Add a build public roads button to the scenario editor
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@@ -3396,6 +3396,8 @@ STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Generate
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STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Create new scenario
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STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Reset landscape
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STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Remove all company-owned property from the map
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STR_TERRAFORM_PUBLIC_ROADS :{BLACK}Build public roads
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STR_TERRAFORM_PUBLIC_ROADS_TOOLTIP :{BLACK}Build public roads between the towns on the map
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STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Reset Landscape
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STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Are you sure you want to remove all company-owned property?
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@@ -1536,6 +1536,11 @@ static bool ChangeTrackTypeSortMode(int32 p1) {
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return true;
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}
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static bool PublicRoadsSettingChange(int32 p1) {
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InvalidateWindowClassesData(WC_SCEN_LAND_GEN);
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return true;
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}
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/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
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static void ValidateSettings()
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{
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@@ -63,6 +63,7 @@ static bool UpdateLinkgraphColours(int32 p1);
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static bool ClimateThresholdModeChanged(int32 p1);
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static bool VelocityUnitsChanged(int32 p1);
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static bool ChangeTrackTypeSortMode(int32 p1);
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static bool PublicRoadsSettingChange(int32 p1);
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static bool UpdateClientName(int32 p1);
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static bool UpdateServerPassword(int32 p1);
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@@ -4080,13 +4081,14 @@ xref = ""game_creation.build_public_roads""
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base = GameSettings
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var = game_creation.build_public_roads
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type = SLE_UINT8
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guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY
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guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY | SGF_SCENEDIT_TOO
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def = 0
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min = 0
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max = 2
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str = STR_CONFIG_SETTING_BUILD_PUBLIC_ROADS
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strhelp = STR_CONFIG_SETTING_BUILD_PUBLIC_ROADS_HELPTEXT
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strval = STR_CONFIG_SETTING_BUILD_PUBLIC_ROADS_NONE
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proc = PublicRoadsSettingChange
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patxname = ""public_roads.game_creation.build_public_roads""
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; locale
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@@ -572,7 +572,12 @@ static const NWidgetPart _nested_scen_edit_land_gen_widgets[] = {
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_NEW_SCENARIO), SetMinimalSize(160, 12),
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SetFill(1, 0), SetDataTip(STR_TERRAFORM_SE_NEW_WORLD, STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND), SetPadding(0, 2, 0, 2),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_RESET_LANDSCAPE), SetMinimalSize(160, 12),
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SetFill(1, 0), SetDataTip(STR_TERRAFORM_RESET_LANDSCAPE, STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP), SetPadding(1, 2, 2, 2),
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SetFill(1, 0), SetDataTip(STR_TERRAFORM_RESET_LANDSCAPE, STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP), SetPadding(1, 2, 0, 2),
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NWidget(NWID_SELECTION, INVALID_COLOUR, WID_ETT_SHOW_PUBLIC_ROADS),
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NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_ETT_PUBLIC_ROADS), SetMinimalSize(160, 12),
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SetFill(1, 0), SetDataTip(STR_TERRAFORM_PUBLIC_ROADS, STR_TERRAFORM_PUBLIC_ROADS_TOOLTIP), SetPadding(1, 2, 0, 2),
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EndContainer(),
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NWidget(NWID_SPACER), SetMinimalSize(0, 2),
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EndContainer(),
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};
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@@ -617,8 +622,7 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
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ScenarioEditorLandscapeGenerationWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
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{
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this->CreateNestedTree();
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NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
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show_desert->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_TROPIC ? 0 : SZSP_NONE);
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this->SetButtonStates();
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this->FinishInitNested(window_number);
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this->last_user_action = WIDGET_LIST_END;
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}
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@@ -723,6 +727,12 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
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ShowQuery(STR_QUERY_RESET_LANDSCAPE_CAPTION, STR_RESET_LANDSCAPE_CONFIRMATION_TEXT, nullptr, ResetLandscapeConfirmationCallback);
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break;
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case WID_ETT_PUBLIC_ROADS: { // Build public roads
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extern void GeneratePublicRoads();
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GeneratePublicRoads();
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break;
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}
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default: NOT_REACHED();
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}
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}
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@@ -798,6 +808,27 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
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this->SetDirty();
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}
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/**
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* Some data on this window has become invalid.
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* @param data Information about the changed data.
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* @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.
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*/
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void OnInvalidateData(int data = 0, bool gui_scope = true) override
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{
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if (!gui_scope) return;
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this->SetButtonStates();
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this->ReInit();
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}
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void SetButtonStates()
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{
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NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
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show_desert->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_TROPIC ? 0 : SZSP_NONE);
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NWidgetStacked *show_public_roads = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PUBLIC_ROADS);
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show_public_roads->SetDisplayedPlane(_settings_game.game_creation.build_public_roads != 0 ? 0 : SZSP_NONE);
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}
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static HotkeyList hotkeys;
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};
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@@ -28,6 +28,7 @@ enum TerraformToolbarWidgets {
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/** Widgets of the #ScenarioEditorLandscapeGenerationWindow class. */
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enum EditorTerraformToolbarWidgets {
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WID_ETT_SHOW_PLACE_DESERT, ///< Should the place desert button be shown?
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WID_ETT_SHOW_PUBLIC_ROADS, ///< Should the public roads button be shown?
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WID_ETT_START, ///< Used for iterations.
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WID_ETT_DOTS = WID_ETT_START, ///< Invisible widget for rendering the terraform size on.
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WID_ETT_BUTTONS_START, ///< Start of pushable buttons.
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@@ -44,6 +45,7 @@ enum EditorTerraformToolbarWidgets {
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WID_ETT_DECREASE_SIZE, ///< Downwards arrow button to decrease terraforming size.
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WID_ETT_NEW_SCENARIO, ///< Button for generating a new scenario.
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WID_ETT_RESET_LANDSCAPE, ///< Button for removing all company-owned property.
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WID_ETT_PUBLIC_ROADS, ///< Button for creating public roads.
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};
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#endif /* WIDGETS_TERRAFORM_WIDGET_H */
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