Changeset - r6533:e4ba06da0f4c
[Not reviewed]
master
0 3 0
belugas - 17 years ago 2007-04-26 20:20:12
belugas@openttd.org
(svn r9721) -Codechange: -Codechange: Cleanup of industry_cmd (Step-12). Dynamically build the legends (name and color) for industries in the smallmap_gui.
All the tiny fonts industry names should be removed from language files soon.
3 files changed with 44 insertions and 76 deletions:
0 comments (0 inline, 0 general)
src/industry.h
Show inline comments
 
@@ -140,6 +140,9 @@ struct IndustryTileSpec {
 
const IndustrySpec *GetIndustrySpec(IndustryType thistype);    ///< Array of industries default data
 
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);  ///< Array of industry tiles default data
 

	
 
/* smallmap_gui.cpp */
 
void BuildIndustriesLegend();
 

	
 
DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
 

	
 
/**
src/newgrf.cpp
Show inline comments
 
@@ -38,6 +38,7 @@
 
#include "helpers.hpp"
 
#include "table/town_land.h"
 
#include "cargotype.h"
 
#include "industry.h"
 

	
 
/* TTDPatch extended GRF format codec
 
 * (c) Petr Baudis 2004 (GPL'd)
 
@@ -4769,6 +4770,9 @@ static void AfterLoadGRFs()
 
	/* Add all new houses to the house array. */
 
	FinaliseHouseArray();
 

	
 
	/* Create dynamic list of industry legends for smallmap_gui.cpp */
 
	BuildIndustriesLegend();
 

	
 
	/* Map cargo strings. This is a separate step because cargos are
 
	 * loaded before strings... */
 
	MapNewCargoStrings();
src/smallmap_gui.cpp
Show inline comments
 
@@ -91,72 +91,6 @@ static const LegendAndColour _legend_veh
 
	MKEND()
 
};
 

	
 
static const LegendAndColour _legend_industries_normal[] = {
 
	MK(0xD7, STR_00FA_COAL_MINE),
 
	MK(0xB8, STR_00FB_POWER_STATION),
 
	MK(0x56, STR_00FC_FOREST),
 
	MK(0xC2, STR_00FD_SAWMILL),
 
	MK(0xBF, STR_00FE_OIL_REFINERY),
 
	MK(0x0F, STR_0105_BANK),
 

	
 
	MS(0x30, STR_00FF_FARM),
 
	MK(0xAE, STR_0100_FACTORY),
 
	MK(0x98, STR_0102_OIL_WELLS),
 
	MK(0x37, STR_0103_IRON_ORE_MINE),
 
	MK(0x0A, STR_0104_STEEL_MILL),
 
	MKEND()
 
};
 

	
 
static const LegendAndColour _legend_industries_hilly[] = {
 
	MK(0xD7, STR_00FA_COAL_MINE),
 
	MK(0xB8, STR_00FB_POWER_STATION),
 
	MK(0x56, STR_00FC_FOREST),
 
	MK(0x0A, STR_0106_PAPER_MILL),
 
	MK(0xBF, STR_00FE_OIL_REFINERY),
 
	MK(0x37, STR_0108_FOOD_PROCESSING_PLANT),
 
	MS(0x30, STR_00FF_FARM),
 

	
 
	MK(0xAE, STR_0101_PRINTING_WORKS),
 
	MK(0x98, STR_0102_OIL_WELLS),
 
	MK(0xC2, STR_0107_GOLD_MINE),
 
	MK(0x0F, STR_0105_BANK),
 
	MKEND()
 
};
 

	
 
static const LegendAndColour _legend_industries_desert[] = {
 
	MK(0xBF, STR_00FE_OIL_REFINERY),
 
	MK(0x98, STR_0102_OIL_WELLS),
 
	MK(0x0F, STR_0105_BANK),
 
	MK(0xB8, STR_0109_DIAMOND_MINE),
 
	MK(0x37, STR_0108_FOOD_PROCESSING_PLANT),
 
	MK(0x0A, STR_010A_COPPER_ORE_MINE),
 
	MK(0x30, STR_00FF_FARM),
 
	MS(0x56, STR_010B_FRUIT_PLANTATION),
 

	
 
	MK(0x27, STR_010C_RUBBER_PLANTATION),
 
	MK(0x25, STR_010D_WATER_SUPPLY),
 
	MK(0xD0, STR_010E_WATER_TOWER),
 
	MK(0xAE, STR_0100_FACTORY),
 
	MK(0xC2, STR_010F_LUMBER_MILL),
 
	MKEND()
 
};
 

	
 
static const LegendAndColour _legend_industries_candy[] = {
 
	MK(0x30, STR_0110_COTTON_CANDY_FOREST),
 
	MK(0xAE, STR_0111_CANDY_FACTORY),
 
	MK(0x27, STR_0112_BATTERY_FARM),
 
	MK(0x37, STR_0113_COLA_WELLS),
 
	MK(0xD0, STR_0114_TOY_SHOP),
 
	MK(0x0A, STR_0115_TOY_FACTORY),
 
	MS(0x25, STR_0116_PLASTIC_FOUNTAINS),
 

	
 
	MK(0xB8, STR_0117_FIZZY_DRINK_FACTORY),
 
	MK(0x98, STR_0118_BUBBLE_GENERATOR),
 
	MK(0xC2, STR_0119_TOFFEE_QUARRY),
 
	MK(0x0F, STR_011A_SUGAR_MINE),
 
	MKEND()
 
};
 

	
 
static const LegendAndColour _legend_routes[] = {
 
	MK(0xD7, STR_00EB_ROADS),
 
	MK(0x0A, STR_00EC_RAILROADS),
 
@@ -197,21 +131,40 @@ static const LegendAndColour _legend_lan
 
#undef MS
 
#undef MKEND
 

	
 
/** Allow room for all industries, plus a terminator entry
 
 * This is required in order to have the indutry slots all filled up */
 
static LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES+1];
 

	
 
enum { IND_OFFS = 6 };  ///< allow to "jump" to the industries corresponding to the landscape
 
/**
 
 * Fills an array for the industries legends.
 
 */
 
void BuildIndustriesLegend()
 
{
 
	const IndustrySpec *indsp;
 
	uint j = 0;
 

	
 
	/* Add each name */
 
	for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
 
		indsp = GetIndustrySpec(i);
 
		if (HASBIT(indsp->climate_availability, _opt.landscape)) {
 
			_legend_from_industries[j].legend = indsp->name;
 
			_legend_from_industries[j].colour = indsp->map_colour;
 
			_legend_from_industries[j].col_break = (j % 6) == 0;  // break is performed on the 7th item
 
			_legend_from_industries[j].end = false;
 
			j++;
 
		}
 
	}
 
	/* Terminate the list */
 
	_legend_from_industries[j].end = true;
 
}
 

	
 
static const LegendAndColour * const _legend_table[] = {
 
	_legend_land_contours,
 
	_legend_vehicles,
 
	NULL,
 
	_legend_from_industries,
 
	_legend_routes,
 
	_legend_vegetation,
 
	_legend_land_owners,
 

	
 
	_legend_industries_normal,
 
	_legend_industries_hilly,
 
	_legend_industries_desert,
 
	_legend_industries_candy,
 
};
 

	
 
#if defined(OTTD_ALIGNMENT)
 
@@ -800,15 +753,23 @@ static void SmallMapWindowProc(Window *w
 
			SetDParam(0, STR_00E5_CONTOURS + _smallmap_type);
 
			DrawWindowWidgets(w);
 

	
 
			/* draw the legend */
 
			tbl = _legend_table[(_smallmap_type != 2) ? _smallmap_type : (_opt.landscape + IND_OFFS)];
 
			tbl = _legend_table[_smallmap_type];
 

	
 
			x = 4;
 
			y_org = w->height - 44 - 11;
 
			y = y_org;
 
			for (;;) {
 
				GfxFillRect(x,     y + 1, x + 8, y + 5, 0);
 
				GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour);
 
				DrawString(x + 11, y, tbl->legend, 0);
 

	
 
				if (_smallmap_type == 2) {
 
					/* Industry name must be formated, since it's not in tiny font in the specs.
 
					* So, draw with a parameter and use the STR_7065 string, which is tiny, black */
 
					SetDParam(0, tbl->legend);
 
					DrawString(x + 11, y, STR_7065, 0);
 
				} else {
 
					DrawString(x + 11, y, tbl->legend, 0);
 
				}
 

	
 
				tbl += 1;
 
				y += 6;
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