/* $Id$ */ /** @file vehicle_gui.h Functions related to the vehicle's GUIs. */ #ifndef VEHICLE_GUI_H #define VEHICLE_GUI_H #include "window_gui.h" #include "vehicle_type.h" #include "order_type.h" #include "station_type.h" #include "engine_type.h" #include "vehicle_base.h" void DrawVehicleProfitButton(const Vehicle *v, int x, int y); void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order); #define PERIODIC_RESORT_DAYS 10 extern const StringID _vehicle_sort_listing[]; /** Constants of vehicle view widget indices */ enum VehicleViewWindowWidgets { VVW_WIDGET_CLOSEBOX = 0, VVW_WIDGET_CAPTION, VVW_WIDGET_STICKY, VVW_WIDGET_PANEL, VVW_WIDGET_VIEWPORT, VVW_WIDGET_START_STOP_VEH, VVW_WIDGET_CENTER_MAIN_VIEH, VVW_WIDGET_GOTO_DEPOT, VVW_WIDGET_REFIT_VEH, VVW_WIDGET_SHOW_ORDERS, VVW_WIDGET_SHOW_DETAILS, VVW_WIDGET_CLONE_VEH, VVW_WIDGET_EMPTY_BOTTOM_RIGHT, VVW_WIDGET_RESIZE, VVW_WIDGET_TURN_AROUND, VVW_WIDGET_FORCE_PROCEED, }; /** Start of functions regarding vehicle list windows */ enum { PLY_WND_PRC__OFFSET_TOP_WIDGET = 26, PLY_WND_PRC__SIZE_OF_ROW_TINY = 13, PLY_WND_PRC__SIZE_OF_ROW_SMALL = 26, PLY_WND_PRC__SIZE_OF_ROW_BIG = 36, PLY_WND_PRC__SIZE_OF_ROW_BIG2 = 39, }; /** Vehicle List Window type flags */ enum { VLW_STANDARD = 0 << 8, VLW_SHARED_ORDERS = 1 << 8, VLW_STATION_LIST = 2 << 8, VLW_DEPOT_LIST = 3 << 8, VLW_GROUP_LIST = 4 << 8, VLW_MASK = 0x700, }; static inline bool ValidVLWFlags(uint16 flags) { return (flags == VLW_STANDARD || flags == VLW_SHARED_ORDERS || flags == VLW_STATION_LIST || flags == VLW_DEPOT_LIST || flags == VLW_GROUP_LIST); } void PlayerVehWndProc(Window *w, struct WindowEvent *e); int DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number); void DrawTrainImage(const Vehicle *v, int x, int y, VehicleID selection, int count, int skip); void DrawRoadVehImage(const Vehicle *v, int x, int y, VehicleID selection, int count); void DrawShipImage(const Vehicle *v, int x, int y, VehicleID selection); void DrawAircraftImage(const Vehicle *v, int x, int y, VehicleID selection); void ShowBuildVehicleWindow(TileIndex tile, VehicleType type); uint ShowAdditionalText(int x, int y, uint w, EngineID engine); uint ShowRefitOptionsList(int x, int y, uint w, EngineID engine); void ShowVehicleListWindow(const Vehicle *v); void ShowVehicleListWindow(PlayerID player, VehicleType vehicle_type); void ShowVehicleListWindow(PlayerID player, VehicleType vehicle_type, StationID station); void ShowVehicleListWindow(PlayerID player, VehicleType vehicle_type, TileIndex depot_tile); void DrawSmallOrderList(const Vehicle *v, int x, int y); void DrawVehicleImage(const Vehicle *v, int x, int y, VehicleID selection, int count, int skip); /* ChangeVehicleViewWindow() moves all windows for one vehicle to another vehicle. * For ease of use it can be called with both Vehicle pointers and VehicleIDs. */ void ChangeVehicleViewWindow(VehicleID from_index, VehicleID to_index); static inline void ChangeVehicleViewWindow(const Vehicle *from_v, VehicleID to_index) { ChangeVehicleViewWindow(from_v->index, to_index); } static inline void ChangeVehicleViewWindow(VehicleID from_index, const Vehicle *to_v) { ChangeVehicleViewWindow(from_index, to_v->index); } static inline void ChangeVehicleViewWindow(const Vehicle *from_v, const Vehicle *to_v) { ChangeVehicleViewWindow(from_v->index, to_v->index); } static inline uint GetVehicleListHeight(VehicleType type) { return (type == VEH_TRAIN || type == VEH_ROAD) ? 14 : 24; } /** Get WindowClass for vehicle list of given vehicle type * @param vt vehicle type to check * @return corresponding window class * @note works only for player buildable vehicle types */ static inline WindowClass GetWindowClassForVehicleType(VehicleType vt) { switch (vt) { default: NOT_REACHED(); case VEH_TRAIN: return WC_TRAINS_LIST; case VEH_ROAD: return WC_ROADVEH_LIST; case VEH_SHIP: return WC_SHIPS_LIST; case VEH_AIRCRAFT: return WC_AIRCRAFT_LIST; } } /* Unified window procedure */ void ShowVehicleViewWindow(const Vehicle *v); Vehicle *CheckClickOnVehicle(const struct ViewPort *vp, int x, int y); typedef GUIList GUIVehicleList; struct vehiclelist_d { GUIVehicleList vehicles; ///< The list of vehicles Listing *sorting; ///< Pointer to the vehicle type related sorting. VehicleType vehicle_type; ///< The vehicle type that is sorted }; struct Sorting { Listing aircraft; Listing roadveh; Listing ship; Listing train; }; extern Sorting _sorting; /* sorter stuff */ void RebuildVehicleLists(); void ResortVehicleLists(); void SortVehicleList(vehiclelist_d *vl); void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type); #endif /* VEHICLE_GUI_H */