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@ -324,6 +324,13 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
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this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
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GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
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GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
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this->SetWidgetLoweredState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
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this->SetWidgetLoweredState(GLAND_WATER_NW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW));
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this->SetWidgetLoweredState(GLAND_WATER_NE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE));
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this->SetWidgetLoweredState(GLAND_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
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this->SetWidgetLoweredState(GLAND_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
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}
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}
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/* Disable snowline if not hilly */
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/* Disable snowline if not hilly */
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
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@ -342,13 +349,6 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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this->SetWidgetLoweredState(GLAND_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(GLAND_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(GLAND_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
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this->SetWidgetLoweredState(GLAND_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
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this->SetWidgetLoweredState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
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this->SetWidgetLoweredState(GLAND_WATER_NW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW));
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this->SetWidgetLoweredState(GLAND_WATER_NE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE));
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this->SetWidgetLoweredState(GLAND_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
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this->SetWidgetLoweredState(GLAND_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
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if (_game_mode == GM_EDITOR) {
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if (_game_mode == GM_EDITOR) {
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this->widget[GLAND_TOWN_PULLDOWN].data = STR_6836_OFF;
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this->widget[GLAND_TOWN_PULLDOWN].data = STR_6836_OFF;
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this->widget[GLAND_INDUSTRY_PULLDOWN].data = STR_6836_OFF;
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this->widget[GLAND_INDUSTRY_PULLDOWN].data = STR_6836_OFF;
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