mirror of https://github.com/OpenTTD/OpenTTD
Fix: Missing beeps for various buttons
parent
621d7cc44d
commit
ef4514862b
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@ -19,6 +19,7 @@
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#include "depot_base.h"
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#include "spritecache.h"
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#include "strings_func.h"
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#include "sound_func.h"
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#include "vehicle_func.h"
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#include "company_func.h"
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#include "tilehighlight_func.h"
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@ -815,6 +816,8 @@ struct DepotWindow : Window {
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} else {
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ResetObjectToPlace();
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}
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_D_LOCATION:
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@ -654,6 +654,7 @@ struct GenerateLandscapeWindow : public Window {
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case WID_GL_TROPICAL:
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case WID_GL_TOYLAND:
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SetNewLandscapeType(LandscapeType(widget - WID_GL_TEMPERATE));
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_GL_MAPSIZE_X_PULLDOWN: // Mapsize X
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@ -718,6 +719,7 @@ struct GenerateLandscapeWindow : public Window {
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case WID_GL_HEIGHTMAP_HEIGHT_TEXT: // Height level text
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this->widget_id = WID_GL_HEIGHTMAP_HEIGHT_TEXT;
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ShowQueryString(GetString(STR_JUST_INT, _settings_newgame.game_creation.heightmap_height), STR_MAPGEN_HEIGHTMAP_HEIGHT_QUERY_CAPT, 4, this, CS_NUMERAL, QueryStringFlag::EnableDefault);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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@ -753,6 +755,7 @@ struct GenerateLandscapeWindow : public Window {
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case WID_GL_SNOW_COVERAGE_TEXT: // Snow coverage text
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this->widget_id = WID_GL_SNOW_COVERAGE_TEXT;
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ShowQueryString(GetString(STR_JUST_INT, _settings_newgame.game_creation.snow_coverage), STR_MAPGEN_SNOW_COVERAGE_QUERY_CAPT, 4, this, CS_NUMERAL, QueryStringFlag::EnableDefault);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_GL_DESERT_COVERAGE_DOWN:
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@ -770,6 +773,7 @@ struct GenerateLandscapeWindow : public Window {
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case WID_GL_DESERT_COVERAGE_TEXT: // Desert line text
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this->widget_id = WID_GL_DESERT_COVERAGE_TEXT;
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ShowQueryString(GetString(STR_JUST_INT, _settings_newgame.game_creation.desert_coverage), STR_MAPGEN_DESERT_COVERAGE_QUERY_CAPT, 4, this, CS_NUMERAL, QueryStringFlag::EnableDefault);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: // Heightmap rotation
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@ -806,26 +810,31 @@ struct GenerateLandscapeWindow : public Window {
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/* Freetype map borders */
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case WID_GL_WATER_NW:
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_settings_newgame.game_creation.water_borders.Flip(BorderFlag::NorthWest);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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this->InvalidateData();
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break;
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case WID_GL_WATER_NE:
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_settings_newgame.game_creation.water_borders.Flip(BorderFlag::NorthEast);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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this->InvalidateData();
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break;
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case WID_GL_WATER_SE:
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_settings_newgame.game_creation.water_borders.Flip(BorderFlag::SouthEast);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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this->InvalidateData();
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break;
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case WID_GL_WATER_SW:
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_settings_newgame.game_creation.water_borders.Flip(BorderFlag::SouthWest);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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this->InvalidateData();
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break;
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case WID_GL_BORDERS_RANDOM:
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_settings_newgame.game_creation.water_borders = (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? BorderFlag{} : BorderFlag::Random;
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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this->InvalidateData();
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break;
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@ -398,6 +398,8 @@ void PickerWindow::OnClick(Point pt, WidgetID widget, int)
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SetBit(this->callbacks.mode, PFM_ALL);
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}
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this->InvalidateData({PickerInvalidation::Class, PickerInvalidation::Type, PickerInvalidation::Position});
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_PW_SHRINK:
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@ -1580,10 +1580,13 @@ public:
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if (w != nullptr) ToggleRailButton_Remove(w);
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}
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_BS_CONVERT:
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_convert_signal_button = !_convert_signal_button;
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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break;
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case WID_BS_DRAG_SIGNALS_DENSITY_DECREASE:
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@ -286,6 +286,8 @@ public:
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new_show_state ? _town_local_authority_kdtree.Insert(index) : _town_local_authority_kdtree.Remove(index);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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this->town->show_zone = new_show_state;
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this->SetWidgetLoweredState(widget, new_show_state);
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MarkWholeScreenDirty();
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