mirror of
https://github.com/OpenTTD/OpenTTD.git
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(svn r12995) -Codechange: use std::vector for EngineList instead of C/C++ wrapper for CBlobT
This commit is contained in:
parent
220bc49731
commit
3445b8054c
@ -587,10 +587,6 @@
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RelativePath=".\..\src\heightmap.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\helpers.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\landscape.cpp"
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>
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@ -584,10 +584,6 @@
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RelativePath=".\..\src\heightmap.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\helpers.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\landscape.cpp"
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>
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@ -33,7 +33,6 @@ genworld.cpp
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gfx.cpp
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gfxinit.cpp
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heightmap.cpp
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helpers.cpp
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landscape.cpp
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map.cpp
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md5.cpp
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@ -197,7 +197,7 @@ static void GenerateReplaceVehList(Window *w, bool draw_left)
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byte i = draw_left ? 0 : 1;
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EngineList *list = &WP(w, replaceveh_d).list[i];
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EngList_RemoveAll(list);
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list->clear();
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, type) {
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@ -220,7 +220,7 @@ static void GenerateReplaceVehList(Window *w, bool draw_left)
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if (eid == WP(w, replaceveh_d).sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
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}
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EngList_Add(list, eid);
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list->push_back(eid);
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if (eid == WP(w, replaceveh_d).sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
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}
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WP(w, replaceveh_d).sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
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@ -237,8 +237,8 @@ static void GenerateLists(Window *w)
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if (WP(w, replaceveh_d).update_left == true) {
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/* We need to rebuild the left list */
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GenerateReplaceVehList(w, true);
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SetVScrollCount(w, EngList_Count(&WP(w, replaceveh_d).list[0]));
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if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE && EngList_Count(&WP(w, replaceveh_d).list[0]) != 0) {
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SetVScrollCount(w, WP(w, replaceveh_d).list[0].size());
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if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE && WP(w, replaceveh_d).list[0].size() != 0) {
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WP(w, replaceveh_d).sel_engine[0] = WP(w, replaceveh_d).list[0][0];
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}
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}
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@ -247,12 +247,12 @@ static void GenerateLists(Window *w)
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/* Either we got a request to rebuild the right list or the left list selected a different engine */
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if (WP(w, replaceveh_d).sel_engine[0] == INVALID_ENGINE) {
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/* Always empty the right list when nothing is selected in the left list */
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EngList_RemoveAll(&WP(w, replaceveh_d).list[1]);
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WP(w, replaceveh_d).list[1].clear();
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WP(w, replaceveh_d).sel_engine[1] = INVALID_ENGINE;
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} else {
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GenerateReplaceVehList(w, false);
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SetVScroll2Count(w, EngList_Count(&WP(w, replaceveh_d).list[1]));
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if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[1] == INVALID_ENGINE && EngList_Count(&WP(w, replaceveh_d).list[1]) != 0) {
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SetVScroll2Count(w, WP(w, replaceveh_d).list[1].size());
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if (WP(w, replaceveh_d).init_lists && WP(w, replaceveh_d).sel_engine[1] == INVALID_ENGINE && WP(w, replaceveh_d).list[1].size() != 0) {
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WP(w, replaceveh_d).sel_engine[1] = WP(w, replaceveh_d).list[1][0];
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}
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}
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@ -279,8 +279,8 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
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switch (e->event) {
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case WE_CREATE:
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WP(w, replaceveh_d).wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
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EngList_Create(&WP(w, replaceveh_d).list[0]);
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EngList_Create(&WP(w, replaceveh_d).list[1]);
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new (&WP(w, replaceveh_d).list[0]) EngineList();
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new (&WP(w, replaceveh_d).list[1]) EngineList();
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WP(w, replaceveh_d).update_left = true;
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WP(w, replaceveh_d).update_right = true;
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WP(w, replaceveh_d).init_lists = true;
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@ -357,7 +357,7 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
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uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX;
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EngineList list = WP(w, replaceveh_d).list[i]; // which list to draw
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EngineID start = i == 0 ? w->vscroll.pos : w->vscroll2.pos; // what is the offset for the start (scrolling)
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EngineID end = min((i == 0 ? w->vscroll.cap : w->vscroll2.cap) + start, EngList_Count(&list));
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EngineID end = min((i == 0 ? w->vscroll.cap : w->vscroll2.cap) + start, list.size());
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/* Do the actual drawing */
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DrawEngineList((VehicleType)w->window_number, w->widget[widget].left + 2, w->widget[widget].top + 1, list, start, end, WP(w, replaceveh_d).sel_engine[i], i == 0 ? w->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group);
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@ -411,7 +411,7 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
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uint16 click_scroll_pos = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? w->vscroll.pos : w->vscroll2.pos;
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uint16 click_scroll_cap = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? w->vscroll.cap : w->vscroll2.cap;
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byte click_side = e->we.click.widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1;
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uint16 engine_count = EngList_Count(&WP(w, replaceveh_d).list[click_side]);
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uint16 engine_count = WP(w, replaceveh_d).list[click_side].size();
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if (i < click_scroll_cap) {
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i += click_scroll_pos;
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@ -476,8 +476,8 @@ static void ReplaceVehicleWndProc(Window *w, WindowEvent *e)
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break;
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case WE_DESTROY:
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EngList_RemoveAll(&WP(w, replaceveh_d).list[0]);
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EngList_RemoveAll(&WP(w, replaceveh_d).list[1]);
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WP(w, replaceveh_d).list[0].~EngineList(); // call destructor explicitly
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WP(w, replaceveh_d).list[1].~EngineList();
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break;
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}
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}
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@ -794,7 +794,7 @@ static void GenerateBuildTrainList(Window *w)
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bv->filter.railtype = (w->window_number <= VEH_END) ? RAILTYPE_END : GetRailType(w->window_number);
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EngList_RemoveAll(&bv->eng_list);
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bv->eng_list.clear();
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/* Make list of all available train engines and wagons.
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* Also check to see if the previously selected engine is still available,
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@ -808,7 +808,7 @@ static void GenerateBuildTrainList(Window *w)
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if (bv->filter.railtype != RAILTYPE_END && !HasPowerOnRail(rvi->railtype, bv->filter.railtype)) continue;
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if (!IsEngineBuildable(eid, VEH_TRAIN, _local_player)) continue;
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EngList_Add(&bv->eng_list, eid);
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bv->eng_list.push_back(eid);
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if (rvi->railveh_type != RAILVEH_WAGON) {
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num_engines++;
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} else {
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@ -838,14 +838,14 @@ static void GenerateBuildRoadVehList(Window *w)
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EngineID sel_id = INVALID_ENGINE;
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buildvehicle_d *bv = &WP(w, buildvehicle_d);
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EngList_RemoveAll(&bv->eng_list);
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bv->eng_list.clear();
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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EngineID eid = e->index;
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if (!IsEngineBuildable(eid, VEH_ROAD, _local_player)) continue;
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if (!HasBit(bv->filter.roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD)) continue;
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EngList_Add(&bv->eng_list, eid);
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bv->eng_list.push_back(eid);
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if (eid == bv->sel_engine) sel_id = eid;
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}
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@ -858,13 +858,13 @@ static void GenerateBuildShipList(Window *w)
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EngineID sel_id = INVALID_ENGINE;
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buildvehicle_d *bv = &WP(w, buildvehicle_d);
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EngList_RemoveAll(&bv->eng_list);
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bv->eng_list.clear();
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const Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) {
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EngineID eid = e->index;
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if (!IsEngineBuildable(eid, VEH_SHIP, _local_player)) continue;
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EngList_Add(&bv->eng_list, eid);
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bv->eng_list.push_back(eid);
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if (eid == bv->sel_engine) sel_id = eid;
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}
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@ -877,7 +877,7 @@ static void GenerateBuildAircraftList(Window *w)
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EngineID sel_id = INVALID_ENGINE;
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buildvehicle_d *bv = &WP(w, buildvehicle_d);
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EngList_RemoveAll(&bv->eng_list);
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bv->eng_list.clear();
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/* Make list of all available planes.
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* Also check to see if the previously selected plane is still available,
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@ -890,7 +890,7 @@ static void GenerateBuildAircraftList(Window *w)
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/* First VEH_END window_numbers are fake to allow a window open for all different types at once */
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if (w->window_number > VEH_END && !CanAircraftUseStation(eid, w->window_number)) continue;
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EngList_Add(&bv->eng_list, eid);
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bv->eng_list.push_back(eid);
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if (eid == bv->sel_engine) sel_id = eid;
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}
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@ -947,7 +947,7 @@ void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, u
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byte x_offset = 0;
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byte y_offset = 0;
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assert(max <= EngList_Count(&eng_list));
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assert(max <= eng_list.size());
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switch (type) {
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case VEH_TRAIN:
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@ -992,11 +992,11 @@ void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, u
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static void DrawBuildVehicleWindow(Window *w)
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{
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const buildvehicle_d *bv = &WP(w, buildvehicle_d);
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uint max = min(w->vscroll.pos + w->vscroll.cap, EngList_Count(&bv->eng_list));
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uint max = min(w->vscroll.pos + w->vscroll.cap, bv->eng_list.size());
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w->SetWidgetDisabledState(BUILD_VEHICLE_WIDGET_BUILD, w->window_number <= VEH_END);
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SetVScrollCount(w, EngList_Count(&bv->eng_list));
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SetVScrollCount(w, bv->eng_list.size());
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SetDParam(0, bv->filter.railtype + STR_881C_NEW_RAIL_VEHICLES); // This should only affect rail vehicles
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/* Set text of sort by dropdown */
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@ -1034,7 +1034,7 @@ static void BuildVehicleClickEvent(Window *w, WindowEvent *e)
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case BUILD_VEHICLE_WIDGET_LIST: {
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uint i = (e->we.click.pt.y - w->widget[BUILD_VEHICLE_WIDGET_LIST].top) / GetVehicleListHeight(bv->vehicle_type) + w->vscroll.pos;
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uint num_items = EngList_Count(&bv->eng_list);
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uint num_items = bv->eng_list.size();
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bv->sel_engine = (i < num_items) ? bv->eng_list[i] : INVALID_ENGINE;
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w->SetDirty();
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break;
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@ -1112,7 +1112,7 @@ static void NewVehicleWndProc(Window *w, WindowEvent *e)
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break;
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case WE_DESTROY:
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EngList_Destroy(&bv->eng_list);
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bv->eng_list.~EngineList(); // call destructor explicitly
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break;
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case WE_PAINT:
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@ -1199,7 +1199,7 @@ void ShowBuildVehicleWindow(TileIndex tile, VehicleType type)
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w->caption_color = (tile != 0) ? GetTileOwner(tile) : _local_player;
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bv = &WP(w, buildvehicle_d);
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EngList_Create(&bv->eng_list);
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new (&bv->eng_list) EngineList();
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bv->sel_engine = INVALID_ENGINE;
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bv->regenerate_list = false;
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@ -1226,5 +1226,5 @@ void ShowBuildVehicleWindow(TileIndex tile, VehicleType type)
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GenerateBuildList(w); // generate the list, since we need it in the next line
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/* Select the first engine in the list as default when opening the window */
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if (EngList_Count(&bv->eng_list) > 0) bv->sel_engine = bv->eng_list[0];
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if (bv->eng_list.size() > 0) bv->sel_engine = bv->eng_list[0];
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}
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@ -114,6 +114,28 @@ Engine::~Engine()
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free(this->name);
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}
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/** Sort all items using qsort() and given 'CompareItems' function
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* @param el list to be sorted
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* @param compare function for evaluation of the quicksort
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*/
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void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare)
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{
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qsort(&((*el)[0]), el->size(), sizeof(EngineID), compare);
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}
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/** Sort selected range of items (on indices @ <begin, begin+num_items-1>)
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* @param el list to be sorted
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* @param compare function for evaluation of the quicksort
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* @param begin start of sorting
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* @param num_items count of items to be sorted
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*/
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void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items)
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{
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assert(begin <= (uint)el->size());
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assert(begin + num_items <= (uint)el->size());
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qsort(&((*el)[begin]), num_items, sizeof(EngineID), compare);
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}
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void SetupEngines()
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{
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_Engine_pool.CleanPool();
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@ -28,13 +28,6 @@ void DeleteCustomEngineNames();
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bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player);
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CargoID GetEngineCargoType(EngineID engine);
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/* Engine list manipulators - current implementation is only C wrapper of CBlobT<EngineID> class (helpers.cpp) */
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void EngList_Create(EngineList *el); ///< Creates engine list
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void EngList_Destroy(EngineList *el); ///< Deallocate and destroy engine list
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uint EngList_Count(const EngineList *el); ///< Returns number of items in the engine list
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void EngList_Add(EngineList *el, EngineID eid); ///< Append one item at the end of engine list
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EngineID* EngList_Items(EngineList *el); ///< Returns engine list items as C array
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void EngList_RemoveAll(EngineList *el); ///< Removes all items from engine list
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typedef int CDECL EngList_SortTypeFunction(const void*, const void*); ///< argument type for EngList_Sort()
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void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare); ///< qsort of the engine list
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void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items); ///< qsort of specified portion of the engine list
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@ -14,9 +14,11 @@
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#include "player_type.h"
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#include "strings_type.h"
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#include <vector>
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typedef uint16 EngineID;
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typedef uint16 EngineRenewID;
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typedef EngineID *EngineList; ///< engine list type placeholder acceptable for C code (see helpers.cpp)
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typedef std::vector<EngineID> EngineList; ///< engine list type
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struct Engine;
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@ -1,94 +0,0 @@
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/* $Id$ */
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/** @file helpers.cpp Some not-so-generic helper functions. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "engine_func.h"
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#include <new>
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#include "misc/blob.hpp"
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/* Engine list manipulators - current implementation is only C wrapper around CBlobT<EngineID> (see yapf/blob.hpp) */
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/* we cannot expose CBlobT directly to C so we must cast EngineList* to CBlobT<EngineID>* always when we are called from C */
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#define B (*(CBlobT<EngineID>*)el)
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/** Create Engine List (and initialize it to empty)
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* @param el list to be created
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*/
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void EngList_Create(EngineList *el)
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{
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/* call CBlobT constructor explicitly */
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new (&B) CBlobT<EngineID>();
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}
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/** Destroy Engine List (and free its contents)
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* @param el list to be destroyed
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*/
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void EngList_Destroy(EngineList *el)
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{
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/* call CBlobT destructor explicitly */
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B.~CBlobT<EngineID>();
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}
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/** Return number of items stored in the Engine List
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* @param el list for count inquiry
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* @return the desired count
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*/
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uint EngList_Count(const EngineList *el)
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{
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return B.Size();
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}
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/** Add new item at the end of Engine List
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* @param el list o which to add an engine
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* @param eid engine to add to the list
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*/
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void EngList_Add(EngineList *el, EngineID eid)
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{
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B.Append(eid);
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}
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/** Return pointer to the items array held by Engine List
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* @param el list from which the array pointer has to be returned
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* @return the pointer required
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*/
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EngineID* EngList_Items(EngineList *el)
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{
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return B.Data();
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}
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/** Clear the Engine List (by invalidating all its items == reseting item count to zero)
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* @param el list to be cleared
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*/
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void EngList_RemoveAll(EngineList *el)
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{
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B.Clear();
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}
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/** Sort all items using qsort() and given 'CompareItems' function
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* @param el list to be sorted
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* @param compare function for evaluation of the quicksort
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*/
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void EngList_Sort(EngineList *el, EngList_SortTypeFunction compare)
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{
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qsort(B.Data(), B.Size(), sizeof(**el), compare);
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}
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/** Sort selected range of items (on indices @ <begin, begin+num_items-1>)
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* @param el list to be sorted
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* @param compare function for evaluation of the quicksort
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* @param begin start of sorting
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* @param num_items count of items to be sorted
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*/
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void EngList_SortPartial(EngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items)
|
||||
{
|
||||
assert(begin <= (uint)B.Size());
|
||||
assert(begin + num_items <= (uint)B.Size());
|
||||
qsort(B.Data() + begin, num_items, sizeof(**el), compare);
|
||||
}
|
||||
|
||||
#undef B
|
||||
|
@ -373,7 +373,7 @@ public:
|
||||
}
|
||||
|
||||
/** Check the validity of item index (only in debug mode) */
|
||||
FORCEINLINE void CheckIdx(bsize_t idx)
|
||||
FORCEINLINE void CheckIdx(bsize_t idx) const
|
||||
{
|
||||
assert(idx >= 0); assert(idx < Size());
|
||||
}
|
||||
@ -400,7 +400,8 @@ public:
|
||||
/** Return pointer to the idx-th data item - const version */
|
||||
FORCEINLINE const Titem* Data(bsize_t idx) const
|
||||
{
|
||||
CheckIdx(idx); return (Data() + idx);
|
||||
CheckIdx(idx);
|
||||
return (Data() + idx);
|
||||
}
|
||||
|
||||
/** Return number of items in the Blob */
|
||||
|
Loading…
Reference in New Issue
Block a user