(svn r13037) -Codechange: make a class of the ReplaceVehicle window.

-Fix [FS#1997]: MSVC 64 bit build failing to compile due to std::vectors being very large..
This commit is contained in:
rubidium 2008-05-10 23:44:15 +00:00
parent 356473efa5
commit b47a151bce
3 changed files with 339 additions and 357 deletions

View File

@ -25,20 +25,7 @@
#include "table/sprites.h"
#include "table/strings.h"
struct replaceveh_d {
byte sel_index[2];
EngineID sel_engine[2];
uint16 count[2];
bool wagon_btnstate; ///< true means engine is selected
EngineList list[2];
bool update_left;
bool update_right;
bool init_lists;
GroupID sel_group;
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(replaceveh_d));
static RailType _railtype_selected_in_replace_gui;
void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);
static const StringID _rail_types_list[] = {
STR_RAIL_VEHICLES,
@ -79,12 +66,6 @@ static int CDECL TrainEngineNumberSorter(const void *a, const void *b)
return r;
}
/* General Vehicle GUI based procedures that are independent of vehicle types */
void InitializeVehiclesGuiList()
{
_railtype_selected_in_replace_gui = RAILTYPE_RAIL;
}
/** Rebuild the left autoreplace list if an engine is removed or added
* @param e Engine to check if it is removed or added
* @param id_g The group the engine belongs to
@ -134,30 +115,6 @@ static CargoID EngineCargo(EngineID engine)
}
}
/** Figure out if an engine should be added to a list
* @param e The EngineID
* @param draw_left If true, then the left list is drawn (the engines specific to the railtype you selected)
* @param show_engines if truem then locomotives are drawn, else wagons (never both)
* @return true if the engine should be in the list (based on this check)
*/
static bool GenerateReplaceRailList(EngineID e, bool draw_left, bool show_engines)
{
const RailVehicleInfo *rvi = RailVehInfo(e);
/* Ensure that the wagon/engine selection fits the engine. */
if ((rvi->railveh_type == RAILVEH_WAGON) == show_engines) return false;
if (draw_left && show_engines) {
/* Ensure that the railtype is specific to the selected one */
if (rvi->railtype != _railtype_selected_in_replace_gui) return false;
} else {
/* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel)
* The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */
if (!IsCompatibleRail(rvi->railtype, _railtype_selected_in_replace_gui)) return false;
}
return true;
}
/** Figure out if two engines got at least one type of cargo in common (refitting if needed)
* @param engine_a one of the EngineIDs
* @param engine_b the other EngineID
@ -176,303 +133,372 @@ static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b)
return false;
}
/** Generate a list
* @param w Window, that contains the list
* @param draw_left true if generating the left list, otherwise false
/**
* Window for the autoreplacing of vehicles.
*/
static void GenerateReplaceVehList(Window *w, bool draw_left)
{
EngineID selected_engine = INVALID_ENGINE;
VehicleType type = (VehicleType)w->window_number;
byte i = draw_left ? 0 : 1;
class ReplaceVehicleWindow : public Window {
byte sel_index[2];
EngineID sel_engine[2];
uint16 count[2];
bool wagon_btnstate; ///< true means engine is selected
EngineList list[2];
bool update_left;
bool update_right;
bool init_lists;
GroupID sel_group;
static RailType sel_railtype;
EngineList *list = &WP(w, replaceveh_d).list[i];
list->clear();
/** Figure out if an engine should be added to a list
* @param e The EngineID
* @param draw_left If true, then the left list is drawn (the engines specific to the railtype you selected)
* @param show_engines if truem then locomotives are drawn, else wagons (never both)
* @return true if the engine should be in the list (based on this check)
*/
bool GenerateReplaceRailList(EngineID e, bool draw_left, bool show_engines)
{
const RailVehicleInfo *rvi = RailVehInfo(e);
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
EngineID eid = e->index;
if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, WP(w, replaceveh_d).wagon_btnstate)) continue; // special rules for trains
/* Ensure that the wagon/engine selection fits the engine. */
if ((rvi->railveh_type == RAILVEH_WAGON) == show_engines) return false;
if (draw_left) {
const GroupID selected_group = WP(w, replaceveh_d).sel_group;
const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);
/* Skip drawing the engines we don't have any of and haven't set for replacement */
if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
if (draw_left && show_engines) {
/* Ensure that the railtype is specific to the selected one */
if (rvi->railtype != this->sel_railtype) return false;
} else {
/* This is for engines we can replace to and they should depend on what we selected to replace from */
if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
if (!EnginesGotCargoInCommon(eid, WP(w, replaceveh_d).sel_engine[0])) continue; // the engines needs to be able to carry the same cargo
/* Road vehicles can't be replaced by trams and vice-versa */
if (type == VEH_ROAD && HasBit(EngInfo(WP(w, replaceveh_d).sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue;
if (eid == WP(w, replaceveh_d).sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
}
list->push_back(eid);
if (eid == WP(w, replaceveh_d).sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
}
WP(w, replaceveh_d).sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter);
}
/** Generate the lists
* @param w Window containing the lists
*/
static void GenerateLists(Window *w)
{
EngineID e = WP(w, replaceveh_d).sel_engine[0];
if (WP(w, replaceveh_d).update_left == true) {
/* We need to rebuild the left list */
GenerateReplaceVehList(w, true);
SetVScrollCount(w, WP(w, replaceveh_d).list[0].size());
if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE && WP(w, replaceveh_d).list[0].size() != 0) {
WP(w, replaceveh_d).sel_engine[0] = WP(w, replaceveh_d).list[0][0];
/* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel)
* The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */
if (!IsCompatibleRail(rvi->railtype, this->sel_railtype)) return false;
}
return true;
}
if (WP(w, replaceveh_d).update_right || e != WP(w, replaceveh_d).sel_engine[0]) {
/* Either we got a request to rebuild the right list or the left list selected a different engine */
if (WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE) {
/* Always empty the right list when nothing is selected in the left list */
WP(w, replaceveh_d).list[1].clear();
WP(w, replaceveh_d).sel_engine[1] = INVALID_ENGINE;
} else {
GenerateReplaceVehList(w, false);
SetVScroll2Count(w, WP(w, replaceveh_d).list[1].size());
if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[1] == INVALID_ENGINE && WP(w, replaceveh_d).list[1].size() != 0) {
WP(w, replaceveh_d).sel_engine[1] = WP(w, replaceveh_d).list[1][0];
}
}
}
/* Reset the flags about needed updates */
WP(w, replaceveh_d).update_left = false;
WP(w, replaceveh_d).update_right = false;
WP(w, replaceveh_d).init_lists = false;
}
/** Generate a list
* @param w Window, that contains the list
* @param draw_left true if generating the left list, otherwise false
*/
void GenerateReplaceVehList(Window *w, bool draw_left)
{
EngineID selected_engine = INVALID_ENGINE;
VehicleType type = (VehicleType)this->window_number;
byte i = draw_left ? 0 : 1;
void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);
EngineList *list = &this->list[i];
list->clear();
static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
{
/* Strings for the pulldown menu */
static const StringID _vehicle_type_names[] = {
STR_019F_TRAIN,
STR_019C_ROAD_VEHICLE,
STR_019E_SHIP,
STR_019D_AIRCRAFT
};
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
EngineID eid = e->index;
if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, this->wagon_btnstate)) continue; // special rules for trains
switch (e->event) {
case WE_CREATE:
WP(w, replaceveh_d).wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
new (&WP(w, replaceveh_d).list[0]) EngineList();
new (&WP(w, replaceveh_d).list[1]) EngineList();
WP(w, replaceveh_d).update_left = true;
WP(w, replaceveh_d).update_right = true;
WP(w, replaceveh_d).init_lists = true;
WP(w, replaceveh_d).sel_engine[0] = INVALID_ENGINE;
WP(w, replaceveh_d).sel_engine[1] = INVALID_ENGINE;
break;
if (draw_left) {
const GroupID selected_group = this->sel_group;
const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);
case WE_PAINT: {
if (WP(w, replaceveh_d).update_left || WP(w, replaceveh_d).update_right) GenerateLists(w);
Player *p = GetPlayer(_local_player);
EngineID selected_id[2];
const GroupID selected_group = WP(w, replaceveh_d).sel_group;
selected_id[0] = WP(w, replaceveh_d).sel_engine[0];
selected_id[1] = WP(w, replaceveh_d).sel_engine[1];
/* Disable the "Start Replacing" button if:
* Either list is empty
* or The selected replacement engine has a replacement (to prevent loops)
* or The right list (new replacement) has the existing replacement vehicle selected */
w->SetWidgetDisabledState(RVW_WIDGET_START_REPLACE,
selected_id[0] == INVALID_ENGINE ||
selected_id[1] == INVALID_ENGINE ||
EngineReplacementForPlayer(p, selected_id[1], selected_group) != INVALID_ENGINE ||
EngineReplacementForPlayer(p, selected_id[0], selected_group) == selected_id[1]);
/* Disable the "Stop Replacing" button if:
* The left list (existing vehicle) is empty
* or The selected vehicle has no replacement set up */
w->SetWidgetDisabledState(RVW_WIDGET_STOP_REPLACE,
selected_id[0] == INVALID_ENGINE ||
!EngineHasReplacementForPlayer(p, selected_id[0], selected_group));
/* now the actual drawing of the window itself takes place */
SetDParam(0, _vehicle_type_names[w->window_number]);
if (w->window_number == VEH_TRAIN) {
/* set on/off for renew_keep_length */
SetDParam(1, p->renew_keep_length ? STR_CONFIG_PATCHES_ON : STR_CONFIG_PATCHES_OFF);
/* set wagon/engine button */
SetDParam(2, WP(w, replaceveh_d).wagon_btnstate ? STR_ENGINES : STR_WAGONS);
/* sets the colour of that art thing */
w->widget[RVW_WIDGET_TRAIN_FLUFF_LEFT].color = _player_colors[_local_player];
w->widget[RVW_WIDGET_TRAIN_FLUFF_RIGHT].color = _player_colors[_local_player];
}
if (w->window_number == VEH_TRAIN) {
/* Show the selected railtype in the pulldown menu */
RailType railtype = _railtype_selected_in_replace_gui;
w->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = _rail_types_list[railtype];
}
DrawWindowWidgets(w);
/* sets up the string for the vehicle that is being replaced to */
if (selected_id[0] != INVALID_ENGINE) {
if (!EngineHasReplacementForPlayer(p, selected_id[0], selected_group)) {
SetDParam(0, STR_NOT_REPLACING);
} else {
SetDParam(0, STR_ENGINE_NAME);
SetDParam(1, EngineReplacementForPlayer(p, selected_id[0], selected_group));
}
/* Skip drawing the engines we don't have any of and haven't set for replacement */
if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
} else {
SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED);
/* This is for engines we can replace to and they should depend on what we selected to replace from */
if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
if (!EnginesGotCargoInCommon(eid, this->sel_engine[0])) continue; // the engines needs to be able to carry the same cargo
/* Road vehicles can't be replaced by trams and vice-versa */
if (type == VEH_ROAD && HasBit(EngInfo(this->sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue;
if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
}
DrawString(145, w->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK);
list->push_back(eid);
if (eid == this->sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
}
this->sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter);
}
/* Draw the lists */
for(byte i = 0; i < 2; i++) {
uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
EngineList list = WP(w, replaceveh_d).list[i]; // which list to draw
EngineID start = i == 0 ? w->vscroll.pos : w->vscroll2.pos; // what is the offset for the start (scrolling)
EngineID end = min((i == 0 ? w->vscroll.cap : w->vscroll2.cap) + start, list.size());
/** Generate the lists */
void GenerateLists()
{
EngineID e = this->sel_engine[0];
/* Do the actual drawing */
DrawEngineList((VehicleType)w->window_number, w->widget[widget].left + 2, w->widget[widget].top + 1, list, start, end, WP(w, replaceveh_d).sel_engine[i], i == 0 ? w->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group);
if (this->update_left == true) {
/* We need to rebuild the left list */
GenerateReplaceVehList(this, true);
SetVScrollCount(this, this->list[0].size());
if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].size() != 0) {
this->sel_engine[0] = this->list[0][0];
}
}
/* Also draw the details if an engine is selected */
if (WP(w, replaceveh_d).sel_engine[i] != INVALID_ENGINE) {
const Widget *wi = &w->widget[i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS];
int text_end = DrawVehiclePurchaseInfo(wi->left + 2, wi->top + 1, wi->right - wi->left - 2, WP(w, replaceveh_d).sel_engine[i]);
if (text_end > wi->bottom) {
w->SetDirty();
ResizeWindowForWidget(w, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom);
w->SetDirty();
}
if (this->update_right || e != this->sel_engine[0]) {
/* Either we got a request to rebuild the right list or the left list selected a different engine */
if (this->sel_engine[0] == INVALID_ENGINE) {
/* Always empty the right list when nothing is selected in the left list */
this->list[1].clear();
this->sel_engine[1] = INVALID_ENGINE;
} else {
GenerateReplaceVehList(this, false);
SetVScroll2Count(this, this->list[1].size());
if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].size() != 0) {
this->sel_engine[1] = this->list[1][0];
}
}
}
/* Reset the flags about needed updates */
this->update_left = false;
this->update_right = false;
this->init_lists = false;
}
} break; // end of paint
public:
ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, NULL, window_number)
{
this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
new (&this->list[0]) EngineList();
new (&this->list[1]) EngineList();
this->update_left = true;
this->update_right = true;
this->init_lists = true;
this->sel_engine[0] = INVALID_ENGINE;
this->sel_engine[1] = INVALID_ENGINE;
case WE_CLICK: {
switch (e->we.click.widget) {
case RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE:
WP(w, replaceveh_d).wagon_btnstate = !(WP(w, replaceveh_d).wagon_btnstate);
WP(w, replaceveh_d).update_left = true;
WP(w, replaceveh_d).init_lists = true;
w->SetDirty();
break;
this->resize.step_height = GetVehicleListHeight(vehicletype);
this->vscroll.cap = this->resize.step_height == 14 ? 8 : 4;
case RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN: /* Railtype selection dropdown menu */
ShowDropDownMenu(w, _rail_types_list, _railtype_selected_in_replace_gui, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, 0, ~GetPlayer(_local_player)->avail_railtypes);
break;
Widget *widget = this->widget;
widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll.cap << 8) + 1;
case RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE: /* toggle renew_keep_length */
DoCommandP(0, 5, GetPlayer(_local_player)->renew_keep_length ? 0 : 1, NULL, CMD_SET_AUTOREPLACE);
break;
if (vehicletype == VEH_TRAIN) {
this->wagon_btnstate = true;
/* The train window is bigger so we will move some of the widgets to fit the new size.
* We will start by moving the resize button to the lower right corner. */
widget[RVW_WIDGET_RESIZE].top = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].top;
widget[RVW_WIDGET_RESIZE].bottom = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].bottom;
widget[RVW_WIDGET_STOP_REPLACE].right = widget[RVW_WIDGET_RESIZE].right;
case RVW_WIDGET_START_REPLACE: { /* Start replacing */
EngineID veh_from = WP(w, replaceveh_d).sel_engine[0];
EngineID veh_to = WP(w, replaceveh_d).sel_engine[1];
DoCommandP(0, 3 + (WP(w, replaceveh_d).sel_group << 16) , veh_from + (veh_to << 16), NULL, CMD_SET_AUTOREPLACE);
} break;
case RVW_WIDGET_STOP_REPLACE: { /* Stop replacing */
EngineID veh_from = WP(w, replaceveh_d).sel_engine[0];
DoCommandP(0, 3 + (WP(w, replaceveh_d).sel_group << 16), veh_from + (INVALID_ENGINE << 16), NULL, CMD_SET_AUTOREPLACE);
} break;
case RVW_WIDGET_LEFT_MATRIX:
case RVW_WIDGET_RIGHT_MATRIX: {
uint i = (e->we.click.pt.y - 14) / w->resize.step_height;
uint16 click_scroll_pos = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? w->vscroll.pos : w->vscroll2.pos;
uint16 click_scroll_cap = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? w->vscroll.cap : w->vscroll2.cap;
byte click_side = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
size_t engine_count = WP(w, replaceveh_d).list[click_side].size();
if (i < click_scroll_cap) {
i += click_scroll_pos;
EngineID e = engine_count > i ? WP(w, replaceveh_d).list[click_side][i] : INVALID_ENGINE;
if (e == WP(w, replaceveh_d).sel_engine[click_side]) break; // we clicked the one we already selected
WP(w, replaceveh_d).sel_engine[click_side] = e;
if (click_side == 0) {
WP(w, replaceveh_d).update_right = true;
WP(w, replaceveh_d).init_lists = true;
}
w->SetDirty();
}
break;
}
/* The detail panel is one line taller for trains so we will move some of the widgets one line (10 pixels) down. */
widget[RVW_WIDGET_LEFT_DETAILS].bottom += 10;
widget[RVW_WIDGET_RIGHT_DETAILS].bottom += 10;
for (int i = RVW_WIDGET_START_REPLACE; i < RVW_WIDGET_RESIZE; i++) {
widget[i].top += 10;
widget[i].bottom += 10;
}
break;
} else {
/* Since it's not a train we will hide the train only widgets. */
this->SetWidgetsHiddenState(true,
RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE,
RVW_WIDGET_TRAIN_FLUFF_LEFT,
RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN,
RVW_WIDGET_TRAIN_FLUFF_RIGHT,
RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE,
WIDGET_LIST_END);
}
case WE_DROPDOWN_SELECT: { /* we have selected a dropdown item in the list */
RailType temp = (RailType)e->we.dropdown.index;
if (temp == _railtype_selected_in_replace_gui) break; // we didn't select a new one. No need to change anything
_railtype_selected_in_replace_gui = temp;
/* Reset scrollbar positions */
w->vscroll.pos = 0;
w->vscroll2.pos = 0;
/* Rebuild the lists */
WP(w, replaceveh_d).update_left = true;
WP(w, replaceveh_d).update_right = true;
WP(w, replaceveh_d).init_lists = true;
w->SetDirty();
} break;
ResizeWindow(this, 0, this->resize.step_height * this->vscroll.cap);
case WE_RESIZE:
{
w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
w->vscroll2.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
/* Set the minimum window size to the current window size */
this->resize.width = this->width;
this->resize.height = this->height;
Widget *widget = w->widget;
widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (w->vscroll2.cap << 8) + 1;
if (e->we.sizing.diff.x != 0) {
/* We changed the width of the window so we have to resize the lists.
* Because ResizeButtons() makes each widget the same size it can't be used on the lists
* because then the lists would have the same size as the scrollbars.
* Instead we use it on the detail panels.
* Afterwards we use the new location of the detail panels (the middle of the window)
* to place the lists.
* This way the lists will have equal size while keeping the width of the scrollbars unchanged. */
ResizeButtons(w, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS);
widget[RVW_WIDGET_RIGHT_MATRIX].left = widget[RVW_WIDGET_RIGHT_DETAILS].left;
widget[RVW_WIDGET_LEFT_SCROLLBAR].right = widget[RVW_WIDGET_LEFT_DETAILS].right;
widget[RVW_WIDGET_LEFT_SCROLLBAR].left = widget[RVW_WIDGET_LEFT_SCROLLBAR].right - 11;
widget[RVW_WIDGET_LEFT_MATRIX].right = widget[RVW_WIDGET_LEFT_SCROLLBAR].left - 1;
}
} break;
case WE_INVALIDATE_DATA:
if (e->we.invalidate.data == true) {
WP(w, replaceveh_d).update_left = true;
} else {
WP(w, replaceveh_d).update_right = true;
}
break;
case WE_DESTROY:
WP(w, replaceveh_d).list[0].~EngineList(); // call destructor explicitly
WP(w, replaceveh_d).list[1].~EngineList();
break;
this->caption_color = _local_player;
this->sel_group = id_g;
this->vscroll2.cap = this->vscroll.cap; // these two are always the same
}
}
virtual void OnPaint()
{
static const StringID _vehicle_type_names[] = {
STR_019F_TRAIN,
STR_019C_ROAD_VEHICLE,
STR_019E_SHIP,
STR_019D_AIRCRAFT
};
if (this->update_left || this->update_right) this->GenerateLists();
Player *p = GetPlayer(_local_player);
EngineID selected_id[2];
const GroupID selected_group = this->sel_group;
selected_id[0] = this->sel_engine[0];
selected_id[1] = this->sel_engine[1];
/* Disable the "Start Replacing" button if:
* Either list is empty
* or The selected replacement engine has a replacement (to prevent loops)
* or The right list (new replacement) has the existing replacement vehicle selected */
this->SetWidgetDisabledState(RVW_WIDGET_START_REPLACE,
selected_id[0] == INVALID_ENGINE ||
selected_id[1] == INVALID_ENGINE ||
EngineReplacementForPlayer(p, selected_id[1], selected_group) != INVALID_ENGINE ||
EngineReplacementForPlayer(p, selected_id[0], selected_group) == selected_id[1]);
/* Disable the "Stop Replacing" button if:
* The left list (existing vehicle) is empty
* or The selected vehicle has no replacement set up */
this->SetWidgetDisabledState(RVW_WIDGET_STOP_REPLACE,
selected_id[0] == INVALID_ENGINE ||
!EngineHasReplacementForPlayer(p, selected_id[0], selected_group));
/* now the actual drawing of the window itself takes place */
SetDParam(0, _vehicle_type_names[this->window_number]);
if (this->window_number == VEH_TRAIN) {
/* set on/off for renew_keep_length */
SetDParam(1, p->renew_keep_length ? STR_CONFIG_PATCHES_ON : STR_CONFIG_PATCHES_OFF);
/* set wagon/engine button */
SetDParam(2, this->wagon_btnstate ? STR_ENGINES : STR_WAGONS);
/* sets the colour of that art thing */
this->widget[RVW_WIDGET_TRAIN_FLUFF_LEFT].color = _player_colors[_local_player];
this->widget[RVW_WIDGET_TRAIN_FLUFF_RIGHT].color = _player_colors[_local_player];
}
if (this->window_number == VEH_TRAIN) {
/* Show the selected railtype in the pulldown menu */
this->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = _rail_types_list[sel_railtype];
}
DrawWindowWidgets(this);
/* sets up the string for the vehicle that is being replaced to */
if (selected_id[0] != INVALID_ENGINE) {
if (!EngineHasReplacementForPlayer(p, selected_id[0], selected_group)) {
SetDParam(0, STR_NOT_REPLACING);
} else {
SetDParam(0, STR_ENGINE_NAME);
SetDParam(1, EngineReplacementForPlayer(p, selected_id[0], selected_group));
}
} else {
SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED);
}
DrawString(145, this->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK);
/* Draw the lists */
for (byte i = 0; i < 2; i++) {
uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
EngineList list = this->list[i]; // which list to draw
EngineID start = i == 0 ? this->vscroll.pos : this->vscroll2.pos; // what is the offset for the start (scrolling)
EngineID end = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list.size());
/* Do the actual drawing */
DrawEngineList((VehicleType)this->window_number, this->widget[widget].left + 2, this->widget[widget].top + 1, list, start, end, this->sel_engine[i], i == 0 ? this->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group);
/* Also draw the details if an engine is selected */
if (this->sel_engine[i] != INVALID_ENGINE) {
const Widget *wi = &this->widget[i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS];
int text_end = DrawVehiclePurchaseInfo(wi->left + 2, wi->top + 1, wi->right - wi->left - 2, this->sel_engine[i]);
if (text_end > wi->bottom) {
this->SetDirty();
ResizeWindowForWidget(this, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom);
this->SetDirty();
}
}
}
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE:
this->wagon_btnstate = !(this->wagon_btnstate);
this->update_left = true;
this->init_lists = true;
this->SetDirty();
break;
case RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN: /* Railtype selection dropdown menu */
ShowDropDownMenu(this, _rail_types_list, sel_railtype, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, 0, ~GetPlayer(_local_player)->avail_railtypes);
break;
case RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE: /* toggle renew_keep_length */
DoCommandP(0, 5, GetPlayer(_local_player)->renew_keep_length ? 0 : 1, NULL, CMD_SET_AUTOREPLACE);
break;
case RVW_WIDGET_START_REPLACE: { /* Start replacing */
EngineID veh_from = this->sel_engine[0];
EngineID veh_to = this->sel_engine[1];
DoCommandP(0, 3 + (this->sel_group << 16) , veh_from + (veh_to << 16), NULL, CMD_SET_AUTOREPLACE);
} break;
case RVW_WIDGET_STOP_REPLACE: { /* Stop replacing */
EngineID veh_from = this->sel_engine[0];
DoCommandP(0, 3 + (this->sel_group << 16), veh_from + (INVALID_ENGINE << 16), NULL, CMD_SET_AUTOREPLACE);
} break;
case RVW_WIDGET_LEFT_MATRIX:
case RVW_WIDGET_RIGHT_MATRIX: {
uint i = (pt.y - 14) / this->resize.step_height;
uint16 click_scroll_pos = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.pos : this->vscroll2.pos;
uint16 click_scroll_cap = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.cap : this->vscroll2.cap;
byte click_side = widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
size_t engine_count = this->list[click_side].size();
if (i < click_scroll_cap) {
i += click_scroll_pos;
EngineID e = engine_count > i ? this->list[click_side][i] : INVALID_ENGINE;
if (e == this->sel_engine[click_side]) break; // we clicked the one we already selected
this->sel_engine[click_side] = e;
if (click_side == 0) {
this->update_right = true;
this->init_lists = true;
}
this->SetDirty();
}
break;
}
}
}
virtual void OnDropdownSelect(int widget, int index)
{
RailType temp = (RailType)index;
if (temp == sel_railtype) return; // we didn't select a new one. No need to change anything
sel_railtype = temp;
/* Reset scrollbar positions */
this->vscroll.pos = 0;
this->vscroll2.pos = 0;
/* Rebuild the lists */
this->update_left = true;
this->update_right = true;
this->init_lists = true;
this->SetDirty();
}
virtual void OnResize(Point new_size, Point delta) {
this->vscroll.cap += delta.y / (int)this->resize.step_height;
this->vscroll2.cap += delta.y / (int)this->resize.step_height;
Widget *widget = this->widget;
widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll2.cap << 8) + 1;
if (delta.x != 0) {
/* We changed the width of the window so we have to resize the lists.
* Because ResizeButtons() makes each widget the same size it can't be used on the lists
* because then the lists would have the same size as the scrollbars.
* Instead we use it on the detail panels.
* Afterwards we use the new location of the detail panels (the middle of the window)
* to place the lists.
* This way the lists will have equal size while keeping the width of the scrollbars unchanged. */
ResizeButtons(this, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS);
widget[RVW_WIDGET_RIGHT_MATRIX].left = widget[RVW_WIDGET_RIGHT_DETAILS].left;
widget[RVW_WIDGET_LEFT_SCROLLBAR].right = widget[RVW_WIDGET_LEFT_DETAILS].right;
widget[RVW_WIDGET_LEFT_SCROLLBAR].left = widget[RVW_WIDGET_LEFT_SCROLLBAR].right - 11;
widget[RVW_WIDGET_LEFT_MATRIX].right = widget[RVW_WIDGET_LEFT_SCROLLBAR].left - 1;
}
}
virtual void OnInvalidateData(int data)
{
if (data != 0) {
this->update_left = true;
} else {
this->update_right = true;
}
}
};
static const Widget _replace_vehicle_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
@ -504,7 +530,7 @@ static const WindowDesc _replace_rail_vehicle_desc = {
WC_REPLACE_VEHICLE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_replace_vehicle_widgets,
ReplaceVehicleWndProc
NULL
};
static const WindowDesc _replace_vehicle_desc = {
@ -512,55 +538,13 @@ static const WindowDesc _replace_vehicle_desc = {
WC_REPLACE_VEHICLE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_replace_vehicle_widgets,
ReplaceVehicleWndProc
NULL
};
RailType ReplaceVehicleWindow::sel_railtype = RAILTYPE_RAIL;
void ShowReplaceGroupVehicleWindow(GroupID id_g, VehicleType vehicletype)
{
DeleteWindowById(WC_REPLACE_VEHICLE, vehicletype);
Window *w = vehicletype == VEH_TRAIN ? AllocateWindowDescFront<Window>(&_replace_rail_vehicle_desc, VEH_TRAIN)
: AllocateWindowDescFront<Window>(&_replace_vehicle_desc, vehicletype);
w->resize.step_height = GetVehicleListHeight(vehicletype);
w->vscroll.cap = w->resize.step_height == 14 ? 8 : 4;
Widget *widget = w->widget;
widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (w->vscroll.cap << 8) + 1;
if (vehicletype == VEH_TRAIN) {
WP(w, replaceveh_d).wagon_btnstate = true;
/* The train window is bigger so we will move some of the widgets to fit the new size.
* We will start by moving the resize button to the lower right corner. */
widget[RVW_WIDGET_RESIZE].top = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].top;
widget[RVW_WIDGET_RESIZE].bottom = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].bottom;
widget[RVW_WIDGET_STOP_REPLACE].right = widget[RVW_WIDGET_RESIZE].right;
/* The detail panel is one line taller for trains so we will move some of the widgets one line (10 pixels) down. */
widget[RVW_WIDGET_LEFT_DETAILS].bottom += 10;
widget[RVW_WIDGET_RIGHT_DETAILS].bottom += 10;
for (int i = RVW_WIDGET_START_REPLACE; i < RVW_WIDGET_RESIZE; i++) {
widget[i].top += 10;
widget[i].bottom += 10;
}
} else {
/* Since it's not a train we will hide the train only widgets. */
w->SetWidgetsHiddenState(true,
RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE,
RVW_WIDGET_TRAIN_FLUFF_LEFT,
RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN,
RVW_WIDGET_TRAIN_FLUFF_RIGHT,
RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE,
WIDGET_LIST_END);
}
ResizeWindow(w, 0, w->resize.step_height * w->vscroll.cap);
/* Set the minimum window size to the current window size */
w->resize.width = w->width;
w->resize.height = w->height;
w->caption_color = _local_player;
WP(w, replaceveh_d).sel_group = id_g;
w->vscroll2.cap = w->vscroll.cap; // these two are always the same
new ReplaceVehicleWindow(vehicletype == VEH_TRAIN ? &_replace_rail_vehicle_desc : &_replace_vehicle_desc, vehicletype, id_g);
}

View File

@ -94,7 +94,6 @@ void InitializeGame(int mode, uint size_x, uint size_y)
InitializeIndustries();
InitializeBuildingCounts();
InitializeVehiclesGuiList();
InitializeTrains();
InitializeNPF();

View File

@ -14,7 +14,6 @@
void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
void InitializeVehiclesGuiList();
/* sorter stuff */
void RebuildVehicleLists();