src/transparency_gui.cpp
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8264 b1e85998c7d3
child 8448 f716c812f401
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
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/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "gui.h"
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#include "window_gui.h"
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#include "variables.h"
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#include "transparency.h"
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#include "sound_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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TransparencyOptionBits _transparency_opt;
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enum TransparencyToolbarWidgets{
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	/* Widgets not toggled when pressing the X key */
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	TTW_WIDGET_SIGNS = 3,    ///< Make signs background transparent
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	/* Widgets toggled when pressing the X key */
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	TTW_WIDGET_TREES,        ///< Make trees transparent
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	TTW_WIDGET_HOUSES,       ///< Make houses transparent
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	TTW_WIDGET_INDUSTRIES,   ///< Make Industries transparent
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	TTW_WIDGET_BUILDINGS,    ///< Make player buildings and structures transparent
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	TTW_WIDGET_BRIDGES,      ///< Make bridges transparent
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	TTW_WIDGET_STRUCTURES,   ///< Make unmovable structures transparent
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	TTW_WIDGET_LOADING,      ///< Make loading indicators transperent
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	TTW_WIDGET_END,          ///< End of toggle buttons
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};
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static void TransparencyToolbWndProc(Window *w, WindowEvent *e)
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{
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	switch (e->event) {
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		case WE_PAINT:
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			/* must be sure that the widgets show the transparency variable changes
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			 * also when we use shortcuts */
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			for (uint i = TTW_WIDGET_SIGNS; i < TTW_WIDGET_END; i++) {
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				w->SetWidgetLoweredState(i, IsTransparencySet((TransparencyOption)(i - TTW_WIDGET_SIGNS)));
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			}
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			DrawWindowWidgets(w);
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			break;
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		case WE_CLICK:
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			if (e->we.click.widget >= TTW_WIDGET_SIGNS) {
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				/* toggle the bit of the transparencies variable when clicking on a widget, and play a sound */
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				ToggleTransparency((TransparencyOption)(e->we.click.widget - TTW_WIDGET_SIGNS));
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				SndPlayFx(SND_15_BEEP);
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				MarkWholeScreenDirty();
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			}
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			break;
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	}
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}
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static const Widget _transparency_widgets[] = {
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{ WWT_CLOSEBOX,   RESIZE_NONE,  7,   0,  10,   0,  13, STR_00C5,                 STR_018B_CLOSE_WINDOW},
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{  WWT_CAPTION,   RESIZE_NONE,  7,  11, 184,   0,  13, STR_TRANSPARENCY_TOOLB,   STR_018C_WINDOW_TITLE_DRAG_THIS},
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{WWT_STICKYBOX,   RESIZE_NONE,  7, 185, 196,   0,  13, STR_NULL,                 STR_STICKY_BUTTON},
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/* transparency widgets:
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 * transparent signs, trees, houses, industries, player's buildings, bridges, unmovable structures and loading indicators */
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{   WWT_IMGBTN,   RESIZE_NONE,  7,   0,  21,  14,  35, SPR_IMG_SIGN,         STR_TRANSPARENT_SIGNS_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7,  22,  43,  14,  35, SPR_IMG_PLANTTREES,   STR_TRANSPARENT_TREES_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7,  44,  65,  14,  35, SPR_IMG_TOWN,         STR_TRANSPARENT_HOUSES_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7,  66,  87,  14,  35, SPR_IMG_INDUSTRY,     STR_TRANSPARENT_INDUSTRIES_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7,  88, 109,  14,  35, SPR_IMG_COMPANY_LIST, STR_TRANSPARENT_BUILDINGS_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7, 110, 152,  14,  35, SPR_IMG_BRIDGE,       STR_TRANSPARENT_BRIDGES_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7, 153, 174,  14,  35, SPR_IMG_TRANSMITTER,  STR_TRANSPARENT_STRUCTURES_DESC},
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{   WWT_IMGBTN,   RESIZE_NONE,  7, 175, 196,  14,  35, SPR_IMG_TRAINLIST,    STR_TRANSPARENT_LOADING_DESC},
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{   WIDGETS_END},
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};
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static const WindowDesc _transparency_desc = {
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	WDP_ALIGN_TBR, 58+36, 197, 36, 197, 36,
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	WC_TRANSPARENCY_TOOLBAR, WC_NONE,
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	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
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	_transparency_widgets,
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	TransparencyToolbWndProc
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};
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void ShowTransparencyToolbar(void)
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{
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	AllocateWindowDescFront(&_transparency_desc, 0);
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}