annotate src/intro_gui.cpp @ 6500:ad8ea1f30c99 draft

(svn r9683) -Fix [FS#423]: improved loading does not use a huge amount of processing power anymore when having a lot of trains.
author rubidium <rubidium@openttd.org>
date Fri, 20 Apr 2007 08:00:30 +0000
parents 96b1652c6011
children bf735c6cd747
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rev   line source
5584
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1 /* $Id$ */
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2
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3b141366478a (svn r8987) -Cleanup: doxygen changes. Again. Mostly (still) @files missing tags and (more than just) a few comments style.
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3 /** @file intro_gui.cpp */
3b141366478a (svn r8987) -Cleanup: doxygen changes. Again. Mostly (still) @files missing tags and (more than just) a few comments style.
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4
5584
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5 #include "stdafx.h"
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6 #include "openttd.h"
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7 #include "table/strings.h"
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8 #include "table/sprites.h"
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9 #include "functions.h"
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10 #include "window.h"
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11 #include "gui.h"
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12 #include "gfx.h"
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13 #include "player.h"
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14 #include "network/network.h"
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15 #include "variables.h"
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16 #include "settings.h"
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17 #include "heightmap.h"
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18 #include "genworld.h"
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19 #include "network/network_gui.h"
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20 #include "newgrf.h"
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21
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22 static const Widget _select_game_widgets[] = {
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23 { WWT_CAPTION, RESIZE_NONE, 13, 0, 335, 0, 13, STR_0307_OPENTTD, STR_NULL},
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24 { WWT_PANEL, RESIZE_NONE, 13, 0, 335, 14, 194, 0x0, STR_NULL},
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25 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 22, 33, STR_0140_NEW_GAME, STR_02FB_START_A_NEW_GAME},
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26 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 22, 33, STR_0141_LOAD_GAME, STR_02FC_LOAD_A_SAVED_GAME},
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27 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 40, 51, STR_029A_PLAY_SCENARIO, STR_0303_START_A_NEW_GAME_USING},
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28 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 40, 51, STR_PLAY_HEIGHTMAP, STR_PLAY_HEIGHTMAP_HINT},
5894
c4ab8176e02e (svn r8512) -Codechange: From the intro window enter the scenario editor. From the scenario editor dialog, remove the 'load heightmap' option and put that with the other options like 'load scenario', 'save scenario', etc. Play a little bit with positioning of elements inside the scenario editor dialog so it looks better.
Darkvater <Darkvater@openttd.org>
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29 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 58, 69, STR_SCENARIO_EDITOR, STR_02FE_CREATE_A_CUSTOMIZED_GAME},
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30 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 58, 69, STR_MULTIPLAYER, STR_0300_SELECT_MULTIPLAYER_GAME},
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31
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32 { WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 77, 131, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
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33 { WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 77, 131, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
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34 { WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 77, 131, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
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35 { WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 77, 131, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
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36
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37 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 139, 150, STR_0148_GAME_OPTIONS, STR_0301_DISPLAY_GAME_OPTIONS},
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38 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 139, 150, STR_01FE_DIFFICULTY, STR_0302_DISPLAY_DIFFICULTY_OPTIONS},
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39 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 157, 168, STR_CONFIG_PATCHES, STR_CONFIG_PATCHES_TIP},
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40 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 157, 168, STR_NEWGRF_SETTINGS_BUTTON, STR_NULL},
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41
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42 { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 104, 231, 175, 186, STR_0304_QUIT, STR_0305_QUIT_OPENTTD},
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43 { WIDGETS_END},
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44 };
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45
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46 static inline void SetNewLandscapeType(byte landscape)
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47 {
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48 _opt_newgame.landscape = landscape;
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49 InvalidateWindowClasses(WC_SELECT_GAME);
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50 }
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51
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52 static void SelectGameWndProc(Window *w, WindowEvent *e)
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53 {
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54 switch (e->event) {
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55 case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 8); break;
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56
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57 case WE_PAINT:
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58 SetWindowWidgetLoweredState(w, 8, _opt_newgame.landscape == LT_TEMPERATE);
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59 SetWindowWidgetLoweredState(w, 9, _opt_newgame.landscape == LT_ARCTIC);
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60 SetWindowWidgetLoweredState(w, 10, _opt_newgame.landscape == LT_TROPIC);
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61 SetWindowWidgetLoweredState(w, 11, _opt_newgame.landscape == LT_TOYLAND);
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62 SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
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63 DrawWindowWidgets(w);
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64 break;
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65
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66 case WE_CLICK:
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67 switch (e->we.click.widget) {
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68 case 2: ShowGenerateLandscape(); break;
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69 case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
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70 case 4: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
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71 case 5: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
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71bc001a6dde (svn r8522) -Regression (r8512): The flat/random window moved the to scenario editor did not use the right settings for generating land
Darkvater <Darkvater@openttd.org>
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72 case 6: StartScenarioEditor(); break;
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73 case 7:
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74 if (!_network_available) {
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75 ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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76 } else {
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77 ShowNetworkGameWindow();
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78 }
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79 break;
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80 case 8: case 9: case 10: case 11:
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81 RaiseWindowWidget(w, _opt_newgame.landscape + 8);
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82 SetNewLandscapeType(e->we.click.widget - 8);
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83 break;
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84 case 12: ShowGameOptions(); break;
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85 case 13: ShowGameDifficulty(); break;
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86 case 14: ShowPatchesSelection(); break;
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87 case 15: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
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88 case 16: HandleExitGameRequest(); break;
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89 }
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90 break;
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91 }
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92 }
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93
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94 static const WindowDesc _select_game_desc = {
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95 WDP_CENTER, WDP_CENTER, 336, 195,
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8547517ef719 (svn r8511) -Codechange: make WindowClass an enumerated value.
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96 WC_SELECT_GAME, WC_NONE,
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97 WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
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98 _select_game_widgets,
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99 SelectGameWndProc
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100 };
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101
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102 void ShowSelectGameWindow()
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103 {
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104 AllocateWindowDesc(&_select_game_desc);
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105 }
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106
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107 static void AskExitGameCallback(Window *w, bool confirmed)
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108 {
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109 if (confirmed) _exit_game = true;
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110 }
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111
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112 void AskExitGame()
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113 {
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114 #if defined(_WIN32)
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115 SetDParam(0, STR_0133_WINDOWS);
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116 #elif defined(__APPLE__)
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117 SetDParam(0, STR_0135_OSX);
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118 #elif defined(__BEOS__)
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119 SetDParam(0, STR_OSNAME_BEOS);
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120 #elif defined(__MORPHOS__)
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121 SetDParam(0, STR_OSNAME_MORPHOS);
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122 #elif defined(__AMIGA__)
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123 SetDParam(0, STR_OSNAME_AMIGAOS);
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124 #elif defined(__OS2__)
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125 SetDParam(0, STR_OSNAME_OS2);
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126 #elif defined(SUNOS)
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127 SetDParam(0, STR_OSNAME_SUNOS);
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128 #else
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129 SetDParam(0, STR_0134_UNIX);
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130 #endif
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131 ShowQuery(
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132 STR_00C7_QUIT,
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133 STR_00CA_ARE_YOU_SURE_YOU_WANT_TO,
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134 NULL,
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135 AskExitGameCallback
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136 );
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137 }
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138
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139
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140 static void AskExitToGameMenuCallback(Window *w, bool confirmed)
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141 {
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142 if (confirmed) _switch_mode = SM_MENU;
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143 }
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144
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145 void AskExitToGameMenu()
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146 {
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147 ShowQuery(
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148 STR_0161_QUIT_GAME,
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149 (_game_mode != GM_EDITOR) ? STR_ABANDON_GAME_QUERY : STR_QUIT_SCENARIO_QUERY,
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150 NULL,
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151 AskExitToGameMenuCallback
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152 );
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153 }