(svn r1750) - Feature: [ 1093261 ] Saving vehicle sorting criteria for each vehicle type (bociusz)

pull/155/head
darkvater 20 years ago
parent bb680056b1
commit 0e272f2d10

@ -1021,8 +1021,7 @@ static void PlayerAircraftWndProc(Window *w, WindowEvent *e)
/* draw sorting criteria string */
DrawString(85, 15, _vehicle_sort_listing[vl->sort_type], 0x10);
/* draw arrow pointing up/down for ascending/descending sorting */
DoDrawString(
vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
DoDrawString(vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
max = min(w->vscroll.pos + w->vscroll.cap, vl->list_length);
for (i = w->vscroll.pos; i < max; ++i) {
@ -1061,6 +1060,7 @@ static void PlayerAircraftWndProc(Window *w, WindowEvent *e)
case 3: /* Flip sorting method ascending/descending */
vl->flags ^= VL_DESC;
vl->flags |= VL_RESORT;
_sorting.aircraft.order = !!(vl->flags & VL_DESC);
SetWindowDirty(w);
break;
@ -1123,18 +1123,19 @@ static void PlayerAircraftWndProc(Window *w, WindowEvent *e)
// value has changed -> resort
vl->flags |= VL_RESORT;
vl->sort_type = e->dropdown.index;
_sorting.aircraft.criteria = vl->sort_type;
// enable 'Sort By' if a sorter criteria is chosen
if (vl->sort_type != SORT_BY_UNSORTED)
w->disabled_state &= ~(1 << 3);
CLRBIT(w->disabled_state, 3);
}
SetWindowDirty(w);
break;
case WE_CREATE: /* set up resort timer */
vl->sort_list = NULL;
vl->flags = VL_REBUILD;
vl->sort_type = SORT_BY_UNSORTED;
vl->flags = VL_REBUILD | (_sorting.aircraft.order << (VL_DESC - 1));
vl->sort_type = _sorting.aircraft.criteria;
vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
break;

@ -126,4 +126,7 @@ VARDEF byte _station_show_coverage;
VARDEF PlaceProc *_place_proc;
VARDEF bool _no_button_sound;
/* vehicle_gui.c */
void InitializeGUI(void);
#endif /* GUI_H */

@ -808,8 +808,7 @@ static void PlayerRoadVehWndProc(Window *w, WindowEvent *e)
/* draw sorting criteria string */
DrawString(85, 15, _vehicle_sort_listing[vl->sort_type], 0x10);
/* draw arrow pointing up/down for ascending/descending sorting */
DoDrawString(
vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
DoDrawString(vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
max = min(w->vscroll.pos + w->vscroll.cap, vl->list_length);
for (i = w->vscroll.pos; i < max; ++i) {
@ -846,6 +845,7 @@ static void PlayerRoadVehWndProc(Window *w, WindowEvent *e)
case 3: /* Flip sorting method ascending/descending */
vl->flags ^= VL_DESC;
vl->flags |= VL_RESORT;
_sorting.roadveh.order = !!(vl->flags & VL_DESC);
SetWindowDirty(w);
break;
@ -906,18 +906,19 @@ static void PlayerRoadVehWndProc(Window *w, WindowEvent *e)
// value has changed -> resort
vl->flags |= VL_RESORT;
vl->sort_type = e->dropdown.index;
_sorting.roadveh.criteria = vl->sort_type;
// enable 'Sort By' if a sorter criteria is chosen
if (vl->sort_type != SORT_BY_UNSORTED)
w->disabled_state &= ~(1 << 3);
CLRBIT(w->disabled_state, 3);
}
SetWindowDirty(w);
break;
case WE_CREATE: /* set up resort timer */
vl->sort_list = NULL;
vl->flags = VL_REBUILD;
vl->sort_type = SORT_BY_UNSORTED;
vl->flags = VL_REBUILD | (_sorting.roadveh.order << (VL_DESC - 1));
vl->sort_type = _sorting.roadveh.criteria;
vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
break;
@ -935,7 +936,6 @@ static void PlayerRoadVehWndProc(Window *w, WindowEvent *e)
}
break;
case WE_RESIZE:
/* Update the scroll + matrix */
w->vscroll.cap += e->sizing.diff.y / PLY_WND_PRC__SIZE_OF_ROW_SMALL;

@ -965,8 +965,7 @@ static void PlayerShipsWndProc(Window *w, WindowEvent *e)
/* draw sorting criteria string */
DrawString(85, 15, _vehicle_sort_listing[vl->sort_type], 0x10);
/* draw arrow pointing up/down for ascending/descending sorting */
DoDrawString(
vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
DoDrawString(vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
max = min(w->vscroll.pos + w->vscroll.cap, vl->list_length);
for (i = w->vscroll.pos; i < max; ++i) {
@ -1005,6 +1004,7 @@ static void PlayerShipsWndProc(Window *w, WindowEvent *e)
case 3: /* Flip sorting method ascending/descending */
vl->flags ^= VL_DESC;
vl->flags |= VL_RESORT;
_sorting.ship.order = !!(vl->flags & VL_DESC);
SetWindowDirty(w);
break;
case 4: case 5:/* Select sorting criteria dropdown menu */
@ -1066,18 +1066,19 @@ static void PlayerShipsWndProc(Window *w, WindowEvent *e)
// value has changed -> resort
vl->flags |= VL_RESORT;
vl->sort_type = e->dropdown.index;
_sorting.ship.criteria = vl->sort_type;
// enable 'Sort By' if a sorter criteria is chosen
if (vl->sort_type != SORT_BY_UNSORTED)
w->disabled_state &= ~(1 << 3);
CLRBIT(w->disabled_state, 3);
}
SetWindowDirty(w);
break;
case WE_CREATE: /* set up resort timer */
vl->sort_list = NULL;
vl->flags = VL_REBUILD;
vl->sort_type = SORT_BY_UNSORTED;
vl->flags = VL_REBUILD | (_sorting.ship.order << (VL_DESC - 1));
vl->sort_type = _sorting.ship.criteria;
vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
break;

@ -1307,8 +1307,7 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
/* draw sorting criteria string */
DrawString(85, 15, _vehicle_sort_listing[vl->sort_type], 0x10);
/* draw arrow pointing up/down for ascending/descending sorting */
DoDrawString(
vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
DoDrawString(vl->flags & VL_DESC ? "\xAA" : "\xA0", 69, 15, 0x10);
max = min(w->vscroll.pos + w->vscroll.cap, vl->list_length);
for (i = w->vscroll.pos; i < max; ++i) {
@ -1347,6 +1346,7 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
case 3: /* Flip sorting method ascending/descending */
vl->flags ^= VL_DESC;
vl->flags |= VL_RESORT;
_sorting.train.order = !!(vl->flags & VL_DESC);
SetWindowDirty(w);
break;
@ -1409,18 +1409,19 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
// value has changed -> resort
vl->flags |= VL_RESORT;
vl->sort_type = e->dropdown.index;
_sorting.train.criteria = vl->sort_type;
// enable 'Sort By' if a sorter criteria is chosen
if (vl->sort_type != SORT_BY_UNSORTED)
w->disabled_state &= ~(1 << 3);
CLRBIT(w->disabled_state, 3);
}
SetWindowDirty(w);
break;
case WE_CREATE: /* set up resort timer */
vl->sort_list = NULL;
vl->flags = VL_REBUILD;
vl->sort_type = SORT_BY_UNSORTED;
vl->flags = VL_REBUILD | (_sorting.train.order << (VL_DESC - 1));
vl->sort_type = _sorting.train.criteria;
vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
break;

@ -721,6 +721,7 @@ int ttd_main(int argc, char* argv[])
// initialize the ingame console
IConsoleInit();
InitializeGUI();
IConsoleCmdExec("exec scripts/autoexec.scr 0");
InitPlayerRandoms();

@ -1011,3 +1011,8 @@ void ShowReplaceVehicleWindow(byte vehicletype)
WP(w,replaceveh_d).vehicletype = vehicletype;
w->vscroll2.cap = w->vscroll.cap; // these two are always the same
}
void InitializeGUI(void)
{
memset(&_sorting, 0, sizeof(_sorting));
}

@ -45,12 +45,26 @@ extern const StringID _vehicle_sort_listing[];
extern const StringID _rail_types_list[];
enum VehicleSortTypes {
VEHTRAIN = 0,
VEHROAD = 1,
VEHSHIP = 2,
VEHAIRCRAFT = 3
VEHTRAIN = 0,
VEHROAD = 1,
VEHSHIP = 2,
VEHAIRCRAFT = 3
};
typedef struct Listing {
bool order; // Ascending/descending?
byte criteria; // Sorting criteria
} Listing;
typedef struct Sorting {
Listing aircraft;
Listing roadveh;
Listing ship;
Listing train;
} Sorting;
VARDEF Sorting _sorting;
enum {
PLY_WND_PRC__OFFSET_TOP_WIDGET = 26,
PLY_WND_PRC__SIZE_OF_ROW_SMALL = 26,

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