(svn r13045) -Codechange: make list_d (now GUIList) more generic and uniform.
This commit is contained in:
@@ -54,15 +54,7 @@ struct refit_d {
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};
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(refit_d));
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struct Sorting {
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Listing aircraft;
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Listing roadveh;
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Listing ship;
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Listing train;
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};
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static Sorting _sorting;
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Sorting _sorting;
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static bool _internal_sort_order; // descending/ascending
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typedef int CDECL VehicleSortListingTypeFunction(const void*, const void*);
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@@ -124,7 +116,7 @@ static void SetVehicleListsFlag(SortListFlags sl_flag)
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case WC_ROADVEH_LIST:
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case WC_SHIPS_LIST:
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case WC_AIRCRAFT_LIST:
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WP(w, vehiclelist_d).l.flags |= sl_flag;
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WP(w, vehiclelist_d).vehicles.flags |= sl_flag;
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w->SetDirty();
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break;
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@@ -151,14 +143,14 @@ void ResortVehicleLists()
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void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type)
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{
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if (!(vl->l.flags & VL_REBUILD)) return;
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if (!(vl->vehicles.flags & VL_REBUILD)) return;
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DEBUG(misc, 3, "Building vehicle list for player %d at station %d", owner, index);
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vl->l.list_length = GenerateVehicleSortList(&vl->sort_list, &vl->length_of_sort_list, vl->vehicle_type, owner, index, window_type);
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vl->vehicles.list_length = GenerateVehicleSortList(&vl->vehicles.sort_list, &vl->vehicles.list_length, vl->vehicle_type, owner, index, window_type);
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vl->l.flags &= ~VL_REBUILD;
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vl->l.flags |= VL_RESORT;
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vl->vehicles.flags &= ~VL_REBUILD;
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vl->vehicles.flags |= VL_RESORT;
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}
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/* cached values for VehicleNameSorter to spare many GetString() calls */
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@@ -167,17 +159,17 @@ static char _last_name[2][64] = { "", "" };
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void SortVehicleList(vehiclelist_d *vl)
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{
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if (!(vl->l.flags & VL_RESORT)) return;
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if (!(vl->vehicles.flags & VL_RESORT)) return;
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/* invalidate cached values for name sorter - vehicle names could change */
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_last_vehicle[0] = _last_vehicle[1] = NULL;
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_internal_sort_order = (vl->l.flags & VL_DESC) != 0;
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qsort((void*)vl->sort_list, vl->l.list_length, sizeof(vl->sort_list[0]),
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_vehicle_sorter[vl->l.sort_type]);
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_internal_sort_order = (vl->vehicles.flags & VL_DESC) != 0;
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qsort((void*)vl->vehicles.sort_list, vl->vehicles.list_length, sizeof(vl->vehicles.sort_list[0]),
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_vehicle_sorter[vl->vehicles.sort_type]);
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vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
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vl->l.flags &= ~VL_RESORT;
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vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
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vl->vehicles.flags &= ~VL_RESORT;
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}
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void DepotSortList(Vehicle **v, uint16 length)
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@@ -822,8 +814,8 @@ static void CreateVehicleListWindow(Window *w)
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PlayerID player = (PlayerID)GB(w->window_number, 0, 8);
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vl->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
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vl->length_of_sort_list = 0;
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vl->sort_list = NULL;
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vl->vehicles.list_length = 0;
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vl->vehicles.sort_list = NULL;
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w->caption_color = player;
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/* Hide the widgets that we will not use in this window
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@@ -924,17 +916,16 @@ static void CreateVehicleListWindow(Window *w)
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* point to the correct global _sorting struct so we are freed
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* from having conditionals during window operation */
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switch (vl->vehicle_type) {
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case VEH_TRAIN: vl->_sorting = &_sorting.train; break;
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case VEH_ROAD: vl->_sorting = &_sorting.roadveh; break;
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case VEH_SHIP: vl->_sorting = &_sorting.ship; break;
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case VEH_AIRCRAFT: vl->_sorting = &_sorting.aircraft; break;
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case VEH_TRAIN: vl->sorting = &_sorting.train; break;
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case VEH_ROAD: vl->sorting = &_sorting.roadveh; break;
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case VEH_SHIP: vl->sorting = &_sorting.ship; break;
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case VEH_AIRCRAFT: vl->sorting = &_sorting.aircraft; break;
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default: NOT_REACHED(); break;
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}
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vl->l.flags = VL_REBUILD | (vl->_sorting->order ? VL_DESC : VL_NONE);
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vl->l.sort_type = vl->_sorting->criteria;
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vl->sort_list = NULL;
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vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
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vl->vehicles.flags = VL_REBUILD | (vl->sorting->order ? VL_DESC : VL_NONE);
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vl->vehicles.sort_type = vl->sorting->criteria;
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vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
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}
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void DrawSmallOrderList(const Vehicle *v, int x, int y)
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@@ -973,12 +964,12 @@ static void DrawVehicleListWindow(Window *w)
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BuildVehicleList(vl, owner, index, window_type);
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SortVehicleList(vl);
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SetVScrollCount(w, vl->l.list_length);
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SetVScrollCount(w, vl->vehicles.list_length);
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/* draw the widgets */
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switch (window_type) {
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case VLW_SHARED_ORDERS: /* Shared Orders */
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if (vl->l.list_length == 0) {
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if (vl->vehicles.list_length == 0) {
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/* We can't open this window without vehicles using this order
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* and we should close the window when deleting the order */
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NOT_REACHED();
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@@ -1014,7 +1005,7 @@ static void DrawVehicleListWindow(Window *w)
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default: NOT_REACHED(); break;
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}
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w->SetWidgetsDisabledState(vl->l.list_length == 0,
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w->SetWidgetsDisabledState(vl->vehicles.list_length == 0,
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VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN,
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VLW_WIDGET_STOP_ALL,
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VLW_WIDGET_START_ALL,
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@@ -1023,13 +1014,13 @@ static void DrawVehicleListWindow(Window *w)
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DrawWindowWidgets(w);
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/* draw sorting criteria string */
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DrawString(85, 15, _vehicle_sort_listing[vl->l.sort_type], TC_BLACK);
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DrawString(85, 15, _vehicle_sort_listing[vl->vehicles.sort_type], TC_BLACK);
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/* draw arrow pointing up/down for ascending/descending sorting */
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DrawSortButtonState(w, VLW_WIDGET_SORT_ORDER, vl->l.flags & VL_DESC ? SBS_DOWN : SBS_UP);
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DrawSortButtonState(w, VLW_WIDGET_SORT_ORDER, vl->vehicles.flags & VL_DESC ? SBS_DOWN : SBS_UP);
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max = min(w->vscroll.pos + w->vscroll.cap, vl->l.list_length);
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max = min(w->vscroll.pos + w->vscroll.cap, vl->vehicles.list_length);
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for (i = w->vscroll.pos; i < max; ++i) {
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const Vehicle *v = vl->sort_list[i];
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const Vehicle *v = vl->vehicles.sort_list[i];
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StringID str;
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SetDParam(0, v->GetDisplayProfitThisYear());
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@@ -1084,14 +1075,14 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
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case WE_CLICK: {
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switch (e->we.click.widget) {
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case VLW_WIDGET_SORT_ORDER: /* Flip sorting method ascending/descending */
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vl->l.flags ^= VL_DESC;
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vl->l.flags |= VL_RESORT;
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vl->vehicles.flags ^= VL_DESC;
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vl->vehicles.flags |= VL_RESORT;
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vl->_sorting->order = !!(vl->l.flags & VL_DESC);
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vl->sorting->order = !!(vl->vehicles.flags & VL_DESC);
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w->SetDirty();
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break;
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case VLW_WIDGET_SORT_BY_PULLDOWN:/* Select sorting criteria dropdown menu */
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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));
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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));
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return;
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case VLW_WIDGET_LIST: { /* Matrix to show vehicles */
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uint32 id_v = (e->we.click.pt.y - PLY_WND_PRC__OFFSET_TOP_WIDGET) / w->resize.step_height;
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@@ -1101,9 +1092,9 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
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id_v += w->vscroll.pos;
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if (id_v >= vl->l.list_length) return; // click out of list bound
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if (id_v >= vl->vehicles.list_length) return; // click out of list bound
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v = vl->sort_list[id_v];
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v = vl->vehicles.sort_list[id_v];
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ShowVehicleViewWindow(v);
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} break;
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@@ -1143,15 +1134,15 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
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case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
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switch (e->we.dropdown.button) {
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case VLW_WIDGET_SORT_BY_PULLDOWN:
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if (vl->l.sort_type != e->we.dropdown.index) {
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if (vl->vehicles.sort_type != e->we.dropdown.index) {
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/* value has changed -> resort */
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vl->l.flags |= VL_RESORT;
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vl->l.sort_type = e->we.dropdown.index;
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vl->_sorting->criteria = vl->l.sort_type;
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vl->vehicles.flags |= VL_RESORT;
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vl->vehicles.sort_type = e->we.dropdown.index;
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vl->sorting->criteria = vl->vehicles.sort_type;
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}
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break;
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case VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN:
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assert(vl->l.list_length != 0);
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assert(vl->vehicles.list_length != 0);
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switch (e->we.dropdown.index) {
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case 0: /* Replace window */
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@@ -1179,18 +1170,18 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
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break;
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case WE_DESTROY:
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free((void*)vl->sort_list);
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free((void*)vl->vehicles.sort_list);
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break;
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case WE_TICK: /* resort the list every 20 seconds orso (10 days) */
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if (_pause_game != 0) break;
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if (--vl->l.resort_timer == 0) {
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if (--vl->vehicles.resort_timer == 0) {
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StationID station = ((w->window_number & VLW_MASK) == VLW_STATION_LIST) ? GB(w->window_number, 16, 16) : INVALID_STATION;
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PlayerID owner = (PlayerID)w->caption_color;
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DEBUG(misc, 3, "Periodic resort %d list player %d at station %d", vl->vehicle_type, owner, station);
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vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
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vl->l.flags |= VL_RESORT;
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vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
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vl->vehicles.flags |= VL_RESORT;
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w->SetDirty();
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}
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break;
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