- # HG changeset patch
- # User chillcore
- # Date 1423430735 -3600
- # zo feb 08 22:25:35 2015 +0100
- # Node ID 3a112fa300c7e566a64ce2554b104d2f103bf87c
- # Parent 57d01e891aafaae33c048ea60c97b09e452bc812
- Fix: Coding style genworld gui
- diff -r 57d01e891aaf -r 3a112fa300c7 src/genworld_gui.cpp
- --- a/src/genworld_gui.cpp zo feb 08 21:05:48 2015 +0000
- +++ b/src/genworld_gui.cpp zo feb 08 22:25:35 2015 +0100
- @@ -44,8 +44,8 @@
- };
- /**
- - * Changes landscape type and sets genworld window dirty
- - * @param landscape new landscape type
- + * Changes landscape type and sets genworld window dirty.
- + * @param landscape new landscape type.
- */
- void SetNewLandscapeType(byte landscape)
- {
- @@ -54,7 +54,7 @@
- InvalidateWindowClassesData(WC_GENERATE_LANDSCAPE);
- }
- -/** Widgets of GenerateLandscapeWindow when generating world */
- +/** Widgets of GenerateLandscapeWindow when generating world. */
- static const NWidgetPart _nested_generate_landscape_widgets[] = {
- NWidget(NWID_HORIZONTAL),
- NWidget(WWT_CLOSEBOX, COLOUR_BROWN),
- @@ -172,7 +172,7 @@
- EndContainer(),
- };
- -/** Widgets of GenerateLandscapeWindow when loading heightmap */
- +/** Widgets of GenerateLandscapeWindow when loading heightmap. */
- static const NWidgetPart _nested_heightmap_load_widgets[] = {
- /* Window header. */
- NWidget(NWID_HORIZONTAL),
- @@ -263,7 +263,7 @@
- DeleteAllNonVitalWindows();
- ClearErrorMessages();
- - /* Copy all XXX_newgame to XXX when coming from outside the editor */
- + /* Copy all XXX_newgame to XXX when coming from outside the editor. */
- MakeNewgameSettingsLive();
- ResetGRFConfig(true);
- @@ -322,7 +322,7 @@
- this->mode = (GenerateLandscapeWindowMode)this->window_number;
- - /* Disable town, industry and trees in SE */
- + /* Disable town, industry and trees pulldown in Scenario Editor. */
- this->SetWidgetDisabledState(WID_GL_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
- this->SetWidgetDisabledState(WID_GL_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
- this->SetWidgetDisabledState(WID_GL_TREE_PULLDOWN, _game_mode == GM_EDITOR);
- @@ -395,13 +395,13 @@
- virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
- {
- if (!gui_scope) return;
- - /* Update the climate buttons */
- + /* Update the climate buttons. */
- this->SetWidgetLoweredState(WID_GL_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
- this->SetWidgetLoweredState(WID_GL_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
- this->SetWidgetLoweredState(WID_GL_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
- this->SetWidgetLoweredState(WID_GL_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
- - /* You can't select smoothness / non-water borders if not terragenesis */
- + /* You can't select smoothness / non-water borders if not terragenesis. */
- if (mode == GLWM_GENERATE) {
- this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
- this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
- @@ -420,10 +420,10 @@
- WID_GL_TERRAIN_PULLDOWN, WID_GL_WATER_PULLDOWN, WIDGET_LIST_END);
- }
- - /* Disable snowline if not arctic */
- + /* Disable snowline if not arctic. */
- this->SetWidgetDisabledState(WID_GL_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
- - /* Update availability of decreasing / increasing start date and snow level */
- + /* Update availability of decreasing / increasing start date and snow level. */
- this->SetWidgetDisabledState(WID_GL_MAX_HEIGHTLEVEL_DOWN, _settings_newgame.construction.max_heightlevel <= MIN_MAX_HEIGHTLEVEL);
- this->SetWidgetDisabledState(WID_GL_MAX_HEIGHTLEVEL_UP, _settings_newgame.construction.max_heightlevel >= MAX_MAX_HEIGHTLEVEL);
- this->SetWidgetDisabledState(WID_GL_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
- @@ -537,23 +537,23 @@
- SetNewLandscapeType(widget - WID_GL_TEMPERATE);
- break;
- - case WID_GL_MAPSIZE_X_PULLDOWN: // Mapsize X
- + case WID_GL_MAPSIZE_X_PULLDOWN: // Mapsize X.
- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, WID_GL_MAPSIZE_X_PULLDOWN);
- break;
- - case WID_GL_MAPSIZE_Y_PULLDOWN: // Mapsize Y
- + case WID_GL_MAPSIZE_Y_PULLDOWN: // Mapsize Y.
- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, WID_GL_MAPSIZE_Y_PULLDOWN);
- break;
- - case WID_GL_TOWN_PULLDOWN: // Number of towns
- + case WID_GL_TOWN_PULLDOWN: // Number of towns.
- ShowDropDownMenu(this, _num_towns, _settings_newgame.difficulty.number_towns, WID_GL_TOWN_PULLDOWN, 0, 0);
- break;
- - case WID_GL_INDUSTRY_PULLDOWN: // Number of industries
- + case WID_GL_INDUSTRY_PULLDOWN: // Number of industries.
- ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.industry_density, WID_GL_INDUSTRY_PULLDOWN, 0, 0);
- break;
- - case WID_GL_GENERATE_BUTTON: { // Generate
- + case WID_GL_GENERATE_BUTTON: { // Generate.
- /* Get rotated map size. */
- uint map_x;
- uint map_y;
- @@ -581,8 +581,8 @@
- }
- case WID_GL_MAX_HEIGHTLEVEL_DOWN:
- - case WID_GL_MAX_HEIGHTLEVEL_UP: // Height level buttons
- - /* Don't allow too fast scrolling */
- + case WID_GL_MAX_HEIGHTLEVEL_UP: // Height level buttons.
- + /* Don't allow too fast scrolling. */
- if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
- this->HandleButtonClick(widget);
- @@ -592,7 +592,7 @@
- _left_button_clicked = false;
- break;
- - case WID_GL_MAX_HEIGHTLEVEL_TEXT: // Height level text
- + case WID_GL_MAX_HEIGHTLEVEL_TEXT: // Height level text.
- this->widget_id = WID_GL_MAX_HEIGHTLEVEL_TEXT;
- SetDParam(0, _settings_newgame.construction.max_heightlevel);
- ShowQueryString(STR_JUST_INT, STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT, 4, this, CS_NUMERAL, QSF_ENABLE_DEFAULT);
- @@ -600,8 +600,8 @@
- case WID_GL_START_DATE_DOWN:
- - case WID_GL_START_DATE_UP: // Year buttons
- - /* Don't allow too fast scrolling */
- + case WID_GL_START_DATE_UP: // Year buttons.
- + /* Don't allow too fast scrolling. */
- if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
- this->HandleButtonClick(widget);
- @@ -611,15 +611,15 @@
- _left_button_clicked = false;
- break;
- - case WID_GL_START_DATE_TEXT: // Year text
- + case WID_GL_START_DATE_TEXT: // Year text.
- this->widget_id = WID_GL_START_DATE_TEXT;
- SetDParam(0, _settings_newgame.game_creation.starting_year);
- ShowQueryString(STR_JUST_INT, STR_MAPGEN_START_DATE_QUERY_CAPT, 8, this, CS_NUMERAL, QSF_ENABLE_DEFAULT);
- break;
- case WID_GL_SNOW_LEVEL_DOWN:
- - case WID_GL_SNOW_LEVEL_UP: // Snow line buttons
- - /* Don't allow too fast scrolling */
- + case WID_GL_SNOW_LEVEL_UP: // Snow line buttons.
- + /* Don't allow too fast scrolling. */
- if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
- this->HandleButtonClick(widget);
- @@ -629,30 +629,30 @@
- _left_button_clicked = false;
- break;
- - case WID_GL_SNOW_LEVEL_TEXT: // Snow line text
- + case WID_GL_SNOW_LEVEL_TEXT: // Snow line text.
- this->widget_id = WID_GL_SNOW_LEVEL_TEXT;
- SetDParam(0, _settings_newgame.game_creation.snow_line_height);
- ShowQueryString(STR_JUST_INT, STR_MAPGEN_SNOW_LINE_QUERY_CAPT, 4, this, CS_NUMERAL, QSF_ENABLE_DEFAULT);
- break;
- - case WID_GL_TREE_PULLDOWN: // Tree placer
- + case WID_GL_TREE_PULLDOWN: // Tree placer.
- ShowDropDownMenu(this, _tree_placer, _settings_newgame.game_creation.tree_placer, WID_GL_TREE_PULLDOWN, 0, 0);
- break;
- - case WID_GL_LANDSCAPE_PULLDOWN: // Landscape generator
- + case WID_GL_LANDSCAPE_PULLDOWN: // Landscape generator.
- ShowDropDownMenu(this, _landscape, _settings_newgame.game_creation.land_generator, WID_GL_LANDSCAPE_PULLDOWN, 0, 0);
- break;
- - case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: // Heightmap rotation
- + case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: // Heightmap rotation.
- ShowDropDownMenu(this, _rotation, _settings_newgame.game_creation.heightmap_rotation, WID_GL_HEIGHTMAP_ROTATION_PULLDOWN, 0, 0);
- break;
- - case WID_GL_TERRAIN_PULLDOWN: // Terrain type
- + case WID_GL_TERRAIN_PULLDOWN: // Terrain type.
- /* For the original map generation only the first four are valid. */
- ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, WID_GL_TERRAIN_PULLDOWN, 0, _settings_newgame.game_creation.land_generator == LG_ORIGINAL ? ~0xF : 0);
- break;
- - case WID_GL_WATER_PULLDOWN: { // Water quantity
- + case WID_GL_WATER_PULLDOWN: { // Water quantity.
- uint32 hidden_mask = 0;
- /* Disable custom water level when the original map generator is active. */
- if (_settings_newgame.game_creation.land_generator == 0) {
- @@ -662,19 +662,19 @@
- break;
- }
- - case WID_GL_RIVER_PULLDOWN: // Amount of rivers
- + case WID_GL_RIVER_PULLDOWN: // Amount of rivers.
- ShowDropDownMenu(this, _rivers, _settings_newgame.game_creation.amount_of_rivers, WID_GL_RIVER_PULLDOWN, 0, 0);
- break;
- - case WID_GL_SMOOTHNESS_PULLDOWN: // Map smoothness
- + case WID_GL_SMOOTHNESS_PULLDOWN: // Map smoothness.
- ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, WID_GL_SMOOTHNESS_PULLDOWN, 0, 0);
- break;
- - case WID_GL_VARIETY_PULLDOWN: // Map variety
- + case WID_GL_VARIETY_PULLDOWN: // Map variety.
- ShowDropDownMenu(this, _variety, _settings_newgame.game_creation.variety, WID_GL_VARIETY_PULLDOWN, 0, 0);
- break;
- - /* Freetype map borders */
- + /* Freeform map borders. */
- case WID_GL_WATER_NW:
- _settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NW);
- this->InvalidateData();
- @@ -766,7 +766,7 @@
- if (!StrEmpty(str)) {
- value = atoi(str);
- } else {
- - /* An empty string means revert to the default */
- + /* An empty string means revert to the default. */
- switch (this->widget_id) {
- case WID_GL_MAX_HEIGHTLEVEL_TEXT: value = DEF_MAX_HEIGHTLEVEL; break;
- case WID_GL_START_DATE_TEXT: value = DEF_START_YEAR; break;
- @@ -827,11 +827,11 @@
- DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
- - /* Generate a new seed when opening the window */
- + /* Generate a new seed when opening the window. */
- _settings_newgame.game_creation.generation_seed = InteractiveRandom();
- if (mode == GLWM_HEIGHTMAP) {
- - /* If the function returns negative, it means there was a problem loading the heightmap */
- + /* If the function returns negative, it means there was a problem loading the heightmap. */
- if (!GetHeightmapDimensions(_file_to_saveload.name, &x, &y)) return;
- }
- @@ -871,7 +871,7 @@
- */
- void StartNewGameWithoutGUI(uint seed)
- {
- - /* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed' */
- + /* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed'. */
- _settings_newgame.game_creation.generation_seed = seed;
- StartGeneratingLandscape(GLWM_GENERATE);
- @@ -960,25 +960,25 @@
- SetNewLandscapeType(widget - WID_CS_TEMPERATE);
- break;
- - case WID_CS_MAPSIZE_X_PULLDOWN: // Mapsize X
- + case WID_CS_MAPSIZE_X_PULLDOWN: // Mapsize X.
- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, WID_CS_MAPSIZE_X_PULLDOWN);
- break;
- - case WID_CS_MAPSIZE_Y_PULLDOWN: // Mapsize Y
- + case WID_CS_MAPSIZE_Y_PULLDOWN: // Mapsize Y.
- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, WID_CS_MAPSIZE_Y_PULLDOWN);
- break;
- - case WID_CS_EMPTY_WORLD: // Empty world / flat world
- + case WID_CS_EMPTY_WORLD: // Empty world / flat world.
- StartGeneratingLandscape(GLWM_SCENARIO);
- break;
- - case WID_CS_RANDOM_WORLD: // Generate
- + case WID_CS_RANDOM_WORLD: // Generate.
- ShowGenerateLandscape();
- break;
- case WID_CS_START_DATE_DOWN:
- - case WID_CS_START_DATE_UP: // Year buttons
- - /* Don't allow too fast scrolling */
- + case WID_CS_START_DATE_UP: // Year buttons.
- + /* Don't allow too fast scrolling. */
- if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
- this->HandleButtonClick(widget);
- this->SetDirty();
- @@ -988,15 +988,15 @@
- _left_button_clicked = false;
- break;
- - case WID_CS_START_DATE_TEXT: // Year text
- + case WID_CS_START_DATE_TEXT: // Year text.
- this->widget_id = WID_CS_START_DATE_TEXT;
- SetDParam(0, _settings_newgame.game_creation.starting_year);
- ShowQueryString(STR_JUST_INT, STR_MAPGEN_START_DATE_QUERY_CAPT, 8, this, CS_NUMERAL, QSF_NONE);
- break;
- case WID_CS_FLAT_LAND_HEIGHT_DOWN:
- - case WID_CS_FLAT_LAND_HEIGHT_UP: // Height level buttons
- - /* Don't allow too fast scrolling */
- + case WID_CS_FLAT_LAND_HEIGHT_UP: // Height level buttons.
- + /* Don't allow too fast scrolling. */
- if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
- this->HandleButtonClick(widget);
- this->SetDirty();
- @@ -1006,7 +1006,7 @@
- _left_button_clicked = false;
- break;
- - case WID_CS_FLAT_LAND_HEIGHT_TEXT: // Height level text
- + case WID_CS_FLAT_LAND_HEIGHT_TEXT: // Height level text.
- this->widget_id = WID_CS_FLAT_LAND_HEIGHT_TEXT;
- SetDParam(0, _settings_newgame.game_creation.se_flat_world_height);
- ShowQueryString(STR_JUST_INT, STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT, 4, this, CS_NUMERAL, QSF_NONE);
- @@ -1076,7 +1076,7 @@
- NWidget(WWT_PUSHTXTBTN, COLOUR_GREEN, WID_CS_EMPTY_WORLD), SetDataTip(STR_SE_MAPGEN_FLAT_WORLD, STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP), SetFill(1, 1),
- NWidget(WWT_PUSHTXTBTN, COLOUR_GREEN, WID_CS_RANDOM_WORLD), SetDataTip(STR_SE_MAPGEN_RANDOM_LAND, STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND), SetFill(1, 1),
- EndContainer(),
- - /* Labels + setting drop-downs */
- + /* Labels + setting drop-downs. */
- NWidget(NWID_VERTICAL), SetPIP(10, 6, 10),
- /* Map size. */
- NWidget(NWID_HORIZONTAL),
- @@ -1207,7 +1207,7 @@
- case WID_GP_PROGRESS_BAR: {
- SetDParamMaxValue(0, 100);
- *size = GetStringBoundingBox(STR_GENERATION_PROGRESS);
- - /* We need some spacing for the 'border' */
- + /* We need some spacing for the 'border'. */
- size->height += 8;
- size->width += 8;
- break;
- @@ -1226,7 +1226,7 @@
- {
- switch (widget) {
- case WID_GP_PROGRESS_BAR:
- - /* Draw the % complete with a bar and a text */
- + /* Draw the % complete with a bar and a text. */
- DrawFrameRect(r.left, r.top, r.right, r.bottom, COLOUR_GREY, FR_BORDERONLY);
- DrawFrameRect(r.left + 1, r.top + 1, (int)((r.right - r.left - 2) * _gws.percent / 100) + r.left + 1, r.bottom - 1, COLOUR_MAUVE, FR_NONE);
- SetDParam(0, _gws.percent);
- @@ -1234,10 +1234,10 @@
- break;
- case WID_GP_PROGRESS_TEXT:
- - /* Tell which class we are generating */
- + /* Tell which class we are generating. */
- DrawString(r.left, r.right, r.top, _gws.cls, TC_FROMSTRING, SA_HOR_CENTER);
- - /* And say where we are in that class */
- + /* And say where we are in that class. */
- SetDParam(0, _gws.current);
- SetDParam(1, _gws.total);
- DrawString(r.left, r.right, r.top + FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL, STR_GENERATION_PROGRESS_NUM, TC_FROMSTRING, SA_HOR_CENTER);
- @@ -1254,7 +1254,7 @@
- _gws.current = 0;
- _gws.total = 0;
- _gws.percent = 0;
- - _gws.timer = 0; // Forces to paint the progress window immediately
- + _gws.timer = 0; // Forces to paint the progress window immediately.
- }
- /**
- @@ -1272,7 +1272,7 @@
- assert_compile(lengthof(percent_table) == GWP_CLASS_COUNT + 1);
- assert(cls < GWP_CLASS_COUNT);
- - /* Do not run this function if we aren't in a thread */
- + /* Do not run this function if we aren't in a thread. */
- if (!IsGenerateWorldThreaded() && !_network_dedicated) return;
- if (IsGeneratingWorldAborted()) HandleGeneratingWorldAbortion();
- @@ -1288,28 +1288,28 @@
- _gws.percent = percent_table[cls];
- }
- - /* Don't update the screen too often. So update it once in every once in a while... */
- + /* Don't update the screen too often. So update it once every once in a while. */
- if (!_network_dedicated && _gws.timer != 0 && _realtime_tick - _gws.timer < MODAL_PROGRESS_REDRAW_TIMEOUT) return;
- - /* Percentage is about the number of completed tasks, so 'current - 1' */
- + /* Percentage is about the number of completed tasks, so 'current - 1'. */
- _gws.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_gws.current == 0 ? 0 : _gws.current - 1) / _gws.total;
- if (_network_dedicated) {
- static uint last_percent = 0;
- - /* Never display 0% */
- + /* Never display 0%. */
- if (_gws.percent == 0) return;
- - /* Reset if percent is lower than the last recorded */
- + /* Reset if percent is lower than the last recorded. */
- if (_gws.percent < last_percent) last_percent = 0;
- - /* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
- + /* Display every 5%, but 6% is also very valid.. just not smaller steps than 5%. */
- if (_gws.percent % 5 != 0 && _gws.percent <= last_percent + 5) return;
- - /* Never show steps smaller than 2%, even if it is a mod 5% */
- + /* Never show steps smaller than 2%, even if it is a mod 5%. */
- if (_gws.percent <= last_percent + 2) return;
- DEBUG(net, 1, "Map generation percentage complete: %d", _gws.percent);
- last_percent = _gws.percent;
- - /* Don't continue as dedicated never has a thread running */
- + /* Don't continue as dedicated never has a thread running. */
- return;
- }
- @@ -1319,7 +1319,7 @@
- /* Release the rights to the map generator, and acquire the rights to the
- * paint thread. The 'other' thread already has the paint thread rights so
- * this ensures us that we are waiting until the paint thread is done
- - * before we reacquire the mapgen rights */
- + * before we reacquire the mapgen rights. */
- _modal_progress_work_mutex->EndCritical();
- _modal_progress_paint_mutex->BeginCritical();
- _modal_progress_work_mutex->BeginCritical();
- @@ -1352,6 +1352,6 @@
- */
- void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
- {
- - /* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */
- + /* In fact the param 'class' isn't needed.. but for some security reasons, we want it around. */
- _SetGeneratingWorldProgress(cls, 1, 0);
- }