Example #1
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case WID_SIL_LIST: {
				uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_SIL_LIST, WD_FRAMERECT_TOP);
				if (id_v == INT_MAX) return;

				const Sign *si = this->signs[id_v];
				ScrollMainWindowToTile(TileVirtXY(si->x, si->y));
				break;
			}

			case WID_SIL_FILTER_ENTER_BTN:
				if (this->signs.Length() >= 1) {
					const Sign *si = this->signs[0];
					ScrollMainWindowToTile(TileVirtXY(si->x, si->y));
				}
				break;

			case WID_SIL_FILTER_MATCH_CASE_BTN:
				SignList::match_case = !SignList::match_case; // Toggle match case
				this->SetWidgetLoweredState(WID_SIL_FILTER_MATCH_CASE_BTN, SignList::match_case); // Toggle button pushed state
				this->InvalidateData(); // Rebuild the list of signs
				break;
		}
	}
Example #2
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case NTW_CLOSEBOX:
				NewsWindow::duration = 0;
				delete this;
				_forced_news = NULL;
				break;

			case NTW_CAPTION:
			case NTW_VIEWPORT:
				break; // Ignore clicks

			default:
				if (this->ni->reftype1 == NR_VEHICLE) {
					const Vehicle *v = Vehicle::Get(this->ni->ref1);
					ScrollMainWindowTo(v->x_pos, v->y_pos, v->z_pos);
				} else {
					TileIndex tile1 = GetReferenceTile(this->ni->reftype1, this->ni->ref1);
					TileIndex tile2 = GetReferenceTile(this->ni->reftype2, this->ni->ref2);
					if (_ctrl_pressed) {
						if (tile1 != INVALID_TILE) ShowExtraViewPortWindow(tile1);
						if (tile2 != INVALID_TILE) ShowExtraViewPortWindow(tile2);
					} else {
						if ((tile1 == INVALID_TILE || !ScrollMainWindowToTile(tile1)) && tile2 != INVALID_TILE) {
							ScrollMainWindowToTile(tile2);
						}
					}
				}
				break;
		}
	}
Example #3
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case WID_QES_PREVIOUS:
			case WID_QES_NEXT: {
				const Sign *si = this->PrevNextSign(widget == WID_QES_NEXT);

				/* Rebuild the sign list */
				this->signs.ForceRebuild();
				this->signs.NeedResort();
				this->BuildSignsList();
				this->SortSignsList();

				/* Scroll to sign and reopen window */
				ScrollMainWindowToTile(TileVirtXY(si->x, si->y));
				UpdateSignEditWindow(si);
				break;
			}

			case WID_QES_DELETE:
				/* Only need to set the buffer to null, the rest is handled as the OK button */
				RenameSign(this->cur_sign, "");
				/* don't delete this, we are deleted in Sign::~Sign() -> DeleteRenameSignWindow() */
				break;

			case WID_QES_OK:
				if (RenameSign(this->cur_sign, this->name_editbox.text.buf)) break;
				/* FALL THROUGH */

			case WID_QES_CANCEL:
				delete this;
				break;
		}
	}
Example #4
0
/**
 * Generate a world.
 * @param mode The mode of world generation (see GenWorldMode).
 * @param size_x The X-size of the map.
 * @param size_y The Y-size of the map.
 * @param reset_settings Whether to reset the game configuration (used for restart)
 */
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
{
	if (HasModalProgress()) return;
	_gw.mode   = mode;
	_gw.size_x = size_x;
	_gw.size_y = size_y;
	SetModalProgress(true);
	_gw.abort  = false;
	_gw.abortp = NULL;
	_gw.lc     = _local_company;
	_gw.quit_thread   = false;
	_gw.threaded      = true;

	/* This disables some commands and stuff */
	SetLocalCompany(COMPANY_SPECTATOR);

	InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
	PrepareGenerateWorldProgress();

	/* Load the right landscape stuff, and the NewGRFs! */
	GfxLoadSprites();
	LoadStringWidthTable();

	/* Re-init the windowing system */
	ResetWindowSystem();

	/* Create toolbars */
	SetupColoursAndInitialWindow();
	SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);

	if (_gw.thread != NULL) {
		_gw.thread->Join();
		delete _gw.thread;
		_gw.thread = NULL;
	}

	if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread, "ottd:genworld")) {
		DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
		_gw.threaded = false;
		_modal_progress_work_mutex->EndCritical();
		_GenerateWorld(NULL);
		_modal_progress_work_mutex->BeginCritical();
		return;
	}

	UnshowCriticalError();
	/* Remove any open window */
	DeleteAllNonVitalWindows();
	/* Hide vital windows, because we don't allow to use them */
	HideVitalWindows();

	/* Don't show the dialog if we don't have a thread */
	ShowGenerateWorldProgress();

	/* Centre the view on the map */
	if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
		ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
	}
}
Example #5
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case WID_SIL_LIST: {
				uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_SIL_LIST, WD_FRAMERECT_TOP);
				if (id_v == INT_MAX) return;

				const Sign *si = this->signs[id_v];
				ScrollMainWindowToTile(TileVirtXY(si->x, si->y));
				break;
			}
			case WID_SIL_FILTER_CLEAR_BTN:
				this->ClearFilterTextWidget(); // Empty the text in the EditBox widget
				this->SetFilterString("");     // Use empty text as filter text (= view all signs)
				break;

			case WID_SIL_FILTER_MATCH_CASE_BTN:
				SignList::match_case = !SignList::match_case; // Toggle match case
				this->SetWidgetLoweredState(WID_SIL_FILTER_MATCH_CASE_BTN, SignList::match_case); // Toggle button pushed state
				this->InvalidateData(); // Rebuild the list of signs
				break;
		}
	}
Example #6
0
	virtual EventState OnKeyPress(uint16 key, uint16 keycode)
	{
		EventState state = ES_NOT_HANDLED;
		switch (this->HandleEditBoxKey(WID_SIL_FILTER_TEXT, key, keycode, state)) {
			case HEBR_EDITING:
				this->SetFilterString(this->text.buf);
				break;

			case HEBR_CONFIRM: // Enter pressed -> goto first sign in list
				if (this->signs.Length() >= 1) {
					const Sign *si = this->signs[0];
					ScrollMainWindowToTile(TileVirtXY(si->x, si->y));
				}
				return state;

			case HEBR_CANCEL: // ESC pressed, clear filter.
				this->OnClick(Point(), WID_SIL_FILTER_CLEAR_BTN, 1); // Simulate click on clear button.
				this->UnfocusFocusedWidget();                    // Unfocus the text box.
				return state;

			case HEBR_NOT_FOCUSED: // The filter text box is not globaly focused.
				if (CheckHotkeyMatch(signlist_hotkeys, keycode, this) == SLHK_FOCUS_FILTER_BOX) {
					this->SetFocusedWidget(WID_SIL_FILTER_TEXT);
					SetFocusedWindow(this); // The user has asked to give focus to the text box, so make sure this window is focused.
					state = ES_HANDLED;
				}
				break;

			default:
				NOT_REACHED();
		}

		if (state == ES_HANDLED) OnOSKInput(WID_SIL_FILTER_TEXT);

		return state;
	}