← Back to team overview

widelands-dev team mailing list archive

[Merge] lp:~widelands-dev/widelands/bug-1399621 into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1399621 into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #849705 in widelands: "Add a column for "stopped" buildings in building statistics"
  https://bugs.launchpad.net/widelands/+bug/849705
  Bug #1399621 in widelands: "Building Statistics Window Redesign"
  https://bugs.launchpad.net/widelands/+bug/1399621

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1399621/+merge/258843

The Building Statistics window now uses a grid layout with tabs, analogous to flagaction.

Added "b" hotkey to toggle the window.
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1399621 into lp:widelands.
=== modified file 'src/wlapplication.cc'
--- src/wlapplication.cc	2015-03-01 09:21:20 +0000
+++ src/wlapplication.cc	2015-05-12 08:35:35 +0000
@@ -550,6 +550,7 @@
 	SDL_Event ev;
 	while (poll_event(ev)) {
 		switch (ev.type) {
+		case SDL_KEYUP:
 		case SDL_KEYDOWN: {
 			bool handled = false;
 			if (cb && cb->key) {

=== modified file 'src/wui/building_statistics_menu.cc'
--- src/wui/building_statistics_menu.cc	2014-11-30 18:49:38 +0000
+++ src/wui/building_statistics_menu.cc	2015-05-12 08:35:35 +0000
@@ -19,494 +19,457 @@
 
 #include "wui/building_statistics_menu.h"
 
-#include <vector>
-
 #include <boost/bind.hpp>
 #include <boost/format.hpp>
 
 #include "base/i18n.h"
-#include "base/macros.h"
-#include "graphic/graphic.h"
-#include "graphic/rendertarget.h"
-#include "logic/building.h"
 #include "logic/player.h"
 #include "logic/productionsite.h"
 #include "logic/tribe.h"
-#include "ui_basic/button.h"
-#include "wui/interactive_player.h"
-#include "wui/mapviewpixelconstants.h"
-#include "wui/plot_area.h"
-
-#define WINDOW_WIDTH         625
-#define WINDOW_HEIGHT        440
-#define VMARGIN                5
-#define HMARGIN                5
-#define VSPACING               5
-#define HSPACING               5
-#define BUILDING_LIST_HEIGHT 285
-#define BUILDING_LIST_WIDTH  (WINDOW_WIDTH - HMARGIN - HMARGIN)
-#define LABEL_X              200
-#define LABEL_WIDTH          150
-#define VALUE_X              (LABEL_X + LABEL_WIDTH)
-#define JUMP_PREV_BUTTON_X   (WINDOW_WIDTH - HMARGIN - 24 - HSPACING - 24)
-#define JUMP_NEXT_BUTTON_X   (WINDOW_WIDTH - HMARGIN - 24)
-#define TOTAL_PRODUCTIVITY_Y (VMARGIN + BUILDING_LIST_HEIGHT + VSPACING + 22)
-#define PROGRESS_BAR_Y       (TOTAL_PRODUCTIVITY_Y + 24)
-#define OWNED_Y              (PROGRESS_BAR_Y       + 24)
-#define IN_BUILD_Y           (OWNED_Y              + 24)
-#define UNPRODUCTIVE_Y       (IN_BUILD_Y           + 24)
-#define FLAG_POINT           Point(125, WINDOW_HEIGHT - 8)
-
-#define LOW_PROD 33
-
-#define UPDATE_TIME 1000  //  1 second, gametime
-
-
-namespace Columns {enum {Name, Size, Prod, Owned, Build};}
-
-inline InteractivePlayer & BuildingStatisticsMenu::iplayer() const {
+
+constexpr int kTabHeight = 35;
+constexpr int kBuildGridCellSize = 50;
+constexpr int kColumns = 5;
+constexpr int32_t kWindowWidth = kColumns * kBuildGridCellSize;
+constexpr int32_t kWindowHeight = 485;
+
+constexpr uint8_t kLowProduction = 33;
+constexpr int32_t kUpdateTime = 1000;  //  1 second, gametime
+
+namespace {
+// Formats a main text + help text for a tooltip and adds a hint for the shift button.
+const std::string format_tooltip(const std::string& title, const std::string& helptext) {
+	const std::string color = (boost::format("%02x%02x%02x") % int(UI_FONT_TOOLTIP_CLR.r) %
+	                           int(UI_FONT_TOOLTIP_CLR.g) % int(UI_FONT_TOOLTIP_CLR.b)).str();
+
+	const std::string tooltip_format("<rt><p><font face=serif size=%i bold=1 color=%s>%s"
+	                                 "<br><font size=%i>%s<br>%s</font></font></p></rt>");
+
+	return (boost::format(tooltip_format) % UI_FONT_SIZE_SMALL % color % title % 11 % helptext %
+	        _("Hold down SHIFT to step through the buildings from back to front.")).str();
+}
+
+}  // namespace
+
+inline InteractivePlayer& BuildingStatisticsMenu::iplayer() const {
 	return dynamic_cast<InteractivePlayer&>(*get_parent());
 }
 
-BuildingStatisticsMenu::BuildingStatisticsMenu
-	(InteractivePlayer & parent, UI::UniqueWindow::Registry & registry)
-:
-	UI::UniqueWindow
-		(&parent, "building_statistics",
-		 &registry,
-		 WINDOW_WIDTH, WINDOW_HEIGHT,
-		 _("Building Statistics")),
-	m_table
-		(this, HMARGIN, VMARGIN, BUILDING_LIST_WIDTH, BUILDING_LIST_HEIGHT),
-	m_progbar
-		(this,
-		 LABEL_X, PROGRESS_BAR_Y, WINDOW_WIDTH - LABEL_X - HMARGIN, 20,
-		 UI::ProgressBar::Horizontal),
-	m_total_productivity_label
-		(this,
-		 LABEL_X, TOTAL_PRODUCTIVITY_Y, LABEL_WIDTH, 24,
-		 _("Total Productivity:"), UI::Align_CenterLeft),
-	m_owned_label
-		(this,
-		 LABEL_X, OWNED_Y, LABEL_WIDTH, 24,
-		 _("Owned:"), UI::Align_CenterLeft),
-	m_owned
-		(this, VALUE_X, OWNED_Y, 100, 24, UI::Align_CenterLeft),
-	m_in_build_label
-		(this,
-		 LABEL_X, IN_BUILD_Y, LABEL_WIDTH, 24,
-		 _("Being built:"), UI::Align_CenterLeft),
-	m_in_build
-		(this, VALUE_X, IN_BUILD_Y, 100, 24, UI::Align_CenterLeft),
-	m_unproductive_label
-		(this,
-		 LABEL_X, UNPRODUCTIVE_Y, LABEL_WIDTH, 24,
-		 _("Jump to unproductive"), UI::Align_CenterLeft),
-	m_anim               (0),
-	m_lastupdate         (0),
-	m_last_building_index(0),
-	m_last_table_index   (0)
-{
-	//  building list
-	m_table.add_column(310, _("Name"));
-	m_table.add_column (70, _("Type"), "",     UI::Align_HCenter);
-	m_table.add_column (70, _("Prod"), "",     UI::Align_Right);
-	m_table.add_column (70, _("Owned"), "",    UI::Align_Right);
-	m_table.add_column (70, _("Build"), "",    UI::Align_Right);
-	m_table.selected.connect(boost::bind(&BuildingStatisticsMenu::table_changed, this, _1));
-	m_table.set_column_compare
-		(Columns::Size,
-		 boost::bind
-		 	(&BuildingStatisticsMenu::compare_building_size, this, _1, _2));
-	m_table.focus();
-
-	//  toggle when to run button
-	m_progbar.set_total(100);
-
-	m_btn[PrevOwned] =
-		new UI::Button
-			(this, "previous_owned",
-			 JUMP_PREV_BUTTON_X, OWNED_Y, 24, 24,
-			 g_gr->images().get("pics/but4.png"),
-			 g_gr->images().get("pics/scrollbar_left.png"),
-			 _("Show previous"),
-			 false);
-	m_btn[PrevOwned]->sigclicked.connect
-		(boost::bind(&BuildingStatisticsMenu::clicked_jump, boost::ref(*this), PrevOwned));
-
-	m_btn[NextOwned] =
-		new UI::Button
-			(this, "next_owned",
-			 JUMP_NEXT_BUTTON_X, OWNED_Y, 24, 24,
-			 g_gr->images().get("pics/but4.png"),
-			 g_gr->images().get("pics/scrollbar_right.png"),
-			 _("Show next"),
-			 false);
-	m_btn[NextOwned]->sigclicked.connect
-		(boost::bind(&BuildingStatisticsMenu::clicked_jump, boost::ref(*this), NextOwned));
-
-	m_btn[PrevConstruction] =
-		new UI::Button
-			(this, "previous_constructed",
-			 JUMP_PREV_BUTTON_X, IN_BUILD_Y, 24, 24,
-			 g_gr->images().get("pics/but4.png"),
-			 g_gr->images().get("pics/scrollbar_left.png"),
-			 _("Show previous"),
-			 false);
-	m_btn[PrevConstruction]->sigclicked.connect
-		(boost::bind(&BuildingStatisticsMenu::clicked_jump, boost::ref(*this), PrevConstruction));
-
-	m_btn[NextConstruction] =
-		new UI::Button
-			(this, "next_constructed",
-			 JUMP_NEXT_BUTTON_X, IN_BUILD_Y, 24, 24,
-			 g_gr->images().get("pics/but4.png"),
-			 g_gr->images().get("pics/scrollbar_right.png"),
-			 _("Show next"),
-			 false);
-	m_btn[NextConstruction]->sigclicked.connect
-		(boost::bind(&BuildingStatisticsMenu::clicked_jump, boost::ref(*this), NextConstruction));
-
-	m_btn[PrevUnproductive] =
-		new UI::Button
-			(this, "previous_unproductive",
-			 JUMP_PREV_BUTTON_X, UNPRODUCTIVE_Y, 24, 24,
-			 g_gr->images().get("pics/but4.png"),
-			 g_gr->images().get("pics/scrollbar_left.png"),
-			 _("Show previous"),
-			 false);
-	m_btn[PrevUnproductive]->sigclicked.connect
-		(boost::bind(&BuildingStatisticsMenu::clicked_jump, boost::ref(*this), PrevUnproductive));
-
-	m_btn[NextUnproductive] =
-		new UI::Button
-			(this, "next_unproductive",
-			 JUMP_NEXT_BUTTON_X, UNPRODUCTIVE_Y, 24, 24,
-			 g_gr->images().get("pics/but4.png"),
-			 g_gr->images().get("pics/scrollbar_right.png"),
-			 _("Show next"),
-			 false);
-	m_btn[NextUnproductive]->sigclicked.connect
-		(boost::bind(&BuildingStatisticsMenu::clicked_jump, boost::ref(*this), NextUnproductive));
-}
-
+BuildingStatisticsMenu::BuildingStatisticsMenu(InteractivePlayer& parent,
+                                               UI::UniqueWindow::Registry& registry)
+   : UI::UniqueWindow(&parent,
+                      "building_statistics",
+                      &registry,
+                      kWindowWidth,
+                      kWindowHeight,
+                      _("Building Statistics")),
+     is_shift_pressed_(false),
+     tabs_(this, 0, 0, g_gr->images().get("pics/but1.png")),
+     small_tab_(&tabs_, 0, 0, UI::Box::Vertical),
+     medium_tab_(&tabs_, 0, 0, UI::Box::Vertical),
+     big_tab_(&tabs_, 0, 0, UI::Box::Vertical),
+     mines_tab_(&tabs_, 0, 0, UI::Box::Vertical),
+     ports_tab_(&tabs_, 0, 0, UI::Box::Vertical) {
+	set_pos(Point(0, 50));  // Shift below the Gametime + FPS display
+	tabs_.add("building_stats_small",
+	          g_gr->images().get("pics/menu_tab_buildsmall.png"),
+	          &small_tab_,
+	          _("Small Buildings"));
+	tabs_.add("building_stats_medium",
+	          g_gr->images().get("pics/menu_tab_buildmedium.png"),
+	          &medium_tab_,
+	          _("Medium Buildings"));
+	tabs_.add("building_stats_big",
+	          g_gr->images().get("pics/menu_tab_buildbig.png"),
+	          &big_tab_,
+	          _("Big Buildings"));
+	tabs_.add("building_stats_mines",
+	          g_gr->images().get("pics/menu_tab_buildmine.png"),
+	          &mines_tab_,
+	          _("Mines"));
+	tabs_.add("building_stats_ports",
+	          g_gr->images().get("pics/menu_tab_buildport.png"),
+	          &ports_tab_,
+	          _("Ports"));
+	tabs_.set_size(kWindowWidth, kWindowHeight);
+
+	const TribeDescr& tribe = iplayer().player().tribe();
+
+	const BuildingIndex nr_buildings = tribe.get_nrbuildings();
+	building_buttons_ = std::vector<UI::Button*>(nr_buildings);
+	owned_buttons_ = std::vector<UI::Button*>(nr_buildings);
+	productivity_buttons_ = std::vector<UI::Button*>(nr_buildings);
+
+	int small_column = 0;
+	int medium_column = 0;
+	int big_column = 0;
+	int mines_column = 0;
+	int ports_column = 0;
+
+	UI::Box* mines_row = new UI::Box(&mines_tab_, 0, 0, UI::Box::Horizontal);
+	UI::Box* ports_row = new UI::Box(&ports_tab_, 0, 0, UI::Box::Horizontal);
+	UI::Box* big_row = new UI::Box(&big_tab_, 0, 0, UI::Box::Horizontal);
+	UI::Box* medium_row = new UI::Box(&medium_tab_, 0, 0, UI::Box::Horizontal);
+	UI::Box* small_row = new UI::Box(&small_tab_, 0, 0, UI::Box::Horizontal);
+
+	for (BuildingIndex id = 0; id < nr_buildings; ++id) {
+		const BuildingDescr& descr = *tribe.get_building_descr(id);
+
+		if (descr.type() != MapObjectType::CONSTRUCTIONSITE &&
+		    descr.type() != MapObjectType::DISMANTLESITE) {
+			if (descr.get_ismine()) {
+				if (add_button(id, descr, *mines_row)) {
+					++mines_column;
+					if (mines_column == kColumns) {
+						mines_tab_.add(mines_row, UI::Align_Left);
+						mines_column = 0;
+						mines_row = new UI::Box(&mines_tab_, 0, 0, UI::Box::Horizontal);
+					}
+				}
+			} else if (descr.get_isport()) {
+				if (add_button(id, descr, *ports_row)) {
+					++ports_column;
+					if (ports_column == kColumns) {
+						ports_tab_.add(ports_row, UI::Align_Left);
+						ports_column = 0;
+						ports_row = new UI::Box(&ports_tab_, 0, 0, UI::Box::Horizontal);
+					}
+				}
+			} else {
+				switch (descr.get_size()) {
+				case BaseImmovable::SMALL:
+					if (add_button(id, descr, *small_row)) {
+						++small_column;
+						if (small_column == kColumns) {
+							small_tab_.add(small_row, UI::Align_Left);
+							small_column = 0;
+							small_row = new UI::Box(&small_tab_, 0, 0, UI::Box::Horizontal);
+						}
+					}
+					break;
+				case BaseImmovable::MEDIUM:
+					if (add_button(id, descr, *medium_row)) {
+						++medium_column;
+						if (medium_column == kColumns) {
+							medium_tab_.add(medium_row, UI::Align_Left);
+							medium_column = 0;
+							medium_row = new UI::Box(&medium_tab_, 0, 0, UI::Box::Horizontal);
+						}
+					}
+					break;
+				case BaseImmovable::BIG:
+					if (add_button(id, descr, *big_row)) {
+						++big_column;
+						if (big_column == kColumns) {
+							big_tab_.add(big_row, UI::Align_Left);
+							big_column = 0;
+							big_row = new UI::Box(&big_tab_, 0, 0, UI::Box::Horizontal);
+						}
+					}
+					break;
+				default:
+					throw wexception(
+					   "Building statictics: Found building without a size: %s", descr.name().c_str());
+				}
+			}
+		}
+	}
+	mines_tab_.add(mines_row, UI::Align_Left);
+	ports_tab_.add(ports_row, UI::Align_Left);
+	small_tab_.add(small_row, UI::Align_Left);
+	medium_tab_.add(medium_row, UI::Align_Left);
+	big_tab_.add(big_row, UI::Align_Left);
+	update();
+}
+
+// Adds 3 buttons per building type:
+// - Building image, steps through all buildings of the type
+// - Buildings owned, steps through constructionsites
+// - Productivity, steps though buildings with low productivity and stopped buildings
+bool
+BuildingStatisticsMenu::add_button(BuildingIndex id, const BuildingDescr& descr, UI::Box& tab) {
+	// Only add headquarter types that are owned by player.
+	if (!(descr.is_buildable() || descr.is_enhanced() || descr.global()) &&
+	    iplayer().get_player()->get_building_statistics(id).empty()) {
+		return false;
+	}
+
+	UI::Box* button_box = new UI::Box(&tab, 0, 0, UI::Box::Vertical);
+	building_buttons_[id] = new UI::Button(button_box,
+	                                       (boost::format("building_button%s") % id).str(),
+	                                       0,
+	                                       0,
+	                                       kBuildGridCellSize,
+	                                       kBuildGridCellSize,
+	                                       g_gr->images().get("pics/but1.png"),
+	                                       &g_gr->animations()
+	                                           .get_animation(descr.get_animation("idle"))
+	                                           .representative_image_from_disk(),
+	                                       "",
+	                                       false,
+	                                       true);
+	button_box->add(building_buttons_[id], UI::Align_Left);
+
+	owned_buttons_[id] = new UI::Button(button_box,
+	                                    (boost::format("owned_button%s") % id).str(),
+	                                    0,
+	                                    0,
+	                                    kBuildGridCellSize,
+	                                    20,
+	                                    g_gr->images().get("pics/but1.png"),
+	                                    "",
+	                                    "",
+	                                    false,
+	                                    true);
+	button_box->add(owned_buttons_[id], UI::Align_Left);
+
+	productivity_buttons_[id] = new UI::Button(button_box,
+	                                           (boost::format("prod_button%s") % id).str(),
+	                                           0,
+	                                           0,
+	                                           kBuildGridCellSize,
+	                                           20,
+	                                           g_gr->images().get("pics/but1.png"),
+	                                           "",
+	                                           "",
+	                                           false,
+	                                           true);
+	button_box->add(productivity_buttons_[id], UI::Align_Left);
+
+	tab.add(button_box, UI::Align_Left);
+
+	building_buttons_[id]->sigclicked.connect(boost::bind(
+	   &BuildingStatisticsMenu::jump_building, boost::ref(*this), id, JumpTarget::kOwned));
+	owned_buttons_[id]->sigclicked.connect(boost::bind(
+	   &BuildingStatisticsMenu::jump_building, boost::ref(*this), id, JumpTarget::kConstruction));
+	productivity_buttons_[id]->sigclicked.connect(boost::bind(
+	   &BuildingStatisticsMenu::jump_building, boost::ref(*this), id, JumpTarget::kUnproductive));
+	return true;
+}
+
+bool BuildingStatisticsMenu::handle_key(bool const down, SDL_Keysym const code) {
+	if (down) {
+		// only on down events
+		switch (code.sym) {
+		case SDLK_LSHIFT:
+		case SDLK_RSHIFT:
+			is_shift_pressed_ = true;
+			break;
+		default:
+			break;
+		}
+	} else {
+		switch (code.sym) {
+		case SDLK_LSHIFT:
+		case SDLK_RSHIFT:
+			is_shift_pressed_ = false;
+			break;
+		default:
+			break;
+		}
+	}
+	return false;
+}
+
+void BuildingStatisticsMenu::jump_building(BuildingIndex id, JumpTarget target) {
+	if (last_building_type_ != id) {
+		last_building_index_ = 0;
+	}
+	last_building_type_ = id;
+
+	const std::vector<Player::BuildingStats>& stats_vector =
+	   iplayer().get_player()->get_building_statistics(id);
+
+	switch (target) {
+	case JumpTarget::kOwned: {
+		if (is_shift_pressed_) {
+			--last_building_index_;
+		} else {
+			++last_building_index_;
+		}
+		break;
+	}
+	case JumpTarget::kConstruction: {
+		int32_t const curindex = last_building_index_;
+
+		if (is_shift_pressed_) {
+			while (validate_pointer(&(--last_building_index_), stats_vector.size()) != curindex) {
+				if (stats_vector[last_building_index_].is_constructionsite) {
+					break;
+				}
+			}
+		} else {
+			while (validate_pointer(&(++last_building_index_), stats_vector.size()) != curindex) {
+				if (stats_vector[last_building_index_].is_constructionsite) {
+					break;
+				}
+			}
+		}
+		break;
+	}
+	case JumpTarget::kUnproductive: {
+		const Map& map = iplayer().egbase().map();
+
+		int32_t const curindex = last_building_index_;
+		bool found = false;
+
+		if (is_shift_pressed_) {
+			while (validate_pointer(&(--last_building_index_), stats_vector.size()) != curindex) {
+				if (!stats_vector[last_building_index_].is_constructionsite) {
+					if (upcast(ProductionSite,
+					           productionsite,
+					           map[stats_vector[last_building_index_].pos].get_immovable())) {
+						if (productionsite->is_stopped() ||
+						    productionsite->get_statistics_percent() < kLowProduction) {
+							found = true;
+							break;
+						}
+					}
+				}
+			}
+		} else {
+			while (validate_pointer(&(++last_building_index_), stats_vector.size()) != curindex) {
+				if (!stats_vector[last_building_index_].is_constructionsite) {
+					if (upcast(ProductionSite,
+					           productionsite,
+					           map[stats_vector[last_building_index_].pos].get_immovable())) {
+						if (productionsite->is_stopped() ||
+						    productionsite->get_statistics_percent() < kLowProduction) {
+							found = true;
+							break;
+						}
+					}
+				}
+			}
+		}
+		if (!found) {  // Now look at the old
+			if (upcast(ProductionSite,
+			           productionsite,
+			           map[stats_vector[last_building_index_].pos].get_immovable())) {
+				if (productionsite->is_stopped() ||
+				    productionsite->get_statistics_percent() < kLowProduction) {
+					found = true;
+				}
+			}
+		}
+		break;
+	}
+	default:
+		assert(false);
+		break;
+	}
+
+	validate_pointer(&last_building_index_, stats_vector.size());
+	iplayer().move_view_to(stats_vector[last_building_index_].pos);
+}
 
 /*
  * Update this statistic
  */
 void BuildingStatisticsMenu::think() {
-	const Widelands::Game & game = iplayer().game();
+	const Game& game = iplayer().game();
 	int32_t const gametime = game.get_gametime();
 
-	if ((gametime - m_lastupdate) > UPDATE_TIME) {
+	if ((gametime - lastupdate_) > kUpdateTime) {
 		update();
-		m_lastupdate = gametime;
+		lastupdate_ = gametime;
 	}
 }
 
 /*
- * draw()
- *
- * Draw this window
- */
-void BuildingStatisticsMenu::draw(RenderTarget & dst) {
-	UI::Window::draw(dst);
-
-	const Widelands::Player & player = iplayer().player();
-	if (m_anim)
-		dst.drawanim
-			(FLAG_POINT - Point(TRIANGLE_WIDTH / 2, TRIANGLE_HEIGHT),
-			 m_anim, 0, &player);
-}
-
-/*
  * validate if this pointer is ok
  */
-int32_t BuildingStatisticsMenu::validate_pointer
-	(int32_t * const id, int32_t const size)
-{
-	if (*id < 0)
+int32_t BuildingStatisticsMenu::validate_pointer(int32_t* const id, int32_t const size) {
+	if (*id < 0) {
 		*id = size - 1;
-	if (size <= *id)
+	}
+	if (size <= *id) {
 		*id = 0;
+	}
 
 	return *id;
 }
 
-
-void BuildingStatisticsMenu::clicked_jump(JumpTargets const id) {
-	assert(m_table.has_selection());
-	if (m_last_table_index != m_table.selection_index())
-		m_last_building_index = 0;
-	m_last_table_index = m_table.selection_index();
-	const std::vector<Widelands::Player::BuildingStats> & vec =
-		iplayer().get_player()->get_building_statistics
-			(Widelands::BuildingIndex
-				(static_cast<size_t>(m_table.get_selected())));
-	const Widelands::Map & map = iplayer().egbase().map();
-
-	bool found = true; //  we think, we always find a proper building
-
-	switch (id) {
-	case PrevOwned:
-		--m_last_building_index;
-		break;
-	case NextOwned:
-		++m_last_building_index;
-		break;
-	case PrevConstruction: {
-		int32_t const curindex = m_last_building_index;
-		while
-			(validate_pointer(&(--m_last_building_index), vec.size()) != curindex)
-			if (vec[m_last_building_index].is_constructionsite)
-				break;
-		break;
-	}
-	case NextConstruction: {
-		int32_t const curindex = m_last_building_index;
-		while
-			(validate_pointer(&(++m_last_building_index), vec.size()) != curindex)
-			if (vec[m_last_building_index].is_constructionsite)
-				break;
-		break;
-	}
-	case PrevUnproductive: {
-		int32_t const curindex = m_last_building_index;
-		found = false;
-		while (validate_pointer(&(--m_last_building_index), vec.size()) != curindex)
-			if (!vec[m_last_building_index].is_constructionsite) {
-				if
-					(upcast
-					 	(Widelands::ProductionSite,
-					 	 productionsite,
-					 	 map[vec[m_last_building_index].pos].get_immovable()))
-					if (productionsite->get_statistics_percent() < LOW_PROD) {
-						found = true;
-						break;
-					}
-			}
-		if (!found) // Now look at the old
-			if
-				(upcast
-				 	(Widelands::ProductionSite,
-				 	 productionsite,
-				 	 map[vec[m_last_building_index].pos].get_immovable()))
-				if (productionsite->get_statistics_percent() < LOW_PROD)
-					found = true;
-		break;
-	}
-	case NextUnproductive: {
-		int32_t const curindex = m_last_building_index;
-		found = false;
-		while
-			(validate_pointer(&(++m_last_building_index), vec.size()) != curindex)
-			if (!vec[m_last_building_index].is_constructionsite) {
-				if
-					(upcast
-					 	(Widelands::ProductionSite,
-					 	 productionsite,
-					 	 map[vec[m_last_building_index].pos].get_immovable()))
-					if (productionsite->get_statistics_percent() < LOW_PROD) {
-						found = true;
-						break;
-					}
-			}
-		if (!found) // Now look at the old
-			if
-				(upcast
-				 	(Widelands::ProductionSite,
-				 	 productionsite,
-				 	 map[vec[m_last_building_index].pos].get_immovable()))
-				if (productionsite->get_statistics_percent() < LOW_PROD)
-					found = true;
-		break;
-	}
-	default:
-		assert(false);
-		break;
-	}
-
-	validate_pointer(&m_last_building_index, vec.size());
-
-	if (found)
-		iplayer().move_view_to(vec[m_last_building_index].pos);
-}
-
-/*
- * The table has been selected
- */
-void BuildingStatisticsMenu::table_changed(uint32_t) {update();}
-
-/**
- * Callback to sort table based on building size.
- */
-bool BuildingStatisticsMenu::compare_building_size
-	(uint32_t const rowa, uint32_t const rowb)
-{
-	const Widelands::TribeDescr & tribe = iplayer().player().tribe();
-	Widelands::BuildingIndex a = Widelands::BuildingIndex(m_table[rowa]);
-	Widelands::BuildingIndex b = Widelands::BuildingIndex(m_table[rowb]);
-	const Widelands::BuildingDescr * descra = tribe.get_building_descr(a);
-	const Widelands::BuildingDescr * descrb = tribe.get_building_descr(b);
-
-	if (!descra || !descrb)
-		return false; // shouldn't happen, but be defensive
-
-	// mines come last
-	if (descrb->get_ismine())
-		return !descra->get_ismine();
-	else if (descra->get_ismine())
-		return false;
-
-	// smallest first
-	return descra->get_size() < descrb->get_size();
-}
-
-
-/*
- * Update table
+/*
+ * Update Buttons
  */
 void BuildingStatisticsMenu::update() {
-	m_owned   .set_text("");
-	m_in_build.set_text("");
-	m_progbar .set_state(0);
+	const Player& player = iplayer().player();
+	const TribeDescr& tribe = player.tribe();
+	const Map& map = iplayer().game().map();
+	const BuildingIndex nr_buildings = tribe.get_nrbuildings();
+	std::string button_tooltip;
 
-	const Widelands::Player      & player = iplayer().player();
-	const Widelands::TribeDescr & tribe  = player.tribe();
-	const Widelands::Map         & map   = iplayer().game().map();
-	Widelands::BuildingIndex      const nr_buildings = tribe.get_nrbuildings();
-	for
-		(Widelands::BuildingIndex i = 0;
-		 i < nr_buildings;
-		 ++i)
-	{
-		const Widelands::BuildingDescr & building =
-			*tribe.get_building_descr(i);
-		if
-			(!(building.is_buildable()
-			 || building.is_enhanced()
-			 || building.global()))
+	for (BuildingIndex id = 0; id < nr_buildings; ++id) {
+		const BuildingDescr& building = *tribe.get_building_descr(id);
+		if (building_buttons_[id] == nullptr) {
 			continue;
-
-		const std::vector<Widelands::Player::BuildingStats> & vec =
-			player.get_building_statistics(i);
-
-		//  walk all entries, add new ones if needed
-		UI::Table<uintptr_t const>::EntryRecord * te = nullptr;
-		const uint32_t table_size = m_table.size();
-		for (uint32_t l = 0; l < table_size; ++l) {
-			UI::Table<uintptr_t const>::EntryRecord & er = m_table.get_record(l);
-			if (UI::Table<uintptr_t const>::get(er) == i) {
-				te = &er;
-				break;
-			}
-		}
-
-		//  If not in list, add new one, as long as this building is enabled.
-		if (!te) {
-			if (! iplayer().player().is_building_type_allowed(i))
-				continue;
-			te = &m_table.add(i);
-		}
-
-		uint32_t nr_owned   = 0;
-		uint32_t nr_build   = 0;
+		}
+		assert(productivity_buttons_[id] != nullptr);
+		assert(owned_buttons_[id] != nullptr);
+
+		const std::vector<Player::BuildingStats>& stats_vector = player.get_building_statistics(id);
+
+		uint32_t nr_owned = 0;
+		uint32_t nr_build = 0;
 		uint32_t total_prod = 0;
-		upcast(Widelands::ProductionSiteDescr const, productionsite, &building);
-		for (uint32_t l = 0; l < vec.size(); ++l) {
-			if (vec[l].is_constructionsite)
+		upcast(ProductionSiteDescr const, productionsite, &building);
+		for (uint32_t l = 0; l < stats_vector.size(); ++l) {
+			if (stats_vector[l].is_constructionsite)
 				++nr_build;
 			else {
 				++nr_owned;
 				if (productionsite)
-					total_prod +=
-						dynamic_cast<Widelands::ProductionSite&>
-							(*map[vec[l].pos].get_immovable())
-						.get_statistics_percent();
-			}
-		}
-
-		const bool is_selected = //  Is this entry selected?
-			m_table.has_selection() && m_table.get_selected() == i;
-
-		if (is_selected) {
-			m_anim = building.get_ui_anim();
-			m_btn[PrevOwned]       ->set_enabled(nr_owned);
-			m_btn[NextOwned]       ->set_enabled(nr_owned);
-			m_btn[PrevConstruction]->set_enabled(nr_build);
-			m_btn[NextConstruction]->set_enabled(nr_build);
-		}
-
-		//  add new Table Entry
-		te->set_picture
-			(Columns::Name, building.get_icon(), building.descname());
-
-		{
-			char const * pic = "pics/novalue.png";
-			if (building.get_ismine()) {
-				pic = "pics/menu_tab_buildmine.png";
-			} else if (building.get_isport()) {
-				pic = "pics/menu_tab_buildport.png";
-			}
-			else switch (building.get_size()) {
-			case Widelands::BaseImmovable::SMALL:
-				pic = "pics/menu_tab_buildsmall.png";
-				break;
-			case Widelands::BaseImmovable::MEDIUM:
-				pic = "pics/menu_tab_buildmedium.png";
-				break;
-			case Widelands::BaseImmovable::BIG:
-				pic = "pics/menu_tab_buildbig.png";
-				break;
-			default:
-				assert(false);
-				break;
-			}
-			te->set_picture(Columns::Size, g_gr->images().get(pic));
-		}
-
-		if (productionsite && nr_owned) {
-			uint32_t const percent =
-				static_cast<uint32_t>
-					(static_cast<float>(total_prod) / static_cast<float>(nr_owned));
-			te->set_string(Columns::Prod, (boost::format("%3u") % percent).str()); //  space-pad for sort
-			if (is_selected)  {
-				m_progbar.set_state(percent);
-				m_btn[PrevUnproductive]->set_enabled(true);
-				m_btn[NextUnproductive]->set_enabled(true);
-			}
-		} else {
-			te->set_string(Columns::Prod,  " ");
-			if (is_selected) {
-				m_btn[PrevUnproductive]->set_enabled(false);
-				m_btn[NextUnproductive]->set_enabled(false);
-			}
-		}
-
-		//  number of these buildings
-		const std::string owned_string =
-		   (boost::format("%3u") % nr_owned).str();  //  space-pad for sort
-		te->set_string(Columns::Owned, owned_string);
-		if (is_selected) {
-			m_owned.set_text(owned_string);
-		}
-
-		//  number of these buildings currently being built
-		const std::string build_string =
-		   (boost::format("%3u") % nr_build).str();  //  space-pad for sort
-		te->set_string(Columns::Build, build_string);
-		if (is_selected) {
-			m_in_build.set_text(build_string);
-		}
-	}
-
-	//  disable all buttons, if nothing to select
-	if (!m_table.has_selection()) {
-		m_btn[PrevOwned]       ->set_enabled(false);
-		m_btn[NextOwned]       ->set_enabled(false);
-		m_btn[PrevConstruction]->set_enabled(false);
-		m_btn[NextConstruction]->set_enabled(false);
-		m_btn[PrevUnproductive]->set_enabled(false);
-		m_btn[NextUnproductive]->set_enabled(false);
+					total_prod += dynamic_cast<ProductionSite&>(
+					                 *map[stats_vector[l].pos].get_immovable()).get_statistics_percent();
+			}
+		}
+
+		if (building.type() == MapObjectType::PRODUCTIONSITE &&
+		    building.type() != MapObjectType::MILITARYSITE &&
+		    building.type() != MapObjectType::WAREHOUSE) {
+			if (nr_owned) {
+				int const percent =
+				   static_cast<int>(static_cast<float>(total_prod) / static_cast<float>(nr_owned));
+				productivity_buttons_[id]->set_title((boost::format("%i%%") % percent).str());
+				productivity_buttons_[id]->set_enabled(true);
+			} else {
+				productivity_buttons_[id]->set_title("–");
+				productivity_buttons_[id]->set_enabled(false);
+			}
+			button_tooltip = _("Productivity");
+			if (productivity_buttons_[id]->enabled()) {
+				button_tooltip = format_tooltip(
+				   button_tooltip,
+				   _("Click to step through buildings with low productivity and stopped buildings."));
+			}
+			productivity_buttons_[id]->set_tooltip(button_tooltip);
+		} else {
+			productivity_buttons_[id]->set_title(" ");
+			productivity_buttons_[id]->set_enabled(false);
+		}
+
+		if (!building.global() && (building.is_buildable() || building.is_enhanced())) {
+			/** TRANSLATORS Buildings: owned / under construction */
+			owned_buttons_[id]->set_title((boost::format(_("%1% / %2%")) % nr_owned % nr_build).str());
+		} else {
+			owned_buttons_[id]->set_title((boost::format(_("%1% / %2%")) % nr_owned % "–").str());
+		}
+		owned_buttons_[id]->set_enabled((nr_owned + nr_build) > 0);
+		building_buttons_[id]->set_enabled((nr_owned + nr_build) > 0);
+
+		button_tooltip = building.descname();
+		if (building_buttons_[id]->enabled()) {
+			button_tooltip =
+			   format_tooltip(button_tooltip, _("Click to step through all buildings of this type."));
+		}
+		building_buttons_[id]->set_tooltip(button_tooltip);
+
+		button_tooltip = _("Owned / Under Construction");
+		if (owned_buttons_[id]->enabled()) {
+			button_tooltip = format_tooltip(
+			   button_tooltip, _("Click to step through buildings under construction."));
+		}
+		owned_buttons_[id]->set_tooltip(button_tooltip);
 	}
 }

=== modified file 'src/wui/building_statistics_menu.h'
--- src/wui/building_statistics_menu.h	2014-09-10 14:48:40 +0000
+++ src/wui/building_statistics_menu.h	2015-05-12 08:35:35 +0000
@@ -20,56 +20,66 @@
 #ifndef WL_WUI_BUILDING_STATISTICS_MENU_H
 #define WL_WUI_BUILDING_STATISTICS_MENU_H
 
-#include "ui_basic/progressbar.h"
-#include "ui_basic/table.h"
-#include "ui_basic/textarea.h"
+#include <vector>
+
+#include "logic/building.h"
+#include "logic/widelands.h"
+#include "ui_basic/box.h"
+#include "ui_basic/button.h"
+#include "ui_basic/tabpanel.h"
 #include "ui_basic/unique_window.h"
-
-namespace Widelands {struct BuildingDescr;}
-class InteractivePlayer;
-namespace UI {
-struct Button;
-struct ProgressBar;
-struct Textarea;
-}
-
+#include "wui/interactive_player.h"
+
+using namespace Widelands;
+
+/// This window shows statistics for all the buildings that the player owns.
+/// It also allows to jump through buildings on the map.
 struct BuildingStatisticsMenu : public UI::UniqueWindow {
-	BuildingStatisticsMenu
-		(InteractivePlayer &, UI::UniqueWindow::Registry &);
+	BuildingStatisticsMenu(InteractivePlayer&, UI::UniqueWindow::Registry&);
 
 	void think() override;
-	void draw(RenderTarget &) override;
 	void update();
+	bool handle_key(bool const down, SDL_Keysym const code) override;
 
 private:
-	bool compare_building_size(uint32_t rowa, uint32_t rowb);
-
-	InteractivePlayer & iplayer() const;
-	enum JumpTargets {
-		PrevOwned,        NextOwned,
-		PrevConstruction, NextConstruction,
-		PrevUnproductive, NextUnproductive
-	};
-
-	UI::Table<uintptr_t const> m_table;
-	UI::ProgressBar          m_progbar;
-	UI::Textarea              m_total_productivity_label;
-	UI::Textarea              m_owned_label;
-	UI::Textarea              m_owned;
-	UI::Textarea              m_in_build_label;
-	UI::Textarea              m_in_build;
-	UI::Textarea              m_unproductive_label;
-	uint32_t                  m_anim;
-	uint32_t                  m_lastupdate;
-	uint32_t                  m_end_of_table_y;
-	UI::Button * m_btn[6];
-	int32_t                   m_last_building_index;
-	uint32_t                  m_last_table_index;
-
-	void clicked_help();
-	void clicked_jump(JumpTargets);
-	void table_changed(uint32_t);
-	int32_t validate_pointer(int32_t *, int32_t);
+	/// Which building state to jump through
+	enum class JumpTarget {kOwned, kConstruction, kUnproductive};
+
+	/// Adds a button for the building type belonging to the id and descr to the tab.
+	/// Returns true when a button was added.
+	bool add_button(BuildingIndex id, const BuildingDescr& descr, UI::Box& tab);
+
+	/// Jumps to the next / previous appropriate building
+	void jump_building(BuildingIndex id, JumpTarget target);
+
+	/// Helper function for jump_building to go round robin
+	int32_t validate_pointer(int32_t*, int32_t);
+
+	InteractivePlayer& iplayer() const;
+
+	/// Reverses the direction that buildings get jumped through
+	bool is_shift_pressed_;
+
+	/// UI tabs
+	UI::TabPanel tabs_;
+	UI::Box small_tab_;
+	UI::Box medium_tab_;
+	UI::Box big_tab_;
+	UI::Box mines_tab_;
+	UI::Box ports_tab_;
+
+	/// Button with building icon
+	std::vector<UI::Button*> building_buttons_;
+	/// Button with owned / under construction buildings
+	std::vector<UI::Button*> owned_buttons_;
+	/// Button with buildings' productivity
+	std::vector<UI::Button*> productivity_buttons_;
+	/// The last building that was jumped to
+	int32_t last_building_index_;
+	/// The type of last building that was jumped to
+	BuildingIndex last_building_type_;
+	/// The last time the information in this Panel got updated
+	uint32_t lastupdate_;
 };
 
 #endif  // end of include guard: WL_WUI_BUILDING_STATISTICS_MENU_H

=== modified file 'src/wui/interactive_player.cc'
--- src/wui/interactive_player.cc	2015-02-14 22:11:44 +0000
+++ src/wui/interactive_player.cc	2015-05-12 08:35:35 +0000
@@ -336,6 +336,14 @@
 			set_display_flag(dfShowCensus, !get_display_flag(dfShowCensus));
 			return true;
 
+		case SDLK_b:
+			if (m_mainm_windows.building_stats.window == nullptr) {
+				new BuildingStatisticsMenu(*this, m_mainm_windows.building_stats);
+			} else {
+				m_mainm_windows.building_stats.toggle();
+			}
+			return true;
+
 		case SDLK_s:
 			if (code.mod & (KMOD_LCTRL | KMOD_RCTRL))
 				new GameMainMenuSaveGame(*this, m_mainm_windows.savegame);

=== modified file 'txts/README.lua'
--- txts/README.lua	2014-12-28 16:45:37 +0000
+++ txts/README.lua	2015-05-12 08:35:35 +0000
@@ -67,6 +67,7 @@
 .. _"S: toggles statistics" .. "<br>"
 .. _"I: toggles stock inventory" .. "<br>"
 .. _"O: toggles objectives" .. "<br>"
+.. _"B: toggles building statistics" .. "<br>"
 .. _"F: toggles fullscreen (if supported by the OS)" .. "<br>"
 .. _"Home: centers main mapview on starting location" .. "<br>"
 .. _"(CTRL+) 0-9: Remember and go to previously remembered locations" .. "<br>"


Follow ups