/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file script_gui.cpp %Window for configuring the Scripts */ #include "../stdafx.h" #include "../table/sprites.h" #include "../error.h" #include "../settings_gui.h" #include "../querystring_gui.h" #include "../stringfilter_type.h" #include "../company_base.h" #include "../company_gui.h" #include "../window_func.h" #include "../network/network.h" #include "../widgets/dropdown_func.h" #include "../hotkeys.h" #include "../string_func.h" #include "../settings_type.h" #include "../command_func.h" #include "../core/backup_type.hpp" #include "script_gui.h" #include "script_log.hpp" #include "script_scanner.hpp" #include "script_config.hpp" #include "../ai/ai.hpp" #include "../ai/ai_config.hpp" #include "../ai/ai_info.hpp" #include "../ai/ai_instance.hpp" #include "../game/game.hpp" #include "../game/game_config.hpp" #include "../game/game_info.hpp" #include "../game/game_instance.hpp" #include "table/strings.h" #include "../safeguards.h" extern bool UserIsAllowedToChangeGameScript(); static ScriptConfig *GetConfig(CompanyID slot) { if (slot == OWNER_DEITY) return GameConfig::GetConfig(); return AIConfig::GetConfig(slot); } /** * Window that let you choose an available Script. */ struct ScriptListWindow : public Window { const ScriptInfoList *info_list; ///< The list of Scripts. int selected; ///< The currently selected Script. CompanyID slot; ///< The company we're selecting a new Script for. int line_height; ///< Height of a row in the matrix widget. Scrollbar *vscroll; ///< Cache of the vertical scrollbar. bool show_all; ///< Whether to show all available versions. /** * Constructor for the window. * @param desc The description of the window. * @param slot The company we're changing the Script for. * @param show_all Whether to show all available versions. */ ScriptListWindow(WindowDesc *desc, CompanyID slot, bool show_all) : Window(desc), slot(slot), show_all(show_all) { if (slot == OWNER_DEITY) { this->info_list = this->show_all ? Game::GetInfoList() : Game::GetUniqueInfoList(); } else { this->info_list = this->show_all ? AI::GetInfoList() : AI::GetUniqueInfoList(); } this->CreateNestedTree(); this->vscroll = this->GetScrollbar(WID_SCRL_SCROLLBAR); this->FinishInitNested(); // Initializes 'this->line_height' as side effect. this->vscroll->SetCount(this->info_list->size() + 1); /* Try if we can find the currently selected AI */ this->selected = -1; if (GetConfig(slot)->HasScript()) { ScriptInfo *info = GetConfig(slot)->GetInfo(); int i = 0; for (const auto &item : *this->info_list) { if (item.second == info) { this->selected = i; break; } i++; } } } void SetStringParameters(WidgetID widget) const override { if (widget != WID_SCRL_CAPTION) return; SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI); } void UpdateWidgetSize(WidgetID widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override { if (widget != WID_SCRL_LIST) return; this->line_height = GetCharacterHeight(FS_NORMAL) + padding.height; resize->width = 1; resize->height = this->line_height; size->height = 5 * this->line_height; } void DrawWidget(const Rect &r, WidgetID widget) const override { switch (widget) { case WID_SCRL_LIST: { /* Draw a list of all available Scripts. */ Rect tr = r.Shrink(WidgetDimensions::scaled.matrix); /* First AI in the list is hardcoded to random */ if (this->vscroll->IsVisible(0)) { DrawString(tr, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_ORANGE); tr.top += this->line_height; } StringID str = this->show_all ? STR_AI_CONFIG_NAME_VERSION : STR_JUST_RAW_STRING; int i = 0; for (const auto &item : *this->info_list) { i++; if (this->vscroll->IsVisible(i)) { SetDParamStr(0, item.second->GetName()); SetDParam(1, item.second->GetVersion()); DrawString(tr, str, (this->selected == i - 1) ? TC_WHITE : TC_ORANGE); tr.top += this->line_height; } } break; } case WID_SCRL_INFO_BG: { ScriptInfo *selected_info = nullptr; int i = 0; for (const auto &item : *this->info_list) { i++; if (this->selected == i - 1) selected_info = static_cast(item.second); } /* Some info about the currently selected Script. */ if (selected_info != nullptr) { Rect tr = r.Shrink(WidgetDimensions::scaled.frametext, WidgetDimensions::scaled.framerect); SetDParamStr(0, selected_info->GetAuthor()); DrawString(tr, STR_AI_LIST_AUTHOR); tr.top += GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal; SetDParam(0, selected_info->GetVersion()); DrawString(tr, STR_AI_LIST_VERSION); tr.top += GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal; if (!selected_info->GetURL().empty()) { SetDParamStr(0, selected_info->GetURL()); DrawString(tr, STR_AI_LIST_URL); tr.top += GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal; } SetDParamStr(0, selected_info->GetDescription()); DrawStringMultiLine(tr, STR_JUST_RAW_STRING, TC_WHITE); } break; } } } /** * Changes the Script of the current slot. */ void ChangeScript() { if (_game_mode == GM_NORMAL && slot == OWNER_DEITY) Game::Uninitialize(false); if (this->selected == -1) { GetConfig(slot)->Change(std::nullopt); } else { ScriptInfoList::const_iterator it = this->info_list->cbegin(); std::advance(it, this->selected); GetConfig(slot)->Change(it->second->GetName(), it->second->GetVersion()); if (_game_mode == GM_NORMAL && slot == OWNER_DEITY) Game::StartNew(); } InvalidateWindowData(WC_GAME_OPTIONS, slot == OWNER_DEITY ? WN_GAME_OPTIONS_GS : WN_GAME_OPTIONS_AI); InvalidateWindowClassesData(WC_SCRIPT_SETTINGS); CloseWindowByClass(WC_QUERY_STRING); InvalidateWindowClassesData(WC_TEXTFILE); if (_game_mode == GM_NORMAL && slot == OWNER_DEITY) { InvalidateWindowData(WC_SCRIPT_DEBUG, 0, -1); SetWindowClassesDirty(WC_SCRIPT_DEBUG); } } void OnClick([[maybe_unused]] Point pt, WidgetID widget, [[maybe_unused]] int click_count) override { switch (widget) { case WID_SCRL_LIST: { // Select one of the Scripts int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_SCRL_LIST) - 1; if (sel < (int)this->info_list->size()) { this->selected = sel; this->SetDirty(); if (click_count > 1) { this->ChangeScript(); this->Close(); } } break; } case WID_SCRL_ACCEPT: { this->ChangeScript(); this->Close(); break; } case WID_SCRL_CANCEL: this->Close(); break; } } void OnResize() override { this->vscroll->SetCapacityFromWidget(this, WID_SCRL_LIST); } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override { if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot)) { this->Close(); return; } if (!gui_scope) return; this->vscroll->SetCount(this->info_list->size() + 1); /* selected goes from -1 .. length of ai list - 1. */ this->selected = std::min(this->selected, this->vscroll->GetCount() - 2); } }; /** Widgets for the AI list window. */ static const NWidgetPart _nested_script_list_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_MAUVE), NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_SCRL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_SCRL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetMatrixDataTip(1, 0, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_SCRL_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_SCRL_SCROLLBAR), EndContainer(), NWidget(WWT_PANEL, COLOUR_MAUVE, WID_SCRL_INFO_BG), SetMinimalTextLines(8, WidgetDimensions::unscaled.framerect.Vertical() + WidgetDimensions::unscaled.vsep_normal * 3), SetResize(1, 0), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRL_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_ACCEPT, STR_AI_LIST_ACCEPT_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRL_CANCEL), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_LIST_CANCEL, STR_AI_LIST_CANCEL_TOOLTIP), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_MAUVE), EndContainer(), }; /** Window definition for the ai list window. */ static WindowDesc _script_list_desc(__FILE__, __LINE__, WDP_CENTER, "settings_script_list", 200, 234, WC_SCRIPT_LIST, WC_NONE, 0, std::begin(_nested_script_list_widgets), std::end(_nested_script_list_widgets) ); /** * Open the Script list window to chose a script for the given company slot. * @param slot The slot to change the script of. * @param show_all Whether to show all available versions. */ void ShowScriptListWindow(CompanyID slot, bool show_all) { CloseWindowByClass(WC_SCRIPT_LIST); new ScriptListWindow(&_script_list_desc, slot, show_all); } /** * Window for settings the parameters of an AI. */ struct ScriptSettingsWindow : public Window { CompanyID slot; ///< The currently show company's setting. ScriptConfig *script_config; ///< The configuration we're modifying. int clicked_button; ///< The button we clicked. bool clicked_increase; ///< Whether we clicked the increase or decrease button. bool clicked_dropdown; ///< Whether the dropdown is open. bool closing_dropdown; ///< True, if the dropdown list is currently closing. GUITimer timeout; ///< Timeout for unclicking the button. int clicked_row; ///< The clicked row of settings. int line_height; ///< Height of a row in the matrix widget. Scrollbar *vscroll; ///< Cache of the vertical scrollbar. typedef std::vector VisibleSettingsList; ///< typdef for a vector of script settings VisibleSettingsList visible_settings; ///< List of visible AI settings /** * Constructor for the window. * @param desc The description of the window. * @param slot The company we're changing the settings for. */ ScriptSettingsWindow(WindowDesc *desc, CompanyID slot) : Window(desc), slot(slot), clicked_button(-1), clicked_dropdown(false), closing_dropdown(false), timeout(0) { this->script_config = GetConfig(slot); this->CreateNestedTree(); this->vscroll = this->GetScrollbar(WID_SCRS_SCROLLBAR); this->FinishInitNested(slot); // Initializes 'this->line_height' as side effect. this->RebuildVisibleSettings(); } void Close(int data = 0) override { HideDropDownMenu(this); this->Window::Close(); } /** * Rebuilds the list of visible settings. AI settings with the flag * AICONFIG_AI_DEVELOPER set will only be visible if the game setting * gui.ai_developer_tools is enabled. */ void RebuildVisibleSettings() { visible_settings.clear(); for (const auto &item : *this->script_config->GetConfigList()) { bool no_hide = (item.flags & SCRIPTCONFIG_DEVELOPER) == 0; if (no_hide || _settings_client.gui.ai_developer_tools) { visible_settings.push_back(&item); } } this->vscroll->SetCount(this->visible_settings.size()); } void SetStringParameters(WidgetID widget) const override { if (widget != WID_SCRS_CAPTION) return; SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI); } void UpdateWidgetSize(WidgetID widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override { if (widget != WID_SCRS_BACKGROUND) return; this->line_height = std::max(SETTING_BUTTON_HEIGHT, GetCharacterHeight(FS_NORMAL)) + padding.height; resize->width = 1; resize->height = this->line_height; size->height = 5 * this->line_height; } void DrawWidget(const Rect &r, WidgetID widget) const override { if (widget != WID_SCRS_BACKGROUND) return; ScriptConfig *config = this->script_config; VisibleSettingsList::const_iterator it = this->visible_settings.begin(); int i = 0; for (; !this->vscroll->IsVisible(i); i++) it++; Rect ir = r.Shrink(WidgetDimensions::scaled.framerect); bool rtl = _current_text_dir == TD_RTL; Rect br = ir.WithWidth(SETTING_BUTTON_WIDTH, rtl); Rect tr = ir.Indent(SETTING_BUTTON_WIDTH + WidgetDimensions::scaled.hsep_wide, rtl); int y = r.top; int button_y_offset = (this->line_height - SETTING_BUTTON_HEIGHT) / 2; int text_y_offset = (this->line_height - GetCharacterHeight(FS_NORMAL)) / 2; for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) { const ScriptConfigItem &config_item = **it; int current_value = config->GetSetting((config_item).name); bool editable = this->IsEditableItem(config_item); StringID str; TextColour colour; uint idx = 0; if (config_item.description.empty()) { str = STR_JUST_STRING1; colour = TC_ORANGE; } else { str = STR_AI_SETTINGS_SETTING; colour = TC_LIGHT_BLUE; SetDParamStr(idx++, config_item.description); } if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) { DrawBoolButton(br.left, y + button_y_offset, current_value != 0, editable); SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON); } else { if (config_item.complete_labels) { DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable); } else { DrawArrowButtons(br.left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value); } auto config_iterator = config_item.labels.find(current_value); if (config_iterator != config_item.labels.end()) { SetDParam(idx++, STR_JUST_RAW_STRING); SetDParamStr(idx++, config_iterator->second); } else { SetDParam(idx++, STR_JUST_INT); SetDParam(idx++, current_value); } } DrawString(tr.left, tr.right, y + text_y_offset, str, colour); y += this->line_height; } } void OnPaint() override { if (this->closing_dropdown) { this->closing_dropdown = false; this->clicked_dropdown = false; } this->DrawWidgets(); } void OnClick([[maybe_unused]] Point pt, WidgetID widget, [[maybe_unused]] int click_count) override { switch (widget) { case WID_SCRS_BACKGROUND: { auto it = this->vscroll->GetScrolledItemFromWidget(this->visible_settings, pt.y, this, widget); if (it == this->visible_settings.end()) break; const ScriptConfigItem &config_item = **it; if (!this->IsEditableItem(config_item)) return; int num = it - this->visible_settings.begin(); if (this->clicked_row != num) { this->CloseChildWindows(WC_QUERY_STRING); HideDropDownMenu(this); this->clicked_row = num; this->clicked_dropdown = false; } bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0; Rect r = this->GetWidget(widget)->GetCurrentRect().Shrink(WidgetDimensions::scaled.matrix, RectPadding::zero); int x = pt.x - r.left; if (_current_text_dir == TD_RTL) x = r.Width() - 1 - x; /* One of the arrows is clicked (or green/red rect in case of bool value) */ int old_val = this->script_config->GetSetting(config_item.name); if (!bool_item && IsInsideMM(x, 0, SETTING_BUTTON_WIDTH) && config_item.complete_labels) { if (this->clicked_dropdown) { /* unclick the dropdown */ HideDropDownMenu(this); this->clicked_dropdown = false; this->closing_dropdown = false; } else { int rel_y = (pt.y - r.top) % this->line_height; Rect wi_rect; wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x); wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1; wi_rect.top = pt.y - rel_y + (this->line_height - SETTING_BUTTON_HEIGHT) / 2; wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1; /* If the mouse is still held but dragged outside of the dropdown list, keep the dropdown open */ if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) { this->clicked_dropdown = true; this->closing_dropdown = false; DropDownList list; for (int i = config_item.min_value; i <= config_item.max_value; i++) { list.push_back(std::make_unique(config_item.labels.find(i)->second, i, false)); } ShowDropDownListAt(this, std::move(list), old_val, WID_SCRS_SETTING_DROPDOWN, wi_rect, COLOUR_ORANGE); } } } else if (IsInsideMM(x, 0, SETTING_BUTTON_WIDTH)) { int new_val = old_val; if (bool_item) { new_val = !new_val; } else if (x >= SETTING_BUTTON_WIDTH / 2) { /* Increase button clicked */ new_val += config_item.step_size; if (new_val > config_item.max_value) new_val = config_item.max_value; this->clicked_increase = true; } else { /* Decrease button clicked */ new_val -= config_item.step_size; if (new_val < config_item.min_value) new_val = config_item.min_value; this->clicked_increase = false; } if (new_val != old_val) { this->script_config->SetSetting(config_item.name, new_val); this->clicked_button = num; this->timeout.SetInterval(150); } } else if (!bool_item && !config_item.complete_labels) { /* Display a query box so users can enter a custom value. */ SetDParam(0, old_val); ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, INT32_DIGITS_WITH_SIGN_AND_TERMINATION, this, CS_NUMERAL_SIGNED, QSF_NONE); } this->SetDirty(); break; } case WID_SCRS_ACCEPT: this->Close(); break; case WID_SCRS_RESET: this->script_config->ResetEditableSettings(_game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot))); this->SetDirty(); break; } } void OnQueryTextFinished(char *str) override { if (StrEmpty(str)) return; int32 value = atoi(str); SetValue(value); } void OnDropdownSelect(WidgetID widget, int index) override { if (widget != WID_SCRS_SETTING_DROPDOWN) return; assert(this->clicked_dropdown); SetValue(index); } void OnDropdownClose(Point, WidgetID widget, int, bool) override { if (widget != WID_SCRS_SETTING_DROPDOWN) return; /* We cannot raise the dropdown button just yet. OnClick needs some hint, whether * the same dropdown button was clicked again, and then not open the dropdown again. * So, we only remember that it was closed, and process it on the next OnPaint, which is * after OnClick. */ assert(this->clicked_dropdown); this->closing_dropdown = true; this->SetDirty(); } void OnResize() override { this->vscroll->SetCapacityFromWidget(this, WID_SCRS_BACKGROUND); } void OnRealtimeTick(uint delta_ms) override { if (this->timeout.Elapsed(delta_ms)) { this->clicked_button = -1; this->SetDirty(); } } /** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override { this->RebuildVisibleSettings(); HideDropDownMenu(this); this->CloseChildWindows(WC_QUERY_STRING); } private: bool IsEditableItem(const ScriptConfigItem &config_item) const { return _game_mode == GM_MENU || _game_mode == GM_EDITOR || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0 || _settings_client.gui.ai_developer_tools; } void SetValue(int value) { const ScriptConfigItem &config_item = *this->visible_settings[this->clicked_row]; if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return; this->script_config->SetSetting(config_item.name, value); this->SetDirty(); } }; /** Widgets for the Script settings window. */ static const NWidgetPart _nested_script_settings_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_MAUVE), NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_SCRS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_SCRS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetMatrixDataTip(1, 0, STR_NULL), SetScrollbar(WID_SCRS_SCROLLBAR), NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_SCRS_SCROLLBAR), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRS_ACCEPT), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL), NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_SCRS_RESET), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_SETTINGS_RESET, STR_NULL), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_MAUVE), EndContainer(), }; /** Window definition for the Script settings window. */ static WindowDesc _script_settings_desc(__FILE__, __LINE__, WDP_CENTER, "settings_script", 500, 208, WC_SCRIPT_SETTINGS, WC_NONE, 0, std::begin(_nested_script_settings_widgets), std::end(_nested_script_settings_widgets) ); /** * Open the Script settings window to change the Script settings for a Script. * @param slot The CompanyID of the Script to change the settings. */ void ShowScriptSettingsWindow(CompanyID slot) { CloseWindowByClass(WC_SCRIPT_LIST); CloseWindowByClass(WC_SCRIPT_SETTINGS); new ScriptSettingsWindow(&_script_settings_desc, slot); } /** Window for displaying the textfile of a AI. */ struct ScriptTextfileWindow : public TextfileWindow { CompanyID slot; ///< View the textfile of this CompanyID slot. ScriptTextfileWindow(TextfileType file_type, CompanyID slot) : TextfileWindow(file_type), slot(slot) { this->OnInvalidateData(); } void SetStringParameters(WidgetID widget) const override { if (widget == WID_TF_CAPTION) { SetDParam(0, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI); SetDParamStr(1, GetConfig(slot)->GetInfo()->GetName()); } } void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override { const char *textfile = GetConfig(slot)->GetTextfile(file_type, slot); if (textfile == nullptr) { this->Close(); } else { this->LoadTextfile(textfile, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR); } } }; /** * Open the Script version of the textfile window. * @param file_type The type of textfile to display. * @param slot The slot the Script is using. */ void ShowScriptTextfileWindow(TextfileType file_type, CompanyID slot) { CloseWindowById(WC_TEXTFILE, file_type); new ScriptTextfileWindow(file_type, slot); } /** * Set the widget colour of a button based on the * state of the script. (dead or alive) * @param button the button to update. * @param dead true if the script is dead, otherwise false. * @param paused true if the script is paused, otherwise false. * @return true if the colour was changed and the window need to be marked as dirty. */ static bool SetScriptButtonColour(NWidgetCore &button, bool dead, bool paused) { /* Dead scripts are indicated with red background and * paused scripts are indicated with yellow background. */ Colours colour = dead ? COLOUR_RED : (paused ? COLOUR_YELLOW : COLOUR_GREY); if (button.colour != colour) { button.colour = colour; return true; } return false; } /** * Window with everything an AI prints via ScriptLog. */ struct ScriptDebugWindow : public Window { static const uint MAX_BREAK_STR_STRING_LENGTH = 256; ///< Maximum length of the break string. struct FilterState { std::string break_string; ///< The string to match to the AI output CompanyID script_debug_company; ///< The AI that is (was last) being debugged. bool break_check_enabled; ///< Stop an AI when it prints a matching string bool case_sensitive_break_check; ///< Is the matching done case-sensitive }; static inline FilterState initial_state = { "", INVALID_COMPANY, true, false, }; int redraw_timer; ///< Timer for redrawing the window, otherwise it'll happen every tick. int last_vscroll_pos; ///< Last position of the scrolling. bool autoscroll; ///< Whether automatically scrolling should be enabled or not. bool show_break_box; ///< Whether the break/debug box is visible. QueryString break_editbox; ///< Break editbox StringFilter break_string_filter; ///< Log filter for break. int highlight_row; ///< The output row that matches the given string, or -1 Scrollbar *vscroll; ///< Cache of the vertical scrollbar. Scrollbar *hscroll; ///< Cache of the horizontal scrollbar. FilterState filter; ScriptLogTypes::LogData &GetLogData() const { if (this->filter.script_debug_company == OWNER_DEITY) return Game::GetInstance()->GetLogData(); return Company::Get(this->filter.script_debug_company)->ai_instance->GetLogData(); } /** * Check whether the currently selected AI/GS is dead. * @return true if dead. */ bool IsDead() const { if (this->filter.script_debug_company == OWNER_DEITY) { GameInstance *game = Game::GetInstance(); return game == nullptr || game->IsDead(); } return !Company::IsValidAiID(this->filter.script_debug_company) || Company::Get(this->filter.script_debug_company)->ai_instance->IsDead(); } /** * Check whether a company is a valid AI company or GS. * @param company Company to check for validity. * @return true if company is valid for debugging. */ bool IsValidDebugCompany(CompanyID company) const { switch (company) { case INVALID_COMPANY: return false; case OWNER_DEITY: return Game::GetInstance() != nullptr; default: return Company::IsValidAiID(company); } } /** * Ensure that \c script_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY. * If no valid company is selected, it selects the first valid AI or GS if any. */ void SelectValidDebugCompany() { /* Check if the currently selected company is still active. */ if (this->IsValidDebugCompany(this->filter.script_debug_company)) return; this->filter.script_debug_company = INVALID_COMPANY; for (const Company *c : Company::Iterate()) { if (c->is_ai) { ChangeToScript(c->index); return; } } /* If no AI is available, see if there is a game script. */ if (Game::GetInstance() != nullptr) ChangeToScript(OWNER_DEITY); } /** * Constructor for the window. * @param desc The description of the window. * @param number The window number (actually unused). */ ScriptDebugWindow(WindowDesc *desc, WindowNumber number, Owner show_company) : Window(desc), break_editbox(MAX_BREAK_STR_STRING_LENGTH) { this->filter = ScriptDebugWindow::initial_state; this->break_string_filter = {&this->filter.case_sensitive_break_check, false}; this->CreateNestedTree(); this->vscroll = this->GetScrollbar(WID_SCRD_VSCROLLBAR); this->hscroll = this->GetScrollbar(WID_SCRD_HSCROLLBAR); this->FinishInitNested(number); this->last_vscroll_pos = 0; this->autoscroll = true; this->highlight_row = -1; this->querystrings[WID_SCRD_BREAK_STR_EDIT_BOX] = &this->break_editbox; this->hscroll->SetStepSize(10); // Speed up horizontal scrollbar /* Restore the break string value from static variable, and enable the filter. */ this->break_editbox.text.Assign(this->filter.break_string); this->break_string_filter.SetFilterTerm(this->filter.break_string); if (show_company == INVALID_COMPANY) { this->SelectValidDebugCompany(); } else { this->ChangeToScript(show_company); } } void OnInit() override { this->show_break_box = _settings_client.gui.ai_developer_tools; this->GetWidget(WID_SCRD_BREAK_STRING_WIDGETS)->SetDisplayedPlane(this->show_break_box ? 0 : SZSP_HORIZONTAL); if (!this->show_break_box) this->filter.break_check_enabled = false; SetWidgetsDisabledState(!this->show_break_box, WID_SCRD_BREAK_STR_ON_OFF_BTN, WID_SCRD_BREAK_STR_EDIT_BOX, WID_SCRD_MATCH_CASE_BTN); this->InvalidateData(-1); } ~ScriptDebugWindow() { ScriptDebugWindow::initial_state = this->filter; } void UpdateWidgetSize(WidgetID widget, Dimension *size, [[maybe_unused]] const Dimension &padding, [[maybe_unused]] Dimension *fill, [[maybe_unused]] Dimension *resize) override { if (widget == WID_SCRD_LOG_PANEL) { resize->height = GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.vsep_normal; size->height = 14 * resize->height + WidgetDimensions::scaled.framerect.Vertical(); } } void OnPaint() override { this->SelectValidDebugCompany(); this->UpdateLogScroll(); /* Draw standard stuff */ this->DrawWidgets(); } void SetStringParameters(WidgetID widget) const override { if (widget != WID_SCRD_NAME_TEXT) return; if (this->filter.script_debug_company == OWNER_DEITY) { const GameInfo *info = Game::GetInfo(); assert(info != nullptr); SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION); SetDParamStr(1, info->GetName()); SetDParam(2, info->GetVersion()); } else if (this->filter.script_debug_company == INVALID_COMPANY || !Company::IsValidAiID(this->filter.script_debug_company)) { SetDParam(0, STR_EMPTY); } else { const AIInfo *info = Company::Get(this->filter.script_debug_company)->ai_info; assert(info != nullptr); SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION); SetDParamStr(1, info->GetName()); SetDParam(2, info->GetVersion()); } } void DrawWidget(const Rect &r, WidgetID widget) const override { switch (widget) { case WID_SCRD_LOG_PANEL: this->DrawWidgetLog(r); break; default: if (IsInsideBS(widget, WID_SCRD_COMPANY_BUTTON_START, MAX_COMPANIES)) { this->DrawWidgetCompanyButton(r, widget, WID_SCRD_COMPANY_BUTTON_START); } break; } } /** * Draw a company button icon. * @param r Rect area to draw within. * @param widget Widget index to start. * @param start Widget index of first company button. */ void DrawWidgetCompanyButton(const Rect &r, WidgetID widget, int start) const { if (this->IsWidgetDisabled(widget)) return; CompanyID cid = (CompanyID)(widget - start); Dimension sprite_size = GetSpriteSize(SPR_COMPANY_ICON); DrawCompanyIcon(cid, CenterBounds(r.left, r.right, sprite_size.width), CenterBounds(r.top, r.bottom, sprite_size.height)); } /** * Draw the AI/GS log. * @param r Rect area to draw within. */ void DrawWidgetLog(const Rect &r) const { if (this->filter.script_debug_company == INVALID_COMPANY) return; ScriptLogTypes::LogData &log = this->GetLogData(); if (log.empty()) return; Rect fr = r.Shrink(WidgetDimensions::scaled.framerect); /* Setup a clipping rectangle... */ DrawPixelInfo tmp_dpi; if (!FillDrawPixelInfo(&tmp_dpi, fr)) return; /* ...but keep coordinates relative to the window. */ tmp_dpi.left += fr.left; tmp_dpi.top += fr.top; AutoRestoreBackup dpi_backup(_cur_dpi, &tmp_dpi); fr.left -= this->hscroll->GetPosition(); for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && (size_t)i < log.size(); i++) { const ScriptLogTypes::LogLine &line = log[i]; TextColour colour; switch (line.type) { case ScriptLogTypes::LOG_SQ_INFO: colour = TC_BLACK; break; case ScriptLogTypes::LOG_SQ_ERROR: colour = TC_WHITE; break; case ScriptLogTypes::LOG_INFO: colour = TC_BLACK; break; case ScriptLogTypes::LOG_WARNING: colour = TC_YELLOW; break; case ScriptLogTypes::LOG_ERROR: colour = TC_RED; break; default: colour = TC_BLACK; break; } /* Check if the current line should be highlighted */ if (i == this->highlight_row) { fr.bottom = fr.top + this->resize.step_height - 1; GfxFillRect(fr, PC_BLACK); if (colour == TC_BLACK) colour = TC_WHITE; // Make black text readable by inverting it to white. } DrawString(fr, line.text, colour, SA_LEFT | SA_FORCE); fr.top += this->resize.step_height; } } /** * Update the scrollbar and scroll position of the log panel. */ void UpdateLogScroll() { this->SetWidgetsDisabledState(this->filter.script_debug_company == INVALID_COMPANY, WID_SCRD_VSCROLLBAR, WID_SCRD_HSCROLLBAR); if (this->filter.script_debug_company == INVALID_COMPANY) return; ScriptLogTypes::LogData &log = this->GetLogData(); int scroll_count = (int)log.size(); if (this->vscroll->GetCount() != scroll_count) { this->vscroll->SetCount(scroll_count); /* We need a repaint */ this->SetWidgetDirty(WID_SCRD_VSCROLLBAR); } if (log.empty()) return; /* Detect when the user scrolls the window. Enable autoscroll when the bottom-most line becomes visible. */ if (this->last_vscroll_pos != this->vscroll->GetPosition()) { this->autoscroll = this->vscroll->GetPosition() + this->vscroll->GetCapacity() >= (int)log.size(); } if (this->autoscroll && this->vscroll->SetPosition((int)log.size())) { /* We need a repaint */ this->SetWidgetDirty(WID_SCRD_VSCROLLBAR); this->SetWidgetDirty(WID_SCRD_LOG_PANEL); } this->last_vscroll_pos = this->vscroll->GetPosition(); } /** * Update state of all Company (AI) buttons. */ void UpdateAIButtonsState() { /* Update company buttons */ for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { /* Mark dead/paused AIs by setting the background colour. */ bool valid = Company::IsValidAiID(i); bool dead = valid && Company::Get(i)->ai_instance->IsDead(); bool paused = valid && Company::Get(i)->ai_instance->IsPaused(); NWidgetCore *button = this->GetWidget(i + WID_SCRD_COMPANY_BUTTON_START); button->SetDisabled(!valid); button->SetLowered(this->filter.script_debug_company == i); SetScriptButtonColour(*button, dead, paused); } } /** * Update state of game script button. */ void UpdateGSButtonState() { GameInstance *game = Game::GetInstance(); bool valid = game != nullptr; bool dead = valid && game->IsDead(); bool paused = valid && game->IsPaused(); NWidgetCore *button = this->GetWidget(WID_SCRD_SCRIPT_GAME); button->SetDisabled(!valid); button->SetLowered(this->filter.script_debug_company == OWNER_DEITY); SetScriptButtonColour(*button, dead, paused); } /** * Change all settings to select another Script. * @param show_ai The new AI to show. * @param new_window Open the script in a new window. */ void ChangeToScript(CompanyID show_script, bool new_window = false) { if (!this->IsValidDebugCompany(show_script)) return; if (new_window) { ScriptDebugWindow::initial_state = this->filter; ShowScriptDebugWindow(show_script, true); return; } this->filter.script_debug_company = show_script; this->highlight_row = -1; // The highlight of one Script make little sense for another Script. /* Close AI settings window to prevent confusion */ CloseWindowByClass(WC_SCRIPT_SETTINGS); this->InvalidateData(-1); this->autoscroll = true; this->last_vscroll_pos = this->vscroll->GetPosition(); } void OnClick([[maybe_unused]] Point pt, WidgetID widget, [[maybe_unused]] int click_count) override { /* Also called for hotkeys, so check for disabledness */ if (this->IsWidgetDisabled(widget)) return; /* Check which button is clicked */ if (IsInsideMM(widget, WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END + 1)) { ChangeToScript((CompanyID)(widget - WID_SCRD_COMPANY_BUTTON_START), _ctrl_pressed); } switch (widget) { case WID_SCRD_SCRIPT_GAME: ChangeToScript(OWNER_DEITY, _ctrl_pressed); break; case WID_SCRD_RELOAD_TOGGLE: if (this->filter.script_debug_company == OWNER_DEITY) { if (UserIsAllowedToChangeGameScript()) { Game::Uninitialize(true); Game::StartNew(); this->InvalidateData(-1); } break; } /* First kill the company of the AI, then start a new one. This should start the current AI again */ DoCommandP(0, CCA_DELETE | this->filter.script_debug_company << 16 | CRR_MANUAL << 24, 0, CMD_COMPANY_CTRL); DoCommandP(0, CCA_NEW_AI | this->filter.script_debug_company << 16, 0, CMD_COMPANY_CTRL); break; case WID_SCRD_SETTINGS: ShowScriptSettingsWindow(this->filter.script_debug_company); break; case WID_SCRD_BREAK_STR_ON_OFF_BTN: this->filter.break_check_enabled = !this->filter.break_check_enabled; this->InvalidateData(-1); break; case WID_SCRD_MATCH_CASE_BTN: this->filter.case_sensitive_break_check = !this->filter.case_sensitive_break_check; this->InvalidateData(-1); break; case WID_SCRD_CONTINUE_BTN: /* Unpause current AI / game script and mark the corresponding script button dirty. */ if (!this->IsDead()) { if (this->filter.script_debug_company == OWNER_DEITY) { Game::Unpause(); } else { AI::Unpause(this->filter.script_debug_company); } } /* If the last AI/Game Script is unpaused, unpause the game too. */ if ((_pause_mode & PM_PAUSED_NORMAL) == PM_PAUSED_NORMAL) { bool all_unpaused = !Game::IsPaused(); if (all_unpaused) { for (const Company *c : Company::Iterate()) { if (c->is_ai && AI::IsPaused(c->index)) { all_unpaused = false; break; } } if (all_unpaused) { /* All scripts have been unpaused => unpause the game. */ DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); } } } this->highlight_row = -1; this->InvalidateData(-1); break; } } void OnEditboxChanged(WidgetID wid) override { if (wid != WID_SCRD_BREAK_STR_EDIT_BOX) return; /* Save the current string to static member so it can be restored next time the window is opened. */ this->filter.break_string = this->break_editbox.text.buf; this->break_string_filter.SetFilterTerm(this->filter.break_string); } /** * Some data on this window has become invalid. * @param data Information about the changed data. * This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override { if (this->show_break_box != _settings_client.gui.ai_developer_tools) this->ReInit(); /* If the log message is related to the active company tab, check the break string. * This needs to be done in gameloop-scope, so the AI is suspended immediately. */ if (!gui_scope && data == this->filter.script_debug_company && this->IsValidDebugCompany(this->filter.script_debug_company) && this->filter.break_check_enabled && !this->break_string_filter.IsEmpty()) { /* Get the log instance of the active company */ ScriptLogTypes::LogData &log = this->GetLogData(); if (!log.empty()) { this->break_string_filter.ResetState(); this->break_string_filter.AddLine(log.back().text); if (this->break_string_filter.GetState()) { /* Pause execution of script. */ if (!this->IsDead()) { if (this->filter.script_debug_company == OWNER_DEITY) { Game::Pause(); } else { AI::Pause(this->filter.script_debug_company); } } /* Pause the game. */ if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) { DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); } /* Highlight row that matched */ this->highlight_row = (int)(log.size() - 1); } } } if (!gui_scope) return; this->SelectValidDebugCompany(); uint max_width = 0; if (this->filter.script_debug_company != INVALID_COMPANY) { for (auto &line : this->GetLogData()) { if (line.width == 0 || data == -1) line.width = GetStringBoundingBox(line.text).width; max_width = std::max(max_width, line.width); } } this->vscroll->SetCount(this->filter.script_debug_company != INVALID_COMPANY ? this->GetLogData().size() : 0); this->hscroll->SetCount(max_width + WidgetDimensions::scaled.frametext.Horizontal()); this->UpdateAIButtonsState(); this->UpdateGSButtonState(); this->SetWidgetLoweredState(WID_SCRD_BREAK_STR_ON_OFF_BTN, this->filter.break_check_enabled); this->SetWidgetLoweredState(WID_SCRD_MATCH_CASE_BTN, this->filter.case_sensitive_break_check); this->SetWidgetDisabledState(WID_SCRD_SETTINGS, this->filter.script_debug_company == INVALID_COMPANY); extern CompanyID _local_company; this->SetWidgetDisabledState(WID_SCRD_RELOAD_TOGGLE, this->filter.script_debug_company == INVALID_COMPANY || this->filter.script_debug_company == _local_company || (this->filter.script_debug_company == OWNER_DEITY && !UserIsAllowedToChangeGameScript())); this->SetWidgetDisabledState(WID_SCRD_CONTINUE_BTN, this->filter.script_debug_company == INVALID_COMPANY || (this->filter.script_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(this->filter.script_debug_company))); } void OnResize() override { this->vscroll->SetCapacityFromWidget(this, WID_SCRD_LOG_PANEL, WidgetDimensions::scaled.framerect.Vertical()); this->hscroll->SetCapacityFromWidget(this, WID_SCRD_LOG_PANEL); } static HotkeyList hotkeys; }; /** Make a number of rows with buttons for each company for the Script debug window. */ std::unique_ptr MakeCompanyButtonRowsScriptDebug() { return MakeCompanyButtonRows(WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END, COLOUR_GREY, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP); } /** * Handler for global hotkeys of the ScriptDebugWindow. * @param hotkey Hotkey * @return ES_HANDLED if hotkey was accepted. */ static EventState ScriptDebugGlobalHotkeys(int hotkey) { if (_game_mode != GM_NORMAL) return ES_NOT_HANDLED; Window *w = ShowScriptDebugWindow(INVALID_COMPANY); if (w == nullptr) return ES_NOT_HANDLED; return w->OnHotkey(hotkey); } static Hotkey scriptdebug_hotkeys[] = { Hotkey('1', "company_1", WID_SCRD_COMPANY_BUTTON_START), Hotkey('2', "company_2", WID_SCRD_COMPANY_BUTTON_START + 1), Hotkey('3', "company_3", WID_SCRD_COMPANY_BUTTON_START + 2), Hotkey('4', "company_4", WID_SCRD_COMPANY_BUTTON_START + 3), Hotkey('5', "company_5", WID_SCRD_COMPANY_BUTTON_START + 4), Hotkey('6', "company_6", WID_SCRD_COMPANY_BUTTON_START + 5), Hotkey('7', "company_7", WID_SCRD_COMPANY_BUTTON_START + 6), Hotkey('8', "company_8", WID_SCRD_COMPANY_BUTTON_START + 7), Hotkey('9', "company_9", WID_SCRD_COMPANY_BUTTON_START + 8), Hotkey((uint16)0, "company_10", WID_SCRD_COMPANY_BUTTON_START + 9), Hotkey((uint16)0, "company_11", WID_SCRD_COMPANY_BUTTON_START + 10), Hotkey((uint16)0, "company_12", WID_SCRD_COMPANY_BUTTON_START + 11), Hotkey((uint16)0, "company_13", WID_SCRD_COMPANY_BUTTON_START + 12), Hotkey((uint16)0, "company_14", WID_SCRD_COMPANY_BUTTON_START + 13), Hotkey((uint16)0, "company_15", WID_SCRD_COMPANY_BUTTON_START + 14), Hotkey('S', "settings", WID_SCRD_SETTINGS), Hotkey('0', "game_script", WID_SCRD_SCRIPT_GAME), Hotkey((uint16)0, "reload", WID_SCRD_RELOAD_TOGGLE), Hotkey('B', "break_toggle", WID_SCRD_BREAK_STR_ON_OFF_BTN), Hotkey('F', "break_string", WID_SCRD_BREAK_STR_EDIT_BOX), Hotkey('C', "match_case", WID_SCRD_MATCH_CASE_BTN), Hotkey(WKC_RETURN, "continue", WID_SCRD_CONTINUE_BTN), HOTKEY_LIST_END }; HotkeyList ScriptDebugWindow::hotkeys("aidebug", scriptdebug_hotkeys, ScriptDebugGlobalHotkeys); /** Widgets for the Script debug window. */ static const NWidgetPart _nested_script_debug_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_GREY), NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_AI_DEBUG, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_SHADEBOX, COLOUR_GREY), NWidget(WWT_DEFSIZEBOX, COLOUR_GREY), NWidget(WWT_STICKYBOX, COLOUR_GREY), EndContainer(), NWidget(WWT_PANEL, COLOUR_GREY, WID_SCRD_VIEW), NWidgetFunction(MakeCompanyButtonRowsScriptDebug), SetPadding(0, 2, 1, 2), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING2, STR_AI_DEBUG_NAME_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_VERTICAL), /* Log panel */ NWidget(WWT_PANEL, COLOUR_GREY, WID_SCRD_LOG_PANEL), SetMinimalSize(287, 180), SetResize(1, 1), SetScrollbar(WID_SCRD_VSCROLLBAR), EndContainer(), /* Break string widgets */ NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SCRD_BREAK_STRING_WIDGETS), NWidget(NWID_HORIZONTAL), NWidget(WWT_IMGBTN_2, COLOUR_GREY, WID_SCRD_BREAK_STR_ON_OFF_BTN), SetFill(0, 1), SetDataTip(SPR_FLAG_VEH_STOPPED, STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP), NWidget(WWT_PANEL, COLOUR_GREY), NWidget(NWID_HORIZONTAL), NWidget(WWT_LABEL, COLOUR_GREY), SetPadding(2, 2, 2, 4), SetDataTip(STR_AI_DEBUG_BREAK_ON_LABEL, 0x0), NWidget(WWT_EDITBOX, COLOUR_GREY, WID_SCRD_BREAK_STR_EDIT_BOX), SetFill(1, 1), SetResize(1, 0), SetPadding(2, 2, 2, 2), SetDataTip(STR_AI_DEBUG_BREAK_STR_OSKTITLE, STR_AI_DEBUG_BREAK_STR_TOOLTIP), EndContainer(), EndContainer(), NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_SCRD_MATCH_CASE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_MATCH_CASE, STR_AI_DEBUG_MATCH_CASE_TOOLTIP), NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SCRD_CONTINUE_BTN), SetMinimalSize(100, 0), SetFill(0, 1), SetDataTip(STR_AI_DEBUG_CONTINUE, STR_AI_DEBUG_CONTINUE_TOOLTIP), EndContainer(), EndContainer(), NWidget(NWID_HSCROLLBAR, COLOUR_GREY, WID_SCRD_HSCROLLBAR), EndContainer(), NWidget(NWID_VERTICAL), NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_SCRD_VSCROLLBAR), NWidget(WWT_RESIZEBOX, COLOUR_GREY), EndContainer(), EndContainer(), }; /** Window definition for the Script debug window. */ static WindowDesc _script_debug_desc(__FILE__, __LINE__, WDP_AUTO, "script_debug", 600, 450, WC_SCRIPT_DEBUG, WC_NONE, 0, std::begin(_nested_script_debug_widgets), std::end(_nested_script_debug_widgets), &ScriptDebugWindow::hotkeys ); /** * Open the Script debug window and select the given company. * @param show_company Display debug information about this AI company. * @param new_window Show in new window instead of existing window. */ Window *ShowScriptDebugWindow(CompanyID show_company, bool new_window) { if (!_networking || _network_server) { int i = 0; if (new_window) { /* find next free window number for script debug */ while (FindWindowById(WC_SCRIPT_DEBUG, i) != nullptr) i++; } else { /* Find existing window showing show_company. */ for (Window *w : Window::Iterate()) { if (w->window_class == WC_SCRIPT_DEBUG && static_cast(w)->filter.script_debug_company == show_company) { return BringWindowToFrontById(w->window_class, w->window_number); } } /* Maybe there's a window showing a different company which can be switched. */ ScriptDebugWindow *w = static_cast(FindWindowByClass(WC_SCRIPT_DEBUG)); if (w != nullptr) { BringWindowToFrontById(w->window_class, w->window_number); w->ChangeToScript(show_company); return w; } } return new ScriptDebugWindow(&_script_debug_desc, i, show_company); } else { ShowErrorMessage(STR_ERROR_AI_DEBUG_SERVER_ONLY, INVALID_STRING_ID, WL_INFO); } return nullptr; } /** * Reset the Script windows to their initial state. */ void InitializeScriptGui() { ScriptDebugWindow::initial_state.script_debug_company = INVALID_COMPANY; } /** Open the AI debug window if one of the AI scripts has crashed. */ void ShowScriptDebugWindowIfScriptError() { /* Network clients can't debug AIs. */ if (_networking && !_network_server) return; for (const Company *c : Company::Iterate()) { if (c->is_ai && c->ai_instance->IsDead()) { ShowScriptDebugWindow(c->index); break; } } GameInstance *g = Game::GetGameInstance(); if (g != nullptr && g->IsDead()) { ShowScriptDebugWindow(OWNER_DEITY); } }