(svn r21544) -Codechange: Fold the small static click functions into the switch.

This commit is contained in:
alberth 2010-12-20 13:17:54 +00:00
parent 1f9fe3999d
commit eb99392966
1 changed files with 13 additions and 85 deletions

View File

@ -148,83 +148,7 @@ enum DockToolbarWidgets {
DTW_END, ///< End of toolbar widgets
};
/**
* Handle a click in the build canal widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Canal(Window *w)
{
HandlePlacePushButton(w, DTW_CANAL, SPR_CURSOR_CANAL, HT_RECT, PlaceDocks_BuildCanal);
}
/**
* Handle a click in the build lock widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Lock(Window *w)
{
HandlePlacePushButton(w, DTW_LOCK, SPR_CURSOR_LOCK, HT_SPECIAL, PlaceDocks_BuildLock);
}
/**
* Handle a click in the demolish widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Demolish(Window *w)
{
HandlePlacePushButton(w, DTW_DEMOLISH, ANIMCURSOR_DEMOLISH, HT_RECT, PlaceProc_DemolishArea);
}
/**
* Handle a click in the build ship depot widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Depot(Window *w)
{
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
if (HandlePlacePushButton(w, DTW_DEPOT, SPR_CURSOR_SHIP_DEPOT, HT_RECT, PlaceDocks_Depot)) ShowBuildDocksDepotPicker(w);
}
/**
* Handle a click in the build dock widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Dock(Window *w)
{
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
if (HandlePlacePushButton(w, DTW_STATION, SPR_CURSOR_DOCK, HT_SPECIAL, PlaceDocks_Dock)) ShowBuildDockStationPicker(w);
}
/**
* Handle a click in the build buoy widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Buoy(Window *w)
{
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
HandlePlacePushButton(w, DTW_BUOY, SPR_CURSOR_BOUY, HT_RECT, PlaceDocks_Buoy);
}
/**
* Handle a click in the create river widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_River(Window *w)
{
if (_game_mode != GM_EDITOR) return;
HandlePlacePushButton(w, DTW_RIVER, SPR_CURSOR_RIVER, HT_RECT, PlaceDocks_BuildRiver);
}
/**
* Handle a click in the build aqueduct widget.
* @param w #Window in which the widget was clicked.
*/
static void BuildDocksClick_Aqueduct(Window *w)
{
HandlePlacePushButton(w, DTW_BUILD_AQUEDUCT, SPR_CURSOR_AQUEDUCT, HT_SPECIAL, PlaceDocks_Aqueduct);
}
/** Toolbar window for constructing water infra structure. */
struct BuildDocksToolbarWindow : Window {
DockToolbarWidgets last_clicked_widget; ///< Contains the last widget that has been clicked on this toolbar.
@ -255,35 +179,39 @@ struct BuildDocksToolbarWindow : Window {
this->last_clicked_widget = (DockToolbarWidgets)widget;
switch (widget) {
case DTW_CANAL: // Build canal button
BuildDocksClick_Canal(this);
HandlePlacePushButton(this, DTW_CANAL, SPR_CURSOR_CANAL, HT_RECT, PlaceDocks_BuildCanal);
break;
case DTW_LOCK: // Build lock button
BuildDocksClick_Lock(this);
HandlePlacePushButton(this, DTW_LOCK, SPR_CURSOR_LOCK, HT_SPECIAL, PlaceDocks_BuildLock);
break;
case DTW_DEMOLISH: // Demolish aka dynamite button
BuildDocksClick_Demolish(this);
HandlePlacePushButton(this, DTW_DEMOLISH, ANIMCURSOR_DEMOLISH, HT_RECT, PlaceProc_DemolishArea);
break;
case DTW_DEPOT: // Build depot button
BuildDocksClick_Depot(this);
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
if (HandlePlacePushButton(this, DTW_DEPOT, SPR_CURSOR_SHIP_DEPOT, HT_RECT, PlaceDocks_Depot)) ShowBuildDocksDepotPicker(this);
break;
case DTW_STATION: // Build station button
BuildDocksClick_Dock(this);
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
if (HandlePlacePushButton(this, DTW_STATION, SPR_CURSOR_DOCK, HT_SPECIAL, PlaceDocks_Dock)) ShowBuildDockStationPicker(this);
break;
case DTW_BUOY: // Build buoy button
BuildDocksClick_Buoy(this);
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
HandlePlacePushButton(this, DTW_BUOY, SPR_CURSOR_BOUY, HT_RECT, PlaceDocks_Buoy);
break;
case DTW_RIVER: // Build river button (in scenario editor)
BuildDocksClick_River(this);
if (_game_mode != GM_EDITOR) return;
HandlePlacePushButton(this, DTW_RIVER, SPR_CURSOR_RIVER, HT_RECT, PlaceDocks_BuildRiver);
break;
case DTW_BUILD_AQUEDUCT: // Build aqueduct button
BuildDocksClick_Aqueduct(this);
HandlePlacePushButton(this, DTW_BUILD_AQUEDUCT, SPR_CURSOR_AQUEDUCT, HT_SPECIAL, PlaceDocks_Aqueduct);
break;
default: break;