Feature: Push-buttons on storybook pages (#7896)
Allow more direct player-initiated interaction for Game Scripts, by letting the GS put push-buttons on storybook pages. These buttons can either trigger an immediate event, or require the player to first select a tile on the map, or a vehicle. Additionally this reworks how the storybook pages are layouted and rendered, to allow for slightly more complex layouts, and maybe speeding drawing up a bit.
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@@ -12,6 +12,7 @@
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#include "script_company.hpp"
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#include "script_date.hpp"
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#include "script_vehicle.hpp"
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#include "../../story_type.h"
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#include "../../story_base.h"
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@@ -57,9 +58,111 @@ public:
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* Story page element types.
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*/
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enum StoryPageElementType {
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SPET_TEXT = ::SPET_TEXT, ///< An element that displays a block of text.
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SPET_LOCATION = ::SPET_LOCATION, ///< An element that displays a single line of text along with a button to view the referenced location.
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SPET_GOAL = ::SPET_GOAL, ///< An element that displays a goal.
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SPET_TEXT = ::SPET_TEXT, ///< An element that displays a block of text.
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SPET_LOCATION = ::SPET_LOCATION, ///< An element that displays a single line of text along with a button to view the referenced location.
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SPET_GOAL = ::SPET_GOAL, ///< An element that displays a goal.
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SPET_BUTTON_PUSH = ::SPET_BUTTON_PUSH, ///< A push button that triggers an immediate event.
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SPET_BUTTON_TILE = ::SPET_BUTTON_TILE, ///< A button that allows the player to select a tile, and triggers an event with the tile.
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SPET_BUTTON_VEHICLE = ::SPET_BUTTON_VEHICLE, ///< A button that allows the player to select a vehicle, and triggers an event wih the vehicle.
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};
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/**
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* Formatting data for button page elements.
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*/
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typedef uint32 StoryPageButtonFormatting;
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/**
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* Formatting and layout flags for story page buttons.
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* The SPBF_FLOAT_LEFT and SPBF_FLOAT_RIGHT flags can not be combined.
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*/
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enum StoryPageButtonFlags {
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SPBF_NONE = ::SPBF_NONE, ///< No special formatting for button.
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SPBF_FLOAT_LEFT = ::SPBF_FLOAT_LEFT, ///< Button is placed to the left of the following paragraph.
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SPBF_FLOAT_RIGHT = ::SPBF_FLOAT_RIGHT, ///< Button is placed to the right of the following paragraph.
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};
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/**
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* Mouse cursors usable by story page buttons.
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*/
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enum StoryPageButtonCursor {
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SPBC_MOUSE = ::SPBC_MOUSE,
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SPBC_ZZZ = ::SPBC_ZZZ,
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SPBC_BUOY = ::SPBC_BUOY,
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SPBC_QUERY = ::SPBC_QUERY,
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SPBC_HQ = ::SPBC_HQ,
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SPBC_SHIP_DEPOT = ::SPBC_SHIP_DEPOT,
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SPBC_SIGN = ::SPBC_SIGN,
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SPBC_TREE = ::SPBC_TREE,
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SPBC_BUY_LAND = ::SPBC_BUY_LAND,
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SPBC_LEVEL_LAND = ::SPBC_LEVEL_LAND,
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SPBC_TOWN = ::SPBC_TOWN,
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SPBC_INDUSTRY = ::SPBC_INDUSTRY,
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SPBC_ROCKY_AREA = ::SPBC_ROCKY_AREA,
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SPBC_DESERT = ::SPBC_DESERT,
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SPBC_TRANSMITTER = ::SPBC_TRANSMITTER,
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SPBC_AIRPORT = ::SPBC_AIRPORT,
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SPBC_DOCK = ::SPBC_DOCK,
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SPBC_CANAL = ::SPBC_CANAL,
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SPBC_LOCK = ::SPBC_LOCK,
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SPBC_RIVER = ::SPBC_RIVER,
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SPBC_AQUEDUCT = ::SPBC_AQUEDUCT,
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SPBC_BRIDGE = ::SPBC_BRIDGE,
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SPBC_RAIL_STATION = ::SPBC_RAIL_STATION,
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SPBC_TUNNEL_RAIL = ::SPBC_TUNNEL_RAIL,
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SPBC_TUNNEL_ELRAIL = ::SPBC_TUNNEL_ELRAIL,
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SPBC_TUNNEL_MONO = ::SPBC_TUNNEL_MONO,
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SPBC_TUNNEL_MAGLEV = ::SPBC_TUNNEL_MAGLEV,
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SPBC_AUTORAIL = ::SPBC_AUTORAIL,
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SPBC_AUTOELRAIL = ::SPBC_AUTOELRAIL,
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SPBC_AUTOMONO = ::SPBC_AUTOMONO,
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SPBC_AUTOMAGLEV = ::SPBC_AUTOMAGLEV,
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SPBC_WAYPOINT = ::SPBC_WAYPOINT,
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SPBC_RAIL_DEPOT = ::SPBC_RAIL_DEPOT,
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SPBC_ELRAIL_DEPOT = ::SPBC_ELRAIL_DEPOT,
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SPBC_MONO_DEPOT = ::SPBC_MONO_DEPOT,
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SPBC_MAGLEV_DEPOT = ::SPBC_MAGLEV_DEPOT,
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SPBC_CONVERT_RAIL = ::SPBC_CONVERT_RAIL,
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SPBC_CONVERT_ELRAIL = ::SPBC_CONVERT_ELRAIL,
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SPBC_CONVERT_MONO = ::SPBC_CONVERT_MONO,
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SPBC_CONVERT_MAGLEV = ::SPBC_CONVERT_MAGLEV,
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SPBC_AUTOROAD = ::SPBC_AUTOROAD,
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SPBC_AUTOTRAM = ::SPBC_AUTOTRAM,
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SPBC_ROAD_DEPOT = ::SPBC_ROAD_DEPOT,
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SPBC_BUS_STATION = ::SPBC_BUS_STATION,
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SPBC_TRUCK_STATION = ::SPBC_TRUCK_STATION,
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SPBC_ROAD_TUNNEL = ::SPBC_ROAD_TUNNEL,
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SPBC_CLONE_TRAIN = ::SPBC_CLONE_TRAIN,
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SPBC_CLONE_ROADVEH = ::SPBC_CLONE_ROADVEH,
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SPBC_CLONE_SHIP = ::SPBC_CLONE_SHIP,
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SPBC_CLONE_AIRPLANE = ::SPBC_CLONE_AIRPLANE,
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SPBC_DEMOLISH = ::SPBC_DEMOLISH,
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SPBC_LOWERLAND = ::SPBC_LOWERLAND,
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SPBC_RAISELAND = ::SPBC_RAISELAND,
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SPBC_PICKSTATION = ::SPBC_PICKSTATION,
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SPBC_BUILDSIGNALS = ::SPBC_BUILDSIGNALS,
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};
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/**
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* Colour codes usable for story page button elements.
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* Place a colour value in the lowest 8 bits of the \c reference parameter to the button.
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*/
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enum StoryPageButtonColour {
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SPBC_DARK_BLUE = ::COLOUR_DARK_BLUE,
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SPBC_PALE_GREEN = ::COLOUR_PALE_GREEN,
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SPBC_PINK = ::COLOUR_PINK,
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SPBC_YELLOW = ::COLOUR_YELLOW,
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SPBC_RED = ::COLOUR_RED,
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SPBC_LIGHT_BLUE = ::COLOUR_LIGHT_BLUE,
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SPBC_GREEN = ::COLOUR_GREEN,
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SPBC_DARK_GREEN = ::COLOUR_DARK_GREEN,
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SPBC_BLUE = ::COLOUR_BLUE,
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SPBC_CREAM = ::COLOUR_CREAM,
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SPBC_MAUVE = ::COLOUR_MAUVE,
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SPBC_PURPLE = ::COLOUR_PURPLE,
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SPBC_ORANGE = ::COLOUR_ORANGE,
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SPBC_BROWN = ::COLOUR_BROWN,
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SPBC_GREY = ::COLOUR_GREY,
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SPBC_WHITE = ::COLOUR_WHITE,
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};
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/**
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@@ -90,7 +193,11 @@ public:
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* Create a new story page element.
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* @param story_page_id The page id of the story page which the page element should be appended to.
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* @param type Which page element type to create.
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* @param reference A reference value to the object that is referred to by some page element types. When type is SPET_GOAL, this is the goal ID. When type is SPET_LOCATION, this is the TileIndex.
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* @param reference A reference value to the object that is referred to by some page element types.
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* When type is SPET_GOAL, this is the goal ID.
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* When type is SPET_LOCATION, this is the TileIndex.
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* When type is a button, this is additional parameters for the button,
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* use the #BuildPushButtonReference, #BuildTileButtonReference, or #BuildVehicleButtonReference functions to make the values.
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* @param text The body text of page elements that allow custom text. (SPET_TEXT and SPET_LOCATION)
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* @return The new StoryPageElementID, or STORY_PAGE_ELEMENT_INVALID if it failed.
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* @pre No ScriptCompanyMode may be in scope.
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@@ -204,6 +311,30 @@ public:
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* @pre IsValidStoryPageElement(story_page_element_id).
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*/
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static bool RemoveElement(StoryPageElementID story_page_element_id);
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/**
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* Create a reference value for SPET_BUTTON_PUSH element parameters.
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* @param colour The colour for the face of the button.
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* @return A reference value usable with the #NewElement and #UpdateElement functions.
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*/
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static StoryPageButtonFormatting MakePushButtonReference(StoryPageButtonColour colour, StoryPageButtonFlags flags);
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/**
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* Create a reference value for SPET_BUTTON_TILE element parameters.
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* @param colour The colour for the face of the button.
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* @param cursor The mouse cursor to use when the player clicks the button and the game is ready for the player to select a tile.
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* @return A reference value usable with the #NewElement and #UpdateElement functions.
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*/
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static StoryPageButtonFormatting MakeTileButtonReference(StoryPageButtonColour colour, StoryPageButtonFlags flags, StoryPageButtonCursor cursor);
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/**
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* Create a reference value for SPET_BUTTON_VEHICLE element parameters.
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* @param colour The colour for the face of the button.
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* @param cursor The mouse cursor to use when the player clicks the button and the game is ready for the player to select a vehicle.
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* @param vehtype The type of vehicle that will be selectable, or \c VT_INVALID to allow all types.
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* @return A reference value usable with the #NewElement and #UpdateElement functions.
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*/
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static StoryPageButtonFormatting MakeVehicleButtonReference(StoryPageButtonColour colour, StoryPageButtonFlags flags, StoryPageButtonCursor cursor, ScriptVehicle::VehicleType vehtype);
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};
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#endif /* SCRIPT_STORY_HPP */
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