Merge branch 'master' into jgrpp

# Conflicts:
#	src/ai/ai_gui.cpp
#	src/build_vehicle_gui.cpp
#	src/genworld_gui.cpp
#	src/lang/english.txt
#	src/lang/german.txt
#	src/lang/korean.txt
#	src/newgrf_sound.cpp
#	src/roadveh.h
#	src/sound.cpp
#	src/station_cmd.cpp
#	src/train.h
#	src/train_cmd.cpp
#	src/vehicle.cpp
#	src/vehicle_base.h
#	src/vehicle_gui.cpp
This commit is contained in:
Jonathan G Rennison
2022-11-26 23:04:04 +00:00
100 changed files with 1304 additions and 825 deletions

View File

@@ -41,6 +41,7 @@
#include "zoom_func.h"
#include "tracerestrict.h"
#include "depot_base.h"
#include "hotkeys.h"
#include <vector>
#include <algorithm>
@@ -306,19 +307,19 @@ void BaseVehicleListWindow::SetCargoFilterArray()
/* Add item for disabling filtering. */
this->cargo_filter[filter_items] = CF_ANY;
this->cargo_filter_texts[filter_items] = STR_PURCHASE_INFO_ALL_TYPES;
this->cargo_filter_texts[filter_items] = STR_CARGO_TYPE_FILTER_ALL;
this->cargo_filter_criteria = filter_items;
filter_items++;
/* Add item for freight (i.e. vehicles with cargo capacity and with no passenger capacity) */
this->cargo_filter[filter_items] = CF_FREIGHT;
this->cargo_filter_texts[filter_items] = STR_CARGO_TYPE_FREIGHT;
this->cargo_filter_texts[filter_items] = STR_CARGO_TYPE_FILTER_FREIGHT;
filter_items++;
/* Add item for vehicles not carrying anything, e.g. train engines.
* This could also be useful for eyecandy vehicles of other types, but is likely too confusing for joe, */
this->cargo_filter[filter_items] = CF_NONE;
this->cargo_filter_texts[filter_items] = STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE;
this->cargo_filter_texts[filter_items] = STR_CARGO_TYPE_FILTER_NONE;
filter_items++;
/* Collect available cargo types for filtering. */
@@ -3351,26 +3352,6 @@ static const NWidgetPart _nested_vehicle_view_widgets[] = {
EndContainer(),
};
/** Vehicle view window descriptor for all vehicles but trains. */
static WindowDesc _vehicle_view_desc(
WDP_AUTO, "view_vehicle", 250, 116,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
);
/**
* Vehicle view window descriptor for trains. Only minimum_height and
* default_height are different for train view.
*/
static WindowDesc _train_view_desc(
WDP_AUTO, "view_vehicle_train", 250, 134,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets)
);
/* Just to make sure, nobody has changed the vehicle type constants, as we are
using them for array indexing in a number of places here. */
static_assert(VEH_TRAIN == 0);
@@ -3927,6 +3908,21 @@ public:
break;
}
}
EventState OnHotkey(int hotkey) override
{
/* If the hotkey is not for any widget in the UI (i.e. for honking) */
if (hotkey == WID_VV_HONK_HORN) {
const Window* mainwindow = FindWindowById(WC_MAIN_WINDOW, 0);
const Vehicle* v = Vehicle::Get(window_number);
/* Only play the sound if we're following this vehicle */
if (mainwindow->viewport->follow_vehicle == v->index) {
v->PlayLeaveStationSound(true);
}
}
return Window::OnHotkey(hotkey);
}
void OnQueryTextFinished(char *str) override
{
if (str == nullptr) return;
@@ -4071,8 +4067,36 @@ public:
{
::ShowNewGRFInspectWindow(GetGrfSpecFeature(Vehicle::Get(this->window_number)->type), this->window_number);
}
static HotkeyList hotkeys;
};
static Hotkey vehicleview_hotkeys[] = {
Hotkey('H', "honk", WID_VV_HONK_HORN),
HOTKEY_LIST_END
};
HotkeyList VehicleViewWindow::hotkeys("vehicleview", vehicleview_hotkeys);
/** Vehicle view window descriptor for all vehicles but trains. */
static WindowDesc _vehicle_view_desc(
WDP_AUTO, "view_vehicle", 250, 116,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
&VehicleViewWindow::hotkeys
);
/**
* Vehicle view window descriptor for trains. Only minimum_height and
* default_height are different for train view.
*/
static WindowDesc _train_view_desc(
WDP_AUTO, "view_vehicle_train", 250, 134,
WC_VEHICLE_VIEW, WC_NONE,
0,
_nested_vehicle_view_widgets, lengthof(_nested_vehicle_view_widgets),
&VehicleViewWindow::hotkeys
);
/** Shows the vehicle view window of the given vehicle. */
void ShowVehicleViewWindow(const Vehicle *v)