mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r8512) -Codechange: From the intro window enter the scenario editor. From the scenario editor dialog, remove the 'load heightmap' option and put that with the other options like 'load scenario', 'save scenario', etc. Play a little bit with positioning of elements inside the scenario editor dialog so it looks better.
This commit is contained in:
parent
c8882bd3d2
commit
cace026c1b
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@ -46,7 +46,6 @@ typedef enum glwp_modes {
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static uint _heightmap_x = 0;
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static uint _heightmap_y = 0;
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static StringID _heightmap_str = STR_NULL;
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static bool _goto_editor = false;
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extern void SwitchMode(int new_mode);
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@ -57,8 +56,7 @@ static inline void SetNewLandscapeType(byte landscape)
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InvalidateWindowClasses(WC_GENERATE_LANDSCAPE);
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}
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// no longer static to allow calling from outside module
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const Widget _generate_landscape_widgets[] = {
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static const Widget _generate_landscape_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
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{ WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL},
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{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 267, 0x0, STR_NULL},
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@ -105,7 +103,7 @@ const Widget _generate_landscape_widgets[] = {
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{ WIDGETS_END},
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};
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const Widget _heightmap_load_widgets[] = {
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static const Widget _heightmap_load_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
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{ WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL},
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{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 235, 0x0, STR_NULL},
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@ -148,13 +146,6 @@ const Widget _heightmap_load_widgets[] = {
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static void StartGeneratingLandscape(glwp_modes mode)
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{
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/* If we want to go to the editor, and aren't yet, we need to delay
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* it as long as possible, else it gives nasty side-effects (aborting
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* results in ending up in the SE, which you don't want. Therefor we
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* use this switch to do it at the very end.
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*/
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if (_goto_editor) _game_mode = GM_EDITOR;
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DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
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DeleteWindowByClass(WC_INDUSTRY_VIEW);
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DeleteWindowByClass(WC_TOWN_VIEW);
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@ -168,10 +159,10 @@ static void StartGeneratingLandscape(glwp_modes mode)
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SndPlayFx(SND_15_BEEP);
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switch (mode) {
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case GLWP_GENERATE: _switch_mode = (_game_mode == GM_EDITOR) ? SM_GENRANDLAND : SM_NEWGAME; break;
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case GLWP_HEIGHTMAP: _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP; break;
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case GLWP_SCENARIO: _switch_mode = SM_EDITOR; break;
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default: NOT_REACHED(); return;
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case GLWP_GENERATE: _switch_mode = (_game_mode == GM_EDITOR) ? SM_GENRANDLAND : SM_NEWGAME; break;
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case GLWP_HEIGHTMAP: _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP; break;
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case GLWP_SCENARIO: break;
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default: NOT_REACHED();
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}
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}
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@ -180,7 +171,7 @@ static void HeightmapScaledTooMuchCallback(Window *w, bool confirmed)
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if (confirmed) StartGeneratingLandscape((glwp_modes)w->window_number);
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}
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void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
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static void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
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{
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static const StringID mapsizes[] = {STR_64, STR_128, STR_256, STR_512, STR_1024, STR_2048, INVALID_STRING_ID};
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static const StringID elevations[] = {STR_682A_VERY_FLAT, STR_682B_FLAT, STR_682C_HILLY, STR_682D_MOUNTAINOUS, INVALID_STRING_ID};
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@ -471,7 +462,7 @@ void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
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}
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}
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const WindowDesc _generate_landscape_desc = {
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static const WindowDesc _generate_landscape_desc = {
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WDP_CENTER, WDP_CENTER, 338, 268,
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WC_GENERATE_LANDSCAPE, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
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@ -479,22 +470,19 @@ const WindowDesc _generate_landscape_desc = {
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GenerateLandscapeWndProc,
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};
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const WindowDesc _heightmap_load_desc = {
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static const WindowDesc _heightmap_load_desc = {
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WDP_CENTER, WDP_CENTER, 338, 236,
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WC_GENERATE_LANDSCAPE, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
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WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS,
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_heightmap_load_widgets,
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GenerateLandscapeWndProc,
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};
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static void _ShowGenerateLandscape(glwp_modes mode)
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{
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Window *w;
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/* Don't kill WC_GENERATE_LANDSCAPE:GLWP_SCENARIO, because it resets
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* _goto_editor, which we maybe need later on. */
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DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_GENERATE);
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DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_HEIGHTMAP);
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DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_SCENARIO);
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/* Always give a new seed if not editor */
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if (_game_mode != GM_EDITOR) _patches_newgame.generation_seed = InteractiveRandom();
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@ -510,12 +498,9 @@ static void _ShowGenerateLandscape(glwp_modes mode)
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return;
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}
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w = AllocateWindowDescFront((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode);
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Window *w = AllocateWindowDescFront((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode);
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if (w != NULL) {
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InvalidateWindow(WC_GENERATE_LANDSCAPE, mode);
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}
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if (w != NULL) InvalidateWindow(WC_GENERATE_LANDSCAPE, mode);
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}
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void ShowGenerateLandscape(void)
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@ -541,13 +526,12 @@ enum CreateScenarioWindowWidgets {
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CSCEN_ARCTIC,
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CSCEN_TROPICAL,
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CSCEN_TOYLAND,
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CSCEN_EMPTY_WORLD,
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CSCEN_RANDOM_WORLD,
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CSCEN_MAPSIZE_X_TEXT,
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CSCEN_MAPSIZE_X_PULLDOWN,
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CSCEN_MAPSIZE_Y_TEXT,
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CSCEN_MAPSIZE_Y_PULLDOWN,
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CSCEN_EMPTY_WORLD,
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CSCEN_RANDOM_WORLD,
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CSCEN_HEIGHTMAP,
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CSCEN_START_DATE_DOWN,
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CSCEN_START_DATE_TEXT,
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CSCEN_START_DATE_UP,
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@ -556,7 +540,8 @@ enum CreateScenarioWindowWidgets {
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CSCEN_FLAT_LAND_HEIGHT_UP
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};
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void CreateScenarioWndProc(Window *w, WindowEvent *e)
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static void CreateScenarioWndProc(Window *w, WindowEvent *e)
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{
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static const StringID mapsizes[] = {STR_64, STR_128, STR_256, STR_512, STR_1024, STR_2048, INVALID_STRING_ID};
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@ -575,23 +560,22 @@ void CreateScenarioWndProc(Window *w, WindowEvent *e)
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SetWindowWidgetLoweredState(w, CSCEN_TOYLAND, _opt_newgame.landscape == LT_CANDY);
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DrawWindowWidgets(w);
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DrawString( 12, 96, STR_MAPSIZE, 0);
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DrawString(167, 96, mapsizes[_patches_newgame.map_x - 6], 0x10);
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DrawString(216, 96, STR_BY, 0);
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DrawString(230, 96, mapsizes[_patches_newgame.map_y - 6], 0x10);
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DrawStringRightAligned(211, 97, STR_MAPSIZE, 0);
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DrawString( 221, 97, mapsizes[_patches_newgame.map_x - 6], 0x10);
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DrawStringCentered( 272, 97, STR_BY, 0);
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DrawString( 284, 97, mapsizes[_patches_newgame.map_y - 6], 0x10);
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DrawString(162, 118, STR_DATE, 0);
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DrawStringRightAligned(211, 115, STR_DATE, 0);
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SetDParam(0, ConvertYMDToDate(_patches_newgame.starting_year, 0, 1));
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DrawStringCentered(271, 118, STR_GENERATE_DATE, 0);
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DrawStringCentered(271, 115, STR_GENERATE_DATE, 0);
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DrawString(162, 136, STR_FLAT_WORLD_HEIGHT, 0);
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DrawStringRightAligned(278, 133, STR_FLAT_WORLD_HEIGHT, 0);
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SetDParam(0, _patches_newgame.se_flat_world_height);
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DrawStringCentered(303, 136, STR_FLAT_WORLD_HEIGHT_NUM, 0x10);
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DrawStringCentered(303, 133, STR_FLAT_WORLD_HEIGHT_NUM, 0x10);
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break;
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case WE_CLICK:
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switch (e->we.click.widget) {
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case 0: DeleteWindow(w); break;
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case CSCEN_TEMPERATE: case CSCEN_ARCTIC: case CSCEN_TROPICAL: case CSCEN_TOYLAND:
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RaiseWindowWidget(w, _opt_newgame.landscape + CSCEN_TEMPERATE);
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SetNewLandscapeType(e->we.click.widget - CSCEN_TEMPERATE);
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@ -606,13 +590,8 @@ void CreateScenarioWndProc(Window *w, WindowEvent *e)
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StartGeneratingLandscape(GLWP_SCENARIO);
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break;
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case CSCEN_RANDOM_WORLD: // Generate
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_goto_editor = true;
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ShowGenerateLandscape();
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break;
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case CSCEN_HEIGHTMAP: // Heightmap
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_goto_editor = true;
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ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP);
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break;
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case CSCEN_START_DATE_DOWN: case CSCEN_START_DATE_UP: // Year buttons
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/* Don't allow too fast scrolling */
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if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) {
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@ -648,16 +627,12 @@ void CreateScenarioWndProc(Window *w, WindowEvent *e)
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case WE_DROPDOWN_SELECT:
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switch (e->we.dropdown.button) {
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case CSCEN_MAPSIZE_X_PULLDOWN: _patches_newgame.map_x = e->we.dropdown.index + 6; break;
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case CSCEN_MAPSIZE_X_PULLDOWN: _patches_newgame.map_x = e->we.dropdown.index + 6; break;
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case CSCEN_MAPSIZE_Y_PULLDOWN: _patches_newgame.map_y = e->we.dropdown.index + 6; break;
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}
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SetWindowDirty(w);
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break;
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case WE_DESTROY:
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_goto_editor = false;
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break;
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case WE_ON_EDIT_TEXT: {
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if (e->we.edittext.str != NULL) {
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int32 value = atoi(e->we.edittext.str);
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@ -680,39 +655,38 @@ void CreateScenarioWndProc(Window *w, WindowEvent *e)
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}
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}
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const Widget _create_scenario_widgets[] = {
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static const Widget _create_scenario_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
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{ WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_SE_CAPTION, STR_NULL},
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{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 179, 0x0, STR_NULL},
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{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 169, 0x0, STR_NULL},
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{ WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
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{ WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
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{ WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
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{ WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
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{ WWT_PANEL, RESIZE_NONE, 12, 162, 197, 95, 106, 0x0, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, 12, 198, 209, 95, 106, STR_0225, STR_NULL}, // Mapsize X
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{ WWT_PANEL, RESIZE_NONE, 12, 228, 263, 95, 106, 0x0, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, 12, 264, 275, 95, 106, STR_0225, STR_NULL}, // Mapsize Y
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{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 115, 95, 124, STR_SE_FLAT_WORLD, STR_SE_FLAT_WORLD_TIP}, // Empty (sea-level) map
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{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 115, 131, 160, STR_SE_RANDOM_LAND, STR_022A_GENERATE_RANDOM_LAND}, // Generate
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{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 117, 128, STR_SE_FLAT_WORLD, STR_SE_FLAT_WORLD_TIP}, // Empty (sea-level) map
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{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 135, 146, STR_SE_RANDOM_LAND, STR_022A_GENERATE_RANDOM_LAND}, // Generate
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{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 153, 164, STR_LOAD_GAME_HEIGHTMAP, STR_LOAD_SCEN_HEIGHTMAP}, // Heightmap
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{ WWT_PANEL, RESIZE_NONE, 12, 216, 251, 95, 106, 0x0, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, 12, 252, 263, 95, 106, STR_0225, STR_NULL}, // Mapsize X
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{ WWT_PANEL, RESIZE_NONE, 12, 279, 314, 95, 106, 0x0, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, 12, 315, 326, 95, 106, STR_0225, STR_NULL}, // Mapsize Y
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{ WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 117, 128, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE},
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{ WWT_PANEL, RESIZE_NONE, 12, 228, 314, 117, 128, 0x0, STR_NULL},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 117, 128, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 113, 124, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE},
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{ WWT_PANEL, RESIZE_NONE, 12, 228, 314, 113, 124, 0x0, STR_NULL},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 113, 124, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 135, 146, SPR_ARROW_DOWN, STR_FLAT_WORLD_HEIGHT_DOWN},
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{ WWT_PANEL, RESIZE_NONE, 12, 294, 314, 135, 146, 0x0, STR_NULL},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 135, 146, SPR_ARROW_UP, STR_FLAT_WORLD_HEIGHT_UP},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 131, 142, SPR_ARROW_DOWN, STR_FLAT_WORLD_HEIGHT_DOWN},
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{ WWT_PANEL, RESIZE_NONE, 12, 294, 314, 131, 142, 0x0, STR_NULL},
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{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 131, 142, SPR_ARROW_UP, STR_FLAT_WORLD_HEIGHT_UP},
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{ WIDGETS_END},
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};
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const WindowDesc _create_scenario_desc = {
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WDP_CENTER, WDP_CENTER, 338, 180,
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static const WindowDesc _create_scenario_desc = {
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WDP_CENTER, WDP_CENTER, 338, 170,
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WC_GENERATE_LANDSCAPE, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
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WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS,
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_create_scenario_widgets,
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CreateScenarioWndProc,
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};
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@ -24,7 +24,7 @@ static const Widget _select_game_widgets[] = {
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{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 22, 33, STR_0141_LOAD_GAME, STR_02FC_LOAD_A_SAVED_GAME},
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{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 40, 51, STR_029A_PLAY_SCENARIO, STR_0303_START_A_NEW_GAME_USING},
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{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 40, 51, STR_PLAY_HEIGHTMAP, STR_PLAY_HEIGHTMAP_HINT},
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{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 58, 69, STR_0220_CREATE_SCENARIO, STR_02FE_CREATE_A_CUSTOMIZED_GAME},
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{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 58, 69, STR_SCENARIO_EDITOR, STR_02FE_CREATE_A_CUSTOMIZED_GAME},
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{ WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 58, 69, STR_MULTIPLAYER, STR_0300_SELECT_MULTIPLAYER_GAME},
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{ WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 77, 131, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
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@ -67,7 +67,7 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
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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: ShowCreateScenario(); break;
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case 6: _switch_mode = SM_EDITOR; 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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@ -295,6 +295,7 @@ STR_0140_NEW_GAME :{BLACK}New Game
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STR_0141_LOAD_GAME :{BLACK}Load Game
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STR_SINGLE_PLAYER :{BLACK}Single player
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STR_MULTIPLAYER :{BLACK}Multiplayer
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STR_SCENARIO_EDITOR :{BLACK}Scenario Editor
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STR_64 :64
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STR_128 :128
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@ -613,7 +614,6 @@ STR_HIGHSCORE_STATS :{BIGFONT}'{STRI
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STR_021B_ACHIEVES_STATUS :{BLACK}{BIGFONT}{COMPANY} achieves '{STRING}' status!
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STR_021C_OF_ACHIEVES_STATUS :{WHITE}{BIGFONT}{PLAYERNAME} of {COMPANY} achieves '{STRING}' status!
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STR_021F :{BLUE}{COMMA}
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STR_0220_CREATE_SCENARIO :{BLACK}Create Scenario
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STR_0221_OPENTTD :{YELLOW}OpenTTD
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STR_0222_SCENARIO_EDITOR :{YELLOW}Scenario Editor
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STR_0223_LAND_GENERATION :{WHITE}Land Generation
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@ -627,8 +627,6 @@ STR_022A_GENERATE_RANDOM_LAND :{BLACK}Generate
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STR_022B_RESET_LANDSCAPE :{BLACK}Reset landscape
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STR_022C_RESET_LANDSCAPE :{WHITE}Reset Landscape
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STR_RESET_LANDSCAPE_TOOLTIP :{BLACK}Remove all player-owned property from the map
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STR_LOAD_GAME_HEIGHTMAP :{WHITE}Use Heightmap
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STR_LOAD_SCEN_HEIGHTMAP :{BLACK}Use Heightmap
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STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Are you sure you want to remove all player-owned property?
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STR_022E_LANDSCAPE_GENERATION :{BLACK}Landscape generation
|
||||
STR_022F_TOWN_GENERATION :{BLACK}Town generation
|
||||
|
@ -734,6 +732,7 @@ STR_0290_DELETE :{BLACK}Delete
|
|||
STR_0291_DELETE_THIS_TOWN_COMPLETELY :{BLACK}Delete this town completely
|
||||
STR_0292_SAVE_SCENARIO :Save scenario
|
||||
STR_0293_LOAD_SCENARIO :Load scenario
|
||||
STR_LOAD_HEIGHTMAP :Load heightmap
|
||||
STR_0294_QUIT_EDITOR :Quit editor
|
||||
STR_0295 :
|
||||
STR_0296_QUIT :Quit
|
||||
|
|
|
@ -169,10 +169,11 @@ static void MenuClickSaveLoad(int index)
|
|||
{
|
||||
if (_game_mode == GM_EDITOR) {
|
||||
switch (index) {
|
||||
case 0: ShowSaveLoadDialog(SLD_SAVE_SCENARIO); break;
|
||||
case 1: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
|
||||
case 2: AskExitToGameMenu(); break;
|
||||
case 4: HandleExitGameRequest(); break;
|
||||
case 0: ShowSaveLoadDialog(SLD_SAVE_SCENARIO); break;
|
||||
case 1: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
|
||||
case 2: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
|
||||
case 3: AskExitToGameMenu(); break;
|
||||
case 5: HandleExitGameRequest(); break;
|
||||
}
|
||||
} else {
|
||||
switch (index) {
|
||||
|
@ -967,7 +968,7 @@ static void ToolbarOptionsClick(Window *w)
|
|||
|
||||
static void ToolbarScenSaveOrLoad(Window *w)
|
||||
{
|
||||
PopupMainToolbMenu(w, 3, STR_0292_SAVE_SCENARIO, 5, 0);
|
||||
PopupMainToolbMenu(w, 3, STR_0292_SAVE_SCENARIO, 6, 0);
|
||||
}
|
||||
|
||||
static void ToolbarScenDateBackward(Window *w)
|
||||
|
@ -1157,8 +1158,8 @@ static const Widget _scen_edit_land_gen_widgets[] = {
|
|||
{ WWT_IMGBTN, RESIZE_NONE, 14, 158, 179, 16, 37, SPR_IMG_TRANSMITTER, STR_028E_PLACE_TRANSMITTER},
|
||||
{ WWT_IMGBTN, RESIZE_NONE, 14, 139, 150, 45, 56, SPR_ARROW_UP, STR_0228_INCREASE_SIZE_OF_LAND_AREA},
|
||||
{ WWT_IMGBTN, RESIZE_NONE, 14, 139, 150, 58, 69, SPR_ARROW_DOWN, STR_0229_DECREASE_SIZE_OF_LAND_AREA},
|
||||
{ WWT_TEXTBTN, RESIZE_NONE, 14, 34, 145, 76, 87, STR_SE_NEW_WORLD, STR_022A_GENERATE_RANDOM_LAND},
|
||||
{ WWT_TEXTBTN, RESIZE_NONE, 14, 34, 145, 89, 100, STR_022B_RESET_LANDSCAPE, STR_RESET_LANDSCAPE_TOOLTIP},
|
||||
{ WWT_TEXTBTN, RESIZE_NONE, 14, 24, 157, 76, 87, STR_SE_NEW_WORLD, STR_022A_GENERATE_RANDOM_LAND},
|
||||
{ WWT_TEXTBTN, RESIZE_NONE, 14, 24, 157, 89, 100, STR_022B_RESET_LANDSCAPE, STR_RESET_LANDSCAPE_TOOLTIP},
|
||||
{ WIDGETS_END},
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue