← Back to team overview

widelands-dev team mailing list archive

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

 

I added one question to the diff

Diff comments:

> === 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	2015-05-13 06:02:16 +0000
> @@ -19,494 +19,441 @@
>  
>  #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, 40));  // 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);
> +
> +	// Column counters
> +	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_tab_, *mines_row, &mines_column)) {
> +					mines_row = new UI::Box(&mines_tab_, 0, 0, UI::Box::Horizontal);
> +				}
> +			} else if (descr.get_isport()) {
> +				if (add_button(id, descr, ports_tab_, *ports_row, &ports_column)) {
> +					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_tab_, *small_row, &small_column)) {
> +						small_row = new UI::Box(&small_tab_, 0, 0, UI::Box::Horizontal);
> +					}
> +					break;
> +				case BaseImmovable::MEDIUM:
> +					if (add_button(id, descr, medium_tab_, *medium_row, &medium_column)) {
> +						medium_row = new UI::Box(&medium_tab_, 0, 0, UI::Box::Horizontal);
> +					}
> +					break;
> +				case BaseImmovable::BIG:
> +					if (add_button(id, descr, big_tab_, *big_row, &big_column)) {
> +						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, UI::Box& row, int* column) {
> +	// 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(&row, 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);
> +
> +	row.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));
> +
> +	// Check if the row is full
> +	++*column;
> +	if (*column == kColumns) {
> +		tab.add(&row, UI::Align_Left);
> +		*column = 0;
> +		return true;
> +	}
> +	return false;
> +}
> +
> +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) {

How do you mean this? if the object is productionsite then no sense to check if it is militarysite or 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	2015-05-13 06:02:16 +0000
> @@ -20,56 +20,67 @@
>  #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 new row needs to be created.
> +	bool add_button(
> +	   BuildingIndex id, const BuildingDescr& descr, UI::Box& tab, UI::Box& row, int* column);
> +
> +	/// 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	2015-05-10 10:59:28 +0000
> +++ src/wui/interactive_player.cc	2015-05-13 06:02:16 +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	2015-05-13 06:02:16 +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>"
> 


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1399621/+merge/258843
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1399621 into lp:widelands.


References