Changeset - r8364:5ea19905be98
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master
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belugas - 16 years ago 2008-01-20 03:11:14
belugas@openttd.org
(svn r11930) -Codechange: a bit of code style application
1 file changed with 35 insertions and 35 deletions:
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src/intro_gui.cpp
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@@ -55,48 +55,48 @@ static inline void SetNewLandscapeType(b
 
static void SelectGameWndProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
	case WE_CREATE: w->LowerWidget(_opt_newgame.landscape + 8); break;
 
		case WE_CREATE: w->LowerWidget(_opt_newgame.landscape + 8); break;
 

	
 
	case WE_PAINT:
 
		w->SetWidgetLoweredState(8,  _opt_newgame.landscape == LT_TEMPERATE);
 
		w->SetWidgetLoweredState(9,  _opt_newgame.landscape == LT_ARCTIC);
 
		w->SetWidgetLoweredState(10, _opt_newgame.landscape == LT_TROPIC);
 
		w->SetWidgetLoweredState(11, _opt_newgame.landscape == LT_TOYLAND);
 
		SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
 
		DrawWindowWidgets(w);
 
		break;
 
		case WE_PAINT:
 
			w->SetWidgetLoweredState(8,  _opt_newgame.landscape == LT_TEMPERATE);
 
			w->SetWidgetLoweredState(9,  _opt_newgame.landscape == LT_ARCTIC);
 
			w->SetWidgetLoweredState(10, _opt_newgame.landscape == LT_TROPIC);
 
			w->SetWidgetLoweredState(11, _opt_newgame.landscape == LT_TOYLAND);
 
			SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
 
			DrawWindowWidgets(w);
 
			break;
 

	
 
	case WE_CLICK:
 
		case WE_CLICK:
 
#ifdef ENABLE_NETWORK
 
		/* Do not create a network server when you (just) have closed one of the game
 
		 * creation/load windows for the network server. */
 
		if (2 <= e->we.click.widget && e->we.click.widget <= 6) _is_network_server = false;
 
			/* Do not create a network server when you (just) have closed one of the game
 
			 * creation/load windows for the network server. */
 
			if (2 <= e->we.click.widget && e->we.click.widget <= 6) _is_network_server = false;
 
#endif /* ENABLE_NETWORK */
 

	
 
		switch (e->we.click.widget) {
 
		case 2: ShowGenerateLandscape(); break;
 
		case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
 
		case 4: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
 
		case 5: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
 
		case 6: StartScenarioEditor(); break;
 
		case 7:
 
			if (!_network_available) {
 
				ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
 
			} else {
 
				ShowNetworkGameWindow();
 
			switch (e->we.click.widget) {
 
				case 2: ShowGenerateLandscape(); break;
 
				case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
 
				case 4: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
 
				case 5: ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break;
 
				case 6: StartScenarioEditor(); break;
 
				case 7:
 
					if (!_network_available) {
 
						ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
 
					} else {
 
						ShowNetworkGameWindow();
 
					}
 
					break;
 
				case 8: case 9: case 10: case 11:
 
					w->RaiseWidget(_opt_newgame.landscape + 8);
 
					SetNewLandscapeType(e->we.click.widget - 8);
 
					break;
 
				case 12: ShowGameOptions(); break;
 
				case 13: ShowGameDifficulty(); break;
 
				case 14: ShowPatchesSelection(); break;
 
				case 15: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
 
				case 16: HandleExitGameRequest(); break;
 
			}
 
			break;
 
		case 8: case 9: case 10: case 11:
 
			w->RaiseWidget(_opt_newgame.landscape + 8);
 
			SetNewLandscapeType(e->we.click.widget - 8);
 
			break;
 
		case 12: ShowGameOptions(); break;
 
		case 13: ShowGameDifficulty(); break;
 
		case 14: ShowPatchesSelection(); break;
 
		case 15: ShowNewGRFSettings(true, true, false, &_grfconfig_newgame); break;
 
		case 16: HandleExitGameRequest(); break;
 
		}
 
		break;
 
	}
 
}
 

	
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