mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r27636) -Codechange: Rename FileType to AbstractFileType.
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@ -14,6 +14,14 @@
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#include "core/enum_type.hpp"
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/** The different abstract types of files that the system knows about. */
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enum AbstractFileType {
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FT_NONE, ///< nothing to do
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FT_SAVEGAME, ///< old or new savegame
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FT_SCENARIO, ///< old or new scenario
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FT_HEIGHTMAP, ///< heightmap file
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};
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/**
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* The different kinds of subdirectories OpenTTD uses
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*/
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@ -738,7 +738,7 @@ static WindowDesc _save_dialog_desc(
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* These values are used to convert the file/operations mode into a corresponding file type.
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* So each entry, as expressed by the related comment, is based on the enum
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*/
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static const FileType _file_modetotype[] = {
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static const AbstractFileType _file_modetotype[] = {
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FT_SAVEGAME, // used for SLD_LOAD_GAME
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FT_SCENARIO, // used for SLD_LOAD_SCENARIO
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FT_SAVEGAME, // used for SLD_SAVE_GAME
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@ -33,20 +33,12 @@ enum SaveOrLoadMode {
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SL_LOAD_CHECK = 5, ///< Load for game preview.
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};
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/** The different types of files that the system knows about. */
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enum FileType {
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FT_NONE, ///< nothing to do
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FT_SAVEGAME, ///< old or new savegame
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FT_SCENARIO, ///< old or new scenario
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FT_HEIGHTMAP, ///< heightmap file
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};
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/** Deals with the type of the savegame, independent of extension */
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struct FileToSaveLoad {
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SaveOrLoadMode mode; ///< savegame/scenario type (old, new)
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FileType filetype; ///< what type of file are we dealing with
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char name[MAX_PATH]; ///< name
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char title[255]; ///< internal name of the game
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SaveOrLoadMode mode; ///< savegame/scenario type (old, new)
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AbstractFileType filetype; ///< what type of file are we dealing with
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char name[MAX_PATH]; ///< name
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char title[255]; ///< internal name of the game
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};
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/** Types of save games. */
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