Codechange: Make vehicle lists internally support grouping of vehicles

This is in preparation for the new UI feature that allows grouping by shared orders.
pull/217/head
Bernard Teo 5 years ago committed by Patric Stout
parent 86e08aa8ef
commit 584df548f1

@ -341,24 +341,12 @@ public:
this->vscroll = this->GetScrollbar(WID_GL_LIST_VEHICLE_SCROLLBAR);
this->group_sb = this->GetScrollbar(WID_GL_LIST_GROUP_SCROLLBAR);
switch (this->vli.vtype) {
default: NOT_REACHED();
case VEH_TRAIN: this->sorting = &_sorting.train; break;
case VEH_ROAD: this->sorting = &_sorting.roadveh; break;
case VEH_SHIP: this->sorting = &_sorting.ship; break;
case VEH_AIRCRAFT: this->sorting = &_sorting.aircraft; break;
}
this->vli.index = ALL_GROUP;
this->vehicle_sel = INVALID_VEHICLE;
this->group_sel = INVALID_GROUP;
this->group_rename = INVALID_GROUP;
this->group_over = INVALID_GROUP;
this->vehicles.SetListing(*this->sorting);
this->vehicles.ForceRebuild();
this->vehicles.NeedResort();
this->BuildVehicleList();
this->SortVehicleList();
@ -382,7 +370,7 @@ public:
~VehicleGroupWindow()
{
*this->sorting = this->vehicles.GetListing();
*this->sorting = this->vehgroups.GetListing();
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
@ -453,10 +441,10 @@ public:
{
if (data == 0) {
/* This needs to be done in command-scope to enforce rebuilding before resorting invalid data */
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
this->groups.ForceRebuild();
} else {
this->vehicles.ForceResort();
this->vehgroups.ForceResort();
this->groups.ForceResort();
}
@ -509,8 +497,8 @@ public:
this->BuildGroupList(this->owner);
this->group_sb->SetCount((uint)this->groups.size());
this->vscroll->SetCount((uint)this->vehicles.size());
this->group_sb->SetCount(static_cast<int>(this->groups.size()));
this->vscroll->SetCount(static_cast<int>(this->vehgroups.size()));
/* The drop down menu is out, *but* it may not be used, retract it. */
if (this->vehicles.size() == 0 && this->IsWidgetLowered(WID_GL_MANAGE_VEHICLES_DROPDOWN)) {
@ -550,7 +538,7 @@ public:
this->GetWidget<NWidgetCore>(WID_GL_REPLACE_PROTECTION)->widget_data = protect_sprite + this->vli.vtype;
/* Set text of sort by dropdown */
this->GetWidget<NWidgetCore>(WID_GL_SORT_BY_DROPDOWN)->widget_data = this->vehicle_sorter_names[this->vehicles.SortType()];
this->GetWidget<NWidgetCore>(WID_GL_SORT_BY_DROPDOWN)->widget_data = this->vehicle_group_none_sorter_names[this->vehgroups.SortType()];
this->DrawWidgets();
}
@ -623,16 +611,16 @@ public:
}
case WID_GL_SORT_BY_ORDER:
this->DrawSortButtonState(WID_GL_SORT_BY_ORDER, this->vehicles.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
this->DrawSortButtonState(WID_GL_SORT_BY_ORDER, this->vehgroups.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
break;
case WID_GL_LIST_VEHICLE:
if (this->vli.index != ALL_GROUP) {
/* Mark vehicles which are in sub-groups */
if (this->vli.index != ALL_GROUP && this->grouping == GB_NONE) {
/* Mark vehicles which are in sub-groups (only if we are not using shared order coalescing) */
int y = r.top;
uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), (uint)this->vehicles.size());
uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), static_cast<uint>(this->vehgroups.size()));
for (uint i = this->vscroll->GetPosition(); i < max; ++i) {
const Vehicle *v = this->vehicles[i];
const Vehicle *v = this->vehgroups[i].GetSingleVehicle();
if (v->group_id != this->vli.index) {
GfxFillRect(r.left + 1, y + 1, r.right - 1, y + this->resize.step_height - 2, _colour_gradient[COLOUR_GREY][3], FILLRECT_CHECKER);
}
@ -658,18 +646,18 @@ public:
{
switch (widget) {
case WID_GL_SORT_BY_ORDER: // Flip sorting method ascending/descending
this->vehicles.ToggleSortOrder();
this->vehgroups.ToggleSortOrder();
this->SetDirty();
break;
case WID_GL_SORT_BY_DROPDOWN: // Select sorting criteria dropdown menu
ShowDropDownMenu(this, this->vehicle_sorter_names, this->vehicles.SortType(), WID_GL_SORT_BY_DROPDOWN, 0, (this->vli.vtype == VEH_TRAIN || this->vli.vtype == VEH_ROAD) ? 0 : (1 << 10));
ShowDropDownMenu(this, this->GetVehicleSorterNames(), this->vehgroups.SortType(), WID_GL_SORT_BY_DROPDOWN, 0, (this->vli.vtype == VEH_TRAIN || this->vli.vtype == VEH_ROAD) ? 0 : (1 << 10));
return;
case WID_GL_ALL_VEHICLES: // All vehicles button
if (!IsAllGroupID(this->vli.index)) {
this->vli.index = ALL_GROUP;
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
this->SetDirty();
}
break;
@ -677,7 +665,7 @@ public:
case WID_GL_DEFAULT_VEHICLES: // Ungrouped vehicles button
if (!IsDefaultGroupID(this->vli.index)) {
this->vli.index = DEFAULT_GROUP;
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
this->SetDirty();
}
break;
@ -717,17 +705,17 @@ public:
SetObjectToPlaceWnd(SPR_CURSOR_MOUSE, PAL_NONE, HT_DRAG, this);
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
this->SetDirty();
break;
}
case WID_GL_LIST_VEHICLE: { // Matrix Vehicle
uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_GL_LIST_VEHICLE);
if (id_v >= this->vehicles.size()) return; // click out of list bound
if (id_v >= this->vehgroups.size()) return; // click out of list bound
const Vehicle *v = this->vehicles[id_v];
if (VehicleClicked(v)) break;
const GUIVehicleGroup &vehgroup = this->vehgroups[id_v];
const Vehicle * const v = vehgroup.GetSingleVehicle();
this->vehicle_sel = v->index;
@ -851,13 +839,13 @@ public:
this->SetDirty();
uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_GL_LIST_VEHICLE);
if (id_v >= this->vehicles.size()) return; // click out of list bound
if (id_v >= this->vehgroups.size()) return; // click out of list bound
const Vehicle *v = this->vehicles[id_v];
const GUIVehicleGroup &vehgroup = this->vehgroups[id_v];
const Vehicle *v = vehgroup.GetSingleVehicle();
if (!VehicleClicked(v) && vindex == v->index) {
ShowVehicleViewWindow(v);
}
break;
}
}
}
@ -886,7 +874,7 @@ public:
{
switch (widget) {
case WID_GL_SORT_BY_DROPDOWN:
this->vehicles.SetSortType(index);
this->vehgroups.SetSortType(index);
break;
case WID_GL_MANAGE_VEHICLES_DROPDOWN:
@ -924,7 +912,7 @@ public:
void OnGameTick() override
{
if (this->groups.NeedResort() || this->vehicles.NeedResort()) {
if (this->groups.NeedResort() || this->vehgroups.NeedResort()) {
this->SetDirty();
}
}
@ -1019,7 +1007,7 @@ public:
}
this->group_sb->ScrollTowards(id_g);
}
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
this->SetDirty();
}

@ -39,40 +39,50 @@
#include "safeguards.h"
#include <algorithm>
BaseVehicleListWindow::GroupBy _grouping[VLT_END][VEH_COMPANY_END];
Sorting _sorting[BaseVehicleListWindow::GB_END];
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleNumberSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleNameSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleAgeSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleProfitThisYearSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleProfitLastYearSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleCargoSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleReliabilitySorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleMaxSpeedSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleModelSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleValueSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleLengthSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleTimeToLiveSorter;
static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleTimetableDelaySorter;
/** Wrapper to convert a VehicleIndividualSortFunction to a VehicleGroupSortFunction */
template <BaseVehicleListWindow::VehicleIndividualSortFunction func>
static bool VehicleIndividualToGroupSorterWrapper(GUIVehicleGroup const &a, GUIVehicleGroup const &b)
{
return func(*(a.vehicles_begin), *(b.vehicles_begin));
}
Sorting _sorting;
static GUIVehicleList::SortFunction VehicleNumberSorter;
static GUIVehicleList::SortFunction VehicleNameSorter;
static GUIVehicleList::SortFunction VehicleAgeSorter;
static GUIVehicleList::SortFunction VehicleProfitThisYearSorter;
static GUIVehicleList::SortFunction VehicleProfitLastYearSorter;
static GUIVehicleList::SortFunction VehicleCargoSorter;
static GUIVehicleList::SortFunction VehicleReliabilitySorter;
static GUIVehicleList::SortFunction VehicleMaxSpeedSorter;
static GUIVehicleList::SortFunction VehicleModelSorter;
static GUIVehicleList::SortFunction VehicleValueSorter;
static GUIVehicleList::SortFunction VehicleLengthSorter;
static GUIVehicleList::SortFunction VehicleTimeToLiveSorter;
static GUIVehicleList::SortFunction VehicleTimetableDelaySorter;
GUIVehicleList::SortFunction * const BaseVehicleListWindow::vehicle_sorter_funcs[] = {
&VehicleNumberSorter,
&VehicleNameSorter,
&VehicleAgeSorter,
&VehicleProfitThisYearSorter,
&VehicleProfitLastYearSorter,
&VehicleCargoSorter,
&VehicleReliabilitySorter,
&VehicleMaxSpeedSorter,
&VehicleModelSorter,
&VehicleValueSorter,
&VehicleLengthSorter,
&VehicleTimeToLiveSorter,
&VehicleTimetableDelaySorter,
BaseVehicleListWindow::VehicleGroupSortFunction * const BaseVehicleListWindow::vehicle_group_none_sorter_funcs[] = {
&VehicleIndividualToGroupSorterWrapper<VehicleNumberSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleNameSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleAgeSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleProfitThisYearSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleProfitLastYearSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleCargoSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleReliabilitySorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleMaxSpeedSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleModelSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleValueSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleLengthSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleTimeToLiveSorter>,
&VehicleIndividualToGroupSorterWrapper<VehicleTimetableDelaySorter>,
};
const StringID BaseVehicleListWindow::vehicle_sorter_names[] = {
const StringID BaseVehicleListWindow::vehicle_group_none_sorter_names[] = {
STR_SORT_BY_NUMBER,
STR_SORT_BY_NAME,
STR_SORT_BY_AGE,
@ -96,6 +106,31 @@ const StringID BaseVehicleListWindow::vehicle_depot_name[] = {
STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR
};
BaseVehicleListWindow::BaseVehicleListWindow(WindowDesc *desc, WindowNumber wno) : Window(desc), vli(VehicleListIdentifier::UnPack(wno))
{
this->grouping = _grouping[vli.type][vli.vtype];
this->UpdateSortingFromGrouping();
}
/**
* Get the number of digits of space required for the given number.
* @param number The number.
* @return The number of digits to allocate space for.
*/
uint CountDigitsForAllocatingSpace(uint number)
{
if (number >= 10000) return 5;
if (number >= 1000) return 4;
if (number >= 100) return 3;
/*
* When the smallest unit number is less than 10, it is
* quite likely that it will expand to become more than
* 10 quite soon.
*/
return 2;
}
/**
* Get the number of digits the biggest unit number of a set of vehicles has.
* @param vehicles The list of vehicles.
@ -108,30 +143,29 @@ uint GetUnitNumberDigits(VehicleList &vehicles)
unitnumber = max<uint>(unitnumber, v->unitnumber);
}
if (unitnumber >= 10000) return 5;
if (unitnumber >= 1000) return 4;
if (unitnumber >= 100) return 3;
/*
* When the smallest unit number is less than 10, it is
* quite likely that it will expand to become more than
* 10 quite soon.
*/
return 2;
return CountDigitsForAllocatingSpace(unitnumber);
}
void BaseVehicleListWindow::BuildVehicleList()
{
if (!this->vehicles.NeedRebuild()) return;
if (!this->vehgroups.NeedRebuild()) return;
DEBUG(misc, 3, "Building vehicle list type %d for company %d given index %d", this->vli.type, this->vli.company, this->vli.index);
this->vehgroups.clear();
GenerateVehicleSortList(&this->vehicles, this->vli);
this->unitnumber_digits = GetUnitNumberDigits(this->vehicles);
uint max_unitnumber = 0;
for (auto it = this->vehicles.begin(); it != this->vehicles.end(); ++it) {
this->vehgroups.emplace_back(it, it + 1, (*it)->GetDisplayProfitThisYear(), (*it)->GetDisplayProfitLastYear(), (*it)->age);
max_unitnumber = max<uint>(max_unitnumber, (*it)->unitnumber);
}
this->unitnumber_digits = CountDigitsForAllocatingSpace(max_unitnumber);
this->vehicles.RebuildDone();
this->vscroll->SetCount((uint)this->vehicles.size());
this->vehgroups.RebuildDone();
this->vscroll->SetCount(this->vehgroups.size());
}
/**
@ -183,7 +217,7 @@ static const Vehicle *_last_vehicle[2] = { nullptr, nullptr };
void BaseVehicleListWindow::SortVehicleList()
{
if (this->vehicles.Sort()) return;
if (this->vehgroups.Sort()) return;
/* invalidate cached values for name sorter - vehicle names could change */
_last_vehicle[0] = _last_vehicle[1] = nullptr;
@ -196,16 +230,16 @@ void DepotSortList(VehicleList *list)
}
/** draw the vehicle profit button in the vehicle list window. */
static void DrawVehicleProfitButton(const Vehicle *v, int x, int y)
static void DrawVehicleProfitButton(Date age, Money display_profit_last_year, uint num_vehicles, int x, int y)
{
SpriteID spr;
/* draw profit-based coloured icons */
if (v->age <= VEHICLE_PROFIT_MIN_AGE) {
if (age <= VEHICLE_PROFIT_MIN_AGE) {
spr = SPR_PROFIT_NA;
} else if (v->GetDisplayProfitLastYear() < 0) {
} else if (display_profit_last_year < 0) {
spr = SPR_PROFIT_NEGATIVE;
} else if (v->GetDisplayProfitLastYear() < VEHICLE_PROFIT_THRESHOLD) {
} else if (display_profit_last_year < VEHICLE_PROFIT_THRESHOLD * num_vehicles) {
spr = SPR_PROFIT_SOME;
} else {
spr = SPR_PROFIT_LOT;
@ -1204,6 +1238,7 @@ static bool VehicleTimetableDelaySorter(const Vehicle * const &a, const Vehicle
void InitializeGUI()
{
MemSetT(&_grouping, 0);
MemSetT(&_sorting, 0);
}
@ -1384,17 +1419,21 @@ void BaseVehicleListWindow::DrawVehicleListItems(VehicleID selected_vehicle, int
int vehicle_button_x = rtl ? right - GetSpriteSize(SPR_PROFIT_LOT).width : left;
int y = r.top;
uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), (uint)this->vehicles.size());
uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), this->vehgroups.size());
for (uint i = this->vscroll->GetPosition(); i < max; ++i) {
const Vehicle *v = this->vehicles[i];
StringID str;
SetDParam(0, v->GetDisplayProfitThisYear());
SetDParam(1, v->GetDisplayProfitLastYear());
const GUIVehicleGroup &vehgroup = this->vehgroups[i];
DrawVehicleImage(v, image_left, image_right, y + FONT_HEIGHT_SMALL - 1, selected_vehicle, EIT_IN_LIST, 0);
SetDParam(0, vehgroup.display_profit_this_year);
SetDParam(1, vehgroup.display_profit_last_year);
DrawString(text_left, text_right, y + line_height - FONT_HEIGHT_SMALL - WD_FRAMERECT_BOTTOM - 1, STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR);
DrawVehicleProfitButton(vehgroup.age, vehgroup.display_profit_last_year, vehgroup.NumVehicles(), vehicle_button_x, y + FONT_HEIGHT_NORMAL + 3);
const Vehicle *v = vehgroup.GetSingleVehicle();
DrawVehicleImage(v, image_left, image_right, y + FONT_HEIGHT_SMALL - 1, selected_vehicle, EIT_IN_LIST, 0);
if (!v->name.empty()) {
/* The vehicle got a name so we will print it */
SetDParam(0, v->index);
@ -1407,6 +1446,7 @@ void BaseVehicleListWindow::DrawVehicleListItems(VehicleID selected_vehicle, int
if (show_orderlist) DrawSmallOrderList(v, orderlist_left, orderlist_right, y, v->cur_real_order_index);
StringID str;
if (v->IsChainInDepot()) {
str = STR_BLUE_COMMA;
} else {
@ -1416,12 +1456,41 @@ void BaseVehicleListWindow::DrawVehicleListItems(VehicleID selected_vehicle, int
SetDParam(0, v->unitnumber);
DrawString(left, right, y + 2, str);
DrawVehicleProfitButton(v, vehicle_button_x, y + FONT_HEIGHT_NORMAL + 3);
y += line_height;
}
}
void BaseVehicleListWindow::UpdateSortingFromGrouping()
{
/* Set up sorting. Make the window-specific _sorting variable
* point to the correct global _sorting struct so we are freed
* from having conditionals during window operation */
switch (this->vli.vtype) {
case VEH_TRAIN: this->sorting = &_sorting[this->grouping].train; break;
case VEH_ROAD: this->sorting = &_sorting[this->grouping].roadveh; break;
case VEH_SHIP: this->sorting = &_sorting[this->grouping].ship; break;
case VEH_AIRCRAFT: this->sorting = &_sorting[this->grouping].aircraft; break;
default: NOT_REACHED();
}
this->vehgroups.SetSortFuncs(this->vehicle_group_none_sorter_funcs);
this->vehgroups.SetListing(*this->sorting);
this->vehgroups.ForceRebuild();
this->vehgroups.NeedResort();
}
void BaseVehicleListWindow::UpdateVehicleGroupBy(GroupBy group_by)
{
if (this->grouping != group_by) {
/* Save the old sorting option, so that if we change the grouping option back later on,
* UpdateSortingFromGrouping() will automatically restore the saved sorting option. */
*this->sorting = this->vehgroups.GetListing();
this->grouping = group_by;
_grouping[this->vli.type][this->vli.vtype] = group_by;
this->UpdateSortingFromGrouping();
}
}
/**
* Window for the (old) vehicle listing.
*
@ -1442,24 +1511,10 @@ private:
public:
VehicleListWindow(WindowDesc *desc, WindowNumber window_number) : BaseVehicleListWindow(desc, window_number)
{
/* Set up sorting. Make the window-specific _sorting variable
* point to the correct global _sorting struct so we are freed
* from having conditionals during window operation */
switch (this->vli.vtype) {
case VEH_TRAIN: this->sorting = &_sorting.train; break;
case VEH_ROAD: this->sorting = &_sorting.roadveh; break;
case VEH_SHIP: this->sorting = &_sorting.ship; break;
case VEH_AIRCRAFT: this->sorting = &_sorting.aircraft; break;
default: NOT_REACHED();
}
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_VL_SCROLLBAR);
this->vehicles.SetListing(*this->sorting);
this->vehicles.ForceRebuild();
this->vehicles.NeedResort();
this->BuildVehicleList();
this->SortVehicleList();
@ -1478,7 +1533,7 @@ public:
~VehicleListWindow()
{
*this->sorting = this->vehicles.GetListing();
*this->sorting = this->vehgroups.GetListing();
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
@ -1533,26 +1588,26 @@ public:
* and we should close the window when deleting the order. */
NOT_REACHED();
}
SetDParam(0, this->vscroll->GetCount());
SetDParam(0, this->vehicles.size());
break;
case VL_STANDARD: // Company Name
SetDParam(0, STR_COMPANY_NAME);
SetDParam(1, this->vli.index);
SetDParam(3, this->vscroll->GetCount());
SetDParam(3, this->vehicles.size());
break;
case VL_STATION_LIST: // Station/Waypoint Name
SetDParam(0, Station::IsExpected(BaseStation::Get(this->vli.index)) ? STR_STATION_NAME : STR_WAYPOINT_NAME);
SetDParam(1, this->vli.index);
SetDParam(3, this->vscroll->GetCount());
SetDParam(3, this->vehicles.size());
break;
case VL_DEPOT_LIST:
SetDParam(0, STR_DEPOT_CAPTION);
SetDParam(1, this->vli.vtype);
SetDParam(2, this->vli.index);
SetDParam(3, this->vscroll->GetCount());
SetDParam(3, this->vehicles.size());
break;
default: NOT_REACHED();
}
@ -1566,7 +1621,7 @@ public:
switch (widget) {
case WID_VL_SORT_ORDER:
/* draw arrow pointing up/down for ascending/descending sorting */
this->DrawSortButtonState(widget, this->vehicles.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
this->DrawSortButtonState(widget, this->vehgroups.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
break;
case WID_VL_LIST:
@ -1602,7 +1657,7 @@ public:
}
/* Set text of sort by dropdown widget. */
this->GetWidget<NWidgetCore>(WID_VL_SORT_BY_PULLDOWN)->widget_data = this->vehicle_sorter_names[this->vehicles.SortType()];
this->GetWidget<NWidgetCore>(WID_VL_SORT_BY_PULLDOWN)->widget_data = this->vehicle_group_none_sorter_names[this->vehgroups.SortType()];
this->DrawWidgets();
}
@ -1611,20 +1666,22 @@ public:
{
switch (widget) {
case WID_VL_SORT_ORDER: // Flip sorting method ascending/descending
this->vehicles.ToggleSortOrder();
this->vehgroups.ToggleSortOrder();
this->SetDirty();
break;
case WID_VL_SORT_BY_PULLDOWN:// Select sorting criteria dropdown menu
ShowDropDownMenu(this, this->vehicle_sorter_names, this->vehicles.SortType(), WID_VL_SORT_BY_PULLDOWN, 0,
ShowDropDownMenu(this, this->vehicle_group_none_sorter_names, this->vehgroups.SortType(), WID_VL_SORT_BY_PULLDOWN, 0,
(this->vli.vtype == VEH_TRAIN || this->vli.vtype == VEH_ROAD) ? 0 : (1 << 10));
return;
case WID_VL_LIST: { // Matrix to show vehicles
uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_VL_LIST);
if (id_v >= this->vehicles.size()) return; // click out of list bound
if (id_v >= this->vehgroups.size()) return; // click out of list bound
const GUIVehicleGroup &vehgroup = this->vehgroups[id_v];
const Vehicle *v = vehgroup.GetSingleVehicle();
const Vehicle *v = this->vehicles[id_v];
if (!VehicleClicked(v)) {
if (_ctrl_pressed) {
ShowCompanyGroupForVehicle(v);
@ -1655,7 +1712,7 @@ public:
{
switch (widget) {
case WID_VL_SORT_BY_PULLDOWN:
this->vehicles.SetSortType(index);
this->vehgroups.SetSortType(index);
break;
case WID_VL_MANAGE_VEHICLES_DROPDOWN:
assert(this->vehicles.size() != 0);
@ -1679,7 +1736,7 @@ public:
void OnGameTick() override
{
if (this->vehicles.NeedResort()) {
if (this->vehgroups.NeedResort()) {
StationID station = (this->vli.type == VL_STATION_LIST) ? this->vli.index : INVALID_STATION;
DEBUG(misc, 3, "Periodic resort %d list company %d at station %d", this->vli.vtype, this->owner, station);
@ -1703,15 +1760,15 @@ public:
/* Needs to be done in command-scope, so everything stays valid */
this->vli.index = GB(data, 0, 20);
this->window_number = this->vli.Pack();
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
return;
}
if (data == 0) {
/* This needs to be done in command-scope to enforce rebuilding before resorting invalid data */
this->vehicles.ForceRebuild();
this->vehgroups.ForceRebuild();
} else {
this->vehicles.ForceResort();
this->vehgroups.ForceResort();
}
}
};

@ -10,19 +10,59 @@
#ifndef VEHICLE_GUI_BASE_H
#define VEHICLE_GUI_BASE_H
#include "core/smallvec_type.hpp"
#include "date_type.h"
#include "economy_type.h"
#include "sortlist_type.h"
#include "vehiclelist.h"
#include "window_gui.h"
#include "widgets/dropdown_type.h"
#include <iterator>
typedef GUIList<const Vehicle*> GUIVehicleList;
struct GUIVehicleGroup {
VehicleList::const_iterator vehicles_begin; ///< Pointer to beginning element of this vehicle group.
VehicleList::const_iterator vehicles_end; ///< Pointer to past-the-end element of this vehicle group.
Money display_profit_this_year; ///< Total profit for the vehicle group this year.
Money display_profit_last_year; ///< Total profit for the vehicle group laste year.
Date age; ///< Age in days of oldest vehicle in the group.
GUIVehicleGroup(VehicleList::const_iterator vehicles_begin, VehicleList::const_iterator vehicles_end, Money display_profit_this_year, Money display_profit_last_year, Date age)
: vehicles_begin(vehicles_begin), vehicles_end(vehicles_end), display_profit_this_year(display_profit_this_year), display_profit_last_year(display_profit_last_year), age(age) {}
std::ptrdiff_t NumVehicles() const
{
return std::distance(vehicles_begin, vehicles_end);
}
const Vehicle *GetSingleVehicle() const
{
assert(NumVehicles() == 1);
return vehicles_begin[0];
}
};
typedef GUIList<GUIVehicleGroup> GUIVehicleGroupList;
struct BaseVehicleListWindow : public Window {
GUIVehicleList vehicles; ///< The list of vehicles
Listing *sorting; ///< Pointer to the vehicle type related sorting.
byte unitnumber_digits; ///< The number of digits of the highest unit number
enum GroupBy : byte {
GB_NONE,
GB_END,
};
GroupBy grouping; ///< How we want to group the list.
VehicleList vehicles; ///< List of vehicles. This is the buffer for `vehgroups` to point into; if this is structurally modified, `vehgroups` must be rebuilt.
GUIVehicleGroupList vehgroups; ///< List of (groups of) vehicles. This stores iterators of `vehicles`, and should be rebuilt if `vehicles` is structurally changed.
Listing *sorting; ///< Pointer to the vehicle type related sorting.
byte unitnumber_digits; ///< The number of digits of the highest unit number.
Scrollbar *vscroll;
VehicleListIdentifier vli; ///< Identifier of the vehicle list we want to currently show.
VehicleListIdentifier vli; ///< Identifier of the vehicle list we want to currently show.
typedef GUIVehicleGroupList::SortFunction VehicleGroupSortFunction;
typedef GUIVehicleList::SortFunction VehicleIndividualSortFunction;
enum ActionDropdownItem {
ADI_REPLACE,
@ -33,19 +73,32 @@ struct BaseVehicleListWindow : public Window {
};
static const StringID vehicle_depot_name[];
static const StringID vehicle_sorter_names[];
static GUIVehicleList::SortFunction * const vehicle_sorter_funcs[];
static const StringID vehicle_group_by_names[];
static const StringID vehicle_group_none_sorter_names[];
static const StringID vehicle_group_shared_orders_sorter_names[];
static VehicleGroupSortFunction * const vehicle_group_none_sorter_funcs[];
static VehicleGroupSortFunction * const vehicle_group_shared_orders_sorter_funcs[];
BaseVehicleListWindow(WindowDesc *desc, WindowNumber wno) : Window(desc), vli(VehicleListIdentifier::UnPack(wno))
{
this->vehicles.SetSortFuncs(this->vehicle_sorter_funcs);
}
BaseVehicleListWindow(WindowDesc *desc, WindowNumber wno);
void UpdateSortingFromGrouping();
void DrawVehicleListItems(VehicleID selected_vehicle, int line_height, const Rect &r) const;
void UpdateVehicleGroupBy(GroupBy group_by);
void SortVehicleList();
void BuildVehicleList();
Dimension GetActionDropdownSize(bool show_autoreplace, bool show_group);
DropDownList BuildActionDropdownList(bool show_autoreplace, bool show_group);
const StringID *GetVehicleSorterNames()
{
return vehicle_group_none_sorter_names;
}
VehicleGroupSortFunction * const *GetVehicleSorterFuncs()
{
return vehicle_group_none_sorter_funcs;
}
};
uint GetVehicleListHeight(VehicleType type, uint divisor = 1);
@ -57,6 +110,7 @@ struct Sorting {
Listing train;
};
extern Sorting _sorting;
extern BaseVehicleListWindow::GroupBy _grouping[VLT_END][VEH_COMPANY_END];
extern Sorting _sorting[BaseVehicleListWindow::GB_END];
#endif /* VEHICLE_GUI_BASE_H */

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