forked from mirror/OpenTTD
Codechange: Rename window related DeleteXXX to match new behaviour
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@@ -1076,10 +1076,10 @@ static Window *FindChildWindow(const Window *w, WindowClass wc)
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}
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/**
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* Delete all children a window might have in a head-recursive manner
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* Close all children a window might have in a head-recursive manner
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* @param wc Window class of the window to remove; #WC_INVALID if class does not matter
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*/
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void Window::DeleteChildWindows(WindowClass wc) const
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void Window::CloseChildWindows(WindowClass wc) const
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{
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Window *child = FindChildWindow(this, wc);
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while (child != nullptr) {
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@@ -1118,7 +1118,7 @@ void Window::Close()
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_focused_window = nullptr;
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}
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this->DeleteChildWindows();
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this->CloseChildWindows();
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this->SetDirty();
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@@ -1170,12 +1170,12 @@ Window *FindWindowByClass(WindowClass cls)
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}
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/**
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* Delete a window by its class and window number (if it is open).
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* Close a window by its class and window number (if it is open).
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* @param cls Window class
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* @param number Number of the window within the window class
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* @param force force deletion; if false don't delete when stickied
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* @param force force closing; if false don't close when stickied
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*/
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void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
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void CloseWindowById(WindowClass cls, WindowNumber number, bool force)
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{
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Window *w = FindWindowById(cls, number);
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if (w != nullptr && (force || (w->flags & WF_STICKY) == 0)) {
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@@ -1184,10 +1184,10 @@ void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
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}
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/**
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* Delete all windows of a given class
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* Close all windows of a given class
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* @param cls Window class of windows to delete
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*/
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void DeleteWindowByClass(WindowClass cls)
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void CloseWindowByClass(WindowClass cls)
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{
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/* Note: the container remains stable, even when deleting windows. */
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for (Window *w : Window::Iterate()) {
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@@ -1198,12 +1198,12 @@ void DeleteWindowByClass(WindowClass cls)
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}
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/**
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* Delete all windows of a company. We identify windows of a company
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* Close all windows of a company. We identify windows of a company
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* by looking at the caption colour. If it is equal to the company ID
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* then we say the window belongs to the company and should be deleted
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* then we say the window belongs to the company and should be closed
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* @param id company identifier
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*/
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void DeleteCompanyWindows(CompanyID id)
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void CloseCompanyWindows(CompanyID id)
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{
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/* Note: the container remains stable, even when deleting windows. */
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for (Window *w : Window::Iterate()) {
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@@ -1213,7 +1213,7 @@ void DeleteCompanyWindows(CompanyID id)
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}
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/* Also delete the company specific windows that don't have a company-colour. */
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DeleteWindowById(WC_BUY_COMPANY, id);
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CloseWindowById(WC_BUY_COMPANY, id);
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}
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/**
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@@ -2307,7 +2307,7 @@ static void StartWindowDrag(Window *w)
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_drag_delta.y = w->top - _cursor.pos.y;
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BringWindowToFront(w);
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DeleteWindowById(WC_DROPDOWN_MENU, 0);
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CloseWindowById(WC_DROPDOWN_MENU, 0);
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}
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/**
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@@ -2325,7 +2325,7 @@ static void StartWindowSizing(Window *w, bool to_left)
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_drag_delta.y = _cursor.pos.y;
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BringWindowToFront(w);
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DeleteWindowById(WC_DROPDOWN_MENU, 0);
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CloseWindowById(WC_DROPDOWN_MENU, 0);
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}
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/**
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@@ -3253,12 +3253,12 @@ void CallWindowGameTickEvent()
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}
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/**
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* Try to delete a non-vital window.
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* Try to close a non-vital window.
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* Non-vital windows are windows other than the game selection, main toolbar,
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* status bar, toolbar menu, and tooltip windows. Stickied windows are also
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* considered vital.
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*/
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void DeleteNonVitalWindows()
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void CloseNonVitalWindows()
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{
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/* Note: the container remains stable, even when deleting windows. */
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for (Window *w : Window::Iterate()) {
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@@ -3281,12 +3281,12 @@ void DeleteNonVitalWindows()
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* then, does a little hacked loop of closing all stickied windows. Note
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* that standard windows (status bar, etc.) are not stickied, so these aren't affected
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*/
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void DeleteAllNonVitalWindows()
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void CloseAllNonVitalWindows()
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{
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/* Delete every window except for stickied ones, then sticky ones as well */
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DeleteNonVitalWindows();
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/* Close every window except for stickied ones, then sticky ones as well */
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CloseNonVitalWindows();
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/* Note: the container remains stable, even when deleting windows. */
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/* Note: the container remains stable, even when closing windows. */
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for (Window *w : Window::Iterate()) {
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if (w->flags & WF_STICKY) {
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w->Close();
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@@ -3295,21 +3295,21 @@ void DeleteAllNonVitalWindows()
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}
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/**
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* Delete all messages and their corresponding window (if any).
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* Delete all messages and close their corresponding window (if any).
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*/
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void DeleteAllMessages()
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{
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InitNewsItemStructs();
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_NEWS_DELETED); // invalidate the statusbar
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InvalidateWindowData(WC_MESSAGE_HISTORY, 0); // invalidate the message history
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DeleteWindowById(WC_NEWS_WINDOW, 0); // close newspaper or general message window if shown
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CloseWindowById(WC_NEWS_WINDOW, 0); // close newspaper or general message window if shown
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}
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/**
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* Delete all windows that are used for construction of vehicle etc.
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* Close all windows that are used for construction of vehicle etc.
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* Once done with that invalidate the others to ensure they get refreshed too.
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*/
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void DeleteConstructionWindows()
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void CloseConstructionWindows()
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{
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/* Note: the container remains stable, even when deleting windows. */
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for (Window *w : Window::Iterate()) {
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@@ -3321,11 +3321,11 @@ void DeleteConstructionWindows()
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for (const Window *w : Window::Iterate()) w->SetDirty();
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}
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/** Delete all always on-top windows to get an empty screen */
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/** Close all always on-top windows to get an empty screen */
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void HideVitalWindows()
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{
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DeleteWindowById(WC_MAIN_TOOLBAR, 0);
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DeleteWindowById(WC_STATUS_BAR, 0);
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CloseWindowById(WC_MAIN_TOOLBAR, 0);
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CloseWindowById(WC_STATUS_BAR, 0);
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}
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/** Re-initialize all windows. */
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@@ -3443,7 +3443,7 @@ void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index)
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*/
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void RelocateAllWindows(int neww, int newh)
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{
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DeleteWindowById(WC_DROPDOWN_MENU, 0);
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CloseWindowById(WC_DROPDOWN_MENU, 0);
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for (Window *w : Window::Iterate()) {
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int left, top;
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