Codechange: replace INVALID_X with XID::Invalid() for PoolIDs

This commit is contained in:
Rubidium
2025-02-16 19:29:53 +01:00
committed by rubidium42
parent d13b0e0813
commit fd4adc55e3
157 changed files with 744 additions and 772 deletions

View File

@@ -132,7 +132,7 @@ static bool EngineIntroDateSorter(const GUIEngineListItem &a, const GUIEngineLis
}
/* cached values for EngineNameSorter to spare many GetString() calls */
static EngineID _last_engine[2] = { INVALID_ENGINE, INVALID_ENGINE };
static EngineID _last_engine[2] = { EngineID::Invalid(), EngineID::Invalid() };
/**
* Determines order of engines by name
@@ -1132,8 +1132,8 @@ void GUIEngineListAddChildren(GUIEngineList &dst, const GUIEngineList &src, Engi
const Engine *e = Engine::Get(item.engine_id);
EngineDisplayFlags flags = item.flags;
if (e->display_last_variant != INVALID_ENGINE) flags.Reset(EngineDisplayFlag::Shaded);
dst.emplace_back(e->display_last_variant == INVALID_ENGINE ? item.engine_id : e->display_last_variant, item.engine_id, flags, indent);
if (e->display_last_variant != EngineID::Invalid()) flags.Reset(EngineDisplayFlag::Shaded);
dst.emplace_back(e->display_last_variant == EngineID::Invalid() ? item.engine_id : e->display_last_variant, item.engine_id, flags, indent);
/* Add variants if not folded */
if (item.flags.Test(EngineDisplayFlag::HasVariants) && !item.flags.Test(EngineDisplayFlag::IsFolded)) {
@@ -1172,7 +1172,7 @@ struct BuildVehicleWindow : Window {
uint8_t sort_criteria; ///< Current sort criterium.
bool show_hidden_engines; ///< State of the 'show hidden engines' button.
bool listview_mode; ///< If set, only display the available vehicles and do not show a 'build' button.
EngineID sel_engine; ///< Currently selected engine, or #INVALID_ENGINE
EngineID sel_engine; ///< Currently selected engine, or #EngineID::Invalid()
EngineID rename_engine; ///< Engine being renamed.
GUIEngineList eng_list;
CargoType cargo_filter_criteria; ///< Selected cargo filter
@@ -1187,7 +1187,7 @@ struct BuildVehicleWindow : Window {
{
NWidgetCore *widget = this->GetWidget<NWidgetCore>(WID_BV_BUILD);
bool refit = this->sel_engine != INVALID_ENGINE && this->cargo_filter_criteria != CargoFilterCriteria::CF_ANY && this->cargo_filter_criteria != CargoFilterCriteria::CF_NONE && this->cargo_filter_criteria != CargoFilterCriteria::CF_ENGINES;
bool refit = this->sel_engine != EngineID::Invalid() && this->cargo_filter_criteria != CargoFilterCriteria::CF_ANY && this->cargo_filter_criteria != CargoFilterCriteria::CF_NONE && this->cargo_filter_criteria != CargoFilterCriteria::CF_ENGINES;
if (refit) refit = Engine::Get(this->sel_engine)->GetDefaultCargoType() != this->cargo_filter_criteria;
if (refit) {
@@ -1203,7 +1203,7 @@ struct BuildVehicleWindow : Window {
this->listview_mode = tile == INVALID_TILE;
this->window_number = this->listview_mode ? (int)type : tile.base();
this->sel_engine = INVALID_ENGINE;
this->sel_engine = EngineID::Invalid();
this->sort_criteria = _engine_sort_last_criteria[type];
this->descending_sort_order = _engine_sort_last_order[type];
@@ -1249,7 +1249,7 @@ struct BuildVehicleWindow : Window {
this->GenerateBuildList(); // generate the list, since we need it in the next line
/* Select the first unshaded engine in the list as default when opening the window */
EngineID engine = INVALID_ENGINE;
EngineID engine = EngineID::Invalid();
auto it = std::ranges::find_if(this->eng_list, [](const GUIEngineListItem &item) { return !item.flags.Test(EngineDisplayFlag::Shaded); });
if (it != this->eng_list.end()) engine = it->engine_id;
this->SelectEngine(engine);
@@ -1314,7 +1314,7 @@ struct BuildVehicleWindow : Window {
this->sel_engine = engine;
this->SetBuyVehicleText();
if (this->sel_engine == INVALID_ENGINE) return;
if (this->sel_engine == EngineID::Invalid()) return;
const Engine *e = Engine::Get(this->sel_engine);
@@ -1346,7 +1346,7 @@ struct BuildVehicleWindow : Window {
{
this->eng_list.Filter(this->cargo_filter_criteria);
if (0 == this->eng_list.size()) { // no engine passed through the filter, invalidate the previously selected engine
this->SelectEngine(INVALID_ENGINE);
this->SelectEngine(EngineID::Invalid());
} else if (std::ranges::find(this->eng_list, this->sel_engine, &GUIEngineListItem::engine_id) == this->eng_list.end()) { // previously selected engine didn't pass the filter, select the first engine of the list
this->SelectEngine(this->eng_list[0].engine_id);
}
@@ -1380,14 +1380,14 @@ struct BuildVehicleWindow : Window {
void GenerateBuildTrainList(GUIEngineList &list)
{
std::vector<EngineID> variants;
EngineID sel_id = INVALID_ENGINE;
EngineID sel_id = EngineID::Invalid();
size_t num_engines = 0;
list.clear();
/* Make list of all available train engines and wagons.
* Also check to see if the previously selected engine is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* and if not, reset selection to EngineID::Invalid(). This could be the case
* when engines become obsolete and are removed */
for (const Engine *e : Engine::IterateType(VEH_TRAIN)) {
if (!this->show_hidden_engines && e->IsVariantHidden(_local_company)) continue;
@@ -1409,7 +1409,7 @@ struct BuildVehicleWindow : Window {
/* Add all parent variants of this engine to the variant list */
EngineID parent = e->info.variant_id;
while (parent != INVALID_ENGINE) {
while (parent != EngineID::Invalid()) {
variants.push_back(parent);
parent = Engine::Get(parent)->info.variant_id;
}
@@ -1429,7 +1429,7 @@ struct BuildVehicleWindow : Window {
this->SelectEngine(sel_id);
/* invalidate cached values for name sorter - engine names could change */
_last_engine[0] = _last_engine[1] = INVALID_ENGINE;
_last_engine[0] = _last_engine[1] = EngineID::Invalid();
/* make engines first, and then wagons, sorted by selected sort_criteria */
_engine_sort_direction = false;
@@ -1446,7 +1446,7 @@ struct BuildVehicleWindow : Window {
/* Figure out what road vehicle EngineIDs to put in the list */
void GenerateBuildRoadVehList()
{
EngineID sel_id = INVALID_ENGINE;
EngineID sel_id = EngineID::Invalid();
this->eng_list.clear();
@@ -1469,7 +1469,7 @@ struct BuildVehicleWindow : Window {
/* Figure out what ship EngineIDs to put in the list */
void GenerateBuildShipList()
{
EngineID sel_id = INVALID_ENGINE;
EngineID sel_id = EngineID::Invalid();
this->eng_list.clear();
for (const Engine *e : Engine::IterateType(VEH_SHIP)) {
@@ -1490,7 +1490,7 @@ struct BuildVehicleWindow : Window {
/* Figure out what aircraft EngineIDs to put in the list */
void GenerateBuildAircraftList()
{
EngineID sel_id = INVALID_ENGINE;
EngineID sel_id = EngineID::Invalid();
this->eng_list.clear();
@@ -1498,7 +1498,7 @@ struct BuildVehicleWindow : Window {
/* Make list of all available planes.
* Also check to see if the previously selected plane is still available,
* and if not, reset selection to INVALID_ENGINE. This could be the case
* and if not, reset selection to EngineID::Invalid(). This could be the case
* when planes become obsolete and are removed */
for (const Engine *e : Engine::IterateType(VEH_AIRCRAFT)) {
if (!this->show_hidden_engines && e->IsVariantHidden(_local_company)) continue;
@@ -1554,7 +1554,7 @@ struct BuildVehicleWindow : Window {
std::vector<EngineID> variants;
for (const auto &item : this->eng_list) {
EngineID parent = item.variant_id;
while (parent != INVALID_ENGINE) {
while (parent != EngineID::Invalid()) {
variants.push_back(parent);
parent = Engine::Get(parent)->info.variant_id;
}
@@ -1571,7 +1571,7 @@ struct BuildVehicleWindow : Window {
EngList_Sort(this->eng_list, _engine_sort_functions[this->vehicle_type][this->sort_criteria]);
this->eng_list.swap(list);
GUIEngineListAddChildren(this->eng_list, list, INVALID_ENGINE, 0);
GUIEngineListAddChildren(this->eng_list, list, EngineID::Invalid(), 0);
this->eng_list.RebuildDone();
}
@@ -1602,7 +1602,7 @@ struct BuildVehicleWindow : Window {
void BuildVehicle()
{
EngineID sel_eng = this->sel_engine;
if (sel_eng == INVALID_ENGINE) return;
if (sel_eng == EngineID::Invalid()) return;
CargoType cargo = this->cargo_filter_criteria;
if (cargo == CargoFilterCriteria::CF_ANY || cargo == CargoFilterCriteria::CF_ENGINES || cargo == CargoFilterCriteria::CF_NONE) cargo = INVALID_CARGO;
@@ -1615,7 +1615,7 @@ struct BuildVehicleWindow : Window {
/* Update last used variant in hierarchy and refresh if necessary. */
bool refresh = false;
EngineID parent = sel_eng;
while (parent != INVALID_ENGINE) {
while (parent != EngineID::Invalid()) {
Engine *e = Engine::Get(parent);
refresh |= (e->display_last_variant != sel_eng);
e->display_last_variant = sel_eng;
@@ -1647,14 +1647,14 @@ struct BuildVehicleWindow : Window {
break;
case WID_BV_LIST: {
EngineID e = INVALID_ENGINE;
EngineID e = EngineID::Invalid();
const auto it = this->vscroll->GetScrolledItemFromWidget(this->eng_list, pt.y, this, WID_BV_LIST);
if (it != this->eng_list.end()) {
const auto &item = *it;
const Rect r = this->GetWidget<NWidgetBase>(widget)->GetCurrentRect().Shrink(WidgetDimensions::scaled.matrix).WithWidth(WidgetDimensions::scaled.hsep_indent * (item.indent + 1), _current_text_dir == TD_RTL);
if (item.flags.Test(EngineDisplayFlag::HasVariants) && IsInsideMM(r.left, r.right, pt.x)) {
/* toggle folded flag on engine */
assert(item.variant_id != INVALID_ENGINE);
assert(item.variant_id != EngineID::Invalid());
Engine *engine = Engine::Get(item.variant_id);
engine->display_flags.Flip(EngineDisplayFlag::IsFolded);
@@ -1683,7 +1683,7 @@ struct BuildVehicleWindow : Window {
break;
case WID_BV_SHOW_HIDE: {
const Engine *e = (this->sel_engine == INVALID_ENGINE) ? nullptr : Engine::Get(this->sel_engine);
const Engine *e = (this->sel_engine == EngineID::Invalid()) ? nullptr : Engine::Get(this->sel_engine);
if (e != nullptr) {
Command<CMD_SET_VEHICLE_VISIBILITY>::Post(this->sel_engine, !e->IsHidden(_current_company));
}
@@ -1696,7 +1696,7 @@ struct BuildVehicleWindow : Window {
case WID_BV_RENAME: {
EngineID sel_eng = this->sel_engine;
if (sel_eng != INVALID_ENGINE) {
if (sel_eng != EngineID::Invalid()) {
this->rename_engine = sel_eng;
ShowQueryString(GetString(STR_ENGINE_NAME, PackEngineNameDParam(sel_eng, EngineNameContext::Generic)), STR_QUERY_RENAME_TRAIN_TYPE_CAPTION + this->vehicle_type, MAX_LENGTH_ENGINE_NAME_CHARS, this, CS_ALPHANUMERAL, QSF_ENABLE_DEFAULT | QSF_LEN_IN_CHARS);
}
@@ -1747,7 +1747,7 @@ struct BuildVehicleWindow : Window {
break;
case WID_BV_SHOW_HIDE: {
const Engine *e = (this->sel_engine == INVALID_ENGINE) ? nullptr : Engine::Get(this->sel_engine);
const Engine *e = (this->sel_engine == EngineID::Invalid()) ? nullptr : Engine::Get(this->sel_engine);
if (e != nullptr && e->IsHidden(_local_company)) {
SetDParam(0, STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON + this->vehicle_type);
} else {
@@ -1825,17 +1825,17 @@ struct BuildVehicleWindow : Window {
this->GenerateBuildList();
this->vscroll->SetCount(this->eng_list.size());
this->SetWidgetsDisabledState(this->sel_engine == INVALID_ENGINE, WID_BV_SHOW_HIDE, WID_BV_BUILD);
this->SetWidgetsDisabledState(this->sel_engine == EngineID::Invalid(), WID_BV_SHOW_HIDE, WID_BV_BUILD);
/* Disable renaming engines in network games if you are not the server. */
this->SetWidgetDisabledState(WID_BV_RENAME, this->sel_engine == INVALID_ENGINE || (_networking && !_network_server));
this->SetWidgetDisabledState(WID_BV_RENAME, this->sel_engine == EngineID::Invalid() || (_networking && !_network_server));
this->DrawWidgets();
if (!this->IsShaded()) {
int needed_height = this->details_height;
/* Draw details panels. */
if (this->sel_engine != INVALID_ENGINE) {
if (this->sel_engine != EngineID::Invalid()) {
const Rect r = this->GetWidget<NWidgetBase>(WID_BV_PANEL)->GetCurrentRect().Shrink(WidgetDimensions::scaled.framerect);
int text_end = DrawVehiclePurchaseInfo(r.left, r.right, r.top, this->sel_engine, this->te);
needed_height = std::max(needed_height, (text_end - r.top) / GetCharacterHeight(FS_NORMAL));