(svn r13266) -Codechange: Use SmallVector in GUIList

This commit is contained in:
peter1138 2008-05-26 16:23:23 +00:00
parent 5a0fb3ca97
commit 02b5ffa13f
9 changed files with 91 additions and 184 deletions

View File

@ -120,7 +120,7 @@ private:
void BuildBridge(uint8 i)
{
DoCommandP(this->end_tile, this->start_tile, this->type | this->bridges->sort_list[i].index,
DoCommandP(this->end_tile, this->start_tile, this->type | this->bridges->Get(i)->index,
CcBuildBridge, CMD_BUILD_BRIDGE | CMD_MSG(STR_5015_CAN_T_BUILD_BRIDGE_HERE));
}
@ -130,7 +130,7 @@ private:
/* Skip sorting if resort bit is not set */
if (!(bridges->flags & VL_RESORT)) return;
qsort(this->bridges->sort_list, this->bridges->list_length, sizeof(this->bridges->sort_list[0]), _bridge_sorter[_bridge_sorting.criteria]);
qsort(this->bridges->Begin(), this->bridges->Length(), sizeof(this->bridges->Begin()), _bridge_sorter[_bridge_sorting.criteria]);
/* Display the current sort variant */
this->widget[BBSW_DROPDOWN_CRITERIA].data = _bridge_sort_listing[this->bridges->sort_type];
@ -155,7 +155,7 @@ public:
this->widget[BBSW_CAPTION].data = (GB(this->type, 15, 2) == TRANSPORT_ROAD) ? STR_1803_SELECT_ROAD_BRIDGE : STR_100D_SELECT_RAIL_BRIDGE;
this->resize.step_height = 22;
this->vscroll.count = bl->list_length;
this->vscroll.count = bl->Length();
if (this->last_size <= 4) {
this->vscroll.cap = 4;
@ -171,7 +171,6 @@ public:
~BuildBridgeWindow()
{
free(this->bridges->sort_list);
delete bridges;
}
@ -183,10 +182,10 @@ public:
uint y = this->widget[BBSW_BRIDGE_LIST].top + 2;
for (int i = this->vscroll.pos; (i < (this->vscroll.cap + this->vscroll.pos)) && (i < this->bridges->list_length); i++) {
const BridgeSpec *b = this->bridges->sort_list[i].spec;
for (int i = this->vscroll.pos; (i < (this->vscroll.cap + this->vscroll.pos)) && (i < (int)this->bridges->Length()); i++) {
const BridgeSpec *b = this->bridges->Get(i)->spec;
SetDParam(2, this->bridges->sort_list[i].cost);
SetDParam(2, this->bridges->Get(i)->cost);
SetDParam(1, b->speed * 10 / 16);
SetDParam(0, b->material);
@ -200,7 +199,7 @@ public:
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
const uint8 i = keycode - '1';
if (i < 9 && i < this->bridges->list_length) {
if (i < 9 && i < this->bridges->Length()) {
/* Build the requested bridge */
this->BuildBridge(i);
delete this;
@ -217,7 +216,7 @@ public:
uint i = ((int)pt.y - this->widget[BBSW_BRIDGE_LIST].top) / this->resize.step_height;
if (i < this->vscroll.cap) {
i += this->vscroll.pos;
if (i < this->bridges->list_length) {
if (i < this->bridges->Length()) {
this->BuildBridge(i);
delete this;
}
@ -254,7 +253,7 @@ public:
{
this->vscroll.cap += delta.y / (int)this->resize.step_height;
this->widget[BBSW_BRIDGE_LIST].data = (this->vscroll.cap << 8) + 1;
SetVScrollCount(this, this->bridges->list_length);
SetVScrollCount(this, this->bridges->Length());
this->last_size = this->vscroll.cap;
}
@ -285,35 +284,6 @@ static const WindowDesc _build_bridge_desc = {
_build_bridge_widgets,
};
/**
* Add a buildable bridge to the list.
* If the list is empty a new one is created.
*
* @param bl The list which we want to manage
* @param item The item to add
* @return The pointer to the list
*/
static GUIBridgeList *PushBridgeList(GUIBridgeList *bl, BuildBridgeData item)
{
if (bl == NULL) {
/* Create the list if needed */
bl = new GUIBridgeList();
bl->flags |= VL_RESORT;
if (_bridge_sorting.order) bl->flags |= VL_DESC;
bl->list_length = 1;
bl->sort_type = _bridge_sorting.criteria;
} else {
/* Resize the list */
bl->list_length++;
}
bl->sort_list = ReallocT(bl->sort_list, bl->list_length);
bl->sort_list[bl->list_length - 1] = item;
return bl;
}
/**
* Prepare the data for the build a bridge window.
* If we can't build a bridge under the given conditions
@ -350,24 +320,26 @@ void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transpo
/* total length of bridge */
const uint tot_bridgedata_len = CalcBridgeLenCostFactor(bridge_len + 2);
bl = new GUIBridgeList();
/* loop for all bridgetypes */
for (BridgeType brd_type = 0; brd_type != MAX_BRIDGES; brd_type++) {
if (CheckBridge_Stuff(brd_type, bridge_len)) {
/* bridge is accepted, add to list */
BuildBridgeData item;
item.index = brd_type;
item.spec = GetBridgeSpec(brd_type);
BuildBridgeData *item = bl->Append();
item->index = brd_type;
item->spec = GetBridgeSpec(brd_type);
/* Add to terraforming & bulldozing costs the cost of the
* bridge itself (not computed with DC_QUERY_COST) */
item.cost = ret.GetCost() + (((int64)tot_bridgedata_len * _price.build_bridge * item.spec->price) >> 8);
bl = PushBridgeList(bl, item);
item->cost = ret.GetCost() + (((int64)tot_bridgedata_len * _price.build_bridge * item->spec->price) >> 8);
}
}
}
if (bl != NULL) {
if (bl != NULL && bl->Length() != 0) {
new BuildBridgeWindow(&_build_bridge_desc, start, end, type, bl);
} else {
if (bl != NULL) delete bl;
ShowErrorMessage(errmsg, STR_5015_CAN_T_BUILD_BRIDGE_HERE, TileX(end) * TILE_SIZE, TileY(end) * TILE_SIZE);
}
}

View File

@ -32,22 +32,16 @@ typedef GUIList<const Group*> GUIGroupList;
static void BuildGroupList(GUIGroupList *gl, PlayerID owner, VehicleType vehicle_type)
{
uint n = 0;
if (!(gl->flags & VL_REBUILD)) return;
const Group **list = MallocT<const Group*>(GetGroupArraySize());
gl->Clear();
const Group *g;
FOR_ALL_GROUPS(g) {
if (g->owner == owner && g->vehicle_type == vehicle_type) list[n++] = g;
if (g->owner == owner && g->vehicle_type != vehicle_type) *gl->Append() = g;
}
gl->sort_list = ReallocT(gl->sort_list, n);
gl->list_length = n;
for (uint i = 0; i < n; ++i) gl->sort_list[i] = list[i];
free(list);
gl->Compact();
gl->flags &= ~VL_REBUILD;
gl->flags |= VL_RESORT;
@ -87,7 +81,7 @@ static void SortGroupList(GUIGroupList *gl)
{
if (!(gl->flags & VL_RESORT)) return;
qsort((void*)gl->sort_list, gl->list_length, sizeof(gl->sort_list[0]), GroupNameSorter);
qsort((void*)gl->Begin(), gl->Length(), sizeof(gl->Begin()), GroupNameSorter);
gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
gl->flags &= ~VL_RESORT;
@ -223,12 +217,12 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
case VEH_AIRCRAFT: this->sorting = &_sorting.aircraft; break;
}
this->vehicles.sort_list = NULL;
this->vehicles.Clear();
this->vehicles.sort_type = this->sorting->criteria;
this->vehicles.flags = VL_REBUILD | (this->sorting->order ? VL_DESC : VL_NONE);
this->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
this->groups.sort_list = NULL;
this->groups.Clear();
this->groups.flags = VL_REBUILD | VL_NONE;
this->groups.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
@ -280,8 +274,6 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
~VehicleGroupWindow()
{
free((void*)this->vehicles.sort_list);
free((void*)this->groups.sort_list);
}
virtual void OnInvalidateData(int data)
@ -313,17 +305,17 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
BuildGroupList(&this->groups, owner, this->vehicle_type);
SortGroupList(&this->groups);
SetVScrollCount(this, this->groups.list_length);
SetVScroll2Count(this, this->vehicles.list_length);
SetVScrollCount(this, this->groups.Length());
SetVScroll2Count(this, this->vehicles.Length());
/* The drop down menu is out, *but* it may not be used, retract it. */
if (this->vehicles.list_length == 0 && this->IsWidgetLowered(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN)) {
if (this->vehicles.Length() == 0 && this->IsWidgetLowered(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN)) {
this->RaiseWidget(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN);
HideDropDownMenu(this);
}
/* Disable all lists management button when the list is empty */
this->SetWidgetsDisabledState(this->vehicles.list_length == 0 || _local_player != owner,
this->SetWidgetsDisabledState(this->vehicles.Length() == 0 || _local_player != owner,
GRP_WIDGET_STOP_ALL,
GRP_WIDGET_START_ALL,
GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN,
@ -352,7 +344,7 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
We list all vehicles or ungrouped vehicles */
if (IsDefaultGroupID(this->group_sel) || IsAllGroupID(this->group_sel)) {
SetDParam(0, owner);
SetDParam(1, this->vehicles.list_length);
SetDParam(1, this->vehicles.Length());
switch (this->vehicle_type) {
case VEH_TRAIN:
@ -434,9 +426,9 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
DrawString(10, y1, str_no_group_veh, IsDefaultGroupID(this->group_sel) ? TC_WHITE : TC_BLACK);
max = min(this->vscroll.pos + this->vscroll.cap, this->groups.list_length);
max = min(this->vscroll.pos + this->vscroll.cap, this->groups.Length());
for (i = this->vscroll.pos ; i < max ; ++i) {
const Group *g = this->groups.sort_list[i];
const Group *g = this->groups[i];
assert(g->owner == owner);
@ -454,9 +446,9 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
this->DrawSortButtonState(GRP_WIDGET_SORT_BY_ORDER, this->vehicles.flags & VL_DESC ? SBS_DOWN : SBS_UP);
/* Draw Matrix Vehicle according to the vehicle list built before */
max = min(this->vscroll2.pos + this->vscroll2.cap, this->vehicles.list_length);
max = min(this->vscroll2.pos + this->vscroll2.cap, this->vehicles.Length());
for (i = this->vscroll2.pos ; i < max ; ++i) {
const Vehicle* v = this->vehicles.sort_list[i];
const Vehicle* v = this->vehicles[i];
assert(v->type == this->vehicle_type && v->owner == owner);
@ -521,9 +513,9 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
id_g += this->vscroll.pos;
if (id_g >= this->groups.list_length) return;
if (id_g >= this->groups.Length()) return;
this->group_sel = this->groups.sort_list[id_g]->index;;
this->group_sel = this->groups[id_g]->index;;
this->vehicles.flags |= VL_REBUILD;
this->SetDirty();
@ -538,9 +530,9 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
id_v += this->vscroll2.pos;
if (id_v >= this->vehicles.list_length) return; // click out of list bound
if (id_v >= this->vehicles.Length()) return; // click out of list bound
v = this->vehicles.sort_list[id_v];
v = this->vehicles[id_v];
this->vehicle_sel = v->index;
@ -628,9 +620,9 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
id_g += this->vscroll.pos;
if (id_g >= this->groups.list_length) return;
if (id_g >= this->groups.Length()) return;
DoCommandP(0, this->groups.sort_list[id_g]->index, vindex, NULL, CMD_ADD_VEHICLE_GROUP | CMD_MSG(STR_GROUP_CAN_T_ADD_VEHICLE));
DoCommandP(0, this->groups[id_g]->index, vindex, NULL, CMD_ADD_VEHICLE_GROUP | CMD_MSG(STR_GROUP_CAN_T_ADD_VEHICLE));
break;
}
@ -648,9 +640,9 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
id_v += this->vscroll2.pos;
if (id_v >= this->vehicles.list_length) return; // click out of list bound
if (id_v >= this->vehicles.Length()) return; // click out of list bound
v = this->vehicles.sort_list[id_v];
v = this->vehicles[id_v];
if (vindex == v->index) {
ShowVehicleViewWindow(v);
@ -693,7 +685,7 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
break;
case GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN:
assert(this->vehicles.list_length != 0);
assert(this->vehicles.Length() != 0);
switch (index) {
case GALF_REPLACE: // Replace window

View File

@ -812,27 +812,21 @@ typedef GUIList<const Industry*> GUIIndustryList;
*/
static void BuildIndustriesList(GUIIndustryList *sl)
{
uint n = 0;
const Industry *i;
if (!(sl->flags & VL_REBUILD)) return;
/* Create array for sorting */
const Industry **industry_sort = MallocT<const Industry*>(GetMaxIndustryIndex() + 1);
sl->Clear();
DEBUG(misc, 3, "Building industry list");
FOR_ALL_INDUSTRIES(i) industry_sort[n++] = i;
const Industry *i;
FOR_ALL_INDUSTRIES(i) {
*sl->Append() = i;
}
free((void*)sl->sort_list);
sl->sort_list = MallocT<const Industry*>(n);
sl->list_length = n;
for (uint i = 0; i < n; ++i) sl->sort_list[i] = industry_sort[i];
sl->Compact();
sl->flags &= ~VL_REBUILD;
sl->flags |= VL_RESORT;
free((void*)industry_sort);
}
@ -847,7 +841,7 @@ static void SortIndustriesList(GUIIndustryList *sl)
_internal_sort_order = (sl->sort_type << 1) | (sl->flags & VL_DESC);
_last_industry = NULL; // used for "cache" in namesorting
qsort((void*)sl->sort_list, sl->list_length, sizeof(sl->sort_list[0]), &GeneralIndustrySorter);
qsort((void*)sl->Begin(), sl->Length(), sizeof(sl->Begin()), &GeneralIndustrySorter);
sl->flags &= ~VL_RESORT;
}
@ -865,7 +859,6 @@ struct IndustryDirectoryWindow : public Window, public GUIIndustryList {
this->resize.step_height = 10;
this->FindWindowPlacementAndResize(desc);
this->sort_list = NULL;
this->flags = VL_REBUILD;
this->sort_type = industry_sort.criteria;
if (industry_sort.order) this->flags |= VL_DESC;
@ -876,16 +869,16 @@ struct IndustryDirectoryWindow : public Window, public GUIIndustryList {
BuildIndustriesList(this);
SortIndustriesList(this);
SetVScrollCount(this, this->list_length);
SetVScrollCount(this, this->Length());
this->DrawWidgets();
this->DrawSortButtonState(IDW_SORTBYNAME + this->sort_type, this->flags & VL_DESC ? SBS_DOWN : SBS_UP);
int max = min(this->vscroll.pos + this->vscroll.cap, this->list_length);
int max = min(this->vscroll.pos + this->vscroll.cap, this->Length());
int y = 28; // start of the list-widget
for (int n = this->vscroll.pos; n < max; ++n) {
const Industry* i = this->sort_list[n];
const Industry* i = *this->Get(n);
const IndustrySpec *indsp = GetIndustrySpec(i->type);
byte p = 0;
@ -940,11 +933,11 @@ struct IndustryDirectoryWindow : public Window, public GUIIndustryList {
if (!IsInsideMM(y, 0, this->vscroll.cap)) return;
p = y + this->vscroll.pos;
if (p < this->list_length) {
if (p < this->Length()) {
if (_ctrl_pressed) {
ShowExtraViewPortWindow(this->sort_list[p]->xy);
ShowExtraViewPortWindow((*this->Get(p))->xy);
} else {
ScrollMainWindowToTile(this->sort_list[p]->xy);
ScrollMainWindowToTile((*this->Get(p))->xy);
}
}
} break;

View File

@ -190,7 +190,6 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
this->field = NGWW_PLAYER;
this->server = NULL;
this->servers.sort_list = NULL;
this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
this->servers.sort_type = _ng_sorting.criteria;
@ -199,7 +198,6 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
~NetworkGameWindow()
{
free(this->servers.sort_list);
}
/**
@ -208,23 +206,17 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
*/
void BuildNetworkGameList()
{
NetworkGameList *ngl_temp;
uint n = 0;
if (!(this->servers.flags & VL_REBUILD)) return;
/* Count the number of games in the list */
for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
if (n == 0) return;
/* Create temporary array of games to use for listing */
this->servers.sort_list = ReallocT(this->servers.sort_list, n);
this->servers.list_length = n;
this->servers.Clear();
for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
this->servers.sort_list[n++] = ngl_temp;
for (NetworkGameList *ngl = _network_game_list; ngl != NULL; ngl = ngl->next) {
*this->servers.Append() = ngl;
}
this->servers.Compact();
/* Force resort */
this->servers.flags &= ~VL_REBUILD;
this->servers.flags |= VL_RESORT;
@ -242,17 +234,17 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
uint i;
if (!(this->servers.flags & VL_RESORT)) return;
if (this->servers.list_length == 0) return;
if (this->servers.Length() == 0) return;
_internal_sort_order = !!(this->servers.flags & VL_DESC);
qsort(this->servers.sort_list, this->servers.list_length, sizeof(this->servers.sort_list[0]), ngame_sorter[this->servers.sort_type]);
qsort(this->servers.Begin(), this->servers.Length(), sizeof(this->servers.Begin()), ngame_sorter[this->servers.sort_type]);
/* After sorting ngl->sort_list contains the sorted items. Put these back
* into the original list. Basically nothing has changed, we are only
* shuffling the ->next pointers */
_network_game_list = this->servers.sort_list[0];
for (item = _network_game_list, i = 1; i != this->servers.list_length; i++) {
item->next = this->servers.sort_list[i];
_network_game_list = this->servers[0];
for (item = _network_game_list, i = 1; i != this->servers.Length(); i++) {
item->next = this->servers[i];
item = item->next;
}
item->next = NULL;
@ -300,7 +292,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
if (this->servers.flags & VL_REBUILD) {
this->BuildNetworkGameList();
SetVScrollCount(this, this->servers.list_length);
SetVScrollCount(this, this->servers.Length());
}
if (this->servers.flags & VL_RESORT) this->SortNetworkGameList();
@ -582,7 +574,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
this->widget[NGWW_MATRIX].data = (this->vscroll.cap << 8) + 1;
SetVScrollCount(this, this->servers.list_length);
SetVScrollCount(this, this->servers.Length());
int widget_width = this->widget[NGWW_FIND].right - this->widget[NGWW_FIND].left;
int space = (this->width - 4 * widget_width - 25) / 3;

View File

@ -5,6 +5,8 @@
#ifndef SORTLIST_TYPE_H
#define SORTLIST_TYPE_H
#include "misc/smallvec.h"
enum SortListFlags {
VL_NONE = 0, ///< no sort
VL_DESC = 1 << 0, ///< sort descending or ascending
@ -20,10 +22,8 @@ struct Listing {
};
template <typename T>
struct GUIList {
T* sort_list; ///< The items to sort.
struct GUIList : public SmallVector<T, 32> {
SortListFlags flags; ///< used to control sorting/resorting/etc.
uint16 list_length; ///< length of the list being sorted
uint16 resort_timer; ///< resort list after a given amount of ticks if set
byte sort_type; ///< what criteria to sort on
};

View File

@ -178,16 +178,13 @@ typedef GUIList<const Station*> GUIStationList;
*/
static void BuildStationsList(GUIStationList *sl, PlayerID owner, byte facilities, uint32 cargo_filter, bool include_empty)
{
uint n = 0;
const Station *st;
if (!(sl->flags & VL_REBUILD)) return;
/* Create array for sorting */
const Station **station_sort = MallocT<const Station*>(GetMaxStationIndex() + 1);
sl->Clear();
DEBUG(misc, 3, "Building station list for player %d", owner);
const Station *st;
FOR_ALL_STATIONS(st) {
if (st->owner == owner || (st->owner == OWNER_NONE && !st->IsBuoy() && HasStationInUse(st->index, owner))) {
if (facilities & st->facilities) { //only stations with selected facilities
@ -196,28 +193,23 @@ static void BuildStationsList(GUIStationList *sl, PlayerID owner, byte facilitie
if (!st->goods[j].cargo.Empty()) {
num_waiting_cargo++; //count number of waiting cargo
if (HasBit(cargo_filter, j)) {
station_sort[n++] = st;
*sl->Append() = st;
break;
}
}
}
/* stations without waiting cargo */
if (num_waiting_cargo == 0 && include_empty) {
station_sort[n++] = st;
*sl->Append() = st;
}
}
}
}
free((void*)sl->sort_list);
sl->sort_list = MallocT<const Station*>(n);
sl->list_length = n;
for (uint i = 0; i < n; ++i) sl->sort_list[i] = station_sort[i];
sl->Compact();
sl->flags &= ~VL_REBUILD;
sl->flags |= VL_RESORT;
free((void*)station_sort);
}
@ -239,7 +231,7 @@ static void SortStationsList(GUIStationList *sl)
_internal_sort_order = sl->flags & VL_DESC;
_last_station = NULL; // used for "cache" in namesorting
qsort((void*)sl->sort_list, sl->list_length, sizeof(sl->sort_list[0]), _station_sorter[sl->sort_type]);
qsort((void*)sl->Begin(), sl->Length(), sizeof(sl->Begin()), _station_sorter[sl->sort_type]);
sl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
sl->flags &= ~VL_RESORT;
@ -311,7 +303,6 @@ struct PlayerStationsWindow : public Window, public GUIStationList
this->SetWidgetLoweredState(SLW_CARGOALL, _cargo_filter == _cargo_mask && include_empty);
this->SetWidgetLoweredState(SLW_NOCARGOWAITING, include_empty);
this->sort_list = NULL;
this->flags = VL_REBUILD;
this->sort_type = station_sort.criteria;
if (station_sort.order) this->flags |= VL_DESC;
@ -329,7 +320,7 @@ struct PlayerStationsWindow : public Window, public GUIStationList
BuildStationsList(this, owner, facilities, _cargo_filter, include_empty);
SortStationsList(this);
SetVScrollCount(this, this->list_length);
SetVScrollCount(this, this->Length());
/* draw widgets, with player's name in the caption */
SetDParam(0, owner);
@ -375,11 +366,11 @@ struct PlayerStationsWindow : public Window, public GUIStationList
return;
}
int max = min(this->vscroll.pos + this->vscroll.cap, this->list_length);
int max = min(this->vscroll.pos + this->vscroll.cap, this->Length());
y = 40; // start of the list-widget
for (int i = this->vscroll.pos; i < max; ++i) { // do until max number of stations of owner
const Station *st = this->sort_list[i];
const Station *st = *this->Get(i);
int x;
assert(st->xy != 0);
@ -413,9 +404,9 @@ struct PlayerStationsWindow : public Window, public GUIStationList
id_v += this->vscroll.pos;
if (id_v >= this->list_length) return; // click out of list bound
if (id_v >= this->Length()) return; // click out of list bound
const Station *st = this->sort_list[id_v];
const Station *st = *this->Get(id_v);
/* do not check HasStationInUse - it is slow and may be invalid */
assert(st->owner == (PlayerID)this->window_number || (st->owner == OWNER_NONE && !st->IsBuoy()));

View File

@ -1334,35 +1334,6 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
if (wagons != NULL && wagons != engines) wagons->Compact();
}
/**
* @param sort_list list to store the list in. Either NULL or the length length_of_array tells
* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
* @param index This parameter has different meanings depending on window_type
* <ul>
* <li>VLW_STATION_LIST: index of station to generate a list for</li>
* <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
* <li>VLW_STANDARD: not used<li>
* <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
* <li>VLW_GROUP_LIST: index of group to generate a list for</li>
* </ul>
* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
* @return the number of vehicles added to the list
*/
uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
{
VehicleList list;
GenerateVehicleSortList(&list, type, owner, index, window_type);
if (list.Length() > 0) {
*sort_list = ReallocT(*sort_list, list.Length());
memcpy(*sort_list, list.Begin(), sizeof(list.Begin()) * list.Length());
}
return list.Length();
}
/**
* Generate a list of vehicles based on window type.
* @param list Pointer to list to add vehicles to

View File

@ -68,8 +68,6 @@ void TrainConsistChanged(Vehicle *v);
void TrainPowerChanged(Vehicle *v);
Money GetTrainRunningCost(const Vehicle *v);
/* Old style list kept for migration */
uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list);
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);

View File

@ -92,7 +92,7 @@ void BuildVehicleList(VehicleListBase *vl, PlayerID owner, uint16 index, uint16
DEBUG(misc, 3, "Building vehicle list for player %d at station %d", owner, index);
vl->vehicles.list_length = GenerateVehicleSortList(&vl->vehicles.sort_list, &vl->vehicles.list_length, vl->vehicle_type, owner, index, window_type);
GenerateVehicleSortList(&vl->vehicles, vl->vehicle_type, owner, index, window_type);
vl->vehicles.flags &= ~VL_REBUILD;
vl->vehicles.flags |= VL_RESORT;
@ -110,7 +110,7 @@ void SortVehicleList(VehicleListBase *vl)
_last_vehicle[0] = _last_vehicle[1] = NULL;
_internal_sort_order = (vl->vehicles.flags & VL_DESC) != 0;
qsort((void*)vl->vehicles.sort_list, vl->vehicles.list_length, sizeof(vl->vehicles.sort_list[0]),
qsort((void*)vl->vehicles.Begin(), vl->vehicles.Length(), sizeof(vl->vehicles.Begin()),
_vehicle_sorter[vl->vehicles.sort_type]);
vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
@ -806,8 +806,7 @@ struct VehicleListWindow : public Window, public VehicleListBase {
PlayerID player = (PlayerID)GB(this->window_number, 0, 8);
this->vehicle_type = (VehicleType)GB(this->window_number, 11, 5);
this->vehicles.list_length = 0;
this->vehicles.sort_list = NULL;
this->vehicles.Clear();
this->caption_color = player;
/* Hide the widgets that we will not use in this window
@ -925,7 +924,6 @@ struct VehicleListWindow : public Window, public VehicleListBase {
~VehicleListWindow()
{
free((void*)this->vehicles.sort_list);
}
virtual void OnPaint()
@ -940,12 +938,12 @@ struct VehicleListWindow : public Window, public VehicleListBase {
BuildVehicleList(this, owner, index, window_type);
SortVehicleList(this);
SetVScrollCount(this, this->vehicles.list_length);
SetVScrollCount(this, this->vehicles.Length());
/* draw the widgets */
switch (window_type) {
case VLW_SHARED_ORDERS: /* Shared Orders */
if (this->vehicles.list_length == 0) {
if (this->vehicles.Length() == 0) {
/* We can't open this window without vehicles using this order
* and we should close the window when deleting the order */
NOT_REACHED();
@ -981,7 +979,7 @@ struct VehicleListWindow : public Window, public VehicleListBase {
default: NOT_REACHED(); break;
}
this->SetWidgetsDisabledState(this->vehicles.list_length == 0,
this->SetWidgetsDisabledState(this->vehicles.Length() == 0,
VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN,
VLW_WIDGET_STOP_ALL,
VLW_WIDGET_START_ALL,
@ -994,9 +992,9 @@ struct VehicleListWindow : public Window, public VehicleListBase {
/* draw arrow pointing up/down for ascending/descending sorting */
this->DrawSortButtonState(VLW_WIDGET_SORT_ORDER, this->vehicles.flags & VL_DESC ? SBS_DOWN : SBS_UP);
max = min(this->vscroll.pos + this->vscroll.cap, this->vehicles.list_length);
max = min(this->vscroll.pos + this->vscroll.cap, this->vehicles.Length());
for (i = this->vscroll.pos; i < max; ++i) {
const Vehicle *v = this->vehicles.sort_list[i];
const Vehicle *v = this->vehicles[i];
StringID str;
SetDParam(0, v->GetDisplayProfitThisYear());
@ -1049,9 +1047,9 @@ struct VehicleListWindow : public Window, public VehicleListBase {
id_v += this->vscroll.pos;
if (id_v >= this->vehicles.list_length) return; // click out of list bound
if (id_v >= this->vehicles.Length()) return; // click out of list bound
v = this->vehicles.sort_list[id_v];
v = this->vehicles[id_v];
ShowVehicleViewWindow(v);
} break;
@ -1100,7 +1098,7 @@ struct VehicleListWindow : public Window, public VehicleListBase {
}
break;
case VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN:
assert(this->vehicles.list_length != 0);
assert(this->vehicles.Length() != 0);
switch (index) {
case 0: /* Replace window */