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authorpeter1138 <peter1138@openttd.org>2006-02-16 20:51:06 +0000
committerpeter1138 <peter1138@openttd.org>2006-02-16 20:51:06 +0000
commite5d95d96b15828a8713580879a44e4e0872aed2f (patch)
treecfe6b2ce9d88192d3ad407ba8980ff63558c6661
parentd8be42dbf6418ff3ddb38b2d1114fae101dec2dd (diff)
downloadopenttd-e5d95d96b15828a8713580879a44e4e0872aed2f.tar.xz
(svn r3607) - Fix indenting of PerformanceRatingDetailWndProc()
-rw-r--r--graph_gui.c320
1 files changed, 161 insertions, 159 deletions
diff --git a/graph_gui.c b/graph_gui.c
index 06760b08f..14637dbf3 100644
--- a/graph_gui.c
+++ b/graph_gui.c
@@ -883,176 +883,178 @@ void ShowCompanyLeagueTable(void)
static void PerformanceRatingDetailWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
- case WE_PAINT: {
- int val, needed, score, i;
- byte owner, x;
- uint16 y=14;
- int total_score = 0;
- int color_done, color_notdone;
+ case WE_PAINT: {
+ int val, needed, score, i;
+ byte owner, x;
+ uint16 y=14;
+ int total_score = 0;
+ int color_done, color_notdone;
- // Draw standard stuff
- DrawWindowWidgets(w);
+ // Draw standard stuff
+ DrawWindowWidgets(w);
- // The player of which we check the detail performance rating
- owner = FindFirstBit(w->click_state) - 13;
-
- // Paint the player icons
- for (i=0;i<MAX_PLAYERS;i++) {
- if (!GetPlayer(i)->is_active) {
- // Check if we have the player as an active player
- if (!(w->disabled_state & (1 << (i+13)))) {
- // Bah, player gone :(
- w->disabled_state += 1 << (i+13);
- // Is this player selected? If so, select first player (always save? :s)
- if (w->click_state == 1U << (i + 13))
- w->click_state = 1 << 13;
- // We need a repaint
- SetWindowDirty(w);
- }
- continue;
- }
-
- // Check if we have the player marked as inactive
- if ((w->disabled_state & (1 << (i+13)))) {
- // New player! Yippie :p
- w->disabled_state -= 1 << (i+13);
- // We need a repaint
- SetWindowDirty(w);
- }
-
- if (i == owner) x = 1; else x = 0;
- DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
- }
+ // The player of which we check the detail performance rating
+ owner = FindFirstBit(w->click_state) - 13;
+
+ // Paint the player icons
+ for (i=0;i<MAX_PLAYERS;i++) {
+ if (!GetPlayer(i)->is_active) {
+ // Check if we have the player as an active player
+ if (!(w->disabled_state & (1 << (i+13)))) {
+ // Bah, player gone :(
+ w->disabled_state += 1 << (i+13);
+ // Is this player selected? If so, select first player (always save? :s)
+ if (w->click_state == 1U << (i + 13))
+ w->click_state = 1 << 13;
+ // We need a repaint
+ SetWindowDirty(w);
+ }
+ continue;
+ }
+
+ // Check if we have the player marked as inactive
+ if ((w->disabled_state & (1 << (i+13)))) {
+ // New player! Yippie :p
+ w->disabled_state -= 1 << (i+13);
+ // We need a repaint
+ SetWindowDirty(w);
+ }
- // The colors used to show how the progress is going
- color_done = _color_list[6].window_color_1b;
- color_notdone = _color_list[4].window_color_1b;
-
- // Draw all the score parts
- for (i=0;i<NUM_SCORE;i++) {
- y += 20;
- val = _score_part[owner][i];
- needed = _score_info[i].needed;
- score = _score_info[i].score;
- // SCORE_TOTAL has his own rulez ;)
- if (i == SCORE_TOTAL) {
- needed = total_score;
- score = SCORE_MAX;
- } else
- total_score += score;
-
- DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, 0);
-
- // Draw the score
- SetDParam(0, score);
- DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, 0);
-
- // Calculate the %-bar
- if (val > needed) x = 50;
- else if (val == 0) x = 0;
- else x = ((val * 50) / needed);
-
- // SCORE_LOAN is inversed
- if (val < 0 && i == SCORE_LOAN)
- x = 0;
-
- // Draw the bar
- if (x != 0)
- GfxFillRect(112, y-2, x + 112, y+10, color_done);
- if (x != 50)
- GfxFillRect(x + 112, y-2, 50 + 112, y+10, color_notdone);
-
- // Calculate the %
- if (val > needed) x = 100;
- else x = ((val * 100) / needed);
-
- // SCORE_LOAN is inversed
- if (val < 0 && i == SCORE_LOAN)
- x = 0;
-
- // Draw it
- SetDParam(0, x);
- DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, 0);
-
- // SCORE_LOAN is inversed
- if (i == SCORE_LOAN)
- val = needed - val;
-
- // Draw the amount we have against what is needed
- // For some of them it is in currency format
- SetDParam(0, val);
- SetDParam(1, needed);
- switch (i) {
- case SCORE_MIN_PROFIT:
- case SCORE_MIN_INCOME:
- case SCORE_MAX_INCOME:
- case SCORE_MONEY:
- case SCORE_LOAN:
- DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, 0);
- break;
- default:
- DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, 0);
+ if (i == owner) x = 1; else x = 0;
+ DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
}
- }
- break;
- }
+ // The colors used to show how the progress is going
+ color_done = _color_list[6].window_color_1b;
+ color_notdone = _color_list[4].window_color_1b;
+
+ // Draw all the score parts
+ for (i=0;i<NUM_SCORE;i++) {
+ y += 20;
+ val = _score_part[owner][i];
+ needed = _score_info[i].needed;
+ score = _score_info[i].score;
+ // SCORE_TOTAL has his own rulez ;)
+ if (i == SCORE_TOTAL) {
+ needed = total_score;
+ score = SCORE_MAX;
+ } else {
+ total_score += score;
+ }
- case WE_CLICK:
- // Check which button is clicked
- if (IS_INT_INSIDE(e->click.widget, 13, 21)) {
- // Is it no on disable?
- if ((w->disabled_state & (1 << e->click.widget)) == 0) {
- w->click_state = 1 << e->click.widget;
- SetWindowDirty(w);
+ DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, 0);
+
+ // Draw the score
+ SetDParam(0, score);
+ DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, 0);
+
+ // Calculate the %-bar
+ if (val > needed) x = 50;
+ else if (val == 0) x = 0;
+ else x = ((val * 50) / needed);
+
+ // SCORE_LOAN is inversed
+ if (val < 0 && i == SCORE_LOAN)
+ x = 0;
+
+ // Draw the bar
+ if (x != 0)
+ GfxFillRect(112, y-2, x + 112, y+10, color_done);
+ if (x != 50)
+ GfxFillRect(x + 112, y-2, 50 + 112, y+10, color_notdone);
+
+ // Calculate the %
+ if (val > needed) x = 100;
+ else x = ((val * 100) / needed);
+
+ // SCORE_LOAN is inversed
+ if (val < 0 && i == SCORE_LOAN)
+ x = 0;
+
+ // Draw it
+ SetDParam(0, x);
+ DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, 0);
+
+ // SCORE_LOAN is inversed
+ if (i == SCORE_LOAN)
+ val = needed - val;
+
+ // Draw the amount we have against what is needed
+ // For some of them it is in currency format
+ SetDParam(0, val);
+ SetDParam(1, needed);
+ switch (i) {
+ case SCORE_MIN_PROFIT:
+ case SCORE_MIN_INCOME:
+ case SCORE_MAX_INCOME:
+ case SCORE_MONEY:
+ case SCORE_LOAN:
+ DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, 0);
+ break;
+ default:
+ DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, 0);
+ }
}
+
+ break;
}
- break;
- case WE_CREATE:
- {
- int i;
- Player *p2;
- w->hidden_state = 0;
- w->disabled_state = 0;
-
- // Hide the player who are not active
- for (i=0;i<MAX_PLAYERS;i++) {
- if (!GetPlayer(i)->is_active) {
- w->disabled_state += 1 << (i+13);
- }
- }
- // Update all player stats with the current data
- // (this is because _score_info is not saved to a savegame)
- FOR_ALL_PLAYERS(p2)
- if (p2->is_active)
- UpdateCompanyRatingAndValue(p2, false);
-
- w->custom[0] = DAY_TICKS;
- w->custom[1] = 5;
-
- w->click_state = 1 << 13;
+ case WE_CLICK:
+ // Check which button is clicked
+ if (IS_INT_INSIDE(e->click.widget, 13, 21)) {
+ // Is it no on disable?
+ if ((w->disabled_state & (1 << e->click.widget)) == 0) {
+ w->click_state = 1 << e->click.widget;
+ SetWindowDirty(w);
+ }
+ }
+ break;
+
+ case WE_CREATE: {
+ int i;
+ Player *p2;
+ w->hidden_state = 0;
+ w->disabled_state = 0;
+
+ // Hide the player who are not active
+ for (i=0;i<MAX_PLAYERS;i++) {
+ if (!GetPlayer(i)->is_active) {
+ w->disabled_state += 1 << (i+13);
+ }
+ }
+ // Update all player stats with the current data
+ // (this is because _score_info is not saved to a savegame)
+ FOR_ALL_PLAYERS(p2)
+ if (p2->is_active)
+ UpdateCompanyRatingAndValue(p2, false);
+
+ w->custom[0] = DAY_TICKS;
+ w->custom[1] = 5;
+
+ w->click_state = 1 << 13;
SetWindowDirty(w);
- }
- break;
- case WE_TICK:
- {
- // Update the player score every 5 days
- if (--w->custom[0] == 0) {
- w->custom[0] = DAY_TICKS;
- if (--w->custom[1] == 0) {
- Player *p2;
- w->custom[1] = 5;
- FOR_ALL_PLAYERS(p2)
- // Skip if player is not active
- if (p2->is_active)
- UpdateCompanyRatingAndValue(p2, false);
- SetWindowDirty(w);
- }
- }
- }
- break;
+
+ break;
+ }
+
+ case WE_TICK: {
+ // Update the player score every 5 days
+ if (--w->custom[0] == 0) {
+ w->custom[0] = DAY_TICKS;
+ if (--w->custom[1] == 0) {
+ Player *p2;
+ w->custom[1] = 5;
+ FOR_ALL_PLAYERS(p2)
+ // Skip if player is not active
+ if (p2->is_active)
+ UpdateCompanyRatingAndValue(p2, false);
+ SetWindowDirty(w);
+ }
+ }
+
+ break;
+ }
}
}