mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r15356) -Codechange: make PlaceProc_Town and some global variables a static function/variables of the scenedit window
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@ -28,10 +28,6 @@
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typedef GUIList<const Town*> GUITownList;
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static TownSize _scengen_town_size = TS_MEDIUM; // select medium-sized towns per default
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static bool _scengen_city;
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static TownLayout _scengen_town_layout;
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static const Widget _town_authority_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TWA_CLOSEBOX
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{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 316, 0, 13, STR_2022_LOCAL_AUTHORITY, STR_018C_WINDOW_TITLE_DRAG_THIS}, // TWA_CAPTION
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@ -602,11 +598,6 @@ void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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}
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}
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static void PlaceProc_Town(TileIndex tile)
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{
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DoCommandP(tile, _scengen_town_size | _scengen_city << 2 | _scengen_town_layout << 3, 0, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
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}
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static const Widget _scen_edit_town_gen_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
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{ WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 147, 0, 13, STR_0233_TOWN_GENERATION, STR_018C_WINDOW_TITLE_DRAG_THIS},
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@ -655,14 +646,18 @@ private:
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TSEW_LAYOUT_RANDOM,
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};
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static TownSize town_size;
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static bool city;
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static TownLayout town_layout;
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public:
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ScenarioEditorTownGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->LowerWidget(_scengen_town_size + TSEW_SIZE_SMALL);
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this->LowerWidget(town_size + TSEW_SIZE_SMALL);
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this->FindWindowPlacementAndResize(desc);
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_scengen_town_layout = _settings_game.economy.town_layout;
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this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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_scengen_city = false;
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town_layout = _settings_game.economy.town_layout;
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this->LowerWidget(town_layout + TSEW_LAYOUT_ORIGINAL);
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city = false;
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}
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virtual void OnPaint()
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@ -681,7 +676,7 @@ public:
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this->HandleButtonClick(TSEW_RANDOMTOWN);
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_generating_world = true;
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UpdateNearestTownForRoadTiles(true);
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const Town *t = CreateRandomTown(20, _scengen_town_size, _scengen_city, _scengen_town_layout);
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const Town *t = CreateRandomTown(20, town_size, city, town_layout);
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UpdateNearestTownForRoadTiles(false);
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_generating_world = false;
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@ -697,7 +692,7 @@ public:
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_generating_world = true;
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UpdateNearestTownForRoadTiles(true);
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if (!GenerateTowns(_scengen_town_layout)) {
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if (!GenerateTowns(town_layout)) {
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ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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}
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UpdateNearestTownForRoadTiles(false);
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@ -705,23 +700,23 @@ public:
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break;
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case TSEW_SIZE_SMALL: case TSEW_SIZE_MEDIUM: case TSEW_SIZE_LARGE: case TSEW_SIZE_RANDOM:
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this->RaiseWidget(_scengen_town_size + TSEW_SIZE_SMALL);
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_scengen_town_size = (TownSize)(widget - TSEW_SIZE_SMALL);
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this->LowerWidget(_scengen_town_size + TSEW_SIZE_SMALL);
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this->RaiseWidget(town_size + TSEW_SIZE_SMALL);
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town_size = (TownSize)(widget - TSEW_SIZE_SMALL);
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this->LowerWidget(town_size + TSEW_SIZE_SMALL);
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this->SetDirty();
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break;
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case TSEW_CITY:
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_scengen_city ^= true;
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this->SetWidgetLoweredState(TSEW_CITY, _scengen_city);
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city ^= true;
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this->SetWidgetLoweredState(TSEW_CITY, city);
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this->SetDirty();
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break;
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case TSEW_LAYOUT_ORIGINAL: case TSEW_LAYOUT_BETTER: case TSEW_LAYOUT_GRID2:
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case TSEW_LAYOUT_GRID3: case TSEW_LAYOUT_RANDOM:
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this->RaiseWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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_scengen_town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL);
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this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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this->RaiseWidget(town_layout + TSEW_LAYOUT_ORIGINAL);
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town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL);
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this->LowerWidget(town_layout + TSEW_LAYOUT_ORIGINAL);
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this->SetDirty();
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break;
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}
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@ -742,13 +737,22 @@ public:
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virtual void OnPlaceObjectAbort()
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{
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this->RaiseButtons();
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this->LowerWidget(_scengen_town_size + TSEW_SIZE_SMALL);
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this->SetWidgetLoweredState(TSEW_CITY, _scengen_city);
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this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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this->LowerWidget(town_size + TSEW_SIZE_SMALL);
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this->SetWidgetLoweredState(TSEW_CITY, city);
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this->LowerWidget(town_layout + TSEW_LAYOUT_ORIGINAL);
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this->SetDirty();
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}
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static void PlaceProc_Town(TileIndex tile)
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{
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DoCommandP(tile, town_size | city << 2 | town_layout << 3, 0, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
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}
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};
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TownSize ScenarioEditorTownGenerationWindow::town_size = TS_MEDIUM; // select medium-sized towns per default
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bool ScenarioEditorTownGenerationWindow::city;
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TownLayout ScenarioEditorTownGenerationWindow::town_layout;
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static const WindowDesc _scen_edit_town_gen_desc = {
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WDP_AUTO, WDP_AUTO, 160, 162, 160, 162,
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WC_SCEN_TOWN_GEN, WC_NONE,
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