesInHouseSet(this->house_set));
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matrix->SetClicked(this->house_offset);
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this->UpdateSelectSize();
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this->SetDirty();
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}
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void UpdateSelectSize()
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{
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uint w = 1, h = 1;
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if (_cur_house != INVALID_HOUSE_ID) {
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const HouseSpec *hs = HouseSpec::Get(_cur_house);
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if (hs->building_flags & BUILDING_2_TILES_X) w++;
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if (hs->building_flags & BUILDING_2_TILES_Y) h++;
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}
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SetTileSelectSize(w, h);
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}
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public:
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HousePickerWindow(WindowDesc *desc, Window *w) : PickerWindowBase(desc, w)
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{
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this->CreateNestedTree();
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/* there is no shade box but we will shade the window if there is no house to show */
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this->shade_select = this->GetWidget<NWidgetStacked>(WID_HP_MAIN_PANEL_SEL);
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NWidgetMatrix *matrix = this->GetWidget<NWidgetMatrix>(WID_HP_HOUSE_SELECT_MATRIX);
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matrix->SetScrollbar(this->GetScrollbar(WID_HP_HOUSE_SELECT_SCROLL));
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this->FinishInitNested(0);
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if (_cur_house != INVALID_HOUSE_ID) matrix->SetClicked(this->house_offset); // set clicked item again to make it visible
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}
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~HousePickerWindow()
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{
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DeleteWindowById(WC_SELECT_TOWN, 0);
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}
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virtual void OnInit()
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{
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this->house_list.Build();
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this->RestoreSelectedHouseIndex();
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this->UpdateSelectSize();
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/* if we have exactly one set of houses and it's not the default one then display it's name in the title bar */
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this->GetWidget<NWidgetCore>(WID_HP_CAPTION)->widget_data =
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(this->house_list.NumHouseSets() == 1 && HouseSpec::Get(this->house_list[0])->grf_prop.grffile != NULL) ?
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STR_HOUSE_BUILD_CUSTOM_CAPTION : STR_HOUSE_BUILD_CAPTION;
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/* hide widgets if we have no houses to show */
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this->SetShaded(this->house_list.Length() == 0);
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if (this->house_list.Length() != 0) {
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/* show the list of house sets if we have at least 2 items to show */
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this->GetWidget<NWidgetStacked>(WID_HP_HOUSE_SETS_SEL)->SetDisplayedPlane(this->house_list.NumHouseSets() > 1 ? 0 : SZSP_NONE);
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/* set number of items in the list of house sets */
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this->GetWidget<NWidgetCore>(WID_HP_HOUSE_SETS)->widget_data = (this->house_list.NumHouseSets() << MAT_ROW_START) | (1 << MAT_COL_START);
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/* show the landscape info only in arctic climate (above/below snowline) */
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this->GetWidget<NWidgetStacked>(WID_HP_HOUSE_LANDSCAPE_SEL)->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_ARCTIC ? 0 : SZSP_NONE);
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/* update the matrix of houses */
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NWidgetMatrix *matrix = this->GetWidget<NWidgetMatrix>(WID_HP_HOUSE_SELECT_MATRIX);
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matrix->SetCount(this->house_list.NumHousesInHouseSet(this->house_set));
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matrix->SetClicked(this->house_offset);
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}
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}
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virtual void SetStringParameters(int widget) const
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{
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switch (widget) {
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case WID_HP_CAPTION:
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if (this->house_list.NumHouseSets() == 1) SetDParamStr(0, this->house_list.GetNameOfHouseSet(0));
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break;
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case WID_HP_HOUSE_NAME:
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SetDParam(0, GetHouseName(_cur_house));
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break;
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case WID_HP_HISTORICAL_BUILDING:
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SetDParam(0, HouseSpec::Get(_cur_house)->extra_flags & BUILDING_IS_HISTORICAL ? STR_HOUSE_BUILD_HISTORICAL_BUILDING : STR_EMPTY);
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break;
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case WID_HP_HOUSE_POPULATION:
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SetDParam(0, HouseSpec::Get(_cur_house)->population);
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break;
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case WID_HP_HOUSE_ZONES: {
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HouseZones zones = (HouseZones)(HouseSpec::Get(_cur_house)->building_availability & HZ_ZONALL);
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for (int i = 0; i < HZB_END; i++) {
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/* colour: gold(enabled)/grey(disabled) */
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SetDParam(2 * i, HasBit(zones, HZB_END - i - 1) ? STR_HOUSE_BUILD_HOUSE_ZONE_ENABLED : STR_HOUSE_BUILD_HOUSE_ZONE_DISABLED);
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/* digit: 1(center)/2/3/4/5(edge) */
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SetDParam(2 * i + 1, i + 1);
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}
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break;
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}
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case WID_HP_HOUSE_LANDSCAPE: {
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StringID info = STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE;
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switch (HouseSpec::Get(_cur_house)->building_availability & (HZ_SUBARTC_ABOVE | HZ_SUBARTC_BELOW)) {
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case HZ_SUBARTC_ABOVE: info = STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE; break;
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case HZ_SUBARTC_BELOW: info = STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE; break;
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default: break;
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}
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SetDParam(0, info);
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break;
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}
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case WID_HP_HOUSE_YEARS: {
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const HouseSpec *hs = HouseSpec::Get(_cur_house);
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SetDParam(0, hs->min_year <= _cur_year ? STR_HOUSE_BUILD_YEARS_GOOD_YEAR : STR_HOUSE_BUILD_YEARS_BAD_YEAR);
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SetDParam(1, hs->min_year);
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SetDParam(2, hs->max_year >= _cur_year ? STR_HOUSE_BUILD_YEARS_GOOD_YEAR : STR_HOUSE_BUILD_YEARS_BAD_YEAR);
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SetDParam(3, hs->max_year);
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break;
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}
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case WID_HP_HOUSE_ACCEPTANCE: {
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static char buff[DRAW_STRING_BUFFER] = "";
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char *str = buff;
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CargoArray cargo;
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uint32 dummy = 0;
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AddAcceptedHouseCargo(_cur_house, INVALID_TILE, cargo, &dummy);
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for (uint i = 0; i < NUM_CARGO; i++) {
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if (cargo[i] == 0) continue;
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/* If the accepted value is less than 8, show it in 1/8:ths */
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SetDParam(0, cargo[i] < 8 ? STR_HOUSE_BUILD_CARGO_VALUE_EIGHTS : STR_HOUSE_BUILD_CARGO_VALUE_JUST_NAME);
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SetDParam(1, cargo[i]);
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SetDParam(2, CargoSpec::Get(i)->name);
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str = GetString(str, str == buff ? STR_HOUSE_BUILD_CARGO_FIRST : STR_HOUSE_BUILD_CARGO_SEPARATED, lastof(buff));
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}
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if (str == buff) GetString(buff, STR_JUST_NOTHING, lastof(buff));
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SetDParamStr(0, buff);
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break;
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}
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case WID_HP_HOUSE_SUPPLY: {
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CargoArray cargo;
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AddProducedHouseCargo(_cur_house, INVALID_TILE, cargo);
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uint32 cargo_mask = 0;
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for (uint i = 0; i < NUM_CARGO; i++) if (cargo[i] != 0) SetBit(cargo_mask, i);
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SetDParam(0, cargo_mask);
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break;
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}
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default: break;
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}
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}
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virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
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{
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switch (widget) {
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case WID_HP_HOUSE_SETS: {
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uint max_w = 0;
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for (uint i = 0; i < this->house_list.NumHouseSets(); i++) {
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max_w = max(max_w, GetStringBoundingBox(this->house_list.GetNameOfHouseSet(i)).width);
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}
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size->width = max(size->width, max_w + padding.width);
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this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM;
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size->height = this->house_list.NumHouseSets() * this->line_height;
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break;
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}
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case WID_HP_HOUSE_NAME:
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size->width = 120; // we do not want this window to get too wide, better clip
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break;
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case WID_HP_HISTORICAL_BUILDING:
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size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HISTORICAL_BUILDING).width + padding.width);
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break;
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case WID_HP_HOUSE_POPULATION:
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SetDParam(0, 0);
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/* max popultion is 255 - 3 digits */
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size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HOUSE_POPULATION).width + 3 * GetDigitWidth() + padding.width);
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break;
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case WID_HP_HOUSE_ZONES: {
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for (int i = 0; i < HZB_END; i++) {
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SetDParam(2 * i, STR_HOUSE_BUILD_HOUSE_ZONE_ENABLED); // colour
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SetDParam(2 * i + 1, i + 1); // digit: 1(center)/2/3/4/5(edge)
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}
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size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HOUSE_ZONES).width + padding.width);
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break;
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}
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case WID_HP_HOUSE_LANDSCAPE: {
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SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE);
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Dimension dim = GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE);
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SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE);
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dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE));
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SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE);
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dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE));
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dim.width += padding.width;
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dim.height += padding.height;
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*size = maxdim(*size, dim);
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break;
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}
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case WID_HP_HOUSE_YEARS: {
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SetDParam(0, STR_HOUSE_BUILD_YEARS_GOOD_YEAR);
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SetDParam(1, 0);
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SetDParam(2, STR_HOUSE_BUILD_YEARS_GOOD_YEAR);
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SetDParam(3, 0);
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Dimension dim = GetStringBoundingBox(STR_HOUSE_BUILD_YEARS);
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dim.width += 14 * GetDigitWidth() + padding.width; // space for about 16 digits (14 + two zeros) should be enough, don't make the window too wide
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dim.height += padding.height;
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*size = maxdim(*size, dim);
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break;
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}
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case WID_HP_HOUSE_SELECT_MATRIX:
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resize->height = 1; // don't snap to rows of this matrix
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break;
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/* these texts can be long, better clip */
|
||||
case WID_HP_HOUSE_ACCEPTANCE:
|
||||
case WID_HP_HOUSE_SUPPLY:
|
||||
size->width = 0;
|
||||
break;
|
||||
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void DrawWidget(const Rect &r, int widget) const
|
||||
{
|
||||
switch (GB(widget, 0, 16)) {
|
||||
case WID_HP_HOUSE_SETS: {
|
||||
int y = r.top + WD_MATRIX_TOP;
|
||||
for (uint i = 0; i < this->house_list.NumHouseSets(); i++) {
|
||||
SetDParamStr(0, this->house_list.GetNameOfHouseSet(i));
|
||||
DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y, STR_JUST_RAW_STRING, i == this->house_set ? TC_WHITE : TC_BLACK);
|
||||
y += this->line_height;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case WID_HP_HOUSE_PREVIEW:
|
||||
DrawHouseImage(_cur_house, r.left, r.top, r.right, r.bottom);
|
||||
break;
|
||||
|
||||
case WID_HP_HOUSE_SELECT: {
|
||||
HouseID house = this->house_list.GetHouseAtOffset(this->house_set, GB(widget, 16, 16));
|
||||
int lowered = (house == _cur_house) ? 1 : 0;
|
||||
DrawHouseImage(house,
|
||||
r.left + WD_MATRIX_LEFT + lowered, r.top + WD_MATRIX_TOP + lowered,
|
||||
r.right - WD_MATRIX_RIGHT + lowered, r.bottom - WD_MATRIX_BOTTOM + lowered);
|
||||
const HouseSpec *hs = HouseSpec::Get(house);
|
||||
/* disabled? */
|
||||
if (_cur_year < hs->min_year || _cur_year > hs->max_year) {
|
||||
GfxFillRect(r.left + 1, r.top + 1, r.right - 1, r.bottom - 1, PC_BLACK, FILLRECT_CHECKER);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnClick(Point pt, int widget, int click_count)
|
||||
{
|
||||
switch (GB(widget, 0, 16)) {
|
||||
case WID_HP_HOUSE_SETS: {
|
||||
uint index = (uint)(pt.y - this->GetWidget<NWidgetBase>(widget)->pos_y) / this->line_height;
|
||||
if (index < this->house_list.NumHouseSets() && index != this->house_set) this->SelectOtherHouse(index, 0);
|
||||
break;
|
||||
}
|
||||
|
||||
case WID_HP_HOUSE_SELECT:
|
||||
this->SelectOtherHouse(this->house_set, GB(widget, 16, 16));
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
static const NWidgetPart _nested_house_picker_widgets[] = {
|
||||
/* TOP */
|
||||
NWidget(NWID_HORIZONTAL),
|
||||
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
|
||||
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN, WID_HP_CAPTION), SetDataTip(STR_HOUSE_BUILD_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
|
||||
NWidget(WWT_DEFSIZEBOX, COLOUR_DARK_GREEN),
|
||||
EndContainer(),
|
||||
NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_MAIN_PANEL_SEL),
|
||||
NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL),
|
||||
/* MIDDLE */
|
||||
NWidget(NWID_HORIZONTAL), SetPIP(5, 0, 0),
|
||||
/* LEFT */
|
||||
NWidget(NWID_VERTICAL), SetPIP(5, 2, 2),
|
||||
/* LIST OF HOUSE SETS */
|
||||
NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_HOUSE_SETS_SEL),
|
||||
NWidget(NWID_HORIZONTAL),
|
||||
NWidget(WWT_MATRIX, COLOUR_GREY, WID_HP_HOUSE_SETS), SetMinimalSize(0, 60), SetFill(1, 0), SetResize(0, 0),
|
||||
SetMatrixDataTip(1, 1, STR_HOUSE_BUILD_HOUSESET_LIST_TOOLTIP),
|
||||
EndContainer(),
|
||||
EndContainer(),
|
||||
/* HOUSE PICTURE AND LABEL */
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_PREVIEW), SetFill(1, 1), SetResize(0, 1), SetMinimalSize(2 * TILE_PIXELS, 142),
|
||||
NWidget(WWT_LABEL, COLOUR_DARK_GREEN, WID_HP_HOUSE_NAME), SetDataTip(STR_HOUSE_BUILD_HOUSE_NAME, STR_NULL), SetMinimalSize(120, 0),
|
||||
NWidget(WWT_LABEL, COLOUR_DARK_GREEN, WID_HP_HISTORICAL_BUILDING), SetDataTip(STR_JUST_STRING, STR_NULL),
|
||||
/* HOUSE INFOS (SHORT TEXTS) */
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_POPULATION), SetDataTip(STR_HOUSE_BUILD_HOUSE_POPULATION, STR_NULL), SetPadding(5, 0, 0, 0),
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_ZONES), SetDataTip(STR_HOUSE_BUILD_HOUSE_ZONES, STR_NULL),
|
||||
NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_HOUSE_LANDSCAPE_SEL),
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_LANDSCAPE), SetDataTip(STR_HOUSE_BUILD_LANDSCAPE, STR_NULL),
|
||||
EndContainer(),
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_YEARS), SetDataTip(STR_HOUSE_BUILD_YEARS, STR_NULL),
|
||||
EndContainer(),
|
||||
/* RIGHT: MATRIX OF HOUSES */
|
||||
NWidget(NWID_MATRIX, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT_MATRIX), SetPIP(0, 2, 0), SetPadding(2, 2, 2, 2), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL),
|
||||
NWidget(WWT_PANEL, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT), SetMinimalSize(64, 64), SetFill(0, 0), SetResize(0, 0),
|
||||
SetDataTip(0x0, STR_HOUSE_BUILD_SELECT_HOUSE_TOOLTIP), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL),
|
||||
EndContainer(),
|
||||
EndContainer(),
|
||||
NWidget(NWID_VSCROLLBAR, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT_SCROLL),
|
||||
EndContainer(),
|
||||
/* BOTTOM */
|
||||
NWidget(NWID_HORIZONTAL), SetPIP(5, 2, 0),
|
||||
/* HOUSE INFOS (LONG TEXTS) */
|
||||
NWidget(NWID_VERTICAL), SetPIP(0, 2, 5),
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_ACCEPTANCE), SetDataTip(STR_HOUSE_BUILD_ACCEPTED_CARGO, STR_NULL), SetFill(1, 0), SetResize(1, 0),
|
||||
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_SUPPLY), SetDataTip(STR_HOUSE_BUILD_SUPPLIED_CARGO, STR_NULL), SetFill(1, 0), SetResize(1, 0),
|
||||
EndContainer(),
|
||||
/* RESIZE BOX */
|
||||
NWidget(NWID_VERTICAL),
|
||||
NWidget(NWID_SPACER), SetFill(0, 1),
|
||||
NWidget(WWT_RESIZEBOX, COLOUR_DARK_GREEN),
|
||||
EndContainer(),
|
||||
EndContainer(),
|
||||
EndContainer(),
|
||||
EndContainer(),
|
||||
};
|
||||
|
||||
static WindowDesc _house_picker_desc(
|
||||
WDP_AUTO, "build_house", 0, 0,
|
||||
WC_BUILD_HOUSE, WC_BUILD_TOOLBAR,
|
||||
WDF_CONSTRUCTION,
|
||||
_nested_house_picker_widgets, lengthof(_nested_house_picker_widgets)
|
||||
);
|
||||
|
||||
/**
|
||||
* Show our house picker.
|
||||
* @param parent The toolbar window we're associated with.
|
||||
*/
|
||||
void ShowBuildHousePicker(Window *parent)
|
||||
{
|
||||
new HousePickerWindow(&_house_picker_desc, parent);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Window for selecting towns to build a house in.
|
||||
*/
|
||||
struct SelectTownWindow : Window {
|
||||
TownList towns; ///< list of towns
|
||||
CommandContainer cmd; ///< command to build the house (CMD_BUILD_HOUSE)
|
||||
Scrollbar *vscroll; ///< scrollbar for the town list
|
||||
|
||||
SelectTownWindow(WindowDesc *desc, const TownList &towns, const CommandContainer &cmd) : Window(desc), towns(towns), cmd(cmd)
|
||||
{
|
||||
this->CreateNestedTree();
|
||||
this->vscroll = this->GetScrollbar(WID_ST_SCROLLBAR);
|
||||
this->vscroll->SetCount(this->towns.Length());
|
||||
this->FinishInitNested();
|
||||
}
|
||||
|
||||
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
|
||||
{
|
||||
if (widget != WID_ST_PANEL) return;
|
||||
|
||||
/* Determine the widest string */
|
||||
Dimension d = { 0, 0 };
|
||||
for (uint i = 0; i < this->towns.Length(); i++) {
|
||||
SetDParam(0, this->towns[i]);
|
||||
d = maxdim(d, GetStringBoundingBox(STR_SELECT_TOWN_LIST_ITEM));
|
||||
}
|
||||
|
||||
resize->height = d.height;
|
||||
d.height *= 5;
|
||||
d.width += WD_FRAMERECT_RIGHT + WD_FRAMERECT_LEFT;
|
||||
d.height += WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM;
|
||||
*size = d;
|
||||
}
|
||||
|
||||
virtual void DrawWidget(const Rect &r, int widget) const
|
||||
{
|
||||
if (widget != WID_ST_PANEL) return;
|
||||
|
||||
uint y = r.top + WD_FRAMERECT_TOP;
|
||||
uint end = min(this->vscroll->GetCount(), this->vscroll->GetPosition() + this->vscroll->GetCapacity());
|
||||
for (uint i = this->vscroll->GetPosition(); i < end; i++) {
|
||||
SetDParam(0, this->towns[i]);
|
||||
DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, y, STR_SELECT_TOWN_LIST_ITEM);
|
||||
y += this->resize.step_height;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnClick(Point pt, int widget, int click_count)
|
||||
{
|
||||
if (widget != WID_ST_PANEL) return;
|
||||
|
||||
uint pos = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_ST_PANEL, WD_FRAMERECT_TOP);
|
||||
if (pos >= this->towns.Length()) return;
|
||||
|
||||
/* Place a house */
|
||||
SB(this->cmd.p1, 16, 16, this->towns[pos]);
|
||||
DoCommandP(&this->cmd);
|
||||
|
||||
/* Close the window */
|
||||
delete this;
|
||||
}
|
||||
|
||||
virtual void OnResize()
|
||||
{
|
||||
this->vscroll->SetCapacityFromWidget(this, WID_ST_PANEL, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM);
|
||||
}
|
||||
};
|
||||
|
||||
static const NWidgetPart _nested_select_town_widgets[] = {
|
||||
NWidget(NWID_HORIZONTAL),
|
||||
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
|
||||
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN, WID_ST_CAPTION), SetDataTip(STR_SELECT_TOWN_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
|
||||
NWidget(WWT_DEFSIZEBOX, COLOUR_DARK_GREEN),
|
||||
EndContainer(),
|
||||
NWidget(NWID_HORIZONTAL),
|
||||
NWidget(WWT_PANEL, COLOUR_DARK_GREEN, WID_ST_PANEL), SetResize(1, 0), SetScrollbar(WID_ST_SCROLLBAR), EndContainer(),
|
||||
NWidget(NWID_VERTICAL),
|
||||
NWidget(NWID_VSCROLLBAR, COLOUR_DARK_GREEN, WID_ST_SCROLLBAR),
|
||||
NWidget(WWT_RESIZEBOX, COLOUR_DARK_GREEN),
|
||||
EndContainer(),
|
||||
EndContainer(),
|
||||
};
|
||||
|
||||
static WindowDesc _select_town_desc(
|
||||
WDP_AUTO, "select_town", 100, 0,
|
||||
WC_SELECT_TOWN, WC_NONE,
|
||||
WDF_CONSTRUCTION,
|
||||
_nested_select_town_widgets, lengthof(_nested_select_town_widgets)
|
||||
);
|
||||
|
||||
static void ShowSelectTownWindow(const TownList &towns, const CommandContainer &cmd)
|
||||
{
|
||||
DeleteWindowByClass(WC_SELECT_TOWN);
|
||||
new SelectTownWindow(&_select_town_desc, towns, cmd);
|
||||
}
|
||||
|
||||
|
||||
void PlaceProc_House(TileIndex tile)
|
||||
{
|
||||
if (_town_pool.items == 0) {
|
||||
ShowErrorMessage(STR_ERROR_CAN_T_BUILD_HOUSE_HERE, STR_ERROR_MUST_FOUND_TOWN_FIRST, WL_INFO);
|
||||
return;
|
||||
}
|
||||
|
||||
DeleteWindowById(WC_SELECT_TOWN, 0);
|
||||
|
||||
if (_cur_house == INVALID_HOUSE_ID) return;
|
||||
|
||||
/* build a list of towns to join to */
|
||||
TownList towns;
|
||||
HouseZones house_zones = HouseSpec::Get(_cur_house)->building_availability & HZ_ZONALL;
|
||||
uint best_dist = UINT_MAX;
|
||||
int best_zone = (int)HZB_BEGIN - 1;
|
||||
const Town *t;
|
||||
FOR_ALL_TOWNS(t) {
|
||||
HouseZonesBits town_zone = TryGetTownRadiusGroup(t, tile);
|
||||
if (HasBit(house_zones, town_zone)) {
|
||||
/* If CTRL is NOT pressed keep only single town on the list, the best one.
|
||||
* Otherwise add all towns to the list so they can be shown to the player. */
|
||||
if (!_ctrl_pressed) {
|
||||
if ((int)town_zone < best_zone) continue;
|
||||
uint dist = DistanceSquare(tile, t->xy);
|
||||
if (dist >= best_dist) continue;
|
||||
best_dist = dist;
|
||||
best_zone = town_zone;
|
||||
towns.Clear();
|
||||
}
|
||||
*towns.Append() = t->index;
|
||||
}
|
||||
}
|
||||
|
||||
if (towns.Length() == 0) {
|
||||
ShowErrorMessage(STR_ERROR_CAN_T_BUILD_HOUSE_HERE, STR_ERROR_BUILDING_NOT_ALLOWED_IN_THIS_TOWN_ZONE, WL_INFO);
|
||||
return;
|
||||
}
|
||||
|
||||
CommandContainer cmd = {
|
||||
tile,
|
||||
_cur_house, // p1 - house type and town index (town not yet set)
|
||||
InteractiveRandom(), // p2 - random bits for the house
|
||||
CMD_BUILD_HOUSE | CMD_MSG(STR_ERROR_CAN_T_BUILD_HOUSE_HERE),
|
||||
CcPlaySound1E,
|
||||
""
|
||||
};
|
||||
|
||||
if (!_ctrl_pressed) {
|
||||
SB(cmd.p1, 16, 16, towns[0]); // set the town, it's alone on the list
|
||||
DoCommandP(&cmd);
|
||||
} else {
|
||||
if (!_settings_client.gui.persistent_buildingtools) DeleteWindowById(WC_BUILD_HOUSE, 0);
|
||||
ShowSelectTownWindow(towns, cmd);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user