Codechange: Use EnumBitSet for Border(Flag)s.
This commit is contained in:
committed by
Peter Nelson
parent
473728f181
commit
2560339472
@@ -479,11 +479,11 @@ struct GenerateLandscapeWindow : public Window {
|
||||
case WID_GL_RIVER_PULLDOWN: SetDParam(0, _rivers[_settings_newgame.game_creation.amount_of_rivers]); break;
|
||||
case WID_GL_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
|
||||
case WID_GL_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
|
||||
case WID_GL_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == Borders::Random) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
|
||||
case WID_GL_WATER_NE: SetDParam(0, (_settings_newgame.game_creation.water_borders == Borders::Random) ? STR_MAPGEN_BORDER_RANDOM : HasFlag(_settings_newgame.game_creation.water_borders, Borders::NorthEast) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_WATER_NW: SetDParam(0, (_settings_newgame.game_creation.water_borders == Borders::Random) ? STR_MAPGEN_BORDER_RANDOM : HasFlag(_settings_newgame.game_creation.water_borders, Borders::NorthWest) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_WATER_SE: SetDParam(0, (_settings_newgame.game_creation.water_borders == Borders::Random) ? STR_MAPGEN_BORDER_RANDOM : HasFlag(_settings_newgame.game_creation.water_borders, Borders::SouthEast) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_WATER_SW: SetDParam(0, (_settings_newgame.game_creation.water_borders == Borders::Random) ? STR_MAPGEN_BORDER_RANDOM : HasFlag(_settings_newgame.game_creation.water_borders, Borders::SouthWest) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
|
||||
case WID_GL_WATER_NE: SetDParam(0, (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? STR_MAPGEN_BORDER_RANDOM : _settings_newgame.game_creation.water_borders.Test(BorderFlag::NorthEast) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_WATER_NW: SetDParam(0, (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? STR_MAPGEN_BORDER_RANDOM : _settings_newgame.game_creation.water_borders.Test(BorderFlag::NorthWest) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_WATER_SE: SetDParam(0, (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? STR_MAPGEN_BORDER_RANDOM : _settings_newgame.game_creation.water_borders.Test(BorderFlag::SouthEast) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_WATER_SW: SetDParam(0, (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? STR_MAPGEN_BORDER_RANDOM : _settings_newgame.game_creation.water_borders.Test(BorderFlag::SouthWest) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
|
||||
case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: SetDParam(0, _rotation[_settings_newgame.game_creation.heightmap_rotation]); break;
|
||||
|
||||
case WID_GL_HEIGHTMAP_SIZE_TEXT:
|
||||
@@ -517,15 +517,15 @@ struct GenerateLandscapeWindow : public Window {
|
||||
this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == LG_ORIGINAL);
|
||||
this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == LG_ORIGINAL);
|
||||
this->SetWidgetDisabledState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges);
|
||||
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == Borders::Random,
|
||||
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BorderFlag::Random,
|
||||
WID_GL_WATER_NW, WID_GL_WATER_NE, WID_GL_WATER_SE, WID_GL_WATER_SW);
|
||||
|
||||
this->SetWidgetLoweredState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == Borders::Random);
|
||||
this->SetWidgetLoweredState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BorderFlag::Random);
|
||||
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_NW, HasFlag(_settings_newgame.game_creation.water_borders, Borders::NorthWest));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_NE, HasFlag(_settings_newgame.game_creation.water_borders, Borders::NorthEast));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_SE, HasFlag(_settings_newgame.game_creation.water_borders, Borders::SouthEast));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_SW, HasFlag(_settings_newgame.game_creation.water_borders, Borders::SouthWest));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_NW, _settings_newgame.game_creation.water_borders.Test(BorderFlag::NorthWest));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_NE, _settings_newgame.game_creation.water_borders.Test(BorderFlag::NorthEast));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_SE, _settings_newgame.game_creation.water_borders.Test(BorderFlag::SouthEast));
|
||||
this->SetWidgetLoweredState(WID_GL_WATER_SW, _settings_newgame.game_creation.water_borders.Test(BorderFlag::SouthWest));
|
||||
|
||||
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
|
||||
WID_GL_TERRAIN_PULLDOWN, WID_GL_WATER_PULLDOWN);
|
||||
@@ -829,27 +829,27 @@ struct GenerateLandscapeWindow : public Window {
|
||||
|
||||
/* Freetype map borders */
|
||||
case WID_GL_WATER_NW:
|
||||
ToggleFlag(_settings_newgame.game_creation.water_borders, Borders::NorthWest);
|
||||
_settings_newgame.game_creation.water_borders.Flip(BorderFlag::NorthWest);
|
||||
this->InvalidateData();
|
||||
break;
|
||||
|
||||
case WID_GL_WATER_NE:
|
||||
ToggleFlag(_settings_newgame.game_creation.water_borders, Borders::NorthEast);
|
||||
_settings_newgame.game_creation.water_borders.Flip(BorderFlag::NorthEast);
|
||||
this->InvalidateData();
|
||||
break;
|
||||
|
||||
case WID_GL_WATER_SE:
|
||||
ToggleFlag(_settings_newgame.game_creation.water_borders, Borders::SouthEast);
|
||||
_settings_newgame.game_creation.water_borders.Flip(BorderFlag::SouthEast);
|
||||
this->InvalidateData();
|
||||
break;
|
||||
|
||||
case WID_GL_WATER_SW:
|
||||
ToggleFlag(_settings_newgame.game_creation.water_borders, Borders::SouthWest);
|
||||
_settings_newgame.game_creation.water_borders.Flip(BorderFlag::SouthWest);
|
||||
this->InvalidateData();
|
||||
break;
|
||||
|
||||
case WID_GL_BORDERS_RANDOM:
|
||||
_settings_newgame.game_creation.water_borders = (_settings_newgame.game_creation.water_borders == Borders::Random) ? Borders::None : Borders::Random;
|
||||
_settings_newgame.game_creation.water_borders = (_settings_newgame.game_creation.water_borders == BorderFlag::Random) ? BorderFlag{} : BorderFlag::Random;
|
||||
this->InvalidateData();
|
||||
break;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user