Changeset - r9403:e5bffa930a63
[Not reviewed]
master
0 4 0
peter1138 - 16 years ago 2008-05-28 17:29:27
peter1138@openttd.org
(svn r13314) -Codechange: Switch EngineList from std::vector to GUIList
4 files changed with 40 insertions and 39 deletions:
0 comments (0 inline, 0 general)
src/autoreplace_gui.cpp
Show inline comments
 
@@ -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 Wind
 
	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 Wind
 
		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 Wind
 
				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 Wind
 
		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 Wind
 
			/* 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;
src/build_vehicle_gui.cpp
Show inline comments
 
@@ -745,13 +745,13 @@ static void DrawVehicleEngine(VehicleTyp
 
 * @param selected_id what engine to highlight as selected, if any
 
 * @param count_location Offset to print the engine count (used by autoreplace). 0 means it's off
 
 */
 
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)
 
{
 
	byte step_size = GetVehicleListHeight(type);
 
	byte x_offset = 0;
 
	byte y_offset = 0;
 

	
 
	assert(max <= eng_list->size());
 
	assert(max <= eng_list->Length());
 

	
 
	switch (type) {
 
		case VEH_TRAIN:
 
@@ -806,7 +806,7 @@ struct BuildVehicleWindow : Window {
 
	bool regenerate_list;
 
	EngineID sel_engine;
 
	EngineID rename_engine;
 
	EngineList eng_list;
 
	GUIEngineList eng_list;
 

	
 
	BuildVehicleWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, tile == 0 ? (int)type : tile)
 
	{
 
@@ -848,7 +848,7 @@ struct BuildVehicleWindow : Window {
 

	
 
		this->GenerateBuildList(); // generate the list, since we need it in the next line
 
		/* Select the first engine in the list as default when opening the window */
 
		if (this->eng_list.size() > 0) this->sel_engine = this->eng_list[0];
 
		if (this->eng_list.Length() > 0) this->sel_engine = this->eng_list[0];
 

	
 
		this->FindWindowPlacementAndResize(desc);
 
	}
 
@@ -906,7 +906,7 @@ struct BuildVehicleWindow : Window {
 

	
 
		this->filter.railtype = (this->window_number <= VEH_END) ? RAILTYPE_END : GetRailType(this->window_number);
 

	
 
		this->eng_list.clear();
 
		this->eng_list.Clear();
 

	
 
		/* Make list of all available train engines and wagons.
 
		* Also check to see if the previously selected engine is still available,
 
@@ -920,7 +920,8 @@ struct BuildVehicleWindow : Window {
 
			if (this->filter.railtype != RAILTYPE_END && !HasPowerOnRail(rvi->railtype, this->filter.railtype)) continue;
 
			if (!IsEngineBuildable(eid, VEH_TRAIN, _local_player)) continue;
 

	
 
			this->eng_list.push_back(eid);
 
			*this->eng_list.Append() = eid;
 

	
 
			if (rvi->railveh_type != RAILVEH_WAGON) {
 
				num_engines++;
 
			} else {
 
@@ -949,14 +950,14 @@ struct BuildVehicleWindow : Window {
 
	{
 
		EngineID sel_id = INVALID_ENGINE;
 

	
 
		this->eng_list.clear();
 
		this->eng_list.Clear();
 

	
 
		const Engine *e;
 
		FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
 
			EngineID eid = e->index;
 
			if (!IsEngineBuildable(eid, VEH_ROAD, _local_player)) continue;
 
			if (!HasBit(this->filter.roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD)) continue;
 
			this->eng_list.push_back(eid);
 
			*this->eng_list.Append() = eid;
 

	
 
			if (eid == this->sel_engine) sel_id = eid;
 
		}
 
@@ -967,13 +968,13 @@ struct BuildVehicleWindow : Window {
 
	void GenerateBuildShipList()
 
	{
 
		EngineID sel_id = INVALID_ENGINE;
 
		this->eng_list.clear();
 
		this->eng_list.Clear();
 

	
 
		const Engine *e;
 
		FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) {
 
			EngineID eid = e->index;
 
			if (!IsEngineBuildable(eid, VEH_SHIP, _local_player)) continue;
 
			this->eng_list.push_back(eid);
 
			*this->eng_list.Append() = eid;
 

	
 
			if (eid == this->sel_engine) sel_id = eid;
 
		}
 
@@ -985,7 +986,7 @@ struct BuildVehicleWindow : Window {
 
	{
 
		EngineID sel_id = INVALID_ENGINE;
 

	
 
		this->eng_list.clear();
 
		this->eng_list.Clear();
 

	
 
		/* Make list of all available planes.
 
		* Also check to see if the previously selected plane is still available,
 
@@ -998,7 +999,7 @@ struct BuildVehicleWindow : Window {
 
			/* First VEH_END window_numbers are fake to allow a window open for all different types at once */
 
			if (this->window_number > VEH_END && !CanAircraftUseStation(eid, this->window_number)) continue;
 

	
 
			this->eng_list.push_back(eid);
 
			*this->eng_list.Append() = eid;
 
			if (eid == this->sel_engine) sel_id = eid;
 
		}
 

	
 
@@ -1039,7 +1040,7 @@ struct BuildVehicleWindow : Window {
 

	
 
			case BUILD_VEHICLE_WIDGET_LIST: {
 
				uint i = (pt.y - this->widget[BUILD_VEHICLE_WIDGET_LIST].top) / GetVehicleListHeight(this->vehicle_type) + this->vscroll.pos;
 
				size_t num_items = this->eng_list.size();
 
				size_t num_items = this->eng_list.Length();
 
				this->sel_engine = (i < num_items) ? this->eng_list[i] : INVALID_ENGINE;
 
				this->SetDirty();
 
				break;
 
@@ -1105,11 +1106,11 @@ struct BuildVehicleWindow : Window {
 
			this->GenerateBuildList();
 
		}
 

	
 
		uint max = min(this->vscroll.pos + this->vscroll.cap, this->eng_list.size());
 
		uint max = min(this->vscroll.pos + this->vscroll.cap, this->eng_list.Length());
 

	
 
		this->SetWidgetDisabledState(BUILD_VEHICLE_WIDGET_BUILD, this->window_number <= VEH_END);
 

	
 
		SetVScrollCount(this, this->eng_list.size());
 
		SetVScrollCount(this, this->eng_list.Length());
 
		SetDParam(0, this->filter.railtype + STR_881C_NEW_RAIL_VEHICLES); // This should only affect rail vehicles
 

	
 
		/* Set text of sort by dropdown */
src/engine_gui.cpp
Show inline comments
 
@@ -197,13 +197,13 @@ void DrawNewsNewVehicleAvail(Window *w, 
 
 * @param el list to be sorted
 
 * @param compare function for evaluation of the quicksort
 
 */
 
void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare)
 
void EngList_Sort(GUIEngineList *el, EngList_SortTypeFunction compare)
 
{
 
	size_t size = el->size();
 
	uint size = el->Length();
 
	/* out-of-bounds access at the next line for size == 0 (even with operator[] at some systems)
 
	 * generally, do not sort if there are less than 2 items */
 
	if (size < 2) return;
 
	qsort(&((*el)[0]), size, sizeof(EngineID), compare); // MorphOS doesn't know vector::at(int) ...
 
	qsort(el->Begin(), size, sizeof(*el->Begin()), compare); // MorphOS doesn't know vector::at(int) ...
 
}
 

	
 
/** Sort selected range of items (on indices @ <begin, begin+num_items-1>)
 
@@ -212,11 +212,11 @@ void EngList_Sort(EngineList *el, EngLis
 
 * @param begin start of sorting
 
 * @param num_items count of items to be sorted
 
 */
 
void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items)
 
void EngList_SortPartial(GUIEngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items)
 
{
 
	assert(begin <= (uint)el->size());
 
	assert(begin + num_items <= (uint)el->size());
 
	assert(begin < el->Length());
 
	assert(begin + num_items <= el->Length());
 
	if (num_items < 2) return;
 
	qsort(&((*el)[begin]), num_items, sizeof(EngineID), compare);
 
	qsort(el->Get(begin), num_items, sizeof(*el->Begin()), compare);
 
}
 

	
src/engine_gui.h
Show inline comments
 
@@ -5,12 +5,12 @@
 
#ifndef ENGINE_GUI_H
 
#define ENGINE_GUI_H
 

	
 
#include <vector>
 
#include "sortlist_type.h"
 

	
 
typedef std::vector<EngineID> EngineList;
 
typedef GUIList<EngineID> GUIEngineList;
 

	
 
typedef int CDECL EngList_SortTypeFunction(const void*, const void*); ///< argument type for EngList_Sort()
 
void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare);  ///< qsort of the engine list
 
void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items); ///< qsort of specified portion of the engine list
 
void EngList_Sort(GUIEngineList *el, EngList_SortTypeFunction compare);  ///< qsort of the engine list
 
void EngList_SortPartial(GUIEngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items); ///< qsort of specified portion of the engine list
 

	
 
#endif /* ENGINE_GUI_H */
0 comments (0 inline, 0 general)