(svn r18118) -Codechange: improve behaviour of the engine lists (both build vehicle/autoreplace) w.r.t. large(r) fonts and RTL. RTL support for 'wider than usual' vehicles is still needed though.

pull/155/head
rubidium 15 years ago
parent 95e1684841
commit 495461bc79

@ -28,6 +28,7 @@
#include "table/strings.h"
uint GetEngineListHeight(VehicleType type);
void DrawEngineList(VehicleType type, int x, int r, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, bool show_count, GroupID selected_group);
/** Widget numbers of the autoreplace GUI. */
@ -226,11 +227,8 @@ public:
this->InitNested(desc, vehicletype);
this->vscroll.SetCapacity(this->GetWidget<NWidgetBase>(RVW_WIDGET_LEFT_MATRIX)->current_y / this->resize.step_height);
this->vscroll2.SetCapacity(this->vscroll.GetCapacity()); // these two are always the same
this->GetWidget<NWidgetCore>(RVW_WIDGET_LEFT_MATRIX)->widget_data =
this->GetWidget<NWidgetCore>(RVW_WIDGET_RIGHT_MATRIX)->widget_data = (this->vscroll.GetCapacity() << MAT_ROW_START) + (1 << MAT_COL_START);
/* Update the scrollbars/matrix 'definitions' */
this->OnResize();
this->owner = _local_company;
this->sel_group = id_g;
@ -241,8 +239,8 @@ public:
switch (widget) {
case RVW_WIDGET_LEFT_MATRIX:
case RVW_WIDGET_RIGHT_MATRIX:
resize->height = GetVehicleListHeight((VehicleType)this->window_number);
size->height = (resize->height <= 14 ? 8 : 4) * resize->height;
resize->height = GetEngineListHeight((VehicleType)this->window_number);
size->height = (this->window_number <= VEH_ROAD ? 8 : 4) * resize->height;
break;
case RVW_WIDGET_LEFT_DETAILS:

@ -35,6 +35,16 @@
#include "table/sprites.h"
#include "table/strings.h"
/**
* Get the height of a single 'entry' in the engine lists.
* @param type the vehicle type to get the height of
* @return the height for the entry
*/
uint GetEngineListHeight(VehicleType type)
{
return max<uint>(FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM, GetVehicleListHeight(type));
}
enum BuildVehicleWidgets {
BUILD_VEHICLE_WIDGET_CLOSEBOX = 0,
BUILD_VEHICLE_WIDGET_CAPTION,
@ -678,7 +688,7 @@ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number)
/** Engine drawing loop
* @param type Type of vehicle (VEH_*)
* @param x The left most location of the list
* @param l The left most location of the list
* @param r The right most location of the list
* @param y The top most location of teh list
* @param eng_list What engines to draw
@ -688,38 +698,28 @@ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number)
* @param show_count Whether to show the amount of engines or not
* @param selected_group the group to list the engines of
*/
void DrawEngineList(VehicleType type, int x, int r, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, bool show_count, GroupID selected_group)
void DrawEngineList(VehicleType type, int l, int r, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, bool show_count, GroupID selected_group)
{
byte step_size = GetVehicleListHeight(type);
byte x_offset = 0;
byte y_offset = 0;
static const int sprite_widths[] = { 60, 60, 76, 67 };
static const int sprite_y_offsets[] = { -1, -1, -2, -2 };
/* Obligatory sanity checks! */
assert((uint)type < lengthof(sprite_widths));
assert_compile(lengthof(sprite_y_offsets) == lengthof(sprite_widths));
assert(max <= eng_list->Length());
switch (type) {
case VEH_TRAIN:
x++; // train and road vehicles use the same offset, except trains are one more pixel to the right
/* Fallthough */
case VEH_ROAD:
x += 26;
x_offset = 30;
y += 2;
y_offset = 4;
break;
case VEH_SHIP:
x += 35;
x_offset = 40;
y += 7;
y_offset = 3;
break;
case VEH_AIRCRAFT:
x += 27;
x_offset = 33;
y += 7;
y_offset = 3;
break;
default: NOT_REACHED();
}
bool rtl = _dynlang.text_dir == TD_RTL;
int step_size = GetEngineListHeight(type);
int sprite_width = sprite_widths[type];
int sprite_x = (rtl ? r - sprite_width / 2 : l + sprite_width / 2) - 1;
int sprite_y_offset = sprite_y_offsets[type] + step_size / 2;
int text_left = l + (rtl ? WD_FRAMERECT_LEFT : sprite_width);
int text_right = r - (rtl ? sprite_width : WD_FRAMERECT_RIGHT);
int normal_text_y_offset = (step_size - FONT_HEIGHT_NORMAL) / 2;
int small_text_y_offset = step_size - FONT_HEIGHT_SMALL - WD_FRAMERECT_BOTTOM - 1;
for (; min < max; min++, y += step_size) {
const EngineID engine = (*eng_list)[min];
@ -727,11 +727,11 @@ void DrawEngineList(VehicleType type, int x, int r, int y, const GUIEngineList *
const uint num_engines = GetGroupNumEngines(_local_company, selected_group, engine);
SetDParam(0, engine);
DrawString(x + x_offset, r, y, STR_ENGINE_NAME, engine == selected_id ? TC_WHITE : TC_BLACK);
DrawVehicleEngine(x, y + y_offset, engine, (show_count && num_engines == 0) ? PALETTE_CRASH : GetEnginePalette(engine, _local_company));
DrawString(text_left, text_right, y + normal_text_y_offset, STR_ENGINE_NAME, engine == selected_id ? TC_WHITE : TC_BLACK);
DrawVehicleEngine(sprite_x, y + sprite_y_offset, engine, (show_count && num_engines == 0) ? PALETTE_CRASH : GetEnginePalette(engine, _local_company));
if (show_count) {
SetDParam(0, num_engines);
DrawString(x, r, y + (GetVehicleListHeight(type) == 14 ? 3 : 8), STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT);
DrawString(text_left, text_right, y + small_text_y_offset, STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT);
}
}
}
@ -837,6 +837,9 @@ struct BuildVehicleWindow : Window {
this->FinishInitNested(desc, tile == INVALID_TILE ? (int)type : tile);
/* Update the scrollbars/matrix 'definitions' */
this->OnResize();
this->eng_list.ForceRebuild();
this->GenerateBuildList(); // generate the list, since we need it in the next line
/* Select the first engine in the list as default when opening the window */
@ -1090,7 +1093,7 @@ struct BuildVehicleWindow : Window {
{
switch (widget) {
case BUILD_VEHICLE_WIDGET_LIST:
resize->height = GetVehicleListHeight(this->vehicle_type);
resize->height = GetEngineListHeight(this->vehicle_type);
size->height = 3 * resize->height;
break;

Loading…
Cancel
Save