(svn r13696) -Fix[GUI]: The Build button of the vehicle list is now hidden, instead of just disabled. It will be only visible when called from the Depot Building Window.

Less confusion, hopefully.  Suggested by Eddi.
This commit is contained in:
belugas 2008-07-13 02:43:46 +00:00
parent 53436082a2
commit f666fd5a9b
1 changed files with 21 additions and 11 deletions

View File

@ -804,6 +804,7 @@ struct BuildVehicleWindow : Window {
bool descending_sort_order;
byte sort_criteria;
bool regenerate_list;
bool listview_mode;
EngineID sel_engine;
EngineID rename_engine;
GUIEngineList eng_list;
@ -844,7 +845,17 @@ struct BuildVehicleWindow : Window {
break;
}
this->SetupWindowStrings(type);
ResizeButtons(this, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
this->listview_mode = (this->window_number <= VEH_END);
/* If we are just viewing the list of vehicles, we do not need the Build button.
* So we just hide it, and enlarge the Rename buton by the now vacant place. */
if (this->listview_mode) {
this->HideWidget(BUILD_VEHICLE_WIDGET_BUILD);
this->widget[BUILD_VEHICLE_WIDGET_RENAME].left = this->widget[BUILD_VEHICLE_WIDGET_BUILD].left;
} else {
/* Both are visible, adjust the size of each */
ResizeButtons(this, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
}
this->GenerateBuildList(); // generate the list, since we need it in the next line
/* Select the first engine in the list as default when opening the window */
@ -856,12 +867,11 @@ struct BuildVehicleWindow : Window {
/* Setup widget strings to fit the different types of vehicles */
void SetupWindowStrings(VehicleType type)
{
bool available_vehicle = this->window_number <= VEH_END;
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = available_vehicle ? STR_AVAILABLE_TRAINS : STR_JUST_STRING;
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = this->listview_mode ? STR_AVAILABLE_TRAINS : STR_JUST_STRING;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_8843_TRAIN_VEHICLE_SELECTION;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_881F_BUILD_VEHICLE;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_8844_BUILD_THE_HIGHLIGHTED_TRAIN;
@ -870,7 +880,7 @@ struct BuildVehicleWindow : Window {
break;
case VEH_ROAD:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = available_vehicle ? STR_AVAILABLE_ROAD_VEHICLES : STR_9006_NEW_ROAD_VEHICLES;
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = this->listview_mode ? STR_AVAILABLE_ROAD_VEHICLES : STR_9006_NEW_ROAD_VEHICLES;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9026_ROAD_VEHICLE_SELECTION;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_9007_BUILD_VEHICLE;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_9027_BUILD_THE_HIGHLIGHTED_ROAD;
@ -879,7 +889,7 @@ struct BuildVehicleWindow : Window {
break;
case VEH_SHIP:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = available_vehicle ? STR_AVAILABLE_SHIPS : STR_9808_NEW_SHIPS;
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = this->listview_mode ? STR_AVAILABLE_SHIPS : STR_9808_NEW_SHIPS;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9825_SHIP_SELECTION_LIST_CLICK;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_9809_BUILD_SHIP;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_9826_BUILD_THE_HIGHLIGHTED_SHIP;
@ -888,7 +898,7 @@ struct BuildVehicleWindow : Window {
break;
case VEH_AIRCRAFT:
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = available_vehicle ? STR_AVAILABLE_AIRCRAFT : STR_A005_NEW_AIRCRAFT;
this->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = this->listview_mode ? STR_AVAILABLE_AIRCRAFT : STR_A005_NEW_AIRCRAFT;
this->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_A025_AIRCRAFT_SELECTION_LIST;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].data = STR_A006_BUILD_AIRCRAFT;
this->widget[BUILD_VEHICLE_WIDGET_BUILD].tooltips = STR_A026_BUILD_THE_HIGHLIGHTED_AIRCRAFT;
@ -905,7 +915,7 @@ struct BuildVehicleWindow : Window {
int num_engines = 0;
int num_wagons = 0;
this->filter.railtype = (this->window_number <= VEH_END) ? RAILTYPE_END : GetRailType(this->window_number);
this->filter.railtype = (this->listview_mode) ? RAILTYPE_END : GetRailType(this->window_number);
this->eng_list.Clear();
@ -998,7 +1008,7 @@ struct BuildVehicleWindow : Window {
EngineID eid = e->index;
if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _local_player)) continue;
/* First VEH_END window_numbers are fake to allow a window open for all different types at once */
if (this->window_number > VEH_END && !CanAircraftUseStation(eid, this->window_number)) continue;
if (!this->listview_mode && !CanAircraftUseStation(eid, this->window_number)) continue;
*this->eng_list.Append() = eid;
if (eid == this->sel_engine) sel_id = eid;
@ -1109,8 +1119,6 @@ struct BuildVehicleWindow : Window {
uint max = min(this->vscroll.pos + this->vscroll.cap, this->eng_list.Length());
this->SetWidgetDisabledState(BUILD_VEHICLE_WIDGET_BUILD, this->window_number <= VEH_END);
SetVScrollCount(this, this->eng_list.Length());
SetDParam(0, this->filter.railtype + STR_881C_NEW_RAIL_VEHICLES); // This should only affect rail vehicles
@ -1171,7 +1179,9 @@ struct BuildVehicleWindow : Window {
virtual void OnResize(Point new_size, Point delta)
{
if (delta.x != 0) ResizeButtons(this, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
if (delta.x != 0 && !this->listview_mode) {
ResizeButtons(this, BUILD_VEHICLE_WIDGET_BUILD, BUILD_VEHICLE_WIDGET_RENAME);
}
if (delta.y == 0) return;
this->vscroll.cap += delta.y / (int)GetVehicleListHeight(this->vehicle_type);