Merge branch 'master' into jgrpp
# Conflicts: # .github/workflows/ci-build.yml # .github/workflows/release-linux.yml # .github/workflows/release-macos.yml # .github/workflows/release-source.yml # .github/workflows/release.yml # CMakeLists.txt # COMPILING.md # src/ai/ai_core.cpp # src/ai/ai_gui.cpp # src/bridge_gui.cpp # src/company_gui.cpp # src/console_cmds.cpp # src/core/CMakeLists.txt # src/core/smallmap_type.hpp # src/disaster_vehicle.h # src/effectvehicle_base.h # src/fontcache.cpp # src/game/game_core.cpp # src/game/game_gui.cpp # src/gamelog.cpp # src/gamelog_internal.h # src/group_gui.cpp # src/linkgraph/linkgraph.h # src/misc.cpp # src/network/core/config.h # src/network/core/udp.cpp # src/network/network_chat_gui.cpp # src/network/network_content_gui.cpp # src/network/network_gui.cpp # src/newgrf.cpp # src/newgrf_gui.cpp # src/newgrf_profiling.cpp # src/newgrf_profiling.h # src/object_gui.cpp # src/openttd.cpp # src/openttd.h # src/order_gui.cpp # src/os/windows/font_win32.cpp # src/rail_gui.cpp # src/road.cpp # src/road_gui.cpp # src/saveload/afterload.cpp # src/saveload/saveload.h # src/script/api/script_controller.cpp # src/script/api/script_roadtypelist.cpp # src/script/script_config.cpp # src/script/script_config.hpp # src/script/script_instance.cpp # src/script/script_scanner.cpp # src/script/squirrel.cpp # src/script/squirrel_helper.hpp # src/settings_gui.cpp # src/settings_internal.h # src/settings_type.h # src/table/settings/network_private_settings.ini # src/timetable_gui.cpp # src/vehicle.cpp # src/vehicle_base.h # src/window_gui.h
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@@ -180,19 +180,8 @@ public:
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} else {
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/* Check if the previously selected object class is not available anymore as a
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* result of starting a new game without the corresponding NewGRF. */
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bool available = false;
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for (uint i = 0; ObjectClass::IsClassIDValid((ObjectClassID)i); ++i) {
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if ((ObjectClassID)i == _selected_object_class) {
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available = true;
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break;
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}
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}
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if (available) {
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this->SelectOtherClass(_selected_object_class);
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} else {
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this->SelectOtherClass(this->object_classes[0]);
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}
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bool available = _selected_object_class < ObjectClass::GetClassCount();
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this->SelectOtherClass(available ? _selected_object_class : this->object_classes[0]);
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}
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if (this->CanRestoreSelectedObject()) {
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@@ -520,10 +509,10 @@ public:
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{
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switch (GB(widget, 0, 16)) {
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case WID_BO_CLASS_LIST: {
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int num_clicked = this->vscroll->GetPosition() + (pt.y - this->GetWidget<NWidgetBase>(widget)->pos_y) / this->line_height;
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if (num_clicked >= (int)this->object_classes.size()) break;
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auto it = this->vscroll->GetScrolledItemFromWidget(this->object_classes, widget, this, pt.y);
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if (it == this->object_classes.end()) break;
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this->SelectOtherClass(this->object_classes[num_clicked]);
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this->SelectOtherClass(*it);
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this->SelectFirstAvailableObject(false);
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break;
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}
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