(svn r13068) -Codechange: make a class of the BuildVehicleWindow.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 16 years ago
parent aa44fe3b69
commit db69f81fe7

@ -32,23 +32,6 @@
#include "table/sprites.h"
#include "table/strings.h"
struct buildvehicle_d {
VehicleType vehicle_type;
union {
RailTypeByte railtype;
AirportFTAClass::Flags flags;
RoadTypes roadtypes;
} filter;
byte sel_index; ///< deprecated value, used for 'unified' ship and road
bool descending_sort_order;
byte sort_criteria;
bool regenerate_list;
EngineID sel_engine;
EngineID rename_engine;
EngineList eng_list;
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(buildvehicle_d));
enum BuildVehicleWidgets {
BUILD_VEHICLE_WIDGET_CLOSEBOX = 0,
BUILD_VEHICLE_WIDGET_CAPTION,
@ -78,52 +61,7 @@ static const Widget _build_vehicle_widgets[] = {
{ WIDGETS_END},
};
/* Setup widget strings to fit the different types of vehicles */
static void SetupWindowStrings(Window *w, VehicleType type)
{
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_JUST_STRING;
w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_8843_TRAIN_VEHICLE_SELECTION;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_881F_BUILD_VEHICLE;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_8844_BUILD_THE_HIGHLIGHTED_TRAIN;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_8820_RENAME;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_8845_RENAME_TRAIN_VEHICLE_TYPE;
break;
case VEH_ROAD:
w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_9006_NEW_ROAD_VEHICLES;
w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9026_ROAD_VEHICLE_SELECTION;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_9007_BUILD_VEHICLE;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_9027_BUILD_THE_HIGHLIGHTED_ROAD;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_9034_RENAME;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_9035_RENAME_ROAD_VEHICLE_TYPE;
break;
case VEH_SHIP:
w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_9808_NEW_SHIPS;
w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9825_SHIP_SELECTION_LIST_CLICK;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_9809_BUILD_SHIP;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_9826_BUILD_THE_HIGHLIGHTED_SHIP;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_9836_RENAME;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_9837_RENAME_SHIP_TYPE;
break;
case VEH_AIRCRAFT:
w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_A005_NEW_AIRCRAFT;
w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_A025_AIRCRAFT_SELECTION_LIST;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_A006_BUILD_AIRCRAFT;
w->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_A026_BUILD_THE_HIGHLIGHTED_AIRCRAFT;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_A037_RENAME;
w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_A038_RENAME_AIRCRAFT_TYPE;
break;
}
}
static bool _internal_sort_order; // descending/ascending
static byte _last_sort_criteria[] = {0, 0, 0, 0};
static bool _last_sort_order[] = {false, false, false, false};
@ -785,143 +723,6 @@ int DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number)
return y;
}
/* Figure out what train EngineIDs to put in the list */
static void GenerateBuildTrainList(Window *w)
{
EngineID sel_id = INVALID_ENGINE;
int num_engines = 0;
int num_wagons = 0;
buildvehicle_d *bv = &WP(w, buildvehicle_d);
bv->filter.railtype = (w->window_number <= VEH_END) ? RAILTYPE_END : GetRailType(w->window_number);
bv->eng_list.clear();
/* Make list of all available train engines and wagons.
* Also check to see if the previously selected engine is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* when engines become obsolete and are removed */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
EngineID eid = e->index;
const RailVehicleInfo *rvi = &e->u.rail;
if (bv->filter.railtype != RAILTYPE_END && !HasPowerOnRail(rvi->railtype, bv->filter.railtype)) continue;
if (!IsEngineBuildable(eid, VEH_TRAIN, _local_player)) continue;
bv->eng_list.push_back(eid);
if (rvi->railveh_type != RAILVEH_WAGON) {
num_engines++;
} else {
num_wagons++;
}
if (eid == bv->sel_engine) sel_id = eid;
}
bv->sel_engine = sel_id;
/* make engines first, and then wagons, sorted by ListPositionOfEngine() */
_internal_sort_order = false;
EngList_Sort(&bv->eng_list, TrainEnginesThenWagonsSorter);
/* and then sort engines */
_internal_sort_order = bv->descending_sort_order;
EngList_SortPartial(&bv->eng_list, _sorter[0][bv->sort_criteria], 0, num_engines);
/* and finally sort wagons */
EngList_SortPartial(&bv->eng_list, _sorter[0][bv->sort_criteria], num_engines, num_wagons);
}
/* Figure out what road vehicle EngineIDs to put in the list */
static void GenerateBuildRoadVehList(Window *w)
{
EngineID sel_id = INVALID_ENGINE;
buildvehicle_d *bv = &WP(w, buildvehicle_d);
bv->eng_list.clear();
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_ROAD, _local_player)) continue;
if (!HasBit(bv->filter.roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD)) continue;
bv->eng_list.push_back(eid);
if (eid == bv->sel_engine) sel_id = eid;
}
bv->sel_engine = sel_id;
}
/* Figure out what ship EngineIDs to put in the list */
static void GenerateBuildShipList(Window *w)
{
EngineID sel_id = INVALID_ENGINE;
buildvehicle_d *bv = &WP(w, buildvehicle_d);
bv->eng_list.clear();
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_SHIP, _local_player)) continue;
bv->eng_list.push_back(eid);
if (eid == bv->sel_engine) sel_id = eid;
}
bv->sel_engine = sel_id;
}
/* Figure out what aircraft EngineIDs to put in the list */
static void GenerateBuildAircraftList(Window *w)
{
EngineID sel_id = INVALID_ENGINE;
buildvehicle_d *bv = &WP(w, buildvehicle_d);
bv->eng_list.clear();
/* Make list of all available planes.
* Also check to see if the previously selected plane is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* when planes become obsolete and are removed */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_AIRCRAFT) {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _local_player)) continue;
/* First VEH_END window_numbers are fake to allow a window open for all different types at once */
if (w->window_number > VEH_END && !CanAircraftUseStation(eid, w->window_number)) continue;
bv->eng_list.push_back(eid);
if (eid == bv->sel_engine) sel_id = eid;
}
bv->sel_engine = sel_id;
}
/* Generate the list of vehicles */
static void GenerateBuildList(Window *w)
{
buildvehicle_d *bv = &WP(w, buildvehicle_d);
switch (bv->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN:
GenerateBuildTrainList(w);
return; // trains should not reach the last sorting
case VEH_ROAD:
GenerateBuildRoadVehList(w);
break;
case VEH_SHIP:
GenerateBuildShipList(w);
break;
case VEH_AIRCRAFT:
GenerateBuildAircraftList(w);
break;
}
_internal_sort_order = bv->descending_sort_order;
EngList_Sort(&bv->eng_list, _sorter[bv->vehicle_type][bv->sort_criteria]);
}
static void DrawVehicleEngine(VehicleType type, int x, int y, EngineID engine, SpriteID pal)
{
switch (type) {
@ -990,199 +791,401 @@ void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, u
}
}
static void DrawBuildVehicleWindow(Window *w)
{
const buildvehicle_d *bv = &WP(w, buildvehicle_d);
uint max = min(w->vscroll.pos + w->vscroll.cap, bv->eng_list.size());
w->SetWidgetDisabledState(BUILD_VEHICLE_WIDGET_BUILD, w->window_number <= VEH_END);
struct BuildVehicleWindow : Window {
VehicleType vehicle_type;
union {
RailTypeByte railtype;
AirportFTAClass::Flags flags;
RoadTypes roadtypes;
} filter;
byte sel_index; ///< deprecated value, used for 'unified' ship and road
bool descending_sort_order;
byte sort_criteria;
bool regenerate_list;
EngineID sel_engine;
EngineID rename_engine;
EngineList eng_list;
BuildVehicleWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, NULL, tile == 0 ? (int)type : tile)
{
this->vehicle_type = type;
int vlh = GetVehicleListHeight(this->vehicle_type);
ResizeWindow(this, 0, vlh - 14);
this->resize.step_height = vlh;
this->vscroll.cap = 1;
this->widget[BUILD_VEHICLE_WIDGET_LIST].data = 0x101;
this->resize.width = this->width;
this->resize.height = this->height;
this->caption_color = (tile != 0) ? GetTileOwner(tile) : _local_player;
this->sel_engine = INVALID_ENGINE;
this->regenerate_list = false;
this->sort_criteria = _last_sort_criteria[type];
this->descending_sort_order = _last_sort_order[type];
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->filter.railtype = (tile == 0) ? RAILTYPE_END : GetRailType(tile);
break;
case VEH_ROAD:
this->filter.roadtypes = (tile == 0) ? ROADTYPES_ALL : GetRoadTypes(tile);
case VEH_SHIP:
break;
case VEH_AIRCRAFT:
this->filter.flags =
tile == 0 ? AirportFTAClass::ALL : GetStationByTile(tile)->Airport()->flags;
break;
}
this->SetupWindowStrings(type);
ResizeButtons(this, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
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 */
if (this->eng_list.size() > 0) this->sel_engine = this->eng_list[0];
this->FindWindowPlacementAndResize(desc);
}
/* Setup widget strings to fit the different types of vehicles */
void SetupWindowStrings(VehicleType type)
{
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_JUST_STRING;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_8843_TRAIN_VEHICLE_SELECTION;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_881F_BUILD_VEHICLE;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_8844_BUILD_THE_HIGHLIGHTED_TRAIN;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_8820_RENAME;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_8845_RENAME_TRAIN_VEHICLE_TYPE;
break;
case VEH_ROAD:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_9006_NEW_ROAD_VEHICLES;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9026_ROAD_VEHICLE_SELECTION;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_9007_BUILD_VEHICLE;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_9027_BUILD_THE_HIGHLIGHTED_ROAD;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_9034_RENAME;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_9035_RENAME_ROAD_VEHICLE_TYPE;
break;
case VEH_SHIP:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_9808_NEW_SHIPS;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9825_SHIP_SELECTION_LIST_CLICK;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_9809_BUILD_SHIP;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_9826_BUILD_THE_HIGHLIGHTED_SHIP;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_9836_RENAME;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_9837_RENAME_SHIP_TYPE;
break;
case VEH_AIRCRAFT:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_A005_NEW_AIRCRAFT;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_A025_AIRCRAFT_SELECTION_LIST;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_A006_BUILD_AIRCRAFT;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_A026_BUILD_THE_HIGHLIGHTED_AIRCRAFT;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_A037_RENAME;
this->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_A038_RENAME_AIRCRAFT_TYPE;
break;
}
}
SetVScrollCount(w, bv->eng_list.size());
SetDParam(0, bv->filter.railtype + STR_881C_NEW_RAIL_VEHICLES); // This should only affect rail vehicles
/* Figure out what train EngineIDs to put in the list */
void GenerateBuildTrainList()
{
EngineID sel_id = INVALID_ENGINE;
int num_engines = 0;
int num_wagons = 0;
/* Set text of sort by dropdown */
w->widget[BUILD_VEHICLE_WIDGET_SORT_DROPDOWN].data = _sort_listing[bv->vehicle_type][bv->sort_criteria];
this->filter.railtype = (this->window_number <= VEH_END) ? RAILTYPE_END : GetRailType(this->window_number);
DrawWindowWidgets(w);
this->eng_list.clear();
DrawEngineList(bv->vehicle_type, w->widget[BUILD_VEHICLE_WIDGET_LIST].left + 2, w->widget[BUILD_VEHICLE_WIDGET_LIST].top + 1, bv->eng_list, w->vscroll.pos, max, bv->sel_engine, 0, DEFAULT_GROUP);
/* Make list of all available train engines and wagons.
* Also check to see if the previously selected engine is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* when engines become obsolete and are removed */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
EngineID eid = e->index;
const RailVehicleInfo *rvi = &e->u.rail;
if (bv->sel_engine != INVALID_ENGINE) {
const Widget *wi = &w->widget[BUILD_VEHICLE_WIDGET_PANEL];
int text_end = DrawVehiclePurchaseInfo(2, wi->top + 1, wi->right - wi->left - 2, bv->sel_engine);
if (this->filter.railtype != RAILTYPE_END && !HasPowerOnRail(rvi->railtype, this->filter.railtype)) continue;
if (!IsEngineBuildable(eid, VEH_TRAIN, _local_player)) continue;
if (text_end > wi->bottom) {
w->SetDirty();
ResizeWindowForWidget(w, BUILD_VEHICLE_WIDGET_PANEL, 0, text_end - wi->bottom);
w->SetDirty();
this->eng_list.push_back(eid);
if (rvi->railveh_type != RAILVEH_WAGON) {
num_engines++;
} else {
num_wagons++;
}
if (eid == this->sel_engine) sel_id = eid;
}
this->sel_engine = sel_id;
/* make engines first, and then wagons, sorted by ListPositionOfEngine() */
_internal_sort_order = false;
EngList_Sort(&this->eng_list, TrainEnginesThenWagonsSorter);
/* and then sort engines */
_internal_sort_order = this->descending_sort_order;
EngList_SortPartial(&this->eng_list, _sorter[0][this->sort_criteria], 0, num_engines);
/* and finally sort wagons */
EngList_SortPartial(&this->eng_list, _sorter[0][this->sort_criteria], num_engines, num_wagons);
}
DrawSortButtonState(w, BUILD_VEHICLE_WIDGET_SORT_ASSENDING_DESCENDING, bv->descending_sort_order ? SBS_DOWN : SBS_UP);
}
/* Figure out what road vehicle EngineIDs to put in the list */
void GenerateBuildRoadVehList()
{
EngineID sel_id = INVALID_ENGINE;
static void BuildVehicleClickEvent(Window *w, WindowEvent *e)
{
buildvehicle_d *bv = &WP(w, buildvehicle_d);
switch (e->we.click.widget) {
case BUILD_VEHICLE_WIDGET_SORT_ASSENDING_DESCENDING:
bv->descending_sort_order ^= true;
_last_sort_order[bv->vehicle_type] = bv->descending_sort_order;
bv->regenerate_list = true;
w->SetDirty();
break;
this->eng_list.clear();
case BUILD_VEHICLE_WIDGET_LIST: {
uint i = (e->we.click.pt.y - w->widget[BUILD_VEHICLE_WIDGET_LIST].top) / GetVehicleListHeight(bv->vehicle_type) + w->vscroll.pos;
size_t num_items = bv->eng_list.size();
bv->sel_engine = (i < num_items) ? bv->eng_list[i] : INVALID_ENGINE;
w->SetDirty();
break;
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_ROAD, _local_player)) continue;
if (!HasBit(this->filter.roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD)) continue;
this->eng_list.push_back(eid);
if (eid == this->sel_engine) sel_id = eid;
}
this->sel_engine = sel_id;
}
case BUILD_VEHICLE_WIDGET_SORT_DROPDOWN: // Select sorting criteria dropdown menu
ShowDropDownMenu(w, _sort_listing[bv->vehicle_type], bv->sort_criteria, BUILD_VEHICLE_WIDGET_SORT_DROPDOWN, 0, 0);
break;
/* Figure out what ship EngineIDs to put in the list */
void GenerateBuildShipList()
{
EngineID sel_id = INVALID_ENGINE;
this->eng_list.clear();
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_SHIP, _local_player)) continue;
this->eng_list.push_back(eid);
if (eid == this->sel_engine) sel_id = eid;
}
this->sel_engine = sel_id;
}
/* Figure out what aircraft EngineIDs to put in the list */
void GenerateBuildAircraftList()
{
EngineID sel_id = INVALID_ENGINE;
this->eng_list.clear();
/* Make list of all available planes.
* Also check to see if the previously selected plane is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* when planes become obsolete and are removed */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_AIRCRAFT) {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _local_player)) continue;
/* First VEH_END window_numbers are fake to allow a window open for all different types at once */
if (this->window_number > VEH_END && !CanAircraftUseStation(eid, this->window_number)) continue;
this->eng_list.push_back(eid);
if (eid == this->sel_engine) sel_id = eid;
}
this->sel_engine = sel_id;
}
case BUILD_VEHICLE_WIDGET_BUILD: {
EngineID sel_eng = bv->sel_engine;
if (sel_eng != INVALID_ENGINE) {
switch (bv->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN:
DoCommandP(w->window_number, sel_eng, 0, (RailVehInfo(sel_eng)->railveh_type == RAILVEH_WAGON) ? CcBuildWagon : CcBuildLoco,
CMD_BUILD_RAIL_VEHICLE | CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE));
break;
case VEH_ROAD:
DoCommandP(w->window_number, sel_eng, 0, CcBuildRoadVeh, CMD_BUILD_ROAD_VEH | CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE));
break;
case VEH_SHIP:
DoCommandP(w->window_number, sel_eng, 0, CcBuildShip, CMD_BUILD_SHIP | CMD_MSG(STR_980D_CAN_T_BUILD_SHIP));
break;
case VEH_AIRCRAFT:
DoCommandP(w->window_number, sel_eng, 0, CcBuildAircraft, CMD_BUILD_AIRCRAFT | CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT));
break;
/* Generate the list of vehicles */
void GenerateBuildList()
{
switch (this->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->GenerateBuildTrainList();
return; // trains should not reach the last sorting
case VEH_ROAD:
this->GenerateBuildRoadVehList();
break;
case VEH_SHIP:
this->GenerateBuildShipList();
break;
case VEH_AIRCRAFT:
this->GenerateBuildAircraftList();
break;
}
_internal_sort_order = this->descending_sort_order;
EngList_Sort(&this->eng_list, _sorter[this->vehicle_type][this->sort_criteria]);
}
void OnClick(Point pt, int widget)
{
switch (widget) {
case BUILD_VEHICLE_WIDGET_SORT_ASSENDING_DESCENDING:
this->descending_sort_order ^= true;
_last_sort_order[this->vehicle_type] = this->descending_sort_order;
this->regenerate_list = true;
this->SetDirty();
break;
case BUILD_VEHICLE_WIDGET_LIST: {
uint i = (pt.y - this->widget[BUILD_VEHICLE_WIDGET_LIST].top) / GetVehicleListHeight(this->vehicle_type) + this->vscroll.pos;
size_t num_items = this->eng_list.size();
this->sel_engine = (i < num_items) ? this->eng_list[i] : INVALID_ENGINE;
this->SetDirty();
break;
}
case BUILD_VEHICLE_WIDGET_SORT_DROPDOWN: // Select sorting criteria dropdown menu
ShowDropDownMenu(this, _sort_listing[this->vehicle_type], this->sort_criteria, BUILD_VEHICLE_WIDGET_SORT_DROPDOWN, 0, 0);
break;
case BUILD_VEHICLE_WIDGET_BUILD: {
EngineID sel_eng = this->sel_engine;
if (sel_eng != INVALID_ENGINE) {
switch (this->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN:
DoCommandP(this->window_number, sel_eng, 0, (RailVehInfo(sel_eng)->railveh_type == RAILVEH_WAGON) ? CcBuildWagon : CcBuildLoco,
CMD_BUILD_RAIL_VEHICLE | CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE));
break;
case VEH_ROAD:
DoCommandP(this->window_number, sel_eng, 0, CcBuildRoadVeh, CMD_BUILD_ROAD_VEH | CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE));
break;
case VEH_SHIP:
DoCommandP(this->window_number, sel_eng, 0, CcBuildShip, CMD_BUILD_SHIP | CMD_MSG(STR_980D_CAN_T_BUILD_SHIP));
break;
case VEH_AIRCRAFT:
DoCommandP(this->window_number, sel_eng, 0, CcBuildAircraft, CMD_BUILD_AIRCRAFT | CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT));
break;
}
}
break;
}
break;
}
case BUILD_VEHICLE_WIDGET_RENAME: {
EngineID sel_eng = bv->sel_engine;
if (sel_eng != INVALID_ENGINE) {
StringID str = STR_NULL;
bv->rename_engine = sel_eng;
switch (bv->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN: str = STR_886A_RENAME_TRAIN_VEHICLE_TYPE; break;
case VEH_ROAD: str = STR_9036_RENAME_ROAD_VEHICLE_TYPE; break;
case VEH_SHIP: str = STR_9838_RENAME_SHIP_TYPE; break;
case VEH_AIRCRAFT: str = STR_A039_RENAME_AIRCRAFT_TYPE; break;
case BUILD_VEHICLE_WIDGET_RENAME: {
EngineID sel_eng = this->sel_engine;
if (sel_eng != INVALID_ENGINE) {
StringID str = STR_NULL;
this->rename_engine = sel_eng;
switch (this->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN: str = STR_886A_RENAME_TRAIN_VEHICLE_TYPE; break;
case VEH_ROAD: str = STR_9036_RENAME_ROAD_VEHICLE_TYPE; break;
case VEH_SHIP: str = STR_9838_RENAME_SHIP_TYPE; break;
case VEH_AIRCRAFT: str = STR_A039_RENAME_AIRCRAFT_TYPE; break;
}
SetDParam(0, sel_eng);
ShowQueryString(STR_ENGINE_NAME, str, 31, 160, this, CS_ALPHANUMERAL);
}
SetDParam(0, sel_eng);
ShowQueryString(STR_ENGINE_NAME, str, 31, 160, w, CS_ALPHANUMERAL);
break;
}
break;
}
}
}
static void NewVehicleWndProc(Window *w, WindowEvent *e)
{
buildvehicle_d *bv = &WP(w, buildvehicle_d);
virtual void OnInvalidateData(int data)
{
this->regenerate_list = true;
}
switch (e->event) {
case WE_CREATE: {
bv->vehicle_type = *(VehicleType*)e->we.create.data;
int vlh = GetVehicleListHeight(bv->vehicle_type);
virtual void OnPaint()
{
if (this->regenerate_list) {
this->regenerate_list = false;
this->GenerateBuildList();
}
ResizeWindow(w, 0, vlh - 14);
w->resize.step_height = vlh;
w->vscroll.cap = 1;
w->widget[BUILD_VEHICLE_WIDGET_LIST].data = 0x101;
uint max = min(this->vscroll.pos + this->vscroll.cap, this->eng_list.size());
w->resize.width = w->width;
w->resize.height = w->height;
} break;
this->SetWidgetDisabledState(BUILD_VEHICLE_WIDGET_BUILD, this->window_number <= VEH_END);
case WE_INVALIDATE_DATA:
bv->regenerate_list = true;
w->SetDirty();
break;
SetVScrollCount(this, this->eng_list.size());
SetDParam(0, this->filter.railtype + STR_881C_NEW_RAIL_VEHICLES); // This should only affect rail vehicles
case WE_DESTROY:
bv->eng_list.~EngineList(); // call destructor explicitly
break;
/* Set text of sort by dropdown */
this->widget[BUILD_VEHICLE_WIDGET_SORT_DROPDOWN].data = _sort_listing[this->vehicle_type][this->sort_criteria];
case WE_PAINT:
if (bv->regenerate_list) {
bv->regenerate_list = false;
GenerateBuildList(w);
}
DrawBuildVehicleWindow(w);
break;
DrawWindowWidgets(this);
case WE_CLICK:
BuildVehicleClickEvent(w, e);
break;
DrawEngineList(this->vehicle_type, this->widget[BUILD_VEHICLE_WIDGET_LIST].left + 2, this->widget[BUILD_VEHICLE_WIDGET_LIST].top + 1, this->eng_list, this->vscroll.pos, max, this->sel_engine, 0, DEFAULT_GROUP);
case WE_DOUBLE_CLICK:
if (e->we.click.widget == BUILD_VEHICLE_WIDGET_LIST) {
/* When double clicking, we want to buy a vehicle */
e->we.click.widget = BUILD_VEHICLE_WIDGET_BUILD;
BuildVehicleClickEvent(w, e);
}
break;
if (this->sel_engine != INVALID_ENGINE) {
const Widget *wi = &this->widget[BUILD_VEHICLE_WIDGET_PANEL];
int text_end = DrawVehiclePurchaseInfo(2, wi->top + 1, wi->right - wi->left - 2, this->sel_engine);
case WE_ON_EDIT_TEXT: {
if (!StrEmpty(e->we.edittext.str)) {
StringID str = STR_NULL;
_cmd_text = e->we.edittext.str;
switch (bv->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN: str = STR_886B_CAN_T_RENAME_TRAIN_VEHICLE; break;
case VEH_ROAD: str = STR_9037_CAN_T_RENAME_ROAD_VEHICLE; break;
case VEH_SHIP: str = STR_9839_CAN_T_RENAME_SHIP_TYPE; break;
case VEH_AIRCRAFT: str = STR_A03A_CAN_T_RENAME_AIRCRAFT_TYPE; break;
}
DoCommandP(0, bv->rename_engine, 0, NULL, CMD_RENAME_ENGINE | CMD_MSG(str));
if (text_end > wi->bottom) {
this->SetDirty();
ResizeWindowForWidget(this, BUILD_VEHICLE_WIDGET_PANEL, 0, text_end - wi->bottom);
this->SetDirty();
}
break;
}
case WE_DROPDOWN_SELECT: // we have selected a dropdown item in the list
if (bv->sort_criteria != e->we.dropdown.index) {
bv->sort_criteria = e->we.dropdown.index;
_last_sort_criteria[bv->vehicle_type] = bv->sort_criteria;
bv->regenerate_list = true;
DrawSortButtonState(this, BUILD_VEHICLE_WIDGET_SORT_ASSENDING_DESCENDING, this->descending_sort_order ? SBS_DOWN : SBS_UP);
}
virtual void OnDoubleClick(Point pt, int widget)
{
if (widget == BUILD_VEHICLE_WIDGET_LIST) {
/* When double clicking, we want to buy a vehicle */
this->OnClick(pt, BUILD_VEHICLE_WIDGET_BUILD);
}
}
virtual void OnQueryTextFinished(char *str)
{
if (!StrEmpty(str)) {
StringID err_str = STR_NULL;
_cmd_text = str;
switch (this->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN: err_str = STR_886B_CAN_T_RENAME_TRAIN_VEHICLE; break;
case VEH_ROAD: err_str = STR_9037_CAN_T_RENAME_ROAD_VEHICLE; break;
case VEH_SHIP: err_str = STR_9839_CAN_T_RENAME_SHIP_TYPE; break;
case VEH_AIRCRAFT: err_str = STR_A03A_CAN_T_RENAME_AIRCRAFT_TYPE; break;
}
w->SetDirty();
break;
DoCommandP(0, this->rename_engine, 0, NULL, CMD_RENAME_ENGINE | CMD_MSG(err_str));
}
}
case WE_RESIZE:
if (e->we.sizing.diff.x != 0) ResizeButtons(w, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
if (e->we.sizing.diff.y == 0) break;
virtual void OnDropdownSelect(int widget, int index)
{
if (this->sort_criteria != index) {
this->sort_criteria = index;
_last_sort_criteria[this->vehicle_type] = this->sort_criteria;
this->regenerate_list = true;
}
this->SetDirty();
}
w->vscroll.cap += e->we.sizing.diff.y / (int)GetVehicleListHeight(bv->vehicle_type);
w->widget[BUILD_VEHICLE_WIDGET_LIST].data = (w->vscroll.cap << 8) + 1;
break;
virtual void OnResize(Point new_size, Point delta)
{
if (delta.x != 0) ResizeButtons(this, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
if (delta.y == 0) return;
this->vscroll.cap += delta.y / (int)GetVehicleListHeight(this->vehicle_type);
this->widget[BUILD_VEHICLE_WIDGET_LIST].data = (this->vscroll.cap << 8) + 1;
}
}
};
static const WindowDesc _build_vehicle_desc = {
WDP_AUTO, WDP_AUTO, 240, 174, 240, 256,
WC_BUILD_VEHICLE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_RESIZABLE,
_build_vehicle_widgets,
NewVehicleWndProc
NULL
};
void ShowBuildVehicleWindow(TileIndex tile, VehicleType type)
{
buildvehicle_d *bv;
Window *w;
/* We want to be able to open both Available Train as Available Ships,
* so if tile == 0 (Available XXX Window), use 'type' as unique number.
* As it always is a low value, it won't collide with any real tile
@ -1193,39 +1196,5 @@ void ShowBuildVehicleWindow(TileIndex tile, VehicleType type)
DeleteWindowById(WC_BUILD_VEHICLE, num);
w = AllocateWindowDescFront<Window>(&_build_vehicle_desc, num, &type);
if (w == NULL) return;
w->caption_color = (tile != 0) ? GetTileOwner(tile) : _local_player;
bv = &WP(w, buildvehicle_d);
new (&bv->eng_list) EngineList();
bv->sel_engine = INVALID_ENGINE;
bv->regenerate_list = false;
bv->sort_criteria = _last_sort_criteria[type];
bv->descending_sort_order = _last_sort_order[type];
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
WP(w, buildvehicle_d).filter.railtype = (tile == 0) ? RAILTYPE_END : GetRailType(tile);
break;
case VEH_ROAD:
WP(w, buildvehicle_d).filter.roadtypes = (tile == 0) ? ROADTYPES_ALL : GetRoadTypes(tile);
case VEH_SHIP:
break;
case VEH_AIRCRAFT:
bv->filter.flags =
tile == 0 ? AirportFTAClass::ALL : GetStationByTile(tile)->Airport()->flags;
break;
}
SetupWindowStrings(w, type);
ResizeButtons(w, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
GenerateBuildList(w); // generate the list, since we need it in the next line
/* Select the first engine in the list as default when opening the window */
if (bv->eng_list.size() > 0) bv->sel_engine = bv->eng_list[0];
new BuildVehicleWindow(&_build_vehicle_desc, tile, type);
}

@ -103,8 +103,8 @@ typedef int32 WindowNumber;
/**
* You cannot 100% reliably calculate the biggest custom struct as
* the number of pointers in it and alignment will have a huge impact.
* 96 is the largest window-size for 64-bit machines currently.
* 32 is the largest window-size for 64-bit machines currently.
*/
#define WINDOW_CUSTOM_SIZE 96
#define WINDOW_CUSTOM_SIZE 32
#endif /* WINDOW_TYPE_H */

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