(svn r13185) -Codechange: remove everything related to the WindowProc callbacks.
/* $Id$ */
/** @file depot_gui.cpp The GUI for depots. */
#include "stdafx.h"
#include "openttd.h"
#include "train.h"
#include "roadveh.h"
#include "ship.h"
#include "aircraft.h"
#include "gui.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "command_func.h"
#include "depot_base.h"
#include "vehicle_gui.h"
#include "station_map.h"
#include "newgrf_engine.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "player_func.h"
#include "order_func.h"
#include "depot_base.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "table/strings.h"
#include "table/sprites.h"
/*
* Since all depot window sizes aren't the same, we need to modify sizes a little.
* It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction.
* How long they should be moved and for what window types are controlled in ShowDepotWindow()
*/
/* Names of the widgets. Keep them in the same order as in the widget array */
enum DepotWindowWidgets {
DEPOT_WIDGET_CLOSEBOX = 0,
DEPOT_WIDGET_CAPTION,
DEPOT_WIDGET_STICKY,
DEPOT_WIDGET_SELL,
DEPOT_WIDGET_SELL_CHAIN,
DEPOT_WIDGET_SELL_ALL,
DEPOT_WIDGET_AUTOREPLACE,
DEPOT_WIDGET_MATRIX,
DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar
DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar
DEPOT_WIDGET_BUILD,
DEPOT_WIDGET_CLONE,
DEPOT_WIDGET_LOCATION,
DEPOT_WIDGET_VEHICLE_LIST,
DEPOT_WIDGET_STOP_ALL,
DEPOT_WIDGET_START_ALL,
DEPOT_WIDGET_RESIZE,
};
/* Widget array for all depot windows.
* If a widget is needed in some windows only (like train specific), add it for all windows
* and use HideWindowWidget in ShowDepotWindow() to remove it in the windows where it should not be
* Keep the widget numbers in sync with the enum or really bad stuff will happen!!! */
/* When adding widgets, place them as you would place them for the ship depot and define how you want it to move in widget_moves[]
* If you want a widget for one window only, set it to be hidden in ShowDepotWindow() for the windows where you don't want it
* NOTE: the train only widgets are moved/resized in ShowDepotWindow() so they follow certain other widgets if they are moved to ensure that they stick together.
* Changing the size of those here will not have an effect at all. It should be done in ShowDepotWindow()
*/
/*
* Some of the widgets are placed outside the window (negative coordinates).
* The reason is that they are placed relatively to the matrix and the matrix is just one pixel (in 0, 14).
* The matrix and the rest of the window will be resized when the size of the boxes is set and then all the widgets will be inside the window.
*/
static const Widget _depot_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // DEPOT_WIDGET_CLOSEBOX
{ WWT_CAPTION, RESIZE_RIGHT, 14, 11, 23, 0, 13, 0x0, STR_018C_WINDOW_TITLE_DRAG_THIS}, // DEPOT_WIDGET_CAPTION
{ WWT_STICKYBOX, RESIZE_LR, 14, 24, 35, 0, 13, 0x0, STR_STICKY_BUTTON}, // DEPOT_WIDGET_STICKY
/* Widgets are set up run-time */
{ WWT_IMGBTN, RESIZE_LRB, 14, 1, 23, 14, -32, 0x0, STR_NULL}, // DEPOT_WIDGET_SELL
{ WWT_IMGBTN, RESIZE_LRTB, 14, 1, 23, -55, -32, SPR_SELL_CHAIN_TRAIN,STR_DRAG_WHOLE_TRAIN_TO_SELL_TIP}, // DEPOT_WIDGET_SELL_CHAIN, trains only
{ WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 1, 23, -31, -9, 0x0, STR_NULL}, // DEPOT_WIDGET_SELL_ALL
{ WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 1, 23, -8, 14, 0x0, STR_NULL}, // DEPOT_WIDGET_AUTOREPLACE
{ WWT_MATRIX, RESIZE_RB, 14, 0, 0, 14, 14, 0x0, STR_NULL}, // DEPOT_WIDGET_MATRIX
{ WWT_SCROLLBAR, RESIZE_LRB, 14, 24, 35, 14, 14, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL
{ WWT_HSCROLLBAR, RESIZE_RTB, 14, 0, 0, 3, 14, 0x0, STR_HSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_H_SCROLL, trains only
/* The buttons in the bottom of the window. left and right is not important as they are later resized to be equal in size
* This calculation is based on right in DEPOT_WIDGET_LOCATION and it presumes left of DEPOT_WIDGET_BUILD is 0 */
{ WWT_PUSHTXTBTN, RESIZE_TB, 14, 0, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_BUILD
{ WWT_TEXTBTN, RESIZE_TB, 14, 0, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_CLONE
{ WWT_PUSHTXTBTN, RESIZE_RTB, 14, 0, -12, 15, 26, STR_00E4_LOCATION, STR_NULL}, // DEPOT_WIDGET_LOCATION
{ WWT_PUSHTXTBTN, RESIZE_LRTB, 14, -11, 0, 15, 26, 0x0, STR_NULL}, // DEPOT_WIDGET_VEHICLE_LIST
{ WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 1, 11, 15, 26, SPR_FLAG_VEH_STOPPED,STR_NULL}, // DEPOT_WIDGET_STOP_ALL
{ WWT_PUSHIMGBTN, RESIZE_LRTB, 14, 12, 23, 15, 26, SPR_FLAG_VEH_RUNNING,STR_NULL}, // DEPOT_WIDGET_START_ALL
{ WWT_RESIZEBOX, RESIZE_LRTB, 14, 24, 35, 15, 26, 0x0, STR_RESIZE_BUTTON}, // DEPOT_WIDGET_RESIZE
{ WIDGETS_END},
};
static const WindowDesc _train_depot_desc = {
WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_depot_widgets,
};
static const WindowDesc _road_depot_desc = {
WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_depot_widgets,
};
static const WindowDesc _ship_depot_desc = {
WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_depot_widgets,
};
static const WindowDesc _aircraft_depot_desc = {
WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
WC_VEHICLE_DEPOT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_depot_widgets,
};
extern int WagonLengthToPixels(int len);
extern void DepotSortList(Vehicle **v, uint16 length);
/**
* This is the Callback method after the cloning attempt of a vehicle
* @param success indicates completion (or not) of the operation
* @param tile unused
* @param p1 unused
* @param p2 unused
*/
void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (!success) return;
Vehicle *v = GetVehicle(_new_vehicle_id);
ShowVehicleViewWindow(v);
}
static void TrainDepotMoveVehicle(Vehicle *wagon, VehicleID sel, Vehicle *head)
{
Vehicle *v;
v = GetVehicle(sel);
if (v == wagon) return;
if (wagon == NULL) {
if (head != NULL) wagon = GetLastVehicleInChain(head);
} else {
wagon = wagon->Previous();
if (wagon == NULL) return;
}
if (wagon == v) return;
DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE));
}
/* Array to hold the block sizes
* First part is the vehicle type, while the last is 0 = x, 1 = y */
uint _block_sizes[4][2];
/* Array to hold the default resize capacities
* First part is the vehicle type, while the last is 0 = x, 1 = y */
const uint _resize_cap[][2] = {
/* VEH_TRAIN */ {6, 10 * 29},
/* VEH_ROAD */ {5, 5},
/* VEH_SHIP */ {3, 3},
/* VEH_AIRCRAFT */ {3, 4},
};
static void ResizeDefaultWindowSizeForTrains()
{
_block_sizes[VEH_TRAIN][0] = 1;
_block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN);
}
static void ResizeDefaultWindowSizeForRoadVehicles()
{
_block_sizes[VEH_ROAD][0] = 56;
_block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD);
}
static void ResizeDefaultWindowSize(VehicleType type)
{
uint max_width = 0;
uint max_height = 0;
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
EngineID eid = e->index;
uint x, y;
switch (type) {
default: NOT_REACHED();
case VEH_SHIP: GetShipSpriteSize( eid, x, y); break;
case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break;
}
if (x > max_width) max_width = x;
if (y > max_height) max_height = y;
}
switch (type) {
default: NOT_REACHED();
case VEH_SHIP:
_block_sizes[VEH_SHIP][0] = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite
break;
case VEH_AIRCRAFT:
_block_sizes[VEH_AIRCRAFT][0] = max(74U, max_width);
break;
}
_block_sizes[type][1] = max(GetVehicleListHeight(type), max_height);
}
/* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game
* We will only need to call this once for each game */
void InitDepotWindowBlockSizes()
{
ResizeDefaultWindowSizeForTrains();
ResizeDefaultWindowSizeForRoadVehicles();
ResizeDefaultWindowSize(VEH_SHIP);
ResizeDefaultWindowSize(VEH_AIRCRAFT);
}
static void DepotSellAllConfirmationCallback(Window *w, bool confirmed);
const Sprite *GetAircraftSprite(EngineID engine);
struct DepotWindow : Window {
VehicleID sel;
VehicleType type;
bool generate_list;
uint16 engine_list_length;
uint16 wagon_list_length;
uint16 engine_count;
uint16 wagon_count;
Vehicle **vehicle_list;
Vehicle **wagon_list;
DepotWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->sel = INVALID_VEHICLE;
this->vehicle_list = NULL;
this->wagon_list = NULL;
this->engine_count = 0;
this->wagon_count = 0;
this->generate_list = true;
this->FindWindowPlacementAndResize(desc);
}
~DepotWindow()
{
DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
free((void*)this->vehicle_list);
free((void*)this->wagon_list);
}
/** Draw a vehicle in the depot window in the box with the top left corner at x,y
* @param *w Window to draw in
* @param *v Vehicle to draw
* @param x Left side of the box to draw in
* @param y Top of the box to draw in
*/
void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y)
{
byte diff_x = 0, diff_y = 0;
int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);
switch (v->type) {
case VEH_TRAIN:
DrawTrainImage(v, x + 21, sprite_y, this->sel, this->hscroll.cap + 4, this->hscroll.pos);
/* Number of wagons relative to a standard length wagon (rounded up) */
SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
break;
case VEH_ROAD: DrawRoadVehImage( v, x + 24, sprite_y, this->sel, 1); break;
case VEH_SHIP: DrawShipImage( v, x + 19, sprite_y - 1, this->sel); break;
case VEH_AIRCRAFT: {
const Sprite *spr = GetSprite(v->GetImage(DIR_W));
DrawAircraftImage(v, x + 12,
y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
this->sel);
} break;
default: NOT_REACHED();
}
if (this->resize.step_height == 14) {
/* VEH_TRAIN and VEH_ROAD, which are low */
diff_x = 15;
} else {
/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
diff_y = 12;
}
DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);
SetDParam(0, v->unitnumber);
DrawString(x, y + 2, (uint16)(v->max_age - 366) >= v->age ? STR_00E2 : STR_00E3, TC_FROMSTRING);
}
void DrawDepotWindow(Window *w)
{
Vehicle **vl = this->vehicle_list;
TileIndex tile = this->window_number;
int x, y, i, maxval;
uint16 hnum;
uint16 num = this->engine_count;
/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
uint16 rows_in_display = this->widget[DEPOT_WIDGET_MATRIX].data >> 8;
uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
/* setup disabled buttons */
this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_player),
DEPOT_WIDGET_STOP_ALL,
DEPOT_WIDGET_START_ALL,
DEPOT_WIDGET_SELL,
DEPOT_WIDGET_SELL_CHAIN,
DEPOT_WIDGET_SELL_ALL,
DEPOT_WIDGET_BUILD,
DEPOT_WIDGET_CLONE,
DEPOT_WIDGET_AUTOREPLACE,
WIDGET_LIST_END);
/* determine amount of items for scroller */
if (this->type == VEH_TRAIN) {
hnum = 8;
for (num = 0; num < this->engine_count; num++) {
const Vehicle *v = vl[num];
hnum = max(hnum, v->u.rail.cached_total_length);
}
/* Always have 1 empty row, so people can change the setting of the train */
SetVScrollCount(w, this->engine_count + this->wagon_count + 1);
SetHScrollCount(w, WagonLengthToPixels(hnum));
} else {
SetVScrollCount(w, (num + this->hscroll.cap - 1) / this->hscroll.cap);
}
/* locate the depot struct */
if (this->type == VEH_AIRCRAFT) {
SetDParam(0, GetStationIndex(tile)); // Airport name
} else {
Depot *depot = GetDepotByTile(tile);
assert(depot != NULL);
SetDParam(0, depot->town_index);
}
w->DrawWidgets();
num = this->vscroll.pos * boxes_in_each_row;
maxval = min(this->engine_count, num + (rows_in_display * boxes_in_each_row));
for (x = 2, y = 15; num < maxval; y += this->resize.step_height, x = 2) { // Draw the rows
byte i;
for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) {
/* Draw all vehicles in the current row */
const Vehicle *v = vl[num];
DrawVehicleInDepot(w, v, x, y);
}
}
maxval = min(this->engine_count + this->wagon_count, (this->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
/* draw the train wagons, that do not have an engine in front */
for (; num < maxval; num++, y += 14) {
const Vehicle *v = this->wagon_list[num - this->engine_count];
const Vehicle *u;
DrawTrainImage(v, x + 50, y, this->sel, this->hscroll.cap - 29, 0);
DrawString(x, y + 2, STR_8816, TC_FROMSTRING);
/*Draw the train counter */
i = 0;
u = v;
do i++; while ((u = u->Next()) != NULL); // Determine length of train
SetDParam(0, i); // Set the counter
DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
}
}
struct GetDepotVehiclePtData {
Vehicle *head;
Vehicle *wagon;
};
enum DepotGUIAction {
MODE_ERROR,
MODE_DRAG_VEHICLE,
MODE_SHOW_VEHICLE,
MODE_START_STOP,
};
DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, Vehicle **veh, GetDepotVehiclePtData *d) const
{
Vehicle **vl = this->vehicle_list;
uint xt, row, xm = 0, ym = 0;
int pos, skip = 0;
uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
if (this->type == VEH_TRAIN) {
xt = 0;
x -= 23;
} else {
xt = x / this->resize.step_width;
xm = x % this->resize.step_width;
if (xt >= this->hscroll.cap) return MODE_ERROR;
ym = (y - 14) % this->resize.step_height;
}
row = (y - 14) / this->resize.step_height;
if (row >= this->vscroll.cap) return MODE_ERROR;
pos = ((row + this->vscroll.pos) * boxes_in_each_row) + xt;
if (this->engine_count + this->wagon_count <= pos) {
if (this->type == VEH_TRAIN) {
d->head = NULL;
d->wagon = NULL;
return MODE_DRAG_VEHICLE;
} else {
return MODE_ERROR; // empty block, so no vehicle is selected
}
}
if (this->engine_count > pos) {
*veh = vl[pos];
skip = this->hscroll.pos;
} else {
vl = this->wagon_list;
pos -= this->engine_count;
*veh = vl[pos];
/* free wagons don't have an initial loco. */
x -= _traininfo_vehicle_width;
}
switch (this->type) {
case VEH_TRAIN: {
Vehicle *v = *veh;
d->head = d->wagon = v;
/* either pressed the flag or the number, but only when it's a loco */
if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;
skip = (skip * 8) / _traininfo_vehicle_width;
x = (x * 8) / _traininfo_vehicle_width;
/* Skip vehicles that are scrolled off the list */
x += skip;
/* find the vehicle in this row that was clicked */
while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next();
/* if an articulated part was selected, find its parent */
while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
d->wagon = v;
return MODE_DRAG_VEHICLE;
}
break;
case VEH_ROAD:
if (xm >= 24) return MODE_DRAG_VEHICLE;
if (xm <= 16) return MODE_SHOW_VEHICLE;
break;
case VEH_SHIP:
if (xm >= 19) return MODE_DRAG_VEHICLE;
if (ym <= 10) return MODE_SHOW_VEHICLE;
break;
case VEH_AIRCRAFT:
if (xm >= 12) return MODE_DRAG_VEHICLE;
if (ym <= 12) return MODE_SHOW_VEHICLE;
break;
default: NOT_REACHED();
}
return MODE_START_STOP;
}
void DepotClick(int x, int y)
{
GetDepotVehiclePtData gdvp = { NULL, NULL };
Vehicle *v = NULL;
DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp);
/* share / copy orders */
if (_thd.place_mode != VHM_NONE && mode != MODE_ERROR) {
_place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v);
return;
}
if (this->type == VEH_TRAIN) v = gdvp.wagon;
switch (mode) {
case MODE_ERROR: // invalid
return;
case MODE_DRAG_VEHICLE: { // start dragging of vehicle
VehicleID sel = this->sel;
if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) {
this->sel = INVALID_VEHICLE;
TrainDepotMoveVehicle(v, sel, gdvp.head);
} else if (v != NULL) {
int image = v->GetImage(DIR_W);
this->sel = v->index;
this->SetDirty();
SetObjectToPlaceWnd(image, GetVehiclePalette(v), VHM_DRAG, this);
_cursor.vehchain = _ctrl_pressed;
}
} break;
case MODE_SHOW_VEHICLE: // show info window
ShowVehicleViewWindow(v);
break;
case MODE_START_STOP: { // click start/stop flag
uint command;
switch (this->type) {
case VEH_TRAIN: command = CMD_START_STOP_TRAIN | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN); break;
case VEH_ROAD: command = CMD_START_STOP_ROADVEH | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break;
case VEH_SHIP: command = CMD_START_STOP_SHIP | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP); break;
case VEH_AIRCRAFT: command = CMD_START_STOP_AIRCRAFT | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT); break;
default: NOT_REACHED(); command = 0;
}
DoCommandP(v->tile, v->index, 0, NULL, command);
} break;
default: NOT_REACHED();
}
}
/**
* Clones a vehicle
* @param *v is the original vehicle to clone
* @param *w is the window of the depot where the clone is build
*/
void HandleCloneVehClick(const Vehicle *v, const Window *w)
{
uint error_str;
if (v == NULL) return;
if (!v->IsPrimaryVehicle()) {
v = v->First();
/* Do nothing when clicking on a train in depot with no loc attached */
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
}
switch (v->type) {
case VEH_TRAIN: error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break;
case VEH_ROAD: error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE); break;
case VEH_SHIP: error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP); break;
case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT); break;
default: return;
}
DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str);
ResetObjectToPlace();
}
void ResizeDepotButtons(Window *w)
{
ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);
if (this->type == VEH_TRAIN) {
/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
* This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason */
this->widget[DEPOT_WIDGET_SELL_CHAIN].top = ((this->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - this->widget[DEPOT_WIDGET_SELL].top) / 2) + this->widget[DEPOT_WIDGET_SELL].top;
this->widget[DEPOT_WIDGET_SELL].bottom = this->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
}
}
/* Function to set up vehicle specific sprites and strings
* Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
* Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
*/
void SetupStringsForDepotWindow(VehicleType type)
{
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->widget[DEPOT_WIDGET_CAPTION].data = STR_8800_TRAIN_DEPOT;
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE;
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;
this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR;
this->widget[DEPOT_WIDGET_BUILD].data = STR_8815_NEW_VEHICLES;
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_8840_BUILD_NEW_TRAIN_VEHICLE;
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_TRAIN;
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_TRAIN_DEPOT_INFO;
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;
/* Sprites */
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_TRAIN;
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_TRAIN;
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
break;
case VEH_ROAD:
this->widget[DEPOT_WIDGET_CAPTION].data = STR_9003_ROAD_VEHICLE_DEPOT;
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE;
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;
this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_9022_VEHICLES_CLICK_ON_VEHICLE;
this->widget[DEPOT_WIDGET_BUILD].data = STR_9004_NEW_VEHICLES;
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_9023_BUILD_NEW_ROAD_VEHICLE;
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_ROAD_VEHICLE;
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;
/* Sprites */
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_ROADVEH;
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_ROADVEH;
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
break;
case VEH_SHIP:
this->widget[DEPOT_WIDGET_CAPTION].data = STR_9803_SHIP_DEPOT;
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL;
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;
this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_981F_SHIPS_CLICK_ON_SHIP_FOR;
this->widget[DEPOT_WIDGET_BUILD].data = STR_9804_NEW_SHIPS;
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_9820_BUILD_NEW_SHIP;
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_SHIP;
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_SHIP_DEPOT_INFO;
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;
/* Sprites */
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_SHIP;
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_SHIP;
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
break;
case VEH_AIRCRAFT:
this->widget[DEPOT_WIDGET_CAPTION].data = STR_A002_AIRCRAFT_HANGAR;
this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
this->widget[DEPOT_WIDGET_SELL].tooltips = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO;
this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;
this->widget[DEPOT_WIDGET_MATRIX].tooltips = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT;
this->widget[DEPOT_WIDGET_BUILD].data = STR_A003_NEW_AIRCRAFT;
this->widget[DEPOT_WIDGET_BUILD].tooltips = STR_A022_BUILD_NEW_AIRCRAFT;
this->widget[DEPOT_WIDGET_CLONE].data = STR_CLONE_AIRCRAFT;
this->widget[DEPOT_WIDGET_CLONE].tooltips = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;
this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;
/* Sprites */
this->widget[DEPOT_WIDGET_SELL].data = SPR_SELL_AIRCRAFT;
this->widget[DEPOT_WIDGET_SELL_ALL].data = SPR_SELL_ALL_AIRCRAFT;
this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
break;
}
}
void CreateDepotListWindow(VehicleType type)
{
this->type = type;
_backup_orders_tile = 0;
assert(IsPlayerBuildableVehicleType(type)); // ensure that we make the call with a valid type
/* Resize the window according to the vehicle type */
/* Set the number of blocks in each direction */
this->vscroll.cap = _resize_cap[type][0];
this->hscroll.cap = _resize_cap[type][1];
/* Set the block size */
this->resize.step_width = _block_sizes[type][0];
this->resize.step_height = _block_sizes[type][1];
/* Enlarge the window to fit with the selected number of blocks of the selected size */
ResizeWindow(this,
_block_sizes[type][0] * this->hscroll.cap,
_block_sizes[type][1] * this->vscroll.cap);
if (type == VEH_TRAIN) {
/* Make space for the horizontal scrollbar vertically, and the unit
* number, flag, and length counter horizontally. */
ResizeWindow(this, 36, 12);
/* substract the newly added space from the matrix since it was meant for the scrollbar */
this->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
}
/* Set the minimum window size to the current window size */
this->resize.width = this->width;
this->resize.height = this->height;
this->SetupStringsForDepotWindow(type);
this->widget[DEPOT_WIDGET_MATRIX].data =
(this->vscroll.cap * 0x100) // number of rows to draw on the background
+ (type == VEH_TRAIN ? 1 : this->hscroll.cap); // number of boxes in each row. Trains always have just one
this->SetWidgetsHiddenState(type != VEH_TRAIN,
DEPOT_WIDGET_H_SCROLL,
DEPOT_WIDGET_SELL_CHAIN,
WIDGET_LIST_END);
ResizeDepotButtons(this);
}
virtual void OnInvalidateData(int data)
{
this->generate_list = true;
}
virtual void OnPaint()
{
if (this->generate_list) {
/* Generate the vehicle list
* It's ok to use the wagon pointers for non-trains as they will be ignored */
BuildDepotVehicleList(this->type, this->window_number,
&this->vehicle_list, &this->engine_list_length, &this->engine_count,
&this->wagon_list, &this->wagon_list_length, &this->wagon_count);
this->generate_list = false;
DepotSortList(this->vehicle_list, this->engine_count);
}
DrawDepotWindow(this);
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case DEPOT_WIDGET_MATRIX: // List
this->DepotClick(pt.x, pt.y);
break;
case DEPOT_WIDGET_BUILD: // Build vehicle
ResetObjectToPlace();
ShowBuildVehicleWindow(this->window_number, this->type);
break;
case DEPOT_WIDGET_CLONE: // Clone button
this->InvalidateWidget(DEPOT_WIDGET_CLONE);
this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);
if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
static const CursorID clone_icons[] = {
SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
};
_place_clicked_vehicle = NULL;
SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, VHM_RECT, this);
} else {
ResetObjectToPlace();
}
break;
case DEPOT_WIDGET_LOCATION:
if (_ctrl_pressed) {
ShowExtraViewPortWindow(this->window_number);
} else {
ScrollMainWindowToTile(this->window_number);
}
break;
case DEPOT_WIDGET_STOP_ALL:
case DEPOT_WIDGET_START_ALL:
DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), NULL, CMD_MASS_START_STOP);
break;
case DEPOT_WIDGET_SELL_ALL:
/* Only open the confimation window if there are anything to sell */
if (this->engine_count != 0 || this->wagon_count != 0) {
static const StringID confirm_captions[] = {
STR_8800_TRAIN_DEPOT,
STR_9003_ROAD_VEHICLE_DEPOT,
STR_9803_SHIP_DEPOT,
STR_A002_AIRCRAFT_HANGAR
};
TileIndex tile = this->window_number;
byte vehtype = this->type;
SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
ShowQuery(
confirm_captions[vehtype],
STR_DEPOT_SELL_CONFIRMATION_TEXT,
this,
DepotSellAllConfirmationCallback
);
}
break;
case DEPOT_WIDGET_VEHICLE_LIST:
ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
break;
case DEPOT_WIDGET_AUTOREPLACE:
DoCommandP(this->window_number, this->type, 0, NULL, CMD_DEPOT_MASS_AUTOREPLACE);
break;
}
}
virtual void OnPlaceObject(Point pt, TileIndex tile)
{
const Vehicle *v = CheckMouseOverVehicle();
if (v != NULL) HandleCloneVehClick(v, this);
}
virtual void OnPlaceObjectAbort()
{
/* abort clone */
this->RaiseWidget(DEPOT_WIDGET_CLONE);
this->InvalidateWidget(DEPOT_WIDGET_CLONE);
/* abort drag & drop */
this->sel = INVALID_VEHICLE;
this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
};
/* check if a vehicle in a depot was clicked.. */
virtual void OnMouseLoop()
{
const Vehicle *v = _place_clicked_vehicle;
/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
_place_clicked_vehicle = NULL;
HandleCloneVehClick(v, this);
}
}
virtual void OnDragDrop(Point pt, int widget)
{
switch (widget) {
case DEPOT_WIDGET_MATRIX: {
Vehicle *v;
VehicleID sel = this->sel;
this->sel = INVALID_VEHICLE;
this->SetDirty();
if (this->type == VEH_TRAIN) {
GetDepotVehiclePtData gdvp = { NULL, NULL };
if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
sel != INVALID_VEHICLE) {
if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
DoCommandP(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN));
} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
ShowVehicleViewWindow(gdvp.head);
}
}
} else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
v != NULL &&
sel == v->index) {
ShowVehicleViewWindow(v);
}
} break;
case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) &&
this->sel != INVALID_VEHICLE) {
Vehicle *v;
uint command;
int sell_cmd;
bool is_engine;
if (this->IsWidgetDisabled(widget)) return;
if (this->sel == INVALID_VEHICLE) return;
this->HandleButtonClick(widget);
v = GetVehicle(this->sel);
this->sel = INVALID_VEHICLE;
this->SetDirty();
sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;
is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v)));
if (is_engine) {
_backup_orders_tile = v->tile;
BackupVehicleOrders(v);
}
switch (v->type) {
case VEH_TRAIN: command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break;
case VEH_ROAD: command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE); break;
case VEH_SHIP: command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP); break;
case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT); break;
default: NOT_REACHED(); command = 0;
}
if (!DoCommandP(v->tile, v->index, sell_cmd, NULL, command) && is_engine) _backup_orders_tile = 0;
}
break;
default:
this->sel = INVALID_VEHICLE;
this->SetDirty();
}
_cursor.vehchain = false;
}
virtual void OnResize(Point new_size, Point delta)
{
this->vscroll.cap += delta.y / (int)this->resize.step_height;
this->hscroll.cap += delta.x / (int)this->resize.step_width;
this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap << 8) + (this->type == VEH_TRAIN ? 1 : this->hscroll.cap);
ResizeDepotButtons(this);
}
virtual EventState OnCTRLStateChange()
{
if (this->sel != INVALID_VEHICLE) {
_cursor.vehchain = _ctrl_pressed;
this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
}
return ES_HANDLED;
}
};
static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)
{
if (confirmed) {
DepotWindow *w = (DepotWindow*)win;
TileIndex tile = w->window_number;
byte vehtype = w->type;
DoCommandP(tile, vehtype, 0, NULL, CMD_DEPOT_SELL_ALL_VEHICLES);
}
}
/** Opens a depot window
* @param tile The tile where the depot/hangar is located
* @param type The type of vehicles in the depot
*/
void ShowDepotWindow(TileIndex tile, VehicleType type)
{
DepotWindow *w;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
w = AllocateWindowDescFront<DepotWindow>(&_train_depot_desc, tile); break;
case VEH_ROAD:
w = AllocateWindowDescFront<DepotWindow>(&_road_depot_desc, tile); break;
case VEH_SHIP:
w = AllocateWindowDescFront<DepotWindow>(&_ship_depot_desc, tile); break;
case VEH_AIRCRAFT:
w = AllocateWindowDescFront<DepotWindow>(&_aircraft_depot_desc, tile); break;
}
if (w == NULL) return;
w->caption_color = GetTileOwner(tile);
w->CreateDepotListWindow(type);
}
/** Removes the highlight of a vehicle in a depot window
* @param *v Vehicle to remove all highlights from
*/
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
{
DepotWindow *w;
/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
* If that is the case, we can skip looping though the windows and save time
*/
if (_special_mouse_mode != WSM_DRAGDROP) return;
w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
if (w != NULL) {
w->sel = INVALID_VEHICLE;
ResetObjectToPlace();
}
}