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authorDarkvater <darkvater@openttd.org>2006-12-30 01:52:09 +0000
committerDarkvater <darkvater@openttd.org>2006-12-30 01:52:09 +0000
commitf475636186a7c4d3aac9ae8998cdd3cd9f3983f9 (patch)
tree1966fa0f816ba2f76eb61aa26361eda5de1eb0eb /main_gui.c
parentc87fcab77216fa2a3c8a5a334c32099665b1241d (diff)
downloadopenttd-f475636186a7c4d3aac9ae8998cdd3cd9f3983f9.tar.xz
(svn r7638) -Codechange: Remove special window ShowJoinStatusWindowAfterJoin and shuffle around
some code for SetupColorsAndInitialWindow. Because we know that after a successful load all windows are removed we can setup default windows in this function, and show ShowJoinStatusWindow in PACKET_SERVER_MAP. -Setup the global _network_join_status for ShowJoinStatusWindow in the only two places where the function is called, instead of inside it. -Turn the join status window into a modal window of the network window so it stays on top.
Diffstat (limited to 'main_gui.c')
-rw-r--r--main_gui.c35
1 files changed, 11 insertions, 24 deletions
diff --git a/main_gui.c b/main_gui.c
index bf991e88f..caebe5afa 100644
--- a/main_gui.c
+++ b/main_gui.c
@@ -2359,7 +2359,6 @@ static void MainWindowWndProc(Window *w, WindowEvent *e)
void ShowSelectGameWindow(void);
-extern void ShowJoinStatusWindowAfterJoin(void);
void SetupColorsAndInitialWindow(void)
{
@@ -2377,32 +2376,20 @@ void SetupColorsAndInitialWindow(void)
width = _screen.width;
height = _screen.height;
+ w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
+ AssignWindowViewport(w, 0, 0, width, height, TileXY(32, 32), 0);
+
// XXX: these are not done
switch (_game_mode) {
- case GM_MENU:
- w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
- AssignWindowViewport(w, 0, 0, width, height, TileXY(32, 32), 0);
- ShowSelectGameWindow();
- break;
- case GM_NORMAL:
- w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
- AssignWindowViewport(w, 0, 0, width, height, TileXY(32, 32), 0);
-
- ShowVitalWindows();
-
- /* Bring joining GUI to front till the client is really joined */
- if (_networking && !_network_server)
- ShowJoinStatusWindowAfterJoin();
-
- break;
- case GM_EDITOR:
- w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
- AssignWindowViewport(w, 0, 0, width, height, 0, 0);
+ default: NOT_REACHED();
+ case GM_MENU:
+ ShowSelectGameWindow();
+ break;
- ShowVitalWindows();
- break;
- default:
- NOT_REACHED();
+ case GM_NORMAL:
+ case GM_EDITOR:
+ ShowVitalWindows();
+ break;
}
}