(svn r3607) - Fix indenting of PerformanceRatingDetailWndProc()

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
peter1138 19 years ago
parent 9936e39924
commit 1f177c6306

@ -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;
}
}
}

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