view src/transparency_gui.cpp @ 8452:3e8e88be8197 draft

(svn r12022) -Revert(r12018): Invisible trees are now separate from the building concept. So when you want invisible trees, just select the option of the same name in the Patch Options and toggle transparency of trees. More to come on the saga of Invisibility. So stay tuned.
author belugas <belugas@openttd.org>
date Wed, 30 Jan 2008 17:36:28 +0000
parents 5b5fdcb49728
children 0ab483c54082
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/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "gui.h"
#include "window_gui.h"
#include "variables.h"
#include "transparency.h"
#include "sound_func.h"

#include "table/sprites.h"
#include "table/strings.h"

TransparencyOptionBits _transparency_opt;

enum TransparencyToolbarWidgets{
	/* Widgets not toggled when pressing the X key */
	TTW_WIDGET_SIGNS = 3,    ///< Make signs background transparent

	/* Widgets toggled when pressing the X key */
	TTW_WIDGET_TREES,        ///< Make trees transparent
	TTW_WIDGET_HOUSES,       ///< Make houses transparent
	TTW_WIDGET_INDUSTRIES,   ///< Make Industries transparent
	TTW_WIDGET_BUILDINGS,    ///< Make player buildings and structures transparent
	TTW_WIDGET_BRIDGES,      ///< Make bridges transparent
	TTW_WIDGET_STRUCTURES,   ///< Make unmovable structures transparent
	TTW_WIDGET_LOADING,      ///< Make loading indicators transperent
	TTW_WIDGET_END,          ///< End of toggle buttons
};

static void TransparencyToolbWndProc(Window *w, WindowEvent *e)
{
	switch (e->event) {
		case WE_PAINT:
			/* must be sure that the widgets show the transparency variable changes
			 * also when we use shortcuts */
			for (uint i = TTW_WIDGET_SIGNS; i < TTW_WIDGET_END; i++) {
				w->SetWidgetLoweredState(i, IsTransparencySet((TransparencyOption)(i - TTW_WIDGET_SIGNS)));
			}

			DrawWindowWidgets(w);
			break;

		case WE_CLICK:
			if (e->we.click.widget >= TTW_WIDGET_SIGNS) {
				/* toggle the bit of the transparencies variable when clicking on a widget, and play a sound */
				ToggleTransparency((TransparencyOption)(e->we.click.widget - TTW_WIDGET_SIGNS));
				SndPlayFx(SND_15_BEEP);
				MarkWholeScreenDirty();
			}
			break;
	}
}

static const Widget _transparency_widgets[] = {
{ WWT_CLOSEBOX,   RESIZE_NONE,  7,   0,  10,   0,  13, STR_00C5,                 STR_018B_CLOSE_WINDOW},
{  WWT_CAPTION,   RESIZE_NONE,  7,  11, 184,   0,  13, STR_TRANSPARENCY_TOOLB,   STR_018C_WINDOW_TITLE_DRAG_THIS},
{WWT_STICKYBOX,   RESIZE_NONE,  7, 185, 196,   0,  13, STR_NULL,                 STR_STICKY_BUTTON},

/* transparency widgets:
 * transparent signs, trees, houses, industries, player's buildings, bridges, unmovable structures and loading indicators */
{   WWT_IMGBTN,   RESIZE_NONE,  7,   0,  21,  14,  35, SPR_IMG_SIGN,         STR_TRANSPARENT_SIGNS_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  22,  43,  14,  35, SPR_IMG_PLANTTREES,   STR_TRANSPARENT_TREES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  44,  65,  14,  35, SPR_IMG_TOWN,         STR_TRANSPARENT_HOUSES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  66,  87,  14,  35, SPR_IMG_INDUSTRY,     STR_TRANSPARENT_INDUSTRIES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7,  88, 109,  14,  35, SPR_IMG_COMPANY_LIST, STR_TRANSPARENT_BUILDINGS_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 110, 152,  14,  35, SPR_IMG_BRIDGE,       STR_TRANSPARENT_BRIDGES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 153, 174,  14,  35, SPR_IMG_TRANSMITTER,  STR_TRANSPARENT_STRUCTURES_DESC},
{   WWT_IMGBTN,   RESIZE_NONE,  7, 175, 196,  14,  35, SPR_IMG_TRAINLIST,    STR_TRANSPARENT_LOADING_DESC},

{   WIDGETS_END},
};

static const WindowDesc _transparency_desc = {
	WDP_ALIGN_TBR, 58+36, 197, 36, 197, 36,
	WC_TRANSPARENCY_TOOLBAR, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
	_transparency_widgets,
	TransparencyToolbWndProc
};

void ShowTransparencyToolbar(void)
{
	AllocateWindowDescFront(&_transparency_desc, 0);
}