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(svn r19872) -Codechange [FS#3826]: move the widget updates in the newgame gui to OnInvalidateData from OnPaint
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@ -364,6 +364,11 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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this->mode = (GenenerateLandscapeWindowMode)this->window_number;
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/* Disable town, industry and trees in SE */
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this->SetWidgetDisabledState(GLAND_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
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this->SetWidgetDisabledState(GLAND_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
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this->SetWidgetDisabledState(GLAND_TREE_PULLDOWN, _game_mode == GM_EDITOR);
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this->OnInvalidateData();
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}
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@ -409,6 +414,34 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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this->SetWidgetLoweredState(GLAND_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
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this->SetWidgetLoweredState(GLAND_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(GLAND_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
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/* You can't select smoothness / non-water borders if not terragenesis */
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if (mode == GLWM_GENERATE) {
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this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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this->SetWidgetDisabledState(GLAND_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
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GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
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this->SetWidgetLoweredState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
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this->SetWidgetLoweredState(GLAND_WATER_NW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW));
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this->SetWidgetLoweredState(GLAND_WATER_NE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE));
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this->SetWidgetLoweredState(GLAND_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
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this->SetWidgetLoweredState(GLAND_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
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GLAND_TERRAIN_PULLDOWN, GLAND_WATER_PULLDOWN, WIDGET_LIST_END);
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}
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/* Disable snowline if not arctic */
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
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/* Update availability of decreasing / increasing start date and snow level */
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this->SetWidgetDisabledState(GLAND_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
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this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= MIN_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
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}
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virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
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@ -490,38 +523,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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virtual void OnPaint()
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{
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/* You can't select smoothness / non-water borders if not terragenesis */
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if (mode == GLWM_GENERATE) {
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this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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this->SetWidgetDisabledState(GLAND_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
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GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
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this->SetWidgetLoweredState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
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this->SetWidgetLoweredState(GLAND_WATER_NW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW));
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this->SetWidgetLoweredState(GLAND_WATER_NE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE));
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this->SetWidgetLoweredState(GLAND_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
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this->SetWidgetLoweredState(GLAND_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
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GLAND_TERRAIN_PULLDOWN, GLAND_WATER_PULLDOWN, WIDGET_LIST_END);
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}
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/* Disable snowline if not hilly */
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
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/* Disable town, industry and trees in SE */
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this->SetWidgetDisabledState(GLAND_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
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this->SetWidgetDisabledState(GLAND_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
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this->SetWidgetDisabledState(GLAND_TREE_PULLDOWN, _game_mode == GM_EDITOR);
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this->SetWidgetDisabledState(GLAND_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
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this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= MIN_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
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this->DrawWidgets();
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this->DrawEditBox(GLAND_RANDOM_EDITBOX);
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}
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@ -532,7 +534,6 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_ARCTIC:
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case GLAND_TROPICAL:
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case GLAND_TOYLAND:
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this->RaiseWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE);
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SetNewLandscapeType(widget - GLAND_TEMPERATE);
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break;
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@ -582,9 +583,9 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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/* Don't allow too fast scrolling */
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if ((this->flags4 & WF_TIMEOUT_MASK) <= WF_TIMEOUT_TRIGGER) {
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this->HandleButtonClick(widget);
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this->SetDirty();
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_settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - GLAND_START_DATE_TEXT, MIN_YEAR, MAX_YEAR);
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this->InvalidateData();
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}
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_left_button_clicked = false;
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break;
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@ -600,9 +601,9 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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/* Don't allow too fast scrolling */
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if ((this->flags4 & WF_TIMEOUT_MASK) <= WF_TIMEOUT_TRIGGER) {
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this->HandleButtonClick(widget);
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this->SetDirty();
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_settings_newgame.game_creation.snow_line_height = Clamp(_settings_newgame.game_creation.snow_line_height + widget - GLAND_SNOW_LEVEL_TEXT, MIN_SNOWLINE_HEIGHT, MAX_SNOWLINE_HEIGHT);
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this->InvalidateData();
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}
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_left_button_clicked = false;
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break;
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@ -644,23 +645,27 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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/* Freetype map borders */
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case GLAND_WATER_NW:
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_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NW);
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this->InvalidateData();
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break;
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case GLAND_WATER_NE:
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_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NE);
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this->InvalidateData();
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break;
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case GLAND_WATER_SE:
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_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_SE);
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this->InvalidateData();
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break;
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case GLAND_WATER_SW:
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_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_SW);
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this->InvalidateData();
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break;
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case GLAND_BORDERS_RANDOM:
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_settings_newgame.game_creation.water_borders = (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? 0 : BORDERS_RANDOM;
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this->SetDirty();
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this->InvalidateData();
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break;
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}
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}
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@ -733,7 +738,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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break;
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}
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}
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this->SetDirty();
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this->InvalidateData();
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}
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virtual void OnQueryTextFinished(char *str)
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@ -769,21 +774,21 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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break;
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}
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this->SetDirty();
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this->InvalidateData();
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}
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};
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static const WindowDesc _generate_landscape_desc(
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WDP_CENTER, 0, 0,
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WC_GENERATE_LANDSCAPE, WC_NONE,
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WDF_UNCLICK_BUTTONS,
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0,
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_nested_generate_landscape_widgets, lengthof(_nested_generate_landscape_widgets)
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);
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static const WindowDesc _heightmap_load_desc(
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WDP_CENTER, 0, 0,
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WC_GENERATE_LANDSCAPE, WC_NONE,
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WDF_UNCLICK_BUTTONS,
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0,
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_nested_heightmap_load_widgets, lengthof(_nested_heightmap_load_widgets)
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);
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