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authorfrosch <frosch@openttd.org>2011-03-08 20:52:59 +0000
committerfrosch <frosch@openttd.org>2011-03-08 20:52:59 +0000
commit77d1dcb92633b2bd8ce9c878f75b1e9363324983 (patch)
tree5ebc7be52bfc90174a44de3cf7879b386b3cc6c1 /src/signs_gui.cpp
parentb997ebb94292972f445bd11678ae7768618e0299 (diff)
downloadopenttd-77d1dcb92633b2bd8ce9c878f75b1e9363324983.tar.xz
(svn r22228) -Fix (r22135)[FS#4546]: Do not resort town, industry and signs list directly in OnInvalidateData(). There might be a scheduled rebuild which needs execution first. So, only set a trigger for resorting.
Diffstat (limited to 'src/signs_gui.cpp')
-rw-r--r--src/signs_gui.cpp30
1 files changed, 21 insertions, 9 deletions
diff --git a/src/signs_gui.cpp b/src/signs_gui.cpp
index 7cdc1151c..f3101e99a 100644
--- a/src/signs_gui.cpp
+++ b/src/signs_gui.cpp
@@ -164,9 +164,7 @@ struct SignListWindow : QueryStringBaseWindow, SignList {
/* Create initial list. */
this->signs.ForceRebuild();
this->signs.ForceResort();
- this->BuildSignsList();
- this->SortSignsList();
- this->vscroll->SetCount(this->signs.Length());
+ this->BuildSortSignList();
}
/**
@@ -214,6 +212,7 @@ struct SignListWindow : QueryStringBaseWindow, SignList {
virtual void OnPaint()
{
+ if (this->signs.NeedRebuild()) this->BuildSortSignList();
this->DrawWidgets();
if (!this->IsShaded()) this->DrawEditBox(SLW_FILTER_TEXT);
}
@@ -352,23 +351,36 @@ struct SignListWindow : QueryStringBaseWindow, SignList {
this->HandleEditBox(SLW_FILTER_TEXT);
}
+ void BuildSortSignList()
+ {
+ if (this->signs.NeedRebuild()) {
+ this->BuildSignsList();
+ this->vscroll->SetCount(this->signs.Length());
+ this->SetWidgetDirty(SLW_CAPTION);
+ }
+ this->SortSignsList();
+ }
+
+ virtual void OnHundredthTick()
+ {
+ this->BuildSortSignList();
+ this->SetDirty();
+ }
virtual void OnInvalidateData(int data)
{
/* When there is a filter string, we always need to rebuild the list even if
* the amount of signs in total is unchanged, as the subset of signs that is
* accepted by the filter might has changed.
- */
+ *
+ * We can only set the trigger for resorting/rebuilding.
+ * We cannot safely resort at this point, as there might be multiple scheduled invalidations,
+ * and a rebuild needs to be done first though it is scheduled later. */
if (data == 0 || !StrEmpty(this->filter_string)) { // New or deleted sign, or there is a filter string
this->signs.ForceRebuild();
- this->BuildSignsList();
- this->SetWidgetDirty(SLW_CAPTION);
- this->vscroll->SetCount(this->signs.Length());
} else { // Change of sign contents while there is no filter string
this->signs.ForceResort();
}
-
- this->SortSignsList();
}
static Hotkey<SignListWindow> signlist_hotkeys[];