(svn r7094) -Codechange: Get rid of the window-specific code in DoZoomInOutWindow (enable, disable

buttons depending on calling window, game-mode); handle it by broadcasting messages
 to the calling window, because that knows how and what buttons to set.
This commit is contained in:
Darkvater
2006-11-07 13:06:02 +00:00
parent e90bc1681f
commit 65e051fe93
5 changed files with 42 additions and 40 deletions

View File

@@ -375,6 +375,21 @@ Point GetTileZoomCenterWindow(bool in, Window * w)
return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
}
/** Update the status of the zoom-buttons according to the zoom-level
* of the viewport. This will update their status and invalidate accordingly
* @param window pointer to the window that has the zoom buttons
* @param vp pointer to the viewport whose zoom-level the buttons represent
* @param widget_zoom_in widget index for window with zoom-in button
* @param widget_zoom_out widget index for window with zoom-out button */
void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
{
SetWindowWidgetDisabledState(w, widget_zoom_in, vp->zoom == 0);
InvalidateWidget(w, widget_zoom_in);
SetWindowWidgetDisabledState(w, widget_zoom_out, vp->zoom == 2);
InvalidateWidget(w, widget_zoom_out);
}
void DrawGroundSpriteAt(uint32 image, int32 x, int32 y, byte z)
{
ViewportDrawer *vd = _cur_vd;