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- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
78 lines
2.7 KiB
C
78 lines
2.7 KiB
C
/* $Id$ */
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#ifndef VEHICLE_GUI_H
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#define VEHICLE_GUI_H
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#include "window.h"
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#include "vehicle.h"
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void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
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void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
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void InitializeVehiclesGuiList(void);
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/* sorter stuff */
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void RebuildVehicleLists(void);
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void ResortVehicleLists(void);
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#define PERIODIC_RESORT_DAYS 10
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/* Vehicle List Window type flags */
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enum {
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VLW_STANDARD = 0 << 8,
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VLW_SHARED_ORDERS = 1 << 8,
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VLW_STATION_LIST = 2 << 8,
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VLW_DEPOT_LIST = 3 << 8,
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VLW_MASK = 0x700,
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};
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static inline bool ValidVLWFlags(uint16 flags)
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{
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return (flags == VLW_STANDARD || flags == VLW_SHARED_ORDERS || flags == VLW_STATION_LIST || flags == VLW_DEPOT_LIST);
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}
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void PlayerVehWndProc(Window *w, WindowEvent *e);
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void DrawTrainEnginePurchaseInfo(int x, int y, uint w, EngineID engine_number);
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void DrawTrainWagonPurchaseInfo(int x, int y, uint w, EngineID engine_number);
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void DrawRoadVehPurchaseInfo(int x, int y, uint w, EngineID engine_number);
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void DrawAircraftPurchaseInfo(int x, int y, uint w, EngineID engine_number);
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void DrawShipPurchaseInfo(int x, int y, uint w, EngineID engine_number);
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void DrawTrainImage(const Vehicle *v, int x, int y, int count, int skip, VehicleID selection);
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void DrawRoadVehImage(const Vehicle *v, int x, int y, VehicleID selection);
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void DrawShipImage(const Vehicle *v, int x, int y, VehicleID selection);
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void DrawAircraftImage(const Vehicle *v, int x, int y, VehicleID selection);
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void ShowBuildTrainWindow(TileIndex tile);
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void ShowBuildRoadVehWindow(TileIndex tile);
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void ShowBuildShipWindow(TileIndex tile);
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void ShowBuildVehicleWindow(TileIndex tile, byte type);
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void ChangeVehicleViewWindow(const Vehicle *from_v, const Vehicle *to_v);
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uint ShowAdditionalText(int x, int y, uint w, EngineID engine);
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uint ShowRefitOptionsList(int x, int y, uint w, EngineID engine);
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void ShowVehicleListWindow(PlayerID player, StationID station, byte vehicle_type);
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void ShowVehWithSharedOrders(Vehicle *v, byte vehicle_type);
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void ShowVehDepotOrders(PlayerID player, byte vehicle_type, TileIndex depot_tile);
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static inline void DrawVehicleImage(const Vehicle *v, int x, int y, int count, int skip, VehicleID selection)
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{
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switch (v->type) {
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case VEH_Train: DrawTrainImage(v, x, y, count, skip, selection); break;
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case VEH_Road: DrawRoadVehImage(v, x, y, selection); break;
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case VEH_Ship: DrawShipImage(v, x, y, selection); break;
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case VEH_Aircraft: DrawAircraftImage(v, x, y, selection); break;
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default: NOT_REACHED();
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}
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}
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static inline byte GetVehicleListHeight(byte type)
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{
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return (type == VEH_Train || type == VEH_Road) ? 14 : 24;
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}
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#endif /* VEHICLE_GUI_H */
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