Esempio n. 1
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case WID_DT_CANAL: // Build canal button
				HandlePlacePushButton(this, WID_DT_CANAL, SPR_CURSOR_CANAL, HT_RECT);
				break;

			case WID_DT_LOCK: // Build lock button
				HandlePlacePushButton(this, WID_DT_LOCK, SPR_CURSOR_LOCK, HT_SPECIAL);
				break;

			case WID_DT_DEMOLISH: // Demolish aka dynamite button
				HandlePlacePushButton(this, WID_DT_DEMOLISH, ANIMCURSOR_DEMOLISH, HT_RECT | HT_DIAGONAL);
				break;

			case WID_DT_DEPOT: // Build depot button
				if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
				if (HandlePlacePushButton(this, WID_DT_DEPOT, SPR_CURSOR_SHIP_DEPOT, HT_RECT)) ShowBuildDocksDepotPicker(this);
				break;

			case WID_DT_STATION: // Build station button
				if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
				if (HandlePlacePushButton(this, WID_DT_STATION, SPR_CURSOR_DOCK, HT_SPECIAL)) ShowBuildDockStationPicker(this);
				break;

			case WID_DT_BUOY: // Build buoy button
				if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
				HandlePlacePushButton(this, WID_DT_BUOY, SPR_CURSOR_BUOY, HT_RECT);
				break;

			case WID_DT_RIVER: // Build river button (in scenario editor)
				if (_game_mode != GM_EDITOR) return;
				HandlePlacePushButton(this, WID_DT_RIVER, SPR_CURSOR_RIVER, HT_RECT);
				break;

			case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button
				HandlePlacePushButton(this, WID_DT_BUILD_AQUEDUCT, SPR_CURSOR_AQUEDUCT, HT_SPECIAL);
				break;

			default: return;
		}
		this->last_clicked_widget = (DockToolbarWidgets)widget;
	}
Esempio n. 2
0
static void BuildDocksClick_Dock(Window *w)
{
	if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
	if (HandlePlacePushButton(w, DTW_STATION, SPR_CURSOR_DOCK, HT_SPECIAL, PlaceDocks_Dock)) ShowBuildDockStationPicker(w);
}