src/depot_gui.cpp
author rubidium
Fri, 18 Jul 2008 12:20:31 +0000
changeset 11171 04fc8e49df1b
parent 10757 7f002e778125
permissions -rw-r--r--
(svn r13729) -Fix: assumption that non-north tiles of a house do not have the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded.
/* $Id$ */

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

#include "stdafx.h"
#include "openttd.h"
#include "train.h"
#include "roadveh.h"
#include "ship.h"
#include "aircraft.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 "station_map.h"
#include "newgrf_engine.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "player_func.h"
#include "order_func.h"
#include "depot_base.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,    14,     0,    10,     0,    13, STR_00C5,            STR_018B_CLOSE_WINDOW},            // DEPOT_WIDGET_CLOSEBOX
	{    WWT_CAPTION,  RESIZE_RIGHT,    14,    11,    23,     0,    13, 0x0,                 STR_018C_WINDOW_TITLE_DRAG_THIS},  // DEPOT_WIDGET_CAPTION
	{  WWT_STICKYBOX,     RESIZE_LR,    14,    24,    35,     0,    13, 0x0,                 STR_STICKY_BUTTON},                // DEPOT_WIDGET_STICKY

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

	{     WWT_MATRIX,     RESIZE_RB,    14,     0,     0,    14,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_MATRIX
	{  WWT_SCROLLBAR,    RESIZE_LRB,    14,    24,    35,    14,    14, 0x0,                 STR_0190_SCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL

	{ WWT_HSCROLLBAR,    RESIZE_RTB,    14,     0,     0,     3,    14, 0x0,                 STR_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,    14,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_BUILD
	{    WWT_TEXTBTN,     RESIZE_TB,    14,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_CLONE
	{ WWT_PUSHTXTBTN,    RESIZE_RTB,    14,     0,   -12,    15,    26, STR_00E4_LOCATION,   STR_NULL},                         // DEPOT_WIDGET_LOCATION
	{ WWT_PUSHTXTBTN,   RESIZE_LRTB,    14,   -11,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_VEHICLE_LIST
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,    14,     1,    11,    15,    26, SPR_FLAG_VEH_STOPPED,STR_NULL},                         // DEPOT_WIDGET_STOP_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,    14,    12,    23,    15,    26, SPR_FLAG_VEH_RUNNING,STR_NULL},                         // DEPOT_WIDGET_START_ALL
	{  WWT_RESIZEBOX,   RESIZE_LRTB,    14,    24,    35,    15,    26, 0x0,                 STR_RESIZE_BUTTON},                // DEPOT_WIDGET_RESIZE
	{   WIDGETS_END},
};


static const WindowDesc _train_depot_desc = {
	WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
	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, 36, 27,
	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, 36, 27,
	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, 36, 27,
	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 int WagonLengthToPixels(int len);
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 = GetVehicle(_new_vehicle_id);

	ShowVehicleViewWindow(v);
}

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

	if (v == wagon) return;

	if (wagon == NULL) {
		if (head != NULL) wagon = GetLastVehicleInChain(head);
	} 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, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_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, WindowNumber window_number) : Window(desc, window_number)
	{
		this->sel = INVALID_VEHICLE;
		this->generate_list = true;

		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(Window *w, const Vehicle *v, int x, int y)
	{
		byte diff_x = 0, diff_y = 0;

		int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);

		switch (v->type) {
			case VEH_TRAIN:
				DrawTrainImage(v, x + 21, sprite_y, this->sel, this->hscroll.cap + 4, this->hscroll.pos);

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

			case VEH_ROAD:     DrawRoadVehImage( v, x + 24, sprite_y, this->sel, 1); 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));
				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 (this->resize.step_height == 14) {
			/* VEH_TRAIN and VEH_ROAD, which are low */
			diff_x = 15;
		} else {
			/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
			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, y + 2, (uint16)(v->max_age - 366) >= v->age ? STR_00E2 : STR_00E3, TC_FROMSTRING);
	}

	void DrawDepotWindow(Window *w)
	{
		TileIndex tile = this->window_number;
		int x, y, i, maxval;
		uint16 hnum;

		/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
		uint16 rows_in_display   = this->widget[DEPOT_WIDGET_MATRIX].data >> 8;
		uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;

		/* setup disabled buttons */
		this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_player),
			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) {
			hnum = 8;
			for (uint num = 0; num < this->vehicle_list.Length(); num++) {
				const Vehicle *v = this->vehicle_list[num];
				hnum = max(hnum, v->u.rail.cached_total_length);
			}
			/* Always have 1 empty row, so people can change the setting of the train */
			SetVScrollCount(w, this->vehicle_list.Length() + this->wagon_list.Length() + 1);
			SetHScrollCount(w, WagonLengthToPixels(hnum));
		} else {
			SetVScrollCount(w, (this->vehicle_list.Length() + this->hscroll.cap - 1) / this->hscroll.cap);
		}

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

			SetDParam(0, depot->town_index);
		}

		w->DrawWidgets();

		uint16 num = this->vscroll.pos * 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];
				DrawVehicleInDepot(w, v, x, y);
			}
		}

		maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll.pos * 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()];
			const Vehicle *u;

			DrawTrainImage(v, x + 50, y, this->sel, this->hscroll.cap - 29, 0);
			DrawString(x, y + 2, STR_8816, TC_FROMSTRING);

			/*Draw the train counter */
			i = 0;
			u = v;
			do i++; while ((u = u->Next()) != NULL); // Determine length of train
			SetDParam(0, i);                      // Set the counter
			DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
		}
	}

	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 = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;

		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.cap) return MODE_ERROR;

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

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

		pos = ((row + this->vscroll.pos) * 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.pos;
		} else {
			pos -= this->vehicle_list.Length();
			*veh = this->wagon_list[pos];
			/* free wagons don't have an initial loco. */
			x -= _traininfo_vehicle_width;
		}

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

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

				skip = (skip * 8) / _traininfo_vehicle_width;
				x = (x * 8) / _traininfo_vehicle_width;

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

				/* find the vehicle in this row that was clicked */
				while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next();

				/* if an articulated part was selected, find its parent */
				while (v != NULL && IsArticulatedPart(v)) v = v->Previous();

				d->wagon = v;

				return MODE_DRAG_VEHICLE;
				}
				break;

			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 != VHM_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), VHM_DRAG, this);
					_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_TRAIN | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN);          break;
					case VEH_ROAD:     command = CMD_START_STOP_ROADVEH | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break;
					case VEH_SHIP:     command = CMD_START_STOP_SHIP | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP);            break;
					case VEH_AIRCRAFT: command = CMD_START_STOP_AIRCRAFT | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT);    break;
					default: NOT_REACHED(); command = 0;
				}
				DoCommandP(v->tile, v->index, 0, NULL, command);
			} break;

			default: NOT_REACHED();
		}
	}

	/**
	* Clones a vehicle
	* @param *v is the original vehicle to clone
	* @param *w is the window of the depot where the clone is build
	*/
	void HandleCloneVehClick(const Vehicle *v, const Window *w)
	{
		uint error_str;

		if (v == NULL) 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 && !IsFrontEngine(v)) return;
		}

		switch (v->type) {
			case VEH_TRAIN:    error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break;
			case VEH_ROAD:     error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE);     break;
			case VEH_SHIP:     error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP);             break;
			case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT);         break;
			default: return;
		}

		DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str);

		ResetObjectToPlace();
	}

	void ResizeDepotButtons(Window *w)
	{
		ResizeButtons(w, 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)
	{
		switch (type) {
			default: NOT_REACHED();

			case VEH_TRAIN:
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_8800_TRAIN_DEPOT;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_8815_NEW_VEHICLES;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_8840_BUILD_NEW_TRAIN_VEHICLE;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_TRAIN;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_TRAIN_DEPOT_INFO;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;

				/* 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_CAPTION].data      = STR_9003_ROAD_VEHICLE_DEPOT;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_9022_VEHICLES_CLICK_ON_VEHICLE;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_9004_NEW_VEHICLES;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9023_BUILD_NEW_ROAD_VEHICLE;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_ROAD_VEHICLE;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;

				/* 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_CAPTION].data      = STR_9803_SHIP_DEPOT;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_981F_SHIPS_CLICK_ON_SHIP_FOR;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_9804_NEW_SHIPS;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9820_BUILD_NEW_SHIP;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_SHIP;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_SHIP_DEPOT_INFO;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;

				/* 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_CAPTION].data      = STR_A002_AIRCRAFT_HANGAR;
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO;
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT;

				this->widget[DEPOT_WIDGET_BUILD].data        = STR_A003_NEW_AIRCRAFT;
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_A022_BUILD_NEW_AIRCRAFT;
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_AIRCRAFT;
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;

				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;

				/* 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(IsPlayerBuildableVehicleType(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.cap = _resize_cap[type][0];
		this->hscroll.cap = _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.cap,
					_block_sizes[type][1] * this->vscroll.cap);

		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.cap * 0x100) // number of rows to draw on the background
			+ (type == VEH_TRAIN ? 1 : this->hscroll.cap); // 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);

		ResizeDepotButtons(this);
	}

	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);
		}
		DrawDepotWindow(this);
	}

	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, VHM_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), NULL, 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) {
					static const StringID confirm_captions[] = {
						STR_8800_TRAIN_DEPOT,
						STR_9003_ROAD_VEHICLE_DEPOT,
						STR_9803_SHIP_DEPOT,
						STR_A002_AIRCRAFT_HANGAR
					};
					TileIndex tile = this->window_number;
					byte vehtype = this->type;

					SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
					ShowQuery(
						confirm_captions[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, NULL, CMD_DEPOT_MASS_AUTOREPLACE);
				break;

		}
	}

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

		if (v != NULL) HandleCloneVehClick(v, this);
	}

	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;
			HandleCloneVehClick(v, this);
		}
	}

	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(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN));
						} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
							TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
						} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
							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) {
					uint command;

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

					this->HandleButtonClick(widget);

					const Vehicle *v = GetVehicle(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 && !IsFrontEngine(v)));

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

					switch (v->type) {
						case VEH_TRAIN:    command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break;
						case VEH_ROAD:     command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE);       break;
						case VEH_SHIP:     command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP);                   break;
						case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT);           break;
						default: NOT_REACHED(); command = 0;
					}

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

	virtual void OnResize(Point new_size, Point delta)
	{
		this->vscroll.cap += delta.y / (int)this->resize.step_height;
		this->hscroll.cap += delta.x / (int)this->resize.step_width;
		this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap << 8) + (this->type == VEH_TRAIN ? 1 : this->hscroll.cap);
		ResizeDepotButtons(this);
	}

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

		return ES_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, NULL, 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)
{
	DepotWindow *w;

	switch (type) {
		default: NOT_REACHED();
		case VEH_TRAIN:
			w = AllocateWindowDescFront<DepotWindow>(&_train_depot_desc, tile); break;
		case VEH_ROAD:
			w = AllocateWindowDescFront<DepotWindow>(&_road_depot_desc, tile); break;
		case VEH_SHIP:
			w = AllocateWindowDescFront<DepotWindow>(&_ship_depot_desc, tile); break;
		case VEH_AIRCRAFT:
			w = AllocateWindowDescFront<DepotWindow>(&_aircraft_depot_desc, tile); break;
	}

	if (w == NULL) return;

	w->caption_color = GetTileOwner(tile);
	w->CreateDepotListWindow(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) {
		w->sel = INVALID_VEHICLE;
		ResetObjectToPlace();
	}
}