forked from mirror/OpenTTD
(svn r1009) -Feature: per-station vehicle lists
This adds a little button per vehicle class to the station window which opens a list of all vehicles that have this station on their schedule. As side effect this gets rid of some global variables.
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@@ -1,10 +1,18 @@
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#ifndef VEHICLE_GUI_H
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#define VEHICLE_GUI_H
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struct vehiclelist_d;
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void DrawVehicleProfitButton(Vehicle *v, int x, int y);
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void InitializeVehiclesGuiList();
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/* sorter stuff */
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void RebuildVehicleLists(void);
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void ResortVehicleLists(void);
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void BuildVehicleList(struct vehiclelist_d *vl, int type, int owner, int station);
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void SortVehicleList(struct vehiclelist_d *vl);
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typedef struct SortStruct { // store owner through sorting process
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uint32 index;
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byte owner;
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@@ -42,24 +50,6 @@ enum VehicleSortTypes {
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VEHAIRCRAFT = 3
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};
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VARDEF bool _vehicle_sort_dirty[4]; // global sort, vehicles added/removed (4 types of vehicles)
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VARDEF bool _train_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
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VARDEF byte _train_sort_type[MAX_PLAYERS]; // different criteria for sorting
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VARDEF bool _train_sort_order[MAX_PLAYERS]; // sort descending/ascending
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VARDEF bool _aircraft_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
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VARDEF byte _aircraft_sort_type[MAX_PLAYERS]; // different criteria for sorting
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VARDEF bool _aircraft_sort_order[MAX_PLAYERS]; // sort descending/ascending
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VARDEF bool _ship_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
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VARDEF byte _ship_sort_type[MAX_PLAYERS]; // different criteria for sorting
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VARDEF bool _ship_sort_order[MAX_PLAYERS]; // sort descending/ascending
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VARDEF bool _road_sort_dirty[MAX_PLAYERS]; // vehicles for a given player needs to be resorted (new criteria)
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VARDEF byte _road_sort_type[MAX_PLAYERS]; // different criteria for sorting
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VARDEF bool _road_sort_order[MAX_PLAYERS]; // sort descending/ascending
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enum {
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PLY_WND_PRC__OFFSET_TOP_WIDGET = 26,
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PLY_WND_PRC__SIZE_OF_ROW_SMALL = 26,
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