summaryrefslogtreecommitdiff
path: root/src/build_vehicle_gui.cpp
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2008-05-13 14:28:27 +0000
committerrubidium <rubidium@openttd.org>2008-05-13 14:28:27 +0000
commitc6c908aba56dcd961c8ab35032f851d8c6948883 (patch)
tree7c2d97a0676a72573918fd47b56ed3b826c70005 /src/build_vehicle_gui.cpp
parentb2fe90601599f590b5e5844edc2a97a240c5369f (diff)
downloadopenttd-c6c908aba56dcd961c8ab35032f851d8c6948883.tar.xz
(svn r13068) -Codechange: make a class of the BuildVehicleWindow.
Diffstat (limited to 'src/build_vehicle_gui.cpp')
-rw-r--r--src/build_vehicle_gui.cpp725
1 files changed, 347 insertions, 378 deletions
diff --git a/src/build_vehicle_gui.cpp b/src/build_vehicle_gui.cpp
index 86b27a20d..33211e611 100644
--- a/src/build_vehicle_gui.cpp
+++ b/src/build_vehicle_gui.cpp
@@ -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);
}