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authorDarkvater <Darkvater@openttd.org>2005-06-01 23:08:33 +0000
committerDarkvater <Darkvater@openttd.org>2005-06-01 23:08:33 +0000
commit13c7b2b3376c36e77425550244ff5f33b923449f (patch)
treec3ceb927825435dc686caebd0cf953aefc9b7aa7 /main_gui.c
parent2f1a224ea9ff26a3633c1ce2aba427538c3a0d06 (diff)
downloadopenttd-13c7b2b3376c36e77425550244ff5f33b923449f.tar.xz
(svn r2391) - Feature: saving games happen in a seperate thread so you no longer will have to wait such a long time (especially handy on bigger maps and multiplayer games). The mouse also changes into the 'ZZZ' state :P. The thread on windows is currently given a little-bit-less-than-normal priority so it should not interfere that much with the gameplay; it will take a bit longer though. Upon the exit of the game any pending saves are waited upon.
- Fix: fixed GetSavegameFormat() so that it takes the best compressor (highest), or a forced one added with the parameter - Open issues: 1. Don't attempt to load a game while saving is in progress, it will kick you back to the intro-screen with only the vast ocean to look at. 2. The server is disabled from threaded-saving, but might be enabled in the future. 3. Current implementation only allows 1 additional running thread. 4. Stupid global variables.....grrr Big thanks for TrueLight and the amazing memorypool :D
Diffstat (limited to 'main_gui.c')
-rw-r--r--main_gui.c32
1 files changed, 17 insertions, 15 deletions
diff --git a/main_gui.c b/main_gui.c
index 4fcc64f11..de5c8cfe4 100644
--- a/main_gui.c
+++ b/main_gui.c
@@ -2207,24 +2207,24 @@ static bool DrawScrollingStatusText(NewsItem *ni, int pos)
static void StatusBarWndProc(Window *w, WindowEvent *e)
{
- Player *p;
+ switch (e->event) {
+ case WE_PAINT: {
+ const Player *p = (_local_player == OWNER_SPECTATOR) ? NULL : DEREF_PLAYER(_local_player);
- switch(e->event) {
- case WE_PAINT:
DrawWindowWidgets(w);
SetDParam(0, _date);
DrawStringCentered(70, 1, ((_pause||_patches.status_long_date)?STR_00AF:STR_00AE), 0);
- p = _local_player == OWNER_SPECTATOR ? NULL : DEREF_PLAYER(_local_player);
-
- if (p) {
+ if (p != NULL) {
// Draw player money
SetDParam64(0, p->money64);
DrawStringCentered(570, 1, p->player_money >= 0 ? STR_0004 : STR_0005, 0);
}
// Draw status bar
- if (_do_autosave) {
+ if (w->message.msg) { // true when saving is active
+ DrawStringCentered(320, 1, STR_SAVING_GAME, 0);
+ } else if (_do_autosave) {
DrawStringCentered(320, 1, STR_032F_AUTOSAVE, 0);
} else if (_pause) {
DrawStringCentered(320, 1, STR_0319_PAUSED, 0);
@@ -2241,17 +2241,19 @@ static void StatusBarWndProc(Window *w, WindowEvent *e)
}
}
- if (WP(w, def_d).data_2 > 0)
- DrawSprite(SPR_BLOT | PALETTE_TO_RED, 489, 2);
+ if (WP(w, def_d).data_2 > 0) DrawSprite(SPR_BLOT | PALETTE_TO_RED, 489, 2);
+ } break;
+
+ case WE_MESSAGE:
+ w->message.msg = e->message.msg;
+ SetWindowDirty(w);
break;
case WE_CLICK:
- if (e->click.widget == 1) {
- ShowLastNewsMessage();
- } else if (e->click.widget == 2) {
- if (_local_player != OWNER_SPECTATOR) ShowPlayerFinances(_local_player);
- } else {
- ResetObjectToPlace();
+ switch (e->click.widget) {
+ case 1: ShowLastNewsMessage(); break;
+ case 2: if (_local_player != OWNER_SPECTATOR) ShowPlayerFinances(_local_player); break;
+ default: ResetObjectToPlace();
}
break;