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authorglx <glx@openttd.org>2008-05-15 00:01:42 +0000
committerglx <glx@openttd.org>2008-05-15 00:01:42 +0000
commit7096f20ec5986fbd6c4af31b3feec5d133398107 (patch)
treea36651bc317d253ac7b4479219e88286df90c2a2
parent1c77928886c150124b71558a09b2ab152f45d7c5 (diff)
downloadopenttd-7096f20ec5986fbd6c4af31b3feec5d133398107.tar.xz
(svn r13097) -Codechange: make a class of the GameDifficultyWindow.
-rw-r--r--src/settings_gui.cpp375
1 files changed, 185 insertions, 190 deletions
diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp
index 887690e8a..c0d45e63e 100644
--- a/src/settings_gui.cpp
+++ b/src/settings_gui.cpp
@@ -478,227 +478,222 @@ void CheckDifficultyLevels()
extern void StartupEconomy();
-enum {
- GAMEDIFF_WND_TOP_OFFSET = 45,
- GAMEDIFF_WND_ROWSIZE = 9
+/* Widget definition for the game difficulty settings window */
+static const Widget _game_difficulty_widgets[] = {
+{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // GDW_CLOSEBOX
+{ WWT_CAPTION, RESIZE_NONE, 10, 11, 369, 0, 13, STR_6800_DIFFICULTY_LEVEL, STR_018C_WINDOW_TITLE_DRAG_THIS}, // GDW_CAPTION
+{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 14, 41, 0x0, STR_NULL}, // GDW_UPPER_BG
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 10, 96, 16, 27, STR_6801_EASY, STR_NULL}, // GDW_LVL_EASY
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 97, 183, 16, 27, STR_6802_MEDIUM, STR_NULL}, // GDW_LVL_MEDIUM
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 184, 270, 16, 27, STR_6803_HARD, STR_NULL}, // GDW_LVL_HARD
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 271, 357, 16, 27, STR_6804_CUSTOM, STR_NULL}, // GDW_LVL_CUSTOM
+{ WWT_TEXTBTN, RESIZE_NONE, 6, 10, 357, 28, 39, STR_6838_SHOW_HI_SCORE_CHART, STR_NULL}, // GDW_HIGHSCORE
+{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 42, 262, 0x0, STR_NULL}, // GDW_SETTING_BG
+{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 263, 278, 0x0, STR_NULL}, // GDW_LOWER_BG
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 105, 185, 265, 276, STR_OPTIONS_SAVE_CHANGES, STR_NULL}, // GDW_ACCEPT
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 186, 266, 265, 276, STR_012E_CANCEL, STR_NULL}, // GDW_CANCEL
+{ WIDGETS_END},
};
-/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
-static GameOptions _opt_mod_temp;
-// 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1)
-#define DIFF_INGAME_DISABLED_BUTTONS 0x383E
-
-#define NO_SETTINGS_BUTTON 0xFF
+/* Window definition for the game difficulty settings window */
+static const WindowDesc _game_difficulty_desc = {
+ WDP_CENTER, WDP_CENTER, 370, 279, 370, 279,
+ WC_GAME_OPTIONS, WC_NONE,
+ WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
+ _game_difficulty_widgets,
+ NULL
+};
-/** Carriage for the game settings window data */
-struct difficulty_d {
+struct GameDifficultyWindow : public Window {
+private:
bool clicked_increase;
uint8 clicked_button;
uint8 timeout;
-};
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(difficulty_d));
-
-/* Names of the game difficulty settings window */
-enum GameDifficultyWidgets {
- GDW_CLOSEBOX = 0,
- GDW_CAPTION,
- GDW_UPPER_BG,
- GDW_LVL_EASY,
- GDW_LVL_MEDIUM,
- GDW_LVL_HARD,
- GDW_LVL_CUSTOM,
- GDW_HIGHSCORE,
- GDW_SETTING_BG,
- GDW_LOWER_BG,
- GDW_ACCEPT,
- GDW_CANCEL,
-};
-
-static void GameDifficultyWndProc(Window *w, WindowEvent *e)
-{
- difficulty_d *diffic_d = &WP(w, difficulty_d);
- switch (e->event) {
- case WE_CREATE:
- diffic_d->clicked_increase = false;
- diffic_d->clicked_button = NO_SETTINGS_BUTTON;
- diffic_d->timeout = 0;
- /* Hide the closebox to make sure that the user aborts or confirms his changes */
- w->HideWidget(GDW_CLOSEBOX);
- w->widget[GDW_CAPTION].left = 0;
- /* Setup disabled buttons when creating window
- * disable all other difficulty buttons during gameplay except for 'custom' */
- w->SetWidgetsDisabledState(_game_mode == GM_NORMAL,
- GDW_LVL_EASY,
- GDW_LVL_MEDIUM,
- GDW_LVL_HARD,
- GDW_LVL_CUSTOM,
- WIDGET_LIST_END);
- w->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer
- w->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client)
- w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
- break;
-
- case WE_PAINT: {
- DrawWindowWidgets(w);
-
- /* XXX - Disabled buttons in normal gameplay or during muliplayer as non server.
- * Bitshifted for each button to see if that bit is set. If it is set, the
- * button is disabled */
- uint32 disabled = 0;
- if (_networking && !_network_server) {
- disabled = MAX_UVALUE(uint32); // Disable all
- } else if (_game_mode == GM_NORMAL) {
- disabled = DIFF_INGAME_DISABLED_BUTTONS;
- }
-
- int value;
- int y = GAMEDIFF_WND_TOP_OFFSET;
- for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
- const GameSettingData *gsd = &_game_setting_info[i];
- value = ((GDType*)&_opt_mod_temp.diff)[i];
-
- DrawArrowButtons(5, y, 3,
- (diffic_d->clicked_button == i) ? 1 + !!diffic_d->clicked_increase : 0,
- !(HasBit(disabled, i) || gsd->min == value),
- !(HasBit(disabled, i) || gsd->max == value));
- value += _game_setting_info[i].str;
- if (i == 4) value *= 1000; // XXX - handle currency option
- SetDParam(0, value);
- DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, TC_FROMSTRING);
+ /* Temporary holding place of values in the difficulty window until 'Save' is clicked */
+ GameOptions opt_mod_temp;
+
+ enum {
+ GAMEDIFF_WND_TOP_OFFSET = 45,
+ GAMEDIFF_WND_ROWSIZE = 9,
+ // 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1)
+ DIFF_INGAME_DISABLED_BUTTONS = 0x383E,
+ NO_SETTINGS_BUTTON = 0xFF,
+ };
+
+ /* Names of the game difficulty settings window */
+ enum GameDifficultyWidgets {
+ GDW_CLOSEBOX = 0,
+ GDW_CAPTION,
+ GDW_UPPER_BG,
+ GDW_LVL_EASY,
+ GDW_LVL_MEDIUM,
+ GDW_LVL_HARD,
+ GDW_LVL_CUSTOM,
+ GDW_HIGHSCORE,
+ GDW_SETTING_BG,
+ GDW_LOWER_BG,
+ GDW_ACCEPT,
+ GDW_CANCEL,
+ };
+
+public:
+ GameDifficultyWindow() : Window(&_game_difficulty_desc)
+ {
+ /* Copy current settings (ingame or in intro) to temporary holding place
+ * change that when setting stuff, copy back on clicking 'OK' */
+ this->opt_mod_temp = *_opt_ptr;
+ this->clicked_increase = false;
+ this->clicked_button = NO_SETTINGS_BUTTON;
+ this->timeout = 0;
+ /* Hide the closebox to make sure that the user aborts or confirms his changes */
+ this->HideWidget(GDW_CLOSEBOX);
+ this->widget[GDW_CAPTION].left = 0;
+ /* Setup disabled buttons when creating window
+ * disable all other difficulty buttons during gameplay except for 'custom' */
+ this->SetWidgetsDisabledState(_game_mode == GM_NORMAL,
+ GDW_LVL_EASY,
+ GDW_LVL_MEDIUM,
+ GDW_LVL_HARD,
+ GDW_LVL_CUSTOM,
+ WIDGET_LIST_END);
+ this->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer
+ this->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client)
+ this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
+ this->FindWindowPlacementAndResize(&_game_difficulty_desc);
+ }
- y += GAMEDIFF_WND_ROWSIZE + 2; // space items apart a bit
- }
- } break;
+ virtual void OnPaint()
+ {
+ DrawWindowWidgets(this);
+
+ /* XXX - Disabled buttons in normal gameplay or during muliplayer as non server.
+ * Bitshifted for each button to see if that bit is set. If it is set, the
+ * button is disabled */
+ uint32 disabled = 0;
+ if (_networking && !_network_server) {
+ disabled = MAX_UVALUE(uint32); // Disable all
+ } else if (_game_mode == GM_NORMAL) {
+ disabled = DIFF_INGAME_DISABLED_BUTTONS;
+ }
- case WE_CLICK:
- switch (e->we.click.widget) {
- case GDW_SETTING_BG: { /* Difficulty settings widget, decode click */
- /* Don't allow clients to make any changes */
- if (_networking && !_network_server) return;
+ int value;
+ int y = GAMEDIFF_WND_TOP_OFFSET;
+ for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
+ const GameSettingData *gsd = &_game_setting_info[i];
+ value = ((GDType*)&this->opt_mod_temp.diff)[i];
- const int x = e->we.click.pt.x - 5;
- if (!IsInsideMM(x, 0, 21)) // Button area
- return;
+ DrawArrowButtons(5, y, 3,
+ (this->clicked_button == i) ? 1 + !!this->clicked_increase : 0,
+ !(HasBit(disabled, i) || gsd->min == value),
+ !(HasBit(disabled, i) || gsd->max == value));
- const int y = e->we.click.pt.y - GAMEDIFF_WND_TOP_OFFSET;
- if (y < 0) return;
+ value += _game_setting_info[i].str;
+ if (i == 4) value *= 1000; // XXX - handle currency option
+ SetDParam(0, value);
+ DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, TC_FROMSTRING);
- /* Get button from Y coord. */
- const uint8 btn = y / (GAMEDIFF_WND_ROWSIZE + 2);
- if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9)
- return;
+ y += GAMEDIFF_WND_ROWSIZE + 2; // space items apart a bit
+ }
+ }
- /* Clicked disabled button? */
- if (_game_mode == GM_NORMAL && HasBit(DIFF_INGAME_DISABLED_BUTTONS, btn))
- return;
+ virtual void OnClick(Point pt, int widget)
+ {
+ switch (widget) {
+ case GDW_SETTING_BG: { /* Difficulty settings widget, decode click */
+ /* Don't allow clients to make any changes */
+ if (_networking && !_network_server) return;
- diffic_d->timeout = 5;
+ const int x = pt.x - 5;
+ if (!IsInsideMM(x, 0, 21)) return; // Button area
- int16 val = ((GDType*)&_opt_mod_temp.diff)[btn];
+ const int y = pt.y - GAMEDIFF_WND_TOP_OFFSET;
+ if (y < 0) return;
- const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
- if (x >= 10) {
- /* Increase button clicked */
- val = min(val + info->step, info->max);
- diffic_d->clicked_increase = true;
- } else {
- /* Decrease button clicked */
- val -= info->step;
- val = max(val, info->min);
- diffic_d->clicked_increase = false;
- }
- diffic_d->clicked_button = btn;
+ /* Get button from Y coord. */
+ const uint8 btn = y / (GAMEDIFF_WND_ROWSIZE + 2);
+ if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9) return;
- /* save value in temporary variable */
- ((GDType*)&_opt_mod_temp.diff)[btn] = val;
- w->RaiseWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
- SetDifficultyLevel(3, &_opt_mod_temp); // set difficulty level to custom
- w->LowerWidget(GDW_LVL_CUSTOM);
- w->SetDirty();
- } break;
+ /* Clicked disabled button? */
+ if (_game_mode == GM_NORMAL && HasBit((int)DIFF_INGAME_DISABLED_BUTTONS, btn)) return;
- case GDW_LVL_EASY:
- case GDW_LVL_MEDIUM:
- case GDW_LVL_HARD:
- case GDW_LVL_CUSTOM:
- /* temporarily change difficulty level */
- w->RaiseWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
- SetDifficultyLevel(e->we.click.widget - GDW_LVL_EASY, &_opt_mod_temp);
- w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
- w->SetDirty();
- break;
+ this->timeout = 5;
- case GDW_HIGHSCORE: // Highscore Table
- ShowHighscoreTable(_opt_mod_temp.diff_level, -1);
- break;
+ int16 val = ((GDType*)&this->opt_mod_temp.diff)[btn];
- case GDW_ACCEPT: { // Save button - save changes
- GDType btn, val;
- for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
- val = ((GDType*)&_opt_mod_temp.diff)[btn];
- /* if setting has changed, change it */
- if (val != ((GDType*)&_opt_ptr->diff)[btn])
- DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
- }
- DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
- delete w;
- /* If we are in the editor, we should reload the economy.
- * This way when you load a game, the max loan and interest rate
- * are loaded correctly. */
- if (_game_mode == GM_EDITOR) StartupEconomy();
- break;
+ const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
+ if (x >= 10) {
+ /* Increase button clicked */
+ val = min(val + info->step, info->max);
+ this->clicked_increase = true;
+ } else {
+ /* Decrease button clicked */
+ val -= info->step;
+ val = max(val, info->min);
+ this->clicked_increase = false;
}
-
- case GDW_CANCEL: // Cancel button - close window, abandon changes
- delete w;
- break;
+ this->clicked_button = btn;
+
+ /* save value in temporary variable */
+ ((GDType*)&this->opt_mod_temp.diff)[btn] = val;
+ this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
+ SetDifficultyLevel(3, &this->opt_mod_temp); // set difficulty level to custom
+ this->LowerWidget(GDW_LVL_CUSTOM);
+ this->SetDirty();
} break;
- case WE_TICK: /* Handle the visual 'clicking' of the buttons */
- if (diffic_d->timeout != 0) {
- diffic_d->timeout--;
- if (diffic_d->timeout == 0) diffic_d->clicked_button = NO_SETTINGS_BUTTON;
- w->SetDirty();
+ case GDW_LVL_EASY:
+ case GDW_LVL_MEDIUM:
+ case GDW_LVL_HARD:
+ case GDW_LVL_CUSTOM:
+ /* temporarily change difficulty level */
+ this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
+ SetDifficultyLevel(widget - GDW_LVL_EASY, &this->opt_mod_temp);
+ this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
+ this->SetDirty();
+ break;
+
+ case GDW_HIGHSCORE: // Highscore Table
+ ShowHighscoreTable(this->opt_mod_temp.diff_level, -1);
+ break;
+
+ case GDW_ACCEPT: { // Save button - save changes
+ GDType btn, val;
+ for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
+ val = ((GDType*)&this->opt_mod_temp.diff)[btn];
+ /* if setting has changed, change it */
+ if (val != ((GDType*)&_opt_ptr->diff)[btn])
+ DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
+ }
+ DoCommandP(0, UINT_MAX, this->opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
+ delete this;
+ /* If we are in the editor, we should reload the economy.
+ * This way when you load a game, the max loan and interest rate
+ * are loaded correctly. */
+ if (_game_mode == GM_EDITOR) StartupEconomy();
+ break;
}
- break;
- }
-}
-#undef DIFF_INGAME_DISABLED_BUTTONS
-/* Widget definition for the game difficulty settings window */
-static const Widget _game_difficulty_widgets[] = {
-{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // GDW_CLOSEBOX
-{ WWT_CAPTION, RESIZE_NONE, 10, 11, 369, 0, 13, STR_6800_DIFFICULTY_LEVEL, STR_018C_WINDOW_TITLE_DRAG_THIS}, // GDW_CAPTION
-{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 14, 41, 0x0, STR_NULL}, // GDW_UPPER_BG
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 10, 96, 16, 27, STR_6801_EASY, STR_NULL}, // GDW_LVL_EASY
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 97, 183, 16, 27, STR_6802_MEDIUM, STR_NULL}, // GDW_LVL_MEDIUM
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 184, 270, 16, 27, STR_6803_HARD, STR_NULL}, // GDW_LVL_HARD
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 271, 357, 16, 27, STR_6804_CUSTOM, STR_NULL}, // GDW_LVL_CUSTOM
-{ WWT_TEXTBTN, RESIZE_NONE, 6, 10, 357, 28, 39, STR_6838_SHOW_HI_SCORE_CHART, STR_NULL}, // GDW_HIGHSCORE
-{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 42, 262, 0x0, STR_NULL}, // GDW_SETTING_BG
-{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 263, 278, 0x0, STR_NULL}, // GDW_LOWER_BG
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 105, 185, 265, 276, STR_OPTIONS_SAVE_CHANGES, STR_NULL}, // GDW_ACCEPT
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 186, 266, 265, 276, STR_012E_CANCEL, STR_NULL}, // GDW_CANCEL
-{ WIDGETS_END},
-};
+ case GDW_CANCEL: // Cancel button - close window, abandon changes
+ delete this;
+ break;
+ }
+ }
-/* Window definition for the game difficulty settings window */
-static const WindowDesc _game_difficulty_desc = {
- WDP_CENTER, WDP_CENTER, 370, 279, 370, 279,
- WC_GAME_OPTIONS, WC_NONE,
- WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
- _game_difficulty_widgets,
- GameDifficultyWndProc
+ virtual void OnTick()
+ {
+ if (this->timeout != 0) {
+ this->timeout--;
+ if (this->timeout == 0) this->clicked_button = NO_SETTINGS_BUTTON;
+ this->SetDirty();
+ }
+ }
};
void ShowGameDifficulty()
{
DeleteWindowById(WC_GAME_OPTIONS, 0);
- /* Copy current settings (ingame or in intro) to temporary holding place
- * change that when setting stuff, copy back on clicking 'OK' */
- _opt_mod_temp = *_opt_ptr;
- new Window(&_game_difficulty_desc);
+ new GameDifficultyWindow();
}
static const char *_patches_ui[] = {