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bottom_panel.lua
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bottom_panel.lua
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--[[ Copyright (c) 2009 Peter "Corsix" Cawley
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
--! The multi-purpose panel for launching dialogs / screens and dynamic information.
class "UIBottomPanel" (Window)
---@type UIBottomPanel
local UIBottomPanel = _G["UIBottomPanel"]
function UIBottomPanel:UIBottomPanel(ui)
self:Window()
local app = ui.app
self.ui = ui
self.world = app.world
self.on_top = false
self.width = 640
self.height = 48
self:setDefaultPosition(0.5, -0.1)
self.panel_sprites = app.gfx:loadSpriteTable("Data", "Panel02V", true)
self.money_font = app.gfx:loadFont("QData", "Font05V")
self.date_font = app.gfx:loadFont("QData", "Font16V")
self.white_font = app.gfx:loadFont("QData", "Font01V", 0, -2)
self.pause_font = app.gfx:loadFont("QData", "Font124V")
-- State relating to fax notification messages
self.show_animation = true
self.factory_counter = 22
self.factory_direction = 0
self.message_windows = {}
self.message_queue = {}
self.default_button_sound = "selectx.wav"
self.countdown = 0
self.bank_button = self:addPanel( 1, 0, 0):makeToggleButton(6, 6, 35, 36, 2, self.dialogBankManager, nil, self.dialogBankStats):setTooltip(_S.tooltip.toolbar.bank_button)
self:addPanel( 3, 40, 0) -- Background for balance, rep and date
self:addPanel( 4, 206, 0):makeButton(6, 6, 35, 36, 5, self.dialogBuildRoom):setTooltip(_S.tooltip.toolbar.rooms)
self:addPanel( 6, 248, 0):makeButton(1, 6, 35, 36, 7, self.dialogFurnishCorridor):setTooltip(_S.tooltip.toolbar.objects)
self:addPanel( 8, 285, 0):makeButton(1, 6, 35, 36, 9, self.editRoom)
:setSound():setTooltip(_S.tooltip.toolbar.edit) -- Remove default sound for this button
self:addPanel(10, 322, 0):makeButton(1, 6, 35, 36, 11, self.dialogHireStaff):setTooltip(_S.tooltip.toolbar.hire)
-- The dynamic info bar
self:addPanel(12, 364, 0)
for x = 377, 630, 10 do
self:addPanel(13, x, 0)
end
self:addPanel(14, 627, 0)
-- Buttons that are shown instead of the dynamic info bar when hovering over it.
local panels = {}
local buttons = {}
panels[1] = self:addPanel(15, 364, 0) -- Staff management button
buttons[1] = panels[1]:makeToggleButton(6, 6, 35, 36, 16, self.dialogStaffManagement):setTooltip(_S.tooltip.toolbar.staff_list)
panels[2] = self:addPanel(17, 407, 0) -- Town map button
buttons[2] = panels[2]:makeToggleButton(1, 6, 35, 36, 18, self.dialogTownMap):setTooltip(_S.tooltip.toolbar.town_map)
panels[3] = self:addPanel(19, 445, 0) -- Casebook button
buttons[3] = panels[3]:makeToggleButton(1, 6, 35, 36, 20, self.dialogDrugCasebook):setTooltip(_S.tooltip.toolbar.casebook)
panels[4] = self:addPanel(21, 483, 0) -- Research button
buttons[4] = panels[4]:makeToggleButton(1, 6, 35, 36, 22, self.dialogResearch)
:setSound():setTooltip(_S.tooltip.toolbar.research) -- Remove default sound for this button
panels[5] = self:addPanel(23, 521, 0) -- Status button
buttons[5] = panels[5]:makeToggleButton(1, 6, 35, 36, 24, self.dialogStatus):setTooltip(_S.tooltip.toolbar.status)
panels[6] = self:addPanel(25, 559, 0) -- Charts button
buttons[6] = panels[6]:makeToggleButton(1, 6, 35, 36, 26, self.dialogCharts):setTooltip(_S.tooltip.toolbar.charts)
panels[7] = self:addPanel(27, 597, 0) -- Policy button
buttons[7] = panels[7]:makeToggleButton(1, 6, 35, 36, 28, self.dialogPolicy):setTooltip(_S.tooltip.toolbar.policy)
for _, panel in ipairs(panels) do
panel.visible = false
end
self.additional_panels = panels
self.additional_buttons = buttons
self:makeTooltip(_S.tooltip.toolbar.balance, 41, 5, 137, 28)
self:makeTooltip(_S.tooltip.toolbar.date, 140, 5, 200, 42)
self:makeDynamicTooltip(--[[persistable:reputation_tooltip]] function()
return _S.tooltip.toolbar.reputation .. " (" .. self.ui.hospital.reputation .. ")"
end, 41, 30, 137, 42)
self:registerKeyHandlers()
end
function UIBottomPanel:registerKeyHandlers()
local ui = self.ui
local buttons = self.additional_buttons
-- The bottom panel hotkeys.
ui:addKeyHandler("ingame_panel_bankManager", self.bank_button, self.bank_button.handleClick, "left") -- bank manager
ui:addKeyHandler("ingame_panel_bankStats", self.bank_button, self.bank_button.handleClick, "right") -- bank stats
ui:addKeyHandler("ingame_panel_staffManage", buttons[1], buttons[1].handleClick, "left") -- staff management
ui:addKeyHandler("ingame_panel_townMap", buttons[2], buttons[2].handleClick, "left") -- town map
ui:addKeyHandler("ingame_panel_casebook", buttons[3], buttons[3].handleClick, "left") -- casebook
ui:addKeyHandler("ingame_panel_research", buttons[4], buttons[4].handleClick, "left") -- research
ui:addKeyHandler("ingame_panel_status", buttons[5], buttons[5].handleClick, "left") -- status
ui:addKeyHandler("ingame_panel_charts", buttons[6], buttons[6].handleClick, "left") -- charts
ui:addKeyHandler("ingame_panel_policy", buttons[7], buttons[7].handleClick, "left") -- policy
-- Hotkeys for building a room, furnishing the corridor, editing a room, and hiring staff.
ui:addKeyHandler("ingame_panel_buildRoom", self, self.dialogBuildRoom) -- Build room.
ui:addKeyHandler("ingame_panel_furnishCorridor", self, self.dialogFurnishCorridor) -- Furnish corridor.
ui:addKeyHandler("ingame_panel_editRoom", self, self.editRoom) -- Edit room.
ui:addKeyHandler("ingame_panel_hireStaff", self, self.dialogHireStaff) -- Hire staff.
-- Alternate keyboard shortcuts for some of the fullscreen windows.
ui:addKeyHandler("ingame_panel_map_alt", buttons[2], buttons[2].handleClick, "left") -- town map
ui:addKeyHandler("ingame_panel_research_alt", buttons[4], buttons[4].handleClick, "left") -- research
local config = ui.app.config
if not config.volume_opens_casebook then
ui:addKeyHandler("ingame_panel_casebook_alt", buttons[3], buttons[3].handleClick, "left") -- casebook
else
ui:addKeyHandler("ingame_panel_casebook_alt02", buttons[3], buttons[3].handleClick, "left") -- casebook
end
ui:addKeyHandler("ingame_loadMenu", self, self.openLoad) -- load saved game menu
ui:addKeyHandler("ingame_saveMenu", self, self.openSave) -- load create save menu
ui:addKeyHandler("ingame_restartLevel", self, self.restart) -- restart the level
ui:addKeyHandler("ingame_quitLevel", self, self.quit) -- quit the game and return to main menu
ui:addKeyHandler("ingame_quickSave", self, self.quickSave) -- quick save
ui:addKeyHandler("ingame_quickLoad", self, self.quickLoad) -- load last quick save
-- misc. keyhandlers
ui:addKeyHandler("ingame_openFirstMessage", self, self.openFirstMessage) -- message
ui:addKeyHandler("ingame_toggleInfo", self, self.toggleInformation) -- information when you first build
ui:addKeyHandler("ingame_jukebox", self, self.openJukebox) -- jukebox
end
function UIBottomPanel:openJukebox()
if self.ui.app.config.audio and self.ui.app:isAudioEnabled() then
self.ui:addWindow(UIJukebox(self.ui.app))
end
end
function UIBottomPanel:openSave()
self.ui:addWindow(UISaveGame(self.ui))
end
function UIBottomPanel:openLoad()
self.ui:addWindow(UILoadGame(self.ui, "game"))
end
function UIBottomPanel:quickSave()
self.ui.app:quickSave()
end
function UIBottomPanel:quickLoad()
self.ui.app:quickLoad()
end
function UIBottomPanel:restart()
self.ui.app:restart()
end
function UIBottomPanel:quit()
self.ui:quit()
end
function UIBottomPanel:draw(canvas, x, y)
Window.draw(self, canvas, x, y)
-- Draw balance with temporary offset in unicode languages
x, y = x + self.x, y + self.y
local offset_x, offset_y = 0, 0
if self.ui.app.gfx.language_font then
offset_x = 4
offset_y = 2
end
local balance = math.floor(self.ui.hospital.balance)
local i = 7 - tostring(balance):len() -- Indent balances under 100k
for digit in ("%7i"):format(balance):gmatch("[-0-9]") do
self.money_font:draw(canvas, digit, x + offset_x + 44 + i * 13, y + offset_y + 9)
i = i + 1
end
local game_date = self.world:date()
local month, day = game_date:monthOfYear(), game_date:dayOfMonth()
self.date_font:draw(canvas, _S.date_format.daymonth:format(day, month), x + 140, y + 20, 60, 0)
-- Draw possible information in the dynamic info bar
if not self.additional_panels[1].visible then
self:drawDynamicInfo(canvas, x + 364, y)
end
if self.show_animation then
if self.factory_counter >= 1 then
self.panel_sprites:draw(canvas, 40, x + 177, y + 1)
end
if self.factory_counter > 1 and self.factory_counter <= 22 then
for dx = 0, self.factory_counter do
self.panel_sprites:draw(canvas, 41, x + 179 + dx, y + 1)
end
end
if self.factory_counter == 22 then
self.panel_sprites:draw(canvas, 42, x + 201, y + 1)
end
end
self:drawReputationMeter(canvas, x + 55, y + 35)
end
function UIBottomPanel:setPosition(x, y)
-- Lock to bottom of screen
return Window.setPosition(self, x, -0.1)
end
-- Draws the hospital reputation meter on canvas.
-- x_left is the leftmost x-coordinate of the reputation meter
-- y is the y-coordinate of the reputation meter
function UIBottomPanel:drawReputationMeter(canvas, x_left, y)
local width = 65 -- Reputation meter width
local step = width / (self.ui.hospital.reputation_max - self.ui.hospital.reputation_min)
self.panel_sprites:draw(canvas, 36, x_left + math.floor(step * (self.ui.hospital.reputation - self.ui.hospital.reputation_min)), y)
end
--! Adds dynamic text to the bottom panel based on cursor position
--!param canvas
--!param x (num) coordinate
--!param y (num) coordinate
function UIBottomPanel:drawDynamicInfo(canvas, x, y)
if self.world:isCurrentSpeed("Pause") then
if not self.world.user_actions_allowed then
-- Original pause behaviour, show pause text
self.pause_font:drawWrapped(canvas, _S.misc.pause, x + 10, y + 14, 255, "center")
return
elseif not (self.dynamic_info and self.dynamic_info["text"]) then
-- User allows editing while paused, only show pause text where dynamic text not present
self.pause_font:drawWrapped(canvas, _S.misc.pause, x + 10, y + 14, 255, "center")
return
end
end
if not (self.dynamic_info and self.dynamic_info["text"]) then
return
end
local info = self.dynamic_info
local font = self.white_font
for i, text in ipairs(info["text"]) do
font:drawWrapped(canvas, text, x + 20, y + 10 * i, 240)
if i == #info["text"] and info["progress"] then
local white = canvas:mapRGB(255, 255, 255)
local black = canvas:mapRGB(0, 0, 0)
local orange = canvas:mapRGB(221, 83, 0)
canvas:drawRect(white, x + 165, y + 10 * i, 100, 10)
canvas:drawRect(black, x + 166, y + 1 + 10 * i, 98, 8)
canvas:drawRect(orange, x + 166, y + 1 + 10 * i, math.floor(98 * info["progress"]), 8)
if info["dividers"] then
for _, value in ipairs(info["dividers"]) do
canvas:drawRect(white, x + 165 + math.floor(value * 100), y + 10 * i, 1, 10)
end
end
end
end
end
--! Update the information shown in the information box on the panel.
--!
--! If the info is nil then a cooldown timer is used before removing the
--! information from the display.
--!
--!param info (table) A table containing the information to display. The text
--! key is required and contains an array of lines to show. An optional
--! progress key may be given to draw a progress bar, following the text and
--! and an array of dividers may be provided to draw extra vertical lines in
--! the progress bar.
--!
--! info = {
--! text: { "He's not the saviour", "He's very naughty boy" },
--! progress: 50,
--! dividers: { 25, 50, 75 }
--! }
function UIBottomPanel:setDynamicInfo(info)
if info and not info["text"] then
self.world:gameLog("")
self.world:gameLog("Dynamic info is missing text!")
self.world:gameLog("Please report this issue including the call stack below.")
self.world:gameLog(debug.traceback())
return
end
if not info then
self.countdown = 25
else
self.countdown = nil
self.dynamic_info = info
end
end
function UIBottomPanel:onMouseMove(x, y, dx, dy)
local repaint = Window.onMouseMove(self, x, y, dx, dy)
if self:showAdditionalButtons(x, y) then
repaint = true
end
return repaint
end
function UIBottomPanel:showAdditionalButtons(x, y)
local panels = self.additional_panels
if self:hitTest(x, y) then -- Inside the panel
if not panels[1].visible then -- Are the buttons already shown?
for _, panel in ipairs(panels) do
panel.visible = true
end
end
else -- Outside the rectangle
if panels[1].visible then -- Are the buttons already invisible?
for _, panel in ipairs(panels) do
panel.visible = false
end
end
end
end
function UIBottomPanel:hitTest(x, y, x_offset)
return x >= (x_offset and x_offset or 0) and y >= 0 and x < self.width and y < self.height
end
--! Queue a fax notification message to appear.
--! The arguments specify a message, which is added to a FIFO queue, and will
-- appear on screen once there is space.
--!param type (string) The type of message, can be: "emergency", "epidemy", "personality", "information", "disease", "report" or "strike"
--!param message (table or number) If type == "strike", the amount of pay rise. Else a list of texts to display, including a "choices" table with choices. See below for structure.
--!param owner (humanoid or nil) Some messages are related to one staff or patient. Otherwise this is nil.
--!param timeout (number or nil) If given, the message will expire after that many world ticks and be removed.
--!param default_choice (number or nil) If given, the choice with this number will be executed on expiration of the message.
--!param callback (function or nil) If given, it will be called when the message is closed.
--! Structure of message (except strike):
-- message = {
-- { text = "first line of text", offset (integer, optional) }
-- { text = "second line of text", offset (integer, optional) }
-- ...
-- choices = {
-- { text = "first choice", choice = "choice_type", enabled = true or false (optional, defaults to true) }
-- ...
-- }
-- }
function UIBottomPanel:queueMessage(type, message, owner, timeout, default_choice, callback)
-- Show a helpful message if there has been no messages before - only in campaign though
if not self.ui.hospital.message_popup and tonumber(self.world.map.level_number) then
self.world.ui.adviser:say(_A.information.fax_received)
self.ui.hospital.message_popup = true
end
local fax = {
type = type,
message = message,
owner = owner,
timeout = timeout,
default_choice = default_choice,
callback = callback,
}
if self:canQueueFax(fax) then
self.message_queue[#self.message_queue + 1] = fax
-- create reference to message in owner
if owner then
owner.message = message
end
else
self:cancelFax(fax.type)
end
end
--[[ A fax can be queued if the event the fax causes does not affect
an event caused by any other fax that is queued. i.e both emergency
and epidemics use the timer, so both faxes cannot appear at the same time.
@param fax (table) the fax we want to determine if can be queued.
@return true if fax can be queued, false otherwise (boolean) ]]
function UIBottomPanel:canQueueFax(fax)
--[[ Determine if fax of a particular type is queued either in the
message queue or the message window (ui)
@param fax_type (string) the fax type to check if any queued
@return true if any of fax_type is queued false otherwise (boolean) ]]
local function isFaxTypeQueued(fax_type)
-- Check the queued messages
for _, fax_msg in ipairs(self.message_queue) do
if fax_msg.type == fax_type then
return true
end
end
-- Then the messages displayed on the bottom bar
for _, fax_msg in ipairs(self.message_windows) do
if fax_msg.type == fax_type then
return true
end
end
return false
end
if fax.type == "epidemy" then
if isFaxTypeQueued("emergency") then
return false
end
elseif fax.type == "emergency" then
if isFaxTypeQueued("epidemy") then
return false
end
end
return true
end
--[[ Cancels a fax of a particular type currently only "emergency" and "epidemy"
Handles the cancelling of the event which the fax pertains to.
@param fax_type (string) type of fax event to be cancelled]]
function UIBottomPanel:cancelFax(fax_type)
local hospital = self.ui.hospital
if fax_type == "epidemy" then
hospital.epidemic:clearAllInfectedPatients()
hospital.epidemic = nil
elseif fax_type == "emergency" then
self.world:nextEmergency()
end
end
-- Opens the last available message. Currently used to open the level completed message.
function UIBottomPanel:openLastMessage()
if #self.message_queue > 0 then
self:createMessageWindow(#self.message_queue)
table.remove(self.message_queue, #self.message_queue)
end
self.message_windows[#self.message_windows]:openMessage()
end
--! Trigger a message to be moved from the queue into a actual window, after
-- first performing the necessary animation.
function UIBottomPanel:showMessage()
if self.factory_direction ~= -1 then
self.factory_direction = -1
if self.factory_counter < 0 then
-- Factory is already opened so don't wait to show the message
self.show_animation = false
self.factory_counter = 9
else
-- Delay the appearance of the message to when the factory is opened
self.factory_direction = -1
self.factory_counter = 22
self.show_animation = true
end
end
end
-- Opens the first available message in the list of message_windows.
function UIBottomPanel:openFirstMessage()
if #self.message_windows > 0 then
self.message_windows[1]:openMessage()
end
end
-- Removes a message from the message queue (for example if a room is built before the player
-- says what to do with the patient.
function UIBottomPanel:removeMessage(owner)
for i, msg_info in ipairs(self.message_queue) do
if msg_info.owner == owner then
-- TODO: restructure message_queue to contain UIMessage objects already, so this special handling isn't required
owner.message = nil
table.remove(self.message_queue, i)
return true
end
end
for _, window in ipairs(self.message_windows) do
if window.owner == owner then
window:removeMessage()
return true
end
end
return false
end
--! Pop the message with the given index from the message queue and turn it into an actual
-- message window; if no index is provided the first message in the queue is popped.
function UIBottomPanel:createMessageWindow(index)
local --[[persistable:bottom_panel_message_window_close]] function onClose(window)
local index_to_remove
for i, win in ipairs(self.message_windows) do
if index_to_remove ~= nil then
win:setXLimit(1 + (i - 2) * 30)
elseif win == window then
index_to_remove = i
if win.callback then
win.callback()
end
end
end
table.remove(self.message_windows, index_to_remove)
end
if not index then
index = 1
end
local message_windows = self.message_windows
local message_info = self.message_queue[index]
if not message_info then
return
end
-- Create the message window, note this does not show it to the player on creation.
local alert_window = UIMessage(self.ui, 175, 1 + #message_windows * 30,
onClose, message_info.type, message_info.message, message_info.owner, message_info.timeout, message_info.default_choice, message_info.callback)
message_windows[#message_windows + 1] = alert_window
self:addWindow(alert_window)
self.factory_direction = 1
self.show_animation = true
self.factory_counter = -50 -- Delay close of message factory
table.remove(self.message_queue, index) -- Delete the last element of the queue
end
function UIBottomPanel:onTick()
-- Advance the animation on the message factory
if self.factory_direction == 1 then
-- Close factory animation
if self.factory_counter < 22 then
self.factory_counter = self.factory_counter + 1
end
elseif self.factory_direction == -1 then
if #self.message_queue == 0 then
-- Message was removed before we could display it. Reset.
self.factory_direction = 1
self.factory_counter = 22
end
-- Open factory animation
if self.factory_counter >= 0 then
if self.factory_counter == 0 then
-- Animation ends so we can now show the message
self:createMessageWindow()
end
self.factory_counter = self.factory_counter - 1
end
end
-- The dynamic info bar is there a while longer when hovering an entity has stopped
if self.countdown then
if self.countdown < 1 then
self.dynamic_info = nil
-- If there is no info to display, and the app is tracking FPS, show that
local fps = self.ui.app:getFPS()
if fps then
self.dynamic_info = {text = {
("FPS: %i"):format(math.floor(fps + 0.5) or 0),
("Lua GC: %.1f Kb"):format(collectgarbage("count") or 0),
("Entities: %i"):format(#self.ui.app.world.entities or 0),
}}
self.countdown = 1
end
else
self.countdown = self.countdown - 1
end
end
-- Move an item out of the message queue if there is room
if #self.message_windows < 5 and #self.message_queue > 0 then
self:showMessage()
end
Window.onTick(self)
end
function UIBottomPanel:dialogBankManager(enable)
self:dialogBankCommon(enable)
end
function UIBottomPanel:dialogBankStats(enable)
self:dialogBankCommon(enable, true)
end
function UIBottomPanel:dialogBankCommon(enable, stats)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UIBankManager", stats and "showStatistics")
else
local w = self.ui:getWindow(UIBankManager)
if w then
if not stats and w.showingStatistics then
w:hideStatistics()
elseif stats and not w.showingStatistics then
w:showStatistics()
else
w:close()
end
self:updateButtonStates()
end
end
end
function UIBottomPanel:dialogBuildRoom()
if self.world.user_actions_allowed then
local w = self.ui:getWindow(UIBuildRoom)
local fullscreen = self.ui:getWindow(UIFullscreen)
if w then
if fullscreen then
fullscreen:close()
else
w:close()
end
else
if fullscreen then
fullscreen:close()
end
local dlg = UIBuildRoom(self.ui)
self.ui:setEditRoom(false)
self.ui:addWindow(dlg)
self.ui:tutorialStep(3, 1, 2)
end
end
end
function UIBottomPanel:dialogFurnishCorridor()
if self.world.user_actions_allowed then
local w = self.ui:getWindow(UIFurnishCorridor)
local fullscreen = self.ui:getWindow(UIFullscreen)
if w then
if fullscreen then
fullscreen:close()
else
w:close()
end
else
if fullscreen then
fullscreen:close()
end
local dlg = UIFurnishCorridor(self.ui)
self.ui:setEditRoom(false)
self.ui:addWindow(dlg)
self.ui:tutorialStep(1, 1, 2)
end
end
end
function UIBottomPanel:dialogHireStaff()
if self.world.user_actions_allowed then
local w = self.ui:getWindow(UIHireStaff)
local fullscreen = self.ui:getWindow(UIFullscreen)
if w then
if fullscreen then
fullscreen:close()
else
w:close()
end
else
if fullscreen then
fullscreen:close()
end
local dlg = UIHireStaff(self.ui)
self.ui:setEditRoom(false)
self.ui:addWindow(dlg)
self.ui:tutorialStep(2, 1, 2)
self.ui:tutorialStep(4, 1, 2)
end
end
end
function UIBottomPanel:dialogStaffManagement(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UIStaffManagement")
else
local w = self.ui:getWindow(UIStaffManagement)
if w then
w:close()
end
end
end
function UIBottomPanel:dialogTownMap(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UITownMap")
else
local w = self.ui:getWindow(UITownMap)
if w then
w:close()
end
end
end
function UIBottomPanel:dialogDrugCasebook(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UICasebook")
else
local w = self.ui:getWindow(UICasebook)
if w then
w:close()
end
end
end
function UIBottomPanel:dialogResearch(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if TheApp.using_demo_files then
self.ui:addWindow(UIInformation(self.ui, {_S.errors.dialog_missing_graphics}))
end
if self.ui.hospital.research_dep_built then
if enable then
self:addDialog("UIResearch")
else
local w = self.ui:getWindow(UIResearch)
if w then
w:close()
end
end
self.ui:playSound("selectx.wav")
else
self.ui:playSound("wrong2.wav")
self:updateButtonStates()
self:giveResearchAdvice()
end
end
function UIBottomPanel:giveResearchAdvice()
local can_build_research = false
for _, room in ipairs(self.ui.app.world.available_rooms) do
if room.class == "ResearchRoom" then
can_build_research = true
break
end
end
local msg = can_build_research and _A.warnings.research_screen_open_1 or _A.warnings.research_screen_open_2
if not TheApp.using_demo_files then
self.ui.adviser:say(msg)
end
end
function UIBottomPanel:dialogStatus(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UIProgressReport")
else
local w = self.ui:getWindow(UIProgressReport)
if w then
w:close()
end
end
end
function UIBottomPanel:dialogCharts(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UIGraphs")
else
local w = self.ui:getWindow(UIGraphs)
if w then
w:close()
end
end
end
function UIBottomPanel:dialogPolicy(enable)
if not self.world.user_actions_allowed then
self:updateButtonStates()
return
end
if enable then
self:addDialog("UIPolicy")
else
local w = self.ui:getWindow(UIPolicy)
if w then
w:close()
end
end
end
function UIBottomPanel:toggleInformation()
self.world:toggleInformation()
end
local fullscreen_dialogs = {
"UIStaffManagement",
"UITownMap",
"UICasebook",
"UIResearch",
"UIProgressReport",
"UIGraphs",
"UIPolicy",
}
function UIBottomPanel:updateButtonStates()
for i, button in ipairs(self.additional_buttons) do
button:setToggleState(not not self.ui:getWindow(_G[fullscreen_dialogs[i]]))
end
self.bank_button:setToggleState(not not self.ui:getWindow(UIBankManager))
end
function UIBottomPanel:addDialog(dialog_class, extra_function)
local edit_window = self.ui:getWindow(UIEditRoom)
-- If we are currently editing a room, ask for abortion before adding any dialog.
if edit_window then
self.ui:addWindow(UIConfirmDialog(self.ui, false,
_S.confirmation.abort_edit_room,
--[[persistable:abort_edit_room_confirm_dialog]]function()
self.ui:setEditRoom(false)
local dialog = _G[dialog_class](self.ui)
if extra_function then
_G[dialog_class][extra_function](dialog)
end
self.ui:addWindow(dialog)
self:updateButtonStates()
end
))
self:updateButtonStates()
else
self.ui:setEditRoom(false)
local dialog = _G[dialog_class](self.ui)
self.ui:addWindow(dialog)
if extra_function then
_G[dialog_class][extra_function](dialog)
end
self:updateButtonStates()
end
end
-- Do not remove, for savegame compatibility < r1878
local --[[persistable:abort_edit_room_cancel_dialog]]function stub()
end
function UIBottomPanel:editRoom()
local ui = self.ui
if ui.editing_allowed then
self.ui:playSound("selectx.wav")
if ui.edit_room then
ui:setEditRoom(false)
else
ui:setEditRoom(true)
end
else
-- no editing is allowed when other dialogs are open
self.ui:playSound("wrong2.wav")
end
end
function UIBottomPanel:afterLoad(old, new)
if old < 40 then
-- Find the graph dialog and enable it
for _, button in ipairs(self.buttons) do
if not button.on_click then
button.on_click = self.dialogCharts
button.enabled = true
end
end
end
if old < 58 then
self.pause_font = TheApp.gfx:loadFont("QData", "Font124V")
end
if old < 62 then
-- renamed additional_buttons to additional_panels
-- additional_buttons are now the actual buttons
self.additional_panels = self.additional_buttons
self.additional_buttons = {}
for i = 1, 7 do
self.additional_buttons[i] = self.buttons[5 + i]:makeToggle() -- made them toggle buttons
end
self.bank_button = self.buttons[1]:makeToggle()
end
-- Hotfix to force re-calculation of the money font (see issue #1193)
self.money_font = self.ui.app.gfx:loadFont("QData", "Font05V")
self:registerKeyHandlers()
Window.afterLoad(self, old, new)
end