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#ifndef VEHICLE_GUI_H
#define VEHICLE_GUI_H
void DrawVehicleProfitButton(Vehicle *v, int x, int y);
void InitializeVehiclesGuiList();
/* sorter stuff */
typedef struct SortStruct { // store owner through sorting process
uint32 index;
byte owner;
} SortStruct;
int CDECL GeneralOwnerSorter(const void *a, const void *b);
void VehicleSorter(SortStruct *firstelement, uint32 n, uint16 size);
VARDEF uint32 _internal_name_sorter_id; // internal StringID for default vehicle-names
VARDEF uint32 _last_vehicle_idx; // cached index to hopefully speed up name-sorting
VARDEF bool _internal_sort_order; // descending/ascending
#define PERIODIC_RESORT_DAYS 10
#define DEF_SORTER(yyyy) int CDECL yyyy(const void *a, const void *b)
DEF_SORTER(VehicleUnsortedSorter);
DEF_SORTER(VehicleNumberSorter);
DEF_SORTER(VehicleNameSorter);
DEF_SORTER(VehicleAgeSorter);
DEF_SORTER(VehicleProfitThisYearSorter);
DEF_SORTER(VehicleProfitLastYearSorter);
DEF_SORTER(VehicleCargoSorter);
DEF_SORTER(VehicleReliabilitySorter);
DEF_SORTER(VehicleMaxSpeedSorter);
typedef DEF_SORTER(VehicleSortListingTypeFunctions);
#define SORT_BY_UNSORTED 0
extern VehicleSortListingTypeFunctions * const _vehicle_sorter[];
extern const StringID _vehicle_sort_listing[];
enum VehicleSortTypes {
VEHTRAIN = 0,
VEHROAD = 1,
VEHSHIP = 2,
VEHAIRCRAFT = 3
};
VARDEF bool _vehicle_sort_dirty[4]; // global sort, vehicles added/removed (4 types of vehicles)
VARDEF bool _train_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
VARDEF byte _train_sort_type[MAX_PLAYERS]; // different criteria for sorting
VARDEF bool _train_sort_order[MAX_PLAYERS]; // sort descending/ascending
VARDEF bool _aircraft_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
VARDEF byte _aircraft_sort_type[MAX_PLAYERS]; // different criteria for sorting
VARDEF bool _aircraft_sort_order[MAX_PLAYERS]; // sort descending/ascending
VARDEF bool _ship_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
VARDEF byte _ship_sort_type[MAX_PLAYERS]; // different criteria for sorting
VARDEF bool _ship_sort_order[MAX_PLAYERS]; // sort descending/ascending
VARDEF bool _road_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
VARDEF byte _road_sort_type[MAX_PLAYERS]; // different criteria for sorting
VARDEF bool _road_sort_order[MAX_PLAYERS]; // sort descending/ascending
enum {
PLY_WND_PRC__OFFSET_TOP_WIDGET = 26,
PLY_WND_PRC__SIZE_OF_ROW_SMALL = 26,
PLY_WND_PRC__SIZE_OF_ROW_BIG = 36,
};
#endif /* VEHICLE_GUI_H */
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