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

pull/155/head
rubidium 16 years ago
parent aa0929351d
commit 89a60ce249

@ -28,53 +28,39 @@
#include "table/strings.h"
#include "table/sprites.h"
struct grouplist_d {
const Group **sort_list;
list_d l; // General list struct
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(grouplist_d));
typedef GUIList<const Group*> GUIGroupList;
struct groupveh_d : vehiclelist_d {
GroupID group_sel;
VehicleID vehicle_sel;
grouplist_d gl;
GUIGroupList groups;
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(groupveh_d));
struct Sorting {
Listing aircraft;
Listing roadveh;
Listing ship;
Listing train;
};
static Sorting _sorting;
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
static void BuildGroupList(grouplist_d* gl, PlayerID owner, VehicleType vehicle_type)
static void BuildGroupList(GUIGroupList *gl, PlayerID owner, VehicleType vehicle_type)
{
const Group** list;
const Group *g;
uint n = 0;
if (!(gl->l.flags & VL_REBUILD)) return;
if (!(gl->flags & VL_REBUILD)) return;
list = MallocT<const Group*>(GetGroupArraySize());
const Group **list = MallocT<const Group*>(GetGroupArraySize());
const Group *g;
FOR_ALL_GROUPS(g) {
if (g->owner == owner && g->vehicle_type == vehicle_type) list[n++] = g;
}
free((void*)gl->sort_list);
gl->sort_list = MallocT<const Group *>(n);
gl->l.list_length = n;
gl->sort_list = ReallocT(gl->sort_list, n);
gl->list_length = n;
for (uint i = 0; i < n; ++i) gl->sort_list[i] = list[i];
free((void*)list);
free(list);
gl->l.flags &= ~VL_REBUILD;
gl->l.flags |= VL_RESORT;
gl->flags &= ~VL_REBUILD;
gl->flags |= VL_RESORT;
}
@ -107,14 +93,14 @@ static int CDECL GroupNameSorter(const void *a, const void *b)
}
static void SortGroupList(grouplist_d *gl)
static void SortGroupList(GUIGroupList *gl)
{
if (!(gl->l.flags & VL_RESORT)) return;
if (!(gl->flags & VL_RESORT)) return;
qsort((void*)gl->sort_list, gl->l.list_length, sizeof(gl->sort_list[0]), GroupNameSorter);
qsort((void*)gl->sort_list, gl->list_length, sizeof(gl->sort_list[0]), GroupNameSorter);
gl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
gl->l.flags &= ~VL_RESORT;
gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
gl->flags &= ~VL_RESORT;
}
@ -180,8 +166,9 @@ static const Widget _group_widgets[] = {
static void CreateVehicleGroupWindow(Window *w)
{
const PlayerID owner = (PlayerID)GB(w->window_number, 0, 8);
groupveh_d *gv = &WP(w, groupveh_d);
grouplist_d *gl = &WP(w, groupveh_d).gl;
groupveh_d *gv = &WP(w, groupveh_d);
GUIVehicleList *vl = &gv->vehicles;
GUIGroupList *gl = &gv->groups;
w->caption_color = owner;
w->hscroll.cap = 224;
@ -208,21 +195,22 @@ static void CreateVehicleGroupWindow(Window *w)
switch (gv->vehicle_type) {
default: NOT_REACHED();
case VEH_TRAIN: gv->_sorting = &_sorting.train; break;
case VEH_ROAD: gv->_sorting = &_sorting.roadveh; break;
case VEH_SHIP: gv->_sorting = &_sorting.ship; break;
case VEH_AIRCRAFT: gv->_sorting = &_sorting.aircraft; break;
case VEH_TRAIN: gv->sorting = &_sorting.train; break;
case VEH_ROAD: gv->sorting = &_sorting.roadveh; break;
case VEH_SHIP: gv->sorting = &_sorting.ship; break;
case VEH_AIRCRAFT: gv->sorting = &_sorting.aircraft; break;
}
gv->sort_list = NULL;
gv->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
gv->l.sort_type = gv->_sorting->criteria;
gv->l.flags = VL_REBUILD | (gv->_sorting->order ? VL_DESC : VL_NONE);
gv->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
vl->sort_list = NULL;
vl->sort_type = gv->sorting->criteria;
vl->flags = VL_REBUILD | (gv->sorting->order ? VL_DESC : VL_NONE);
vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
gl->sort_list = NULL;
gl->l.flags = VL_REBUILD | VL_NONE;
gl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
gl->flags = VL_REBUILD | VL_NONE;
gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
gv->group_sel = ALL_GROUP;
gv->vehicle_sel = INVALID_VEHICLE;
@ -305,15 +293,16 @@ static void ShowGroupActionDropdown(Window *w, GroupID gid)
static void GroupWndProc(Window *w, WindowEvent *e)
{
const PlayerID owner = (PlayerID)GB(w->window_number, 0, 8);
groupveh_d *gv = &WP(w, groupveh_d);
grouplist_d *gl = &WP(w, groupveh_d).gl;
groupveh_d *gv = &WP(w, groupveh_d);
GUIVehicleList *vl = &gv->vehicles;
GUIGroupList *gl = &gv->groups;
gv->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
switch(e->event) {
case WE_INVALIDATE_DATA:
gv->l.flags |= VL_REBUILD;
gl->l.flags |= VL_REBUILD;
vl->flags |= VL_REBUILD;
gl->flags |= VL_REBUILD;
if (!(IsAllGroupID(gv->group_sel) || IsDefaultGroupID(gv->group_sel) || IsValidGroupID(gv->group_sel))) {
gv->group_sel = ALL_GROUP;
HideDropDownMenu(w);
@ -341,17 +330,17 @@ static void GroupWndProc(Window *w, WindowEvent *e)
BuildGroupList(gl, owner, gv->vehicle_type);
SortGroupList(gl);
SetVScrollCount(w, gl->l.list_length);
SetVScroll2Count(w, gv->l.list_length);
SetVScrollCount(w, gl->list_length);
SetVScroll2Count(w, vl->list_length);
/* The drop down menu is out, *but* it may not be used, retract it. */
if (gv->l.list_length == 0 && w->IsWidgetLowered(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN)) {
if (vl->list_length == 0 && w->IsWidgetLowered(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN)) {
w->RaiseWidget(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN);
HideDropDownMenu(w);
}
/* Disable all lists management button when the list is empty */
w->SetWidgetsDisabledState(gv->l.list_length == 0 || _local_player != owner,
w->SetWidgetsDisabledState(vl->list_length == 0 || _local_player != owner,
GRP_WIDGET_STOP_ALL,
GRP_WIDGET_START_ALL,
GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN,
@ -380,7 +369,7 @@ static void GroupWndProc(Window *w, WindowEvent *e)
We list all vehicles or ungrouped vehicles */
if (IsDefaultGroupID(gv->group_sel) || IsAllGroupID(gv->group_sel)) {
SetDParam(0, owner);
SetDParam(1, gv->l.list_length);
SetDParam(1, vl->list_length);
switch (gv->vehicle_type) {
case VEH_TRAIN:
@ -429,7 +418,7 @@ static void GroupWndProc(Window *w, WindowEvent *e)
}
/* Set text of sort by dropdown */
w->widget[GRP_WIDGET_SORT_BY_DROPDOWN].data = _vehicle_sort_listing[gv->l.sort_type];
w->widget[GRP_WIDGET_SORT_BY_DROPDOWN].data = _vehicle_sort_listing[vl->sort_type];
DrawWindowWidgets(w);
@ -462,7 +451,7 @@ static void GroupWndProc(Window *w, WindowEvent *e)
DrawString(10, y1, str_no_group_veh, IsDefaultGroupID(gv->group_sel) ? TC_WHITE : TC_BLACK);
max = min(w->vscroll.pos + w->vscroll.cap, gl->l.list_length);
max = min(w->vscroll.pos + w->vscroll.cap, gl->list_length);
for (i = w->vscroll.pos ; i < max ; ++i) {
const Group *g = gl->sort_list[i];
@ -479,12 +468,12 @@ static void GroupWndProc(Window *w, WindowEvent *e)
DrawStringRightAligned(187, y1 + 1, STR_GROUP_TINY_NUM, (gv->group_sel == g->index) ? TC_WHITE : TC_BLACK);
}
DrawSortButtonState(w, GRP_WIDGET_SORT_BY_ORDER, gv->l.flags & VL_DESC ? SBS_DOWN : SBS_UP);
DrawSortButtonState(w, GRP_WIDGET_SORT_BY_ORDER, vl->flags & VL_DESC ? SBS_DOWN : SBS_UP);
/* Draw Matrix Vehicle according to the vehicle list built before */
max = min(w->vscroll2.pos + w->vscroll2.cap, gv->l.list_length);
max = min(w->vscroll2.pos + w->vscroll2.cap, vl->list_length);
for (i = w->vscroll2.pos ; i < max ; ++i) {
const Vehicle* v = gv->sort_list[i];
const Vehicle* v = vl->sort_list[i];
assert(v->type == gv->vehicle_type && v->owner == owner);
@ -516,21 +505,21 @@ static void GroupWndProc(Window *w, WindowEvent *e)
switch(e->we.click.widget) {
case GRP_WIDGET_SORT_BY_ORDER: // Flip sorting method ascending/descending
gv->l.flags ^= VL_DESC;
gv->l.flags |= VL_RESORT;
vl->flags ^= VL_DESC;
vl->flags |= VL_RESORT;
gv->_sorting->order = !!(gv->l.flags & VL_DESC);
gv->sorting->order = !!(vl->flags & VL_DESC);
w->SetDirty();
break;
case GRP_WIDGET_SORT_BY_DROPDOWN: // Select sorting criteria dropdown menu
ShowDropDownMenu(w, _vehicle_sort_listing, gv->l.sort_type, GRP_WIDGET_SORT_BY_DROPDOWN, 0, (gv->vehicle_type == VEH_TRAIN || gv->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
ShowDropDownMenu(w, _vehicle_sort_listing, vl->sort_type, GRP_WIDGET_SORT_BY_DROPDOWN, 0, (gv->vehicle_type == VEH_TRAIN || gv->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
return;
case GRP_WIDGET_ALL_VEHICLES: // All vehicles button
if (!IsAllGroupID(gv->group_sel)) {
gv->group_sel = ALL_GROUP;
gv->l.flags |= VL_REBUILD;
vl->flags |= VL_REBUILD;
w->SetDirty();
}
break;
@ -538,7 +527,7 @@ static void GroupWndProc(Window *w, WindowEvent *e)
case GRP_WIDGET_DEFAULT_VEHICLES: // Ungrouped vehicles button
if (!IsDefaultGroupID(gv->group_sel)) {
gv->group_sel = DEFAULT_GROUP;
gv->l.flags |= VL_REBUILD;
vl->flags |= VL_REBUILD;
w->SetDirty();
}
break;
@ -550,11 +539,11 @@ static void GroupWndProc(Window *w, WindowEvent *e)
id_g += w->vscroll.pos;
if (id_g >= gl->l.list_length) return;
if (id_g >= gl->list_length) return;
gv->group_sel = gl->sort_list[id_g]->index;;
gv->l.flags |= VL_REBUILD;
vl->flags |= VL_REBUILD;
w->SetDirty();
break;
}
@ -567,9 +556,9 @@ static void GroupWndProc(Window *w, WindowEvent *e)
id_v += w->vscroll2.pos;
if (id_v >= gv->l.list_length) return; // click out of list bound
if (id_v >= vl->list_length) return; // click out of list bound
v = gv->sort_list[id_v];
v = vl->sort_list[id_v];
gv->vehicle_sel = v->index;
@ -657,7 +646,7 @@ static void GroupWndProc(Window *w, WindowEvent *e)
id_g += w->vscroll.pos;
if (id_g >= gl->l.list_length) return;
if (id_g >= gl->list_length) return;
DoCommandP(0, gl->sort_list[id_g]->index, vindex, NULL, CMD_ADD_VEHICLE_GROUP | CMD_MSG(STR_GROUP_CAN_T_ADD_VEHICLE));
@ -677,9 +666,9 @@ static void GroupWndProc(Window *w, WindowEvent *e)
id_v += w->vscroll2.pos;
if (id_v >= gv->l.list_length) return; // click out of list bound
if (id_v >= vl->list_length) return; // click out of list bound
v = gv->sort_list[id_v];
v = vl->sort_list[id_v];
if (vindex == v->index) {
ShowVehicleViewWindow(v);
@ -713,15 +702,15 @@ static void GroupWndProc(Window *w, WindowEvent *e)
case WE_DROPDOWN_SELECT: // we have selected a dropdown item in the list
switch (e->we.dropdown.button) {
case GRP_WIDGET_SORT_BY_DROPDOWN:
if (gv->l.sort_type != e->we.dropdown.index) {
gv->l.flags |= VL_RESORT;
gv->l.sort_type = e->we.dropdown.index;
gv->_sorting->criteria = gv->l.sort_type;
if (vl->sort_type != e->we.dropdown.index) {
vl->flags |= VL_RESORT;
vl->sort_type = e->we.dropdown.index;
gv->sorting->criteria = vl->sort_type;
}
break;
case GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN:
assert(gv->l.list_length != 0);
assert(vl->list_length != 0);
switch (e->we.dropdown.index) {
case GALF_REPLACE: // Replace window
@ -758,21 +747,21 @@ static void GroupWndProc(Window *w, WindowEvent *e)
case WE_DESTROY:
free((void*)gv->sort_list);
free((void*)vl->sort_list);
free((void*)gl->sort_list);
break;
case WE_TICK: // resort the lists every 20 seconds orso (10 days)
if (_pause_game != 0) break;
if (--gv->l.resort_timer == 0) {
gv->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
gv->l.flags |= VL_RESORT;
if (--vl->resort_timer == 0) {
vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
vl->flags |= VL_RESORT;
w->SetDirty();
}
if (--gl->l.resort_timer == 0) {
gl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
gl->l.flags |= VL_RESORT;
if (--gl->resort_timer == 0) {
gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
gl->flags |= VL_RESORT;
w->SetDirty();
}
break;

@ -168,11 +168,12 @@ enum NetworkGameWindowWidgets {
NGWW_CANCEL, ///< 'Cancel' button
};
typedef GUIList<NetworkGameList*> GUIGameServerList;
struct NetworkGameWindow : public QueryStringBaseWindow {
byte field; ///< selected text-field
NetworkGameList *server; ///< selected server
NetworkGameList **sort_list; ///< list of games (sorted)
list_d ld; ///< accompanying list-administration
GUIGameServerList servers; ///< list with game servers.
NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
{
@ -188,16 +189,16 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
this->field = NGWW_PLAYER;
this->server = NULL;
this->sort_list = NULL;
this->ld.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
this->ld.sort_type = _ng_sorting.criteria;
this->servers.sort_list = NULL;
this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
this->servers.sort_type = _ng_sorting.criteria;
this->FindWindowPlacementAndResize(desc);
}
~NetworkGameWindow()
{
free(this->sort_list);
free(this->servers.sort_list);
}
/**
@ -209,23 +210,23 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
NetworkGameList *ngl_temp;
uint n = 0;
if (!(this->ld.flags & VL_REBUILD)) return;
if (!(this->servers.flags & VL_REBUILD)) return;
/* Count the number of games in the list */
for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
if (n == 0) return;
/* Create temporary array of games to use for listing */
this->sort_list = ReallocT(this->sort_list, n);
this->ld.list_length = n;
this->servers.sort_list = ReallocT(this->servers.sort_list, n);
this->servers.list_length = n;
for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
this->sort_list[n++] = ngl_temp;
this->servers.sort_list[n++] = ngl_temp;
}
/* Force resort */
this->ld.flags &= ~VL_REBUILD;
this->ld.flags |= VL_RESORT;
this->servers.flags &= ~VL_REBUILD;
this->servers.flags |= VL_RESORT;
}
void SortNetworkGameList()
@ -239,23 +240,23 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
NetworkGameList *item;
uint i;
if (!(this->ld.flags & VL_RESORT)) return;
if (this->ld.list_length == 0) return;
if (!(this->servers.flags & VL_RESORT)) return;
if (this->servers.list_length == 0) return;
_internal_sort_order = !!(this->ld.flags & VL_DESC);
qsort(this->sort_list, this->ld.list_length, sizeof(this->sort_list[0]), ngame_sorter[this->ld.sort_type]);
_internal_sort_order = !!(this->servers.flags & VL_DESC);
qsort(this->servers.sort_list, this->servers.list_length, sizeof(this->servers.sort_list[0]), ngame_sorter[this->servers.sort_type]);
/* After sorting ngl->sort_list contains the sorted items. Put these back
* into the original list. Basically nothing has changed, we are only
* shuffling the ->next pointers */
_network_game_list = this->sort_list[0];
for (item = _network_game_list, i = 1; i != this->ld.list_length; i++) {
item->next = this->sort_list[i];
_network_game_list = this->servers.sort_list[0];
for (item = _network_game_list, i = 1; i != this->servers.list_length; i++) {
item->next = this->servers.sort_list[i];
item = item->next;
}
item->next = NULL;
this->ld.flags &= ~VL_RESORT;
this->servers.flags &= ~VL_RESORT;
}
/**
@ -294,13 +295,13 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
virtual void OnPaint()
{
const NetworkGameList *sel = this->server;
const SortButtonState arrow = (this->ld.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
const SortButtonState arrow = (this->servers.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
if (this->ld.flags & VL_REBUILD) {
if (this->servers.flags & VL_REBUILD) {
this->BuildNetworkGameList();
SetVScrollCount(this, this->ld.list_length);
SetVScrollCount(this, this->servers.list_length);
}
if (this->ld.flags & VL_RESORT) this->SortNetworkGameList();
if (this->servers.flags & VL_RESORT) this->SortNetworkGameList();
/* 'Refresh' button invisible if no server selected */
this->SetWidgetDisabledState(NGWW_REFRESH, sel == NULL);
@ -325,7 +326,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
DrawString(this->widget[NGWW_PLAYER].left - 100, 23, STR_NETWORK_PLAYER_NAME, TC_GOLD);
/* Sort based on widgets: name, clients, compatibility */
switch (this->ld.sort_type) {
switch (this->servers.sort_type) {
case NGWW_NAME - NGWW_NAME: DrawSortButtonState(this, NGWW_NAME, arrow); break;
case NGWW_CLIENTS - NGWW_NAME: DrawSortButtonState(this, NGWW_CLIENTS, arrow); break;
case NGWW_INFO - NGWW_NAME: DrawSortButtonState(this, NGWW_INFO, arrow); break;
@ -446,12 +447,12 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
case NGWW_NAME: // Sort by name
case NGWW_CLIENTS: // Sort by connected clients
case NGWW_INFO: // Connectivity (green dot)
if (this->ld.sort_type == widget - NGWW_NAME) this->ld.flags ^= VL_DESC;
this->ld.flags |= VL_RESORT;
this->ld.sort_type = widget - NGWW_NAME;
if (this->servers.sort_type == widget - NGWW_NAME) this->servers.flags ^= VL_DESC;
this->servers.flags |= VL_RESORT;
this->servers.sort_type = widget - NGWW_NAME;
_ng_sorting.order = !!(this->ld.flags & VL_DESC);
_ng_sorting.criteria = this->ld.sort_type;
_ng_sorting.order = !!(this->servers.flags & VL_DESC);
_ng_sorting.criteria = this->servers.sort_type;
this->SetDirty();
break;
@ -537,7 +538,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
virtual void OnInvalidateData(int data)
{
if (data != 0) this->server = NULL;
this->ld.flags |= VL_REBUILD;
this->servers.flags |= VL_REBUILD;
this->SetDirty();
}
@ -580,7 +581,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
this->widget[NGWW_MATRIX].data = (this->vscroll.cap << 8) + 1;
SetVScrollCount(this, this->ld.list_length);
SetVScrollCount(this, this->servers.list_length);
int widget_width = this->widget[NGWW_FIND].right - this->widget[NGWW_FIND].left;
int space = (this->width - 4 * widget_width - 25) / 3;

@ -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;

@ -15,12 +15,6 @@
void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
/* sorter stuff */
void RebuildVehicleLists();
void ResortVehicleLists();
void SortVehicleList(vehiclelist_d *vl);
void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type);
#define PERIODIC_RESORT_DAYS 10
extern const StringID _vehicle_sort_listing[];
@ -69,7 +63,7 @@ static inline bool ValidVLWFlags(uint16 flags)
return (flags == VLW_STANDARD || flags == VLW_SHARED_ORDERS || flags == VLW_STATION_LIST || flags == VLW_DEPOT_LIST || flags == VLW_GROUP_LIST);
}
void PlayerVehWndProc(Window *w, WindowEvent *e);
void PlayerVehWndProc(Window *w, struct WindowEvent *e);
int DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number);
@ -136,6 +130,29 @@ static inline WindowClass GetWindowClassForVehicleType(VehicleType vt)
/* Unified window procedure */
void ShowVehicleViewWindow(const Vehicle *v);
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y);
Vehicle *CheckClickOnVehicle(const struct ViewPort *vp, int x, int y);
typedef GUIList<const Vehicle*> GUIVehicleList;
struct vehiclelist_d {
GUIVehicleList vehicles; ///< The list of vehicles
Listing *sorting; ///< Pointer to the vehicle type related sorting.
VehicleType vehicle_type; ///< The vehicle type that is sorted
};
struct Sorting {
Listing aircraft;
Listing roadveh;
Listing ship;
Listing train;
};
extern Sorting _sorting;
/* sorter stuff */
void RebuildVehicleLists();
void ResortVehicleLists();
void SortVehicleList(vehiclelist_d *vl);
void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type);
#endif /* VEHICLE_GUI_H */

@ -557,7 +557,6 @@ enum SortListFlags {
VL_REBUILD = 1 << 2, ///< create sort-listing to use for qsort and friends
VL_END = 1 << 3,
};
DECLARE_ENUM_AS_BIT_SET(SortListFlags);
struct Listing {
@ -565,22 +564,14 @@ struct Listing {
byte criteria; ///< Sorting criteria
};
struct list_d {
uint16 list_length; ///< length of the list being sorted
byte sort_type; ///< what criteria to sort on
template <typename T>
struct GUIList {
T* sort_list; ///< The items to sort.
SortListFlags flags; ///< used to control sorting/resorting/etc.
uint16 list_length; ///< length of the list being sorted
uint16 resort_timer; ///< resort list after a given amount of ticks if set
byte sort_type; ///< what criteria to sort on
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(list_d));
struct vehiclelist_d {
const Vehicle** sort_list; // List of vehicles (sorted)
Listing *_sorting; // pointer to the appropiate subcategory of _sorting
uint16 length_of_sort_list; // Keeps track of how many vehicle pointers sort list got space for
VehicleType vehicle_type; // The vehicle type that is sorted
list_d l; // General list struct
};
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
/****************** THESE ARE NOT WIDGET TYPES!!!!! *******************/
enum WindowWidgetBehaviours {

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