mirror of https://github.com/OpenTTD/OpenTTD
(svn r22785) -Codechange: rename IsGeneratingWorld to HasModalProgress
parent
236075e944
commit
37415b9cf7
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@ -500,10 +500,10 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
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/* Cost estimation is generally only done when the
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/* Cost estimation is generally only done when the
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* local user presses shift while doing somthing.
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* local user presses shift while doing somthing.
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* However, in case of incoming network commands,
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* However, in case of incoming network commands,
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* map generation of the pause button we do want
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* map generation or the pause button we do want
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* to execute. */
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* to execute. */
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bool estimate_only = _shift_pressed && IsLocalCompany() &&
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bool estimate_only = _shift_pressed && IsLocalCompany() &&
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!IsGeneratingWorld() &&
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!_generating_world &&
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!(cmd & CMD_NETWORK_COMMAND) &&
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!(cmd & CMD_NETWORK_COMMAND) &&
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(cmd & CMD_ID_MASK) != CMD_PAUSE;
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(cmd & CMD_ID_MASK) != CMD_PAUSE;
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@ -75,7 +75,7 @@ enum GenWorldProgress {
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* Check if we are currently in the process of generating a world.
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* Check if we are currently in the process of generating a world.
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* @return are we generating world?
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* @return are we generating world?
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*/
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*/
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static inline bool IsGeneratingWorld()
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static inline bool HasModalProgress()
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{
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{
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extern GenWorldInfo _gw;
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extern GenWorldInfo _gw;
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return _gw.active;
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return _gw.active;
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@ -1250,7 +1250,7 @@ static void AbortGeneratingWorldCallback(Window *w, bool confirmed)
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{
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{
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if (confirmed) {
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if (confirmed) {
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AbortGeneratingWorld();
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AbortGeneratingWorld();
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} else if (IsGeneratingWorld() && !IsGeneratingWorldAborted()) {
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} else if (HasModalProgress() && !IsGeneratingWorldAborted()) {
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SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
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SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
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}
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}
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}
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}
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@ -1554,7 +1554,7 @@ void DrawDirtyBlocks()
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int x;
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int x;
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int y;
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int y;
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if (IsGeneratingWorld()) {
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if (HasModalProgress()) {
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/* We are generating the world, so release our rights to the map and
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/* We are generating the world, so release our rights to the map and
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* painting while we are waiting a bit. */
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* painting while we are waiting a bit. */
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_genworld_paint_mutex->EndCritical();
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_genworld_paint_mutex->EndCritical();
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@ -282,7 +282,7 @@ struct MainWindow : Window
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* generating the world, otherwise they create threading
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* generating the world, otherwise they create threading
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* problem during the generating, resulting in random
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* problem during the generating, resulting in random
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* assertions that are hard to trigger and debug */
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* assertions that are hard to trigger and debug */
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if (IsGeneratingWorld()) return ES_NOT_HANDLED;
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if (HasModalProgress()) return ES_NOT_HANDLED;
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switch (num) {
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switch (num) {
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case GHK_ABANDON:
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case GHK_ABANDON:
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@ -1113,7 +1113,7 @@ void StateGameLoop()
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CallWindowTickEvent();
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CallWindowTickEvent();
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return;
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return;
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}
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}
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if (IsGeneratingWorld()) return;
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if (HasModalProgress()) return;
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ClearStorageChanges(false);
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ClearStorageChanges(false);
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@ -1217,7 +1217,7 @@ void GameLoop()
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/* Check for UDP stuff */
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/* Check for UDP stuff */
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if (_network_available) NetworkUDPGameLoop();
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if (_network_available) NetworkUDPGameLoop();
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if (_networking && !IsGeneratingWorld()) {
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if (_networking && !HasModalProgress()) {
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/* Multiplayer */
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/* Multiplayer */
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NetworkGameLoop();
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NetworkGameLoop();
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} else {
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} else {
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@ -106,7 +106,7 @@ bool HasRoadTypesAvail(const CompanyID company, const RoadTypes rts)
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{
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{
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RoadTypes avail_roadtypes;
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RoadTypes avail_roadtypes;
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if (company == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
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if (company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
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avail_roadtypes = ROADTYPES_ROAD;
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avail_roadtypes = ROADTYPES_ROAD;
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} else {
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} else {
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Company *c = Company::GetIfValid(company);
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Company *c = Company::GetIfValid(company);
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@ -594,7 +594,7 @@ void VideoDriver_SDL::MainLoop()
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}
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}
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/* End of the critical part. */
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/* End of the critical part. */
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if (_draw_threaded && !IsGeneratingWorld()) {
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if (_draw_threaded && !HasModalProgress()) {
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_draw_mutex->SendSignal();
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_draw_mutex->SendSignal();
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} else {
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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/* Oh, we didn't have threads, then just draw unthreaded */
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@ -1997,7 +1997,7 @@ void HandleKeypress(uint32 raw_key)
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || IsLocalCompany());
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assert(HasModalProgress() || IsLocalCompany());
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/* Setup event */
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/* Setup event */
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uint16 key = GB(raw_key, 0, 16);
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uint16 key = GB(raw_key, 0, 16);
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@ -2063,7 +2063,7 @@ static int _input_events_this_tick = 0;
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*/
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*/
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static void HandleAutoscroll()
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static void HandleAutoscroll()
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{
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{
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if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
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if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !HasModalProgress()) {
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int x = _cursor.pos.x;
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int x = _cursor.pos.x;
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int y = _cursor.pos.y;
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int y = _cursor.pos.y;
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Window *w = FindWindowFromPt(x, y);
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Window *w = FindWindowFromPt(x, y);
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@ -2158,7 +2158,7 @@ static void MouseLoop(MouseClick click, int mousewheel)
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || IsLocalCompany());
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assert(HasModalProgress() || IsLocalCompany());
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HandlePlacePresize();
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HandlePlacePresize();
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UpdateTileSelection();
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UpdateTileSelection();
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@ -2182,8 +2182,8 @@ static void MouseLoop(MouseClick click, int mousewheel)
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if (click != MC_HOVER && !MaybeBringWindowToFront(w)) return;
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if (click != MC_HOVER && !MaybeBringWindowToFront(w)) return;
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ViewPort *vp = IsPtInWindowViewport(w, x, y);
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ViewPort *vp = IsPtInWindowViewport(w, x, y);
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/* Don't allow any action in a viewport if either in menu of in generating world */
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/* Don't allow any action in a viewport if either in menu or when having a modal progress window */
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if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
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if (vp != NULL && (_game_mode == GM_MENU || HasModalProgress())) return;
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if (mousewheel != 0) {
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if (mousewheel != 0) {
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/* Send mousewheel event to window */
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/* Send mousewheel event to window */
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@ -2248,7 +2248,7 @@ void HandleMouseEvents()
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || IsLocalCompany());
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assert(HasModalProgress() || IsLocalCompany());
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static int double_click_time = 0;
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static int double_click_time = 0;
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static Point double_click_pos = {0, 0};
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static Point double_click_pos = {0, 0};
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@ -2355,7 +2355,7 @@ void InputLoop()
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || IsLocalCompany());
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assert(HasModalProgress() || IsLocalCompany());
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CheckSoftLimit();
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CheckSoftLimit();
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HandleKeyScrolling();
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HandleKeyScrolling();
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