--[[ 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. --]] local TH = require "TH" class "UIBuildRoom" (Window) function UIBuildRoom:UIBuildRoom(ui) self:Window() local app = ui.app self.ui = ui self.modal_class = "main" self.esc_closes = true self.width = 297 self.height = 294 self:setDefaultPosition(0.5, 0.5) self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req09V", true) self.white_font = app.gfx:loadFont("QData", "Font01V") self.blue_font = app.gfx:loadFont("QData", "Font02V") self.category_index = 0 self.list_hover_index = 0 self.preview_anim = false self.default_button_sound = "selectx.wav" local function cat(n) return --[[persistable:build_room_set_category]] function(self) return self:setCategory(n) end end local room_n = 1 local function rm() local n = room_n room_n = room_n + 1 return --[[persistable:build_room_build_room]] function(self) return self:buildRoom(n) end end self:addPanel(210, 0, 0):makeButton(9, 9, 129, 32, 211, cat(1)):setTooltip(_S.tooltip.build_room_window.room_classes.diagnosis) self:addPanel(212, 0, 41):makeButton(9, 0, 129, 31, 213, cat(2)):setTooltip(_S.tooltip.build_room_window.room_classes.treatment) -- Clinics should really be at y=73, but TH skips a pixel here -- so that the left and right columns are the same height self:addPanel(214, 0, 72):makeButton(9, 0, 129, 32, 215, cat(3)):setTooltip(_S.tooltip.build_room_window.room_classes.clinic) self:addPanel(216, 0, 104):makeButton(9, 0, 129, 32, 217, cat(4)):setTooltip(_S.tooltip.build_room_window.room_classes.facilities) self:addPanel(218, 0, 146) -- Grid top for y = 179, 249, 10 do self:addPanel(219, 0, y) -- Grid body end self:addPanel(220, 0, 259) -- Grid bottom self:addPanel(221, 146, 0) -- List top for y = 34, 205, 19 do self:addPanel(222, 146, y):makeButton(12, 0, 126, 19, 223, rm()) -- List body .enabled = false end -- The close button has no sprite for when pressed, so it has to be custom drawn local build_room_dialog_close = TheApp.gfx:loadSpriteTable("Bitmap", "aux_ui", true) self:addPanel(224, 146, 224):makeButton(8, 34, 134, 27, 224, self.close):setTooltip(_S.tooltip.build_room_window.close) .panel_for_sprite.custom_draw = --[[persistable:build_room_draw_close_button]] function(panel, canvas, x, y) x = x + panel.x y = y + panel.y panel.window.panel_sprites:draw(canvas, panel.sprite_index, x, y) local btn = panel.window.active_button if btn and btn.panel_for_sprite == panel and btn.active then build_room_dialog_close:draw(canvas, 1, x + 8, y + 34) end end self.list_title = _S.build_room_window.pick_department self.cost_box = _S.build_room_window.cost .. "0" self.list = {} self.category_titles = { _S.room_classes.diagnosis, _S.room_classes.treatment, _S.room_classes.clinics, _S.room_classes.facilities } self.category_rooms = { } for i, category in ipairs{"diagnosis", "treatment", "clinics", "facilities"} do local rooms = {} self.category_rooms[i] = rooms for _, room in ipairs(app.world.available_rooms) do -- NB: Unimplemented rooms are hidden unless in debug mode if (app.config.debug or room.class) and room.categories[category] and ui.hospital.discovered_rooms[room] then rooms[#rooms + 1] = room end end table.sort(rooms, function(r1, r2) return r1.categories[category] < r2.categories[category] end) end self:makeTooltip(_S.tooltip.build_room_window.cost, 160, 228, 282, 242) end local cat_label_y = {21, 53, 84, 116} function UIBuildRoom:draw(canvas, x, y) Window.draw(self, canvas, x, y) x, y = self.x + x, self.y + y self.white_font:draw(canvas, self.list_title, x + 163, y + 18) for i = 1, 4 do (i == self.category_index and self.blue_font or self.white_font) :draw(canvas, self.category_titles[i], x + 19, y + cat_label_y[i]) end for i, room in ipairs(self.list) do (i == self.list_hover_index and self.blue_font or self.white_font) :draw(canvas, room.name, x + 163, y + 21 + i * 19) end self.white_font:draw(canvas, self.cost_box, x + 163, y + 232) if self.preview_anim then self.preview_anim:draw(canvas, x + 70, y + 200) end end function UIBuildRoom:setCategory(index) if index == 1 then self.ui:tutorialStep(3, 2, 3) else self.ui:tutorialStep(3, 3, 2) end self.category_index = index self.list_title = _S.build_room_window.pick_room_type self.list = self.category_rooms[index] local last = #self.list + 5 for i = 5, 14 do self.buttons[i].enabled = i < last if i < last then self.buttons[i]:setTooltip(self.list[i - 4].tooltip) else self.buttons[i]:setTooltip() end end end function UIBuildRoom:buildRoom(index) if index == 1 then self.ui:tutorialStep(3, 3, 4) end if self.ui.hospital.balance >= self.list[index].build_cost then local edit_dlg = UIEditRoom(self.ui, self.list[index]) self.ui:addWindow(edit_dlg) else self.ui:playSound("Wrong2.wav") end end function UIBuildRoom:onMouseMove(x, y, dx, dy) local repaint = Window.onMouseMove(self, x, y, dx, dy) local hover_idx = 0 if 156 <= x and x < 287 and 31 <= y and y < 226 then for i = 5, 14 do local btn = self.buttons[i] if btn.enabled and btn.x <= x and x < btn.r and btn.y <= y and y < btn.b then hover_idx = i - 4 break end end end if hover_idx ~= self.list_hover_index then self.ui:playSound "HLightP2.wav" if hover_idx == 0 then self.cost_box = _S.build_room_window.cost .. "0" self.preview_anim = false else self.cost_box = _S.build_room_window.cost .. self.list[hover_idx].build_cost self.preview_anim = TH.animation() self.preview_anim:setAnimation(self.ui.app.anims, self.list[hover_idx].build_preview_animation) end self.list_hover_index = hover_idx repaint = true end return repaint end function UIBuildRoom:close() self.ui:tutorialStep(3, {2, 3}, 1) return Window.close(self) end