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-rw-r--r--genworld_gui.c74
1 files changed, 18 insertions, 56 deletions
diff --git a/genworld_gui.c b/genworld_gui.c
index f9973a9b9..36f7473a5 100644
--- a/genworld_gui.c
+++ b/genworld_gui.c
@@ -94,16 +94,12 @@ const Widget _generate_landscape_widgets[] = {
{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 192, 203, STR_NULL, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 192, 203, STR_0225, STR_NULL}, // Tree placer
-{ WWT_EMPTY, RESIZE_NONE, 12, 114, 231, 174, 185, STR_NULL, STR_NULL},
-//{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 174, 185, STR_NULL, STR_NULL},
-{ WWT_PANEL, RESIZE_NONE, 12, 114, 231, 174, 185, STR_NULL, STR_NULL},
-//{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 174, 185, STR_0225, STR_NULL}, // Landscape generator
-//{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 210, 221, STR_NULL, STR_NULL},
-{ WWT_PANEL, RESIZE_NONE, 12, 114, 231, 210, 221, STR_NULL, STR_NULL},
-//{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 210, 221, STR_0225, STR_NULL}, // Terrain type
-//{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 228, 239, STR_NULL, STR_NULL},
-{ WWT_PANEL, RESIZE_NONE, 12, 114, 231, 228, 239, STR_NULL, STR_NULL},
-//{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 228, 239, STR_0225, STR_NULL}, // Water quantity
+{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 174, 185, STR_NULL, STR_NULL},
+{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 174, 185, STR_0225, STR_NULL}, // Landscape generator
+{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 210, 221, STR_NULL, STR_NULL},
+{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 210, 221, STR_0225, STR_NULL}, // Terrain type
+{ WWT_PANEL, RESIZE_NONE, 12, 113, 219, 228, 239, STR_NULL, STR_NULL},
+{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 228, 239, STR_0225, STR_NULL}, // Water quantity
{ WWT_PANEL, RESIZE_NONE, 12, 113, 219, 246, 257, STR_NULL, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 246, 257, STR_0225, STR_NULL}, // Map smoothness
{ WIDGETS_END},
@@ -211,21 +207,9 @@ void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 3); break;
case WE_PAINT:
- /* TODO -- Above and below you see some lines commented out with '//' in
- * front of it. This is because currently the widget system can't handle
- * more than 32 widgets per window, and we need 34. Therefor we draw
- * parts of the widgets manually below, reducing the number to 32.
- * Of course someone is already hard working to replace the system with
- * one that can scale past the 32 limit. When this is done you should
- * re-enable the lines and remove the ones that came instead. Better,
- * revert revision 5817 (from TGP branch), and you should be just fine.
- * If you have any questions about it, bug TrueLight.
- */
-
/* You can't select smoothness if not terragenesis */
-// if (_patches_newgame.land_generator == 0) w->disabled_state |= (1 << 32 | 1 << 33);
- SetWindowWidgetDisabledState(w, 30, _patches_newgame.land_generator == 0);
- SetWindowWidgetDisabledState(w, 31, _patches_newgame.land_generator == 0);
+ SetWindowWidgetDisabledState(w, 32, _patches_newgame.land_generator == 0);
+ SetWindowWidgetDisabledState(w, 33, _patches_newgame.land_generator == 0);
/* Disable snowline if not hilly */
SetWindowWidgetDisabledState(w, 22, _opt_newgame.landscape != LT_HILLY);
/* Disable town and industry in SE */
@@ -276,24 +260,15 @@ void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
DrawStringCentered(303, 131 + y, STR_SNOW_LINE_HEIGHT_NUM, 0x10);
if (mode == GLWP_GENERATE) {
- /* TODO -- Remove next 2 lines if 32 widget limit is removed */
- DrawFrameRect(114, 174, 219, 185, 12, 0);
- DrawString(222, 175, STR_0225, 0x10);
DrawString( 12, 175, STR_LAND_GENERATOR, 0);
DrawString(118, 175, landscape[_patches_newgame.land_generator], 0x10);
DrawString( 12, 193, STR_TREE_PLACER, 0);
DrawString(118, 193, tree_placer[_patches_newgame.tree_placer], 0x10);
- /* TODO -- Remove next 2 lines if 32 widget limit is removed */
- DrawFrameRect(114, 210, 219, 221, 12, 0);
- DrawString(222, 211, STR_0225, 0x10);
DrawString( 12, 211, STR_TERRAIN_TYPE, 0);
DrawString(118, 211, elevations[_opt_newgame.diff.terrain_type], 0x10);
- /* TODO -- Remove next 2 lines if 32 widget limit is removed */
- DrawFrameRect(114, 228, 219, 239, 12, 0);
- DrawString(222, 229, STR_0225, 0x10);
DrawString( 12, 229, STR_QUANTITY_OF_SEA_LAKES, 0);
DrawString(118, 229, sea_lakes[_opt_newgame.diff.quantity_sea_lakes], 0x10);
@@ -316,9 +291,6 @@ void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
SetDParam(0, _heightmap_str);
DrawStringTruncated(114, 91, STR_ORANGE, 0x10, 326 - 114 - GetStringBoundingBox(buffer).width - 5);
- /* TODO -- Remove next 2 lines if 32 widget limit is removed */
- DrawFrameRect(114, 196, 219, 207, 12, 0);
- DrawString(222, 197, STR_0225, 0x10);
DrawString( 12, 197, STR_TREE_PLACER, 0);
DrawString(118, 197, tree_placer[_patches_newgame.tree_placer], 0x10);
@@ -394,28 +366,21 @@ void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
case 24: case 25: // Tree placer
ShowDropDownMenu(w, tree_placer, _patches_newgame.tree_placer, 25, 0, 0);
break;
-// case 26: case 27: // Landscape generator OR Heightmap rotation
- case 27:
+ case 26: case 27: // Landscape generator OR Heightmap rotation
if (mode == GLWP_HEIGHTMAP) {
ShowDropDownMenu(w, rotation, _patches_newgame.heightmap_rotation, 27, 0, 0);
} else {
ShowDropDownMenu(w, landscape, _patches_newgame.land_generator, 27, 0, 0);
}
break;
-// case 28: case 29: // Terrain type
- case 28:
-// ShowDropDownMenu(w, elevations, _opt_newgame.diff.terrain_type, 29, 0, 0);
- ShowDropDownMenu(w, elevations, _opt_newgame.diff.terrain_type, 28, 0, 0);
+ case 28: case 29: // Terrain type
+ ShowDropDownMenu(w, elevations, _opt_newgame.diff.terrain_type, 29, 0, 0);
break;
-// case 30: case 31: // Water quantity
- case 29:
-// ShowDropDownMenu(w, sea_lakes, _opt_newgame.diff.quantity_sea_lakes, 31, 0, 0);
- ShowDropDownMenu(w, sea_lakes, _opt_newgame.diff.quantity_sea_lakes, 29, 0, 0);
+ case 30: case 31: // Water quantity
+ ShowDropDownMenu(w, sea_lakes, _opt_newgame.diff.quantity_sea_lakes, 31, 0, 0);
break;
-// case 32: case 33: // Map smoothness
- case 30: case 31:
-// ShowDropDownMenu(w, smoothness, _patches_newgame.tgen_smoothness, 33, 0, 0);
- ShowDropDownMenu(w, smoothness, _patches_newgame.tgen_smoothness, 31, 0, 0);
+ case 32: case 33: // Map smoothness
+ ShowDropDownMenu(w, smoothness, _patches_newgame.tgen_smoothness, 33, 0, 0);
break;
}
break;
@@ -463,20 +428,17 @@ void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
_patches_newgame.land_generator = e->we.dropdown.index;
}
break;
-// case 29:
- case 28:
+ case 29:
_opt_newgame.diff.terrain_type = e->we.dropdown.index;
if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
DoCommandP(0, 12, _opt_newgame.diff.terrain_type, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
-// case 31:
- case 29:
+ case 31:
_opt_newgame.diff.quantity_sea_lakes = e->we.dropdown.index;
if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
DoCommandP(0, 13, _opt_newgame.diff.quantity_sea_lakes, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
-// case 33:
- case 31:
+ case 33:
_patches_newgame.tgen_smoothness = e->we.dropdown.index;
break;
}