Changeset - r4548:6a33e364fba5
[Not reviewed]
master
0 8 0
rubidium - 18 years ago 2006-09-04 17:30:30
rubidium@openttd.org
(svn r6380) -Codechange: unify all ways to quit OTTD.
This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
8 files changed with 23 insertions and 49 deletions:
0 comments (0 inline, 0 general)
functions.h
Show inline comments
 
@@ -233,6 +233,7 @@ void LoadFromConfig(void);
 
void SaveToConfig(void);
 
void CheckConfig(void);
 
int ttd_main(int argc, char* argv[]);
 
void HandleExitGameRequest(void);
 

	
 
void DeterminePaths(void);
 

	
intro_gui.c
Show inline comments
 
@@ -77,7 +77,7 @@ static void SelectGameWndProc(Window *w,
 
		case 12: ShowGameOptions(); break;
 
		case 13: ShowGameDifficulty(); break;
 
		case 14: ShowPatchesSelection(); break;
 
		case 15: AskExitGame(); break;
 
		case 15: HandleExitGameRequest(); break;
 
		}
 
		break;
 

	
main_gui.c
Show inline comments
 
@@ -170,14 +170,14 @@ static void MenuClickSaveLoad(int index)
 
			case 0: ShowSaveLoadDialog(SLD_SAVE_SCENARIO); break;
 
			case 1: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
 
			case 2: AskExitToGameMenu();                   break;
 
			case 4: AskExitGame();                         break;
 
			case 4: HandleExitGameRequest();               break;
 
		}
 
	} else {
 
		switch (index) {
 
			case 0: ShowSaveLoadDialog(SLD_SAVE_GAME); break;
 
			case 1: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
 
			case 2: AskExitToGameMenu();               break;
 
			case 3: AskExitGame();                     break;
 
			case 3: HandleExitGameRequest();           break;
 
		}
 
	}
 
}
 
@@ -2226,7 +2226,7 @@ static void MainWindowWndProc(Window *w,
 
		switch (e->keypress.keycode) {
 
			case 'Q' | WKC_CTRL:
 
			case 'Q' | WKC_META:
 
				AskExitGame();
 
				HandleExitGameRequest();
 
				break;
 
		}
 

	
openttd.c
Show inline comments
 
@@ -537,6 +537,19 @@ int ttd_main(int argc, char *argv[])
 
	return 0;
 
}
 

	
 
void HandleExitGameRequest(void)
 
{
 
	if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
 
		_exit_game = true;
 
	} else if (_patches.autosave_on_exit) {
 
		DoExitSave();
 
		_exit_game = true;
 
	} else {
 
		AskExitGame();
 
	}
 
}
 

	
 

	
 
/** Mutex so that only one thread can communicate with the main program
 
 * at any given time */
 
static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;
saveload.h
Show inline comments
 
@@ -20,6 +20,7 @@ typedef enum SaveOrLoadMode {
 

	
 
SaveOrLoadResult SaveOrLoad(const char *filename, int mode);
 
void WaitTillSaved(void);
 
void DoExitSave(void);
 

	
 

	
 
typedef void ChunkSaveLoadProc(void);
video/cocoa_v.m
Show inline comments
 
@@ -197,22 +197,6 @@ static void QZ_CheckPaletteAnim(void)
 

	
 

	
 

	
 
extern void DoExitSave(void);
 

	
 
static void QZ_AskQuit(void)
 
{
 
	if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
 
		_exit_game = true;
 
	} else if (_patches.autosave_on_exit) {
 
		DoExitSave();
 
		_exit_game = true;
 
	} else {
 
		AskExitGame();
 
	}
 
}
 

	
 

	
 

	
 
typedef struct VkMapping {
 
	unsigned short vk_from;
 
	byte map_to;
 
@@ -921,7 +905,7 @@ static void QZ_SetPortAlphaOpaque(void)
 
@implementation OTTD_QuartzWindowDelegate
 
- (BOOL)windowShouldClose:(id)sender
 
{
 
	QZ_AskQuit();
 
	HandleExitGameRequest();
 

	
 
	return NO;
 
}
video/sdl_v.c
Show inline comments
 
@@ -303,8 +303,6 @@ static uint32 ConvertSdlKeyIntoMy(SDL_ke
 
	return (key << 16) + sym->unicode;
 
}
 

	
 
extern void DoExitSave(void);
 

	
 
static int PollEvent(void)
 
{
 
	SDL_Event ev;
 
@@ -376,21 +374,9 @@ static int PollEvent(void)
 
			}
 
			break;
 

	
 
		case SDL_QUIT:
 
			// do not ask to quit on the main screen
 
			if (_game_mode != GM_MENU) {
 
				if (_patches.autosave_on_exit) {
 
					DoExitSave();
 
					return 0;
 
				} else {
 
					AskExitGame();
 
				}
 
			} else {
 
				return 0;
 
			}
 
			break;
 
		case SDL_QUIT: HandleExitGameRequest(); break;
 

	
 
			case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
 
		case SDL_KEYDOWN: /* Toggle full-screen on ALT + ENTER/F */
 
			if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) &&
 
					(ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) {
 
				ToggleFullScreen(!_fullscreen);
 
@@ -448,8 +434,6 @@ static void SdlVideoMainLoop(void)
 
		InteractiveRandom(); // randomness
 

	
 
		while ((i = PollEvent()) == -1) {}
 
		if (i >= 0) return;
 

	
 
		if (_exit_game) return;
 

	
 
		mod = SDL_CALL SDL_GetModState();
video/win32_v.c
Show inline comments
 
@@ -151,8 +151,6 @@ static void ClientSizeChanged(int w, int
 
	}
 
}
 

	
 
extern void DoExitSave(void);
 

	
 
#ifdef _DEBUG
 
// Keep this function here..
 
// It allows you to redraw the screen from within the MSVC debugger
 
@@ -256,14 +254,7 @@ static LRESULT CALLBACK WndProcGdi(HWND 
 
		}
 

	
 
		case WM_CLOSE:
 
			if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
 
				_exit_game = true;
 
			} else if (_patches.autosave_on_exit) {
 
				DoExitSave();
 
				_exit_game = true;
 
			} else {
 
				AskExitGame();
 
			}
 
			HandleExitGameRequest();
 
			_window_maximize = IsZoomed(_wnd.main_wnd);
 
			return 0;
 

	
0 comments (0 inline, 0 general)