mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r11930) -Codechange: a bit of code style application
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@ -55,48 +55,48 @@ static inline void SetNewLandscapeType(byte landscape)
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static void SelectGameWndProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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case WE_CREATE: w->LowerWidget(_opt_newgame.landscape + 8); break;
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case WE_CREATE: w->LowerWidget(_opt_newgame.landscape + 8); break;
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case WE_PAINT:
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w->SetWidgetLoweredState(8, _opt_newgame.landscape == LT_TEMPERATE);
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w->SetWidgetLoweredState(9, _opt_newgame.landscape == LT_ARCTIC);
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w->SetWidgetLoweredState(10, _opt_newgame.landscape == LT_TROPIC);
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w->SetWidgetLoweredState(11, _opt_newgame.landscape == LT_TOYLAND);
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SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
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DrawWindowWidgets(w);
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break;
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case WE_PAINT:
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w->SetWidgetLoweredState(8, _opt_newgame.landscape == LT_TEMPERATE);
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w->SetWidgetLoweredState(9, _opt_newgame.landscape == LT_ARCTIC);
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w->SetWidgetLoweredState(10, _opt_newgame.landscape == LT_TROPIC);
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w->SetWidgetLoweredState(11, _opt_newgame.landscape == LT_TOYLAND);
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SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
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DrawWindowWidgets(w);
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break;
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case WE_CLICK:
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case WE_CLICK:
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#ifdef ENABLE_NETWORK
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/* Do not create a network server when you (just) have closed one of the game
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* creation/load windows for the network server. */
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if (2 <= e->we.click.widget && e->we.click.widget <= 6) _is_network_server = false;
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/* Do not create a network server when you (just) have closed one of the game
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* creation/load windows for the network server. */
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if (2 <= e->we.click.widget && e->we.click.widget <= 6) _is_network_server = false;
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#endif /* ENABLE_NETWORK */
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switch (e->we.click.widget) {
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case 2: ShowGenerateLandscape(); break;
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case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
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case 4: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
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case 5: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
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case 6: StartScenarioEditor(); break;
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case 7:
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if (!_network_available) {
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ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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} else {
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ShowNetworkGameWindow();
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switch (e->we.click.widget) {
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case 2: ShowGenerateLandscape(); break;
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case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
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case 4: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
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case 5: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
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case 6: StartScenarioEditor(); break;
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case 7:
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if (!_network_available) {
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ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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} else {
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ShowNetworkGameWindow();
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}
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break;
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case 8: case 9: case 10: case 11:
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w->RaiseWidget(_opt_newgame.landscape + 8);
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SetNewLandscapeType(e->we.click.widget - 8);
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break;
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case 12: ShowGameOptions(); break;
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case 13: ShowGameDifficulty(); break;
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case 14: ShowPatchesSelection(); break;
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case 15: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
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case 16: HandleExitGameRequest(); break;
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}
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break;
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case 8: case 9: case 10: case 11:
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w->RaiseWidget(_opt_newgame.landscape + 8);
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SetNewLandscapeType(e->we.click.widget - 8);
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break;
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case 12: ShowGameOptions(); break;
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case 13: ShowGameDifficulty(); break;
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case 14: ShowPatchesSelection(); break;
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case 15: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
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case 16: HandleExitGameRequest(); break;
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}
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break;
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}
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}
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