Files @ r26005:fa9fad1bd9d6
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Location: cpp/openttd-patchpack/source/src/saveload/object_sl.cpp

Patric Stout
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)

This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.

Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file object_sl.cpp Code handling saving and loading of objects */

#include "../stdafx.h"

#include "saveload.h"
#include "compat/object_sl_compat.h"

#include "../object_base.h"
#include "../object_map.h"
#include "newgrf_sl.h"

#include "../safeguards.h"

static const SaveLoad _object_desc[] = {
	    SLE_VAR(Object, location.tile,              SLE_UINT32),
	    SLE_VAR(Object, location.w,                 SLE_FILE_U8 | SLE_VAR_U16),
	    SLE_VAR(Object, location.h,                 SLE_FILE_U8 | SLE_VAR_U16),
	    SLE_REF(Object, town,                       REF_TOWN),
	    SLE_VAR(Object, build_date,                 SLE_UINT32),
	SLE_CONDVAR(Object, colour,                     SLE_UINT8,                  SLV_148, SL_MAX_VERSION),
	SLE_CONDVAR(Object, view,                       SLE_UINT8,                  SLV_155, SL_MAX_VERSION),
	SLE_CONDVAR(Object, type,                       SLE_UINT16,                 SLV_186, SL_MAX_VERSION),
};

struct OBJSChunkHandler : ChunkHandler {
	OBJSChunkHandler() : ChunkHandler('OBJS', CH_TABLE) {}

	void Save() const override
	{
		SlTableHeader(_object_desc);

		/* Write the objects */
		for (Object *o : Object::Iterate()) {
			SlSetArrayIndex(o->index);
			SlObject(o, _object_desc);
		}
	}

	void Load() const override
	{
		const std::vector<SaveLoad> slt = SlCompatTableHeader(_object_desc, _object_sl_compat);

		int index;
		while ((index = SlIterateArray()) != -1) {
			Object *o = new (index) Object();
			SlObject(o, slt);
		}
	}

	void FixPointers() const override
	{
		for (Object *o : Object::Iterate()) {
			SlObject(o, _object_desc);
			if (IsSavegameVersionBefore(SLV_148) && !IsTileType(o->location.tile, MP_OBJECT)) {
				/* Due to a small bug stale objects could remain. */
				delete o;
			}
		}
	}
};

struct OBIDChunkHandler : NewGRFMappingChunkHandler {
	OBIDChunkHandler() : NewGRFMappingChunkHandler('OBID', _object_mngr) {}
};

static const OBIDChunkHandler OBID;
static const OBJSChunkHandler OBJS;
static const ChunkHandlerRef object_chunk_handlers[] = {
	OBID,
	OBJS,
};

extern const ChunkHandlerTable _object_chunk_handlers(object_chunk_handlers);