mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-06 06:32:56 +01:00
Change PromptMode members to new codestyle
This commit is contained in:
@@ -204,9 +204,9 @@ namespace OpenRCT2::Ui::Windows
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WindowBase* SavePromptOpen()
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{
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PromptMode prompt_mode = gSavePromptMode;
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if (prompt_mode == PromptMode::Quit)
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if (prompt_mode == PromptMode::quit)
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{
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prompt_mode = PromptMode::SaveBeforeQuit;
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prompt_mode = PromptMode::saveBeforeQuit;
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}
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// do not show save prompt if we're in the title demo and click on load game
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@@ -446,7 +446,7 @@ namespace OpenRCT2::Ui::Windows
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case DDIDX_NEW_GAME:
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{
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auto loadOrQuitAction = LoadOrQuitAction(
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LoadOrQuitModes::OpenSavePrompt, PromptMode::SaveBeforeNewGame);
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LoadOrQuitModes::OpenSavePrompt, PromptMode::saveBeforeNewGame);
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GameActions::Execute(&loadOrQuitAction);
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break;
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}
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@@ -505,7 +505,7 @@ namespace OpenRCT2::Ui::Windows
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windowMgr->CloseByClass(WindowClass::ManageTrackDesign);
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windowMgr->CloseByClass(WindowClass::TrackDeletePrompt);
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auto loadOrQuitAction = LoadOrQuitAction(
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LoadOrQuitModes::OpenSavePrompt, PromptMode::SaveBeforeQuit);
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LoadOrQuitModes::OpenSavePrompt, PromptMode::saveBeforeQuit);
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GameActions::Execute(&loadOrQuitAction);
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break;
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}
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@@ -395,7 +395,7 @@ namespace OpenRCT2
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void Quit() override
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{
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gSavePromptMode = PromptMode::Quit;
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gSavePromptMode = PromptMode::quit;
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ContextOpenWindow(WindowClass::SavePrompt);
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}
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@@ -651,7 +651,7 @@ void GameLoadOrQuitNoSavePrompt()
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{
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switch (gSavePromptMode)
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{
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case PromptMode::SaveBeforeLoad:
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case PromptMode::saveBeforeLoad:
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{
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auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::CloseSavePrompt);
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GameActions::Execute(&loadOrQuitAction);
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@@ -669,7 +669,7 @@ void GameLoadOrQuitNoSavePrompt()
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}
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break;
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}
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case PromptMode::SaveBeforeQuit:
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case PromptMode::saveBeforeQuit:
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{
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auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::CloseSavePrompt);
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GameActions::Execute(&loadOrQuitAction);
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@@ -687,7 +687,7 @@ void GameLoadOrQuitNoSavePrompt()
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context->SetActiveScene(context->GetTitleScene());
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break;
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}
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case PromptMode::SaveBeforeNewGame:
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case PromptMode::saveBeforeNewGame:
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{
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auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::CloseSavePrompt);
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GameActions::Execute(&loadOrQuitAction);
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@@ -22,11 +22,11 @@ class LoadOrQuitAction final : public GameActionBase<GameCommand::LoadOrQuit>
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{
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private:
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LoadOrQuitModes _mode{};
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PromptMode _savePromptMode{ PromptMode::SaveBeforeLoad };
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PromptMode _savePromptMode{ PromptMode::saveBeforeLoad };
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public:
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LoadOrQuitAction() = default;
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LoadOrQuitAction(LoadOrQuitModes mode, PromptMode savePromptMode = PromptMode::SaveBeforeLoad);
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LoadOrQuitAction(LoadOrQuitModes mode, PromptMode savePromptMode = PromptMode::saveBeforeLoad);
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void AcceptParameters(GameActionParameterVisitor& visitor) override;
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@@ -196,11 +196,11 @@ constexpr int32_t WC_TILE_INSPECTOR__WIDX_BANNER_SPINNER_HEIGHT_DECREASE = 30;
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enum class PromptMode : uint8_t
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{
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SaveBeforeLoad = 0,
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SaveBeforeQuit,
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SaveBeforeQuit2,
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SaveBeforeNewGame,
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Quit
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saveBeforeLoad = 0,
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saveBeforeQuit,
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saveBeforeQuit2,
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saveBeforeNewGame,
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quit
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};
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enum BTM_TOOLBAR_DIRTY_FLAGS
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@@ -2827,7 +2827,7 @@ void NetworkBase::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connecti
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else
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{
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// Something went wrong, game is not loaded. Return to main screen.
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auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::OpenSavePrompt, PromptMode::SaveBeforeQuit);
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auto loadOrQuitAction = LoadOrQuitAction(LoadOrQuitModes::OpenSavePrompt, PromptMode::saveBeforeQuit);
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GameActions::Execute(&loadOrQuitAction);
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}
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if (has_to_free)
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