diff --git a/src/depot_gui.cpp b/src/depot_gui.cpp --- a/src/depot_gui.cpp +++ b/src/depot_gui.cpp @@ -398,7 +398,7 @@ struct DepotWindow : Window { uint16 rows_in_display = wid->current_y / wid->resize_y; uint16 num = this->vscroll->GetPosition() * this->num_columns; - int maxval = min(this->vehicle_list.Length(), num + (rows_in_display * this->num_columns)); + int maxval = min(this->vehicle_list.size(), num + (rows_in_display * this->num_columns)); int y; for (y = r.top + 1; num < maxval; y += this->resize.step_height) { // Draw the rows for (byte i = 0; i < this->num_columns && num < maxval; i++, num++) { @@ -413,11 +413,11 @@ struct DepotWindow : Window { } } - maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll->GetPosition() * this->num_columns) + (rows_in_display * this->num_columns)); + maxval = min(this->vehicle_list.size() + this->wagon_list.size(), (this->vscroll->GetPosition() * this->num_columns) + (rows_in_display * this->num_columns)); /* Draw the train wagons without an engine in front. */ for (; num < maxval; num++, y += this->resize.step_height) { - const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()]; + const Vehicle *v = this->wagon_list[num - this->vehicle_list.size()]; this->DrawVehicleInDepot(v, r.left, r.right, y); } } @@ -465,7 +465,7 @@ struct DepotWindow : Window { uint pos = ((row + this->vscroll->GetPosition()) * this->num_columns) + xt; - if (this->vehicle_list.Length() + this->wagon_list.Length() <= pos) { + if (this->vehicle_list.size() + this->wagon_list.size() <= pos) { /* Clicking on 'line' / 'block' without a vehicle */ if (this->type == VEH_TRAIN) { /* End the dragging */ @@ -478,12 +478,12 @@ struct DepotWindow : Window { } bool wagon = false; - if (this->vehicle_list.Length() > pos) { + if (this->vehicle_list.size() > pos) { *veh = this->vehicle_list[pos]; /* Skip vehicles that are scrolled off the list */ if (this->type == VEH_TRAIN) x += this->hscroll->GetPosition(); } else { - pos -= this->vehicle_list.Length(); + pos -= this->vehicle_list.size(); *veh = this->wagon_list[pos]; /* free wagons don't have an initial loco. */ x -= ScaleGUITrad(VEHICLEINFO_FULL_VEHICLE_WIDTH); @@ -726,7 +726,7 @@ struct DepotWindow : Window { /* determine amount of items for scroller */ if (this->type == VEH_TRAIN) { uint max_width = ScaleGUITrad(VEHICLEINFO_FULL_VEHICLE_WIDTH); - for (uint num = 0; num < this->vehicle_list.Length(); num++) { + for (uint num = 0; num < this->vehicle_list.size(); num++) { uint width = 0; for (const Train *v = Train::From(this->vehicle_list[num]); v != NULL; v = v->Next()) { width += v->GetDisplayImageWidth(); @@ -734,11 +734,11 @@ struct DepotWindow : Window { max_width = max(max_width, width); } /* Always have 1 empty row, so people can change the setting of the train */ - this->vscroll->SetCount(this->vehicle_list.Length() + this->wagon_list.Length() + 1); + this->vscroll->SetCount(this->vehicle_list.size() + this->wagon_list.size() + 1); /* Always make it longer than the longest train, so you can attach vehicles at the end, and also see the next vertical tile separator line */ this->hscroll->SetCount(max_width + ScaleGUITrad(2 * VEHICLEINFO_FULL_VEHICLE_WIDTH + 1)); } else { - this->vscroll->SetCount(CeilDiv(this->vehicle_list.Length(), this->num_columns)); + this->vscroll->SetCount(CeilDiv(this->vehicle_list.size(), this->num_columns)); } /* Setup disabled buttons. */ @@ -811,7 +811,7 @@ struct DepotWindow : Window { case WID_D_SELL_ALL: /* Only open the confirmation window if there are anything to sell */ - if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) { + if (this->vehicle_list.size() != 0 || this->wagon_list.size() != 0) { TileIndex tile = this->window_number; byte vehtype = this->type;