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(svn r14302) -Codechange: simplify and make the vehicle list and group windows behave the same w.r.t. getting wider (by default) for trains than the other vehicles.
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560e5560f1
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@ -256,6 +256,7 @@ public:
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}
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this->FindWindowPlacementAndResize(desc);
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if (this->vehicle_type == VEH_TRAIN) ResizeWindow(this, 65, 0);
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}
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~VehicleGroupWindow()
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@ -723,9 +724,9 @@ public:
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};
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static const WindowDesc _group_desc = {
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WDP_AUTO, WDP_AUTO, 460, 194, 526, 246,
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WC_TRAINS_LIST, WC_NONE,
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static WindowDesc _group_desc = {
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WDP_AUTO, WDP_AUTO, 460, 194, 460, 246,
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WC_INVALID, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_group_widgets,
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};
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@ -734,18 +735,7 @@ void ShowPlayerGroup(PlayerID player, VehicleType vehicle_type)
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{
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if (!IsValidPlayerID(player)) return;
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WindowClass wc;
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switch (vehicle_type) {
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default: NOT_REACHED();
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case VEH_TRAIN: wc = WC_TRAINS_LIST; break;
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case VEH_ROAD: wc = WC_ROADVEH_LIST; break;
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case VEH_SHIP: wc = WC_SHIPS_LIST; break;
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case VEH_AIRCRAFT: wc = WC_AIRCRAFT_LIST; break;
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}
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_group_desc.cls = GetWindowClassForVehicleType(vehicle_type);
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WindowNumber num = (vehicle_type << 11) | VLW_GROUP_LIST | player;
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DeleteWindowById(wc, num);
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Window *w = new VehicleGroupWindow(&_group_desc, num);
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w->window_class = wc;
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AllocateWindowDescFront<VehicleGroupWindow>(&_group_desc, num);
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}
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@ -861,6 +861,7 @@ struct VehicleListWindow : public Window, public VehicleListBase {
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this->vehicles.NeedResort();
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this->FindWindowPlacementAndResize(desc);
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if (this->vehicle_type == VEH_TRAIN) ResizeWindow(this, 65, 0);
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}
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~VehicleListWindow()
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@ -1100,61 +1101,20 @@ struct VehicleListWindow : public Window, public VehicleListBase {
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}
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};
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static const WindowDesc _player_vehicle_list_train_desc = {
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WDP_AUTO, WDP_AUTO, 260, 194, 325, 246,
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WC_TRAINS_LIST, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_vehicle_list_widgets,
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};
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static const WindowDesc _player_vehicle_list_road_veh_desc = {
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static WindowDesc _vehicle_list_desc = {
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WDP_AUTO, WDP_AUTO, 260, 194, 260, 246,
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WC_ROADVEH_LIST, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_vehicle_list_widgets,
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};
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static const WindowDesc _player_vehicle_list_ship_desc = {
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WDP_AUTO, WDP_AUTO, 260, 194, 260, 246,
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WC_SHIPS_LIST, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_vehicle_list_widgets,
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};
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static const WindowDesc _player_vehicle_list_aircraft_desc = {
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WDP_AUTO, WDP_AUTO, 260, 194, 260, 246,
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WC_AIRCRAFT_LIST, WC_NONE,
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WC_INVALID, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
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_vehicle_list_widgets,
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};
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static void ShowVehicleListWindowLocal(PlayerID player, uint16 VLW_flag, VehicleType vehicle_type, uint16 unique_number)
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{
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VehicleListWindow *w;
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WindowNumber num;
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if (!IsValidPlayerID(player)) return;
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num = (unique_number << 16) | (vehicle_type << 11) | VLW_flag | player;
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/* The vehicle list windows have been unified. Just some strings need
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* to be changed which happens in the WE_CREATE event and resizing
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* some of the windows to the correct size */
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switch (vehicle_type) {
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default: NOT_REACHED();
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case VEH_TRAIN:
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w = AllocateWindowDescFront<VehicleListWindow>(&_player_vehicle_list_train_desc, num);
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break;
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case VEH_ROAD:
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w = AllocateWindowDescFront<VehicleListWindow>(&_player_vehicle_list_road_veh_desc, num);
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break;
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case VEH_SHIP:
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w = AllocateWindowDescFront<VehicleListWindow>(&_player_vehicle_list_ship_desc, num);
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break;
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case VEH_AIRCRAFT:
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w = AllocateWindowDescFront<VehicleListWindow>(&_player_vehicle_list_aircraft_desc, num);
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break;
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}
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_vehicle_list_desc.cls = GetWindowClassForVehicleType(vehicle_type);
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WindowNumber num = (unique_number << 16) | (vehicle_type << 11) | VLW_flag | player;
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AllocateWindowDescFront<VehicleListWindow>(&_vehicle_list_desc, num);
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}
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void ShowVehicleListWindow(PlayerID player, VehicleType vehicle_type)
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