536 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			536 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file main_gui.cpp Handling of the main viewport. */
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#include "stdafx.h"
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#include "currency.h"
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#include "spritecache.h"
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#include "window_gui.h"
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#include "window_func.h"
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#include "textbuf_gui.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "console_gui.h"
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#include "genworld.h"
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#include "transparency_gui.h"
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#include "functions.h"
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#include "sound_func.h"
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#include "transparency.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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#include "company_base.h"
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#include "company_func.h"
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#include "toolbar_gui.h"
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#include "statusbar_gui.h"
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#include "tilehighlight_func.h"
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#include "hotkeys.h"
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#include "network/network.h"
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#include "network/network_func.h"
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#include "network/network_gui.h"
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#include "network/network_base.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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static int _rename_id = 1;
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static int _rename_what = -1;
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void CcGiveMoney(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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#ifdef ENABLE_NETWORK
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	if (result.Failed() || !_settings_game.economy.give_money) return;
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	/* Inform the company of the action of one of its clients (controllers). */
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	char msg[64];
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	SetDParam(0, p2);
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	GetString(msg, STR_COMPANY_NAME, lastof(msg));
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	if (!_network_server) {
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		NetworkClientSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, p1);
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	} else {
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		NetworkServerSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, CLIENT_ID_SERVER, p1);
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	}
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#endif /* ENABLE_NETWORK */
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}
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void HandleOnEditText(const char *str)
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{
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	switch (_rename_what) {
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#ifdef ENABLE_NETWORK
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	case 3: { // Give money, you can only give money in excess of loan
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		const Company *c = Company::GetIfValid(_local_company);
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		if (c == NULL) break;
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		Money money = min(c->money - c->current_loan, (Money)(atoi(str) / _currency->rate));
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		uint32 money_c = Clamp(ClampToI32(money), 0, 20000000); // Clamp between 20 million and 0
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		/* Give 'id' the money, and substract it from ourself */
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		DoCommandP(0, money_c, _rename_id, CMD_GIVE_MONEY | CMD_MSG(STR_ERROR_INSUFFICIENT_FUNDS), CcGiveMoney, str);
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		break;
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	}
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#endif /* ENABLE_NETWORK */
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		default: NOT_REACHED();
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	}
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	_rename_id = _rename_what = -1;
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}
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/**
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 * This code is shared for the majority of the pushbuttons.
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 * Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
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 *
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 * @param w Window which called the function
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 * @param widget ID of the widget (=button) that called this function
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 * @param cursor How should the cursor image change? E.g. cursor with depot image in it
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 * @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
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 * @param placeproc Procedure which will be called when someone clicks on the map
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 * @return true if the button is clicked, false if it's unclicked
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 */
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bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyle mode, PlaceProc *placeproc)
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{
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	if (w->IsWidgetDisabled(widget)) return false;
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	SndPlayFx(SND_15_BEEP);
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	w->SetDirty();
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	if (w->IsWidgetLowered(widget)) {
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		ResetObjectToPlace();
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		return false;
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	}
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	SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
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	w->LowerWidget(widget);
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	_place_proc = placeproc;
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	return true;
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}
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void CcPlaySound10(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
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{
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	if (result.Succeeded()) SndPlayTileFx(SND_12_EXPLOSION, tile);
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}
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#ifdef ENABLE_NETWORK
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void ShowNetworkGiveMoneyWindow(CompanyID company)
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{
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	_rename_id = company;
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	_rename_what = 3;
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	ShowQueryString(STR_EMPTY, STR_NETWORK_GIVE_MONEY_CAPTION, 30, 180, NULL, CS_NUMERAL, QSF_NONE);
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}
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#endif /* ENABLE_NETWORK */
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/* Zooms a viewport in a window in or out
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 * No button handling or what so ever */
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bool DoZoomInOutWindow(ZoomStateChange how, Window *w)
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{
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	ViewPort *vp;
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	assert(w != NULL);
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	vp = w->viewport;
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	switch (how) {
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		case ZOOM_NONE:
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			/* On initialisation of the viewport we don't do anything. */
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			break;
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		case ZOOM_IN:
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			if (vp->zoom == ZOOM_LVL_MIN) return false;
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			vp->zoom = (ZoomLevel)((int)vp->zoom - 1);
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			vp->virtual_width >>= 1;
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			vp->virtual_height >>= 1;
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			w->viewport->scrollpos_x += vp->virtual_width >> 1;
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			w->viewport->scrollpos_y += vp->virtual_height >> 1;
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			w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
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			w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
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			w->viewport->follow_vehicle = INVALID_VEHICLE;
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			break;
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		case ZOOM_OUT:
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			if (vp->zoom == ZOOM_LVL_MAX) return false;
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			vp->zoom = (ZoomLevel)((int)vp->zoom + 1);
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			w->viewport->scrollpos_x -= vp->virtual_width >> 1;
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			w->viewport->scrollpos_y -= vp->virtual_height >> 1;
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			w->viewport->dest_scrollpos_x = w->viewport->scrollpos_x;
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			w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
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			vp->virtual_width <<= 1;
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			vp->virtual_height <<= 1;
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			w->viewport->follow_vehicle = INVALID_VEHICLE;
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			break;
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	}
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	if (vp != NULL) { // the vp can be null when how == ZOOM_NONE
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		vp->virtual_left = w->viewport->scrollpos_x;
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		vp->virtual_top = w->viewport->scrollpos_y;
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	}
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	/* Update the windows that have zoom-buttons to perhaps disable their buttons */
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	w->InvalidateData();
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	return true;
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}
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void ZoomInOrOutToCursorWindow(bool in, Window *w)
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{
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	assert(w != NULL);
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	if (_game_mode != GM_MENU) {
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		ViewPort *vp = w->viewport;
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		if ((in && vp->zoom == ZOOM_LVL_MIN) || (!in && vp->zoom == ZOOM_LVL_MAX)) return;
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		Point pt = GetTileZoomCenterWindow(in, w);
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		if (pt.x != -1) {
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			ScrollWindowTo(pt.x, pt.y, -1, w, true);
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			DoZoomInOutWindow(in ? ZOOM_IN : ZOOM_OUT, w);
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		}
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	}
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}
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/** Widgets of the main window. */
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enum MainWindowWidgets {
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	MW_VIEWPORT, ///< Main window viewport.
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};
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static const struct NWidgetPart _nested_main_window_widgets[] = {
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	NWidget(NWID_VIEWPORT, INVALID_COLOUR, MW_VIEWPORT), SetResize(1, 1),
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};
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static const WindowDesc _main_window_desc(
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	WDP_MANUAL, 0, 0,
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	WC_MAIN_WINDOW, WC_NONE,
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	0,
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	_nested_main_window_widgets, lengthof(_nested_main_window_widgets)
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);
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enum {
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	GHK_QUIT,
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	GHK_CONSOLE,
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	GHK_BOUNDING_BOXES,
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	GHK_CENTER,
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	GHK_CENTER_ZOOM,
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	GHK_RESET_OBJECT_TO_PLACE,
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	GHK_DELETE_WINDOWS,
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	GHK_DELETE_NONVITAL_WINDOWS,
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	GHK_REFRESH_SCREEN,
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	GHK_CRASH,
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	GHK_MONEY,
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	GHK_UPDATE_COORDS,
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	GHK_TOGGLE_TRANSPARENCY,
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	GHK_TOGGLE_INVISIBILITY = GHK_TOGGLE_TRANSPARENCY + 9,
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	GHK_TRANSPARENCY_TOOLBAR = GHK_TOGGLE_INVISIBILITY + 8,
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	GHK_TRANSPARANCY,
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	GHK_CHAT,
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	GHK_CHAT_ALL,
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	GHK_CHAT_COMPANY,
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};
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struct MainWindow : Window
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{
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	MainWindow() : Window()
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	{
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		this->InitNested(&_main_window_desc, 0);
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		ResizeWindow(this, _screen.width, _screen.height);
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		NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(MW_VIEWPORT);
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		nvp->InitializeViewport(this, TileXY(32, 32), ZOOM_LVL_VIEWPORT);
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	}
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	virtual void OnPaint()
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	{
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		this->DrawWidgets();
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		if (_game_mode == GM_MENU) {
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			static const SpriteID title_sprites[] = {SPR_OTTD_O, SPR_OTTD_P, SPR_OTTD_E, SPR_OTTD_N, SPR_OTTD_T, SPR_OTTD_T, SPR_OTTD_D};
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			static const uint LETTER_SPACING = 10;
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			int name_width = (lengthof(title_sprites) - 1) * LETTER_SPACING;
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			for (uint i = 0; i < lengthof(title_sprites); i++) {
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				name_width += GetSpriteSize(title_sprites[i]).width;
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			}
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			int off_x = (this->width - name_width) / 2;
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			for (uint i = 0; i < lengthof(title_sprites); i++) {
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				DrawSprite(title_sprites[i], PAL_NONE, off_x, 50);
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				off_x += GetSpriteSize(title_sprites[i]).width + LETTER_SPACING;
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			}
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		}
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	}
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	virtual EventState OnKeyPress(uint16 key, uint16 keycode)
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	{
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		int num = CheckHotkeyMatch(global_hotkeys, keycode, this);
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		if (num == GHK_QUIT) {
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			HandleExitGameRequest();
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			return ES_HANDLED;
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		}
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		/* Disable all key shortcuts, except quit shortcuts when
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		 * generating the world, otherwise they create threading
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		 * problem during the generating, resulting in random
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		 * assertions that are hard to trigger and debug */
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		if (IsGeneratingWorld()) return ES_NOT_HANDLED;
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		if (num == GHK_CONSOLE) {
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			IConsoleSwitch();
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			return ES_HANDLED;
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		}
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		if (num == GHK_BOUNDING_BOXES) {
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			extern bool _draw_bounding_boxes;
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			_draw_bounding_boxes = !_draw_bounding_boxes;
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			MarkWholeScreenDirty();
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			return ES_HANDLED;
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		}
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		if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
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		switch (num) {
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			case GHK_CENTER:
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			case GHK_CENTER_ZOOM: {
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				Point pt = GetTileBelowCursor();
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				if (pt.x != -1) {
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					if (num == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this);
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					ScrollMainWindowTo(pt.x, pt.y);
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				}
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				break;
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			}
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			case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); break;
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			case GHK_DELETE_WINDOWS: DeleteNonVitalWindows(); break;
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			case GHK_DELETE_NONVITAL_WINDOWS: DeleteAllNonVitalWindows(); break;
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			case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break;
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			case GHK_CRASH: // Crash the game
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				*(byte*)0 = 0;
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				break;
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			case GHK_MONEY: // Gimme money
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				/* Server can not cheat in advertise mode either! */
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#ifdef ENABLE_NETWORK
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				if (!_networking || !_network_server || !_settings_client.network.server_advertise)
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#endif /* ENABLE_NETWORK */
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					DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT);
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				break;
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			case GHK_UPDATE_COORDS: // Update the coordinates of all station signs
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				UpdateAllVirtCoords();
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				break;
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			case GHK_TOGGLE_TRANSPARENCY:
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			case GHK_TOGGLE_TRANSPARENCY + 1:
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			case GHK_TOGGLE_TRANSPARENCY + 2:
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			case GHK_TOGGLE_TRANSPARENCY + 3:
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			case GHK_TOGGLE_TRANSPARENCY + 4:
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			case GHK_TOGGLE_TRANSPARENCY + 5:
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			case GHK_TOGGLE_TRANSPARENCY + 6:
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			case GHK_TOGGLE_TRANSPARENCY + 7:
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			case GHK_TOGGLE_TRANSPARENCY + 8:
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				/* Transparency toggle hot keys */
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				ToggleTransparency((TransparencyOption)(num - GHK_TOGGLE_TRANSPARENCY));
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				MarkWholeScreenDirty();
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				break;
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			case GHK_TOGGLE_INVISIBILITY:
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			case GHK_TOGGLE_INVISIBILITY + 1:
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			case GHK_TOGGLE_INVISIBILITY + 2:
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			case GHK_TOGGLE_INVISIBILITY + 3:
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			case GHK_TOGGLE_INVISIBILITY + 4:
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			case GHK_TOGGLE_INVISIBILITY + 5:
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			case GHK_TOGGLE_INVISIBILITY + 6:
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			case GHK_TOGGLE_INVISIBILITY + 7:
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				/* Invisibility toggle hot keys */
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				ToggleInvisibilityWithTransparency((TransparencyOption)(num - GHK_TOGGLE_INVISIBILITY));
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				MarkWholeScreenDirty();
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				break;
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			case GHK_TRANSPARENCY_TOOLBAR:
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				ShowTransparencyToolbar();
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				break;
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			case GHK_TRANSPARANCY:
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				ResetRestoreAllTransparency();
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				break;
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#ifdef ENABLE_NETWORK
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			case GHK_CHAT: // smart chat; send to team if any, otherwise to all
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				if (_networking) {
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					const NetworkClientInfo *cio = NetworkFindClientInfoFromClientID(_network_own_client_id);
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					if (cio == NULL) break;
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					ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
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				}
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				break;
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			case GHK_CHAT_ALL: // send text message to all clients
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				if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
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				break;
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			case GHK_CHAT_COMPANY: // send text to all team mates
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				if (_networking) {
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					const NetworkClientInfo *cio = NetworkFindClientInfoFromClientID(_network_own_client_id);
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					if (cio == NULL) break;
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					ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
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				}
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				break;
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#endif
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			default: return ES_NOT_HANDLED;
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		}
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		return ES_HANDLED;
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	}
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	virtual void OnScroll(Point delta)
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	{
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		ViewPort *vp = IsPtInWindowViewport(this, _cursor.pos.x, _cursor.pos.y);
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		if (vp == NULL) {
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			_cursor.fix_at = false;
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			_scrolling_viewport = false;
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		}
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		this->viewport->scrollpos_x += ScaleByZoom(delta.x, vp->zoom);
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		this->viewport->scrollpos_y += ScaleByZoom(delta.y, vp->zoom);
 | 
						|
		this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
 | 
						|
		this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
 | 
						|
	};
 | 
						|
 | 
						|
	virtual void OnMouseWheel(int wheel)
 | 
						|
	{
 | 
						|
		ZoomInOrOutToCursorWindow(wheel < 0, this);
 | 
						|
	}
 | 
						|
 | 
						|
	virtual void OnResize()
 | 
						|
	{
 | 
						|
		if (this->viewport != NULL) {
 | 
						|
			NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(MW_VIEWPORT);
 | 
						|
			nvp->UpdateViewportCoordinates(this);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	virtual void OnInvalidateData(int data)
 | 
						|
	{
 | 
						|
		/* Forward the message to the appropiate toolbar (ingame or scenario editor) */
 | 
						|
		InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data);
 | 
						|
	}
 | 
						|
 | 
						|
	static Hotkey<MainWindow> global_hotkeys[];
 | 
						|
};
 | 
						|
 | 
						|
const uint16 _ghk_quit_keys[] = {'Q' | WKC_CTRL, 'Q' | WKC_META, 0};
 | 
						|
const uint16 _ghk_chat_keys[] = {WKC_RETURN, 'T', 0};
 | 
						|
const uint16 _ghk_chat_all_keys[] = {WKC_SHIFT | WKC_RETURN, WKC_SHIFT | 'T', 0};
 | 
						|
const uint16 _ghk_chat_company_keys[] = {WKC_CTRL | WKC_RETURN, WKC_CTRL | 'T', 0};
 | 
						|
 | 
						|
Hotkey<MainWindow> MainWindow::global_hotkeys[] = {
 | 
						|
	Hotkey<MainWindow>(_ghk_quit_keys, "quit", GHK_QUIT),
 | 
						|
	Hotkey<MainWindow>(WKC_BACKQUOTE, "console", GHK_CONSOLE),
 | 
						|
	Hotkey<MainWindow>('B' | WKC_CTRL, "bounding_boxes", GHK_BOUNDING_BOXES),
 | 
						|
	Hotkey<MainWindow>('C', "center", GHK_CENTER),
 | 
						|
	Hotkey<MainWindow>('Z', "center_zoom", GHK_CENTER_ZOOM),
 | 
						|
	Hotkey<MainWindow>(WKC_ESC, "reset_object_to_place", GHK_RESET_OBJECT_TO_PLACE),
 | 
						|
	Hotkey<MainWindow>(WKC_DELETE, "delete_windows", GHK_DELETE_WINDOWS),
 | 
						|
	Hotkey<MainWindow>(WKC_DELETE | WKC_SHIFT, "delete_all_windows", GHK_DELETE_NONVITAL_WINDOWS),
 | 
						|
	Hotkey<MainWindow>('R' | WKC_CTRL, "refresh_screen", GHK_REFRESH_SCREEN),
 | 
						|
#if defined(_DEBUG)
 | 
						|
	Hotkey<MainWindow>('0' | WKC_ALT, "crash_game", GHK_CRASH),
 | 
						|
	Hotkey<MainWindow>('1' | WKC_ALT, "money", GHK_MONEY),
 | 
						|
	Hotkey<MainWindow>('2' | WKC_ALT, "update_coordinates", GHK_UPDATE_COORDS),
 | 
						|
#endif
 | 
						|
	Hotkey<MainWindow>('1' | WKC_CTRL, "transparency_signs", GHK_TOGGLE_TRANSPARENCY),
 | 
						|
	Hotkey<MainWindow>('2' | WKC_CTRL, "transparency_trees", GHK_TOGGLE_TRANSPARENCY + 1),
 | 
						|
	Hotkey<MainWindow>('3' | WKC_CTRL, "transparency_houses", GHK_TOGGLE_TRANSPARENCY + 2),
 | 
						|
	Hotkey<MainWindow>('4' | WKC_CTRL, "transparency_industries", GHK_TOGGLE_TRANSPARENCY + 3),
 | 
						|
	Hotkey<MainWindow>('5' | WKC_CTRL, "transparency_buildings", GHK_TOGGLE_TRANSPARENCY + 4),
 | 
						|
	Hotkey<MainWindow>('6' | WKC_CTRL, "transparency_bridges", GHK_TOGGLE_TRANSPARENCY + 5),
 | 
						|
	Hotkey<MainWindow>('7' | WKC_CTRL, "transparency_structures", GHK_TOGGLE_TRANSPARENCY + 6),
 | 
						|
	Hotkey<MainWindow>('8' | WKC_CTRL, "transparency_catenary", GHK_TOGGLE_TRANSPARENCY + 7),
 | 
						|
	Hotkey<MainWindow>('9' | WKC_CTRL, "transparency_loading", GHK_TOGGLE_TRANSPARENCY + 8),
 | 
						|
	Hotkey<MainWindow>('1' | WKC_CTRL | WKC_SHIFT, "invisibility_signs", GHK_TOGGLE_INVISIBILITY),
 | 
						|
	Hotkey<MainWindow>('2' | WKC_CTRL | WKC_SHIFT, "invisibility_trees", GHK_TOGGLE_INVISIBILITY + 1),
 | 
						|
	Hotkey<MainWindow>('3' | WKC_CTRL | WKC_SHIFT, "invisibility_houses", GHK_TOGGLE_INVISIBILITY + 2),
 | 
						|
	Hotkey<MainWindow>('4' | WKC_CTRL | WKC_SHIFT, "invisibility_industries", GHK_TOGGLE_INVISIBILITY + 3),
 | 
						|
	Hotkey<MainWindow>('5' | WKC_CTRL | WKC_SHIFT, "invisibility_buildings", GHK_TOGGLE_INVISIBILITY + 4),
 | 
						|
	Hotkey<MainWindow>('6' | WKC_CTRL | WKC_SHIFT, "invisibility_bridges", GHK_TOGGLE_INVISIBILITY + 5),
 | 
						|
	Hotkey<MainWindow>('7' | WKC_CTRL | WKC_SHIFT, "invisibility_structures", GHK_TOGGLE_INVISIBILITY + 6),
 | 
						|
	Hotkey<MainWindow>('8' | WKC_CTRL | WKC_SHIFT, "invisibility_catenary", GHK_TOGGLE_INVISIBILITY + 7),
 | 
						|
	Hotkey<MainWindow>('X' | WKC_CTRL, "transparency_toolbar", GHK_TRANSPARENCY_TOOLBAR),
 | 
						|
	Hotkey<MainWindow>('X', "toggle_transparency", GHK_TRANSPARANCY),
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	Hotkey<MainWindow>(_ghk_chat_keys, "chat", GHK_CHAT),
 | 
						|
	Hotkey<MainWindow>(_ghk_chat_all_keys, "chat_all", GHK_CHAT_ALL),
 | 
						|
	Hotkey<MainWindow>(_ghk_chat_company_keys, "chat_company", GHK_CHAT_COMPANY),
 | 
						|
#endif
 | 
						|
	HOTKEY_LIST_END(MainWindow)
 | 
						|
};
 | 
						|
Hotkey<MainWindow> *_global_hotkeys = MainWindow::global_hotkeys;
 | 
						|
 | 
						|
/**
 | 
						|
 * Does the given keycode match one of the keycodes bound to 'quit game'?
 | 
						|
 * @param keycode The keycode that was pressed by the user.
 | 
						|
 * @return True iff the keycode matches one of the hotkeys for 'quit'.
 | 
						|
 */
 | 
						|
bool IsQuitKey(uint16 keycode)
 | 
						|
{
 | 
						|
	int num = CheckHotkeyMatch<MainWindow>(_global_hotkeys, keycode, NULL);
 | 
						|
	return num == GHK_QUIT;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void ShowSelectGameWindow();
 | 
						|
 | 
						|
void SetupColoursAndInitialWindow()
 | 
						|
{
 | 
						|
	for (uint i = 0; i != 16; i++) {
 | 
						|
		const byte *b = GetNonSprite(PALETTE_RECOLOUR_START + i, ST_RECOLOUR);
 | 
						|
 | 
						|
		assert(b);
 | 
						|
		memcpy(_colour_gradient[i], b + 0xC6, sizeof(_colour_gradient[i]));
 | 
						|
	}
 | 
						|
 | 
						|
	new MainWindow;
 | 
						|
 | 
						|
	/* XXX: these are not done */
 | 
						|
	switch (_game_mode) {
 | 
						|
		default: NOT_REACHED();
 | 
						|
		case GM_MENU:
 | 
						|
			ShowSelectGameWindow();
 | 
						|
			break;
 | 
						|
 | 
						|
		case GM_NORMAL:
 | 
						|
		case GM_EDITOR:
 | 
						|
			ShowVitalWindows();
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ShowVitalWindows()
 | 
						|
{
 | 
						|
	AllocateToolbar();
 | 
						|
 | 
						|
	/* Status bad only for normal games */
 | 
						|
	if (_game_mode == GM_EDITOR) return;
 | 
						|
 | 
						|
	ShowStatusBar();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Size of the application screen changed.
 | 
						|
 * Adapt the game screen-size, re-allocate the open windows, and repaint everything
 | 
						|
 */
 | 
						|
void GameSizeChanged()
 | 
						|
{
 | 
						|
	_cur_resolution.width  = _screen.width;
 | 
						|
	_cur_resolution.height = _screen.height;
 | 
						|
	ScreenSizeChanged();
 | 
						|
	RelocateAllWindows(_screen.width, _screen.height);
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
}
 |