(svn r9721) -Codechange: -Codechange: Cleanup of industry_cmd (Step-12). Dynamically build the legends (name and color) for industries in the smallmap_gui.

All the tiny fonts industry names should be removed from language files soon.
This commit is contained in:
belugas 2007-04-26 20:20:12 +00:00
parent 5577d5c86c
commit 5912b08890
3 changed files with 44 additions and 76 deletions

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@ -140,6 +140,9 @@ struct IndustryTileSpec {
const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries default data
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles default data
/* smallmap_gui.cpp */
void BuildIndustriesLegend();
DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
/**

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@ -38,6 +38,7 @@
#include "helpers.hpp"
#include "table/town_land.h"
#include "cargotype.h"
#include "industry.h"
/* TTDPatch extended GRF format codec
* (c) Petr Baudis 2004 (GPL'd)
@ -4769,6 +4770,9 @@ static void AfterLoadGRFs()
/* Add all new houses to the house array. */
FinaliseHouseArray();
/* Create dynamic list of industry legends for smallmap_gui.cpp */
BuildIndustriesLegend();
/* Map cargo strings. This is a separate step because cargos are
* loaded before strings... */
MapNewCargoStrings();

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@ -91,72 +91,6 @@ static const LegendAndColour _legend_vehicles[] = {
MKEND()
};
static const LegendAndColour _legend_industries_normal[] = {
MK(0xD7, STR_00FA_COAL_MINE),
MK(0xB8, STR_00FB_POWER_STATION),
MK(0x56, STR_00FC_FOREST),
MK(0xC2, STR_00FD_SAWMILL),
MK(0xBF, STR_00FE_OIL_REFINERY),
MK(0x0F, STR_0105_BANK),
MS(0x30, STR_00FF_FARM),
MK(0xAE, STR_0100_FACTORY),
MK(0x98, STR_0102_OIL_WELLS),
MK(0x37, STR_0103_IRON_ORE_MINE),
MK(0x0A, STR_0104_STEEL_MILL),
MKEND()
};
static const LegendAndColour _legend_industries_hilly[] = {
MK(0xD7, STR_00FA_COAL_MINE),
MK(0xB8, STR_00FB_POWER_STATION),
MK(0x56, STR_00FC_FOREST),
MK(0x0A, STR_0106_PAPER_MILL),
MK(0xBF, STR_00FE_OIL_REFINERY),
MK(0x37, STR_0108_FOOD_PROCESSING_PLANT),
MS(0x30, STR_00FF_FARM),
MK(0xAE, STR_0101_PRINTING_WORKS),
MK(0x98, STR_0102_OIL_WELLS),
MK(0xC2, STR_0107_GOLD_MINE),
MK(0x0F, STR_0105_BANK),
MKEND()
};
static const LegendAndColour _legend_industries_desert[] = {
MK(0xBF, STR_00FE_OIL_REFINERY),
MK(0x98, STR_0102_OIL_WELLS),
MK(0x0F, STR_0105_BANK),
MK(0xB8, STR_0109_DIAMOND_MINE),
MK(0x37, STR_0108_FOOD_PROCESSING_PLANT),
MK(0x0A, STR_010A_COPPER_ORE_MINE),
MK(0x30, STR_00FF_FARM),
MS(0x56, STR_010B_FRUIT_PLANTATION),
MK(0x27, STR_010C_RUBBER_PLANTATION),
MK(0x25, STR_010D_WATER_SUPPLY),
MK(0xD0, STR_010E_WATER_TOWER),
MK(0xAE, STR_0100_FACTORY),
MK(0xC2, STR_010F_LUMBER_MILL),
MKEND()
};
static const LegendAndColour _legend_industries_candy[] = {
MK(0x30, STR_0110_COTTON_CANDY_FOREST),
MK(0xAE, STR_0111_CANDY_FACTORY),
MK(0x27, STR_0112_BATTERY_FARM),
MK(0x37, STR_0113_COLA_WELLS),
MK(0xD0, STR_0114_TOY_SHOP),
MK(0x0A, STR_0115_TOY_FACTORY),
MS(0x25, STR_0116_PLASTIC_FOUNTAINS),
MK(0xB8, STR_0117_FIZZY_DRINK_FACTORY),
MK(0x98, STR_0118_BUBBLE_GENERATOR),
MK(0xC2, STR_0119_TOFFEE_QUARRY),
MK(0x0F, STR_011A_SUGAR_MINE),
MKEND()
};
static const LegendAndColour _legend_routes[] = {
MK(0xD7, STR_00EB_ROADS),
MK(0x0A, STR_00EC_RAILROADS),
@ -197,21 +131,40 @@ static const LegendAndColour _legend_land_owners[] = {
#undef MS
#undef MKEND
/** Allow room for all industries, plus a terminator entry
* This is required in order to have the indutry slots all filled up */
static LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES+1];
enum { IND_OFFS = 6 }; ///< allow to "jump" to the industries corresponding to the landscape
/**
* Fills an array for the industries legends.
*/
void BuildIndustriesLegend()
{
const IndustrySpec *indsp;
uint j = 0;
/* Add each name */
for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
indsp = GetIndustrySpec(i);
if (HASBIT(indsp->climate_availability, _opt.landscape)) {
_legend_from_industries[j].legend = indsp->name;
_legend_from_industries[j].colour = indsp->map_colour;
_legend_from_industries[j].col_break = (j % 6) == 0; // break is performed on the 7th item
_legend_from_industries[j].end = false;
j++;
}
}
/* Terminate the list */
_legend_from_industries[j].end = true;
}
static const LegendAndColour * const _legend_table[] = {
_legend_land_contours,
_legend_vehicles,
NULL,
_legend_from_industries,
_legend_routes,
_legend_vegetation,
_legend_land_owners,
_legend_industries_normal,
_legend_industries_hilly,
_legend_industries_desert,
_legend_industries_candy,
};
#if defined(OTTD_ALIGNMENT)
@ -800,15 +753,23 @@ static void SmallMapWindowProc(Window *w, WindowEvent *e)
SetDParam(0, STR_00E5_CONTOURS + _smallmap_type);
DrawWindowWidgets(w);
/* draw the legend */
tbl = _legend_table[(_smallmap_type != 2) ? _smallmap_type : (_opt.landscape + IND_OFFS)];
tbl = _legend_table[_smallmap_type];
x = 4;
y_org = w->height - 44 - 11;
y = y_org;
for (;;) {
GfxFillRect(x, y + 1, x + 8, y + 5, 0);
GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour);
DrawString(x + 11, y, tbl->legend, 0);
if (_smallmap_type == 2) {
/* Industry name must be formated, since it's not in tiny font in the specs.
* So, draw with a parameter and use the STR_7065 string, which is tiny, black */
SetDParam(0, tbl->legend);
DrawString(x + 11, y, STR_7065, 0);
} else {
DrawString(x + 11, y, tbl->legend, 0);
}
tbl += 1;
y += 6;