summaryrefslogtreecommitdiff
path: root/src/vehicle_gui.h
blob: 43a99c9194b6f4b8d013ae3740e61d6a9d636cac (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
/* $Id$ */

/** @file vehicle_gui.h Functions related to the vehicle's GUIs. */

#ifndef VEHICLE_GUI_H
#define VEHICLE_GUI_H

#include "sortlist_type.h"
#include "window_type.h"
#include "vehicle_type.h"
#include "order_type.h"
#include "station_type.h"
#include "engine_type.h"

void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);

/** 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);
}

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 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<const Vehicle*> GUIVehicleList;

struct VehicleListBase {
	GUIVehicleList vehicles;  ///< The list of vehicles
	Listing *sorting;         ///< Pointer to the vehicle type related sorting.
	VehicleType vehicle_type; ///< The vehicle type that is sorted

	static const StringID vehicle_sorter_names[];
	static GUIVehicleList::SortFunction *const vehicle_sorter_funcs[];

	VehicleListBase()
	{
		this->vehicles.SetSortFuncs(this->vehicle_sorter_funcs);
	}
};

struct Sorting {
	Listing aircraft;
	Listing roadveh;
	Listing ship;
	Listing train;
};

extern Sorting _sorting;

/* sorter stuff */
void SortVehicleList(VehicleListBase *vl);
void BuildVehicleList(VehicleListBase *vl, PlayerID owner, uint16 index, uint16 window_type);

#endif /* VEHICLE_GUI_H */