(svn r22618) -Fix [FS#4653]: When changing difficulty settings over the network, do not just reopen the difficulty window if any game options window is opened; instead invalidate them properly.

This commit is contained in:
frosch 2011-07-02 12:58:37 +00:00
parent 1688470eb9
commit c544dca519
3 changed files with 16 additions and 8 deletions

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@ -1009,9 +1009,7 @@ static bool DifficultyChange(int32)
/* If we are a network-client, update the difficult setting (if it is open). /* If we are a network-client, update the difficult setting (if it is open).
* Use this instead of just dirtying the window because we need to load in * Use this instead of just dirtying the window because we need to load in
* the new difficulty settings */ * the new difficulty settings */
if (_networking && FindWindowById(WC_GAME_OPTIONS, 0) != NULL) { if (_networking) InvalidateWindowClassesData(WC_GAME_OPTIONS, GOID_DIFFICULTY_CHANGED);
ShowGameDifficulty();
}
return true; return true;
} }

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@ -659,9 +659,6 @@ public:
{ {
this->InitNested(desc); this->InitNested(desc);
/* Copy current settings (ingame or in intro) to temporary holding place
* change that when setting stuff, copy back on clicking 'OK' */
this->opt_mod_temp = GetGameSettings();
/* Setup disabled buttons when creating window /* Setup disabled buttons when creating window
* disable all other difficulty buttons during gameplay except for 'custom' */ * disable all other difficulty buttons during gameplay except for 'custom' */
this->SetWidgetsDisabledState(_game_mode != GM_MENU, this->SetWidgetsDisabledState(_game_mode != GM_MENU,
@ -672,8 +669,9 @@ public:
WIDGET_LIST_END); WIDGET_LIST_END);
this->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer this->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer
this->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client) this->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client)
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.difficulty.diff_level);
this->OnInvalidateData(); /* Read data */
this->OnInvalidateData(GOID_DIFFICULTY_CHANGED);
} }
virtual void SetStringParameters(int widget) const virtual void SetStringParameters(int widget) const
@ -803,6 +801,17 @@ public:
virtual void OnInvalidateData(int data = 0, bool gui_scope = true) virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
{ {
if (!gui_scope) return; if (!gui_scope) return;
if (data == GOID_DIFFICULTY_CHANGED) {
/* Window was created or settings were changed on server. Reread everything. */
/* Copy current settings (ingame or in intro) to temporary holding place
* change that when setting stuff, copy back on clicking 'OK' */
this->opt_mod_temp = GetGameSettings();
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.difficulty.diff_level);
}
uint i; uint i;
const SettingDesc *sd = GetSettingFromName("difficulty.max_no_competitors", &i); const SettingDesc *sd = GetSettingFromName("difficulty.max_no_competitors", &i);
for (i = 0; i < GAME_DIFFICULTY_NUM; i++, sd++) { for (i = 0; i < GAME_DIFFICULTY_NUM; i++, sd++) {

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@ -123,6 +123,7 @@ enum GameOptionsInvalidationData {
GOID_NEWGRF_RESCANNED, ///< NewGRFs were just rescanned. GOID_NEWGRF_RESCANNED, ///< NewGRFs were just rescanned.
GOID_NEWGRF_LIST_EDITED, ///< List of active NewGRFs is being edited. GOID_NEWGRF_LIST_EDITED, ///< List of active NewGRFs is being edited.
GOID_NEWGRF_PRESET_LOADED, ///< A NewGRF preset was picked. GOID_NEWGRF_PRESET_LOADED, ///< A NewGRF preset was picked.
GOID_DIFFICULTY_CHANGED, ///< Difficulty settings were changed.
}; };
struct Window; struct Window;