Files @ r6273:40c57f49e2b7
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Location: cpp/openttd-patchpack/source/src/vehicle_gui.h

Darkvater
(svn r9082) -Codechange: [win32] Update VS2003 and VS2005 project files to use the same outpath, and build in UNICODE mode. When making a release it is probably better to make two binaries, one without UNICODE, the other with, guaranteeing full Win9x compatibility (UNICODE with MSLU also works, without it's even better).
-Remove: [os/2] Relic project file remains from watcom
/* $Id$ */

#ifndef VEHICLE_GUI_H
#define VEHICLE_GUI_H

#include "window.h"
#include "vehicle.h"

void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
void InitializeVehiclesGuiList();

/* sorter stuff */
void RebuildVehicleLists();
void ResortVehicleLists();

#define PERIODIC_RESORT_DAYS 10

/* Vehicle List Window type flags */
enum {
	VLW_STANDARD      = 0 << 8,
	VLW_SHARED_ORDERS = 1 << 8,
	VLW_STATION_LIST  = 2 << 8,
	VLW_DEPOT_LIST    = 3 << 8,
	VLW_MASK          = 0x700,
};

static inline bool ValidVLWFlags(uint16 flags)
{
	return (flags == VLW_STANDARD || flags == VLW_SHARED_ORDERS || flags == VLW_STATION_LIST || flags == VLW_DEPOT_LIST);
}

void PlayerVehWndProc(Window *w, WindowEvent *e);

void DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number);

void DrawTrainImage(const Vehicle *v, int x, int y, int count, int skip, VehicleID selection);
void DrawRoadVehImage(const Vehicle *v, int x, int y, VehicleID selection);
void DrawShipImage(const Vehicle *v, int x, int y, VehicleID selection);
void DrawAircraftImage(const Vehicle *v, int x, int y, VehicleID selection);

void ShowBuildVehicleWindow(TileIndex tile, byte type);

void ChangeVehicleViewWindow(const Vehicle *from_v, const Vehicle *to_v);

uint ShowAdditionalText(int x, int y, uint w, EngineID engine);
uint ShowRefitOptionsList(int x, int y, uint w, EngineID engine);

void ShowVehicleListWindow(const Vehicle *v);
void ShowVehicleListWindow(PlayerID player, byte vehicle_type);
void ShowVehicleListWindow(PlayerID player, byte vehicle_type, StationID station);
void ShowVehicleListWindow(PlayerID player, byte vehicle_type, TileIndex depot_tile);

void ShowReplaceVehicleWindow(byte vehicletype);

static inline void DrawVehicleImage(const Vehicle *v, int x, int y, int count, int skip, VehicleID selection)
{
	switch (v->type) {
		case VEH_TRAIN:    DrawTrainImage(v, x, y, count, skip, selection); break;
		case VEH_ROAD:     DrawRoadVehImage(v, x, y, selection);            break;
		case VEH_SHIP:     DrawShipImage(v, x, y, selection);               break;
		case VEH_AIRCRAFT: DrawAircraftImage(v, x, y, selection);           break;
		default: NOT_REACHED();
	}
}

static inline uint GetVehicleListHeight(byte type)
{
	return (type == VEH_TRAIN || type == VEH_ROAD) ? 14 : 24;
}

#endif /* VEHICLE_GUI_H */