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https://github.com/OpenTTD/OpenTTD.git
synced 2025-08-19 20:49:11 +00:00
(svn r13045) -Codechange: make list_d (now GUIList) more generic and uniform.
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@@ -168,11 +168,12 @@ enum NetworkGameWindowWidgets {
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NGWW_CANCEL, ///< 'Cancel' button
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};
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typedef GUIList<NetworkGameList*> GUIGameServerList;
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struct NetworkGameWindow : public QueryStringBaseWindow {
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byte field; ///< selected text-field
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NetworkGameList *server; ///< selected server
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NetworkGameList **sort_list; ///< list of games (sorted)
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list_d ld; ///< accompanying list-administration
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GUIGameServerList servers; ///< list with game servers.
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NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
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{
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@@ -188,16 +189,16 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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this->field = NGWW_PLAYER;
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this->server = NULL;
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this->sort_list = NULL;
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this->ld.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
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this->ld.sort_type = _ng_sorting.criteria;
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this->servers.sort_list = NULL;
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this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
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this->servers.sort_type = _ng_sorting.criteria;
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this->FindWindowPlacementAndResize(desc);
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}
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~NetworkGameWindow()
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{
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free(this->sort_list);
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free(this->servers.sort_list);
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}
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/**
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@@ -209,23 +210,23 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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NetworkGameList *ngl_temp;
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uint n = 0;
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if (!(this->ld.flags & VL_REBUILD)) return;
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if (!(this->servers.flags & VL_REBUILD)) return;
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/* Count the number of games in the list */
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for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
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if (n == 0) return;
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/* Create temporary array of games to use for listing */
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this->sort_list = ReallocT(this->sort_list, n);
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this->ld.list_length = n;
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this->servers.sort_list = ReallocT(this->servers.sort_list, n);
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this->servers.list_length = n;
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for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
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this->sort_list[n++] = ngl_temp;
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this->servers.sort_list[n++] = ngl_temp;
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}
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/* Force resort */
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this->ld.flags &= ~VL_REBUILD;
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this->ld.flags |= VL_RESORT;
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this->servers.flags &= ~VL_REBUILD;
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this->servers.flags |= VL_RESORT;
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}
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void SortNetworkGameList()
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@@ -239,23 +240,23 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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NetworkGameList *item;
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uint i;
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if (!(this->ld.flags & VL_RESORT)) return;
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if (this->ld.list_length == 0) return;
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if (!(this->servers.flags & VL_RESORT)) return;
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if (this->servers.list_length == 0) return;
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_internal_sort_order = !!(this->ld.flags & VL_DESC);
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qsort(this->sort_list, this->ld.list_length, sizeof(this->sort_list[0]), ngame_sorter[this->ld.sort_type]);
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_internal_sort_order = !!(this->servers.flags & VL_DESC);
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qsort(this->servers.sort_list, this->servers.list_length, sizeof(this->servers.sort_list[0]), ngame_sorter[this->servers.sort_type]);
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/* After sorting ngl->sort_list contains the sorted items. Put these back
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* into the original list. Basically nothing has changed, we are only
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* shuffling the ->next pointers */
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_network_game_list = this->sort_list[0];
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for (item = _network_game_list, i = 1; i != this->ld.list_length; i++) {
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item->next = this->sort_list[i];
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_network_game_list = this->servers.sort_list[0];
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for (item = _network_game_list, i = 1; i != this->servers.list_length; i++) {
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item->next = this->servers.sort_list[i];
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item = item->next;
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}
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item->next = NULL;
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this->ld.flags &= ~VL_RESORT;
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this->servers.flags &= ~VL_RESORT;
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}
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/**
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@@ -294,13 +295,13 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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virtual void OnPaint()
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{
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const NetworkGameList *sel = this->server;
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const SortButtonState arrow = (this->ld.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
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const SortButtonState arrow = (this->servers.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
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if (this->ld.flags & VL_REBUILD) {
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if (this->servers.flags & VL_REBUILD) {
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this->BuildNetworkGameList();
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SetVScrollCount(this, this->ld.list_length);
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SetVScrollCount(this, this->servers.list_length);
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}
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if (this->ld.flags & VL_RESORT) this->SortNetworkGameList();
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if (this->servers.flags & VL_RESORT) this->SortNetworkGameList();
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/* 'Refresh' button invisible if no server selected */
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this->SetWidgetDisabledState(NGWW_REFRESH, sel == NULL);
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@@ -325,7 +326,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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DrawString(this->widget[NGWW_PLAYER].left - 100, 23, STR_NETWORK_PLAYER_NAME, TC_GOLD);
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/* Sort based on widgets: name, clients, compatibility */
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switch (this->ld.sort_type) {
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switch (this->servers.sort_type) {
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case NGWW_NAME - NGWW_NAME: DrawSortButtonState(this, NGWW_NAME, arrow); break;
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case NGWW_CLIENTS - NGWW_NAME: DrawSortButtonState(this, NGWW_CLIENTS, arrow); break;
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case NGWW_INFO - NGWW_NAME: DrawSortButtonState(this, NGWW_INFO, arrow); break;
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@@ -446,12 +447,12 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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case NGWW_NAME: // Sort by name
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case NGWW_CLIENTS: // Sort by connected clients
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case NGWW_INFO: // Connectivity (green dot)
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if (this->ld.sort_type == widget - NGWW_NAME) this->ld.flags ^= VL_DESC;
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this->ld.flags |= VL_RESORT;
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this->ld.sort_type = widget - NGWW_NAME;
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if (this->servers.sort_type == widget - NGWW_NAME) this->servers.flags ^= VL_DESC;
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this->servers.flags |= VL_RESORT;
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this->servers.sort_type = widget - NGWW_NAME;
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_ng_sorting.order = !!(this->ld.flags & VL_DESC);
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_ng_sorting.criteria = this->ld.sort_type;
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_ng_sorting.order = !!(this->servers.flags & VL_DESC);
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_ng_sorting.criteria = this->servers.sort_type;
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this->SetDirty();
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break;
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@@ -537,7 +538,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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virtual void OnInvalidateData(int data)
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{
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if (data != 0) this->server = NULL;
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this->ld.flags |= VL_REBUILD;
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this->servers.flags |= VL_REBUILD;
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this->SetDirty();
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}
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@@ -580,7 +581,7 @@ struct NetworkGameWindow : public QueryStringBaseWindow {
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this->widget[NGWW_MATRIX].data = (this->vscroll.cap << 8) + 1;
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SetVScrollCount(this, this->ld.list_length);
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SetVScrollCount(this, this->servers.list_length);
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int widget_width = this->widget[NGWW_FIND].right - this->widget[NGWW_FIND].left;
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int space = (this->width - 4 * widget_width - 25) / 3;
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