From c6c908aba56dcd961c8ab35032f851d8c6948883 Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 13 May 2008 14:28:27 +0000 Subject: (svn r13068) -Codechange: make a class of the BuildVehicleWindow. --- src/build_vehicle_gui.cpp | 725 ++++++++++++++++++++++------------------------ 1 file changed, 347 insertions(+), 378 deletions(-) (limited to 'src/build_vehicle_gui.cpp') 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(&_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); } -- cgit v1.2.3-54-g00ecf