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Codechange: Use std::map to provide indexed widget access.
This removes the need to determine the biggest widget index and replaces C-style memory handling.
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@@ -256,7 +256,7 @@ public:
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* get producing the correct result than dynamically building the widgets is.
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* @see NWidgetFunctionType
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*/
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static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
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static NWidgetBase *MakeTreeTypeButtons()
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{
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const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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@@ -278,7 +278,6 @@ static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
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NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
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button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
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hstack->Add(button);
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*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
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cur_type++;
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}
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}
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