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authorrubidium <rubidium@openttd.org>2008-05-10 23:44:15 +0000
committerrubidium <rubidium@openttd.org>2008-05-10 23:44:15 +0000
commitb47a151bcec9fe3f41ca8fad313aa2e155476cfe (patch)
tree13402cc7e4a92c19ecaf9efdddae838ad635b485 /src
parent356473efa5c98dd967e24cd5ff69574f30c13338 (diff)
downloadopenttd-b47a151bcec9fe3f41ca8fad313aa2e155476cfe.tar.xz
(svn r13037) -Codechange: make a class of the ReplaceVehicle window.
-Fix [FS#1997]: MSVC 64 bit build failing to compile due to std::vectors being very large..
Diffstat (limited to 'src')
-rw-r--r--src/autoreplace_gui.cpp686
-rw-r--r--src/misc.cpp1
-rw-r--r--src/vehicle_gui.h1
3 files changed, 335 insertions, 353 deletions
diff --git a/src/autoreplace_gui.cpp b/src/autoreplace_gui.cpp
index 7f347dc2a..77b01e74f 100644
--- a/src/autoreplace_gui.cpp
+++ b/src/autoreplace_gui.cpp
@@ -25,20 +25,7 @@
#include "table/sprites.h"
#include "table/strings.h"
-struct replaceveh_d {
- byte sel_index[2];
- EngineID sel_engine[2];
- uint16 count[2];
- bool wagon_btnstate; ///< true means engine is selected
- EngineList list[2];
- bool update_left;
- bool update_right;
- bool init_lists;
- GroupID sel_group;
-};
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(replaceveh_d));
-
-static RailType _railtype_selected_in_replace_gui;
+void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);
static const StringID _rail_types_list[] = {
STR_RAIL_VEHICLES,
@@ -79,12 +66,6 @@ static int CDECL TrainEngineNumberSorter(const void *a, const void *b)
return r;
}
-/* General Vehicle GUI based procedures that are independent of vehicle types */
-void InitializeVehiclesGuiList()
-{
- _railtype_selected_in_replace_gui = RAILTYPE_RAIL;
-}
-
/** Rebuild the left autoreplace list if an engine is removed or added
* @param e Engine to check if it is removed or added
* @param id_g The group the engine belongs to
@@ -134,30 +115,6 @@ static CargoID EngineCargo(EngineID engine)
}
}
-/** Figure out if an engine should be added to a list
- * @param e The EngineID
- * @param draw_left If true, then the left list is drawn (the engines specific to the railtype you selected)
- * @param show_engines if truem then locomotives are drawn, else wagons (never both)
- * @return true if the engine should be in the list (based on this check)
- */
-static bool GenerateReplaceRailList(EngineID e, bool draw_left, bool show_engines)
-{
- const RailVehicleInfo *rvi = RailVehInfo(e);
-
- /* Ensure that the wagon/engine selection fits the engine. */
- if ((rvi->railveh_type == RAILVEH_WAGON) == show_engines) return false;
-
- if (draw_left && show_engines) {
- /* Ensure that the railtype is specific to the selected one */
- if (rvi->railtype != _railtype_selected_in_replace_gui) return false;
- } else {
- /* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel)
- * The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */
- if (!IsCompatibleRail(rvi->railtype, _railtype_selected_in_replace_gui)) return false;
- }
- return true;
-}
-
/** Figure out if two engines got at least one type of cargo in common (refitting if needed)
* @param engine_a one of the EngineIDs
* @param engine_b the other EngineID
@@ -176,303 +133,372 @@ static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b)
return false;
}
-/** Generate a list
- * @param w Window, that contains the list
- * @param draw_left true if generating the left list, otherwise false
+/**
+ * Window for the autoreplacing of vehicles.
*/
-static void GenerateReplaceVehList(Window *w, bool draw_left)
-{
- EngineID selected_engine = INVALID_ENGINE;
- VehicleType type = (VehicleType)w->window_number;
- byte i = draw_left ? 0 : 1;
+class ReplaceVehicleWindow : public Window {
+ byte sel_index[2];
+ EngineID sel_engine[2];
+ uint16 count[2];
+ bool wagon_btnstate; ///< true means engine is selected
+ EngineList list[2];
+ bool update_left;
+ bool update_right;
+ bool init_lists;
+ GroupID sel_group;
+ static RailType sel_railtype;
+
+ /** Figure out if an engine should be added to a list
+ * @param e The EngineID
+ * @param draw_left If true, then the left list is drawn (the engines specific to the railtype you selected)
+ * @param show_engines if truem then locomotives are drawn, else wagons (never both)
+ * @return true if the engine should be in the list (based on this check)
+ */
+ bool GenerateReplaceRailList(EngineID e, bool draw_left, bool show_engines)
+ {
+ const RailVehicleInfo *rvi = RailVehInfo(e);
+
+ /* Ensure that the wagon/engine selection fits the engine. */
+ if ((rvi->railveh_type == RAILVEH_WAGON) == show_engines) return false;
+
+ if (draw_left && show_engines) {
+ /* Ensure that the railtype is specific to the selected one */
+ if (rvi->railtype != this->sel_railtype) return false;
+ } else {
+ /* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel)
+ * The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */
+ if (!IsCompatibleRail(rvi->railtype, this->sel_railtype)) return false;
+ }
+ return true;
+ }
- EngineList *list = &WP(w, replaceveh_d).list[i];
- list->clear();
- const Engine *e;
- FOR_ALL_ENGINES_OF_TYPE(e, type) {
- EngineID eid = e->index;
- if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, WP(w, replaceveh_d).wagon_btnstate)) continue; // special rules for trains
+ /** Generate a list
+ * @param w Window, that contains the list
+ * @param draw_left true if generating the left list, otherwise false
+ */
+ void GenerateReplaceVehList(Window *w, bool draw_left)
+ {
+ EngineID selected_engine = INVALID_ENGINE;
+ VehicleType type = (VehicleType)this->window_number;
+ byte i = draw_left ? 0 : 1;
- if (draw_left) {
- const GroupID selected_group = WP(w, replaceveh_d).sel_group;
- const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);
+ EngineList *list = &this->list[i];
+ list->clear();
- /* Skip drawing the engines we don't have any of and haven't set for replacement */
- if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
- } else {
- /* This is for engines we can replace to and they should depend on what we selected to replace from */
- if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
- if (!EnginesGotCargoInCommon(eid, WP(w, replaceveh_d).sel_engine[0])) continue; // the engines needs to be able to carry the same cargo
+ const Engine *e;
+ FOR_ALL_ENGINES_OF_TYPE(e, type) {
+ EngineID eid = e->index;
+ if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, this->wagon_btnstate)) continue; // special rules for trains
- /* Road vehicles can't be replaced by trams and vice-versa */
- if (type == VEH_ROAD && HasBit(EngInfo(WP(w, replaceveh_d).sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue;
- if (eid == WP(w, replaceveh_d).sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
- }
+ if (draw_left) {
+ const GroupID selected_group = this->sel_group;
+ const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);
- list->push_back(eid);
- if (eid == WP(w, replaceveh_d).sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
- }
- WP(w, replaceveh_d).sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
- if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter);
-}
+ /* Skip drawing the engines we don't have any of and haven't set for replacement */
+ if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
+ } else {
+ /* This is for engines we can replace to and they should depend on what we selected to replace from */
+ if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
+ if (!EnginesGotCargoInCommon(eid, this->sel_engine[0])) continue; // the engines needs to be able to carry the same cargo
-/** Generate the lists
- * @param w Window containing the lists
- */
-static void GenerateLists(Window *w)
-{
- EngineID e = WP(w, replaceveh_d).sel_engine[0];
-
- if (WP(w, replaceveh_d).update_left == true) {
- /* We need to rebuild the left list */
- GenerateReplaceVehList(w, true);
- SetVScrollCount(w, WP(w, replaceveh_d).list[0].size());
- if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE && WP(w, replaceveh_d).list[0].size() != 0) {
- WP(w, replaceveh_d).sel_engine[0] = WP(w, replaceveh_d).list[0][0];
+ /* Road vehicles can't be replaced by trams and vice-versa */
+ if (type == VEH_ROAD && HasBit(EngInfo(this->sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue;
+ if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
+ }
+
+ list->push_back(eid);
+ if (eid == this->sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
}
+ this->sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
+ if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter);
}
- if (WP(w, replaceveh_d).update_right || e != WP(w, replaceveh_d).sel_engine[0]) {
- /* Either we got a request to rebuild the right list or the left list selected a different engine */
- if (WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE) {
- /* Always empty the right list when nothing is selected in the left list */
- WP(w, replaceveh_d).list[1].clear();
- WP(w, replaceveh_d).sel_engine[1] = INVALID_ENGINE;
- } else {
- GenerateReplaceVehList(w, false);
- SetVScroll2Count(w, WP(w, replaceveh_d).list[1].size());
- if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[1] == INVALID_ENGINE && WP(w, replaceveh_d).list[1].size() != 0) {
- WP(w, replaceveh_d).sel_engine[1] = WP(w, replaceveh_d).list[1][0];
+ /** Generate the lists */
+ void GenerateLists()
+ {
+ EngineID e = this->sel_engine[0];
+
+ if (this->update_left == true) {
+ /* We need to rebuild the left list */
+ GenerateReplaceVehList(this, true);
+ SetVScrollCount(this, this->list[0].size());
+ if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].size() != 0) {
+ this->sel_engine[0] = this->list[0][0];
}
}
+
+ if (this->update_right || e != this->sel_engine[0]) {
+ /* Either we got a request to rebuild the right list or the left list selected a different engine */
+ if (this->sel_engine[0] == INVALID_ENGINE) {
+ /* Always empty the right list when nothing is selected in the left list */
+ this->list[1].clear();
+ this->sel_engine[1] = INVALID_ENGINE;
+ } else {
+ GenerateReplaceVehList(this, false);
+ SetVScroll2Count(this, this->list[1].size());
+ if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].size() != 0) {
+ this->sel_engine[1] = this->list[1][0];
+ }
+ }
+ }
+ /* Reset the flags about needed updates */
+ this->update_left = false;
+ this->update_right = false;
+ this->init_lists = false;
}
- /* Reset the flags about needed updates */
- WP(w, replaceveh_d).update_left = false;
- WP(w, replaceveh_d).update_right = false;
- WP(w, replaceveh_d).init_lists = false;
-}
+public:
+ ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, NULL, window_number)
+ {
+ this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
+ new (&this->list[0]) EngineList();
+ new (&this->list[1]) EngineList();
+ this->update_left = true;
+ this->update_right = true;
+ this->init_lists = true;
+ this->sel_engine[0] = INVALID_ENGINE;
+ this->sel_engine[1] = INVALID_ENGINE;
+
+ this->resize.step_height = GetVehicleListHeight(vehicletype);
+ this->vscroll.cap = this->resize.step_height == 14 ? 8 : 4;
+
+ Widget *widget = this->widget;
+ widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll.cap << 8) + 1;
+
+ if (vehicletype == VEH_TRAIN) {
+ this->wagon_btnstate = true;
+ /* The train window is bigger so we will move some of the widgets to fit the new size.
+ * We will start by moving the resize button to the lower right corner. */
+ widget[RVW_WIDGET_RESIZE].top = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].top;
+ widget[RVW_WIDGET_RESIZE].bottom = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].bottom;
+ widget[RVW_WIDGET_STOP_REPLACE].right = widget[RVW_WIDGET_RESIZE].right;
+
+ /* The detail panel is one line taller for trains so we will move some of the widgets one line (10 pixels) down. */
+ widget[RVW_WIDGET_LEFT_DETAILS].bottom += 10;
+ widget[RVW_WIDGET_RIGHT_DETAILS].bottom += 10;
+ for (int i = RVW_WIDGET_START_REPLACE; i < RVW_WIDGET_RESIZE; i++) {
+ widget[i].top += 10;
+ widget[i].bottom += 10;
+ }
+ } else {
+ /* Since it's not a train we will hide the train only widgets. */
+ this->SetWidgetsHiddenState(true,
+ RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE,
+ RVW_WIDGET_TRAIN_FLUFF_LEFT,
+ RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN,
+ RVW_WIDGET_TRAIN_FLUFF_RIGHT,
+ RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE,
+ WIDGET_LIST_END);
+ }
-void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);
+ ResizeWindow(this, 0, this->resize.step_height * this->vscroll.cap);
-static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
-{
- /* Strings for the pulldown menu */
- static const StringID _vehicle_type_names[] = {
- STR_019F_TRAIN,
- STR_019C_ROAD_VEHICLE,
- STR_019E_SHIP,
- STR_019D_AIRCRAFT
- };
-
- switch (e->event) {
- case WE_CREATE:
- WP(w, replaceveh_d).wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
- new (&WP(w, replaceveh_d).list[0]) EngineList();
- new (&WP(w, replaceveh_d).list[1]) EngineList();
- WP(w, replaceveh_d).update_left = true;
- WP(w, replaceveh_d).update_right = true;
- WP(w, replaceveh_d).init_lists = true;
- WP(w, replaceveh_d).sel_engine[0] = INVALID_ENGINE;
- WP(w, replaceveh_d).sel_engine[1] = INVALID_ENGINE;
- break;
-
- case WE_PAINT: {
- if (WP(w, replaceveh_d).update_left || WP(w, replaceveh_d).update_right) GenerateLists(w);
-
- Player *p = GetPlayer(_local_player);
- EngineID selected_id[2];
- const GroupID selected_group = WP(w, replaceveh_d).sel_group;
-
- selected_id[0] = WP(w, replaceveh_d).sel_engine[0];
- selected_id[1] = WP(w, replaceveh_d).sel_engine[1];
-
- /* Disable the "Start Replacing" button if:
- * Either list is empty
- * or The selected replacement engine has a replacement (to prevent loops)
- * or The right list (new replacement) has the existing replacement vehicle selected */
- w->SetWidgetDisabledState(RVW_WIDGET_START_REPLACE,
- selected_id[0] == INVALID_ENGINE ||
- selected_id[1] == INVALID_ENGINE ||
- EngineReplacementForPlayer(p, selected_id[1], selected_group) != INVALID_ENGINE ||
- EngineReplacementForPlayer(p, selected_id[0], selected_group) == selected_id[1]);
-
- /* Disable the "Stop Replacing" button if:
- * The left list (existing vehicle) is empty
- * or The selected vehicle has no replacement set up */
- w->SetWidgetDisabledState(RVW_WIDGET_STOP_REPLACE,
- selected_id[0] == INVALID_ENGINE ||
- !EngineHasReplacementForPlayer(p, selected_id[0], selected_group));
-
- /* now the actual drawing of the window itself takes place */
- SetDParam(0, _vehicle_type_names[w->window_number]);
-
- if (w->window_number == VEH_TRAIN) {
- /* set on/off for renew_keep_length */
- SetDParam(1, p->renew_keep_length ? STR_CONFIG_PATCHES_ON : STR_CONFIG_PATCHES_OFF);
-
- /* set wagon/engine button */
- SetDParam(2, WP(w, replaceveh_d).wagon_btnstate ? STR_ENGINES : STR_WAGONS);
-
- /* sets the colour of that art thing */
- w->widget[RVW_WIDGET_TRAIN_FLUFF_LEFT].color = _player_colors[_local_player];
- w->widget[RVW_WIDGET_TRAIN_FLUFF_RIGHT].color = _player_colors[_local_player];
- }
+ /* Set the minimum window size to the current window size */
+ this->resize.width = this->width;
+ this->resize.height = this->height;
- if (w->window_number == VEH_TRAIN) {
- /* Show the selected railtype in the pulldown menu */
- RailType railtype = _railtype_selected_in_replace_gui;
- w->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = _rail_types_list[railtype];
- }
+ this->caption_color = _local_player;
+ this->sel_group = id_g;
+ this->vscroll2.cap = this->vscroll.cap; // these two are always the same
+ }
- DrawWindowWidgets(w);
+ virtual void OnPaint()
+ {
+ static const StringID _vehicle_type_names[] = {
+ STR_019F_TRAIN,
+ STR_019C_ROAD_VEHICLE,
+ STR_019E_SHIP,
+ STR_019D_AIRCRAFT
+ };
+
+ if (this->update_left || this->update_right) this->GenerateLists();
+
+ Player *p = GetPlayer(_local_player);
+ EngineID selected_id[2];
+ const GroupID selected_group = this->sel_group;
+
+ selected_id[0] = this->sel_engine[0];
+ selected_id[1] = this->sel_engine[1];
+
+ /* Disable the "Start Replacing" button if:
+ * Either list is empty
+ * or The selected replacement engine has a replacement (to prevent loops)
+ * or The right list (new replacement) has the existing replacement vehicle selected */
+ this->SetWidgetDisabledState(RVW_WIDGET_START_REPLACE,
+ selected_id[0] == INVALID_ENGINE ||
+ selected_id[1] == INVALID_ENGINE ||
+ EngineReplacementForPlayer(p, selected_id[1], selected_group) != INVALID_ENGINE ||
+ EngineReplacementForPlayer(p, selected_id[0], selected_group) == selected_id[1]);
+
+ /* Disable the "Stop Replacing" button if:
+ * The left list (existing vehicle) is empty
+ * or The selected vehicle has no replacement set up */
+ this->SetWidgetDisabledState(RVW_WIDGET_STOP_REPLACE,
+ selected_id[0] == INVALID_ENGINE ||
+ !EngineHasReplacementForPlayer(p, selected_id[0], selected_group));
+
+ /* now the actual drawing of the window itself takes place */
+ SetDParam(0, _vehicle_type_names[this->window_number]);
+
+ if (this->window_number == VEH_TRAIN) {
+ /* set on/off for renew_keep_length */
+ SetDParam(1, p->renew_keep_length ? STR_CONFIG_PATCHES_ON : STR_CONFIG_PATCHES_OFF);
+
+ /* set wagon/engine button */
+ SetDParam(2, this->wagon_btnstate ? STR_ENGINES : STR_WAGONS);
+
+ /* sets the colour of that art thing */
+ this->widget[RVW_WIDGET_TRAIN_FLUFF_LEFT].color = _player_colors[_local_player];
+ this->widget[RVW_WIDGET_TRAIN_FLUFF_RIGHT].color = _player_colors[_local_player];
+ }
- /* sets up the string for the vehicle that is being replaced to */
- if (selected_id[0] != INVALID_ENGINE) {
- if (!EngineHasReplacementForPlayer(p, selected_id[0], selected_group)) {
- SetDParam(0, STR_NOT_REPLACING);
- } else {
- SetDParam(0, STR_ENGINE_NAME);
- SetDParam(1, EngineReplacementForPlayer(p, selected_id[0], selected_group));
- }
+ if (this->window_number == VEH_TRAIN) {
+ /* Show the selected railtype in the pulldown menu */
+ this->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = _rail_types_list[sel_railtype];
+ }
+
+ DrawWindowWidgets(this);
+
+ /* sets up the string for the vehicle that is being replaced to */
+ if (selected_id[0] != INVALID_ENGINE) {
+ if (!EngineHasReplacementForPlayer(p, selected_id[0], selected_group)) {
+ SetDParam(0, STR_NOT_REPLACING);
} else {
- SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED);
+ SetDParam(0, STR_ENGINE_NAME);
+ SetDParam(1, EngineReplacementForPlayer(p, selected_id[0], selected_group));
}
+ } else {
+ SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED);
+ }
- DrawString(145, w->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK);
+ DrawString(145, this->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK);
- /* Draw the lists */
- for(byte i = 0; i < 2; i++) {
- uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
- EngineList list = WP(w, replaceveh_d).list[i]; // which list to draw
- EngineID start = i == 0 ? w->vscroll.pos : w->vscroll2.pos; // what is the offset for the start (scrolling)
- EngineID end = min((i == 0 ? w->vscroll.cap : w->vscroll2.cap) + start, list.size());
+ /* Draw the lists */
+ for (byte i = 0; i < 2; i++) {
+ uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
+ EngineList list = this->list[i]; // which list to draw
+ EngineID start = i == 0 ? this->vscroll.pos : this->vscroll2.pos; // what is the offset for the start (scrolling)
+ EngineID end = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list.size());
- /* Do the actual drawing */
- DrawEngineList((VehicleType)w->window_number, w->widget[widget].left + 2, w->widget[widget].top + 1, list, start, end, WP(w, replaceveh_d).sel_engine[i], i == 0 ? w->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group);
+ /* Do the actual drawing */
+ DrawEngineList((VehicleType)this->window_number, this->widget[widget].left + 2, this->widget[widget].top + 1, list, start, end, this->sel_engine[i], i == 0 ? this->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group);
- /* Also draw the details if an engine is selected */
- if (WP(w, replaceveh_d).sel_engine[i] != INVALID_ENGINE) {
- const Widget *wi = &w->widget[i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS];
- int text_end = DrawVehiclePurchaseInfo(wi->left + 2, wi->top + 1, wi->right - wi->left - 2, WP(w, replaceveh_d).sel_engine[i]);
+ /* Also draw the details if an engine is selected */
+ if (this->sel_engine[i] != INVALID_ENGINE) {
+ const Widget *wi = &this->widget[i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS];
+ int text_end = DrawVehiclePurchaseInfo(wi->left + 2, wi->top + 1, wi->right - wi->left - 2, this->sel_engine[i]);
- if (text_end > wi->bottom) {
- w->SetDirty();
- ResizeWindowForWidget(w, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom);
- w->SetDirty();
- }
+ if (text_end > wi->bottom) {
+ this->SetDirty();
+ ResizeWindowForWidget(this, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom);
+ this->SetDirty();
}
}
+ }
+ }
- } break; // end of paint
-
- case WE_CLICK: {
- switch (e->we.click.widget) {
- case RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE:
- WP(w, replaceveh_d).wagon_btnstate = !(WP(w, replaceveh_d).wagon_btnstate);
- WP(w, replaceveh_d).update_left = true;
- WP(w, replaceveh_d).init_lists = true;
- w->SetDirty();
- break;
-
- case RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN: /* Railtype selection dropdown menu */
- ShowDropDownMenu(w, _rail_types_list, _railtype_selected_in_replace_gui, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, 0, ~GetPlayer(_local_player)->avail_railtypes);
- break;
-
- case RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE: /* toggle renew_keep_length */
- DoCommandP(0, 5, GetPlayer(_local_player)->renew_keep_length ? 0 : 1, NULL, CMD_SET_AUTOREPLACE);
- break;
-
- case RVW_WIDGET_START_REPLACE: { /* Start replacing */
- EngineID veh_from = WP(w, replaceveh_d).sel_engine[0];
- EngineID veh_to = WP(w, replaceveh_d).sel_engine[1];
- DoCommandP(0, 3 + (WP(w, replaceveh_d).sel_group << 16) , veh_from + (veh_to << 16), NULL, CMD_SET_AUTOREPLACE);
- } break;
-
- case RVW_WIDGET_STOP_REPLACE: { /* Stop replacing */
- EngineID veh_from = WP(w, replaceveh_d).sel_engine[0];
- DoCommandP(0, 3 + (WP(w, replaceveh_d).sel_group << 16), veh_from + (INVALID_ENGINE << 16), NULL, CMD_SET_AUTOREPLACE);
- } break;
-
- case RVW_WIDGET_LEFT_MATRIX:
- case RVW_WIDGET_RIGHT_MATRIX: {
- uint i = (e->we.click.pt.y - 14) / w->resize.step_height;
- uint16 click_scroll_pos = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? w->vscroll.pos : w->vscroll2.pos;
- uint16 click_scroll_cap = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? w->vscroll.cap : w->vscroll2.cap;
- byte click_side = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
- size_t engine_count = WP(w, replaceveh_d).list[click_side].size();
-
- if (i < click_scroll_cap) {
- i += click_scroll_pos;
- EngineID e = engine_count > i ? WP(w, replaceveh_d).list[click_side][i] : INVALID_ENGINE;
- if (e == WP(w, replaceveh_d).sel_engine[click_side]) break; // we clicked the one we already selected
- WP(w, replaceveh_d).sel_engine[click_side] = e;
- if (click_side == 0) {
- WP(w, replaceveh_d).update_right = true;
- WP(w, replaceveh_d).init_lists = true;
- }
- w->SetDirty();
- }
- break;
+ virtual void OnClick(Point pt, int widget)
+ {
+ switch (widget) {
+ case RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE:
+ this->wagon_btnstate = !(this->wagon_btnstate);
+ this->update_left = true;
+ this->init_lists = true;
+ this->SetDirty();
+ break;
+
+ case RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN: /* Railtype selection dropdown menu */
+ ShowDropDownMenu(this, _rail_types_list, sel_railtype, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, 0, ~GetPlayer(_local_player)->avail_railtypes);
+ break;
+
+ case RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE: /* toggle renew_keep_length */
+ DoCommandP(0, 5, GetPlayer(_local_player)->renew_keep_length ? 0 : 1, NULL, CMD_SET_AUTOREPLACE);
+ break;
+
+ case RVW_WIDGET_START_REPLACE: { /* Start replacing */
+ EngineID veh_from = this->sel_engine[0];
+ EngineID veh_to = this->sel_engine[1];
+ DoCommandP(0, 3 + (this->sel_group << 16) , veh_from + (veh_to << 16), NULL, CMD_SET_AUTOREPLACE);
+ } break;
+
+ case RVW_WIDGET_STOP_REPLACE: { /* Stop replacing */
+ EngineID veh_from = this->sel_engine[0];
+ DoCommandP(0, 3 + (this->sel_group << 16), veh_from + (INVALID_ENGINE << 16), NULL, CMD_SET_AUTOREPLACE);
+ } break;
+
+ case RVW_WIDGET_LEFT_MATRIX:
+ case RVW_WIDGET_RIGHT_MATRIX: {
+ uint i = (pt.y - 14) / this->resize.step_height;
+ uint16 click_scroll_pos = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.pos : this->vscroll2.pos;
+ uint16 click_scroll_cap = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.cap : this->vscroll2.cap;
+ byte click_side = widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
+ size_t engine_count = this->list[click_side].size();
+
+ if (i < click_scroll_cap) {
+ i += click_scroll_pos;
+ EngineID e = engine_count > i ? this->list[click_side][i] : INVALID_ENGINE;
+ if (e == this->sel_engine[click_side]) break; // we clicked the one we already selected
+ this->sel_engine[click_side] = e;
+ if (click_side == 0) {
+ this->update_right = true;
+ this->init_lists = true;
}
- }
- break;
+ this->SetDirty();
+ }
+ break;
+ }
}
+ }
- case WE_DROPDOWN_SELECT: { /* we have selected a dropdown item in the list */
- RailType temp = (RailType)e->we.dropdown.index;
- if (temp == _railtype_selected_in_replace_gui) break; // we didn't select a new one. No need to change anything
- _railtype_selected_in_replace_gui = temp;
- /* Reset scrollbar positions */
- w->vscroll.pos = 0;
- w->vscroll2.pos = 0;
- /* Rebuild the lists */
- WP(w, replaceveh_d).update_left = true;
- WP(w, replaceveh_d).update_right = true;
- WP(w, replaceveh_d).init_lists = true;
- w->SetDirty();
- } break;
-
- case WE_RESIZE:
- {
- w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
- w->vscroll2.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
-
- Widget *widget = w->widget;
-
- widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (w->vscroll2.cap << 8) + 1;
-
- if (e->we.sizing.diff.x != 0) {
- /* We changed the width of the window so we have to resize the lists.
- * Because ResizeButtons() makes each widget the same size it can't be used on the lists
- * because then the lists would have the same size as the scrollbars.
- * Instead we use it on the detail panels.
- * Afterwards we use the new location of the detail panels (the middle of the window)
- * to place the lists.
- * This way the lists will have equal size while keeping the width of the scrollbars unchanged. */
- ResizeButtons(w, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS);
- widget[RVW_WIDGET_RIGHT_MATRIX].left = widget[RVW_WIDGET_RIGHT_DETAILS].left;
- widget[RVW_WIDGET_LEFT_SCROLLBAR].right = widget[RVW_WIDGET_LEFT_DETAILS].right;
- widget[RVW_WIDGET_LEFT_SCROLLBAR].left = widget[RVW_WIDGET_LEFT_SCROLLBAR].right - 11;
- widget[RVW_WIDGET_LEFT_MATRIX].right = widget[RVW_WIDGET_LEFT_SCROLLBAR].left - 1;
- }
- } break;
+ virtual void OnDropdownSelect(int widget, int index)
+ {
+ RailType temp = (RailType)index;
+ if (temp == sel_railtype) return; // we didn't select a new one. No need to change anything
+ sel_railtype = temp;
+ /* Reset scrollbar positions */
+ this->vscroll.pos = 0;
+ this->vscroll2.pos = 0;
+ /* Rebuild the lists */
+ this->update_left = true;
+ this->update_right = true;
+ this->init_lists = true;
+ this->SetDirty();
+ }
- case WE_INVALIDATE_DATA:
- if (e->we.invalidate.data == true) {
- WP(w, replaceveh_d).update_left = true;
- } else {
- WP(w, replaceveh_d).update_right = true;
- }
- break;
+ virtual void OnResize(Point new_size, Point delta) {
+ this->vscroll.cap += delta.y / (int)this->resize.step_height;
+ this->vscroll2.cap += delta.y / (int)this->resize.step_height;
+
+ Widget *widget = this->widget;
+
+ widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll2.cap << 8) + 1;
+
+ if (delta.x != 0) {
+ /* We changed the width of the window so we have to resize the lists.
+ * Because ResizeButtons() makes each widget the same size it can't be used on the lists
+ * because then the lists would have the same size as the scrollbars.
+ * Instead we use it on the detail panels.
+ * Afterwards we use the new location of the detail panels (the middle of the window)
+ * to place the lists.
+ * This way the lists will have equal size while keeping the width of the scrollbars unchanged. */
+ ResizeButtons(this, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS);
+ widget[RVW_WIDGET_RIGHT_MATRIX].left = widget[RVW_WIDGET_RIGHT_DETAILS].left;
+ widget[RVW_WIDGET_LEFT_SCROLLBAR].right = widget[RVW_WIDGET_LEFT_DETAILS].right;
+ widget[RVW_WIDGET_LEFT_SCROLLBAR].left = widget[RVW_WIDGET_LEFT_SCROLLBAR].right - 11;
+ widget[RVW_WIDGET_LEFT_MATRIX].right = widget[RVW_WIDGET_LEFT_SCROLLBAR].left - 1;
+ }
+ }
- case WE_DESTROY:
- WP(w, replaceveh_d).list[0].~EngineList(); // call destructor explicitly
- WP(w, replaceveh_d).list[1].~EngineList();
- break;
+ virtual void OnInvalidateData(int data)
+ {
+ if (data != 0) {
+ this->update_left = true;
+ } else {
+ this->update_right = true;
+ }
}
-}
+};
static const Widget _replace_vehicle_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
@@ -504,7 +530,7 @@ static const WindowDesc _replace_rail_vehicle_desc = {
WC_REPLACE_VEHICLE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_replace_vehicle_widgets,
- ReplaceVehicleWndProc
+ NULL
};
static const WindowDesc _replace_vehicle_desc = {
@@ -512,55 +538,13 @@ static const WindowDesc _replace_vehicle_desc = {
WC_REPLACE_VEHICLE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_replace_vehicle_widgets,
- ReplaceVehicleWndProc
+ NULL
};
+RailType ReplaceVehicleWindow::sel_railtype = RAILTYPE_RAIL;
void ShowReplaceGroupVehicleWindow(GroupID id_g, VehicleType vehicletype)
{
DeleteWindowById(WC_REPLACE_VEHICLE, vehicletype);
- Window *w = vehicletype == VEH_TRAIN ? AllocateWindowDescFront<Window>(&_replace_rail_vehicle_desc, VEH_TRAIN)
- : AllocateWindowDescFront<Window>(&_replace_vehicle_desc, vehicletype);
-
- w->resize.step_height = GetVehicleListHeight(vehicletype);
- w->vscroll.cap = w->resize.step_height == 14 ? 8 : 4;
-
- Widget *widget = w->widget;
- widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (w->vscroll.cap << 8) + 1;
-
- if (vehicletype == VEH_TRAIN) {
- WP(w, replaceveh_d).wagon_btnstate = true;
- /* The train window is bigger so we will move some of the widgets to fit the new size.
- * We will start by moving the resize button to the lower right corner. */
- widget[RVW_WIDGET_RESIZE].top = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].top;
- widget[RVW_WIDGET_RESIZE].bottom = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].bottom;
- widget[RVW_WIDGET_STOP_REPLACE].right = widget[RVW_WIDGET_RESIZE].right;
-
- /* The detail panel is one line taller for trains so we will move some of the widgets one line (10 pixels) down. */
- widget[RVW_WIDGET_LEFT_DETAILS].bottom += 10;
- widget[RVW_WIDGET_RIGHT_DETAILS].bottom += 10;
- for (int i = RVW_WIDGET_START_REPLACE; i < RVW_WIDGET_RESIZE; i++) {
- widget[i].top += 10;
- widget[i].bottom += 10;
- }
- } else {
- /* Since it's not a train we will hide the train only widgets. */
- w->SetWidgetsHiddenState(true,
- RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE,
- RVW_WIDGET_TRAIN_FLUFF_LEFT,
- RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN,
- RVW_WIDGET_TRAIN_FLUFF_RIGHT,
- RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE,
- WIDGET_LIST_END);
- }
-
- ResizeWindow(w, 0, w->resize.step_height * w->vscroll.cap);
-
- /* Set the minimum window size to the current window size */
- w->resize.width = w->width;
- w->resize.height = w->height;
-
- w->caption_color = _local_player;
- WP(w, replaceveh_d).sel_group = id_g;
- w->vscroll2.cap = w->vscroll.cap; // these two are always the same
+ new ReplaceVehicleWindow(vehicletype == VEH_TRAIN ? &_replace_rail_vehicle_desc : &_replace_vehicle_desc, vehicletype, id_g);
}
diff --git a/src/misc.cpp b/src/misc.cpp
index 1342e20d7..0546a6465 100644
--- a/src/misc.cpp
+++ b/src/misc.cpp
@@ -94,7 +94,6 @@ void InitializeGame(int mode, uint size_x, uint size_y)
InitializeIndustries();
InitializeBuildingCounts();
- InitializeVehiclesGuiList();
InitializeTrains();
InitializeNPF();
diff --git a/src/vehicle_gui.h b/src/vehicle_gui.h
index 1fe4cd8c9..59959088d 100644
--- a/src/vehicle_gui.h
+++ b/src/vehicle_gui.h
@@ -14,7 +14,6 @@
void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
-void InitializeVehiclesGuiList();
/* sorter stuff */
void RebuildVehicleLists();