(svn r13045) -Codechange: make list_d (now GUIList) more generic and uniform.

This commit is contained in:
rubidium
2008-05-11 14:23:45 +00:00
parent 568464aa96
commit 75e3792aa3
5 changed files with 177 additions and 188 deletions

View File

@@ -54,15 +54,7 @@ struct refit_d {
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(refit_d));
struct Sorting {
Listing aircraft;
Listing roadveh;
Listing ship;
Listing train;
};
static Sorting _sorting;
Sorting _sorting;
static bool _internal_sort_order; // descending/ascending
typedef int CDECL VehicleSortListingTypeFunction(const void*, const void*);
@@ -124,7 +116,7 @@ static void SetVehicleListsFlag(SortListFlags sl_flag)
case WC_ROADVEH_LIST:
case WC_SHIPS_LIST:
case WC_AIRCRAFT_LIST:
WP(w, vehiclelist_d).l.flags |= sl_flag;
WP(w, vehiclelist_d).vehicles.flags |= sl_flag;
w->SetDirty();
break;
@@ -151,14 +143,14 @@ void ResortVehicleLists()
void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type)
{
if (!(vl->l.flags & VL_REBUILD)) return;
if (!(vl->vehicles.flags & VL_REBUILD)) return;
DEBUG(misc, 3, "Building vehicle list for player %d at station %d", owner, index);
vl->l.list_length = GenerateVehicleSortList(&vl->sort_list, &vl->length_of_sort_list, vl->vehicle_type, owner, index, window_type);
vl->vehicles.list_length = GenerateVehicleSortList(&vl->vehicles.sort_list, &vl->vehicles.list_length, vl->vehicle_type, owner, index, window_type);
vl->l.flags &= ~VL_REBUILD;
vl->l.flags |= VL_RESORT;
vl->vehicles.flags &= ~VL_REBUILD;
vl->vehicles.flags |= VL_RESORT;
}
/* cached values for VehicleNameSorter to spare many GetString() calls */
@@ -167,17 +159,17 @@ static char _last_name[2][64] = { "", "" };
void SortVehicleList(vehiclelist_d *vl)
{
if (!(vl->l.flags & VL_RESORT)) return;
if (!(vl->vehicles.flags & VL_RESORT)) return;
/* invalidate cached values for name sorter - vehicle names could change */
_last_vehicle[0] = _last_vehicle[1] = NULL;
_internal_sort_order = (vl->l.flags & VL_DESC) != 0;
qsort((void*)vl->sort_list, vl->l.list_length, sizeof(vl->sort_list[0]),
_vehicle_sorter[vl->l.sort_type]);
_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]),
_vehicle_sorter[vl->vehicles.sort_type]);
vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
vl->l.flags &= ~VL_RESORT;
vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
vl->vehicles.flags &= ~VL_RESORT;
}
void DepotSortList(Vehicle **v, uint16 length)
@@ -822,8 +814,8 @@ static void CreateVehicleListWindow(Window *w)
PlayerID player = (PlayerID)GB(w->window_number, 0, 8);
vl->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
vl->length_of_sort_list = 0;
vl->sort_list = NULL;
vl->vehicles.list_length = 0;
vl->vehicles.sort_list = NULL;
w->caption_color = player;
/* Hide the widgets that we will not use in this window
@@ -924,17 +916,16 @@ static void CreateVehicleListWindow(Window *w)
* point to the correct global _sorting struct so we are freed
* from having conditionals during window operation */
switch (vl->vehicle_type) {
case VEH_TRAIN: vl->_sorting = &_sorting.train; break;
case VEH_ROAD: vl->_sorting = &_sorting.roadveh; break;
case VEH_SHIP: vl->_sorting = &_sorting.ship; break;
case VEH_AIRCRAFT: vl->_sorting = &_sorting.aircraft; break;
case VEH_TRAIN: vl->sorting = &_sorting.train; break;
case VEH_ROAD: vl->sorting = &_sorting.roadveh; break;
case VEH_SHIP: vl->sorting = &_sorting.ship; break;
case VEH_AIRCRAFT: vl->sorting = &_sorting.aircraft; break;
default: NOT_REACHED(); break;
}
vl->l.flags = VL_REBUILD | (vl->_sorting->order ? VL_DESC : VL_NONE);
vl->l.sort_type = vl->_sorting->criteria;
vl->sort_list = NULL;
vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
vl->vehicles.flags = VL_REBUILD | (vl->sorting->order ? VL_DESC : VL_NONE);
vl->vehicles.sort_type = vl->sorting->criteria;
vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
}
void DrawSmallOrderList(const Vehicle *v, int x, int y)
@@ -973,12 +964,12 @@ static void DrawVehicleListWindow(Window *w)
BuildVehicleList(vl, owner, index, window_type);
SortVehicleList(vl);
SetVScrollCount(w, vl->l.list_length);
SetVScrollCount(w, vl->vehicles.list_length);
/* draw the widgets */
switch (window_type) {
case VLW_SHARED_ORDERS: /* Shared Orders */
if (vl->l.list_length == 0) {
if (vl->vehicles.list_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();
@@ -1014,7 +1005,7 @@ static void DrawVehicleListWindow(Window *w)
default: NOT_REACHED(); break;
}
w->SetWidgetsDisabledState(vl->l.list_length == 0,
w->SetWidgetsDisabledState(vl->vehicles.list_length == 0,
VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN,
VLW_WIDGET_STOP_ALL,
VLW_WIDGET_START_ALL,
@@ -1023,13 +1014,13 @@ static void DrawVehicleListWindow(Window *w)
DrawWindowWidgets(w);
/* draw sorting criteria string */
DrawString(85, 15, _vehicle_sort_listing[vl->l.sort_type], TC_BLACK);
DrawString(85, 15, _vehicle_sort_listing[vl->vehicles.sort_type], TC_BLACK);
/* draw arrow pointing up/down for ascending/descending sorting */
DrawSortButtonState(w, VLW_WIDGET_SORT_ORDER, vl->l.flags & VL_DESC ? SBS_DOWN : SBS_UP);
DrawSortButtonState(w, VLW_WIDGET_SORT_ORDER, vl->vehicles.flags & VL_DESC ? SBS_DOWN : SBS_UP);
max = min(w->vscroll.pos + w->vscroll.cap, vl->l.list_length);
max = min(w->vscroll.pos + w->vscroll.cap, vl->vehicles.list_length);
for (i = w->vscroll.pos; i < max; ++i) {
const Vehicle *v = vl->sort_list[i];
const Vehicle *v = vl->vehicles.sort_list[i];
StringID str;
SetDParam(0, v->GetDisplayProfitThisYear());
@@ -1084,14 +1075,14 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
case WE_CLICK: {
switch (e->we.click.widget) {
case VLW_WIDGET_SORT_ORDER: /* Flip sorting method ascending/descending */
vl->l.flags ^= VL_DESC;
vl->l.flags |= VL_RESORT;
vl->vehicles.flags ^= VL_DESC;
vl->vehicles.flags |= VL_RESORT;
vl->_sorting->order = !!(vl->l.flags & VL_DESC);
vl->sorting->order = !!(vl->vehicles.flags & VL_DESC);
w->SetDirty();
break;
case VLW_WIDGET_SORT_BY_PULLDOWN:/* Select sorting criteria dropdown menu */
ShowDropDownMenu(w, _vehicle_sort_listing, vl->l.sort_type, VLW_WIDGET_SORT_BY_PULLDOWN, 0, (vl->vehicle_type == VEH_TRAIN || vl->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
ShowDropDownMenu(w, _vehicle_sort_listing, vl->vehicles.sort_type, VLW_WIDGET_SORT_BY_PULLDOWN, 0, (vl->vehicle_type == VEH_TRAIN || vl->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
return;
case VLW_WIDGET_LIST: { /* Matrix to show vehicles */
uint32 id_v = (e->we.click.pt.y - PLY_WND_PRC__OFFSET_TOP_WIDGET) / w->resize.step_height;
@@ -1101,9 +1092,9 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
id_v += w->vscroll.pos;
if (id_v >= vl->l.list_length) return; // click out of list bound
if (id_v >= vl->vehicles.list_length) return; // click out of list bound
v = vl->sort_list[id_v];
v = vl->vehicles.sort_list[id_v];
ShowVehicleViewWindow(v);
} break;
@@ -1143,15 +1134,15 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
switch (e->we.dropdown.button) {
case VLW_WIDGET_SORT_BY_PULLDOWN:
if (vl->l.sort_type != e->we.dropdown.index) {
if (vl->vehicles.sort_type != e->we.dropdown.index) {
/* value has changed -> resort */
vl->l.flags |= VL_RESORT;
vl->l.sort_type = e->we.dropdown.index;
vl->_sorting->criteria = vl->l.sort_type;
vl->vehicles.flags |= VL_RESORT;
vl->vehicles.sort_type = e->we.dropdown.index;
vl->sorting->criteria = vl->vehicles.sort_type;
}
break;
case VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN:
assert(vl->l.list_length != 0);
assert(vl->vehicles.list_length != 0);
switch (e->we.dropdown.index) {
case 0: /* Replace window */
@@ -1179,18 +1170,18 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
break;
case WE_DESTROY:
free((void*)vl->sort_list);
free((void*)vl->vehicles.sort_list);
break;
case WE_TICK: /* resort the list every 20 seconds orso (10 days) */
if (_pause_game != 0) break;
if (--vl->l.resort_timer == 0) {
if (--vl->vehicles.resort_timer == 0) {
StationID station = ((w->window_number & VLW_MASK) == VLW_STATION_LIST) ? GB(w->window_number, 16, 16) : INVALID_STATION;
PlayerID owner = (PlayerID)w->caption_color;
DEBUG(misc, 3, "Periodic resort %d list player %d at station %d", vl->vehicle_type, owner, station);
vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
vl->l.flags |= VL_RESORT;
vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
vl->vehicles.flags |= VL_RESORT;
w->SetDirty();
}
break;