(svn r7094) -Codechange: Get rid of the window-specific code in DoZoomInOutWindow (enable, disable

buttons depending on calling window, game-mode); handle it by broadcasting messages
 to the calling window, because that knows how and what buttons to set.
pull/155/head
Darkvater 18 years ago
parent 501fcb3465
commit 3a2c773411

@ -260,14 +260,11 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
ShowGenerateWorldProgress();
}
/* Zoom out and center on the map (is pretty ;)) */
/* Hide vital windows, because we don't allow to use them */
if (_gw.thread != NULL) HideVitalWindows();
/* Centre the view on the map */
if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
while (DoZoomInOutWindow(ZOOM_OUT, FindWindowById(WC_MAIN_WINDOW, 0) ) ) {}
ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2));
}
/* Hide vital windows, because we don't allow to use them */
/* XXX -- Ideal it is done after ShowGenerateWorldProgress, but stupid
* enough, DoZoomInOutWindow _needs_ the toolbar to exist... */
if (_gw.thread != NULL) HideVitalWindows();
}

@ -855,15 +855,8 @@ static void ToolbarAirClick(Window *w)
bool DoZoomInOutWindow(int how, Window *w)
{
ViewPort *vp;
int button;
switch (_game_mode) {
case GM_EDITOR: button = 9; break;
case GM_NORMAL: button = 17; break;
default: return false;
}
assert(w);
assert(w != NULL);
vp = w->viewport;
switch (how) {
@ -890,31 +883,8 @@ bool DoZoomInOutWindow(int how, Window *w)
}
SetWindowDirty(w);
// routine to disable/enable the zoom buttons. Didn't know where to place these otherwise
{
Window *wt = NULL;
switch (w->window_class) {
case WC_MAIN_WINDOW:
wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
break;
case WC_EXTRA_VIEW_PORT:
wt = FindWindowById(WC_EXTRA_VIEW_PORT, w->window_number);
button = 5;
break;
}
assert(wt);
// update the toolbar button too
SetWindowWidgetDisabledState(wt, button, vp->zoom == 0);
SetWindowWidgetDisabledState(wt, button + 1, vp->zoom == 2);
SetWindowDirty(wt);
}
/* Update the windows that have zoom-buttons to perhaps disable their buttons */
SendWindowMessageClass(w->window_class, how, w->window_number, 0);
return true;
}
@ -1891,6 +1861,10 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
}
break;
}
case WE_MESSAGE:
HandleZoomMessage(w, FindWindowById(WC_MAIN_WINDOW, 0)->viewport, 17, 18);
break;
}
}
@ -2078,6 +2052,9 @@ static void ScenEditToolbarWndProc(Window *w, WindowEvent *e)
}
break;
case WE_MESSAGE:
HandleZoomMessage(w, FindWindowById(WC_MAIN_WINDOW, 0)->viewport, 9, 10);
break;
}
}
@ -2380,6 +2357,11 @@ static void MainWindowWndProc(Window *w, WindowEvent *e)
case WE_MOUSEWHEEL:
ZoomInOrOutToCursorWindow(e->we.wheel.wheel < 0, w);
break;
case WE_MESSAGE:
/* Forward the message to the appropiate toolbar (ingame or scenario editor) */
SendWindowMessage(WC_MAIN_TOOLBAR, 0, e->we.message.msg, e->we.message.wparam, e->we.message.lparam);
break;
}
}

@ -1070,6 +1070,13 @@ static void ExtraViewPortWndProc(Window *w, WindowEvent *e)
case WE_MOUSEWHEEL:
ZoomInOrOutToCursorWindow(e->we.wheel.wheel < 0, w);
break;
case WE_MESSAGE:
/* Only handle zoom message if intended for us (msg ZOOM_IN/ZOOM_OUT) */
if (e->we.message.wparam != w->window_number) break;
HandleZoomMessage(w, w->viewport, 5, 6);
break;
}
}

@ -375,6 +375,21 @@ Point GetTileZoomCenterWindow(bool in, Window * w)
return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
}
/** Update the status of the zoom-buttons according to the zoom-level
* of the viewport. This will update their status and invalidate accordingly
* @param window pointer to the window that has the zoom buttons
* @param vp pointer to the viewport whose zoom-level the buttons represent
* @param widget_zoom_in widget index for window with zoom-in button
* @param widget_zoom_out widget index for window with zoom-out button */
void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
{
SetWindowWidgetDisabledState(w, widget_zoom_in, vp->zoom == 0);
InvalidateWidget(w, widget_zoom_in);
SetWindowWidgetDisabledState(w, widget_zoom_out, vp->zoom == 2);
InvalidateWidget(w, widget_zoom_out);
}
void DrawGroundSpriteAt(uint32 image, int32 x, int32 y, byte z)
{
ViewportDrawer *vd = _cur_vd;

@ -31,6 +31,7 @@ enum {
bool DoZoomInOutWindow(int how, Window *w);
void ZoomInOrOutToCursorWindow(bool in, Window * w);
Point GetTileZoomCenterWindow(bool in, Window * w);
void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out);
void OffsetGroundSprite(int x, int y);

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