(svn r13248) -Codechange: Use VehicleList for depot GUI.

This commit is contained in:
peter1138 2008-05-25 17:22:49 +00:00
parent 5292ee981e
commit 56f78e6412
4 changed files with 23 additions and 74 deletions

View File

@ -131,7 +131,7 @@ static const WindowDesc _aircraft_depot_desc = {
};
extern int WagonLengthToPixels(int len);
extern void DepotSortList(Vehicle **v, uint16 length);
extern void DepotSortList(VehicleList *list);
/**
* This is the Callback method after the cloning attempt of a vehicle
@ -240,20 +240,12 @@ struct DepotWindow : Window {
VehicleID sel;
VehicleType type;
bool generate_list;
uint16 engine_list_length;
uint16 wagon_list_length;
uint16 engine_count;
uint16 wagon_count;
Vehicle **vehicle_list;
Vehicle **wagon_list;
VehicleList vehicle_list;
VehicleList wagon_list;
DepotWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->sel = INVALID_VEHICLE;
this->vehicle_list = NULL;
this->wagon_list = NULL;
this->engine_count = 0;
this->wagon_count = 0;
this->generate_list = true;
this->FindWindowPlacementAndResize(desc);
@ -262,8 +254,6 @@ struct DepotWindow : Window {
~DepotWindow()
{
DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
free((void*)this->vehicle_list);
free((void*)this->wagon_list);
}
/** Draw a vehicle in the depot window in the box with the top left corner at x,y
@ -314,11 +304,9 @@ struct DepotWindow : Window {
void DrawDepotWindow(Window *w)
{
Vehicle **vl = this->vehicle_list;
TileIndex tile = this->window_number;
int x, y, i, maxval;
uint16 hnum;
uint16 num = this->engine_count;
/* 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;
@ -339,15 +327,15 @@ struct DepotWindow : Window {
/* determine amount of items for scroller */
if (this->type == VEH_TRAIN) {
hnum = 8;
for (num = 0; num < this->engine_count; num++) {
const Vehicle *v = vl[num];
for (uint num = 0; num < this->vehicle_list.Length(); num++) {
const Vehicle *v = this->vehicle_list[num];
hnum = max(hnum, v->u.rail.cached_total_length);
}
/* Always have 1 empty row, so people can change the setting of the train */
SetVScrollCount(w, this->engine_count + this->wagon_count + 1);
SetVScrollCount(w, this->vehicle_list.Length() + this->wagon_list.Length() + 1);
SetHScrollCount(w, WagonLengthToPixels(hnum));
} else {
SetVScrollCount(w, (num + this->hscroll.cap - 1) / this->hscroll.cap);
SetVScrollCount(w, (this->vehicle_list.Length() + this->hscroll.cap - 1) / this->hscroll.cap);
}
/* locate the depot struct */
@ -362,24 +350,24 @@ struct DepotWindow : Window {
w->DrawWidgets();
num = this->vscroll.pos * boxes_in_each_row;
maxval = min(this->engine_count, num + (rows_in_display * boxes_in_each_row));
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 = vl[num];
const Vehicle *v = this->vehicle_list[num];
DrawVehicleInDepot(w, v, x, y);
}
}
maxval = min(this->engine_count + this->wagon_count, (this->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
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->engine_count];
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);
@ -408,7 +396,6 @@ struct DepotWindow : Window {
DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const
{
Vehicle **vl = this->vehicle_list;
uint xt, row, xm = 0, ym = 0;
int pos, skip = 0;
uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
@ -429,7 +416,7 @@ struct DepotWindow : Window {
pos = ((row + this->vscroll.pos) * boxes_in_each_row) + xt;
if (this->engine_count + this->wagon_count <= pos) {
if ((int)(this->vehicle_list.Length() + this->wagon_list.Length()) <= pos) {
if (this->type == VEH_TRAIN) {
d->head = NULL;
d->wagon = NULL;
@ -439,13 +426,12 @@ struct DepotWindow : Window {
}
}
if (this->engine_count > pos) {
*veh = vl[pos];
if ((int)this->vehicle_list.Length() > pos) {
*veh = this->vehicle_list[pos];
skip = this->hscroll.pos;
} else {
vl = this->wagon_list;
pos -= this->engine_count;
*veh = vl[pos];
pos -= this->vehicle_list.Length();
*veh = this->wagon_list[pos];
/* free wagons don't have an initial loco. */
x -= _traininfo_vehicle_width;
}
@ -759,11 +745,9 @@ struct DepotWindow : Window {
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->engine_list_length, &this->engine_count,
&this->wagon_list, &this->wagon_list_length, &this->wagon_count);
BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list);
this->generate_list = false;
DepotSortList(this->vehicle_list, this->engine_count);
DepotSortList(&this->vehicle_list);
}
DrawDepotWindow(this);
}
@ -812,7 +796,7 @@ struct DepotWindow : Window {
case DEPOT_WIDGET_SELL_ALL:
/* Only open the confimation window if there are anything to sell */
if (this->engine_count != 0 || this->wagon_count != 0) {
if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) {
static const StringID confirm_captions[] = {
STR_8800_TRAIN_DEPOT,
STR_9003_ROAD_VEHICLE_DEPOT,

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@ -1291,41 +1291,6 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
return total_cost;
}
/** Generates a list of vehicles inside a depot
* Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
* If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
* @param type Type of vehicle
* @param tile The tile the depot is located in
* @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced)
* @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array
* @param *engine_count The number of engines stored in the list
* @param ***wagon_list Pointer to a pointer to an array of free wagons in the depot (old list is freed and a new one is malloced)
* @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array
* @param *wagon_count The number of engines stored in the list
*/
void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
{
VehicleList engines;
VehicleList wagons;
BuildDepotVehicleList(type, tile, &engines, &wagons);
if (engines.Length() > 0) {
*engine_list = ReallocT(*engine_list, engines.Length());
memcpy(*engine_list, engines.Begin(), sizeof(engines.Begin()) * engines.Length());
}
if (engine_count != NULL) *engine_count = engines.Length();
if (wagon_list != NULL && wagon_list != engine_list) {
if (wagons.Length() > 0) {
*wagon_list = ReallocT(*wagon_list, wagons.Length());
memcpy(*wagon_list, wagons.Begin(), sizeof(wagons.Begin()) * wagons.Length());
}
if (wagon_count != NULL) *wagon_count = wagons.Length();
}
}
/**
* Generate a list of vehicles inside a depot.
* @param type Type of vehicle

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@ -70,7 +70,6 @@ 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 BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count);
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);

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@ -117,10 +117,11 @@ void SortVehicleList(VehicleListBase *vl)
vl->vehicles.flags &= ~VL_RESORT;
}
void DepotSortList(Vehicle **v, uint16 length)
void DepotSortList(VehicleList *list)
{
_internal_sort_order = 0;
qsort((void*)v, length, sizeof(v[0]), _vehicle_sorter[0]);
if (list->Length() < 2) return;
qsort((void*)list->Begin(), list->Length(), sizeof(list->Begin()), _vehicle_sorter[0]);
}
/** draw the vehicle profit button in the vehicle list window. */