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.
This commit is contained in:
Niels Martin Hansen
2020-05-22 22:22:55 +02:00
committed by GitHub
parent c972a63c8c
commit 800ade7702
17 changed files with 1159 additions and 82 deletions

View File

@@ -13,6 +13,8 @@
#include "company_type.h"
#include "story_type.h"
#include "date_type.h"
#include "gfx_type.h"
#include "vehicle_type.h"
#include "core/pool_type.hpp"
typedef Pool<StoryPageElement, StoryPageElementID, 64, 64000> StoryPageElementPool;
@@ -26,9 +28,12 @@ extern uint32 _story_page_next_sort_value;
* Each story page element is one of these types.
*/
enum StoryPageElementType : byte {
SPET_TEXT = 0, ///< A text element.
SPET_LOCATION, ///< An element that references a tile along with a one-line text.
SPET_GOAL, ///< An element that references a goal.
SPET_TEXT = 0, ///< A text element.
SPET_LOCATION, ///< An element that references a tile along with a one-line text.
SPET_GOAL, ///< An element that references a goal.
SPET_BUTTON_PUSH, ///< A push button that triggers an immediate event.
SPET_BUTTON_TILE, ///< A button that allows the player to select a tile, and triggers an event with the tile.
SPET_BUTTON_VEHICLE, ///< A button that allows the player to select a vehicle, and triggers an event wih the vehicle.
SPET_END,
INVALID_SPET = 0xFF,
};
@@ -36,18 +41,108 @@ enum StoryPageElementType : byte {
/** Define basic enum properties */
template <> struct EnumPropsT<StoryPageElementType> : MakeEnumPropsT<StoryPageElementType, byte, SPET_TEXT, SPET_END, INVALID_SPET, 8> {};
/** Flags available for buttons */
enum StoryPageButtonFlags : byte {
SPBF_NONE = 0,
SPBF_FLOAT_LEFT = 1 << 0,
SPBF_FLOAT_RIGHT = 1 << 1,
};
DECLARE_ENUM_AS_BIT_SET(StoryPageButtonFlags)
/** Mouse cursors usable by story page buttons. */
enum StoryPageButtonCursor : byte {
SPBC_MOUSE,
SPBC_ZZZ,
SPBC_BUOY,
SPBC_QUERY,
SPBC_HQ,
SPBC_SHIP_DEPOT,
SPBC_SIGN,
SPBC_TREE,
SPBC_BUY_LAND,
SPBC_LEVEL_LAND,
SPBC_TOWN,
SPBC_INDUSTRY,
SPBC_ROCKY_AREA,
SPBC_DESERT,
SPBC_TRANSMITTER,
SPBC_AIRPORT,
SPBC_DOCK,
SPBC_CANAL,
SPBC_LOCK,
SPBC_RIVER,
SPBC_AQUEDUCT,
SPBC_BRIDGE,
SPBC_RAIL_STATION,
SPBC_TUNNEL_RAIL,
SPBC_TUNNEL_ELRAIL,
SPBC_TUNNEL_MONO,
SPBC_TUNNEL_MAGLEV,
SPBC_AUTORAIL,
SPBC_AUTOELRAIL,
SPBC_AUTOMONO,
SPBC_AUTOMAGLEV,
SPBC_WAYPOINT,
SPBC_RAIL_DEPOT,
SPBC_ELRAIL_DEPOT,
SPBC_MONO_DEPOT,
SPBC_MAGLEV_DEPOT,
SPBC_CONVERT_RAIL,
SPBC_CONVERT_ELRAIL,
SPBC_CONVERT_MONO,
SPBC_CONVERT_MAGLEV,
SPBC_AUTOROAD,
SPBC_AUTOTRAM,
SPBC_ROAD_DEPOT,
SPBC_BUS_STATION,
SPBC_TRUCK_STATION,
SPBC_ROAD_TUNNEL,
SPBC_CLONE_TRAIN,
SPBC_CLONE_ROADVEH,
SPBC_CLONE_SHIP,
SPBC_CLONE_AIRPLANE,
SPBC_DEMOLISH,
SPBC_LOWERLAND,
SPBC_RAISELAND,
SPBC_PICKSTATION,
SPBC_BUILDSIGNALS,
SPBC_END,
INVALID_SPBC = 0xFF
};
/** Define basic enum properties */
template <> struct EnumPropsT<StoryPageButtonCursor> : MakeEnumPropsT<StoryPageButtonCursor, byte, SPBC_MOUSE, SPBC_END, INVALID_SPBC, 8> {};
/** Helper to construct packed "id" values for button-type StoryPageElement */
struct StoryPageButtonData {
uint32 referenced_id;
void SetColour(Colours button_colour);
void SetFlags(StoryPageButtonFlags flags);
void SetCursor(StoryPageButtonCursor cursor);
void SetVehicleType(VehicleType vehtype);
Colours GetColour() const;
StoryPageButtonFlags GetFlags() const;
StoryPageButtonCursor GetCursor() const;
VehicleType GetVehicleType() const;
bool ValidateColour() const;
bool ValidateFlags() const;
bool ValidateCursor() const;
bool ValidateVehicleType() const;
};
/**
* Struct about story page elements.
* Each StoryPage is composed of one or more page elements that provide
* page content. Each element only contain one type of content.
**/
struct StoryPageElement : StoryPageElementPool::PoolItem<&_story_page_element_pool> {
uint32 sort_value; ///< A number that increases for every created story page element. Used for sorting. The id of a story page element is the pool index.
StoryPageID page; ///< Id of the page which the page element belongs to
uint32 sort_value; ///< A number that increases for every created story page element. Used for sorting. The id of a story page element is the pool index.
StoryPageID page; ///< Id of the page which the page element belongs to
StoryPageElementType type; ///< Type of page element
uint32 referenced_id; ///< Id of referenced object (location, goal etc.)
char *text; ///< Static content text of page element
uint32 referenced_id; ///< Id of referenced object (location, goal etc.)
char *text; ///< Static content text of page element
/**
* We need an (empty) constructor so struct isn't zeroed (as C++ standard states)