(svn r13121) -Codechange: make a class of the PerformanceRatingDetailWindow.

This commit is contained in:
rubidium 2008-05-16 17:45:43 +00:00
parent 2da844b146
commit 3b97cc2e30
1 changed files with 183 additions and 187 deletions

View File

@ -935,196 +935,192 @@ void ShowCompanyLeagueTable()
/* PERFORMANCE RATING DETAIL */
/*****************************/
static void PerformanceRatingDetailWndProc(Window *w, WindowEvent *e)
{
static PlayerID _performance_rating_detail_player = INVALID_PLAYER;
struct PerformanceRatingDetailWindow : Window {
static PlayerID player;
int timeout;
switch (e->event) {
case WE_PAINT: {
byte x;
uint16 y = 14;
int total_score = 0;
int color_done, color_notdone;
/* Draw standard stuff */
DrawWindowWidgets(w);
/* Check if the currently selected player is still active. */
if (_performance_rating_detail_player == INVALID_PLAYER || !GetPlayer(_performance_rating_detail_player)->is_active) {
if (_performance_rating_detail_player != INVALID_PLAYER) {
/* Raise and disable the widget for the previous selection. */
w->RaiseWidget(_performance_rating_detail_player + 13);
w->DisableWidget(_performance_rating_detail_player + 13);
w->SetDirty();
_performance_rating_detail_player = INVALID_PLAYER;
}
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
if (GetPlayer(i)->is_active) {
/* Lower the widget corresponding to this player. */
w->LowerWidget(i + 13);
w->SetDirty();
_performance_rating_detail_player = i;
break;
}
}
}
/* If there are no active players, don't display anything else. */
if (_performance_rating_detail_player == INVALID_PLAYER) break;
/* Paint the player icons */
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
if (!GetPlayer(i)->is_active) {
/* Check if we have the player as an active player */
if (!w->IsWidgetDisabled(i + 13)) {
/* Bah, player gone :( */
w->DisableWidget(i + 13);
/* We need a repaint */
w->SetDirty();
}
continue;
}
/* Check if we have the player marked as inactive */
if (w->IsWidgetDisabled(i + 13)) {
/* New player! Yippie :p */
w->EnableWidget(i + 13);
/* We need a repaint */
w->SetDirty();
}
x = (i == _performance_rating_detail_player) ? 1 : 0;
DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
}
/* The colors used to show how the progress is going */
color_done = _colour_gradient[COLOUR_GREEN][4];
color_notdone = _colour_gradient[COLOUR_RED][4];
/* Draw all the score parts */
for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
int val = _score_part[_performance_rating_detail_player][i];
int needed = _score_info[i].needed;
int score = _score_info[i].score;
y += 20;
/* SCORE_TOTAL has his own rulez ;) */
if (i == SCORE_TOTAL) {
needed = total_score;
score = SCORE_MAX;
} else {
total_score += score;
}
DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, TC_FROMSTRING);
/* Draw the score */
SetDParam(0, score);
DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, TC_FROMSTRING);
/* Calculate the %-bar */
x = Clamp(val, 0, needed) * 50 / needed;
/* SCORE_LOAN is inversed */
if (val < 0 && i == SCORE_LOAN) x = 0;
/* Draw the bar */
if (x != 0) GfxFillRect(112, y - 2, 112 + x, y + 10, color_done);
if (x != 50) GfxFillRect(112 + x, y - 2, 112 + 50, y + 10, color_notdone);
/* Calculate the % */
x = Clamp(val, 0, needed) * 100 / needed;
/* SCORE_LOAN is inversed */
if (val < 0 && i == SCORE_LOAN) x = 0;
/* Draw it */
SetDParam(0, x);
DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, TC_FROMSTRING);
/* SCORE_LOAN is inversed */
if (i == SCORE_LOAN) val = needed - val;
/* Draw the amount we have against what is needed
* For some of them it is in currency format */
SetDParam(0, val);
SetDParam(1, needed);
switch (i) {
case SCORE_MIN_PROFIT:
case SCORE_MIN_INCOME:
case SCORE_MAX_INCOME:
case SCORE_MONEY:
case SCORE_LOAN:
DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, TC_FROMSTRING);
break;
default:
DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, TC_FROMSTRING);
}
}
break;
PerformanceRatingDetailWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
/* Disable the players who are not active */
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
this->SetWidgetDisabledState(i + 13, !GetPlayer(i)->is_active);
}
case WE_CLICK:
/* Check which button is clicked */
if (IsInsideMM(e->we.click.widget, 13, 21)) {
/* Is it no on disable? */
if (!w->IsWidgetDisabled(e->we.click.widget)) {
w->RaiseWidget(_performance_rating_detail_player + 13);
_performance_rating_detail_player = (PlayerID)(e->we.click.widget - 13);
w->LowerWidget(_performance_rating_detail_player + 13);
w->SetDirty();
}
}
break;
this->UpdatePlayerStats();
case WE_CREATE: {
Player *p2;
/* Disable the players who are not active */
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
w->SetWidgetDisabledState(i + 13, !GetPlayer(i)->is_active);
}
/* Update all player stats with the current data
* (this is because _score_info is not saved to a savegame) */
FOR_ALL_PLAYERS(p2) {
if (p2->is_active) UpdateCompanyRatingAndValue(p2, false);
}
w->custom[0] = DAY_TICKS;
w->custom[1] = 5;
if (_performance_rating_detail_player != INVALID_PLAYER) w->LowerWidget(_performance_rating_detail_player + 13);
w->SetDirty();
break;
}
case WE_TICK:
if (_pause_game != 0) break;
/* Update the player score every 5 days */
if (--w->custom[0] == 0) {
w->custom[0] = DAY_TICKS;
if (--w->custom[1] == 0) {
Player *p2;
w->custom[1] = 5;
FOR_ALL_PLAYERS(p2) {
/* Skip if player is not active */
if (p2->is_active) UpdateCompanyRatingAndValue(p2, false);
}
w->SetDirty();
}
}
break;
if (player != INVALID_PLAYER) this->LowerWidget(player + 13);
this->SetDirty();
}
}
void UpdatePlayerStats()
{
/* Update all player stats with the current data
* (this is because _score_info is not saved to a savegame) */
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active) UpdateCompanyRatingAndValue(p, false);
}
this->timeout = DAY_TICKS * 5;
}
virtual void OnPaint()
{
byte x;
uint16 y = 14;
int total_score = 0;
int color_done, color_notdone;
/* Draw standard stuff */
DrawWindowWidgets(this);
/* Check if the currently selected player is still active. */
if (player == INVALID_PLAYER || !GetPlayer(player)->is_active) {
if (player != INVALID_PLAYER) {
/* Raise and disable the widget for the previous selection. */
this->RaiseWidget(player + 13);
this->DisableWidget(player + 13);
this->SetDirty();
player = INVALID_PLAYER;
}
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
if (GetPlayer(i)->is_active) {
/* Lower the widget corresponding to this player. */
this->LowerWidget(i + 13);
this->SetDirty();
player = i;
break;
}
}
}
/* If there are no active players, don't display anything else. */
if (player == INVALID_PLAYER) return;
/* Paint the player icons */
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
if (!GetPlayer(i)->is_active) {
/* Check if we have the player as an active player */
if (!this->IsWidgetDisabled(i + 13)) {
/* Bah, player gone :( */
this->DisableWidget(i + 13);
/* We need a repaint */
this->SetDirty();
}
continue;
}
/* Check if we have the player marked as inactive */
if (this->IsWidgetDisabled(i + 13)) {
/* New player! Yippie :p */
this->EnableWidget(i + 13);
/* We need a repaint */
this->SetDirty();
}
x = (i == player) ? 1 : 0;
DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
}
/* The colors used to show how the progress is going */
color_done = _colour_gradient[COLOUR_GREEN][4];
color_notdone = _colour_gradient[COLOUR_RED][4];
/* Draw all the score parts */
for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
int val = _score_part[player][i];
int needed = _score_info[i].needed;
int score = _score_info[i].score;
y += 20;
/* SCORE_TOTAL has his own rulez ;) */
if (i == SCORE_TOTAL) {
needed = total_score;
score = SCORE_MAX;
} else {
total_score += score;
}
DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, TC_FROMSTRING);
/* Draw the score */
SetDParam(0, score);
DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, TC_FROMSTRING);
/* Calculate the %-bar */
x = Clamp(val, 0, needed) * 50 / needed;
/* SCORE_LOAN is inversed */
if (val < 0 && i == SCORE_LOAN) x = 0;
/* Draw the bar */
if (x != 0) GfxFillRect(112, y - 2, 112 + x, y + 10, color_done);
if (x != 50) GfxFillRect(112 + x, y - 2, 112 + 50, y + 10, color_notdone);
/* Calculate the % */
x = Clamp(val, 0, needed) * 100 / needed;
/* SCORE_LOAN is inversed */
if (val < 0 && i == SCORE_LOAN) x = 0;
/* Draw it */
SetDParam(0, x);
DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, TC_FROMSTRING);
/* SCORE_LOAN is inversed */
if (i == SCORE_LOAN) val = needed - val;
/* Draw the amount we have against what is needed
* For some of them it is in currency format */
SetDParam(0, val);
SetDParam(1, needed);
switch (i) {
case SCORE_MIN_PROFIT:
case SCORE_MIN_INCOME:
case SCORE_MAX_INCOME:
case SCORE_MONEY:
case SCORE_LOAN:
DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, TC_FROMSTRING);
break;
default:
DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, TC_FROMSTRING);
}
}
}
virtual void OnClick(Point pt, int widget)
{
/* Check which button is clicked */
if (IsInsideMM(widget, 13, 21)) {
/* Is it no on disable? */
if (!this->IsWidgetDisabled(widget)) {
this->RaiseWidget(player + 13);
player = (PlayerID)(widget - 13);
this->LowerWidget(player + 13);
this->SetDirty();
}
}
}
virtual void OnTick()
{
if (_pause_game != 0) return;
/* Update the player score every 5 days */
if (--this->timeout == 0) {
this->UpdatePlayerStats();
this->SetDirty();
}
}
};
PlayerID PerformanceRatingDetailWindow::player = INVALID_PLAYER;
static const Widget _performance_rating_detail_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
@ -1158,10 +1154,10 @@ static const WindowDesc _performance_rating_detail_desc = {
WC_PERFORMANCE_DETAIL, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_performance_rating_detail_widgets,
PerformanceRatingDetailWndProc
NULL
};
void ShowPerformanceRatingDetail()
{
AllocateWindowDescFront<Window>(&_performance_rating_detail_desc, 0);
AllocateWindowDescFront<PerformanceRatingDetailWindow>(&_performance_rating_detail_desc, 0);
}