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authorBernard Teo <bernard.14916@gmail.com>2019-01-11 16:09:37 +0800
committerPatric Stout <github@truebrain.nl>2020-12-21 23:15:53 +0100
commit584df548f1bdfa27482aa995d151542abe4f0bca (patch)
tree93992876f366068c75fa5e887d8c3a8db982cf4f /src
parent86e08aa8ef57822e3080b859ffe2802c8996bd9e (diff)
downloadopenttd-584df548f1bdfa27482aa995d151542abe4f0bca.tar.xz
Codechange: Make vehicle lists internally support grouping of vehicles
This is in preparation for the new UI feature that allows grouping by shared orders.
Diffstat (limited to 'src')
-rw-r--r--src/group_gui.cpp62
-rw-r--r--src/vehicle_gui.cpp233
-rw-r--r--src/vehicle_gui_base.h76
3 files changed, 235 insertions, 136 deletions
diff --git a/src/group_gui.cpp b/src/group_gui.cpp
index 8d0bba8fb..5323b65f2 100644
--- a/src/group_gui.cpp
+++ b/src/group_gui.cpp
@@ -341,24 +341,12 @@ public:
this->vscroll = this->GetScrollbar(WID_GL_LIST_VEHICLE_SCROLLBAR);
this->group_sb = this->GetScrollbar(WID_GL_LIST_GROUP_SCROLLBAR);
- switch (this->vli.vtype) {
- default: NOT_REACHED();
- case VEH_TRAIN: this->sorting = &_sorting.train; break;
- case VEH_ROAD: this->sorting = &_sorting.roadveh; break;
- case VEH_SHIP: this->sorting = &_sorting.ship; break;
- case VEH_AIRCRAFT: this->sorting = &_sorting.aircraft; break;
- }
-
this->vli.index = ALL_GROUP;
this->vehicle_sel = INVALID_VEHICLE;
this->group_sel = INVALID_GROUP;
this->group_rename = INVALID_GROUP;
this->group_over = INVALID_GROUP;
- this->vehicles.SetListing(*this->sorting);
- this->vehicles.ForceRebuild();
- this->vehicles.NeedResort();
-
this->BuildVehicleList();
this->SortVehicleList();
@@ -382,7 +370,7 @@ public:
~VehicleGroupWindow()
{
- *this->sorting = this->vehicles.GetListing();
+ *this->sorting = this->vehgroups.GetListing();
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
@@ -453,10 +441,10 @@ public:
{
if (data == 0) {
/* This needs to be done in command-scope to enforce rebuilding before resorting invalid data */
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
this->groups.ForceRebuild();
} else {
- this->vehicles.ForceResort();
+ this->vehgroups.ForceResort();
this->groups.ForceResort();
}
@@ -509,8 +497,8 @@ public:
this->BuildGroupList(this->owner);
- this->group_sb->SetCount((uint)this->groups.size());
- this->vscroll->SetCount((uint)this->vehicles.size());
+ this->group_sb->SetCount(static_cast<int>(this->groups.size()));
+ this->vscroll->SetCount(static_cast<int>(this->vehgroups.size()));
/* The drop down menu is out, *but* it may not be used, retract it. */
if (this->vehicles.size() == 0 && this->IsWidgetLowered(WID_GL_MANAGE_VEHICLES_DROPDOWN)) {
@@ -550,7 +538,7 @@ public:
this->GetWidget<NWidgetCore>(WID_GL_REPLACE_PROTECTION)->widget_data = protect_sprite + this->vli.vtype;
/* Set text of sort by dropdown */
- this->GetWidget<NWidgetCore>(WID_GL_SORT_BY_DROPDOWN)->widget_data = this->vehicle_sorter_names[this->vehicles.SortType()];
+ this->GetWidget<NWidgetCore>(WID_GL_SORT_BY_DROPDOWN)->widget_data = this->vehicle_group_none_sorter_names[this->vehgroups.SortType()];
this->DrawWidgets();
}
@@ -623,16 +611,16 @@ public:
}
case WID_GL_SORT_BY_ORDER:
- this->DrawSortButtonState(WID_GL_SORT_BY_ORDER, this->vehicles.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
+ this->DrawSortButtonState(WID_GL_SORT_BY_ORDER, this->vehgroups.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
break;
case WID_GL_LIST_VEHICLE:
- if (this->vli.index != ALL_GROUP) {
- /* Mark vehicles which are in sub-groups */
+ if (this->vli.index != ALL_GROUP && this->grouping == GB_NONE) {
+ /* Mark vehicles which are in sub-groups (only if we are not using shared order coalescing) */
int y = r.top;
- uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), (uint)this->vehicles.size());
+ uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), static_cast<uint>(this->vehgroups.size()));
for (uint i = this->vscroll->GetPosition(); i < max; ++i) {
- const Vehicle *v = this->vehicles[i];
+ const Vehicle *v = this->vehgroups[i].GetSingleVehicle();
if (v->group_id != this->vli.index) {
GfxFillRect(r.left + 1, y + 1, r.right - 1, y + this->resize.step_height - 2, _colour_gradient[COLOUR_GREY][3], FILLRECT_CHECKER);
}
@@ -658,18 +646,18 @@ public:
{
switch (widget) {
case WID_GL_SORT_BY_ORDER: // Flip sorting method ascending/descending
- this->vehicles.ToggleSortOrder();
+ this->vehgroups.ToggleSortOrder();
this->SetDirty();
break;
case WID_GL_SORT_BY_DROPDOWN: // Select sorting criteria dropdown menu
- ShowDropDownMenu(this, this->vehicle_sorter_names, this->vehicles.SortType(), WID_GL_SORT_BY_DROPDOWN, 0, (this->vli.vtype == VEH_TRAIN || this->vli.vtype == VEH_ROAD) ? 0 : (1 << 10));
+ ShowDropDownMenu(this, this->GetVehicleSorterNames(), this->vehgroups.SortType(), WID_GL_SORT_BY_DROPDOWN, 0, (this->vli.vtype == VEH_TRAIN || this->vli.vtype == VEH_ROAD) ? 0 : (1 << 10));
return;
case WID_GL_ALL_VEHICLES: // All vehicles button
if (!IsAllGroupID(this->vli.index)) {
this->vli.index = ALL_GROUP;
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
this->SetDirty();
}
break;
@@ -677,7 +665,7 @@ public:
case WID_GL_DEFAULT_VEHICLES: // Ungrouped vehicles button
if (!IsDefaultGroupID(this->vli.index)) {
this->vli.index = DEFAULT_GROUP;
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
this->SetDirty();
}
break;
@@ -717,17 +705,17 @@ public:
SetObjectToPlaceWnd(SPR_CURSOR_MOUSE, PAL_NONE, HT_DRAG, this);
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
this->SetDirty();
break;
}
case WID_GL_LIST_VEHICLE: { // Matrix Vehicle
uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_GL_LIST_VEHICLE);
- if (id_v >= this->vehicles.size()) return; // click out of list bound
+ if (id_v >= this->vehgroups.size()) return; // click out of list bound
- const Vehicle *v = this->vehicles[id_v];
- if (VehicleClicked(v)) break;
+ const GUIVehicleGroup &vehgroup = this->vehgroups[id_v];
+ const Vehicle * const v = vehgroup.GetSingleVehicle();
this->vehicle_sel = v->index;
@@ -851,13 +839,13 @@ public:
this->SetDirty();
uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_GL_LIST_VEHICLE);
- if (id_v >= this->vehicles.size()) return; // click out of list bound
+ if (id_v >= this->vehgroups.size()) return; // click out of list bound
- const Vehicle *v = this->vehicles[id_v];
+ const GUIVehicleGroup &vehgroup = this->vehgroups[id_v];
+ const Vehicle *v = vehgroup.GetSingleVehicle();
if (!VehicleClicked(v) && vindex == v->index) {
ShowVehicleViewWindow(v);
}
- break;
}
}
}
@@ -886,7 +874,7 @@ public:
{
switch (widget) {
case WID_GL_SORT_BY_DROPDOWN:
- this->vehicles.SetSortType(index);
+ this->vehgroups.SetSortType(index);
break;
case WID_GL_MANAGE_VEHICLES_DROPDOWN:
@@ -924,7 +912,7 @@ public:
void OnGameTick() override
{
- if (this->groups.NeedResort() || this->vehicles.NeedResort()) {
+ if (this->groups.NeedResort() || this->vehgroups.NeedResort()) {
this->SetDirty();
}
}
@@ -1019,7 +1007,7 @@ public:
}
this->group_sb->ScrollTowards(id_g);
}
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
this->SetDirty();
}
diff --git a/src/vehicle_gui.cpp b/src/vehicle_gui.cpp
index 84ff890d1..135da393a 100644
--- a/src/vehicle_gui.cpp
+++ b/src/vehicle_gui.cpp
@@ -39,40 +39,50 @@
#include "safeguards.h"
+#include <algorithm>
+
+
+BaseVehicleListWindow::GroupBy _grouping[VLT_END][VEH_COMPANY_END];
+Sorting _sorting[BaseVehicleListWindow::GB_END];
+
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleNumberSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleNameSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleAgeSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleProfitThisYearSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleProfitLastYearSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleCargoSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleReliabilitySorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleMaxSpeedSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleModelSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleValueSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleLengthSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleTimeToLiveSorter;
+static BaseVehicleListWindow::VehicleIndividualSortFunction VehicleTimetableDelaySorter;
+
+/** Wrapper to convert a VehicleIndividualSortFunction to a VehicleGroupSortFunction */
+template <BaseVehicleListWindow::VehicleIndividualSortFunction func>
+static bool VehicleIndividualToGroupSorterWrapper(GUIVehicleGroup const &a, GUIVehicleGroup const &b)
+{
+ return func(*(a.vehicles_begin), *(b.vehicles_begin));
+}
-Sorting _sorting;
-
-static GUIVehicleList::SortFunction VehicleNumberSorter;
-static GUIVehicleList::SortFunction VehicleNameSorter;
-static GUIVehicleList::SortFunction VehicleAgeSorter;
-static GUIVehicleList::SortFunction VehicleProfitThisYearSorter;
-static GUIVehicleList::SortFunction VehicleProfitLastYearSorter;
-static GUIVehicleList::SortFunction VehicleCargoSorter;
-static GUIVehicleList::SortFunction VehicleReliabilitySorter;
-static GUIVehicleList::SortFunction VehicleMaxSpeedSorter;
-static GUIVehicleList::SortFunction VehicleModelSorter;
-static GUIVehicleList::SortFunction VehicleValueSorter;
-static GUIVehicleList::SortFunction VehicleLengthSorter;
-static GUIVehicleList::SortFunction VehicleTimeToLiveSorter;
-static GUIVehicleList::SortFunction VehicleTimetableDelaySorter;
-
-GUIVehicleList::SortFunction * const BaseVehicleListWindow::vehicle_sorter_funcs[] = {
- &VehicleNumberSorter,
- &VehicleNameSorter,
- &VehicleAgeSorter,
- &VehicleProfitThisYearSorter,
- &VehicleProfitLastYearSorter,
- &VehicleCargoSorter,
- &VehicleReliabilitySorter,
- &VehicleMaxSpeedSorter,
- &VehicleModelSorter,
- &VehicleValueSorter,
- &VehicleLengthSorter,
- &VehicleTimeToLiveSorter,
- &VehicleTimetableDelaySorter,
+BaseVehicleListWindow::VehicleGroupSortFunction * const BaseVehicleListWindow::vehicle_group_none_sorter_funcs[] = {
+ &VehicleIndividualToGroupSorterWrapper<VehicleNumberSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleNameSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleAgeSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleProfitThisYearSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleProfitLastYearSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleCargoSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleReliabilitySorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleMaxSpeedSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleModelSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleValueSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleLengthSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleTimeToLiveSorter>,
+ &VehicleIndividualToGroupSorterWrapper<VehicleTimetableDelaySorter>,
};
-const StringID BaseVehicleListWindow::vehicle_sorter_names[] = {
+const StringID BaseVehicleListWindow::vehicle_group_none_sorter_names[] = {
STR_SORT_BY_NUMBER,
STR_SORT_BY_NAME,
STR_SORT_BY_AGE,
@@ -96,6 +106,31 @@ const StringID BaseVehicleListWindow::vehicle_depot_name[] = {
STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR
};
+BaseVehicleListWindow::BaseVehicleListWindow(WindowDesc *desc, WindowNumber wno) : Window(desc), vli(VehicleListIdentifier::UnPack(wno))
+{
+ this->grouping = _grouping[vli.type][vli.vtype];
+ this->UpdateSortingFromGrouping();
+}
+
+/**
+ * Get the number of digits of space required for the given number.
+ * @param number The number.
+ * @return The number of digits to allocate space for.
+ */
+uint CountDigitsForAllocatingSpace(uint number)
+{
+ if (number >= 10000) return 5;
+ if (number >= 1000) return 4;
+ if (number >= 100) return 3;
+
+ /*
+ * When the smallest unit number is less than 10, it is
+ * quite likely that it will expand to become more than
+ * 10 quite soon.
+ */
+ return 2;
+}
+
/**
* Get the number of digits the biggest unit number of a set of vehicles has.
* @param vehicles The list of vehicles.
@@ -108,30 +143,29 @@ uint GetUnitNumberDigits(VehicleList &vehicles)
unitnumber = max<uint>(unitnumber, v->unitnumber);
}
- if (unitnumber >= 10000) return 5;
- if (unitnumber >= 1000) return 4;
- if (unitnumber >= 100) return 3;
-
- /*
- * When the smallest unit number is less than 10, it is
- * quite likely that it will expand to become more than
- * 10 quite soon.
- */
- return 2;
+ return CountDigitsForAllocatingSpace(unitnumber);
}
void BaseVehicleListWindow::BuildVehicleList()
{
- if (!this->vehicles.NeedRebuild()) return;
+ if (!this->vehgroups.NeedRebuild()) return;
DEBUG(misc, 3, "Building vehicle list type %d for company %d given index %d", this->vli.type, this->vli.company, this->vli.index);
+ this->vehgroups.clear();
+
GenerateVehicleSortList(&this->vehicles, this->vli);
- this->unitnumber_digits = GetUnitNumberDigits(this->vehicles);
+ uint max_unitnumber = 0;
+ for (auto it = this->vehicles.begin(); it != this->vehicles.end(); ++it) {
+ this->vehgroups.emplace_back(it, it + 1, (*it)->GetDisplayProfitThisYear(), (*it)->GetDisplayProfitLastYear(), (*it)->age);
+
+ max_unitnumber = max<uint>(max_unitnumber, (*it)->unitnumber);
+ }
+ this->unitnumber_digits = CountDigitsForAllocatingSpace(max_unitnumber);
- this->vehicles.RebuildDone();
- this->vscroll->SetCount((uint)this->vehicles.size());
+ this->vehgroups.RebuildDone();
+ this->vscroll->SetCount(this->vehgroups.size());
}
/**
@@ -183,7 +217,7 @@ static const Vehicle *_last_vehicle[2] = { nullptr, nullptr };
void BaseVehicleListWindow::SortVehicleList()
{
- if (this->vehicles.Sort()) return;
+ if (this->vehgroups.Sort()) return;
/* invalidate cached values for name sorter - vehicle names could change */
_last_vehicle[0] = _last_vehicle[1] = nullptr;
@@ -196,16 +230,16 @@ void DepotSortList(VehicleList *list)
}
/** draw the vehicle profit button in the vehicle list window. */
-static void DrawVehicleProfitButton(const Vehicle *v, int x, int y)
+static void DrawVehicleProfitButton(Date age, Money display_profit_last_year, uint num_vehicles, int x, int y)
{
SpriteID spr;
/* draw profit-based coloured icons */
- if (v->age <= VEHICLE_PROFIT_MIN_AGE) {
+ if (age <= VEHICLE_PROFIT_MIN_AGE) {
spr = SPR_PROFIT_NA;
- } else if (v->GetDisplayProfitLastYear() < 0) {
+ } else if (display_profit_last_year < 0) {
spr = SPR_PROFIT_NEGATIVE;
- } else if (v->GetDisplayProfitLastYear() < VEHICLE_PROFIT_THRESHOLD) {
+ } else if (display_profit_last_year < VEHICLE_PROFIT_THRESHOLD * num_vehicles) {
spr = SPR_PROFIT_SOME;
} else {
spr = SPR_PROFIT_LOT;
@@ -1204,6 +1238,7 @@ static bool VehicleTimetableDelaySorter(const Vehicle * const &a, const Vehicle
void InitializeGUI()
{
+ MemSetT(&_grouping, 0);
MemSetT(&_sorting, 0);
}
@@ -1384,17 +1419,21 @@ void BaseVehicleListWindow::DrawVehicleListItems(VehicleID selected_vehicle, int
int vehicle_button_x = rtl ? right - GetSpriteSize(SPR_PROFIT_LOT).width : left;
int y = r.top;
- uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), (uint)this->vehicles.size());
+ uint max = min(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), this->vehgroups.size());
for (uint i = this->vscroll->GetPosition(); i < max; ++i) {
- const Vehicle *v = this->vehicles[i];
- StringID str;
- SetDParam(0, v->GetDisplayProfitThisYear());
- SetDParam(1, v->GetDisplayProfitLastYear());
+ const GUIVehicleGroup &vehgroup = this->vehgroups[i];
- DrawVehicleImage(v, image_left, image_right, y + FONT_HEIGHT_SMALL - 1, selected_vehicle, EIT_IN_LIST, 0);
+ SetDParam(0, vehgroup.display_profit_this_year);
+ SetDParam(1, vehgroup.display_profit_last_year);
DrawString(text_left, text_right, y + line_height - FONT_HEIGHT_SMALL - WD_FRAMERECT_BOTTOM - 1, STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR);
+ DrawVehicleProfitButton(vehgroup.age, vehgroup.display_profit_last_year, vehgroup.NumVehicles(), vehicle_button_x, y + FONT_HEIGHT_NORMAL + 3);
+
+ const Vehicle *v = vehgroup.GetSingleVehicle();
+
+ DrawVehicleImage(v, image_left, image_right, y + FONT_HEIGHT_SMALL - 1, selected_vehicle, EIT_IN_LIST, 0);
+
if (!v->name.empty()) {
/* The vehicle got a name so we will print it */
SetDParam(0, v->index);
@@ -1407,6 +1446,7 @@ void BaseVehicleListWindow::DrawVehicleListItems(VehicleID selected_vehicle, int
if (show_orderlist) DrawSmallOrderList(v, orderlist_left, orderlist_right, y, v->cur_real_order_index);
+ StringID str;
if (v->IsChainInDepot()) {
str = STR_BLUE_COMMA;
} else {
@@ -1416,12 +1456,41 @@ void BaseVehicleListWindow::DrawVehicleListItems(VehicleID selected_vehicle, int
SetDParam(0, v->unitnumber);
DrawString(left, right, y + 2, str);
- DrawVehicleProfitButton(v, vehicle_button_x, y + FONT_HEIGHT_NORMAL + 3);
-
y += line_height;
}
}
+void BaseVehicleListWindow::UpdateSortingFromGrouping()
+{
+ /* Set up sorting. Make the window-specific _sorting variable
+ * point to the correct global _sorting struct so we are freed
+ * from having conditionals during window operation */
+ switch (this->vli.vtype) {
+ case VEH_TRAIN: this->sorting = &_sorting[this->grouping].train; break;
+ case VEH_ROAD: this->sorting = &_sorting[this->grouping].roadveh; break;
+ case VEH_SHIP: this->sorting = &_sorting[this->grouping].ship; break;
+ case VEH_AIRCRAFT: this->sorting = &_sorting[this->grouping].aircraft; break;
+ default: NOT_REACHED();
+ }
+ this->vehgroups.SetSortFuncs(this->vehicle_group_none_sorter_funcs);
+ this->vehgroups.SetListing(*this->sorting);
+ this->vehgroups.ForceRebuild();
+ this->vehgroups.NeedResort();
+}
+
+void BaseVehicleListWindow::UpdateVehicleGroupBy(GroupBy group_by)
+{
+ if (this->grouping != group_by) {
+ /* Save the old sorting option, so that if we change the grouping option back later on,
+ * UpdateSortingFromGrouping() will automatically restore the saved sorting option. */
+ *this->sorting = this->vehgroups.GetListing();
+
+ this->grouping = group_by;
+ _grouping[this->vli.type][this->vli.vtype] = group_by;
+ this->UpdateSortingFromGrouping();
+ }
+}
+
/**
* Window for the (old) vehicle listing.
*
@@ -1442,24 +1511,10 @@ private:
public:
VehicleListWindow(WindowDesc *desc, WindowNumber window_number) : BaseVehicleListWindow(desc, window_number)
{
- /* Set up sorting. Make the window-specific _sorting variable
- * point to the correct global _sorting struct so we are freed
- * from having conditionals during window operation */
- switch (this->vli.vtype) {
- case VEH_TRAIN: this->sorting = &_sorting.train; break;
- case VEH_ROAD: this->sorting = &_sorting.roadveh; break;
- case VEH_SHIP: this->sorting = &_sorting.ship; break;
- case VEH_AIRCRAFT: this->sorting = &_sorting.aircraft; break;
- default: NOT_REACHED();
- }
-
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_VL_SCROLLBAR);
- this->vehicles.SetListing(*this->sorting);
- this->vehicles.ForceRebuild();
- this->vehicles.NeedResort();
this->BuildVehicleList();
this->SortVehicleList();
@@ -1478,7 +1533,7 @@ public:
~VehicleListWindow()
{
- *this->sorting = this->vehicles.GetListing();
+ *this->sorting = this->vehgroups.GetListing();
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
@@ -1533,26 +1588,26 @@ public:
* and we should close the window when deleting the order. */
NOT_REACHED();
}
- SetDParam(0, this->vscroll->GetCount());
+ SetDParam(0, this->vehicles.size());
break;
case VL_STANDARD: // Company Name
SetDParam(0, STR_COMPANY_NAME);
SetDParam(1, this->vli.index);
- SetDParam(3, this->vscroll->GetCount());
+ SetDParam(3, this->vehicles.size());
break;
case VL_STATION_LIST: // Station/Waypoint Name
SetDParam(0, Station::IsExpected(BaseStation::Get(this->vli.index)) ? STR_STATION_NAME : STR_WAYPOINT_NAME);
SetDParam(1, this->vli.index);
- SetDParam(3, this->vscroll->GetCount());
+ SetDParam(3, this->vehicles.size());
break;
case VL_DEPOT_LIST:
SetDParam(0, STR_DEPOT_CAPTION);
SetDParam(1, this->vli.vtype);
SetDParam(2, this->vli.index);
- SetDParam(3, this->vscroll->GetCount());
+ SetDParam(3, this->vehicles.size());
break;
default: NOT_REACHED();
}
@@ -1566,7 +1621,7 @@ public:
switch (widget) {
case WID_VL_SORT_ORDER:
/* draw arrow pointing up/down for ascending/descending sorting */
- this->DrawSortButtonState(widget, this->vehicles.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
+ this->DrawSortButtonState(widget, this->vehgroups.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
break;
case WID_VL_LIST:
@@ -1602,7 +1657,7 @@ public:
}
/* Set text of sort by dropdown widget. */
- this->GetWidget<NWidgetCore>(WID_VL_SORT_BY_PULLDOWN)->widget_data = this->vehicle_sorter_names[this->vehicles.SortType()];
+ this->GetWidget<NWidgetCore>(WID_VL_SORT_BY_PULLDOWN)->widget_data = this->vehicle_group_none_sorter_names[this->vehgroups.SortType()];
this->DrawWidgets();
}
@@ -1611,20 +1666,22 @@ public:
{
switch (widget) {
case WID_VL_SORT_ORDER: // Flip sorting method ascending/descending
- this->vehicles.ToggleSortOrder();
+ this->vehgroups.ToggleSortOrder();
this->SetDirty();
break;
case WID_VL_SORT_BY_PULLDOWN:// Select sorting criteria dropdown menu
- ShowDropDownMenu(this, this->vehicle_sorter_names, this->vehicles.SortType(), WID_VL_SORT_BY_PULLDOWN, 0,
+ ShowDropDownMenu(this, this->vehicle_group_none_sorter_names, this->vehgroups.SortType(), WID_VL_SORT_BY_PULLDOWN, 0,
(this->vli.vtype == VEH_TRAIN || this->vli.vtype == VEH_ROAD) ? 0 : (1 << 10));
return;
case WID_VL_LIST: { // Matrix to show vehicles
uint id_v = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_VL_LIST);
- if (id_v >= this->vehicles.size()) return; // click out of list bound
+ if (id_v >= this->vehgroups.size()) return; // click out of list bound
+
+ const GUIVehicleGroup &vehgroup = this->vehgroups[id_v];
+ const Vehicle *v = vehgroup.GetSingleVehicle();
- const Vehicle *v = this->vehicles[id_v];
if (!VehicleClicked(v)) {
if (_ctrl_pressed) {
ShowCompanyGroupForVehicle(v);
@@ -1655,7 +1712,7 @@ public:
{
switch (widget) {
case WID_VL_SORT_BY_PULLDOWN:
- this->vehicles.SetSortType(index);
+ this->vehgroups.SetSortType(index);
break;
case WID_VL_MANAGE_VEHICLES_DROPDOWN:
assert(this->vehicles.size() != 0);
@@ -1679,7 +1736,7 @@ public:
void OnGameTick() override
{
- if (this->vehicles.NeedResort()) {
+ if (this->vehgroups.NeedResort()) {
StationID station = (this->vli.type == VL_STATION_LIST) ? this->vli.index : INVALID_STATION;
DEBUG(misc, 3, "Periodic resort %d list company %d at station %d", this->vli.vtype, this->owner, station);
@@ -1703,15 +1760,15 @@ public:
/* Needs to be done in command-scope, so everything stays valid */
this->vli.index = GB(data, 0, 20);
this->window_number = this->vli.Pack();
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
return;
}
if (data == 0) {
/* This needs to be done in command-scope to enforce rebuilding before resorting invalid data */
- this->vehicles.ForceRebuild();
+ this->vehgroups.ForceRebuild();
} else {
- this->vehicles.ForceResort();
+ this->vehgroups.ForceResort();
}
}
};
diff --git a/src/vehicle_gui_base.h b/src/vehicle_gui_base.h
index 89410b17e..c63d5ec18 100644
--- a/src/vehicle_gui_base.h
+++ b/src/vehicle_gui_base.h
@@ -10,19 +10,59 @@
#ifndef VEHICLE_GUI_BASE_H
#define VEHICLE_GUI_BASE_H
+#include "core/smallvec_type.hpp"
+#include "date_type.h"
+#include "economy_type.h"
#include "sortlist_type.h"
#include "vehiclelist.h"
#include "window_gui.h"
#include "widgets/dropdown_type.h"
+#include <iterator>
+
typedef GUIList<const Vehicle*> GUIVehicleList;
+struct GUIVehicleGroup {
+ VehicleList::const_iterator vehicles_begin; ///< Pointer to beginning element of this vehicle group.
+ VehicleList::const_iterator vehicles_end; ///< Pointer to past-the-end element of this vehicle group.
+ Money display_profit_this_year; ///< Total profit for the vehicle group this year.
+ Money display_profit_last_year; ///< Total profit for the vehicle group laste year.
+ Date age; ///< Age in days of oldest vehicle in the group.
+
+ GUIVehicleGroup(VehicleList::const_iterator vehicles_begin, VehicleList::const_iterator vehicles_end, Money display_profit_this_year, Money display_profit_last_year, Date age)
+ : vehicles_begin(vehicles_begin), vehicles_end(vehicles_end), display_profit_this_year(display_profit_this_year), display_profit_last_year(display_profit_last_year), age(age) {}
+
+ std::ptrdiff_t NumVehicles() const
+ {
+ return std::distance(vehicles_begin, vehicles_end);
+ }
+ const Vehicle *GetSingleVehicle() const
+ {
+ assert(NumVehicles() == 1);
+ return vehicles_begin[0];
+ }
+};
+
+typedef GUIList<GUIVehicleGroup> GUIVehicleGroupList;
+
struct BaseVehicleListWindow : public Window {
- GUIVehicleList vehicles; ///< The list of vehicles
- Listing *sorting; ///< Pointer to the vehicle type related sorting.
- byte unitnumber_digits; ///< The number of digits of the highest unit number
+
+ enum GroupBy : byte {
+ GB_NONE,
+
+ GB_END,
+ };
+
+ GroupBy grouping; ///< How we want to group the list.
+ VehicleList vehicles; ///< List of vehicles. This is the buffer for `vehgroups` to point into; if this is structurally modified, `vehgroups` must be rebuilt.
+ GUIVehicleGroupList vehgroups; ///< List of (groups of) vehicles. This stores iterators of `vehicles`, and should be rebuilt if `vehicles` is structurally changed.
+ Listing *sorting; ///< Pointer to the vehicle type related sorting.
+ byte unitnumber_digits; ///< The number of digits of the highest unit number.
Scrollbar *vscroll;
- VehicleListIdentifier vli; ///< Identifier of the vehicle list we want to currently show.
+ VehicleListIdentifier vli; ///< Identifier of the vehicle list we want to currently show.
+
+ typedef GUIVehicleGroupList::SortFunction VehicleGroupSortFunction;
+ typedef GUIVehicleList::SortFunction VehicleIndividualSortFunction;
enum ActionDropdownItem {
ADI_REPLACE,
@@ -33,19 +73,32 @@ struct BaseVehicleListWindow : public Window {
};
static const StringID vehicle_depot_name[];
- static const StringID vehicle_sorter_names[];
- static GUIVehicleList::SortFunction * const vehicle_sorter_funcs[];
+ static const StringID vehicle_group_by_names[];
+ static const StringID vehicle_group_none_sorter_names[];
+ static const StringID vehicle_group_shared_orders_sorter_names[];
+ static VehicleGroupSortFunction * const vehicle_group_none_sorter_funcs[];
+ static VehicleGroupSortFunction * const vehicle_group_shared_orders_sorter_funcs[];
- BaseVehicleListWindow(WindowDesc *desc, WindowNumber wno) : Window(desc), vli(VehicleListIdentifier::UnPack(wno))
- {
- this->vehicles.SetSortFuncs(this->vehicle_sorter_funcs);
- }
+ BaseVehicleListWindow(WindowDesc *desc, WindowNumber wno);
+
+ void UpdateSortingFromGrouping();
void DrawVehicleListItems(VehicleID selected_vehicle, int line_height, const Rect &r) const;
+ void UpdateVehicleGroupBy(GroupBy group_by);
void SortVehicleList();
void BuildVehicleList();
Dimension GetActionDropdownSize(bool show_autoreplace, bool show_group);
DropDownList BuildActionDropdownList(bool show_autoreplace, bool show_group);
+
+ const StringID *GetVehicleSorterNames()
+ {
+ return vehicle_group_none_sorter_names;
+ }
+
+ VehicleGroupSortFunction * const *GetVehicleSorterFuncs()
+ {
+ return vehicle_group_none_sorter_funcs;
+ }
};
uint GetVehicleListHeight(VehicleType type, uint divisor = 1);
@@ -57,6 +110,7 @@ struct Sorting {
Listing train;
};
-extern Sorting _sorting;
+extern BaseVehicleListWindow::GroupBy _grouping[VLT_END][VEH_COMPANY_END];
+extern Sorting _sorting[BaseVehicleListWindow::GB_END];
#endif /* VEHICLE_GUI_BASE_H */