(svn r13314) -Codechange: Switch EngineList from std::vector to GUIList
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@@ -27,7 +27,7 @@
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#include "table/sprites.h"
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#include "table/strings.h"
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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);
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void DrawEngineList(VehicleType type, int x, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);
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static const StringID _rail_types_list[] = {
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STR_RAIL_VEHICLES,
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@@ -143,7 +143,7 @@ class ReplaceVehicleWindow : public Window {
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EngineID sel_engine[2];
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uint16 count[2];
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bool wagon_btnstate; ///< true means engine is selected
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EngineList list[2];
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GUIEngineList list[2];
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bool update_left;
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bool update_right;
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bool init_lists;
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@@ -185,8 +185,8 @@ class ReplaceVehicleWindow : public Window {
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VehicleType type = (VehicleType)this->window_number;
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byte i = draw_left ? 0 : 1;
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EngineList *list = &this->list[i];
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list->clear();
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GUIEngineList *list = &this->list[i];
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list->Clear();
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, type) {
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@@ -209,7 +209,7 @@ class ReplaceVehicleWindow : public Window {
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if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
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}
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list->push_back(eid);
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*list->Append() = eid;
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if (eid == this->sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
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}
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this->sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
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@@ -224,8 +224,8 @@ class ReplaceVehicleWindow : public Window {
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if (this->update_left == true) {
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/* We need to rebuild the left list */
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GenerateReplaceVehList(this, true);
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SetVScrollCount(this, this->list[0].size());
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if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].size() != 0) {
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SetVScrollCount(this, this->list[0].Length());
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if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].Length() != 0) {
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this->sel_engine[0] = this->list[0][0];
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}
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}
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@@ -234,12 +234,12 @@ class ReplaceVehicleWindow : public Window {
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/* Either we got a request to rebuild the right list or the left list selected a different engine */
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if (this->sel_engine[0] == INVALID_ENGINE) {
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/* Always empty the right list when nothing is selected in the left list */
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this->list[1].clear();
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this->list[1].Clear();
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this->sel_engine[1] = INVALID_ENGINE;
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} else {
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GenerateReplaceVehList(this, false);
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SetVScroll2Count(this, this->list[1].size());
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if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].size() != 0) {
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SetVScroll2Count(this, this->list[1].Length());
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if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].Length() != 0) {
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this->sel_engine[1] = this->list[1][0];
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}
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}
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@@ -379,9 +379,9 @@ public:
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/* Draw the lists */
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for (byte i = 0; i < 2; i++) {
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uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
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EngineList *list = &this->list[i]; // which list to draw
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GUIEngineList *list = &this->list[i]; // which list to draw
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EngineID start = i == 0 ? this->vscroll.pos : this->vscroll2.pos; // what is the offset for the start (scrolling)
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EngineID end = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list->size());
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EngineID end = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list->Length());
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/* Do the actual drawing */
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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);
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@@ -435,7 +435,7 @@ public:
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uint16 click_scroll_pos = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.pos : this->vscroll2.pos;
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uint16 click_scroll_cap = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.cap : this->vscroll2.cap;
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byte click_side = widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
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size_t engine_count = this->list[click_side].size();
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size_t engine_count = this->list[click_side].Length();
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if (i < click_scroll_cap) {
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i += click_scroll_pos;
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