changeset 9182:d3a153aa328d draft

(svn r13045) -Codechange: make list_d (now GUIList) more generic and uniform.
author rubidium <rubidium@openttd.org>
date Sun, 11 May 2008 14:23:45 +0000
parents 9661ce533746
children 5b8c9fe2e0f4
files src/group_gui.cpp src/network/network_gui.cpp src/vehicle_gui.cpp src/vehicle_gui.h src/window_gui.h
diffstat 5 files changed, 177 insertions(+), 188 deletions(-) [+]
line wrap: on
line diff
--- a/src/group_gui.cpp
+++ b/src/group_gui.cpp
@@ -28,53 +28,39 @@
 #include "table/strings.h"
 #include "table/sprites.h"
 
-struct grouplist_d {
-	const Group **sort_list;
-	list_d l;                   // General list struct
-};
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(grouplist_d));
+typedef GUIList<const Group*> GUIGroupList;
 
 struct groupveh_d : vehiclelist_d {
 	GroupID group_sel;
 	VehicleID vehicle_sel;
 
-	grouplist_d gl;
+	GUIGroupList groups;
 };
 assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(groupveh_d));
-
-struct Sorting {
-	Listing aircraft;
-	Listing roadveh;
-	Listing ship;
-	Listing train;
-};
-
-static Sorting _sorting;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
 
 
-static void BuildGroupList(grouplist_d* gl, PlayerID owner, VehicleType vehicle_type)
+static void BuildGroupList(GUIGroupList *gl, PlayerID owner, VehicleType vehicle_type)
 {
-	const Group** list;
-	const Group *g;
 	uint n = 0;
 
-	if (!(gl->l.flags & VL_REBUILD)) return;
+	if (!(gl->flags & VL_REBUILD)) return;
 
-	list = MallocT<const Group*>(GetGroupArraySize());
+	const Group **list = MallocT<const Group*>(GetGroupArraySize());
 
+	const Group *g;
 	FOR_ALL_GROUPS(g) {
 		if (g->owner == owner && g->vehicle_type == vehicle_type) list[n++] = g;
 	}
 
-	free((void*)gl->sort_list);
-	gl->sort_list = MallocT<const Group *>(n);
-	gl->l.list_length = n;
+	gl->sort_list = ReallocT(gl->sort_list, n);
+	gl->list_length = n;
 
 	for (uint i = 0; i < n; ++i) gl->sort_list[i] = list[i];
-	free((void*)list);
+	free(list);
 
-	gl->l.flags &= ~VL_REBUILD;
-	gl->l.flags |= VL_RESORT;
+	gl->flags &= ~VL_REBUILD;
+	gl->flags |= VL_RESORT;
 }
 
 
@@ -107,14 +93,14 @@
 }
 
 
-static void SortGroupList(grouplist_d *gl)
+static void SortGroupList(GUIGroupList *gl)
 {
-	if (!(gl->l.flags & VL_RESORT)) return;
+	if (!(gl->flags & VL_RESORT)) return;
 
-	qsort((void*)gl->sort_list, gl->l.list_length, sizeof(gl->sort_list[0]), GroupNameSorter);
+	qsort((void*)gl->sort_list, gl->list_length, sizeof(gl->sort_list[0]), GroupNameSorter);
 
-	gl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
-	gl->l.flags &= ~VL_RESORT;
+	gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
+	gl->flags &= ~VL_RESORT;
 }
 
 
@@ -180,8 +166,9 @@
 static void CreateVehicleGroupWindow(Window *w)
 {
 	const PlayerID owner = (PlayerID)GB(w->window_number, 0, 8);
-	groupveh_d *gv = &WP(w, groupveh_d);
-	grouplist_d *gl = &WP(w, groupveh_d).gl;
+	groupveh_d     *gv = &WP(w, groupveh_d);
+	GUIVehicleList *vl = &gv->vehicles;
+	GUIGroupList   *gl = &gv->groups;
 
 	w->caption_color = owner;
 	w->hscroll.cap = 224;
@@ -208,21 +195,22 @@
 
 	switch (gv->vehicle_type) {
 		default: NOT_REACHED();
-		case VEH_TRAIN:    gv->_sorting = &_sorting.train;    break;
-		case VEH_ROAD:     gv->_sorting = &_sorting.roadveh;  break;
-		case VEH_SHIP:     gv->_sorting = &_sorting.ship;     break;
-		case VEH_AIRCRAFT: gv->_sorting = &_sorting.aircraft; break;
+		case VEH_TRAIN:    gv->sorting = &_sorting.train;    break;
+		case VEH_ROAD:     gv->sorting = &_sorting.roadveh;  break;
+		case VEH_SHIP:     gv->sorting = &_sorting.ship;     break;
+		case VEH_AIRCRAFT: gv->sorting = &_sorting.aircraft; break;
 	}
 
-	gv->sort_list = NULL;
 	gv->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
-	gv->l.sort_type = gv->_sorting->criteria;
-	gv->l.flags = VL_REBUILD | (gv->_sorting->order ? VL_DESC : VL_NONE);
-	gv->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
+
+	vl->sort_list = NULL;
+	vl->sort_type = gv->sorting->criteria;
+	vl->flags = VL_REBUILD | (gv->sorting->order ? VL_DESC : VL_NONE);
+	vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
 
 	gl->sort_list = NULL;
-	gl->l.flags = VL_REBUILD | VL_NONE;
-	gl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
+	gl->flags = VL_REBUILD | VL_NONE;
+	gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
 
 	gv->group_sel = ALL_GROUP;
 	gv->vehicle_sel = INVALID_VEHICLE;
@@ -305,15 +293,16 @@
 static void GroupWndProc(Window *w, WindowEvent *e)
 {
 	const PlayerID owner = (PlayerID)GB(w->window_number, 0, 8);
-	groupveh_d *gv = &WP(w, groupveh_d);
-	grouplist_d *gl = &WP(w, groupveh_d).gl;
+	groupveh_d     *gv = &WP(w, groupveh_d);
+	GUIVehicleList *vl = &gv->vehicles;
+	GUIGroupList   *gl = &gv->groups;
 
 	gv->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
 
 	switch(e->event) {
 		case WE_INVALIDATE_DATA:
-			gv->l.flags |= VL_REBUILD;
-			gl->l.flags |= VL_REBUILD;
+			vl->flags |= VL_REBUILD;
+			gl->flags |= VL_REBUILD;
 			if (!(IsAllGroupID(gv->group_sel) || IsDefaultGroupID(gv->group_sel) || IsValidGroupID(gv->group_sel))) {
 				gv->group_sel = ALL_GROUP;
 				HideDropDownMenu(w);
@@ -341,17 +330,17 @@
 			BuildGroupList(gl, owner, gv->vehicle_type);
 			SortGroupList(gl);
 
-			SetVScrollCount(w, gl->l.list_length);
-			SetVScroll2Count(w, gv->l.list_length);
+			SetVScrollCount(w, gl->list_length);
+			SetVScroll2Count(w, vl->list_length);
 
 			/* The drop down menu is out, *but* it may not be used, retract it. */
-			if (gv->l.list_length == 0 && w->IsWidgetLowered(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN)) {
+			if (vl->list_length == 0 && w->IsWidgetLowered(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN)) {
 				w->RaiseWidget(GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN);
 				HideDropDownMenu(w);
 			}
 
 			/* Disable all lists management button when the list is empty */
-			w->SetWidgetsDisabledState(gv->l.list_length == 0 || _local_player != owner,
+			w->SetWidgetsDisabledState(vl->list_length == 0 || _local_player != owner,
 					GRP_WIDGET_STOP_ALL,
 					GRP_WIDGET_START_ALL,
 					GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN,
@@ -380,7 +369,7 @@
 			   We list all vehicles or ungrouped vehicles */
 			if (IsDefaultGroupID(gv->group_sel) || IsAllGroupID(gv->group_sel)) {
 				SetDParam(0, owner);
-				SetDParam(1, gv->l.list_length);
+				SetDParam(1, vl->list_length);
 
 				switch (gv->vehicle_type) {
 					case VEH_TRAIN:
@@ -429,7 +418,7 @@
 			}
 
 			/* Set text of sort by dropdown */
-			w->widget[GRP_WIDGET_SORT_BY_DROPDOWN].data = _vehicle_sort_listing[gv->l.sort_type];
+			w->widget[GRP_WIDGET_SORT_BY_DROPDOWN].data = _vehicle_sort_listing[vl->sort_type];
 
 			DrawWindowWidgets(w);
 
@@ -462,7 +451,7 @@
 
 			DrawString(10, y1, str_no_group_veh, IsDefaultGroupID(gv->group_sel) ? TC_WHITE : TC_BLACK);
 
-			max = min(w->vscroll.pos + w->vscroll.cap, gl->l.list_length);
+			max = min(w->vscroll.pos + w->vscroll.cap, gl->list_length);
 			for (i = w->vscroll.pos ; i < max ; ++i) {
 				const Group *g = gl->sort_list[i];
 
@@ -479,12 +468,12 @@
 				DrawStringRightAligned(187, y1 + 1, STR_GROUP_TINY_NUM, (gv->group_sel == g->index) ? TC_WHITE : TC_BLACK);
 			}
 
-			DrawSortButtonState(w, GRP_WIDGET_SORT_BY_ORDER, gv->l.flags & VL_DESC ? SBS_DOWN : SBS_UP);
+			DrawSortButtonState(w, GRP_WIDGET_SORT_BY_ORDER, vl->flags & VL_DESC ? SBS_DOWN : SBS_UP);
 
 			/* Draw Matrix Vehicle according to the vehicle list built before */
-			max = min(w->vscroll2.pos + w->vscroll2.cap, gv->l.list_length);
+			max = min(w->vscroll2.pos + w->vscroll2.cap, vl->list_length);
 			for (i = w->vscroll2.pos ; i < max ; ++i) {
-				const Vehicle* v = gv->sort_list[i];
+				const Vehicle* v = vl->sort_list[i];
 
 				assert(v->type == gv->vehicle_type && v->owner == owner);
 
@@ -516,21 +505,21 @@
 
 			switch(e->we.click.widget) {
 				case GRP_WIDGET_SORT_BY_ORDER: // Flip sorting method ascending/descending
-					gv->l.flags ^= VL_DESC;
-					gv->l.flags |= VL_RESORT;
+					vl->flags ^= VL_DESC;
+					vl->flags |= VL_RESORT;
 
-					gv->_sorting->order = !!(gv->l.flags & VL_DESC);
+					gv->sorting->order = !!(vl->flags & VL_DESC);
 					w->SetDirty();
 					break;
 
 				case GRP_WIDGET_SORT_BY_DROPDOWN: // Select sorting criteria dropdown menu
-					ShowDropDownMenu(w, _vehicle_sort_listing, gv->l.sort_type,  GRP_WIDGET_SORT_BY_DROPDOWN, 0, (gv->vehicle_type == VEH_TRAIN || gv->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
+					ShowDropDownMenu(w, _vehicle_sort_listing, vl->sort_type,  GRP_WIDGET_SORT_BY_DROPDOWN, 0, (gv->vehicle_type == VEH_TRAIN || gv->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
 					return;
 
 				case GRP_WIDGET_ALL_VEHICLES: // All vehicles button
 					if (!IsAllGroupID(gv->group_sel)) {
 						gv->group_sel = ALL_GROUP;
-						gv->l.flags |= VL_REBUILD;
+						vl->flags |= VL_REBUILD;
 						w->SetDirty();
 					}
 					break;
@@ -538,7 +527,7 @@
 				case GRP_WIDGET_DEFAULT_VEHICLES: // Ungrouped vehicles button
 					if (!IsDefaultGroupID(gv->group_sel)) {
 						gv->group_sel = DEFAULT_GROUP;
-						gv->l.flags |= VL_REBUILD;
+						vl->flags |= VL_REBUILD;
 						w->SetDirty();
 					}
 					break;
@@ -550,11 +539,11 @@
 
 					id_g += w->vscroll.pos;
 
-					if (id_g >= gl->l.list_length) return;
+					if (id_g >= gl->list_length) return;
 
 					gv->group_sel = gl->sort_list[id_g]->index;;
 
-					gv->l.flags |= VL_REBUILD;
+					vl->flags |= VL_REBUILD;
 					w->SetDirty();
 					break;
 				}
@@ -567,9 +556,9 @@
 
 					id_v += w->vscroll2.pos;
 
-					if (id_v >= gv->l.list_length) return; // click out of list bound
+					if (id_v >= vl->list_length) return; // click out of list bound
 
-					v = gv->sort_list[id_v];
+					v = vl->sort_list[id_v];
 
 					gv->vehicle_sel = v->index;
 
@@ -657,7 +646,7 @@
 
 					id_g += w->vscroll.pos;
 
-					if (id_g >= gl->l.list_length) return;
+					if (id_g >= gl->list_length) return;
 
 					DoCommandP(0, gl->sort_list[id_g]->index, vindex, NULL, CMD_ADD_VEHICLE_GROUP | CMD_MSG(STR_GROUP_CAN_T_ADD_VEHICLE));
 
@@ -677,9 +666,9 @@
 
 					id_v += w->vscroll2.pos;
 
-					if (id_v >= gv->l.list_length) return; // click out of list bound
+					if (id_v >= vl->list_length) return; // click out of list bound
 
-					v = gv->sort_list[id_v];
+					v = vl->sort_list[id_v];
 
 					if (vindex == v->index) {
 						ShowVehicleViewWindow(v);
@@ -713,15 +702,15 @@
 		case WE_DROPDOWN_SELECT: // we have selected a dropdown item in the list
 			switch (e->we.dropdown.button) {
 				case GRP_WIDGET_SORT_BY_DROPDOWN:
-					if (gv->l.sort_type != e->we.dropdown.index) {
-						gv->l.flags |= VL_RESORT;
-						gv->l.sort_type = e->we.dropdown.index;
-						gv->_sorting->criteria = gv->l.sort_type;
+					if (vl->sort_type != e->we.dropdown.index) {
+						vl->flags |= VL_RESORT;
+						vl->sort_type = e->we.dropdown.index;
+						gv->sorting->criteria = vl->sort_type;
 					}
 					break;
 
 				case GRP_WIDGET_MANAGE_VEHICLES_DROPDOWN:
-					assert(gv->l.list_length != 0);
+					assert(vl->list_length != 0);
 
 					switch (e->we.dropdown.index) {
 						case GALF_REPLACE: // Replace window
@@ -758,21 +747,21 @@
 
 
 		case WE_DESTROY:
-			free((void*)gv->sort_list);
+			free((void*)vl->sort_list);
 			free((void*)gl->sort_list);
 			break;
 
 
 		case WE_TICK: // resort the lists every 20 seconds orso (10 days)
 			if (_pause_game != 0) break;
-			if (--gv->l.resort_timer == 0) {
-				gv->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
-				gv->l.flags |= VL_RESORT;
+			if (--vl->resort_timer == 0) {
+				vl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
+				vl->flags |= VL_RESORT;
 				w->SetDirty();
 			}
-			if (--gl->l.resort_timer == 0) {
-				gl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
-				gl->l.flags |= VL_RESORT;
+			if (--gl->resort_timer == 0) {
+				gl->resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
+				gl->flags |= VL_RESORT;
 				w->SetDirty();
 			}
 			break;
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -168,11 +168,12 @@
 	NGWW_CANCEL,        ///< 'Cancel' button
 };
 
+typedef GUIList<NetworkGameList*> GUIGameServerList;
+
 struct NetworkGameWindow : public QueryStringBaseWindow {
 	byte field;                  ///< selected text-field
 	NetworkGameList *server;     ///< selected server
-	NetworkGameList **sort_list; ///< list of games (sorted)
-	list_d ld;                   ///< accompanying list-administration
+	GUIGameServerList servers;   ///< list with game servers.
 
 	NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc)
 	{
@@ -188,16 +189,16 @@
 		this->field = NGWW_PLAYER;
 		this->server = NULL;
 
-		this->sort_list = NULL;
-		this->ld.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
-		this->ld.sort_type = _ng_sorting.criteria;
+		this->servers.sort_list = NULL;
+		this->servers.flags = VL_REBUILD | (_ng_sorting.order ? VL_DESC : VL_NONE);
+		this->servers.sort_type = _ng_sorting.criteria;
 
 		this->FindWindowPlacementAndResize(desc);
 	}
 
 	~NetworkGameWindow()
 	{
-		free(this->sort_list);
+		free(this->servers.sort_list);
 	}
 
 	/**
@@ -209,23 +210,23 @@
 		NetworkGameList *ngl_temp;
 		uint n = 0;
 
-		if (!(this->ld.flags & VL_REBUILD)) return;
+		if (!(this->servers.flags & VL_REBUILD)) return;
 
 		/* Count the number of games in the list */
 		for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
 		if (n == 0) return;
 
 		/* Create temporary array of games to use for listing */
-		this->sort_list = ReallocT(this->sort_list, n);
-		this->ld.list_length = n;
+		this->servers.sort_list = ReallocT(this->servers.sort_list, n);
+		this->servers.list_length = n;
 
 		for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
-			this->sort_list[n++] = ngl_temp;
+			this->servers.sort_list[n++] = ngl_temp;
 		}
 
 		/* Force resort */
-		this->ld.flags &= ~VL_REBUILD;
-		this->ld.flags |= VL_RESORT;
+		this->servers.flags &= ~VL_REBUILD;
+		this->servers.flags |= VL_RESORT;
 	}
 
 	void SortNetworkGameList()
@@ -239,23 +240,23 @@
 		NetworkGameList *item;
 		uint i;
 
-		if (!(this->ld.flags & VL_RESORT)) return;
-		if (this->ld.list_length == 0) return;
+		if (!(this->servers.flags & VL_RESORT)) return;
+		if (this->servers.list_length == 0) return;
 
-		_internal_sort_order = !!(this->ld.flags & VL_DESC);
-		qsort(this->sort_list, this->ld.list_length, sizeof(this->sort_list[0]), ngame_sorter[this->ld.sort_type]);
+		_internal_sort_order = !!(this->servers.flags & VL_DESC);
+		qsort(this->servers.sort_list, this->servers.list_length, sizeof(this->servers.sort_list[0]), ngame_sorter[this->servers.sort_type]);
 
 		/* After sorting ngl->sort_list contains the sorted items. Put these back
 		 * into the original list. Basically nothing has changed, we are only
 		 * shuffling the ->next pointers */
-		_network_game_list = this->sort_list[0];
-		for (item = _network_game_list, i = 1; i != this->ld.list_length; i++) {
-			item->next = this->sort_list[i];
+		_network_game_list = this->servers.sort_list[0];
+		for (item = _network_game_list, i = 1; i != this->servers.list_length; i++) {
+			item->next = this->servers.sort_list[i];
 			item = item->next;
 		}
 		item->next = NULL;
 
-		this->ld.flags &= ~VL_RESORT;
+		this->servers.flags &= ~VL_RESORT;
 	}
 
 	/**
@@ -294,13 +295,13 @@
 	virtual void OnPaint()
 	{
 		const NetworkGameList *sel = this->server;
-		const SortButtonState arrow = (this->ld.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
+		const SortButtonState arrow = (this->servers.flags & VL_DESC) ? SBS_DOWN : SBS_UP;
 
-		if (this->ld.flags & VL_REBUILD) {
+		if (this->servers.flags & VL_REBUILD) {
 			this->BuildNetworkGameList();
-			SetVScrollCount(this, this->ld.list_length);
+			SetVScrollCount(this, this->servers.list_length);
 		}
-		if (this->ld.flags & VL_RESORT) this->SortNetworkGameList();
+		if (this->servers.flags & VL_RESORT) this->SortNetworkGameList();
 
 		/* 'Refresh' button invisible if no server selected */
 		this->SetWidgetDisabledState(NGWW_REFRESH, sel == NULL);
@@ -325,7 +326,7 @@
 		DrawString(this->widget[NGWW_PLAYER].left - 100, 23, STR_NETWORK_PLAYER_NAME, TC_GOLD);
 
 		/* Sort based on widgets: name, clients, compatibility */
-		switch (this->ld.sort_type) {
+		switch (this->servers.sort_type) {
 			case NGWW_NAME    - NGWW_NAME: DrawSortButtonState(this, NGWW_NAME,    arrow); break;
 			case NGWW_CLIENTS - NGWW_NAME: DrawSortButtonState(this, NGWW_CLIENTS, arrow); break;
 			case NGWW_INFO    - NGWW_NAME: DrawSortButtonState(this, NGWW_INFO,    arrow); break;
@@ -446,12 +447,12 @@
 			case NGWW_NAME: // Sort by name
 			case NGWW_CLIENTS: // Sort by connected clients
 			case NGWW_INFO: // Connectivity (green dot)
-				if (this->ld.sort_type == widget - NGWW_NAME) this->ld.flags ^= VL_DESC;
-				this->ld.flags |= VL_RESORT;
-				this->ld.sort_type = widget - NGWW_NAME;
+				if (this->servers.sort_type == widget - NGWW_NAME) this->servers.flags ^= VL_DESC;
+				this->servers.flags |= VL_RESORT;
+				this->servers.sort_type = widget - NGWW_NAME;
 
-				_ng_sorting.order = !!(this->ld.flags & VL_DESC);
-				_ng_sorting.criteria = this->ld.sort_type;
+				_ng_sorting.order = !!(this->servers.flags & VL_DESC);
+				_ng_sorting.criteria = this->servers.sort_type;
 				this->SetDirty();
 				break;
 
@@ -537,7 +538,7 @@
 	virtual void OnInvalidateData(int data)
 	{
 		if (data != 0) this->server = NULL;
-		this->ld.flags |= VL_REBUILD;
+		this->servers.flags |= VL_REBUILD;
 		this->SetDirty();
 	}
 
@@ -580,7 +581,7 @@
 
 		this->widget[NGWW_MATRIX].data = (this->vscroll.cap << 8) + 1;
 
-		SetVScrollCount(this, this->ld.list_length);
+		SetVScrollCount(this, this->servers.list_length);
 
 		int widget_width = this->widget[NGWW_FIND].right - this->widget[NGWW_FIND].left;
 		int space = (this->width - 4 * widget_width - 25) / 3;
--- a/src/vehicle_gui.cpp
+++ b/src/vehicle_gui.cpp
@@ -54,15 +54,7 @@
 };
 assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(refit_d));
 
-struct Sorting {
-	Listing aircraft;
-	Listing roadveh;
-	Listing ship;
-	Listing train;
-};
-
-static Sorting _sorting;
-
+Sorting _sorting;
 static bool   _internal_sort_order;     // descending/ascending
 
 typedef int CDECL VehicleSortListingTypeFunction(const void*, const void*);
@@ -124,7 +116,7 @@
 			case WC_ROADVEH_LIST:
 			case WC_SHIPS_LIST:
 			case WC_AIRCRAFT_LIST:
-				WP(w, vehiclelist_d).l.flags |= sl_flag;
+				WP(w, vehiclelist_d).vehicles.flags |= sl_flag;
 				w->SetDirty();
 				break;
 
@@ -151,14 +143,14 @@
 
 void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type)
 {
-	if (!(vl->l.flags & VL_REBUILD)) return;
+	if (!(vl->vehicles.flags & VL_REBUILD)) return;
 
 	DEBUG(misc, 3, "Building vehicle list for player %d at station %d", owner, index);
 
-	vl->l.list_length = GenerateVehicleSortList(&vl->sort_list, &vl->length_of_sort_list, vl->vehicle_type, owner, index, window_type);
+	vl->vehicles.list_length = GenerateVehicleSortList(&vl->vehicles.sort_list, &vl->vehicles.list_length, vl->vehicle_type, owner, index, window_type);
 
-	vl->l.flags &= ~VL_REBUILD;
-	vl->l.flags |= VL_RESORT;
+	vl->vehicles.flags &= ~VL_REBUILD;
+	vl->vehicles.flags |= VL_RESORT;
 }
 
 /* cached values for VehicleNameSorter to spare many GetString() calls */
@@ -167,17 +159,17 @@
 
 void SortVehicleList(vehiclelist_d *vl)
 {
-	if (!(vl->l.flags & VL_RESORT)) return;
+	if (!(vl->vehicles.flags & VL_RESORT)) return;
 
 	/* invalidate cached values for name sorter - vehicle names could change */
 	_last_vehicle[0] = _last_vehicle[1] = NULL;
 
-	_internal_sort_order = (vl->l.flags & VL_DESC) != 0;
-	qsort((void*)vl->sort_list, vl->l.list_length, sizeof(vl->sort_list[0]),
-		_vehicle_sorter[vl->l.sort_type]);
+	_internal_sort_order = (vl->vehicles.flags & VL_DESC) != 0;
+	qsort((void*)vl->vehicles.sort_list, vl->vehicles.list_length, sizeof(vl->vehicles.sort_list[0]),
+		_vehicle_sorter[vl->vehicles.sort_type]);
 
-	vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
-	vl->l.flags &= ~VL_RESORT;
+	vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
+	vl->vehicles.flags &= ~VL_RESORT;
 }
 
 void DepotSortList(Vehicle **v, uint16 length)
@@ -822,8 +814,8 @@
 	PlayerID player = (PlayerID)GB(w->window_number, 0, 8);
 
 	vl->vehicle_type = (VehicleType)GB(w->window_number, 11, 5);
-	vl->length_of_sort_list = 0;
-	vl->sort_list = NULL;
+	vl->vehicles.list_length = 0;
+	vl->vehicles.sort_list = NULL;
 	w->caption_color = player;
 
 	/* Hide the widgets that we will not use in this window
@@ -924,17 +916,16 @@
 		* point to the correct global _sorting struct so we are freed
 		* from having conditionals during window operation */
 	switch (vl->vehicle_type) {
-		case VEH_TRAIN:    vl->_sorting = &_sorting.train; break;
-		case VEH_ROAD:     vl->_sorting = &_sorting.roadveh; break;
-		case VEH_SHIP:     vl->_sorting = &_sorting.ship; break;
-		case VEH_AIRCRAFT: vl->_sorting = &_sorting.aircraft; break;
+		case VEH_TRAIN:    vl->sorting = &_sorting.train; break;
+		case VEH_ROAD:     vl->sorting = &_sorting.roadveh; break;
+		case VEH_SHIP:     vl->sorting = &_sorting.ship; break;
+		case VEH_AIRCRAFT: vl->sorting = &_sorting.aircraft; break;
 		default: NOT_REACHED(); break;
 	}
 
-	vl->l.flags = VL_REBUILD | (vl->_sorting->order ? VL_DESC : VL_NONE);
-	vl->l.sort_type = vl->_sorting->criteria;
-	vl->sort_list = NULL;
-	vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
+	vl->vehicles.flags = VL_REBUILD | (vl->sorting->order ? VL_DESC : VL_NONE);
+	vl->vehicles.sort_type = vl->sorting->criteria;
+	vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS; // Set up resort timer
 }
 
 void DrawSmallOrderList(const Vehicle *v, int x, int y)
@@ -973,12 +964,12 @@
 
 	BuildVehicleList(vl, owner, index, window_type);
 	SortVehicleList(vl);
-	SetVScrollCount(w, vl->l.list_length);
+	SetVScrollCount(w, vl->vehicles.list_length);
 
 	/* draw the widgets */
 	switch (window_type) {
 		case VLW_SHARED_ORDERS: /* Shared Orders */
-			if (vl->l.list_length == 0) {
+			if (vl->vehicles.list_length == 0) {
 				/* We can't open this window without vehicles using this order
 				 * and we should close the window when deleting the order      */
 				NOT_REACHED();
@@ -1014,7 +1005,7 @@
 		default: NOT_REACHED(); break;
 	}
 
-	w->SetWidgetsDisabledState(vl->l.list_length == 0,
+	w->SetWidgetsDisabledState(vl->vehicles.list_length == 0,
 		VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN,
 		VLW_WIDGET_STOP_ALL,
 		VLW_WIDGET_START_ALL,
@@ -1023,13 +1014,13 @@
 	DrawWindowWidgets(w);
 
 	/* draw sorting criteria string */
-	DrawString(85, 15, _vehicle_sort_listing[vl->l.sort_type], TC_BLACK);
+	DrawString(85, 15, _vehicle_sort_listing[vl->vehicles.sort_type], TC_BLACK);
 	/* draw arrow pointing up/down for ascending/descending sorting */
-	DrawSortButtonState(w, VLW_WIDGET_SORT_ORDER, vl->l.flags & VL_DESC ? SBS_DOWN : SBS_UP);
+	DrawSortButtonState(w, VLW_WIDGET_SORT_ORDER, vl->vehicles.flags & VL_DESC ? SBS_DOWN : SBS_UP);
 
-	max = min(w->vscroll.pos + w->vscroll.cap, vl->l.list_length);
+	max = min(w->vscroll.pos + w->vscroll.cap, vl->vehicles.list_length);
 	for (i = w->vscroll.pos; i < max; ++i) {
-		const Vehicle *v = vl->sort_list[i];
+		const Vehicle *v = vl->vehicles.sort_list[i];
 		StringID str;
 
 		SetDParam(0, v->GetDisplayProfitThisYear());
@@ -1084,14 +1075,14 @@
 		case WE_CLICK: {
 			switch (e->we.click.widget) {
 				case VLW_WIDGET_SORT_ORDER: /* Flip sorting method ascending/descending */
-					vl->l.flags ^= VL_DESC;
-					vl->l.flags |= VL_RESORT;
+					vl->vehicles.flags ^= VL_DESC;
+					vl->vehicles.flags |= VL_RESORT;
 
-					vl->_sorting->order = !!(vl->l.flags & VL_DESC);
+					vl->sorting->order = !!(vl->vehicles.flags & VL_DESC);
 					w->SetDirty();
 					break;
 				case VLW_WIDGET_SORT_BY_PULLDOWN:/* Select sorting criteria dropdown menu */
-					ShowDropDownMenu(w, _vehicle_sort_listing, vl->l.sort_type, VLW_WIDGET_SORT_BY_PULLDOWN, 0, (vl->vehicle_type == VEH_TRAIN || vl->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
+					ShowDropDownMenu(w, _vehicle_sort_listing, vl->vehicles.sort_type, VLW_WIDGET_SORT_BY_PULLDOWN, 0, (vl->vehicle_type == VEH_TRAIN || vl->vehicle_type == VEH_ROAD) ? 0 : (1 << 10));
 					return;
 				case VLW_WIDGET_LIST: { /* Matrix to show vehicles */
 					uint32 id_v = (e->we.click.pt.y - PLY_WND_PRC__OFFSET_TOP_WIDGET) / w->resize.step_height;
@@ -1101,9 +1092,9 @@
 
 					id_v += w->vscroll.pos;
 
-					if (id_v >= vl->l.list_length) return; // click out of list bound
+					if (id_v >= vl->vehicles.list_length) return; // click out of list bound
 
-					v = vl->sort_list[id_v];
+					v = vl->vehicles.sort_list[id_v];
 
 					ShowVehicleViewWindow(v);
 				} break;
@@ -1143,15 +1134,15 @@
 		case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
 			switch (e->we.dropdown.button) {
 				case VLW_WIDGET_SORT_BY_PULLDOWN:
-					if (vl->l.sort_type != e->we.dropdown.index) {
+					if (vl->vehicles.sort_type != e->we.dropdown.index) {
 						/* value has changed -> resort */
-						vl->l.flags |= VL_RESORT;
-						vl->l.sort_type = e->we.dropdown.index;
-						vl->_sorting->criteria = vl->l.sort_type;
+						vl->vehicles.flags |= VL_RESORT;
+						vl->vehicles.sort_type = e->we.dropdown.index;
+						vl->sorting->criteria = vl->vehicles.sort_type;
 					}
 					break;
 				case VLW_WIDGET_MANAGE_VEHICLES_DROPDOWN:
-					assert(vl->l.list_length != 0);
+					assert(vl->vehicles.list_length != 0);
 
 					switch (e->we.dropdown.index) {
 						case 0: /* Replace window */
@@ -1179,18 +1170,18 @@
 			break;
 
 		case WE_DESTROY:
-			free((void*)vl->sort_list);
+			free((void*)vl->vehicles.sort_list);
 			break;
 
 		case WE_TICK: /* resort the list every 20 seconds orso (10 days) */
 			if (_pause_game != 0) break;
-			if (--vl->l.resort_timer == 0) {
+			if (--vl->vehicles.resort_timer == 0) {
 				StationID station = ((w->window_number & VLW_MASK) == VLW_STATION_LIST) ? GB(w->window_number, 16, 16) : INVALID_STATION;
 				PlayerID owner = (PlayerID)w->caption_color;
 
 				DEBUG(misc, 3, "Periodic resort %d list player %d at station %d", vl->vehicle_type, owner, station);
-				vl->l.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
-				vl->l.flags |= VL_RESORT;
+				vl->vehicles.resort_timer = DAY_TICKS * PERIODIC_RESORT_DAYS;
+				vl->vehicles.flags |= VL_RESORT;
 				w->SetDirty();
 			}
 			break;
--- a/src/vehicle_gui.h
+++ b/src/vehicle_gui.h
@@ -15,12 +15,6 @@
 void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
 void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
 
-/* sorter stuff */
-void RebuildVehicleLists();
-void ResortVehicleLists();
-void SortVehicleList(vehiclelist_d *vl);
-void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type);
-
 #define PERIODIC_RESORT_DAYS 10
 
 extern const StringID _vehicle_sort_listing[];
@@ -69,7 +63,7 @@
 	return (flags == VLW_STANDARD || flags == VLW_SHARED_ORDERS || flags == VLW_STATION_LIST || flags == VLW_DEPOT_LIST || flags == VLW_GROUP_LIST);
 }
 
-void PlayerVehWndProc(Window *w, WindowEvent *e);
+void PlayerVehWndProc(Window *w, struct WindowEvent *e);
 
 int DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number);
 
@@ -136,6 +130,29 @@
 /* Unified window procedure */
 void ShowVehicleViewWindow(const Vehicle *v);
 
-Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y);
+Vehicle *CheckClickOnVehicle(const struct ViewPort *vp, int x, int y);
+
+typedef GUIList<const Vehicle*> GUIVehicleList;
+
+struct vehiclelist_d {
+	GUIVehicleList vehicles;  ///< The list of vehicles
+	Listing *sorting;         ///< Pointer to the vehicle type related sorting.
+	VehicleType vehicle_type; ///< The vehicle type that is sorted
+};
+
+struct Sorting {
+	Listing aircraft;
+	Listing roadveh;
+	Listing ship;
+	Listing train;
+};
+
+extern Sorting _sorting;
+
+/* sorter stuff */
+void RebuildVehicleLists();
+void ResortVehicleLists();
+void SortVehicleList(vehiclelist_d *vl);
+void BuildVehicleList(vehiclelist_d *vl, PlayerID owner, uint16 index, uint16 window_type);
 
 #endif /* VEHICLE_GUI_H */
--- a/src/window_gui.h
+++ b/src/window_gui.h
@@ -557,7 +557,6 @@
 	VL_REBUILD = 1 << 2, ///< create sort-listing to use for qsort and friends
 	VL_END     = 1 << 3,
 };
-
 DECLARE_ENUM_AS_BIT_SET(SortListFlags);
 
 struct Listing {
@@ -565,22 +564,14 @@
 	byte criteria; ///< Sorting criteria
 };
 
-struct list_d {
+template <typename T>
+struct GUIList {
+	T* sort_list;        ///< The items to sort.
+	SortListFlags flags; ///< used to control sorting/resorting/etc.
 	uint16 list_length;  ///< length of the list being sorted
+	uint16 resort_timer; ///< resort list after a given amount of ticks if set
 	byte sort_type;      ///< what criteria to sort on
-	SortListFlags flags; ///< used to control sorting/resorting/etc.
-	uint16 resort_timer; ///< resort list after a given amount of ticks if set
 };
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(list_d));
-
-struct vehiclelist_d {
-	const Vehicle** sort_list;  // List of vehicles (sorted)
-	Listing *_sorting;          // pointer to the appropiate subcategory of _sorting
-	uint16 length_of_sort_list; // Keeps track of how many vehicle pointers sort list got space for
-	VehicleType vehicle_type;   // The vehicle type that is sorted
-	list_d l;                   // General list struct
-};
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
 
 /****************** THESE ARE NOT WIDGET TYPES!!!!! *******************/
 enum WindowWidgetBehaviours {