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-rw-r--r--src/error.h2
-rw-r--r--src/error_gui.cpp32
-rw-r--r--src/network/core/tcp_game.cpp4
-rw-r--r--src/network/network.cpp4
-rw-r--r--src/network/network_client.cpp31
-rw-r--r--src/openttd.cpp9
-rw-r--r--src/saveload/afterload.cpp10
-rw-r--r--src/town_cmd.cpp3
-rw-r--r--src/window.cpp5
9 files changed, 58 insertions, 42 deletions
diff --git a/src/error.h b/src/error.h
index 366bcd3ad..206bb67fb 100644
--- a/src/error.h
+++ b/src/error.h
@@ -24,5 +24,7 @@ enum WarningLevel {
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x = 0, int y = 0, uint textref_stack_size = 0, const uint32 *textref_stack = NULL);
void ClearErrorMessages();
+void ShowFirstError();
+void UnshowCriticalError();
#endif /* ERROR_H */
diff --git a/src/error_gui.cpp b/src/error_gui.cpp
index ee2d5325a..72e051281 100644
--- a/src/error_gui.cpp
+++ b/src/error_gui.cpp
@@ -127,6 +127,8 @@ public:
typedef std::list<ErrorMessageData> ErrorList;
/** The actual queue with errors. */
ErrorList _errors;
+/** Whether the window system is initialized or not. */
+bool _window_system_initialized = false;
/** Window class for displaying an error message window. */
struct ErrmsgWindow : public Window, ErrorMessageData {
@@ -261,11 +263,7 @@ public:
~ErrmsgWindow()
{
SetRedErrorSquare(INVALID_TILE);
-
- if (!_errors.empty()) {
- new ErrmsgWindow(_errors.front());
- _errors.pop_front();
- }
+ if (_window_system_initialized) ShowFirstError();
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
@@ -293,6 +291,30 @@ void ClearErrorMessages()
_errors.clear();
}
+/** Show the first error of the queue. */
+void ShowFirstError()
+{
+ _window_system_initialized = true;
+ if (!_errors.empty()) {
+ new ErrmsgWindow(_errors.front());
+ _errors.pop_front();
+ }
+}
+
+/**
+ * Unshow the critical error. This has to happen when a critical
+ * error is shown and we uninitialise the window system, i.e.
+ * remove all the windows.
+ */
+void UnshowCriticalError()
+{
+ ErrmsgWindow *w = (ErrmsgWindow*)FindWindowById(WC_ERRMSG, 0);
+ if (w != NULL) {
+ if (w->IsCritical()) _errors.push_front(*w);
+ _window_system_initialized = false;
+ }
+}
+
/**
* Display an error message in a window.
* @param summary_msg General error message showed in first line. Must be valid.
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp
index 4f0202c60..64b7ba97a 100644
--- a/src/network/core/tcp_game.cpp
+++ b/src/network/core/tcp_game.cpp
@@ -18,6 +18,7 @@
#include "../network.h"
#include "../network_internal.h"
#include "../../debug.h"
+#include "../../error.h"
#include "table/strings.h"
@@ -46,8 +47,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
if (!_network_server && _networking) {
_switch_mode = SM_MENU;
_networking = false;
- extern StringID _switch_mode_errorstr;
- _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
+ ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CONN_LOST;
}
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 0b6e9c35a..dd47be172 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -36,6 +36,7 @@
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
+#include "../error.h"
#include "table/strings.h"
#ifdef DEBUG_DUMP_COMMANDS
@@ -287,8 +288,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs)
void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
- extern StringID _switch_mode_errorstr;
- _switch_mode_errorstr = error_string;
+ ShowErrorMessage(error_string, INVALID_STRING_ID, WL_CRITICAL);
}
/**
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index c98253648..fd133dc54 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -526,12 +526,11 @@ bool ClientNetworkGameSocketHandler::IsConnected()
************/
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
-extern StringID _switch_mode_errorstr;
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
/* We try to join a server which is full */
- _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
+ ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return NETWORK_RECV_STATUS_SERVER_FULL;
@@ -540,7 +539,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
/* We try to join a server where we are banned */
- _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
+ ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return NETWORK_RECV_STATUS_SERVER_BANNED;
@@ -652,28 +651,28 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
case NETWORK_ERROR_NOT_AUTHORIZED:
case NETWORK_ERROR_NOT_EXPECTED:
case NETWORK_ERROR_COMPANY_MISMATCH:
- _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR;
+ ShowErrorMessage(STR_NETWORK_ERROR_SERVER_ERROR, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_FULL:
- _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
+ ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_WRONG_REVISION:
- _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION;
+ ShowErrorMessage(STR_NETWORK_ERROR_WRONG_REVISION, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_WRONG_PASSWORD:
- _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD;
+ ShowErrorMessage(STR_NETWORK_ERROR_WRONG_PASSWORD, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_KICKED:
- _switch_mode_errorstr = STR_NETWORK_ERROR_KICKED;
+ ShowErrorMessage(STR_NETWORK_ERROR_KICKED, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_CHEATER:
- _switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER;
+ ShowErrorMessage(STR_NETWORK_ERROR_CHEATER, INVALID_STRING_ID, WL_CRITICAL);
break;
case NETWORK_ERROR_TOO_MANY_COMMANDS:
- _switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS;
+ ShowErrorMessage(STR_NETWORK_ERROR_TOO_MANY_COMMANDS, INVALID_STRING_ID, WL_CRITICAL);
break;
default:
- _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
+ ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
}
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
@@ -710,7 +709,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
}
/* NewGRF mismatch, bail out */
- _switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH;
+ ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
return ret;
}
@@ -849,7 +848,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
if (!load_success) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
- _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
+ ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
@@ -1053,7 +1052,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
- _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
+ ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
}
return NETWORK_RECV_STATUS_SERVER_ERROR;
@@ -1068,7 +1067,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
* Client ID modulo 16. This way reconnects should be spread
* out a bit. */
_network_reconnect = _network_own_client_id % 16;
- _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT;
+ ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
}
return NETWORK_RECV_STATUS_SERVER_ERROR;
@@ -1157,7 +1156,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
* the server will forcefully disconnect you. */
if (lag > 20) {
this->NetworkGameSocketHandler::CloseConnection();
- _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
+ ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return;
}
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 464330581..a902d197d 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -71,9 +71,6 @@
#include "table/strings.h"
-/** Error message to show when switching modes. */
-StringID _switch_mode_errorstr;
-
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
@@ -524,7 +521,6 @@ int ttd_main(int argc, char *argv[])
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
- _switch_mode_errorstr = INVALID_STRING_ID;
_config_file = NULL;
GetOptData mgo(argc - 1, argv + 1, _options);
@@ -1103,11 +1099,6 @@ void SwitchToMode(SwitchMode new_mode)
default: NOT_REACHED();
}
-
- if (_switch_mode_errorstr != INVALID_STRING_ID) {
- ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
- _switch_mode_errorstr = INVALID_STRING_ID;
- }
}
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 3873b5d6e..85a1ace1d 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -53,6 +53,7 @@
#include "../smallmap_gui.h"
#include "../news_func.h"
#include "../group.h"
+#include "../error.h"
#include "table/strings.h"
@@ -60,7 +61,6 @@
#include <signal.h>
-extern StringID _switch_mode_errorstr;
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
/**
@@ -622,8 +622,8 @@ bool AfterLoadGame()
}
switch (gcf_res) {
- case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
- case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_mode = PM_PAUSED_ERROR; break;
+ case GLC_COMPATIBLE: ShowErrorMessage(STR_NEWGRF_COMPATIBLE_LOAD_WARNING, INVALID_STRING_ID, WL_CRITICAL); break;
+ case GLC_NOT_FOUND: ShowErrorMessage(STR_NEWGRF_DISABLED_WARNING, INVALID_STRING_ID, WL_CRITICAL); _pause_mode = PM_PAUSED_ERROR; break;
default: break;
}
@@ -1756,9 +1756,7 @@ bool AfterLoadGame()
RoadVehicle *v;
FOR_ALL_ROADVEHICLES(v) {
if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
- if (_switch_mode_errorstr == INVALID_STRING_ID || _switch_mode_errorstr == STR_NEWGRF_COMPATIBLE_LOAD_WARNING) {
- _switch_mode_errorstr = STR_WARNING_LOADGAME_REMOVED_TRAMS;
- }
+ ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
delete v;
}
}
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 4413092d3..407a837d1 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1896,8 +1896,7 @@ bool GenerateTowns(TownLayout layout)
/* If there are no towns at all and we are generating new game, bail out */
if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
- extern StringID _switch_mode_errorstr;
- _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
+ ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
}
return false; // we are still without a town? we failed, simply
diff --git a/src/window.cpp b/src/window.cpp
index 9241f6c84..33b48916a 100644
--- a/src/window.cpp
+++ b/src/window.cpp
@@ -32,6 +32,7 @@
#include "hotkeys.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
+#include "error.h"
static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
@@ -1448,6 +1449,8 @@ void InitWindowSystem()
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
NWidgetScrollbar::InvalidateDimensionCache();
+
+ ShowFirstError();
}
/**
@@ -1455,6 +1458,8 @@ void InitWindowSystem()
*/
void UnInitWindowSystem()
{
+ UnshowCriticalError();
+
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) delete w;