Mercurial > hg > openttd
changeset 3027:2b0a137c4034 draft
(svn r3607) - Fix indenting of PerformanceRatingDetailWndProc()
author | peter1138 <peter1138@openttd.org> |
---|---|
date | Thu, 16 Feb 2006 20:51:06 +0000 |
parents | 093ebd4b0d9a |
children | 9515c589d990 |
files | graph_gui.c |
diffstat | 1 files changed, 158 insertions(+), 156 deletions(-) [+] |
line wrap: on
line diff
--- a/graph_gui.c +++ b/graph_gui.c @@ -883,176 +883,178 @@ static void PerformanceRatingDetailWndProc(Window *w, WindowEvent *e) { switch (e->event) { - case WE_PAINT: { - int val, needed, score, i; - byte owner, x; - uint16 y=14; - int total_score = 0; - int color_done, color_notdone; + case WE_PAINT: { + int val, needed, score, i; + byte owner, x; + uint16 y=14; + int total_score = 0; + int color_done, color_notdone; + + // Draw standard stuff + DrawWindowWidgets(w); + + // The player of which we check the detail performance rating + owner = FindFirstBit(w->click_state) - 13; - // Draw standard stuff - DrawWindowWidgets(w); + // Paint the player icons + for (i=0;i<MAX_PLAYERS;i++) { + if (!GetPlayer(i)->is_active) { + // Check if we have the player as an active player + if (!(w->disabled_state & (1 << (i+13)))) { + // Bah, player gone :( + w->disabled_state += 1 << (i+13); + // Is this player selected? If so, select first player (always save? :s) + if (w->click_state == 1U << (i + 13)) + w->click_state = 1 << 13; + // We need a repaint + SetWindowDirty(w); + } + continue; + } - // The player of which we check the detail performance rating - owner = FindFirstBit(w->click_state) - 13; + // Check if we have the player marked as inactive + if ((w->disabled_state & (1 << (i+13)))) { + // New player! Yippie :p + w->disabled_state -= 1 << (i+13); + // We need a repaint + SetWindowDirty(w); + } + + if (i == owner) x = 1; else x = 0; + DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x); + } + + // The colors used to show how the progress is going + color_done = _color_list[6].window_color_1b; + color_notdone = _color_list[4].window_color_1b; - // Paint the player icons - for (i=0;i<MAX_PLAYERS;i++) { - if (!GetPlayer(i)->is_active) { - // Check if we have the player as an active player - if (!(w->disabled_state & (1 << (i+13)))) { - // Bah, player gone :( - w->disabled_state += 1 << (i+13); - // Is this player selected? If so, select first player (always save? :s) - if (w->click_state == 1U << (i + 13)) - w->click_state = 1 << 13; - // We need a repaint - SetWindowDirty(w); - } - continue; - } + // Draw all the score parts + for (i=0;i<NUM_SCORE;i++) { + y += 20; + val = _score_part[owner][i]; + needed = _score_info[i].needed; + score = _score_info[i].score; + // SCORE_TOTAL has his own rulez ;) + if (i == SCORE_TOTAL) { + needed = total_score; + score = SCORE_MAX; + } else { + total_score += score; + } + + DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, 0); + + // Draw the score + SetDParam(0, score); + DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, 0); + + // Calculate the %-bar + if (val > needed) x = 50; + else if (val == 0) x = 0; + else x = ((val * 50) / needed); + + // SCORE_LOAN is inversed + if (val < 0 && i == SCORE_LOAN) + x = 0; + + // Draw the bar + if (x != 0) + GfxFillRect(112, y-2, x + 112, y+10, color_done); + if (x != 50) + GfxFillRect(x + 112, y-2, 50 + 112, y+10, color_notdone); - // Check if we have the player marked as inactive - if ((w->disabled_state & (1 << (i+13)))) { - // New player! Yippie :p - w->disabled_state -= 1 << (i+13); - // We need a repaint - SetWindowDirty(w); - } + // Calculate the % + if (val > needed) x = 100; + else x = ((val * 100) / needed); + + // SCORE_LOAN is inversed + if (val < 0 && i == SCORE_LOAN) + x = 0; + + // Draw it + SetDParam(0, x); + DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, 0); + + // SCORE_LOAN is inversed + if (i == SCORE_LOAN) + val = needed - val; - if (i == owner) x = 1; else x = 0; - DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x); + // Draw the amount we have against what is needed + // For some of them it is in currency format + SetDParam(0, val); + SetDParam(1, needed); + switch (i) { + case SCORE_MIN_PROFIT: + case SCORE_MIN_INCOME: + case SCORE_MAX_INCOME: + case SCORE_MONEY: + case SCORE_LOAN: + DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, 0); + break; + default: + DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, 0); + } + } + + break; } - // The colors used to show how the progress is going - color_done = _color_list[6].window_color_1b; - color_notdone = _color_list[4].window_color_1b; - - // Draw all the score parts - for (i=0;i<NUM_SCORE;i++) { - y += 20; - val = _score_part[owner][i]; - needed = _score_info[i].needed; - score = _score_info[i].score; - // SCORE_TOTAL has his own rulez ;) - if (i == SCORE_TOTAL) { - needed = total_score; - score = SCORE_MAX; - } else - total_score += score; - - DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, 0); - - // Draw the score - SetDParam(0, score); - DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, 0); + case WE_CLICK: + // Check which button is clicked + if (IS_INT_INSIDE(e->click.widget, 13, 21)) { + // Is it no on disable? + if ((w->disabled_state & (1 << e->click.widget)) == 0) { + w->click_state = 1 << e->click.widget; + SetWindowDirty(w); + } + } + break; - // Calculate the %-bar - if (val > needed) x = 50; - else if (val == 0) x = 0; - else x = ((val * 50) / needed); - - // SCORE_LOAN is inversed - if (val < 0 && i == SCORE_LOAN) - x = 0; - - // Draw the bar - if (x != 0) - GfxFillRect(112, y-2, x + 112, y+10, color_done); - if (x != 50) - GfxFillRect(x + 112, y-2, 50 + 112, y+10, color_notdone); - - // Calculate the % - if (val > needed) x = 100; - else x = ((val * 100) / needed); - - // SCORE_LOAN is inversed - if (val < 0 && i == SCORE_LOAN) - x = 0; - - // Draw it - SetDParam(0, x); - DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, 0); - - // SCORE_LOAN is inversed - if (i == SCORE_LOAN) - val = needed - val; + case WE_CREATE: { + int i; + Player *p2; + w->hidden_state = 0; + w->disabled_state = 0; - // Draw the amount we have against what is needed - // For some of them it is in currency format - SetDParam(0, val); - SetDParam(1, needed); - switch (i) { - case SCORE_MIN_PROFIT: - case SCORE_MIN_INCOME: - case SCORE_MAX_INCOME: - case SCORE_MONEY: - case SCORE_LOAN: - DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, 0); - break; - default: - DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, 0); + // Hide the player who are not active + for (i=0;i<MAX_PLAYERS;i++) { + if (!GetPlayer(i)->is_active) { + w->disabled_state += 1 << (i+13); + } } - } - - break; - } + // Update all player stats with the current data + // (this is because _score_info is not saved to a savegame) + FOR_ALL_PLAYERS(p2) + if (p2->is_active) + UpdateCompanyRatingAndValue(p2, false); - case WE_CLICK: - // Check which button is clicked - if (IS_INT_INSIDE(e->click.widget, 13, 21)) { - // Is it no on disable? - if ((w->disabled_state & (1 << e->click.widget)) == 0) { - w->click_state = 1 << e->click.widget; - SetWindowDirty(w); - } - } - break; + w->custom[0] = DAY_TICKS; + w->custom[1] = 5; - case WE_CREATE: - { - int i; - Player *p2; - w->hidden_state = 0; - w->disabled_state = 0; - - // Hide the player who are not active - for (i=0;i<MAX_PLAYERS;i++) { - if (!GetPlayer(i)->is_active) { - w->disabled_state += 1 << (i+13); - } - } - // Update all player stats with the current data - // (this is because _score_info is not saved to a savegame) - FOR_ALL_PLAYERS(p2) - if (p2->is_active) - UpdateCompanyRatingAndValue(p2, false); - - w->custom[0] = DAY_TICKS; - w->custom[1] = 5; - - w->click_state = 1 << 13; + w->click_state = 1 << 13; SetWindowDirty(w); - } - break; - case WE_TICK: - { - // Update the player score every 5 days - if (--w->custom[0] == 0) { - w->custom[0] = DAY_TICKS; - if (--w->custom[1] == 0) { - Player *p2; - w->custom[1] = 5; - FOR_ALL_PLAYERS(p2) - // Skip if player is not active - if (p2->is_active) - UpdateCompanyRatingAndValue(p2, false); - SetWindowDirty(w); - } - } - } - break; + + break; + } + + case WE_TICK: { + // Update the player score every 5 days + if (--w->custom[0] == 0) { + w->custom[0] = DAY_TICKS; + if (--w->custom[1] == 0) { + Player *p2; + w->custom[1] = 5; + FOR_ALL_PLAYERS(p2) + // Skip if player is not active + if (p2->is_active) + UpdateCompanyRatingAndValue(p2, false); + SetWindowDirty(w); + } + } + + break; + } } }