Add a build public roads button to the scenario editor

This commit is contained in:
Jonathan G Rennison
2021-06-17 22:35:27 +01:00
parent 9683676df1
commit 3a67065332
5 changed files with 46 additions and 4 deletions

View File

@@ -572,7 +572,12 @@ static const NWidgetPart _nested_scen_edit_land_gen_widgets[] = {
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_NEW_SCENARIO), SetMinimalSize(160, 12),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_SE_NEW_WORLD, STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND), SetPadding(0, 2, 0, 2),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_RESET_LANDSCAPE), SetMinimalSize(160, 12),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_RESET_LANDSCAPE, STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP), SetPadding(1, 2, 2, 2),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_RESET_LANDSCAPE, STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP), SetPadding(1, 2, 0, 2),
NWidget(NWID_SELECTION, INVALID_COLOUR, WID_ETT_SHOW_PUBLIC_ROADS),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_PUBLIC_ROADS), SetMinimalSize(160, 12),
SetFill(1, 0), SetDataTip(STR_TERRAFORM_PUBLIC_ROADS, STR_TERRAFORM_PUBLIC_ROADS_TOOLTIP), SetPadding(1, 2, 0, 2),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 2),
EndContainer(),
};
@@ -617,8 +622,7 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
ScenarioEditorLandscapeGenerationWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
{
this->CreateNestedTree();
NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
show_desert->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_TROPIC ? 0 : SZSP_NONE);
this->SetButtonStates();
this->FinishInitNested(window_number);
this->last_user_action = WIDGET_LIST_END;
}
@@ -723,6 +727,12 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
ShowQuery(STR_QUERY_RESET_LANDSCAPE_CAPTION, STR_RESET_LANDSCAPE_CONFIRMATION_TEXT, nullptr, ResetLandscapeConfirmationCallback);
break;
case WID_ETT_PUBLIC_ROADS: { // Build public roads
extern void GeneratePublicRoads();
GeneratePublicRoads();
break;
}
default: NOT_REACHED();
}
}
@@ -798,6 +808,27 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
this->SetDirty();
}
/**
* 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(int data = 0, bool gui_scope = true) override
{
if (!gui_scope) return;
this->SetButtonStates();
this->ReInit();
}
void SetButtonStates()
{
NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
show_desert->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_TROPIC ? 0 : SZSP_NONE);
NWidgetStacked *show_public_roads = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PUBLIC_ROADS);
show_public_roads->SetDisplayedPlane(_settings_game.game_creation.build_public_roads != 0 ? 0 : SZSP_NONE);
}
static HotkeyList hotkeys;
};