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Location: cpp/openttd-patchpack/source/src/sortlist_type.h - annotation
r9951:8026cba2423a
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(svn r14106) -Fix(r14104): A string too much been commited
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/** @file sortlist_type.h Base types for having sorted lists in GUIs. */
#ifndef SORTLIST_TYPE_H
#define SORTLIST_TYPE_H
#include "core/enum_type.hpp"
#include "core/bitmath_func.hpp"
#include "core/mem_func.hpp"
#include "core/sort_func.hpp"
#include "core/smallvec_type.hpp"
#include "date_type.h"
enum SortListFlags {
VL_NONE = 0, ///< no sort
VL_DESC = 1 << 0, ///< sort descending or ascending
VL_RESORT = 1 << 1, ///< instruct the code to resort the list in the next loop
VL_REBUILD = 1 << 2, ///< rebuild the sort list
VL_FIRST_SORT = 1 << 3, ///< sort with qsort first
VL_END = 1 << 4,
};
DECLARE_ENUM_AS_BIT_SET(SortListFlags);
struct Listing {
bool order; ///< Ascending/descending
byte criteria; ///< Sorting criteria
};
template <typename T>
class GUIList : public SmallVector<T, 32> {
public:
typedef int CDECL SortFunction(const T*, const T*);
protected:
SortFunction* const *func_list; ///< The sort criteria functions
SortListFlags flags; ///< used to control sorting/resorting/etc.
uint8 sort_type; ///< what criteria to sort on
uint16 resort_timer; ///< resort list after a given amount of ticks if set
/**
* Check if the list is sortable
*
* @return true if we can sort the list
*/
bool IsSortable() const
{
return (this->data != NULL && this->items >= 2);
}
/**
* Reset the resort timer
*/
void ResetResortTimer()
{
/* Resort every 10 days */
this->resort_timer = DAY_TICKS * 10;
}
public:
GUIList() :
func_list(NULL),
flags(VL_FIRST_SORT),
sort_type(0),
resort_timer(1)
{};
/**
* Get the sorttype of the list
*
* @return The current sorttype
*/
uint8 SortType() const
{
return this->sort_type;
}
/**
* Set the sorttype of the list
*
* @param n_type the new sort type
*/
void SetSortType(uint8 n_type)
{
if (this->sort_type != n_type) {
SETBITS(this->flags, VL_RESORT | VL_FIRST_SORT);
this->sort_type = n_type;
}
}
/**
* Export current sort conditions
*
* @return the current sort conditions
*/
Listing GetListing() const
{
Listing l;
l.order = HASBITS(this->flags, VL_DESC);
l.criteria = this->sort_type;
return l;
}
/**
* Import sort conditions
*
* @param l The sport conditions we want to use
*/
void SetListing(Listing l)
{
if (l.order) {
SETBITS(this->flags, VL_DESC);
} else {
CLRBITS(this->flags, VL_DESC);
}
this->sort_type = l.criteria;
SETBITS(this->flags, VL_FIRST_SORT);
}
/**
* Check if a resort is needed next loop
* If used the resort timer will decrease every call
* till 0. If 0 reached the resort bit will be set and
* the timer will be reset.
*
* @return true if resort bit is set for next loop
*/
bool NeedResort()
{
if (--this->resort_timer == 0) {
SETBITS(this->flags, VL_RESORT);
this->ResetResortTimer();
return true;
}
return false;
}
/**
* Force a resort next Sort call
* Reset the resort timer if used too.
*/
void ForceResort()
{
SETBITS(this->flags, VL_RESORT);
}
/**
* Check if the sort order is descending
*
* @return true if the sort order is descending
*/
bool IsDescSortOrder() const
{
return HASBITS(this->flags, VL_DESC);
}
/**
* Toogle the sort order
* Since that is the worst condition for the sort function
* reverse the list here.
*/
void ToggleSortOrder()
{
this->flags ^= VL_DESC;
if (this->IsSortable()) MemReverseT(this->data, this->items);
}
/**
* Sort the list.
* For the first sorting we use qsort since it is
* faster for irregular sorted data. After that we
* use gsort.
*
* @param compare The function to compare two list items
* @return true if the list sequence has been altered
* */
bool Sort(SortFunction *compare)
{
/* Do not sort if the resort bit is not set */
if (!HASBITS(this->flags, VL_RESORT)) return false;
CLRBITS(this->flags, VL_RESORT);
this->ResetResortTimer();
/* Do not sort when the list is not sortable */
if (!this->IsSortable()) return false;
const bool desc = HASBITS(this->flags, VL_DESC);
if (HASBITS(this->flags, VL_FIRST_SORT)) {
CLRBITS(this->flags, VL_FIRST_SORT);
QSortT(this->data, this->items, compare, desc);
return true;
}
GSortT(this->data, this->items, compare, desc);
return true;
}
/**
* Hand the array of sort function pointers to the sort list
*
* @param n_funcs The pointer to the first sort func
*/
void SetSortFuncs(SortFunction* const* n_funcs)
{
this->func_list = n_funcs;
}
/**
* Overload of Sort()
* Overloaded to reduce external code
*
* @return true if the list sequence has been altered
*/
bool Sort()
{
assert(this->func_list != NULL);
return this->Sort(this->func_list[this->sort_type]);
}
/**
* Check if a rebuild is needed
* @return true if a rebuild is needed
*/
bool NeedRebuild() const
{
return HASBITS(this->flags, VL_REBUILD);
}
/**
* Force that a rebuild is needed
*/
void ForceRebuild()
{
SETBITS(this->flags, VL_REBUILD);
}
/**
* Notify the sortlist that the rebuild is done
*
* @note This forces a resort
*/
void RebuildDone()
{
CLRBITS(this->flags, VL_REBUILD);
SETBITS(this->flags, VL_RESORT | VL_FIRST_SORT);
}
};
#endif /* SORTLIST_TYPE_H */
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