OpenTTD-patches/src/vehicle_gui.h
bjarni 89b362a622 (svn r8661) -Fix: [depot windows] Enlarge the blocks in the depot window if a sprite is too big to fit (ships and aircraft only)
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
   This will make less vehicle type specific code and easier to read resizing based on sprite sizes
2007-02-10 13:37:32 +00:00

73 lines
2.3 KiB
C

/* $Id$ */
#ifndef VEHICLE_GUI_H
#define VEHICLE_GUI_H
#include "window.h"
#include "vehicle.h"
void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
void InitializeVehiclesGuiList(void);
/* sorter stuff */
void RebuildVehicleLists(void);
void ResortVehicleLists(void);
#define PERIODIC_RESORT_DAYS 10
/* Vehicle List Window type flags */
enum {
VLW_STANDARD = 0 << 8,
VLW_SHARED_ORDERS = 1 << 8,
VLW_STATION_LIST = 2 << 8,
VLW_DEPOT_LIST = 3 << 8,
VLW_MASK = 0x700,
};
static inline bool ValidVLWFlags(uint16 flags)
{
return (flags == VLW_STANDARD || flags == VLW_SHARED_ORDERS || flags == VLW_STATION_LIST || flags == VLW_DEPOT_LIST);
}
void PlayerVehWndProc(Window *w, WindowEvent *e);
void DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number);
void DrawTrainImage(const Vehicle *v, int x, int y, int count, int skip, VehicleID selection);
void DrawRoadVehImage(const Vehicle *v, int x, int y, VehicleID selection);
void DrawShipImage(const Vehicle *v, int x, int y, VehicleID selection);
void DrawAircraftImage(const Vehicle *v, int x, int y, VehicleID selection);
void ShowBuildVehicleWindow(TileIndex tile, byte type);
void ChangeVehicleViewWindow(const Vehicle *from_v, const Vehicle *to_v);
uint ShowAdditionalText(int x, int y, uint w, EngineID engine);
uint ShowRefitOptionsList(int x, int y, uint w, EngineID engine);
void ShowVehicleListWindow(const Vehicle *v);
void ShowVehicleListWindow(PlayerID player, byte vehicle_type);
void ShowVehicleListWindow(PlayerID player, byte vehicle_type, StationID station);
void ShowVehicleListWindow(PlayerID player, byte vehicle_type, TileIndex depot_tile);
void ShowReplaceVehicleWindow(byte vehicletype);
static inline void DrawVehicleImage(const Vehicle *v, int x, int y, int count, int skip, VehicleID selection)
{
switch (v->type) {
case VEH_Train: DrawTrainImage(v, x, y, count, skip, selection); break;
case VEH_Road: DrawRoadVehImage(v, x, y, selection); break;
case VEH_Ship: DrawShipImage(v, x, y, selection); break;
case VEH_Aircraft: DrawAircraftImage(v, x, y, selection); break;
default: NOT_REACHED();
}
}
static inline uint GetVehicleListHeight(byte type)
{
return (type == VEH_Train || type == VEH_Road) ? 14 : 24;
}
#endif /* VEHICLE_GUI_H */