diff options
author | rubidium <rubidium@openttd.org> | 2008-05-11 14:23:45 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-05-11 14:23:45 +0000 |
commit | 89a60ce249cf2d2babb58135ba67242e60bbcdaf (patch) | |
tree | 8e70266c44dd64a99df691b845962a790765964e /src/network/network_gui.cpp | |
parent | aa0929351d32aeffc1e67bb1c9a8f8a4495e63c6 (diff) | |
download | openttd-89a60ce249cf2d2babb58135ba67242e60bbcdaf.tar.xz |
(svn r13045) -Codechange: make list_d (now GUIList) more generic and uniform.
Diffstat (limited to 'src/network/network_gui.cpp')
-rw-r--r-- | src/network/network_gui.cpp | 65 |
1 files changed, 33 insertions, 32 deletions
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index e1583ce7d..55a1853f8 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -168,11 +168,12 @@ enum NetworkGameWindowWidgets { NGWW_CANCEL, ///< 'Cancel' button }; +typedef GUIList<NetworkGameList*> GUIGameServerList; + struct NetworkGameWindow : public QueryStringBaseWindow { byte field; ///< selected text-field NetworkGameList *server; ///< selected server - NetworkGameList **sort_list; ///< list of games (sorted) - list_d ld; ///< accompanying list-administration + GUIGameServerList servers; ///< list with game servers. NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc) { @@ -188,16 +189,16 @@ struct NetworkGameWindow : public QueryStringBaseWindow { this->field = NGWW_PLAYER; this->server = NULL; - this->sort_list = NULL; - this->ld.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE); - this->ld.sort_type = _ng_sorting.criteria; + this->servers.sort_list = NULL; + this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE); + this->servers.sort_type = _ng_sorting.criteria; this->FindWindowPlacementAndResize(desc); } ~NetworkGameWindow() { - free(this->sort_list); + free(this->servers.sort_list); } /** @@ -209,23 +210,23 @@ struct NetworkGameWindow : public QueryStringBaseWindow { NetworkGameList *ngl_temp; uint n = 0; - if (!(this->ld.flags & VL_REBUILD)) return; + if (!(this->servers.flags & VL_REBUILD)) return; /* Count the number of games in the list */ for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++; if (n == 0) return; /* Create temporary array of games to use for listing */ - this->sort_list = ReallocT(this->sort_list, n); - this->ld.list_length = n; + this->servers.sort_list = ReallocT(this->servers.sort_list, n); + this->servers.list_length = n; for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) { - this->sort_list[n++] = ngl_temp; + this->servers.sort_list[n++] = ngl_temp; } /* Force resort */ - this->ld.flags &= ~VL_REBUILD; - this->ld.flags |= VL_RESORT; + this->servers.flags &= ~VL_REBUILD; + this->servers.flags |= VL_RESORT; } void SortNetworkGameList() @@ -239,23 +240,23 @@ struct NetworkGameWindow : public QueryStringBaseWindow { NetworkGameList *item; uint i; - if (!(this->ld.flags & VL_RESORT)) return; - if (this->ld.list_length == 0) return; + if (!(this->servers.flags & VL_RESORT)) return; + if (this->servers.list_length == 0) return; - _internal_sort_order = !!(this->ld.flags & VL_DESC); - qsort(this->sort_list, this->ld.list_length, sizeof(this->sort_list[0]), ngame_sorter[this->ld.sort_type]); + _internal_sort_order = !!(this->servers.flags & VL_DESC); + qsort(this->servers.sort_list, this->servers.list_length, sizeof(this->servers.sort_list[0]), ngame_sorter[this->servers.sort_type]); /* After sorting ngl->sort_list contains the sorted items. Put these back * into the original list. Basically nothing has changed, we are only * shuffling the ->next pointers */ - _network_game_list = this->sort_list[0]; - for (item = _network_game_list, i = 1; i != this->ld.list_length; i++) { - item->next = this->sort_list[i]; + _network_game_list = this->servers.sort_list[0]; + for (item = _network_game_list, i = 1; i != this->servers.list_length; i++) { + item->next = this->servers.sort_list[i]; item = item->next; } item->next = NULL; - this->ld.flags &= ~VL_RESORT; + this->servers.flags &= ~VL_RESORT; } /** @@ -294,13 +295,13 @@ struct NetworkGameWindow : public QueryStringBaseWindow { virtual void OnPaint() { const NetworkGameList *sel = this->server; - const SortButtonState arrow = (this->ld.flags & VL_DESC) ? SBS_DOWN : SBS_UP; + const SortButtonState arrow = (this->servers.flags & VL_DESC) ? SBS_DOWN : SBS_UP; - if (this->ld.flags & VL_REBUILD) { + if (this->servers.flags & VL_REBUILD) { this->BuildNetworkGameList(); - SetVScrollCount(this, this->ld.list_length); + SetVScrollCount(this, this->servers.list_length); } - if (this->ld.flags & VL_RESORT) this->SortNetworkGameList(); + if (this->servers.flags & VL_RESORT) this->SortNetworkGameList(); /* 'Refresh' button invisible if no server selected */ this->SetWidgetDisabledState(NGWW_REFRESH, sel == NULL); @@ -325,7 +326,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow { DrawString(this->widget[NGWW_PLAYER].left - 100, 23, STR_NETWORK_PLAYER_NAME, TC_GOLD); /* Sort based on widgets: name, clients, compatibility */ - switch (this->ld.sort_type) { + switch (this->servers.sort_type) { case NGWW_NAME - NGWW_NAME: DrawSortButtonState(this, NGWW_NAME, arrow); break; case NGWW_CLIENTS - NGWW_NAME: DrawSortButtonState(this, NGWW_CLIENTS, arrow); break; case NGWW_INFO - NGWW_NAME: DrawSortButtonState(this, NGWW_INFO, arrow); break; @@ -446,12 +447,12 @@ struct NetworkGameWindow : public QueryStringBaseWindow { case NGWW_NAME: // Sort by name case NGWW_CLIENTS: // Sort by connected clients case NGWW_INFO: // Connectivity (green dot) - if (this->ld.sort_type == widget - NGWW_NAME) this->ld.flags ^= VL_DESC; - this->ld.flags |= VL_RESORT; - this->ld.sort_type = widget - NGWW_NAME; + if (this->servers.sort_type == widget - NGWW_NAME) this->servers.flags ^= VL_DESC; + this->servers.flags |= VL_RESORT; + this->servers.sort_type = widget - NGWW_NAME; - _ng_sorting.order = !!(this->ld.flags & VL_DESC); - _ng_sorting.criteria = this->ld.sort_type; + _ng_sorting.order = !!(this->servers.flags & VL_DESC); + _ng_sorting.criteria = this->servers.sort_type; this->SetDirty(); break; @@ -537,7 +538,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow { virtual void OnInvalidateData(int data) { if (data != 0) this->server = NULL; - this->ld.flags |= VL_REBUILD; + this->servers.flags |= VL_REBUILD; this->SetDirty(); } @@ -580,7 +581,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow { this->widget[NGWW_MATRIX].data = (this->vscroll.cap << 8) + 1; - SetVScrollCount(this, this->ld.list_length); + SetVScrollCount(this, this->servers.list_length); int widget_width = this->widget[NGWW_FIND].right - this->widget[NGWW_FIND].left; int space = (this->width - 4 * widget_width - 25) / 3; |