コード例 #1
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		if (widget >= WID_TT_BEGIN && widget < WID_TT_END) {
			if (_ctrl_pressed) {
				/* toggle the bit of the transparencies lock variable */
				ToggleTransparencyLock((TransparencyOption)(widget - WID_TT_BEGIN));
				this->SetDirty();
			} else {
				/* toggle the bit of the transparencies variable and play a sound */
				ToggleTransparency((TransparencyOption)(widget - WID_TT_BEGIN));
				if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
				MarkWholeScreenDirty();
			}
		} else if (widget == WID_TT_BUTTONS) {
			uint i;
			for (i = WID_TT_BEGIN; i < WID_TT_END; i++) {
				const NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
				if (IsInsideBS(pt.x, nwid->pos_x, nwid->current_x)) {
					break;
				}
			}
			if (i == WID_TT_LOADING || i == WID_TT_END) return;

			ToggleInvisibility((TransparencyOption)(i - WID_TT_BEGIN));
			if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);

			/* Redraw whole screen only if transparency is set */
			if (IsTransparencySet((TransparencyOption)(i - WID_TT_BEGIN))) {
				MarkWholeScreenDirty();
			} else {
				this->SetWidgetDirty(WID_TT_BUTTONS);
			}
		}
	}
コード例 #2
0
/**
 * Change the name of the president.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 unused
 * @param p2 unused
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenamePresident(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	bool reset = StrEmpty(text);

	if (!reset) {
		if (Utf8StringLength(text) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) return CMD_ERROR;
		if (!IsUniquePresidentName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
	}

	if (flags & DC_EXEC) {
		Company *c = Company::Get(_current_company);
		free(c->president_name);

		if (reset) {
			c->president_name = NULL;
		} else {
			c->president_name = strdup(text);

			if (c->name_1 == STR_SV_UNNAMED && c->name == NULL) {
				char buf[80];

				snprintf(buf, lengthof(buf), "%s Transport", text);
				DoCommand(0, 0, 0, DC_EXEC, CMD_RENAME_COMPANY, buf);
			}
		}

		MarkWholeScreenDirty();
		CompanyAdminUpdate(c);
	}

	return CommandCost();
}
コード例 #3
0
	virtual void OnClick(Point pt, int widget, int click_count)
	{
		switch (widget) {
			case WID_BT_TYPE_11: case WID_BT_TYPE_12: case WID_BT_TYPE_13: case WID_BT_TYPE_14:
			case WID_BT_TYPE_21: case WID_BT_TYPE_22: case WID_BT_TYPE_23: case WID_BT_TYPE_24:
			case WID_BT_TYPE_31: case WID_BT_TYPE_32: case WID_BT_TYPE_33: case WID_BT_TYPE_34:
				if (widget - WID_BT_TYPE_11 >= this->count) break;

				if (HandlePlacePushButton(this, widget, SPR_CURSOR_TREE, HT_RECT)) {
					this->tree_to_plant = (TreeType)(this->base + widget - WID_BT_TYPE_11);
				}
				break;

			case WID_BT_TYPE_RANDOM: // tree of random type.
				if (HandlePlacePushButton(this, WID_BT_TYPE_RANDOM, SPR_CURSOR_TREE, HT_RECT)) {
					this->tree_to_plant = TREE_INVALID;
				}
				break;

			case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
				if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
				PlaceTreesRandomly();
				MarkWholeScreenDirty();
				break;
		}
	}
コード例 #4
0
ファイル: openttd.cpp プロジェクト: dolly22/openttd-sai
static void MakeNewGameDone()
{
	SettingsDisableElrail(_settings_game.vehicle.disable_elrails);

	/* In a dedicated server, the server does not play */
	if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
		SetLocalCompany(COMPANY_SPECTATOR);
		IConsoleCmdExec("exec scripts/game_start.scr 0");
		return;
	}

	/* Create a single company */
	DoStartupNewCompany(false);

	Company *c = Company::Get(COMPANY_FIRST);
	c->settings = _settings_client.company;

	IConsoleCmdExec("exec scripts/game_start.scr 0");

	SetLocalCompany(COMPANY_FIRST);

	InitializeRailGUI();

#ifdef ENABLE_NETWORK
	/* We are the server, we start a new company (not dedicated),
	 * so set the default password *if* needed. */
	if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
		NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
	}
#endif /* ENABLE_NETWORK */

	if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);

	MarkWholeScreenDirty();
}
コード例 #5
0
ファイル: highscore_gui.cpp プロジェクト: blackberry/OpenTTD
    EndGameWindow(const WindowDesc *desc) : EndGameHighScoreBaseWindow(desc)
    {
        /* Pause in single-player to have a look at the highscore at your own leisure */
        if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);

        this->background_img = SPR_TYCOON_IMG1_BEGIN;

        if (_local_company != COMPANY_SPECTATOR) {
            const Company *c = Company::Get(_local_company);
            if (c->old_economy[0].performance_history == SCORE_MAX) {
                this->background_img = SPR_TYCOON_IMG2_BEGIN;
            }
        }

        /* In a network game show the endscores of the custom difficulty 'network' which is the last one
         * as well as generate a TOP5 of that game, and not an all-time top5. */
        if (_networking) {
            this->window_number = lengthof(_highscore_table) - 1;
            this->rank = SaveHighScoreValueNetwork();
        } else {
            /* in single player _local company is always valid */
            const Company *c = Company::Get(_local_company);
            this->window_number = _settings_game.difficulty.diff_level;
            this->rank = SaveHighScoreValue(c);
        }

        MarkWholeScreenDirty();
    }
コード例 #6
0
ファイル: allegro_v.cpp プロジェクト: Ayutac/OpenTTD
const char *VideoDriver_Allegro::Start(const char * const *parm)
{
	if (_allegro_instance_count == 0 && install_allegro(SYSTEM_AUTODETECT, &errno, NULL)) {
		DEBUG(driver, 0, "allegro: install_allegro failed '%s'", allegro_error);
		return "Failed to set up Allegro";
	}
	_allegro_instance_count++;

	install_timer();
	install_mouse();
	install_keyboard();

#if defined _DEBUG
/* Allegro replaces SEGV/ABRT signals meaning that the debugger will never
 * be triggered, so rereplace the signals and make the debugger useful. */
	signal(SIGABRT, NULL);
	signal(SIGSEGV, NULL);
#endif

#if defined(DOS)
	/* Force DOS builds to ALWAYS use full screen as
	 * it can't do windowed. */
	_fullscreen = true;
#endif

	GetVideoModes();
	if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
		return "Failed to set up Allegro video";
	}
	MarkWholeScreenDirty();
	set_close_button_callback(HandleExitGameRequest);

	return NULL;
}
コード例 #7
0
/**
 * 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();
}
コード例 #8
0
/**
 * Change the company manager's face.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 unused
 * @param p2 face bitmasked
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdSetCompanyManagerFace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	CompanyManagerFace cmf = (CompanyManagerFace)p2;

	if (!IsValidCompanyManagerFace(cmf)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		Company::Get(_current_company)->face = cmf;
		MarkWholeScreenDirty();
	}
	return CommandCost();
}
コード例 #9
0
ファイル: heightmap.cpp プロジェクト: jemmyw/openttd
void FlatEmptyWorld(byte tile_height)
{
	int edge_distance = _settings_game.construction.freeform_edges ? 0 : 2;
	for (uint row = edge_distance; row < MapSizeY() - edge_distance; row++) {
		for (uint col = edge_distance; col < MapSizeX() - edge_distance; col++) {
			SetTileHeight(TileXY(col, row), tile_height);
		}
	}

	FixSlopes();
	MarkWholeScreenDirty();
}
コード例 #10
0
ファイル: newgrf_config.cpp プロジェクト: tony/openttd
/**
 * Really perform the scan for all NewGRFs.
 * @param callback The callback to call after the scanning is complete.
 */
void DoScanNewGRFFiles(void *callback)
{
	_modal_progress_work_mutex->BeginCritical();

	ClearGRFConfigList(&_all_grfs);
	TarScanner::DoScan(TarScanner::NEWGRF);

	DEBUG(grf, 1, "Scanning for NewGRFs");
	uint num = GRFFileScanner::DoScan();

	DEBUG(grf, 1, "Scan complete, found %d files", num);
	if (num != 0 && _all_grfs != NULL) {
		/* Sort the linked list using quicksort.
		 * For that we first have to make an array, then sort and
		 * then remake the linked list. */
		GRFConfig **to_sort = MallocT<GRFConfig*>(num);

		uint i = 0;
		for (GRFConfig *p = _all_grfs; p != NULL; p = p->next, i++) {
			to_sort[i] = p;
		}
		/* Number of files is not necessarily right */
		num = i;

		QSortT(to_sort, num, &GRFSorter);

		for (i = 1; i < num; i++) {
			to_sort[i - 1]->next = to_sort[i];
		}
		to_sort[num - 1]->next = NULL;
		_all_grfs = to_sort[0];

		free(to_sort);

#ifdef ENABLE_NETWORK
		NetworkAfterNewGRFScan();
#endif
	}

	_modal_progress_work_mutex->EndCritical();
	_modal_progress_paint_mutex->BeginCritical();

	/* Yes... these are the NewGRF windows */
	InvalidateWindowClassesData(WC_SAVELOAD, 0, true);
	InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_NEWGRF_STATE, GOID_NEWGRF_RESCANNED, true);
	if (callback != NULL) ((NewGRFScanCallback*)callback)->OnNewGRFsScanned();

	DeleteWindowByClass(WC_MODAL_PROGRESS);
	SetModalProgress(false);
	MarkWholeScreenDirty();
	_modal_progress_paint_mutex->EndCritical();
}
コード例 #11
0
ファイル: highscore_gui.cpp プロジェクト: blackberry/OpenTTD
    HighScoreWindow(const WindowDesc *desc, int difficulty, int8 ranking) : EndGameHighScoreBaseWindow(desc)
    {
        /* pause game to show the chart */
        if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);

        /* Close all always on-top windows to get a clean screen */
        if (_game_mode != GM_MENU) HideVitalWindows();

        MarkWholeScreenDirty();
        this->window_number = difficulty; // show highscore chart for difficulty...
        this->background_img = SPR_HIGHSCORE_CHART_BEGIN; // which background to show
        this->rank = ranking;
    }
コード例 #12
0
ファイル: console_gui.cpp プロジェクト: a7omic/OpenTTD
/** Toggle in-game console between opened and closed. */
void IConsoleSwitch()
{
	switch (_iconsole_mode) {
		case ICONSOLE_CLOSED:
			new IConsoleWindow();
			break;

		case ICONSOLE_OPENED: case ICONSOLE_FULL:
			DeleteWindowById(WC_CONSOLE, 0);
			break;
	}

	MarkWholeScreenDirty();
}
コード例 #13
0
ファイル: company_cmd.cpp プロジェクト: jemmyw/openttd
static void GenerateCompanyName(Company *c)
{
	TileIndex tile;
	Town *t;
	StringID str;
	Company *cc;
	uint32 strp;
	/* Reserve space for extra unicode character. We need to do this to be able
	 * to detect too long company name. */
	char buffer[MAX_LENGTH_COMPANY_NAME_BYTES + MAX_CHAR_LENGTH];

	if (c->name_1 != STR_SV_UNNAMED) return;

	tile = c->last_build_coordinate;
	if (tile == 0) return;

	t = ClosestTownFromTile(tile, UINT_MAX);

	if (t->name == NULL && IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST + 1)) {
		str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START;
		strp = t->townnameparts;

verify_name:;
		/* No companies must have this name already */
		FOR_ALL_COMPANIES(cc) {
			if (cc->name_1 == str && cc->name_2 == strp) goto bad_town_name;
		}

		GetString(buffer, str, lastof(buffer));
		if (strlen(buffer) >= MAX_LENGTH_COMPANY_NAME_BYTES) goto bad_town_name;

set_name:;
		c->name_1 = str;
		c->name_2 = strp;

		MarkWholeScreenDirty();

		if (c->is_ai) {
			CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
			cni->FillData(c);
			SetDParam(0, STR_NEWS_COMPANY_LAUNCH_TITLE);
			SetDParam(1, STR_NEWS_COMPANY_LAUNCH_DESCRIPTION);
			SetDParamStr(2, cni->company_name);
			SetDParam(3, t->index);
			AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_NEW, NR_TILE, c->last_build_coordinate, NR_NONE, UINT32_MAX, cni);
		}
		AI::BroadcastNewEvent(new AIEventCompanyNew(c->index), c->index);
		return;
	}
コード例 #14
0
ファイル: genworld.cpp プロジェクト: a7omic/OpenTTD
/**
 * Clean up the 'mess' of generation. That is, show windows again, reset
 * thread variables, and delete the progress window.
 */
static void CleanupGeneration()
{
	_generating_world = false;

	if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
	/* Show all vital windows again, because we have hidden them */
	if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
	_gw.active   = false;
	_gw.proc     = NULL;
	_gw.abortp   = NULL;
	_gw.threaded = false;

	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
	MarkWholeScreenDirty();
}
コード例 #15
0
ファイル: heightmap.cpp プロジェクト: OpenTTD/OpenTTD
/**
 * Load a heightmap from file and change the map in his current dimensions
 *  to a landscape representing the heightmap.
 * It converts pixels to height. The brighter, the higher.
 * @param dft Type of image file.
 * @param filename of the heightmap file to be imported
 */
void LoadHeightmap(DetailedFileType dft, const char *filename)
{
	uint x, y;
	byte *map = nullptr;

	if (!ReadHeightMap(dft, filename, &x, &y, &map)) {
		free(map);
		return;
	}

	GrayscaleToMapHeights(x, y, map);
	free(map);

	FixSlopes();
	MarkWholeScreenDirty();
}
コード例 #16
0
ファイル: heightmap.cpp プロジェクト: jemmyw/openttd
void LoadHeightmap(char *filename)
{
	uint x, y;
	byte *map = NULL;

	if (!ReadHeightMap(filename, &x, &y, &map)) {
		free(map);
		return;
	}

	GrayscaleToMapHeights(x, y, map);
	free(map);

	FixSlopes();
	MarkWholeScreenDirty();
}
コード例 #17
0
ファイル: genworld.cpp プロジェクト: IchiroWang/OpenTTD
/**
 * Clean up the 'mess' of generation. That is, show windows again, reset
 * thread variables, and delete the progress window.
 */
static void CleanupGeneration()
{
	_generating_world = false;

	SetMouseCursorBusy(false);
	/* Show all vital windows again, because we have hidden them */
	if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
	SetModalProgress(false);
	_gw.proc     = NULL;
	_gw.abortp   = NULL;
	_gw.threaded = false;

	DeleteWindowByClass(WC_MODAL_PROGRESS);
	ShowFirstError();
	MarkWholeScreenDirty();
}
コード例 #18
0
ファイル: console_gui.cpp プロジェクト: a7omic/OpenTTD
/** Change the size of the in-game console window after the screen size changed, or the window state changed. */
void IConsoleResize(Window *w)
{
	switch (_iconsole_mode) {
		case ICONSOLE_OPENED:
			w->height = _screen.height / 3;
			w->width = _screen.width;
			break;
		case ICONSOLE_FULL:
			w->height = _screen.height - ICON_BOTTOM_BORDERWIDTH;
			w->width = _screen.width;
			break;
		default: return;
	}

	MarkWholeScreenDirty();
}
コード例 #19
0
ファイル: newgrf_config.cpp プロジェクト: tony/openttd
/**
 * Scan for all NewGRFs.
 * @param callback The callback to call after the scanning is complete.
 */
void ScanNewGRFFiles(NewGRFScanCallback *callback)
{
	/* First set the modal progress. This ensures that it will eventually let go of the paint mutex. */
	SetModalProgress(true);
	/* Only then can we really start, especially by marking the whole screen dirty. Get those other windows hidden!. */
	MarkWholeScreenDirty();

	if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&DoScanNewGRFFiles, callback, NULL, "ottd:newgrf-scan")) {
		_modal_progress_work_mutex->EndCritical();
		_modal_progress_paint_mutex->EndCritical();
		DoScanNewGRFFiles(callback);
		_modal_progress_paint_mutex->BeginCritical();
		_modal_progress_work_mutex->BeginCritical();
	} else {
		UpdateNewGRFScanStatus(0, NULL);
	}
}
コード例 #20
0
ファイル: misc_sl.cpp プロジェクト: blackberry/OpenTTD
void ResetViewportAfterLoadGame()
{
	Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

	w->viewport->scrollpos_x = _saved_scrollpos_x;
	w->viewport->scrollpos_y = _saved_scrollpos_y;
	w->viewport->dest_scrollpos_x = _saved_scrollpos_x;
	w->viewport->dest_scrollpos_y = _saved_scrollpos_y;

	ViewPort *vp = w->viewport;
	vp->zoom = (ZoomLevel)min(_saved_scrollpos_zoom, ZOOM_LVL_MAX);
	vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
	vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);

	DoZoomInOutWindow(ZOOM_NONE, w); // update button status
	MarkWholeScreenDirty();
}
コード例 #21
0
ファイル: company_cmd.cpp プロジェクト: jemmyw/openttd
/** Change the name of the company.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 unused
 * @param p2 unused
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenameCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	bool reset = StrEmpty(text);

	if (!reset) {
		if (strlen(text) >= MAX_LENGTH_COMPANY_NAME_BYTES) return CMD_ERROR;
		if (!IsUniqueCompanyName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
	}

	if (flags & DC_EXEC) {
		Company *c = Company::Get(_current_company);
		free(c->name);
		c->name = reset ? NULL : strdup(text);
		MarkWholeScreenDirty();
	}

	return CommandCost();
}
コード例 #22
0
/**
 * Sets the local company and updates the settings that are set on a
 * per-company basis to reflect the core's state in the GUI.
 * @param new_company the new company
 * @pre Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE
 */
void SetLocalCompany(CompanyID new_company)
{
	/* company could also be COMPANY_SPECTATOR or OWNER_NONE */
	assert(Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE);

#ifdef ENABLE_NETWORK
	/* Delete the chat window, if you were team chatting. */
	InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
#endif

	assert(IsLocalCompany());

	_current_company = _local_company = new_company;

	/* Delete any construction windows... */
	DeleteConstructionWindows();

	/* ... and redraw the whole screen. */
	MarkWholeScreenDirty();
}
コード例 #23
0
ファイル: vehicle_cmd.cpp プロジェクト: Voxar/OpenTTD
/** Give a custom name to your vehicle
 * @param tile unused
 * @param flags type of operation
 * @param p1 vehicle ID to name
 * @param p2 unused
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
    Vehicle *v = Vehicle::GetIfValid(p1);
    if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;

    bool reset = StrEmpty(text);

    if (!reset) {
        if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
        if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    }

    if (flags & DC_EXEC) {
        free(v->name);
        v->name = reset ? NULL : strdup(text);
        InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
        MarkWholeScreenDirty();
    }

    return CommandCost();
}
コード例 #24
0
const char *VideoDriver_SDL::Start(const char * const *parm)
{
	char buf[30];
	_use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);

	const char *s = SdlOpen(SDL_INIT_VIDEO);
	if (s != NULL) return s;

	GetVideoModes();
	if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
		return SDL_CALL SDL_GetError();
	}

	SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
	DEBUG(driver, 1, "SDL: using driver '%s'", buf);

	MarkWholeScreenDirty();
	SetupKeyboard();

	_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;

	return NULL;
}
コード例 #25
0
    virtual void OnClick(Point pt, int widget, int click_count)
    {
        switch (widget) {
        case BTW_TYPE_11:
        case BTW_TYPE_12:
        case BTW_TYPE_13:
        case BTW_TYPE_14:
        case BTW_TYPE_21:
        case BTW_TYPE_22:
        case BTW_TYPE_23:
        case BTW_TYPE_24:
        case BTW_TYPE_31:
        case BTW_TYPE_32:
        case BTW_TYPE_33:
        case BTW_TYPE_34:
            if (widget - BTW_TYPE_11 >= this->count) break;

            if (HandlePlacePushButton(this, widget, SPR_CURSOR_TREE, HT_RECT)) {
                this->tree_to_plant = (TreeType)(this->base + widget - BTW_TYPE_11);
            }
            break;

        case BTW_TYPE_RANDOM: // tree of random type.
            if (HandlePlacePushButton(this, BTW_TYPE_RANDOM, SPR_CURSOR_TREE, HT_RECT)) {
                this->tree_to_plant = TREE_INVALID;
            }
            break;

        case BTW_MANY_RANDOM: // place trees randomly over the landscape
            this->LowerWidget(BTW_MANY_RANDOM);
            this->flags4 |= WF_TIMEOUT_BEGIN;
            SndPlayFx(SND_15_BEEP);
            PlaceTreesRandomly();
            MarkWholeScreenDirty();
            break;
        }
    }
コード例 #26
0
ファイル: misc_sl.cpp プロジェクト: M3Henry/openttd
void ResetViewportAfterLoadGame()
{
	Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

	w->viewport->scrollpos_x = _saved_scrollpos_x;
	w->viewport->scrollpos_y = _saved_scrollpos_y;
	w->viewport->dest_scrollpos_x = _saved_scrollpos_x;
	w->viewport->dest_scrollpos_y = _saved_scrollpos_y;

	ViewPort *vp = w->viewport;
	vp->zoom = (ZoomLevel)min(_saved_scrollpos_zoom, ZOOM_LVL_MAX);
	vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
	vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);

	/* If zoom_max is ZOOM_LVL_MIN then the setting has not been loaded yet, therefore all levels are allowed. */
	if (_settings_client.gui.zoom_max != ZOOM_LVL_MIN) {
		/* Ensure zoom level is allowed */
		while (vp->zoom < _settings_client.gui.zoom_min) DoZoomInOutWindow(ZOOM_OUT, w);
		while (vp->zoom > _settings_client.gui.zoom_max) DoZoomInOutWindow(ZOOM_IN, w);
	}

	DoZoomInOutWindow(ZOOM_NONE, w); // update button status
	MarkWholeScreenDirty();
}
コード例 #27
0
/**
 * Give a custom name to your vehicle
 * @param tile unused
 * @param flags type of operation
 * @param p1 vehicle ID to name
 * @param p2 unused
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	Vehicle *v = Vehicle::GetIfValid(p1);
	if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;

	CommandCost ret = CheckOwnership(v->owner);
	if (ret.Failed()) return ret;

	bool reset = StrEmpty(text);

	if (!reset) {
		if (Utf8StringLength(text) >= MAX_LENGTH_VEHICLE_NAME_CHARS) return CMD_ERROR;
		if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
	}

	if (flags & DC_EXEC) {
		free(v->name);
		v->name = reset ? NULL : strdup(text);
		InvalidateWindowClassesData(GetWindowClassForVehicleType(v->type), 1);
		MarkWholeScreenDirty();
	}

	return CommandCost();
}
コード例 #28
0
ファイル: sdl_v.cpp プロジェクト: blackberry/OpenTTD
const char *VideoDriver_SDL::Start(const char * const *parm)
{
	char buf[30];

	const char *s = SdlOpen(SDL_INIT_VIDEO);
	if (s != NULL) return s;

	GetVideoModes();
	if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
		return SDL_CALL SDL_GetError();
	}

	SDL_CALL SDL_VideoDriverName(buf, sizeof buf);
	DEBUG(driver, 1, "SDL: using driver '%s'", buf);

	MarkWholeScreenDirty();

	SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
	SDL_CALL SDL_EnableUNICODE(1);

	_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;

	return NULL;
}
コード例 #29
0
	virtual EventState OnHotkey(int hotkey)
	{
		if (hotkey == GHK_QUIT) {
			HandleExitGameRequest();
			return ES_HANDLED;
		}

		/* Disable all key shortcuts, except quit shortcuts when
		 * generating the world, otherwise they create threading
		 * problem during the generating, resulting in random
		 * assertions that are hard to trigger and debug */
		if (HasModalProgress()) return ES_NOT_HANDLED;

		switch (hotkey) {
			case GHK_ABANDON:
				/* No point returning from the main menu to itself */
				if (_game_mode == GM_MENU) return ES_HANDLED;
				if (_settings_client.gui.autosave_on_exit) {
					DoExitSave();
					_switch_mode = SM_MENU;
				} else {
					AskExitToGameMenu();
				}
				return ES_HANDLED;

			case GHK_CONSOLE:
				IConsoleSwitch();
				return ES_HANDLED;

			case GHK_BOUNDING_BOXES:
				ToggleBoundingBoxes();
				return ES_HANDLED;

			case GHK_DIRTY_BLOCKS:
				ToggleDirtyBlocks();
				return ES_HANDLED;
		}

		if (_game_mode == GM_MENU) return ES_NOT_HANDLED;

		switch (hotkey) {
			case GHK_CENTER:
			case GHK_CENTER_ZOOM: {
				Point pt = GetTileBelowCursor();
				if (pt.x != -1) {
					bool instant = (hotkey == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min);
					if (hotkey == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this);
					ScrollMainWindowTo(pt.x, pt.y, -1, instant);
				}
				break;
			}

			case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); ToolbarSelectLastTool(); break;
			case GHK_DELETE_WINDOWS: DeleteNonVitalWindows(); break;
			case GHK_DELETE_NONVITAL_WINDOWS: DeleteAllNonVitalWindows(); break;
			case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break;

			case GHK_CRASH: // Crash the game
				*(volatile byte *)0 = 0;
				break;

			case GHK_MONEY: // Gimme money
				/* You can only cheat for money in single player. */
				if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT);
				break;

			case GHK_UPDATE_COORDS: // Update the coordinates of all station signs
				UpdateAllVirtCoords();
				break;

			case GHK_TOGGLE_TRANSPARENCY:
			case GHK_TOGGLE_TRANSPARENCY + 1:
			case GHK_TOGGLE_TRANSPARENCY + 2:
			case GHK_TOGGLE_TRANSPARENCY + 3:
			case GHK_TOGGLE_TRANSPARENCY + 4:
			case GHK_TOGGLE_TRANSPARENCY + 5:
			case GHK_TOGGLE_TRANSPARENCY + 6:
			case GHK_TOGGLE_TRANSPARENCY + 7:
			case GHK_TOGGLE_TRANSPARENCY + 8:
				/* Transparency toggle hot keys */
				ToggleTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_TRANSPARENCY));
				MarkWholeScreenDirty();
				break;

			case GHK_TOGGLE_INVISIBILITY:
			case GHK_TOGGLE_INVISIBILITY + 1:
			case GHK_TOGGLE_INVISIBILITY + 2:
			case GHK_TOGGLE_INVISIBILITY + 3:
			case GHK_TOGGLE_INVISIBILITY + 4:
			case GHK_TOGGLE_INVISIBILITY + 5:
			case GHK_TOGGLE_INVISIBILITY + 6:
			case GHK_TOGGLE_INVISIBILITY + 7:
				/* Invisibility toggle hot keys */
				ToggleInvisibilityWithTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_INVISIBILITY));
				MarkWholeScreenDirty();
				break;

			case GHK_TRANSPARENCY_TOOLBAR:
				ShowTransparencyToolbar();
				break;

			case GHK_TRANSPARANCY:
				ResetRestoreAllTransparency();
				break;

#ifdef ENABLE_NETWORK
			case GHK_CHAT: // smart chat; send to team if any, otherwise to all
				if (_networking) {
					const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
					if (cio == NULL) break;

					ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas);
				}
				break;

			case GHK_CHAT_ALL: // send text message to all clients
				if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
				break;

			case GHK_CHAT_COMPANY: // send text to all team mates
				if (_networking) {
					const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id);
					if (cio == NULL) break;

					ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas);
				}
				break;

			case GHK_CHAT_SERVER: // send text to the server
				if (_networking && !_network_server) {
					ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER);
				}
				break;
#endif

			default: return ES_NOT_HANDLED;
		}
		return ES_HANDLED;
	}
コード例 #30
0
ファイル: console_gui.cpp プロジェクト: a7omic/OpenTTD
	virtual EventState OnKeyPress(uint16 key, uint16 keycode)
	{
		if (_focused_window != this) return ES_NOT_HANDLED;

		const int scroll_height = (this->height / this->line_height) - 1;
		switch (keycode) {
			case WKC_UP:
				IConsoleHistoryNavigate(1);
				this->SetDirty();
				break;

			case WKC_DOWN:
				IConsoleHistoryNavigate(-1);
				this->SetDirty();
				break;

			case WKC_SHIFT | WKC_PAGEDOWN:
				this->Scroll(-scroll_height);
				break;

			case WKC_SHIFT | WKC_PAGEUP:
				this->Scroll(scroll_height);
				break;

			case WKC_SHIFT | WKC_DOWN:
				this->Scroll(-1);
				break;

			case WKC_SHIFT | WKC_UP:
				this->Scroll(1);
				break;

			case WKC_BACKQUOTE:
				IConsoleSwitch();
				break;

			case WKC_RETURN: case WKC_NUM_ENTER: {
				/* We always want the ] at the left side; we always force these strings to be left
				 * aligned anyway. So enforce this in all cases by addding a left-to-right marker,
				 * otherwise it will be drawn at the wrong side with right-to-left texts. */
				IConsolePrintF(CC_COMMAND, LRM "] %s", _iconsole_cmdline.buf);
				const char *cmd = IConsoleHistoryAdd(_iconsole_cmdline.buf);
				IConsoleClearCommand();

				if (cmd != NULL) IConsoleCmdExec(cmd);
				break;
			}

			case WKC_CTRL | WKC_RETURN:
				_iconsole_mode = (_iconsole_mode == ICONSOLE_FULL) ? ICONSOLE_OPENED : ICONSOLE_FULL;
				IConsoleResize(this);
				MarkWholeScreenDirty();
				break;

#ifdef WITH_COCOA
			case (WKC_META | 'V'):
#endif
			case (WKC_CTRL | 'V'):
				if (InsertTextBufferClipboard(&_iconsole_cmdline)) {
					IConsoleResetHistoryPos();
					this->SetDirty();
				}
				break;

			case (WKC_CTRL | 'L'):
				IConsoleCmdExec("clear");
				break;

#ifdef WITH_COCOA
			case (WKC_META | 'U'):
#endif
			case (WKC_CTRL | 'U'):
				DeleteTextBufferAll(&_iconsole_cmdline);
				this->SetDirty();
				break;

			case WKC_BACKSPACE: case WKC_DELETE:
				if (DeleteTextBufferChar(&_iconsole_cmdline, keycode)) {
					IConsoleResetHistoryPos();
					this->SetDirty();
				}
				break;

			case WKC_LEFT: case WKC_RIGHT: case WKC_END: case WKC_HOME:
				if (MoveTextBufferPos(&_iconsole_cmdline, keycode)) {
					IConsoleResetHistoryPos();
					this->SetDirty();
				}
				break;

			default:
				if (IsValidChar(key, CS_ALPHANUMERAL)) {
					IConsoleWindow::scroll = 0;
					InsertTextBufferChar(&_iconsole_cmdline, key);
					IConsoleResetHistoryPos();
					this->SetDirty();
				} else {
					return ES_NOT_HANDLED;
				}
				break;
		}
		return ES_HANDLED;
	}