Files @ r26005:fa9fad1bd9d6
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Location: cpp/openttd-patchpack/source/src/saveload/story_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 story_sl.cpp Code handling saving and loading of story pages */

#include "../stdafx.h"

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

#include "../story_base.h"

#include "../safeguards.h"

/** Called after load to trash broken pages. */
void AfterLoadStoryBook()
{
	if (IsSavegameVersionBefore(SLV_185)) {
		/* Trash all story pages and page elements because
		 * they were saved with wrong data types.
		 */
		_story_page_element_pool.CleanPool();
		_story_page_pool.CleanPool();
	}
}

static const SaveLoad _story_page_elements_desc[] = {
	SLE_CONDVAR(StoryPageElement, sort_value,    SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPageElement, sort_value,    SLE_UINT32,                 SLV_185, SL_MAX_VERSION),
	    SLE_VAR(StoryPageElement, page,          SLE_UINT16),
	SLE_CONDVAR(StoryPageElement, type,          SLE_FILE_U16 | SLE_VAR_U8,  SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPageElement, type,          SLE_UINT8,                  SLV_185, SL_MAX_VERSION),
	    SLE_VAR(StoryPageElement, referenced_id, SLE_UINT32),
	    SLE_STR(StoryPageElement, text,          SLE_STR | SLF_ALLOW_CONTROL, 0),
};

struct STPEChunkHandler : ChunkHandler {
	STPEChunkHandler() : ChunkHandler('STPE', CH_TABLE) {}

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

		for (StoryPageElement *s : StoryPageElement::Iterate()) {
			SlSetArrayIndex(s->index);
			SlObject(s, _story_page_elements_desc);
		}
	}

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

		int index;
		uint32 max_sort_value = 0;
		while ((index = SlIterateArray()) != -1) {
			StoryPageElement *s = new (index) StoryPageElement();
			SlObject(s, slt);
			if (s->sort_value > max_sort_value) {
				max_sort_value = s->sort_value;
			}
		}
		/* Update the next sort value, so that the next
		 * created page is shown after all existing pages.
		 */
		_story_page_element_next_sort_value = max_sort_value + 1;
	}
};

static const SaveLoad _story_pages_desc[] = {
	SLE_CONDVAR(StoryPage, sort_value, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPage, sort_value, SLE_UINT32,                 SLV_185, SL_MAX_VERSION),
	    SLE_VAR(StoryPage, date,       SLE_UINT32),
	SLE_CONDVAR(StoryPage, company,    SLE_FILE_U16 | SLE_VAR_U8,  SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPage, company,    SLE_UINT8,                  SLV_185, SL_MAX_VERSION),
	    SLE_STR(StoryPage, title,      SLE_STR | SLF_ALLOW_CONTROL, 0),
};

struct STPAChunkHandler : ChunkHandler {
	STPAChunkHandler() : ChunkHandler('STPA', CH_TABLE) {}

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

		for (StoryPage *s : StoryPage::Iterate()) {
			SlSetArrayIndex(s->index);
			SlObject(s, _story_pages_desc);
		}
	}

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

		int index;
		uint32 max_sort_value = 0;
		while ((index = SlIterateArray()) != -1) {
			StoryPage *s = new (index) StoryPage();
			SlObject(s, slt);
			if (s->sort_value > max_sort_value) {
				max_sort_value = s->sort_value;
			}
		}
		/* Update the next sort value, so that the next
		 * created page is shown after all existing pages.
		 */
		_story_page_next_sort_value = max_sort_value + 1;
	}
};

static const STPEChunkHandler STPE;
static const STPAChunkHandler STPA;
static const ChunkHandlerRef story_page_chunk_handlers[] = {
	STPE,
	STPA,
};

extern const ChunkHandlerTable _story_page_chunk_handlers(story_page_chunk_handlers);