src/autoreplace_gui.cpp
author truebrain
Thu, 12 Jun 2008 19:47:02 +0000
branchnoai
changeset 10942 cd3f2d07199f
parent 10776 07203fc29812
permissions -rw-r--r--
(svn r13496) [NoAI] -Fix: if a library depends on an other library, the import became globally known, which defeats the idea of imports. They are now restricted to their scope, and 'import' returns the class of import (if any)
/* $Id$ */

/** @file autoreplace_gui.cpp GUI for autoreplace handling. */

#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "gui.h"
#include "command_func.h"
#include "variables.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "group.h"
#include "rail.h"
#include "strings_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "gfx_func.h"
#include "player_func.h"
#include "widgets/dropdown_func.h"
#include "engine_func.h"
#include "engine_base.h"
#include "window_gui.h"
#include "engine_gui.h"

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

void DrawEngineList(VehicleType type, int x, int y, const GUIEngineList *eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group);

static const StringID _rail_types_list[] = {
	STR_RAIL_VEHICLES,
	STR_ELRAIL_VEHICLES,
	STR_MONORAIL_VEHICLES,
	STR_MAGLEV_VEHICLES,
	INVALID_STRING_ID
};

enum ReplaceVehicleWindowWidgets {
	RVW_WIDGET_LEFT_MATRIX = 3,
	RVW_WIDGET_LEFT_SCROLLBAR,
	RVW_WIDGET_RIGHT_MATRIX,
	RVW_WIDGET_RIGHT_SCROLLBAR,
	RVW_WIDGET_LEFT_DETAILS,
	RVW_WIDGET_RIGHT_DETAILS,

	/* Button row */
	RVW_WIDGET_START_REPLACE,
	RVW_WIDGET_INFO_TAB,
	RVW_WIDGET_STOP_REPLACE,
	RVW_WIDGET_RESIZE,

	/* Train only widgets */
	RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE,
	RVW_WIDGET_TRAIN_FLUFF_LEFT,
	RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN,
	RVW_WIDGET_TRAIN_FLUFF_RIGHT,
	RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE,
};

static int CDECL TrainEngineNumberSorter(const void *a, const void *b)
{
	const EngineID va = *(const EngineID*)a;
	const EngineID vb = *(const EngineID*)b;
	int r = ListPositionOfEngine(va) - ListPositionOfEngine(vb);

	return r;
}

/** Rebuild the left autoreplace list if an engine is removed or added
 * @param e Engine to check if it is removed or added
 * @param id_g The group the engine belongs to
 *  Note: this function only works if it is called either
 *   - when a new vehicle is build, but before it's counted in num_engines
 *   - when a vehicle is deleted and after it's substracted from num_engines
 *   - when not changing the count (used when changing replace orders)
 */
void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g)
{
	Player *p = GetPlayer(_local_player);
	uint num_engines = GetGroupNumEngines(_local_player, id_g, e);

	if (num_engines == 0 || p->num_engines[e] == 0) {
		/* We don't have any of this engine type.
		 * Either we just sold the last one, we build a new one or we stopped replacing it.
		 * In all cases, we need to update the left list */
		InvalidateWindowData(WC_REPLACE_VEHICLE, GetEngine(e)->type, true);
	}
}

/** When an engine is made buildable or is removed from being buildable, add/remove it from the build/autoreplace lists
 * @param type The type of engine
 */
void AddRemoveEngineFromAutoreplaceAndBuildWindows(VehicleType type)
{
	InvalidateWindowData(WC_REPLACE_VEHICLE, type, false); // Update the autoreplace window
	InvalidateWindowClassesData(WC_BUILD_VEHICLE); // The build windows needs updating as well
}

/** Get the default cargo type for an engine
 * @param engine the EngineID to get the cargo for
 * @return the cargo type carried by the engine (CT_INVALID if engine got no cargo capacity)
 */
static CargoID EngineCargo(EngineID engine)
{
	if (engine == INVALID_ENGINE) return CT_INVALID; // surely INVALID_ENGINE can't carry anything but CT_INVALID

	switch (GetEngine(engine)->type) {
		default: NOT_REACHED();
		case VEH_TRAIN:
			if (RailVehInfo(engine)->capacity == 0) return CT_INVALID; // no capacity -> can't carry cargo
			return RailVehInfo(engine)->cargo_type;
		case VEH_ROAD:       return RoadVehInfo(engine)->cargo_type;
		case VEH_SHIP:       return ShipVehInfo(engine)->cargo_type;
		case VEH_AIRCRAFT:   return CT_PASSENGERS; // all planes are build with passengers by default
	}
}

/** Figure out if two engines got at least one type of cargo in common (refitting if needed)
 * @param engine_a one of the EngineIDs
 * @param engine_b the other EngineID
 * @return true if they can both carry the same type of cargo (or at least one of them got no capacity at all)
 */
static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b)
{
	CargoID a = EngineCargo(engine_a);
	CargoID b = EngineCargo(engine_b);

	 /* we should always be able to refit to/from locomotives without capacity
	  * Because of that, CT_INVALID shoudl always return true */
	if (a == CT_INVALID || b == CT_INVALID || a == b) return true; // they carry no ro the same type by default
	if (EngInfo(engine_a)->refit_mask & EngInfo(engine_b)->refit_mask) return true; // both can refit to the same
	if (CanRefitTo(engine_a, b) || CanRefitTo(engine_b, a)) return true; // one can refit to what the other one carries
	return false;
}

/**
 * Window for the autoreplacing of vehicles.
 */
class ReplaceVehicleWindow : public Window {
	byte sel_index[2];
	EngineID sel_engine[2];
	uint16 count[2];
	bool wagon_btnstate; ///< true means engine is selected
	GUIEngineList list[2];
	bool update_left;
	bool update_right;
	bool init_lists;
	GroupID sel_group;
	static RailType sel_railtype;

	/** Figure out if an engine should be added to a list
	 * @param e The EngineID
	 * @param draw_left If true, then the left list is drawn (the engines specific to the railtype you selected)
	 * @param show_engines if truem then locomotives are drawn, else wagons (never both)
	 * @return true if the engine should be in the list (based on this check)
	 */
	bool GenerateReplaceRailList(EngineID e, bool draw_left, bool show_engines)
	{
		const RailVehicleInfo *rvi = RailVehInfo(e);

		/* Ensure that the wagon/engine selection fits the engine. */
		if ((rvi->railveh_type == RAILVEH_WAGON) == show_engines) return false;

		if (draw_left && show_engines) {
			/* Ensure that the railtype is specific to the selected one */
			if (rvi->railtype != this->sel_railtype) return false;
		} else {
			/* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel)
			 * The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */
			if (!IsCompatibleRail(rvi->railtype, this->sel_railtype)) return false;
		}
		return true;
	}


	/** Generate a list
	 * @param w Window, that contains the list
	 * @param draw_left true if generating the left list, otherwise false
	 */
	void GenerateReplaceVehList(Window *w, bool draw_left)
	{
		EngineID selected_engine = INVALID_ENGINE;
		VehicleType type = (VehicleType)this->window_number;
		byte i = draw_left ? 0 : 1;

		GUIEngineList *list = &this->list[i];
		list->Clear();

		const Engine *e;
		FOR_ALL_ENGINES_OF_TYPE(e, type) {
			EngineID eid = e->index;
			if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, this->wagon_btnstate)) continue; // special rules for trains

			if (draw_left) {
				const GroupID selected_group = this->sel_group;
				const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);

				/* Skip drawing the engines we don't have any of and haven't set for replacement */
				if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
			} else {
				/* This is for engines we can replace to and they should depend on what we selected to replace from */
				if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
				if (!EnginesGotCargoInCommon(eid, this->sel_engine[0])) continue; // the engines needs to be able to carry the same cargo

				/* Road vehicles can't be replaced by trams and vice-versa */
				if (type == VEH_ROAD && HasBit(EngInfo(this->sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue;
				if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
			}

			*list->Append() = eid;
			if (eid == this->sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
		}
		this->sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
		if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter);
	}

	/** Generate the lists */
	void GenerateLists()
	{
		EngineID e = this->sel_engine[0];

		if (this->update_left == true) {
			/* We need to rebuild the left list */
			GenerateReplaceVehList(this, true);
			SetVScrollCount(this, this->list[0].Length());
			if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].Length() != 0) {
				this->sel_engine[0] = this->list[0][0];
			}
		}

		if (this->update_right || e != this->sel_engine[0]) {
			/* Either we got a request to rebuild the right list or the left list selected a different engine */
			if (this->sel_engine[0] == INVALID_ENGINE) {
				/* Always empty the right list when nothing is selected in the left list */
				this->list[1].Clear();
				this->sel_engine[1] = INVALID_ENGINE;
			} else {
				GenerateReplaceVehList(this, false);
				SetVScroll2Count(this, this->list[1].Length());
				if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].Length() != 0) {
					this->sel_engine[1] = this->list[1][0];
				}
			}
		}
		/* Reset the flags about needed updates */
		this->update_left  = false;
		this->update_right = false;
		this->init_lists   = false;
	}

public:
	ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, vehicletype)
	{
		this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
		this->update_left   = true;
		this->update_right  = true;
		this->init_lists    = true;
		this->sel_engine[0] = INVALID_ENGINE;
		this->sel_engine[1] = INVALID_ENGINE;

		this->resize.step_height = GetVehicleListHeight(vehicletype);
		this->vscroll.cap = this->resize.step_height == 14 ? 8 : 4;

		Widget *widget = this->widget;
		widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll.cap << 8) + 1;

		if (vehicletype == VEH_TRAIN) {
			this->wagon_btnstate = true;
			/* The train window is bigger so we will move some of the widgets to fit the new size.
			* We will start by moving the resize button to the lower right corner.                 */
			widget[RVW_WIDGET_RESIZE].top         = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].top;
			widget[RVW_WIDGET_RESIZE].bottom      = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].bottom;
			widget[RVW_WIDGET_STOP_REPLACE].right = widget[RVW_WIDGET_RESIZE].right;

			/* The detail panel is one line taller for trains so we will move some of the widgets one line (10 pixels) down. */
			widget[RVW_WIDGET_LEFT_DETAILS].bottom  += 10;
			widget[RVW_WIDGET_RIGHT_DETAILS].bottom += 10;
			for (int i = RVW_WIDGET_START_REPLACE; i < RVW_WIDGET_RESIZE; i++) {
				widget[i].top    += 10;
				widget[i].bottom += 10;
			}
		} else {
			/* Since it's not a train we will hide the train only widgets. */
			this->SetWidgetsHiddenState(true,
									RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE,
									RVW_WIDGET_TRAIN_FLUFF_LEFT,
									RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN,
									RVW_WIDGET_TRAIN_FLUFF_RIGHT,
									RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE,
									WIDGET_LIST_END);
		}

		ResizeWindow(this, 0, this->resize.step_height * this->vscroll.cap);

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

		this->caption_color = _local_player;
		this->sel_group = id_g;
		this->vscroll2.cap = this->vscroll.cap;   // these two are always the same

		this->FindWindowPlacementAndResize(desc);
	}

	virtual void OnPaint()
	{
		static const StringID _vehicle_type_names[] = {
			STR_019F_TRAIN,
			STR_019C_ROAD_VEHICLE,
			STR_019E_SHIP,
			STR_019D_AIRCRAFT
		};

		if (this->update_left || this->update_right) this->GenerateLists();

		Player *p = GetPlayer(_local_player);
		EngineID selected_id[2];
		const GroupID selected_group = this->sel_group;

		selected_id[0] = this->sel_engine[0];
		selected_id[1] = this->sel_engine[1];

		/* Disable the "Start Replacing" button if:
		 *    Either list is empty
		 * or The selected replacement engine has a replacement (to prevent loops)
		 * or The right list (new replacement) has the existing replacement vehicle selected */
		this->SetWidgetDisabledState(RVW_WIDGET_START_REPLACE,
										selected_id[0] == INVALID_ENGINE ||
										selected_id[1] == INVALID_ENGINE ||
										EngineReplacementForPlayer(p, selected_id[1], selected_group) != INVALID_ENGINE ||
										EngineReplacementForPlayer(p, selected_id[0], selected_group) == selected_id[1]);

		/* Disable the "Stop Replacing" button if:
		 *   The left list (existing vehicle) is empty
		 *   or The selected vehicle has no replacement set up */
		this->SetWidgetDisabledState(RVW_WIDGET_STOP_REPLACE,
										selected_id[0] == INVALID_ENGINE ||
										!EngineHasReplacementForPlayer(p, selected_id[0], selected_group));

		/* now the actual drawing of the window itself takes place */
		SetDParam(0, _vehicle_type_names[this->window_number]);

		if (this->window_number == VEH_TRAIN) {
			/* set on/off for renew_keep_length */
			SetDParam(1, p->renew_keep_length ? STR_CONFIG_PATCHES_ON : STR_CONFIG_PATCHES_OFF);

			/* set wagon/engine button */
			SetDParam(2, this->wagon_btnstate ? STR_ENGINES : STR_WAGONS);

			/* sets the colour of that art thing */
			this->widget[RVW_WIDGET_TRAIN_FLUFF_LEFT].color  = _player_colors[_local_player];
			this->widget[RVW_WIDGET_TRAIN_FLUFF_RIGHT].color = _player_colors[_local_player];
		}

		if (this->window_number == VEH_TRAIN) {
			/* Show the selected railtype in the pulldown menu */
			this->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = _rail_types_list[sel_railtype];
		}

		this->DrawWidgets();

		/* sets up the string for the vehicle that is being replaced to */
		if (selected_id[0] != INVALID_ENGINE) {
			if (!EngineHasReplacementForPlayer(p, selected_id[0], selected_group)) {
				SetDParam(0, STR_NOT_REPLACING);
			} else {
				SetDParam(0, STR_ENGINE_NAME);
				SetDParam(1, EngineReplacementForPlayer(p, selected_id[0], selected_group));
			}
		} else {
			SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED);
		}

		DrawString(145, this->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK);

		/* Draw the lists */
		for (byte i = 0; i < 2; i++) {
			uint widget     = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
			GUIEngineList *list = &this->list[i]; // which list to draw
			EngineID start  = i == 0 ? this->vscroll.pos : this->vscroll2.pos; // what is the offset for the start (scrolling)
			EngineID end    = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list->Length());

			/* Do the actual drawing */
			DrawEngineList((VehicleType)this->window_number, this->widget[widget].left + 2, this->widget[widget].top + 1, list, start, end, this->sel_engine[i], i == 0 ? this->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group);

			/* Also draw the details if an engine is selected */
			if (this->sel_engine[i] != INVALID_ENGINE) {
				const Widget *wi = &this->widget[i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS];
				int text_end = DrawVehiclePurchaseInfo(wi->left + 2, wi->top + 1, wi->right - wi->left - 2, this->sel_engine[i]);

				if (text_end > wi->bottom) {
					this->SetDirty();
					ResizeWindowForWidget(this, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom);
					this->SetDirty();
				}
			}
		}
	}

	virtual void OnClick(Point pt, int widget)
	{
		switch (widget) {
			case RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE:
				this->wagon_btnstate = !(this->wagon_btnstate);
				this->update_left = true;
				this->init_lists  = true;
				this->SetDirty();
				break;

			case RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN: /* Railtype selection dropdown menu */
				ShowDropDownMenu(this, _rail_types_list, sel_railtype, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, 0, ~GetPlayer(_local_player)->avail_railtypes);
				break;

			case RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE: /* toggle renew_keep_length */
				DoCommandP(0, 5, GetPlayer(_local_player)->renew_keep_length ? 0 : 1, NULL, CMD_SET_AUTOREPLACE);
				break;

			case RVW_WIDGET_START_REPLACE: { /* Start replacing */
				EngineID veh_from = this->sel_engine[0];
				EngineID veh_to = this->sel_engine[1];
				DoCommandP(0, 3 + (this->sel_group << 16) , veh_from + (veh_to << 16), NULL, CMD_SET_AUTOREPLACE);
			} break;

			case RVW_WIDGET_STOP_REPLACE: { /* Stop replacing */
				EngineID veh_from = this->sel_engine[0];
				DoCommandP(0, 3 + (this->sel_group << 16), veh_from + (INVALID_ENGINE << 16), NULL, CMD_SET_AUTOREPLACE);
			} break;

			case RVW_WIDGET_LEFT_MATRIX:
			case RVW_WIDGET_RIGHT_MATRIX: {
				uint i = (pt.y - 14) / this->resize.step_height;
				uint16 click_scroll_pos = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.pos : this->vscroll2.pos;
				uint16 click_scroll_cap = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.cap : this->vscroll2.cap;
				byte click_side         = widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
				size_t engine_count     = this->list[click_side].Length();

				if (i < click_scroll_cap) {
					i += click_scroll_pos;
					EngineID e = engine_count > i ? this->list[click_side][i] : INVALID_ENGINE;
					if (e == this->sel_engine[click_side]) break; // we clicked the one we already selected
					this->sel_engine[click_side] = e;
					if (click_side == 0) {
						this->update_right = true;
						this->init_lists   = true;
					}
					this->SetDirty();
					}
				break;
				}
		}
	}

	virtual void OnDropdownSelect(int widget, int index)
	{
		RailType temp = (RailType)index;
		if (temp == sel_railtype) return; // we didn't select a new one. No need to change anything
		sel_railtype = temp;
		/* Reset scrollbar positions */
		this->vscroll.pos  = 0;
		this->vscroll2.pos = 0;
		/* Rebuild the lists */
		this->update_left  = true;
		this->update_right = true;
		this->init_lists   = true;
		this->SetDirty();
	}

	virtual void OnResize(Point new_size, Point delta) {
		this->vscroll.cap  += delta.y / (int)this->resize.step_height;
		this->vscroll2.cap += delta.y / (int)this->resize.step_height;

		Widget *widget = this->widget;

		widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll2.cap << 8) + 1;

		if (delta.x != 0) {
			/* We changed the width of the window so we have to resize the lists.
				* Because ResizeButtons() makes each widget the same size it can't be used on the lists
				* because then the lists would have the same size as the scrollbars.
				* Instead we use it on the detail panels.
				* Afterwards we use the new location of the detail panels (the middle of the window)
				* to place the lists.
				* This way the lists will have equal size while keeping the width of the scrollbars unchanged. */
			ResizeButtons(this, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS);
			widget[RVW_WIDGET_RIGHT_MATRIX].left    = widget[RVW_WIDGET_RIGHT_DETAILS].left;
			widget[RVW_WIDGET_LEFT_SCROLLBAR].right = widget[RVW_WIDGET_LEFT_DETAILS].right;
			widget[RVW_WIDGET_LEFT_SCROLLBAR].left  = widget[RVW_WIDGET_LEFT_SCROLLBAR].right - 11;
			widget[RVW_WIDGET_LEFT_MATRIX].right    = widget[RVW_WIDGET_LEFT_SCROLLBAR].left - 1;
		}
	}

	virtual void OnInvalidateData(int data)
	{
		if (data != 0) {
			this->update_left = true;
		} else {
			this->update_right = true;
		}
	}
};

static const Widget _replace_vehicle_widgets[] = {
{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                        STR_018B_CLOSE_WINDOW},
{    WWT_CAPTION,  RESIZE_RIGHT,    14,    11,   443,     0,    13, STR_REPLACE_VEHICLES_WHITE,      STR_018C_WINDOW_TITLE_DRAG_THIS},
{  WWT_STICKYBOX,     RESIZE_LR,    14,   444,   455,     0,    13, STR_NULL,                        STR_STICKY_BUTTON},

{     WWT_MATRIX, RESIZE_BOTTOM,    14,     0,   215,    14,    13, 0x1,                             STR_REPLACE_HELP_LEFT_ARRAY},
{  WWT_SCROLLBAR, RESIZE_BOTTOM,    14,   216,   227,    14,    13, STR_NULL,                        STR_0190_SCROLL_BAR_SCROLLS_LIST},
{     WWT_MATRIX,    RESIZE_LRB,    14,   228,   443,    14,    13, 0x1,                             STR_REPLACE_HELP_RIGHT_ARRAY},
{ WWT_SCROLL2BAR,    RESIZE_LRB,    14,   444,   455,    14,    13, STR_NULL,                        STR_0190_SCROLL_BAR_SCROLLS_LIST},
{      WWT_PANEL,     RESIZE_TB,    14,     0,   227,    14,   105, 0x0,                             STR_NULL},
{      WWT_PANEL,    RESIZE_RTB,    14,   228,   455,    14,   105, 0x0,                             STR_NULL},

{ WWT_PUSHTXTBTN,     RESIZE_TB,    14,     0,   138,   106,   117, STR_REPLACE_VEHICLES_START,      STR_REPLACE_HELP_START_BUTTON},
{      WWT_PANEL,    RESIZE_RTB,    14,   139,   305,   106,   117, 0x0,                             STR_REPLACE_HELP_REPLACE_INFO_TAB},
{ WWT_PUSHTXTBTN,   RESIZE_LRTB,    14,   306,   443,   106,   117, STR_REPLACE_VEHICLES_STOP,       STR_REPLACE_HELP_STOP_BUTTON},
{  WWT_RESIZEBOX,   RESIZE_LRTB,    14,   444,   455,   106,   117, STR_NULL,                        STR_RESIZE_BUTTON},

{ WWT_PUSHTXTBTN,     RESIZE_TB,    14,     0,   138,   128,   139, STR_REPLACE_ENGINE_WAGON_SELECT, STR_REPLACE_ENGINE_WAGON_SELECT_HELP},
{      WWT_PANEL,     RESIZE_TB,    14,   139,   153,   128,   139, 0x0,                             STR_NULL},
{   WWT_DROPDOWN,    RESIZE_RTB,    14,   154,   289,   128,   139, 0x0,                             STR_REPLACE_HELP_RAILTYPE},
{      WWT_PANEL,   RESIZE_LRTB,    14,   290,   305,   128,   139, 0x0,                             STR_NULL},
{ WWT_PUSHTXTBTN,   RESIZE_LRTB,    14,   306,   443,   128,   139, STR_REPLACE_REMOVE_WAGON,        STR_REPLACE_REMOVE_WAGON_HELP},
{   WIDGETS_END},
};

static const WindowDesc _replace_rail_vehicle_desc = {
	WDP_AUTO, WDP_AUTO, 456, 140, 456, 140,
	WC_REPLACE_VEHICLE, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_replace_vehicle_widgets,
};

static const WindowDesc _replace_vehicle_desc = {
	WDP_AUTO, WDP_AUTO, 456, 118, 456, 118,
	WC_REPLACE_VEHICLE, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_replace_vehicle_widgets,
};

RailType ReplaceVehicleWindow::sel_railtype = RAILTYPE_RAIL;

void ShowReplaceGroupVehicleWindow(GroupID id_g, VehicleType vehicletype)
{
	DeleteWindowById(WC_REPLACE_VEHICLE, vehicletype);
	new ReplaceVehicleWindow(vehicletype == VEH_TRAIN ? &_replace_rail_vehicle_desc : &_replace_vehicle_desc, vehicletype, id_g);
}