(svn r17626) -Codechange: Use Dimension structs instead of array of length 2 for storing horizontal/vertical information.

This commit is contained in:
alberth 2009-09-23 20:48:30 +00:00
parent 4b7e2ff704
commit 53188cd528
1 changed files with 19 additions and 19 deletions

View File

@ -169,13 +169,13 @@ static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Veh
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 containing the cell size in pixels of the #DEPOT_WIDGET_MATRIX widget for each vehicle type.
* @note The train vehicle type uses the entire row for each train. */
static Dimension _block_sizes[4];
/* Array to hold the default resize capacities
* First part is the vehicle type, while the last is 0 = x, 1 = y */
static const uint _resize_cap[][2] = {
/** Array containing the default number of cells in horizontal and vertical direction in the #DEPOT_WIDGET_MATRIX widget for each vehicle type.
* @note The train vehicle type uses the entire row for each train. */
static const Dimension _resize_cap[] = {
{10 * 29, 6}, ///< VEH_TRAIN
{ 5, 5}, ///< VEH_ROAD
{ 3, 3}, ///< VEH_SHIP
@ -184,14 +184,14 @@ static const uint _resize_cap[][2] = {
static void ResizeDefaultWindowSizeForTrains()
{
_block_sizes[VEH_TRAIN][0] = 1;
_block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN);
_block_sizes[VEH_TRAIN].width = 1;
_block_sizes[VEH_TRAIN].height = GetVehicleListHeight(VEH_TRAIN);
}
static void ResizeDefaultWindowSizeForRoadVehicles()
{
_block_sizes[VEH_ROAD][0] = 56;
_block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD);
_block_sizes[VEH_ROAD].width = 56;
_block_sizes[VEH_ROAD].height = GetVehicleListHeight(VEH_ROAD);
}
static void ResizeDefaultWindowSize(VehicleType type)
@ -216,13 +216,13 @@ static void ResizeDefaultWindowSize(VehicleType type)
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
_block_sizes[VEH_SHIP].width = 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);
_block_sizes[VEH_AIRCRAFT].width = max(74U, max_width);
break;
}
_block_sizes[type][1] = max(GetVehicleListHeight(type), max_height);
_block_sizes[type].height = 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
@ -656,17 +656,17 @@ struct DepotWindow : Window {
/* Resize the window according to the vehicle type */
/* Set the number of blocks in each direction */
this->hscroll.SetCapacity(_resize_cap[type][0]);
this->vscroll.SetCapacity(_resize_cap[type][1]);
this->hscroll.SetCapacity(_resize_cap[type].width);
this->vscroll.SetCapacity(_resize_cap[type].height);
/* Set the block size */
this->resize.step_width = _block_sizes[type][0];
this->resize.step_height = _block_sizes[type][1];
this->resize.step_width = _block_sizes[type].width;
this->resize.step_height = _block_sizes[type].height;
/* Enlarge the window to fit with the selected number of blocks of the selected size */
ResizeWindow(this,
_block_sizes[type][0] * this->hscroll.GetCapacity(),
_block_sizes[type][1] * this->vscroll.GetCapacity());
_block_sizes[type].width * this->hscroll.GetCapacity(),
_block_sizes[type].height * this->vscroll.GetCapacity());
if (type == VEH_TRAIN) {
/* Make space for the horizontal scrollbar vertically, and the unit