vehicle_gui.h
author bjarni
Tue, 05 Dec 2006 22:40:42 +0000
changeset 5255 b693a9941b8c
parent 4932 4bf213d0ed53
permissions -rw-r--r--
(svn r7385) -Fix: FS#418 Deleting Train in depot with autoreplace failes
This turned out to be due to continue to drag the old vehicle, that autoreplace sold
This could also be triggered if more than one player used the same company
Now deleting a vehicle will remove all depot highlights of that vehicle
/* $Id$ */

#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(void);

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

#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 DrawTrainEnginePurchaseInfo(int x, int y, uint w, EngineID engine_number);
void DrawTrainWagonPurchaseInfo(int x, int y, uint w, EngineID engine_number);
void DrawRoadVehPurchaseInfo(int x, int y, uint w, EngineID engine_number);
void DrawAircraftPurchaseInfo(int x, int y, uint w, EngineID engine_number);
void DrawShipPurchaseInfo(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 ShowBuildTrainWindow(TileIndex tile);
void ShowBuildRoadVehWindow(TileIndex tile);
void ShowBuildShipWindow(TileIndex tile);
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(PlayerID player, StationID station, byte vehicle_type);
void ShowVehWithSharedOrders(Vehicle *v, byte vehicle_type);
void ShowVehDepotOrders(PlayerID player, byte vehicle_type, TileIndex depot_tile);


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 byte GetVehicleListHeight(byte type)
{
	return (type == VEH_Train || type == VEH_Road) ? 14 : 24;
}

#endif /* VEHICLE_GUI_H */