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/* $Id$ */
/** @file autoreplace_gui.cpp GUI for autoreplace handling. */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "gui.h"
#include "command_func.h"
#include "variables.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "group.h"
#include "rail.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "gfx_func.h"
#include "player_func.h"
#include "widgets/dropdown_type.h"
#include "widgets/dropdown_func.h"
#include "engine_func.h"
#include "engine_base.h"
#include "window_gui.h"
#include "engine_gui.h"
#include "table/sprites.h"
#include "table/strings.h"
void DrawEngineList(VehicleType type, int x, int r, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);
enum ReplaceVehicleWindowWidgets {
RVW_WIDGET_LEFT_MATRIX = 3,
RVW_WIDGET_LEFT_SCROLLBAR,
RVW_WIDGET_RIGHT_MATRIX,
RVW_WIDGET_RIGHT_SCROLLBAR,
RVW_WIDGET_LEFT_DETAILS,
RVW_WIDGET_RIGHT_DETAILS,
/* Button row */
RVW_WIDGET_START_REPLACE,
RVW_WIDGET_INFO_TAB,
RVW_WIDGET_STOP_REPLACE,
RVW_WIDGET_RESIZE,
/* Train only widgets */
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,
};
static int CDECL EngineNumberSorter(const void *a, const void *b)
{
const EngineID va = *(const EngineID*)a;
const EngineID vb = *(const EngineID*)b;
int r = ListPositionOfEngine(va) - ListPositionOfEngine(vb);
return r;
}
/** 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
* Note: this function only works if it is called either
* - when a new vehicle is build, but before it's counted in num_engines
* - when a vehicle is deleted and after it's substracted from num_engines
* - when not changing the count (used when changing replace orders)
*/
void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g)
{
Player *p = GetPlayer(_local_player);
uint num_engines = GetGroupNumEngines(_local_player, id_g, e);
if (num_engines == 0 || p->num_engines[e] == 0) {
/* We don't have any of this engine type.
* Either we just sold the last one, we build a new one or we stopped replacing it.
* In all cases, we need to update the left list */
InvalidateWindowData(WC_REPLACE_VEHICLE, GetEngine(e)->type, true);
}
}
/** When an engine is made buildable or is removed from being buildable, add/remove it from the build/autoreplace lists
* @param type The type of engine
*/
void AddRemoveEngineFromAutoreplaceAndBuildWindows(VehicleType type)
{
InvalidateWindowData(WC_REPLACE_VEHICLE, type, false); // Update the autoreplace window
InvalidateWindowClassesData(WC_BUILD_VEHICLE); // The build windows needs updating as well
}
/**
* Window for the autoreplacing of vehicles.
*/
class ReplaceVehicleWindow : public Window {
byte sel_index[2];
EngineID sel_engine[2];
uint16 count[2];
bool wagon_btnstate; ///< true means engine is selected
GUIEngineList 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;
}
return true;
}
/** 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;
GUIEngineList *list = &this->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, this->wagon_btnstate)) continue; // special rules for trains
if (draw_left) {
const GroupID selected_group = this->sel_group;
const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);
/* 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 {
if (!CheckAutoreplaceValidity(this->sel_engine[0], eid, _local_player)) continue;
}
*list->Append() = 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)
EngList_Sort(list, &EngineNumberSorter);
}
/** 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].Length());
if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].Length() != 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].Length());
if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].Length() != 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;
}
public:
ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, vehicletype)
{
this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
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);
}
ResizeWindow(this, 0, this->resize.step_height * this->vscroll.cap);
/* Set the minimum window size to the current window size */
this->resize.width = this->width;
this->resize.height = this->height;
this->caption_color = _local_player;
this->sel_group = id_g;
this->vscroll2.cap = this->vscroll.cap; // these two are always the same
this->FindWindowPlacementAndResize(desc);
}
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];
}
if (this->window_number == VEH_TRAIN) {
/* Show the selected railtype in the pulldown menu */
const RailtypeInfo *rti = GetRailTypeInfo(sel_railtype);
this->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = rti->strings.replace_text;
}
this->DrawWidgets();
/* 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));
}
} else {
SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED);
}
DrawStringTruncated(this->widget[RVW_WIDGET_INFO_TAB].left + 6, this->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK, this->GetWidgetWidth(RVW_WIDGET_INFO_TAB) - 12);
/* Draw the lists */
for (byte i = 0; i < 2; i++) {
uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
GUIEngineList *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->Length());
/* Do the actual drawing */
DrawEngineList((VehicleType)this->window_number, this->widget[widget].left + 2, this->widget[widget].right, 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 (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) {
this->SetDirty();
ResizeWindowForWidget(this, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom);
this->SetDirty();
}
}
}
}
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 */
const Player *p = GetPlayer(_local_player);
DropDownList *list = new DropDownList();
for (RailType rt = RAILTYPE_BEGIN; rt != RAILTYPE_END; rt++) {
const RailtypeInfo *rti = GetRailTypeInfo(rt);
list->push_back(new DropDownListStringItem(rti->strings.replace_text, rt, !HasBit(p->avail_railtypes, rt)));
}
ShowDropDownList(this, list, sel_railtype, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN);
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);
this->SetDirty();
} 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);
this->SetDirty();
} 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].Length();
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;
}
this->SetDirty();
}
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();
}
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;
}
}
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, COLOUR_GREY, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_RIGHT, COLOUR_GREY, 11, 443, 0, 13, STR_REPLACE_VEHICLES_WHITE, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_STICKYBOX, RESIZE_LR, COLOUR_GREY, 444, 455, 0, 13, STR_NULL, STR_STICKY_BUTTON},
{ WWT_MATRIX, RESIZE_BOTTOM, COLOUR_GREY, 0, 215, 14, 13, 0x1, STR_REPLACE_HELP_LEFT_ARRAY},
{ WWT_SCROLLBAR, RESIZE_BOTTOM, COLOUR_GREY, 216, 227, 14, 13, STR_NULL, STR_0190_SCROLL_BAR_SCROLLS_LIST},
{ WWT_MATRIX, RESIZE_LRB, COLOUR_GREY, 228, 443, 14, 13, 0x1, STR_REPLACE_HELP_RIGHT_ARRAY},
{ WWT_SCROLL2BAR, RESIZE_LRB, COLOUR_GREY, 444, 455, 14, 13, STR_NULL, STR_0190_SCROLL_BAR_SCROLLS_LIST},
{ WWT_PANEL, RESIZE_TB, COLOUR_GREY, 0, 227, 14, 105, 0x0, STR_NULL},
{ WWT_PANEL, RESIZE_RTB, COLOUR_GREY, 228, 455, 14, 105, 0x0, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_TB, COLOUR_GREY, 0, 138, 106, 117, STR_REPLACE_VEHICLES_START, STR_REPLACE_HELP_START_BUTTON},
{ WWT_PANEL, RESIZE_RTB, COLOUR_GREY, 139, 305, 106, 117, 0x0, STR_REPLACE_HELP_REPLACE_INFO_TAB},
{ WWT_PUSHTXTBTN, RESIZE_LRTB, COLOUR_GREY, 306, 443, 106, 117, STR_REPLACE_VEHICLES_STOP, STR_REPLACE_HELP_STOP_BUTTON},
{ WWT_RESIZEBOX, RESIZE_LRTB, COLOUR_GREY, 444, 455, 106, 117, STR_NULL, STR_RESIZE_BUTTON},
{ WWT_PUSHTXTBTN, RESIZE_TB, COLOUR_GREY, 0, 138, 128, 139, STR_REPLACE_ENGINE_WAGON_SELECT, STR_REPLACE_ENGINE_WAGON_SELECT_HELP},
{ WWT_PANEL, RESIZE_TB, COLOUR_GREY, 139, 153, 128, 139, 0x0, STR_NULL},
{ WWT_DROPDOWN, RESIZE_RTB, COLOUR_GREY, 154, 289, 128, 139, 0x0, STR_REPLACE_HELP_RAILTYPE},
{ WWT_PANEL, RESIZE_LRTB, COLOUR_GREY, 290, 305, 128, 139, 0x0, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_LRTB, COLOUR_GREY, 306, 443, 128, 139, STR_REPLACE_REMOVE_WAGON, STR_REPLACE_REMOVE_WAGON_HELP},
{ WIDGETS_END},
};
static const WindowDesc _replace_rail_vehicle_desc = {
WDP_AUTO, WDP_AUTO, 456, 140, 456, 140,
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,
};
static const WindowDesc _replace_vehicle_desc = {
WDP_AUTO, WDP_AUTO, 456, 118, 456, 118,
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,
};
RailType ReplaceVehicleWindow::sel_railtype = RAILTYPE_RAIL;
void ShowReplaceGroupVehicleWindow(GroupID id_g, VehicleType vehicletype)
{
DeleteWindowById(WC_REPLACE_VEHICLE, vehicletype);
new ReplaceVehicleWindow(vehicletype == VEH_TRAIN ? &_replace_rail_vehicle_desc : &_replace_vehicle_desc, vehicletype, id_g);
}
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