(svn r13069) -Codechange: it is no longer needed to pass a void *data pointer with the WE_CREATE message because nothing uses it anymore.

This commit is contained in:
rubidium 2008-05-13 14:43:33 +00:00
parent db69f81fe7
commit dddfaaac7d
15 changed files with 32 additions and 38 deletions

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@ -249,7 +249,7 @@ class ReplaceVehicleWindow : public Window {
}
public:
ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, NULL, window_number)
ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, window_number)
{
this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
new (&this->list[0]) EngineList();

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@ -807,7 +807,7 @@ struct BuildVehicleWindow : Window {
EngineID rename_engine;
EngineList eng_list;
BuildVehicleWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, NULL, tile == 0 ? (int)type : tile)
BuildVehicleWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, tile == 0 ? (int)type : tile)
{
this->vehicle_type = type;
int vlh = GetVehicleListHeight(this->vehicle_type);

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@ -252,7 +252,7 @@ struct DepotWindow : Window {
Vehicle **vehicle_list;
Vehicle **wagon_list;
DepotWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
DepotWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->sel = INVALID_VEHICLE;
this->vehicle_list = NULL;

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@ -253,7 +253,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
char name[64];
glwp_modes mode;
GenerateLandscapeWindow(const WindowDesc *desc, void *data = NULL, WindowNumber number = 0) : QueryStringBaseWindow(desc, NULL, number)
GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(desc, number)
{
this->LowerWidget(_opt_newgame.landscape + GLAND_TEMPERATE);
@ -644,7 +644,7 @@ struct CreateScenarioWindow : public Window
{
uint widget_id;
CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, NULL, window_number)
CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->LowerWidget(_opt_newgame.landscape + CSCEN_TEMPERATE);
}

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@ -187,7 +187,7 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
VehicleID vehicle_sel;
GUIGroupList groups;
VehicleGroupWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, NULL, window_number)
VehicleGroupWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
const PlayerID owner = (PlayerID)GB(this->window_number, 0, 8);

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@ -462,7 +462,7 @@ class IndustryViewWindow : public Window
byte production_offset_y; ///< The offset of the production texts/buttons
public:
IndustryViewWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
IndustryViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->flags4 |= WF_DISABLE_VP_SCROLL;
this->editbox_line = 0;

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@ -769,12 +769,12 @@ class SelectPlayerFaceWindow : public Window
}
public:
SelectPlayerFaceWindow(const WindowDesc *desc, void *data, WindowNumber number) : Window(desc, data, number)
SelectPlayerFaceWindow(const WindowDesc *desc, bool advanced) : Window(desc, 0)
{
this->FindWindowPlacementAndResize(desc);
this->caption_color = this->window_number;
this->face = GetPlayer((PlayerID)this->window_number)->face;
this->advanced = *(bool*)data;
this->advanced = advanced;
this->UpdateData();
@ -1045,7 +1045,8 @@ static void DoSelectPlayerFace(PlayerID player, bool adv, int top, int left)
{
if (!IsValidPlayer(player)) return;
AllocateWindowDescFront<SelectPlayerFaceWindow>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, &adv); // simple or advanced window
if (BringWindowToFrontById(WC_PLAYER_FACE, 0)) return;
return SelectPlayerFaceWindow(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, adv); // simple or advanced window
}

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@ -24,7 +24,7 @@ struct QueryStringBaseWindow : public Window, public QueryString {
char edit_str_buf[64];
char orig_str_buf[64];
QueryStringBaseWindow(const WindowDesc *desc, void *data = NULL, WindowNumber window_number = 0) : Window(desc, data, window_number)
QueryStringBaseWindow(const WindowDesc *desc, WindowNumber window_number = 0) : Window(desc, window_number)
{
}

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@ -800,7 +800,7 @@ public:
this->SetDirty();
}
SmallMapWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
SmallMapWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number)
{
/* Resize the window to fit industries list */
if (_industries_per_column > BASE_NB_PER_COLUMN) {
@ -1121,7 +1121,7 @@ class ExtraViewportWindow : public Window
};
public:
ExtraViewportWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
ExtraViewportWindow(const WindowDesc *desc, int window_number, TileIndex tile) : Window(desc, window_number)
{
/* New viewport start at (zero,zero) */
InitializeWindowViewport(this, 3, 17, this->widget[EVW_VIEWPORT].right - this->widget[EVW_VIEWPORT].left - 1, this->widget[EVW_VIEWPORT].bottom - this->widget[EVW_VIEWPORT].top - 1, 0, ZOOM_LVL_VIEWPORT);
@ -1130,7 +1130,6 @@ public:
this->FindWindowPlacementAndResize(desc);
Point pt;
TileIndex tile = *(TileIndex*)data;
if (tile == INVALID_TILE) {
/* the main window with the main view */
const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
@ -1235,7 +1234,7 @@ void ShowExtraViewPortWindow(TileIndex tile)
/* find next free window number for extra viewport */
while (FindWindowById(WC_EXTRA_VIEW_PORT, i) != NULL) i++;
AllocateWindowDescFront<ExtraViewportWindow>(&_extra_view_port_desc, i, &tile);
new ExtraViewportWindow(&_extra_view_port_desc, i, tile);
}
bool ScrollMainWindowTo(int x, int y, bool instant)

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@ -287,7 +287,7 @@ struct PlayerStationsWindow : public Window, public GUIStationList
static byte facilities;
static bool include_empty;
PlayerStationsWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
PlayerStationsWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->caption_color = (byte)this->window_number;
this->vscroll.cap = 12;
@ -737,7 +737,7 @@ struct StationViewWindow : public Window {
uint32 cargo; ///< Bitmask of cargo types to expand
uint16 cargo_rows[NUM_CARGO]; ///< Header row for each cargo type
StationViewWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
StationViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
PlayerID owner = GetStation(window_number)->owner;
if (owner != OWNER_NONE) this->caption_color = owner;

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@ -36,7 +36,7 @@ class TransparenciesWindow : public Window
};
public:
TransparenciesWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
TransparenciesWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number)
{
this->FindWindowPlacementAndResize(desc);
}

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@ -45,7 +45,7 @@ class BuildTreesWindow : public Window
};
public:
BuildTreesWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
BuildTreesWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
if (_game_mode != GM_EDITOR) {
this->HideWidget(BTW_MANY_RANDOM);

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@ -841,7 +841,7 @@ void DrawSmallOrderList(const Vehicle *v, int x, int y)
*/
struct VehicleListWindow : public Window, public VehicleListBase {
VehicleListWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
VehicleListWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
uint16 window_type = this->window_number & VLW_MASK;
PlayerID player = (PlayerID)GB(this->window_number, 0, 8);

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@ -891,10 +891,10 @@ static void AssignWidgetToWindow(Window *w, const Widget *widget)
* @param cls see WindowClass class of the window, used for identification and grouping
* @param *widget see Widget pointer to the window layout and various elements
* @param window_number number being assigned to the new window
* @param data the data to be given during the WE_CREATE message
* @return Window pointer of the newly created window */
* @return Window pointer of the newly created window
*/
void Window::Initialize(int x, int y, int min_width, int min_height,
WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data)
WindowProc *proc, WindowClass cls, const Widget *widget, int window_number)
{
/* We have run out of windows, close one and use that as the place for our new one */
if (_last_z_window == endof(_z_windows)) {
@ -943,7 +943,6 @@ void Window::Initialize(int x, int y, int min_width, int min_height,
WindowEvent e;
e.event = WE_CREATE;
e.we.create.data = data;
this->HandleWindowEvent(&e);
}
@ -1025,9 +1024,9 @@ void Window::FindWindowPlacementAndResize(const WindowDesc *desc)
* @param *widget see Widget pointer to the window layout and various elements
* @return Window pointer of the newly created window
*/
Window::Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget, void *data)
Window::Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget)
{
this->Initialize(x, y, width, height, proc, cls, widget, 0, data);
this->Initialize(x, y, width, height, proc, cls, widget, 0);
if (proc != NULL) this->FindWindowPlacementAndResize(width, height);
}
@ -1215,14 +1214,13 @@ static Point LocalGetWindowPlacement(const WindowDesc *desc, int window_number)
*
* @param *desc The pointer to the WindowDesc to be created
* @param window_number the window number of the new window
* @param data arbitrary data that is send with the WE_CREATE message
*
* @return Window pointer of the newly created window
*/
Window::Window(const WindowDesc *desc, void *data, WindowNumber window_number)
Window::Window(const WindowDesc *desc, WindowNumber window_number)
{
Point pt = LocalGetWindowPlacement(desc, window_number);
this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->proc, desc->cls, desc->widgets, window_number, data);
this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->proc, desc->cls, desc->widgets, window_number);
this->desc_flags = desc->flags;
if (desc->proc != NULL) this->FindWindowPlacementAndResize(desc->default_width, desc->default_height);

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@ -143,10 +143,6 @@ enum WindowEventCodes {
struct WindowEvent {
byte event;
union {
struct {
void *data;
} create;
struct {
Point pt;
int widget;
@ -291,13 +287,13 @@ private:
protected:
void Initialize(int x, int y, int min_width, int min_height,
WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data);
WindowProc *proc, WindowClass cls, const Widget *widget, int window_number);
void FindWindowPlacementAndResize(int def_width, int def_height);
void FindWindowPlacementAndResize(const WindowDesc *desc);
public:
Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget, void *data = NULL);
Window(const WindowDesc *desc, void *data = NULL, WindowNumber number = 0);
Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget);
Window(const WindowDesc *desc, WindowNumber number = 0);
virtual ~Window();
@ -642,10 +638,10 @@ bool IsWindowOfPrototype(const Window *w, const Widget *widget);
* @return see Window pointer of the newly created window
*/
template <typename Wcls>
Wcls *AllocateWindowDescFront(const WindowDesc *desc, int window_number, void *data = NULL)
Wcls *AllocateWindowDescFront(const WindowDesc *desc, int window_number)
{
if (BringWindowToFrontById(desc->cls, window_number)) return NULL;
return new Wcls(desc, data, window_number);
return new Wcls(desc, window_number);
}
void DrawWindowViewport(const Window *w);