Files @ r13023:9f6499c8d4fb
Branch filter:

Location: cpp/openttd-patchpack/source/src/depot_gui.cpp

rubidium
(svn r17531) -Fix: wrong @file for ai_basestation.hpp
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file depot_gui.cpp The GUI for depots. */

#include "train.h"
#include "ship.h"
#include "aircraft.h"
#include "roadveh.h"
#include "gui.h"
#include "textbuf_gui.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "command_func.h"
#include "depot_base.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "company_func.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "vehiclelist.h"

#include "table/strings.h"
#include "table/sprites.h"

/*
 * Since all depot window sizes aren't the same, we need to modify sizes a little.
 * It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction.
 * How long they should be moved and for what window types are controlled in ShowDepotWindow()
 */

/* Names of the widgets. Keep them in the same order as in the widget array */
enum DepotWindowWidgets {
	DEPOT_WIDGET_CLOSEBOX = 0,
	DEPOT_WIDGET_CAPTION,
	DEPOT_WIDGET_STICKY,
	DEPOT_WIDGET_SELL,
	DEPOT_WIDGET_SELL_CHAIN,
	DEPOT_WIDGET_SELL_ALL,
	DEPOT_WIDGET_AUTOREPLACE,
	DEPOT_WIDGET_MATRIX,
	DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar
	DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar
	DEPOT_WIDGET_BUILD,
	DEPOT_WIDGET_CLONE,
	DEPOT_WIDGET_LOCATION,
	DEPOT_WIDGET_VEHICLE_LIST,
	DEPOT_WIDGET_STOP_ALL,
	DEPOT_WIDGET_START_ALL,
	DEPOT_WIDGET_RESIZE,
};

/* Widget array for all depot windows.
 * If a widget is needed in some windows only (like train specific), add it for all windows
 * and use HideWindowWidget in ShowDepotWindow() to remove it in the windows where it should not be
 * Keep the widget numbers in sync with the enum or really bad stuff will happen!!! */

/* When adding widgets, place them as you would place them for the ship depot and define how you want it to move in widget_moves[]
 * If you want a widget for one window only, set it to be hidden in ShowDepotWindow() for the windows where you don't want it
 * NOTE: the train only widgets are moved/resized in ShowDepotWindow() so they follow certain other widgets if they are moved to ensure that they stick together.
 *    Changing the size of those here will not have an effect at all. It should be done in ShowDepotWindow()
 */

/*
 * Some of the widgets are placed outside the window (negative coordinates).
 * The reason is that they are placed relatively to the matrix and the matrix is just one pixel (in 0, 14).
 * The matrix and the rest of the window will be resized when the size of the boxes is set and then all the widgets will be inside the window.
 */
static const Widget _depot_widgets[] = {
	{   WWT_CLOSEBOX,   RESIZE_NONE,  COLOUR_GREY,     0,    10,     0,    13, STR_BLACK_CROSS,     STR_TOOLTIP_CLOSE_WINDOW},           // DEPOT_WIDGET_CLOSEBOX
	{    WWT_CAPTION,  RESIZE_RIGHT,  COLOUR_GREY,    11,    23,     0,    13, 0x0,                 STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS}, // DEPOT_WIDGET_CAPTION
	{  WWT_STICKYBOX,     RESIZE_LR,  COLOUR_GREY,    24,    35,     0,    13, 0x0,                 STR_TOOLTIP_STICKY},                  // DEPOT_WIDGET_STICKY

	/* Widgets are set up run-time */
	{     WWT_IMGBTN,    RESIZE_LRB,  COLOUR_GREY,     1,    23,    14,   -32, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_SELL
	{     WWT_IMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    23,   -55,   -32, SPR_SELL_CHAIN_TRAIN,STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP}, // DEPOT_WIDGET_SELL_CHAIN, trains only
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    23,   -31,    -9, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_SELL_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    23,    -8,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_AUTOREPLACE

	{     WWT_MATRIX,     RESIZE_RB,  COLOUR_GREY,     0,     0,    14,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_MATRIX
	{  WWT_SCROLLBAR,    RESIZE_LRB,  COLOUR_GREY,    24,    35,    14,    14, 0x0,                 STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL

	{ WWT_HSCROLLBAR,    RESIZE_RTB,  COLOUR_GREY,     0,     0,     3,    14, 0x0,                 STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_H_SCROLL, trains only

	/* The buttons in the bottom of the window. left and right is not important as they are later resized to be equal in size
	 * This calculation is based on right in DEPOT_WIDGET_LOCATION and it presumes left of DEPOT_WIDGET_BUILD is 0            */
	{ WWT_PUSHTXTBTN,     RESIZE_TB,  COLOUR_GREY,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_BUILD
	{    WWT_TEXTBTN,     RESIZE_TB,  COLOUR_GREY,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_CLONE
	{ WWT_PUSHTXTBTN,    RESIZE_RTB,  COLOUR_GREY,     0,   -12,    15,    26, STR_BUTTON_LOCATION, STR_NULL},                         // DEPOT_WIDGET_LOCATION
	{ WWT_PUSHTXTBTN,   RESIZE_LRTB,  COLOUR_GREY,   -11,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_VEHICLE_LIST
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,     1,    11,    15,    26, SPR_FLAG_VEH_STOPPED,STR_NULL},                         // DEPOT_WIDGET_STOP_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,  COLOUR_GREY,    12,    23,    15,    26, SPR_FLAG_VEH_RUNNING,STR_NULL},                         // DEPOT_WIDGET_START_ALL
	{  WWT_RESIZEBOX,   RESIZE_LRTB,  COLOUR_GREY,    24,    35,    15,    26, 0x0,                 STR_TOOLTIP_RESIZE},                // DEPOT_WIDGET_RESIZE
	{   WIDGETS_END},
};


static const WindowDesc _train_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 362, 123,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

static const WindowDesc _road_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 316, 97,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

static const WindowDesc _ship_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 306, 99,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

static const WindowDesc _aircraft_depot_desc(
	WDP_AUTO, WDP_AUTO, 36, 27, 332, 99,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets
);

extern void DepotSortList(VehicleList *list);

/**
 * This is the Callback method after the cloning attempt of a vehicle
 * @param success indicates completion (or not) of the operation
 * @param tile unused
 * @param p1 unused
 * @param p2 unused
 */
void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
	if (!success) return;

	const Vehicle *v = Vehicle::Get(_new_vehicle_id);

	ShowVehicleViewWindow(v);
}

static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head)
{
	const Vehicle *v = Vehicle::Get(sel);

	if (v == wagon) return;

	if (wagon == NULL) {
		if (head != NULL) wagon = head->Last();
	} else {
		wagon = wagon->Previous();
		if (wagon == NULL) return;
	}

	if (wagon == v) return;

	DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_MOVE_VEHICLE));
}

/* Array to hold the block sizes
 * First part is the vehicle type, while the last is 0 = x, 1 = y */
uint _block_sizes[4][2];

/* Array to hold the default resize capacities
 * First part is the vehicle type, while the last is 0 = x, 1 = y */
const uint _resize_cap[][2] = {
/* VEH_TRAIN */    {6, 10 * 29},
/* VEH_ROAD */     {5, 5},
/* VEH_SHIP */     {3, 3},
/* VEH_AIRCRAFT */ {3, 4},
};

static void ResizeDefaultWindowSizeForTrains()
{
	_block_sizes[VEH_TRAIN][0] = 1;
	_block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN);
}

static void ResizeDefaultWindowSizeForRoadVehicles()
{
	_block_sizes[VEH_ROAD][0] = 56;
	_block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD);
}

static void ResizeDefaultWindowSize(VehicleType type)
{
	uint max_width  = 0;
	uint max_height = 0;

	const Engine *e;
	FOR_ALL_ENGINES_OF_TYPE(e, type) {
		EngineID eid = e->index;
		uint x, y;

		switch (type) {
			default: NOT_REACHED();
			case VEH_SHIP:     GetShipSpriteSize(    eid, x, y); break;
			case VEH_AIRCRAFT: GetAircraftSpriteSize(eid, x, y); break;
		}
		if (x > max_width)  max_width  = x;
		if (y > max_height) max_height = y;
	}

	switch (type) {
		default: NOT_REACHED();
		case VEH_SHIP:
			_block_sizes[VEH_SHIP][0] = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite
			break;
		case VEH_AIRCRAFT:
			_block_sizes[VEH_AIRCRAFT][0] = max(74U, max_width);
			break;
	}
	_block_sizes[type][1] = max(GetVehicleListHeight(type), max_height);
}

/* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game
 * We will only need to call this once for each game */
void InitDepotWindowBlockSizes()
{
	ResizeDefaultWindowSizeForTrains();
	ResizeDefaultWindowSizeForRoadVehicles();
	ResizeDefaultWindowSize(VEH_SHIP);
	ResizeDefaultWindowSize(VEH_AIRCRAFT);
}

static void DepotSellAllConfirmationCallback(Window *w, bool confirmed);
const Sprite *GetAircraftSprite(EngineID engine);

struct DepotWindow : Window {
	VehicleID sel;
	VehicleType type;
	bool generate_list;
	VehicleList vehicle_list;
	VehicleList wagon_list;

	DepotWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, tile)
	{
		this->sel = INVALID_VEHICLE;
		this->generate_list = true;

		this->owner = GetTileOwner(tile);
		this->CreateDepotListWindow(type);

		this->FindWindowPlacementAndResize(desc);
	}

	~DepotWindow()
	{
		DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
	}

	/** Draw a vehicle in the depot window in the box with the top left corner at x,y
	 * @param *w Window to draw in
	 * @param *v Vehicle to draw
	 * @param x Left side of the box to draw in
	 * @param y Top of the box to draw in
	 */
	void DrawVehicleInDepot(const Vehicle *v, int x, int y)
	{
		bool free_wagon = false;
		int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);

		switch (v->type) {
			case VEH_TRAIN: {
				const Train *u = Train::From(v);
				free_wagon = u->IsFreeWagon();

				uint x_space = free_wagon ? TRAININFO_DEFAULT_VEHICLE_WIDTH : 0;
				DrawTrainImage(u, x + 24 + x_space, sprite_y - 1, this->sel, this->hscroll.GetCapacity() - x_space, this->hscroll.GetPosition());

				/* Number of wagons relative to a standard length wagon (rounded up) */
				SetDParam(0, (u->tcache.cached_total_length + 7) / 8);
				DrawString(this->widget[DEPOT_WIDGET_MATRIX].left, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK_COMA, TC_FROMSTRING, SA_RIGHT); // Draw the counter
				break;
			}

			case VEH_ROAD:     DrawRoadVehImage( v, x + 24, sprite_y, this->sel, ROADVEHINFO_DEFAULT_VEHICLE_WIDTH); break;
			case VEH_SHIP:     DrawShipImage(    v, x + 19, sprite_y - 1, this->sel); break;
			case VEH_AIRCRAFT: {
				const Sprite *spr = GetSprite(v->GetImage(DIR_W), ST_NORMAL);
				DrawAircraftImage(v, x + 12,
									y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
									this->sel);
			} break;
			default: NOT_REACHED();
		}

		if (free_wagon) {
			DrawString(x, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 2, STR_DEPOT_NO_ENGINE);
		} else {
			byte diff_x = 0, diff_y = 0;

			if (v->type == VEH_TRAIN || v->type == VEH_ROAD) {
				/* Arrange unitnumber and flag horizontally */
				diff_x = 15;
			} else {
				/* Arrange unitnumber and flag vertically */
				diff_y = 12;
			}

			DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);

			SetDParam(0, v->unitnumber);
			DrawString(x, this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 2, (uint16)(v->max_age - DAYS_IN_LEAP_YEAR) >= v->age ? STR_BLACK_COMMA : STR_RED_COMMA);
		}
	}

	void DrawDepotWindow()
	{
		TileIndex tile = this->window_number;
		int x, y, maxval;

		/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
		uint16 rows_in_display   = GB(this->widget[DEPOT_WIDGET_MATRIX].data, MAT_ROW_START, MAT_ROW_BITS);
		uint16 boxes_in_each_row = GB(this->widget[DEPOT_WIDGET_MATRIX].data, MAT_COL_START, MAT_COL_BITS);

		/* setup disabled buttons */
		this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_company),
			DEPOT_WIDGET_STOP_ALL,
			DEPOT_WIDGET_START_ALL,
			DEPOT_WIDGET_SELL,
			DEPOT_WIDGET_SELL_CHAIN,
			DEPOT_WIDGET_SELL_ALL,
			DEPOT_WIDGET_BUILD,
			DEPOT_WIDGET_CLONE,
			DEPOT_WIDGET_AUTOREPLACE,
			WIDGET_LIST_END);

		/* determine amount of items for scroller */
		if (this->type == VEH_TRAIN) {
			uint max_width = VEHICLEINFO_FULL_VEHICLE_WIDTH;
			for (uint num = 0; num < this->vehicle_list.Length(); num++) {
				uint width = 0;
				for (const Train *v = Train::From(this->vehicle_list[num]); v != NULL; v = v->Next()) {
					width += v->GetDisplayImageWidth();
				}
				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->hscroll.SetCount(max_width);
		} else {
			this->vscroll.SetCount((this->vehicle_list.Length() + this->hscroll.GetCapacity() - 1) / this->hscroll.GetCapacity());
		}

		/* locate the depot struct */
		if (this->type == VEH_AIRCRAFT) {
			SetDParam(0, GetStationIndex(tile)); // Airport name
		} else {
			Depot *depot = Depot::GetByTile(tile);
			assert(depot != NULL);

			SetDParam(0, depot->town_index);
		}

		this->DrawWidgets();

		uint16 num = this->vscroll.GetPosition() * boxes_in_each_row;
		maxval = min(this->vehicle_list.Length(), num + (rows_in_display * boxes_in_each_row));

		for (x = 2, y = 15; num < maxval; y += this->resize.step_height, x = 2) { // Draw the rows
			byte i;

			for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) {
				/* Draw all vehicles in the current row */
				const Vehicle *v = this->vehicle_list[num];
				this->DrawVehicleInDepot(v, x, y);
			}
		}

		maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.GetPosition() * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));

		/* draw the train wagons, that do not have an engine in front */
		for (; num < maxval; num++, y += 14) {
			const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()];
			this->DrawVehicleInDepot(v, x, y);
		}
	}

	struct GetDepotVehiclePtData {
		const Vehicle *head;
		const Vehicle *wagon;
	};

	enum DepotGUIAction {
		MODE_ERROR,
		MODE_DRAG_VEHICLE,
		MODE_SHOW_VEHICLE,
		MODE_START_STOP,
	};

	DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, const Vehicle **veh, GetDepotVehiclePtData *d) const
	{
		uint xt, row, xm = 0, ym = 0;
		int pos, skip = 0;
		uint16 boxes_in_each_row = GB(this->widget[DEPOT_WIDGET_MATRIX].data, MAT_COL_START, MAT_COL_BITS);

		if (this->type == VEH_TRAIN) {
			xt = 0;
			x -= 23;
		} else {
			xt = x / this->resize.step_width;
			xm = x % this->resize.step_width;
			if (xt >= this->hscroll.GetCapacity()) return MODE_ERROR;

			ym = (y - 14) % this->resize.step_height;
		}

		row = (y - 14) / this->resize.step_height;
		if (row >= this->vscroll.GetCapacity()) return MODE_ERROR;

		pos = ((row + this->vscroll.GetPosition()) * boxes_in_each_row) + xt;

		if ((int)(this->vehicle_list.Length() + this->wagon_list.Length()) <= pos) {
			if (this->type == VEH_TRAIN) {
				d->head  = NULL;
				d->wagon = NULL;
				return MODE_DRAG_VEHICLE;
			} else {
				return MODE_ERROR; // empty block, so no vehicle is selected
			}
		}

		if ((int)this->vehicle_list.Length() > pos) {
			*veh = this->vehicle_list[pos];
			skip = this->hscroll.GetPosition();
		} else {
			pos -= this->vehicle_list.Length();
			*veh = this->wagon_list[pos];
			/* free wagons don't have an initial loco. */
			x -= VEHICLEINFO_FULL_VEHICLE_WIDTH;
		}

		switch (this->type) {
			case VEH_TRAIN: {
				const Train *v = Train::From(*veh);
				d->head = d->wagon = v;

				/* either pressed the flag or the number, but only when it's a loco */
				if (x < 0 && v->IsFrontEngine()) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;

				/* Skip vehicles that are scrolled off the list */
				x += skip;

				/* find the vehicle in this row that was clicked */
				for (; v != NULL; v = v->Next()) {
					x -= v->GetDisplayImageWidth();
					if (x < 0) break;
				}

				d->wagon = (v != NULL ? v->GetFirstEnginePart() : NULL);

				return MODE_DRAG_VEHICLE;
			}

			case VEH_ROAD:
				if (xm >= 24) return MODE_DRAG_VEHICLE;
				if (xm <= 16) return MODE_SHOW_VEHICLE;
				break;

			case VEH_SHIP:
				if (xm >= 19) return MODE_DRAG_VEHICLE;
				if (ym <= 10) return MODE_SHOW_VEHICLE;
				break;

			case VEH_AIRCRAFT:
				if (xm >= 12) return MODE_DRAG_VEHICLE;
				if (ym <= 12) return MODE_SHOW_VEHICLE;
				break;

			default: NOT_REACHED();
		}
		return MODE_START_STOP;
	}

	void DepotClick(int x, int y)
	{
		GetDepotVehiclePtData gdvp = { NULL, NULL };
		const Vehicle *v = NULL;
		DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp);

		/* share / copy orders */
		if (_thd.place_mode != HT_NONE && mode != MODE_ERROR) {
			_place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v);
			return;
		}

		if (this->type == VEH_TRAIN) v = gdvp.wagon;

		switch (mode) {
			case MODE_ERROR: // invalid
				return;

			case MODE_DRAG_VEHICLE: { // start dragging of vehicle
				VehicleID sel = this->sel;

				if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) {
					this->sel = INVALID_VEHICLE;
					TrainDepotMoveVehicle(v, sel, gdvp.head);
				} else if (v != NULL) {
					int image = v->GetImage(DIR_W);

					this->sel = v->index;
					this->SetDirty();
					SetObjectToPlaceWnd(image, GetVehiclePalette(v), HT_DRAG, this);

					switch (v->type) {
						case VEH_TRAIN:
							_cursor.short_vehicle_offset = 16 - Train::From(v)->tcache.cached_veh_length * 2;
							break;

						case VEH_ROAD:
							_cursor.short_vehicle_offset = 16 - RoadVehicle::From(v)->rcache.cached_veh_length * 2;
							break;

						default:
							_cursor.short_vehicle_offset = 0;
							break;
					}
					_cursor.vehchain = _ctrl_pressed;
				}
			} break;

			case MODE_SHOW_VEHICLE: // show info window
				ShowVehicleViewWindow(v);
				break;

			case MODE_START_STOP: { // click start/stop flag
				uint command;

				switch (this->type) {
					case VEH_TRAIN:    command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_TRAIN);        break;
					case VEH_ROAD:     command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE); break;
					case VEH_SHIP:     command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_SHIP);         break;
					case VEH_AIRCRAFT: command = CMD_START_STOP_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_STOP_START_AIRCRAFT);     break;
					default: NOT_REACHED();
				}
				DoCommandP(v->tile, v->index, 0, command);
			} break;

			default: NOT_REACHED();
		}
	}

	/**
	 * Clones a vehicle
	 * @param *v is the original vehicle to clone
	 */
	void HandleCloneVehClick(const Vehicle *v)
	{
		if (v == NULL || !IsCompanyBuildableVehicleType(v)) return;

		if (!v->IsPrimaryVehicle()) {
			v = v->First();
			/* Do nothing when clicking on a train in depot with no loc attached */
			if (v->type == VEH_TRAIN && !Train::From(v)->IsFrontEngine()) return;
		}

		DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CMD_CLONE_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN + v->type), CcCloneVehicle);

		ResetObjectToPlace();
	}

	void ResizeDepotButtons()
	{
		ResizeButtons(this, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);

		if (this->type == VEH_TRAIN) {
			/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
			 * This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason                                                  */
			this->widget[DEPOT_WIDGET_SELL_CHAIN].top  = ((this->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - this->widget[DEPOT_WIDGET_SELL].top) / 2) + this->widget[DEPOT_WIDGET_SELL].top;
			this->widget[DEPOT_WIDGET_SELL].bottom     = this->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
		}
	}

	/* Function to set up vehicle specific sprites and strings
	 * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
	 * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
	 */
	void SetupStringsForDepotWindow(VehicleType type)
	{
		this->widget[DEPOT_WIDGET_CAPTION].data          = STR_DEPOT_TRAIN_CAPTION + type;
		this->widget[DEPOT_WIDGET_STOP_ALL].tooltips     = STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP + type;
		this->widget[DEPOT_WIDGET_START_ALL].tooltips    = STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP + type;
		this->widget[DEPOT_WIDGET_SELL].tooltips         = STR_DEPOT_TRAIN_SELL_TOOLTIP + type;
		this->widget[DEPOT_WIDGET_SELL_ALL].tooltips     = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP + type;

		this->widget[DEPOT_WIDGET_BUILD].data            = STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON + type;
		this->widget[DEPOT_WIDGET_BUILD].tooltips        = STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP + type;
		this->widget[DEPOT_WIDGET_CLONE].data            = STR_DEPOT_CLONE_TRAIN + type;
		this->widget[DEPOT_WIDGET_CLONE].tooltips        = STR_DEPOT_CLONE_TRAIN_DEPOT_INFO + type;

		this->widget[DEPOT_WIDGET_LOCATION].tooltips     = STR_DEPOT_TRAIN_LOCATION_TOOLTIP + type;
		this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP + type;
		this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips  = STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP + type;

		switch (type) {
			default: NOT_REACHED();

			case VEH_TRAIN:
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_TRAIN;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_TRAIN;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
				break;

			case VEH_ROAD:
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_ROADVEH;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_ROADVEH;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
				break;

			case VEH_SHIP:
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_SHIP;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_SHIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
				break;

			case VEH_AIRCRAFT:
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;

				/* Sprites */
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_AIRCRAFT;
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_AIRCRAFT;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
				break;
		}
	}

	void CreateDepotListWindow(VehicleType type)
	{
		this->type = type;
		_backup_orders_tile = 0;

		assert(IsCompanyBuildableVehicleType(type)); // ensure that we make the call with a valid type

		/* Resize the window according to the vehicle type */

		/* Set the number of blocks in each direction */
		this->vscroll.SetCapacity(_resize_cap[type][0]);
		this->hscroll.SetCapacity(_resize_cap[type][1]);

		/* Set the block size */
		this->resize.step_width  = _block_sizes[type][0];
		this->resize.step_height = _block_sizes[type][1];

		/* Enlarge the window to fit with the selected number of blocks of the selected size */
		ResizeWindow(this,
					_block_sizes[type][0] * this->hscroll.GetCapacity(),
					_block_sizes[type][1] * this->vscroll.GetCapacity());

		if (type == VEH_TRAIN) {
			/* Make space for the horizontal scrollbar vertically, and the unit
			 * number, flag, and length counter horizontally. */
			ResizeWindow(this, 36, 12);
			/* substract the newly added space from the matrix since it was meant for the scrollbar */
			this->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
		}

		/* Set the minimum window size to the current window size */
		this->resize.width  = this->width;
		this->resize.height = this->height;

		this->SetupStringsForDepotWindow(type);

		this->widget[DEPOT_WIDGET_MATRIX].data =
			(this->vscroll.GetCapacity() << MAT_ROW_START) // number of rows to draw on the background
			+ ((type == VEH_TRAIN ? 1 : this->hscroll.GetCapacity()) << MAT_COL_START); // number of boxes in each row. Trains always have just one


		this->SetWidgetsHiddenState(type != VEH_TRAIN,
			DEPOT_WIDGET_H_SCROLL,
			DEPOT_WIDGET_SELL_CHAIN,
			WIDGET_LIST_END);

		this->ResizeDepotButtons();
	}

	virtual void OnInvalidateData(int data)
	{
		this->generate_list = true;
	}

	virtual void OnPaint()
	{
		if (this->generate_list) {
			/* Generate the vehicle list
			 * It's ok to use the wagon pointers for non-trains as they will be ignored */
			BuildDepotVehicleList(this->type, this->window_number, &this->vehicle_list, &this->wagon_list);
			this->generate_list = false;
			DepotSortList(&this->vehicle_list);
		}
		this->DrawDepotWindow();
	}

	virtual void OnClick(Point pt, int widget)
	{
		switch (widget) {
			case DEPOT_WIDGET_MATRIX: // List
				this->DepotClick(pt.x, pt.y);
				break;

			case DEPOT_WIDGET_BUILD: // Build vehicle
				ResetObjectToPlace();
				ShowBuildVehicleWindow(this->window_number, this->type);
				break;

			case DEPOT_WIDGET_CLONE: // Clone button
				this->InvalidateWidget(DEPOT_WIDGET_CLONE);
				this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);

				if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
					static const CursorID clone_icons[] = {
						SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
						SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
					};

					_place_clicked_vehicle = NULL;
					SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, HT_RECT, this);
				} else {
					ResetObjectToPlace();
				}
					break;

			case DEPOT_WIDGET_LOCATION:
				if (_ctrl_pressed) {
					ShowExtraViewPortWindow(this->window_number);
				} else {
					ScrollMainWindowToTile(this->window_number);
				}
				break;

			case DEPOT_WIDGET_STOP_ALL:
			case DEPOT_WIDGET_START_ALL:
				DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), CMD_MASS_START_STOP);
				break;

			case DEPOT_WIDGET_SELL_ALL:
				/* Only open the confimation window if there are anything to sell */
				if (this->vehicle_list.Length() != 0 || this->wagon_list.Length() != 0) {
					TileIndex tile = this->window_number;
					byte vehtype = this->type;

					SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : Depot::GetByTile(tile)->town_index);
					ShowQuery(
						STR_DEPOT_TRAIN_CAPTION + vehtype,
						STR_DEPOT_SELL_CONFIRMATION_TEXT,
						this,
						DepotSellAllConfirmationCallback
					);
				}
				break;

			case DEPOT_WIDGET_VEHICLE_LIST:
				ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
				break;

			case DEPOT_WIDGET_AUTOREPLACE:
				DoCommandP(this->window_number, this->type, 0, CMD_DEPOT_MASS_AUTOREPLACE);
				break;

		}
	}

	virtual void OnRightClick(Point pt, int widget)
	{
		if (widget != DEPOT_WIDGET_MATRIX) return;

		GetDepotVehiclePtData gdvp = { NULL, NULL };
		const Vehicle *v = NULL;
		DepotGUIAction mode = this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp);

		if (this->type == VEH_TRAIN) v = gdvp.wagon;

		if (v != NULL && mode == MODE_DRAG_VEHICLE) {
			CargoArray capacity, loaded;

			/* Display info for single (articulated) vehicle, or for whole chain starting with selected vehicle */
			bool whole_chain = (this->type == VEH_TRAIN && _ctrl_pressed);

			/* loop through vehicle chain and collect cargos */
			uint num = 0;
			for (const Vehicle *w = v; w != NULL; w = w->Next()) {
				if (w->cargo_cap > 0 && w->cargo_type < NUM_CARGO) {
					capacity[w->cargo_type] += w->cargo_cap;
					loaded  [w->cargo_type] += w->cargo.Count();
				}

				if (w->type == VEH_TRAIN && !Train::From(w)->HasArticulatedPart()) {
					num++;
					if (!whole_chain) break;
				}
			}

			/* Build tooltipstring */
			static char details[1024];
			details[0] = '\0';
			char *pos = details;

			for (CargoID cargo_type = 0; cargo_type < NUM_CARGO; cargo_type++) {
				if (capacity[cargo_type] == 0) continue;

				SetDParam(0, cargo_type);           // {CARGO} #1
				SetDParam(1, loaded[cargo_type]);   // {CARGO} #2
				SetDParam(2, cargo_type);           // {SHORTCARGO} #1
				SetDParam(3, capacity[cargo_type]); // {SHORTCARGO} #2
				pos = GetString(pos, STR_DEPOT_VEHICLE_TOOLTIP_CARGO, lastof(details));
			}

			/* Show tooltip window */
			uint64 args[2];
			args[0] = (whole_chain ? num : v->engine_type);
			args[1] = (uint64)(size_t)details;
			GuiShowTooltips(whole_chain ? STR_DEPOT_VEHICLE_TOOLTIP_CHAIN : STR_DEPOT_VEHICLE_TOOLTIP, 2, args);
		} else {
			/* Show tooltip help */
			GuiShowTooltips(STR_DEPOT_TRAIN_LIST_TOOLTIP + this->type);
		}
	}


	virtual void OnPlaceObject(Point pt, TileIndex tile)
	{
		const Vehicle *v = CheckMouseOverVehicle();

		if (v != NULL) this->HandleCloneVehClick(v);
	}

	virtual void OnPlaceObjectAbort()
	{
		/* abort clone */
		this->RaiseWidget(DEPOT_WIDGET_CLONE);
		this->InvalidateWidget(DEPOT_WIDGET_CLONE);

		/* abort drag & drop */
		this->sel = INVALID_VEHICLE;
		this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
	};

	/* check if a vehicle in a depot was clicked.. */
	virtual void OnMouseLoop()
	{
		const Vehicle *v = _place_clicked_vehicle;

		/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
		if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
			_place_clicked_vehicle = NULL;
			this->HandleCloneVehClick(v);
		}
	}

	virtual void OnDragDrop(Point pt, int widget)
	{
		switch (widget) {
			case DEPOT_WIDGET_MATRIX: {
				const Vehicle *v = NULL;
				VehicleID sel = this->sel;

				this->sel = INVALID_VEHICLE;
				this->SetDirty();

				if (this->type == VEH_TRAIN) {
					GetDepotVehiclePtData gdvp = { NULL, NULL };

					if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
						sel != INVALID_VEHICLE) {
						if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
							DoCommandP(Vehicle::Get(sel)->tile, Vehicle::Get(sel)->index, true, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE));
						} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
							TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
						} else if (gdvp.head != NULL && Train::From(gdvp.head)->IsFrontEngine()) {
							ShowVehicleViewWindow(gdvp.head);
						}
					}
				} else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
					v != NULL &&
					sel == v->index) {
					ShowVehicleViewWindow(v);
				}
			} break;

			case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
				if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) &&
					this->sel != INVALID_VEHICLE) {

					if (this->IsWidgetDisabled(widget)) return;
					if (this->sel == INVALID_VEHICLE) return;

					this->HandleButtonClick(widget);

					const Vehicle *v = Vehicle::Get(this->sel);
					this->sel = INVALID_VEHICLE;
					this->SetDirty();

					int sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;

					bool is_engine = (v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine());

					if (is_engine) {
						_backup_orders_tile = v->tile;
						BackupVehicleOrders(v);
					}

					if (!DoCommandP(v->tile, v->index, sell_cmd, GetCmdSellVeh(v->type)) && is_engine) _backup_orders_tile = 0;
				}
				break;
			default:
				this->sel = INVALID_VEHICLE;
				this->SetDirty();
		}
		_cursor.vehchain = false;
	}

	virtual void OnTimeout()
	{
		if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL)) {
			this->RaiseWidget(DEPOT_WIDGET_SELL);
			this->InvalidateWidget(DEPOT_WIDGET_SELL);
		}
		if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL_CHAIN)) {
			this->RaiseWidget(DEPOT_WIDGET_SELL_CHAIN);
			this->InvalidateWidget(DEPOT_WIDGET_SELL_CHAIN);
		}
	}

	virtual void OnResize(Point delta)
	{
		this->vscroll.UpdateCapacity(delta.y / (int)this->resize.step_height);
		this->hscroll.UpdateCapacity(delta.x / (int)this->resize.step_width);
		this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.GetCapacity() << MAT_ROW_START) + ((this->type == VEH_TRAIN ? 1 : this->hscroll.GetCapacity()) << MAT_COL_START);
		this->ResizeDepotButtons();
	}

	virtual EventState OnCTRLStateChange()
	{
		if (this->sel != INVALID_VEHICLE) {
			_cursor.vehchain = _ctrl_pressed;
			this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
			return ES_HANDLED;
		}

		return ES_NOT_HANDLED;
	}
};

static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)
{
	if (confirmed) {
		DepotWindow *w = (DepotWindow*)win;
		TileIndex tile = w->window_number;
		byte vehtype = w->type;
		DoCommandP(tile, vehtype, 0, CMD_DEPOT_SELL_ALL_VEHICLES);
	}
}

/** Opens a depot window
 * @param tile The tile where the depot/hangar is located
 * @param type The type of vehicles in the depot
 */
void ShowDepotWindow(TileIndex tile, VehicleType type)
{
	if (BringWindowToFrontById(WC_VEHICLE_DEPOT, tile) != NULL) return;

	const WindowDesc *desc;
	switch (type) {
		default: NOT_REACHED();
		case VEH_TRAIN:    desc = &_train_depot_desc;    break;
		case VEH_ROAD:     desc = &_road_depot_desc;     break;
		case VEH_SHIP:     desc = &_ship_depot_desc;     break;
		case VEH_AIRCRAFT: desc = &_aircraft_depot_desc; break;
	}

	new DepotWindow(desc, tile, type);
}

/** Removes the highlight of a vehicle in a depot window
 * @param *v Vehicle to remove all highlights from
 */
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
{
	DepotWindow *w;

	/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
	 * If that is the case, we can skip looping though the windows and save time
	 */
	if (_special_mouse_mode != WSM_DRAGDROP) return;

	w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
	if (w != NULL) {
		if (w->sel == v->index) ResetObjectToPlace();
	}
}