summaryrefslogtreecommitdiff
path: root/src/depot_gui.cpp
blob: 6618d0b402f9be4f3e8fefa9824755a40cef5a43 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
/* $Id$ */

/** @file depot_gui.cpp The GUI for depots. */

#include "train.h"
#include "ship.h"
#include "aircraft.h"
#include "roadveh.h"
#include "gui.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "command_func.h"
#include "depot_base.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "company_func.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "vehiclelist.h"

#include "table/strings.h"
#include "table/sprites.h"

/*
 * Since all depot window sizes aren't the same, we need to modify sizes a little.
 * It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction.
 * How long they should be moved and for what window types are controlled in ShowDepotWindow()
 */

/* Names of the widgets. Keep them in the same order as in the widget array */
enum DepotWindowWidgets {
	DEPOT_WIDGET_CLOSEBOX = 0,
	DEPOT_WIDGET_CAPTION,
	DEPOT_WIDGET_STICKY,
	DEPOT_WIDGET_SELL,
	DEPOT_WIDGET_SELL_CHAIN,
	DEPOT_WIDGET_SELL_ALL,
	DEPOT_WIDGET_AUTOREPLACE,
	DEPOT_WIDGET_MATRIX,
	DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar
	DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar
	DEPOT_WIDGET_BUILD,
	DEPOT_WIDGET_CLONE,
	DEPOT_WIDGET_LOCATION,
	DEPOT_WIDGET_VEHICLE_LIST,
	DEPOT_WIDGET_STOP_ALL,
	DEPOT_WIDGET_START_ALL,
	DEPOT_WIDGET_RESIZE,
};

/* Widget array for all depot windows.
 * If a widget is needed in some windows only (like train specific), add it for all windows
 * and use HideWindowWidget in ShowDepotWindow() to remove it in the windows where it should not be
 * Keep the widget numbers in sync with the enum or really bad stuff will happen!!! */

/* When adding widgets, place them as you would place them for the ship depot and define how you want it to move in widget_moves[]
 * If you want a widget for one window only, set it to be hidden in ShowDepotWindow() for the windows where you don't want it
 * NOTE: the train only widgets are moved/resized in ShowDepotWindow() so they follow certain other widgets if they are moved to ensure that they stick together.
 *    Changing the size of those here will not have an effect at all. It should be done in ShowDepotWindow()
 */

/*
 * Some of the widgets are placed outside the window (negative coordinates).
 * The reason is that they are placed relatively to the matrix and the matrix is just one pixel (in 0, 14).
 * The matrix and the rest of the window will be resized when the size of the boxes is set and then all the widgets will be inside the window.
 */
static const Widget _depot_widgets[] = {
	{   WWT_CLOSEBOX,   RESIZE_NONE,  COLOUR_GREY,     0,    10,     0,    13, STR_BLACK_CROSS,     STR_TOOLTIP_CLOSE_WINDOW},           // DEPOT_WIDGET_CLOSEBOX
	{    WWT_CAPTION,  RESIZE_RIGHT,  COLOUR_GREY,    11,    23,     0,    13, 0x0,                 STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS}, // DEPOT_WIDGET_CAPTION
	{  WWT_STICKYBOX,     RESIZE_LR,  COLOUR_GREY,    24,    35,     0,    13, 0x0,                 STR_STICKY_BUTTON},                  // DEPOT_WIDGET_STICKY

	/* Widgets are set up run-time */
	{     WWT_IMGBTN,    RESIZE_LRB,  COLOUR_GREY,     1,    23,    14,   -32, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_SELL
	{     WWT_IMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    23,   -55,   -32, SPR_SELL_CHAIN_TRAIN,STR_DRAG_WHOLE_TRAIN_TO_SELL_TIP}, // DEPOT_WIDGET_SELL_CHAIN, trains only
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    23,   -31,    -9, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_SELL_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    23,    -8,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_AUTOREPLACE

	{     WWT_MATRIX,     RESIZE_RB,  COLOUR_GREY,     0,     0,    14,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_MATRIX
	{  WWT_SCROLLBAR,    RESIZE_LRB,  COLOUR_GREY,    24,    35,    14,    14, 0x0,                 STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL

	{ WWT_HSCROLLBAR,    RESIZE_RTB,  COLOUR_GREY,     0,     0,     3,    14, 0x0,                 STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_H_SCROLL, trains only

	/* The buttons in the bottom of the window. left and right is not important as they are later resized to be equal in size
	 * This calculation is based on right in DEPOT_WIDGET_LOCATION and it presumes left of DEPOT_WIDGET_BUILD is 0            */
	{ WWT_PUSHTXTBTN,     RESIZE_TB,  COLOUR_GREY,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_BUILD
	{    WWT_TEXTBTN,     RESIZE_TB,  COLOUR_GREY,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_CLONE
	{ WWT_PUSHTXTBTN,    RESIZE_RTB,  COLOUR_GREY,     0,   -12,    15,    26, STR_BUTTON_LOCATION, STR_NULL},                         // DEPOT_WIDGET_LOCATION
	{ WWT_PUSHTXTBTN,   RESIZE_LRTB,  COLOUR_GREY,   -11,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_VEHICLE_LIST
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    11,    15,    26, SPR_FLAG_VEH_STOPPED,STR_NULL},                         // DEPOT_WIDGET_STOP_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,    12,    23,    15,    26, SPR_FLAG_VEH_RUNNING,STR_NULL},                         // DEPOT_WIDGET_START_ALL
	{  WWT_RESIZEBOX,   RESIZE_LRTB,  COLOUR_GREY,    24,    35,    15,    26, 0x0,                 STR_RESIZE_BUTTON},                // DEPOT_WIDGET_RESIZE
	{   WIDGETS_END},
};


static const WindowDesc _train_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 362, 123,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

static const WindowDesc _road_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 316, 97,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

static const WindowDesc _ship_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 306, 99,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

static const WindowDesc _aircraft_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 332, 99,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

extern int WagonLengthToPixels(int len);
extern void DepotSortList(VehicleList *list);

/**
 * This is the Callback method after the cloning attempt of a vehicle
 * @param success indicates completion (or not) of the operation
 * @param tile unused
 * @param p1 unused
 * @param p2 unused
 */
void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
	if (!success) return;

	const Vehicle *v = Vehicle::Get(_new_vehicle_id);

	ShowVehicleViewWindow(v);
}

static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head)
{
	const Vehicle *v = Vehicle::Get(sel);

	if (v == wagon) return;

	if (wagon == NULL) {
		if (head != NULL) wagon = GetLastVehicleInChain(head);
	} else  {
		wagon = wagon->Previous();
		if (wagon == NULL) return;
	}

	if (wagon == v) return;

	DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_MOVE_VEHICLE));
}

/* Array to hold the block sizes
 * First part is the vehicle type, while the last is 0 = x, 1 = y */
uint _block_sizes[4][2];

/* Array to hold the default resize capacities
 * First part is the vehicle type, while the last is 0 = x, 1 = y */
const uint _resize_cap[][2] = {
/* VEH_TRAIN */    {6, 10 * 29},
/* VEH_ROAD */     {5, 5},
/* VEH_SHIP */     {3, 3},
/* VEH_AIRCRAFT */ {3, 4},
};

static void ResizeDefaultWindowSizeForTrains()
{
	_block_sizes[VEH_TRAIN][0] = 1;
	_block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN);
}

static void ResizeDefaultWindowSizeForRoadVehicles()
{
	_block_sizes[VEH_ROAD][0] = 56;
	_block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD);
}

static void ResizeDefaultWindowSize(VehicleType type)
{
	uint max_width  = 0;
	uint max_height = 0;

	const Engine *e;
	FOR_ALL_ENGINES_OF_TYPE(e, type) {
		EngineID eid = e->index;
		uint x, y;

		switch (type) {
			default: NOT_REACHED();
			case VEH_SHIP:     GetShipSpriteSize(    eid, x, y); break;
			case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break;
		}
		if (x > max_width)  max_width  = x;
		if (y > max_height) max_height = y;
	}

	switch (type) {
		default: NOT_REACHED();
		case VEH_SHIP:
			_block_sizes[VEH_SHIP][0] = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite
			break;
		case VEH_AIRCRAFT:
			_block_sizes[VEH_AIRCRAFT][0] = max(74U, max_width);
			break;
	}
	_block_sizes[type][1] = max(GetVehicleListHeight(type), max_height);
}

/* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game
 * We will only need to call this once for each game */
void InitDepotWindowBlockSizes()
{
	ResizeDefaultWindowSizeForTrains();
	ResizeDefaultWindowSizeForRoadVehicles();
	ResizeDefaultWindowSize(VEH_SHIP);
	ResizeDefaultWindowSize(VEH_AIRCRAFT);
}

static void DepotSellAllConfirmationCallback(Window *w, bool confirmed);
const Sprite *GetAircraftSprite(EngineID engine);

struct DepotWindow : Window {
	VehicleID sel;
	VehicleType type;
	bool generate_list;
	VehicleList vehicle_list;
	VehicleList wagon_list;

	DepotWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, tile)
	{
		this->sel = INVALID_VEHICLE;
		this->generate_list = true;

		this->owner = GetTileOwner(tile);
		this->CreateDepotListWindow(type);

		this->FindWindowPlacementAndResize(desc);
	}

	~DepotWindow()
	{
		DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
	}

	/** Draw a vehicle in the depot window in the box with the top left corner at x,y
	 * @param *w Window to draw in
	 * @param *v Vehicle to draw
	 * @param x Left side of the box to draw in
	 * @param y Top of the box to draw in
	 */
	void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y)
	{
		byte diff_x = 0, diff_y = 0;

		int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);

		switch (v->type) {
			case VEH_TRAIN:
				DrawTrainImage(v, x + 21, sprite_y, this->sel, this->hscroll.cap + 4, this->hscroll.pos);

				/* Number of wagons relative to a standard length wagon (rounded up) */
				SetDParam(0, (Train::From(v)->tcache.cached_total_length + 7) / 8);
				DrawString(this->widget[DEPOT_WIDGET_MATRIX].left, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING, SA_RIGHT); // Draw the counter
				break;

			case VEH_ROAD:     DrawRoadVehImage( v, x + 24, sprite_y, this->sel, 1); break;
			case VEH_SHIP:     DrawShipImage(    v, x + 19, sprite_y - 1, this->sel); break;
			case VEH_AIRCRAFT: {
				const Sprite *spr = GetSprite(v->GetImage(DIR_W), ST_NORMAL);
				DrawAircraftImage(v, x + 12,
									y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
									this->sel);
			} break;
			default: NOT_REACHED();
		}

		if (this->resize.step_height == 14) {
			/* VEH_TRAIN and VEH_ROAD, which are low */
			diff_x = 15;
		} else {
			/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
			diff_y = 12;
		}

		DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);

		SetDParam(0, v->unitnumber);
		DrawString(x, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 2, (uint16)(v->max_age - DAYS_IN_LEAP_YEAR) >= v->age ? STR_BLACK_COMMA : STR_RED_COMMA);
	}

	void DrawDepotWindow(Window *w)
	{
		TileIndex tile = this->window_number;
		int x, y, i, maxval;
		uint16 hnum;

		/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
		uint16 rows_in_display   = this->widget[DEPOT_WIDGET_MATRIX].data >> 8;
		uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;

		/* setup disabled buttons */
		this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_company),
			DEPOT_WIDGET_STOP_ALL,
			DEPOT_WIDGET_START_ALL,
			DEPOT_WIDGET_SELL,
			DEPOT_WIDGET_SELL_CHAIN,
			DEPOT_WIDGET_SELL_ALL,
			DEPOT_WIDGET_BUILD,
			DEPOT_WIDGET_CLONE,
			DEPOT_WIDGET_AUTOREPLACE,
			WIDGET_LIST_END);

		/* determine amount of items for scroller */
		if (this->type == VEH_TRAIN) {
			hnum = 8;
			for (uint num = 0; num < this->vehicle_list.Length(); num++) {
				const Vehicle *v = this->vehicle_list[num];
				hnum = max(hnum, Train::From(v)->tcache.cached_total_length);
			}
			/* Always have 1 empty row, so people can change the setting of the train */
			SetVScrollCount(w, this->vehicle_list.Length() + this->wagon_list.Length() + 1);
			SetHScrollCount(w, WagonLengthToPixels(hnum));
		} else {
			SetVScrollCount(w, (this->vehicle_list.Length() + this->hscroll.cap - 1) / this->hscroll.cap);
		}

		/* locate the depot struct */
		if (this->type == VEH_AIRCRAFT) {
			SetDParam(0, GetStationIndex(tile)); // Airport name
		} else {
			Depot *depot = Depot::GetByTile(tile);
			assert(depot != NULL);

			SetDParam(0, depot->town_index);
		}

		w->DrawWidgets();

		uint16 num = this->vscroll.pos * boxes_in_each_row;
		maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row));

		for (x = 2, y = 15; num < maxval; y += this->resize.step_height, x = 2) { // Draw the rows
			byte i;

			for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) {
				/* Draw all vehicles in the current row */
				const Vehicle *v = this->vehicle_list[num];
				DrawVehicleInDepot(w, v, x, y);
			}
		}

		maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));

		/* draw the train wagons, that do not have an engine in front */
		for (; num < maxval; num++, y += 14) {
			const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()];
			const Vehicle *u;

			DrawTrainImage(v, x + 50, y, this->sel, this->hscroll.cap - 29, 0);
			DrawString(x, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 2, STR_DEPOT_NO_ENGINE);

			/* Draw the train counter */
			i = 0;
			u = v;
			do i++; while ((u = u->Next()) != NULL); // Determine length of train
			SetDParam(0, i);                      // Set the counter
			DrawString(this->widget[DEPOT_WIDGET_MATRIX].left, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING, SA_RIGHT); // Draw the counter
		}
	}

	struct GetDepotVehiclePtData {
		const Vehicle *head;
		const Vehicle *wagon;
	};

	enum DepotGUIAction {
		MODE_ERROR,
		MODE_DRAG_VEHICLE,
		MODE_SHOW_VEHICLE,
		MODE_START_STOP,
	};

	DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const
	{
		uint xt, row, xm = 0, ym = 0;
		int pos, skip = 0;
		uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;

		if (this->type == VEH_TRAIN) {
			xt = 0;
			x -= 23;
		} else {
			xt = x / this->resize.step_width;
			xm = x % this->resize.step_width;
			if (xt >= this->hscroll.cap) return MODE_ERROR;

			ym = (y - 14) % this->resize.step_height;
		}

		row = (y - 14) / this->resize.step_height;
		if (row >= this->vscroll.cap) return MODE_ERROR;

		pos = ((row + this->vscroll.pos) * boxes_in_each_row) + xt;

		if ((int)(this->vehicle_list.Length() + this->wagon_list.Length()) <= pos) {
			if (this->type == VEH_TRAIN) {
				d->head  = NULL;
				d->wagon = NULL;
				return MODE_DRAG_VEHICLE;
			} else {
				return MODE_ERROR; // empty block, so no vehicle is selected
			}
		}

		if ((int)this->vehicle_list.Length() > pos) {
			*veh = this->vehicle_list[pos];
			skip = this->hscroll.pos;
		} else {
			pos -= this->vehicle_list.Length();
			*veh = this->wagon_list[pos];
			/* free wagons don't have an initial loco. */
			x -= _traininfo_vehicle_width;
		}

		switch (this->type) {
			case VEH_TRAIN: {
				const Vehicle *v = *veh;
				d->head = d->wagon = v;

				/* either pressed the flag or the number, but only when it's a loco */
				if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;

				skip = (skip * 8) / _traininfo_vehicle_width;
				x = (x * 8) / _traininfo_vehicle_width;

				/* Skip vehicles that are scrolled off the list */
				x += skip;

				/* find the vehicle in this row that was clicked */
				while (v != NULL && (x -= Train::From(v)->tcache.cached_veh_length) >= 0) v = v->Next();

				/* if an articulated part was selected, find its parent */
				while (v != NULL && IsArticulatedPart(v)) v = v->Previous();

				d->wagon = v;

				return MODE_DRAG_VEHICLE;
				}
				break;

			case VEH_ROAD:
				if (xm >= 24) return MODE_DRAG_VEHICLE;
				if (xm <= 16) return MODE_SHOW_VEHICLE;
				break;

			case VEH_SHIP:
				if (xm >= 19) return MODE_DRAG_VEHICLE;
				if (ym <= 10) return MODE_SHOW_VEHICLE;
				break;

			case VEH_AIRCRAFT:
				if (xm >= 12) return MODE_DRAG_VEHICLE;
				if (ym <= 12) return MODE_SHOW_VEHICLE;
				break;

			default: NOT_REACHED();
		}
		return MODE_START_STOP;
	}

	void DepotClick(int x, int y)
	{
		GetDepotVehiclePtData gdvp = { NULL, NULL };
		const Vehicle *v = NULL;
		DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp);

		/* share / copy orders */
		if (_thd.place_mode != HT_NONE && mode != MODE_ERROR) {
			_place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v);
			return;
		}

		if (this->type == VEH_TRAIN) v = gdvp.wagon;

		switch (mode) {
			case MODE_ERROR: // invalid
				return;

			case MODE_DRAG_VEHICLE: { // start dragging of vehicle
				VehicleID sel = this->sel;

				if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) {
					this->sel = INVALID_VEHICLE;
					TrainDepotMoveVehicle(v, sel, gdvp.head);
				} else if (v != NULL) {
					int image = v->GetImage(DIR_W);

					this->sel = v->index;
					this->SetDirty();
					SetObjectToPlaceWnd(image, GetVehiclePalette(v), HT_DRAG, this);

					switch (v->type) {
						case VEH_TRAIN:
							_cursor.short_vehicle_offset = 16 - Train::From(v)->tcache.cached_veh_length * 2;
							break;

						case VEH_ROAD:
							_cursor.short_vehicle_offset = 16 - RoadVehicle::From(v)->rcache.cached_veh_length * 2;
							break;

						default:
							_cursor.short_vehicle_offset = 0;
							break;
					}
					_cursor.vehchain = _ctrl_pressed;
				}
			} break;

			case MODE_SHOW_VEHICLE: // show info window
				ShowVehicleViewWindow(v);
				break;

			case MODE_START_STOP: { // click start/stop flag
				uint command;

				switch (this->type) {
					case VEH_TRAIN:    command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_TRAIN);        break;
					case VEH_ROAD:     command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE); break;
					case VEH_SHIP:     command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_SHIP);         break;
					case VEH_AIRCRAFT: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_AIRCRAFT);     break;
					default: NOT_REACHED();
				}
				DoCommandP(v->tile, v->index, 0, command);
			} break;

			default: NOT_REACHED();
		}
	}

	/**
	 * Clones a vehicle
	 * @param *v is the original vehicle to clone
	 * @param *w is the window of the depot where the clone is build
	 */
	void HandleCloneVehClick(const Vehicle *v, const Window *w)
	{
		StringID error_str;

		if (v == NULL) return;

		if (!v->IsPrimaryVehicle()) {
			v = v->First();
			/* Do nothing when clicking on a train in depot with no loc attached */
			if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
		}

		switch (v->type) {
			case VEH_TRAIN:    error_str = STR_ERROR_CAN_T_BUILD_RAILROAD_VEHICLE; break;
			case VEH_ROAD:     error_str = STR_ERROR_CAN_T_BUILD_ROAD_VEHICLE;     break;
			case VEH_SHIP:     error_str = STR_ERROR_CAN_T_BUILD_SHIP;             break;
			case VEH_AIRCRAFT: error_str = STR_ERROR_CAN_T_BUILD_AIRCRAFT;         break;
			default: return;
		}

		DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CMD_CLONE_VEHICLE | CMD_MSG(error_str), CcCloneVehicle);

		ResetObjectToPlace();
	}

	void ResizeDepotButtons(Window *w)
	{
		ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);

		if (this->type == VEH_TRAIN) {
			/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
			 * This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason                                                  */
			this->widget[DEPOT_WIDGET_SELL_CHAIN].top    = ((this->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - this->widget[DEPOT_WIDGET_SELL].top) / 2) + this->widget[DEPOT_WIDGET_SELL].top;
			this->widget[DEPOT_WIDGET_SELL].bottom     = this->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
		}
	}

	/* Function to set up vehicle specific sprites and strings
	 * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
	 * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
	 */
	void SetupStringsForDepotWindow(VehicleType type)
	{
		switch (type) {
			default: NOT_REACHED();

			case VEH_TRAIN:
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_DEPOT_TRAIN_CAPTION;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_DEPOT_TRAIN_SELL_TOOLTIP;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_TRAIN;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_TRAIN_DEPOT_INFO;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_DEPOT_TRAIN_LOCATION_TOOLTIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_TRAIN;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_TRAIN;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
				break;

			case VEH_ROAD:
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_DEPOT_ROAD_CAPTION;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_DEPOT_ROAD_SELL_TOOLTIP;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_DEPOT_ROAD_NEW_VEHICLES_BUTTON;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_DEPOT_ROAD_NEW_VEHICLES_TOOLTIP;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_ROAD_VEHICLE;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_DEPOT_ROAD_LOCATION_TOOLTIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_ROADVEH;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_ROADVEH;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
				break;

			case VEH_SHIP:
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_DEPOT_SHIP_CAPTION;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_DEPOT_SHIP_SELL_TOOLTIP;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_DEPOT_SHIP_NEW_VEHICLES_BUTTON;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_DEPOT_SHIP_NEW_VEHICLES_TOOLTIP;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_SHIP;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_SHIP_DEPOT_INFO;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_DEPOT_SHIP_LOCATION_TOOLTIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_SHIP;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_SHIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
				break;

			case VEH_AIRCRAFT:
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_DEPOT_AIRCRAFT_CAPTION;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_DEPOT_AIRCRAFT_SELL_TOOLTIP;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_DEPOT_AIRCRAFT_NEW_VEHICLES_BUTTON;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_DEPOT_AIRCRAFT_NEW_VEHICLES_TOOLTIP;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_AIRCRAFT;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_AIRCRAFT;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_AIRCRAFT;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
				break;
		}
	}

	void CreateDepotListWindow(VehicleType type)
	{
		this->type = type;
		_backup_orders_tile = 0;

		assert(IsCompanyBuildableVehicleType(type)); // ensure that we make the call with a valid type

		/* Resize the window according to the vehicle type */

		/* Set the number of blocks in each direction */
		this->vscroll.cap = _resize_cap[type][0];
		this->hscroll.cap = _resize_cap[type][1];

		/* Set the block size */
		this->resize.step_width  = _block_sizes[type][0];
		this->resize.step_height = _block_sizes[type][1];

		/* Enlarge the window to fit with the selected number of blocks of the selected size */
		ResizeWindow(this,
					_block_sizes[type][0] * this->hscroll.cap,
					_block_sizes[type][1] * this->vscroll.cap);

		if (type == VEH_TRAIN) {
			/* Make space for the horizontal scrollbar vertically, and the unit
			 * number, flag, and length counter horizontally. */
			ResizeWindow(this, 36, 12);
			/* substract the newly added space from the matrix since it was meant for the scrollbar */
			this->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
		}

		/* Set the minimum window size to the current window size */
		this->resize.width  = this->width;
		this->resize.height = this->height;

		this->SetupStringsForDepotWindow(type);

		this->widget[DEPOT_WIDGET_MATRIX].data =
			(this->vscroll.cap * 0x100) // number of rows to draw on the background
			+ (type == VEH_TRAIN ? 1 : this->hscroll.cap); // number of boxes in each row. Trains always have just one


		this->SetWidgetsHiddenState(type != VEH_TRAIN,
			DEPOT_WIDGET_H_SCROLL,
			DEPOT_WIDGET_SELL_CHAIN,
			WIDGET_LIST_END);

		ResizeDepotButtons(this);
	}

	virtual void OnInvalidateData(int data)
	{
		this->generate_list = true;
	}

	virtual void OnPaint()
	{
		if (this->generate_list) {
			/* Generate the vehicle list
			 * It's ok to use the wagon pointers for non-trains as they will be ignored */
			BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list);
			this->generate_list = false;
			DepotSortList(&this->vehicle_list);
		}
		DrawDepotWindow(this);
	}

	virtual void OnClick(Point pt, int widget)
	{
		switch (widget) {
			case DEPOT_WIDGET_MATRIX: // List
				this->DepotClick(pt.x, pt.y);
				break;

			case DEPOT_WIDGET_BUILD: // Build vehicle
				ResetObjectToPlace();
				ShowBuildVehicleWindow(this->window_number, this->type);
				break;

			case DEPOT_WIDGET_CLONE: // Clone button
				this->InvalidateWidget(DEPOT_WIDGET_CLONE);
				this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);

				if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
					static const CursorID clone_icons[] = {
						SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
						SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
					};

					_place_clicked_vehicle = NULL;
					SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, HT_RECT, this);
				} else {
					ResetObjectToPlace();
				}
					break;

			case DEPOT_WIDGET_LOCATION:
				if (_ctrl_pressed) {
					ShowExtraViewPortWindow(this->window_number);
				} else {
					ScrollMainWindowToTile(this->window_number);
				}
				break;

			case DEPOT_WIDGET_STOP_ALL:
			case DEPOT_WIDGET_START_ALL:
				DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), CMD_MASS_START_STOP);
				break;

			case DEPOT_WIDGET_SELL_ALL:
				/* Only open the confimation window if there are anything to sell */
				if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) {
					static const StringID confirm_captions[] = {
						STR_DEPOT_TRAIN_CAPTION,
						STR_DEPOT_ROAD_CAPTION,
						STR_DEPOT_SHIP_CAPTION,
						STR_DEPOT_AIRCRAFT_CAPTION
					};
					TileIndex tile = this->window_number;
					byte vehtype = this->type;

					SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : Depot::GetByTile(tile)->town_index);
					ShowQuery(
						confirm_captions[vehtype],
						STR_DEPOT_SELL_CONFIRMATION_TEXT,
						this,
						DepotSellAllConfirmationCallback
					);
				}
				break;

			case DEPOT_WIDGET_VEHICLE_LIST:
				ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
				break;

			case DEPOT_WIDGET_AUTOREPLACE:
				DoCommandP(this->window_number, this->type, 0, CMD_DEPOT_MASS_AUTOREPLACE);
				break;

		}
	}

	virtual void OnRightClick(Point pt, int widget)
	{
		if (widget != DEPOT_WIDGET_MATRIX) return;

		GetDepotVehiclePtData gdvp = { NULL, NULL };
		const Vehicle *v = NULL;
		DepotGUIAction mode = this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp);

		if (this->type == VEH_TRAIN) v = gdvp.wagon;

		if (v != NULL && mode == MODE_DRAG_VEHICLE) {
			CargoArray capacity, loaded;

			/* Display info for single (articulated) vehicle, or for whole chain starting with selected vehicle */
			bool whole_chain = (this->type == VEH_TRAIN && _ctrl_pressed);

			/* loop through vehicle chain and collect cargos */
			uint num = 0;
			for (const Vehicle *w = v; w != NULL; w = w->Next()) {
				if (w->cargo_cap > 0 && w->cargo_type < NUM_CARGO) {
					capacity[w->cargo_type] += w->cargo_cap;
					loaded  [w->cargo_type] += w->cargo.Count();
				}

				if (w->type == VEH_TRAIN && !EngineHasArticPart(w)) {
					num++;
					if (!whole_chain) break;
				}
			}

			/* Build tooltipstring */
			static char details[1024];
			details[0] = '\0';
			char *pos = details;

			for (CargoID cargo_type = 0; cargo_type < NUM_CARGO; cargo_type++) {
				if (capacity[cargo_type] == 0) continue;

				SetDParam(0, cargo_type);           // {CARGO} #1
				SetDParam(1, loaded[cargo_type]);   // {CARGO} #2
				SetDParam(2, cargo_type);           // {SHORTCARGO} #1
				SetDParam(3, capacity[cargo_type]); // {SHORTCARGO} #2
				pos = GetString(pos, STR_DEPOT_VEHICLE_TOOLTIP_CARGO, lastof(details));
			}

			/* Show tooltip window */
			uint64 args[2];
			args[0] = (whole_chain ? num : v->engine_type);
			args[1] = (uint64)(size_t)details;
			GuiShowTooltips(whole_chain ? STR_DEPOT_VEHICLE_TOOLTIP_CHAIN : STR_DEPOT_VEHICLE_TOOLTIP, 2, args);
		} else {
			/* Show tooltip help */
			StringID tooltip = INVALID_STRING_ID;
			switch (this->type) {
				case VEH_TRAIN:    tooltip = STR_DEPOT_TRAIN_LIST_TOOLTIP; break;
				case VEH_ROAD:     tooltip = STR_DEPOT_ROAD_LIST_TOOLTIP; break;
				case VEH_SHIP:     tooltip = STR_DEPOT_SHIP_LIST_TOOLTIP;   break;
				case VEH_AIRCRAFT: tooltip = STR_DEPOT_AIRCRAFT_LIST_TOOLTIP;break;
				default: NOT_REACHED();
			}
			GuiShowTooltips(tooltip);
		}
	}


	virtual void OnPlaceObject(Point pt, TileIndex tile)
	{
		const Vehicle *v = CheckMouseOverVehicle();

		if (v != NULL) HandleCloneVehClick(v, this);
	}

	virtual void OnPlaceObjectAbort()
	{
		/* abort clone */
		this->RaiseWidget(DEPOT_WIDGET_CLONE);
		this->InvalidateWidget(DEPOT_WIDGET_CLONE);

		/* abort drag & drop */
		this->sel = INVALID_VEHICLE;
		this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
	};

	/* check if a vehicle in a depot was clicked.. */
	virtual void OnMouseLoop()
	{
		const Vehicle *v = _place_clicked_vehicle;

		/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
		if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
			_place_clicked_vehicle = NULL;
			HandleCloneVehClick(v, this);
		}
	}

	virtual void OnDragDrop(Point pt, int widget)
	{
		switch (widget) {
			case DEPOT_WIDGET_MATRIX: {
				const Vehicle *v = NULL;
				VehicleID sel = this->sel;

				this->sel = INVALID_VEHICLE;
				this->SetDirty();

				if (this->type == VEH_TRAIN) {
					GetDepotVehiclePtData gdvp = { NULL, NULL };

					if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
						sel != INVALID_VEHICLE) {
						if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
							DoCommandP(Vehicle::Get(sel)->tile, Vehicle::Get(sel)->index, true, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_ERROR_CAN_T_MAKE_VEHICLE_TURN));
						} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
							TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
						} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
							ShowVehicleViewWindow(gdvp.head);
						}
					}
				} else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
					v != NULL &&
					sel == v->index) {
					ShowVehicleViewWindow(v);
				}
			} break;

			case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
				if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) &&
					this->sel != INVALID_VEHICLE) {
					uint command;

					if (this->IsWidgetDisabled(widget)) return;
					if (this->sel == INVALID_VEHICLE) return;

					this->HandleButtonClick(widget);

					const Vehicle *v = Vehicle::Get(this->sel);
					this->sel = INVALID_VEHICLE;
					this->SetDirty();

					int sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;

					bool is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v)));

					if (is_engine) {
						_backup_orders_tile = v->tile;
						BackupVehicleOrders(v);
					}

					switch (v->type) {
						case VEH_TRAIN:    command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_ERROR_CAN_T_SELL_RAILROAD_VEHICLE); break;
						case VEH_ROAD:     command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_SELL_ROAD_VEHICLE);       break;
						case VEH_SHIP:     command = CMD_SELL_SHIP | CMD_MSG(STR_ERROR_CAN_T_SELL_SHIP);                   break;
						case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_SELL_AIRCRAFT);           break;
						default: NOT_REACHED();
					}

					if (!DoCommandP(v->tile, v->index, sell_cmd, command) && is_engine) _backup_orders_tile = 0;
				}
				break;
			default:
				this->sel = INVALID_VEHICLE;
				this->SetDirty();
		}
		_cursor.vehchain = false;
	}

	virtual void OnResize(Point delta)
	{
		this->vscroll.cap += delta.y / (int)this->resize.step_height;
		this->hscroll.cap += delta.x / (int)this->resize.step_width;
		this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap << 8) + (this->type == VEH_TRAIN ? 1 : this->hscroll.cap);
		ResizeDepotButtons(this);
	}

	virtual EventState OnCTRLStateChange()
	{
		if (this->sel != INVALID_VEHICLE) {
			_cursor.vehchain = _ctrl_pressed;
			this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
			return ES_HANDLED;
		}

		return ES_NOT_HANDLED;
	}
};

static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)
{
	if (confirmed) {
		DepotWindow *w = (DepotWindow*)win;
		TileIndex tile = w->window_number;
		byte vehtype = w->type;
		DoCommandP(tile, vehtype, 0, CMD_DEPOT_SELL_ALL_VEHICLES);
	}
}

/** Opens a depot window
 * @param tile The tile where the depot/hangar is located
 * @param type The type of vehicles in the depot
 */
void ShowDepotWindow(TileIndex tile, VehicleType type)
{
	if (BringWindowToFrontById(WC_VEHICLE_DEPOT, tile) != NULL) return;

	const WindowDesc *desc;
	switch (type) {
		default: NOT_REACHED();
		case VEH_TRAIN:    desc = &_train_depot_desc;    break;
		case VEH_ROAD:     desc = &_road_depot_desc;     break;
		case VEH_SHIP:     desc = &_ship_depot_desc;     break;
		case VEH_AIRCRAFT: desc = &_aircraft_depot_desc; break;
	}

	new DepotWindow(desc, tile, type);
}

/** Removes the highlight of a vehicle in a depot window
 * @param *v Vehicle to remove all highlights from
 */
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
{
	DepotWindow *w;

	/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
	 * If that is the case, we can skip looping though the windows and save time
	 */
	if (_special_mouse_mode != WSM_DRAGDROP) return;

	w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
	if (w != NULL) {
		if (w->sel == v->index) ResetObjectToPlace();
	}
}