(svn r13314) -Codechange: Switch EngineList from std::vector to GUIList

This commit is contained in:
peter1138
2008-05-28 17:29:27 +00:00
parent f44a2c38f8
commit f954a93ee0
4 changed files with 40 additions and 39 deletions

View File

@@ -27,7 +27,7 @@
#include "table/sprites.h"
#include "table/strings.h"
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);
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);
static const StringID _rail_types_list[] = {
STR_RAIL_VEHICLES,
@@ -143,7 +143,7 @@ class ReplaceVehicleWindow : public Window {
EngineID sel_engine[2];
uint16 count[2];
bool wagon_btnstate; ///< true means engine is selected
EngineList list[2];
GUIEngineList list[2];
bool update_left;
bool update_right;
bool init_lists;
@@ -185,8 +185,8 @@ class ReplaceVehicleWindow : public Window {
VehicleType type = (VehicleType)this->window_number;
byte i = draw_left ? 0 : 1;
EngineList *list = &this->list[i];
list->clear();
GUIEngineList *list = &this->list[i];
list->Clear();
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
@@ -209,7 +209,7 @@ class ReplaceVehicleWindow : public Window {
if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
}
list->push_back(eid);
*list->Append() = 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)
@@ -224,8 +224,8 @@ class ReplaceVehicleWindow : public Window {
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) {
SetVScrollCount(this, this->list[0].Length());
if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].Length() != 0) {
this->sel_engine[0] = this->list[0][0];
}
}
@@ -234,12 +234,12 @@ class ReplaceVehicleWindow : public Window {
/* 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->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) {
SetVScroll2Count(this, this->list[1].Length());
if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].Length() != 0) {
this->sel_engine[1] = this->list[1][0];
}
}
@@ -379,9 +379,9 @@ public:
/* 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
GUIEngineList *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());
EngineID end = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list->Length());
/* 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);
@@ -435,7 +435,7 @@ public:
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();
size_t engine_count = this->list[click_side].Length();
if (i < click_scroll_cap) {
i += click_scroll_pos;