(svn r6380) -Codechange: unify all ways to quit OTTD.

This means that in the intro menu the 'Quit' button immediatelly quits
  and the 'Quit' in the menu of the normal game and scenario editor
  immediatelly quits when the 'autosave_on_exit' patch is turned on.
  This is the same way as the OS/window manager initiated quits, like
  alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 18 years ago
parent 56d06ba0a7
commit a7cfb80c40

@ -233,6 +233,7 @@ void LoadFromConfig(void);
void SaveToConfig(void);
void CheckConfig(void);
int ttd_main(int argc, char* argv[]);
void HandleExitGameRequest(void);
void DeterminePaths(void);

@ -77,7 +77,7 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
case 12: ShowGameOptions(); break;
case 13: ShowGameDifficulty(); break;
case 14: ShowPatchesSelection(); break;
case 15: AskExitGame(); break;
case 15: HandleExitGameRequest(); break;
}
break;

@ -170,14 +170,14 @@ static void MenuClickSaveLoad(int index)
case 0: ShowSaveLoadDialog(SLD_SAVE_SCENARIO); break;
case 1: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
case 2: AskExitToGameMenu(); break;
case 4: AskExitGame(); break;
case 4: HandleExitGameRequest(); break;
}
} else {
switch (index) {
case 0: ShowSaveLoadDialog(SLD_SAVE_GAME); break;
case 1: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
case 2: AskExitToGameMenu(); break;
case 3: AskExitGame(); break;
case 3: HandleExitGameRequest(); break;
}
}
}
@ -2226,7 +2226,7 @@ static void MainWindowWndProc(Window *w, WindowEvent *e)
switch (e->keypress.keycode) {
case 'Q' | WKC_CTRL:
case 'Q' | WKC_META:
AskExitGame();
HandleExitGameRequest();
break;
}

@ -537,6 +537,19 @@ int ttd_main(int argc, char *argv[])
return 0;
}
void HandleExitGameRequest(void)
{
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_patches.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
AskExitGame();
}
}
/** Mutex so that only one thread can communicate with the main program
* at any given time */
static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;

@ -20,6 +20,7 @@ typedef enum SaveOrLoadMode {
SaveOrLoadResult SaveOrLoad(const char *filename, int mode);
void WaitTillSaved(void);
void DoExitSave(void);
typedef void ChunkSaveLoadProc(void);

@ -197,22 +197,6 @@ static void QZ_CheckPaletteAnim(void)
extern void DoExitSave(void);
static void QZ_AskQuit(void)
{
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_patches.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
AskExitGame();
}
}
typedef struct VkMapping {
unsigned short vk_from;
byte map_to;
@ -921,7 +905,7 @@ static void QZ_SetPortAlphaOpaque(void)
@implementation OTTD_QuartzWindowDelegate
- (BOOL)windowShouldClose:(id)sender
{
QZ_AskQuit();
HandleExitGameRequest();
return NO;
}

@ -303,8 +303,6 @@ static uint32 ConvertSdlKeyIntoMy(SDL_keysym *sym)
return (key << 16) + sym->unicode;
}
extern void DoExitSave(void);
static int PollEvent(void)
{
SDL_Event ev;
@ -376,21 +374,9 @@ static int PollEvent(void)
}
break;
case SDL_QUIT:
// do not ask to quit on the main screen
if (_game_mode != GM_MENU) {
if (_patches.autosave_on_exit) {
DoExitSave();
return 0;
} else {
AskExitGame();
}
} else {
return 0;
}
break;
case SDL_QUIT: HandleExitGameRequest(); break;
case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
ToggleFullScreen(!_fullscreen);
@ -448,8 +434,6 @@ static void SdlVideoMainLoop(void)
InteractiveRandom(); // randomness
while ((i = PollEvent()) == -1) {}
if (i >= 0) return;
if (_exit_game) return;
mod = SDL_CALL SDL_GetModState();

@ -151,8 +151,6 @@ static void ClientSizeChanged(int w, int h)
}
}
extern void DoExitSave(void);
#ifdef _DEBUG
// Keep this function here..
// It allows you to redraw the screen from within the MSVC debugger
@ -256,14 +254,7 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
}
case WM_CLOSE:
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_patches.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
AskExitGame();
}
HandleExitGameRequest();
_window_maximize = IsZoomed(_wnd.main_wnd);
return 0;

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