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authordarkvater <darkvater@openttd.org>2004-12-22 17:37:21 +0000
committerdarkvater <darkvater@openttd.org>2004-12-22 17:37:21 +0000
commited0a42f940db567088d39b583f0b66ed274ee20d (patch)
tree290fdb71f975b684f56bde327d7e01109b379932
parentb7f71b026d0da7cadb4db0ab674e0e2908227bce (diff)
downloadopenttd-ed0a42f940db567088d39b583f0b66ed274ee20d.tar.xz
(svn r1225) -Feature: SHIFT+DEL now deletes all non-vital windows (only status bar and main bar remain)
-Fix: For everyone who tried to crash the game by opening a huge amount of windows and stickying all of them; bad luck. It's fixed now (thanks Tron for the helpful criticism). First all normal windows are a candidate for replacement, then if none are found, sticky windows. Then..well that should not happen :)
-rw-r--r--main_gui.c23
-rw-r--r--window.c63
-rw-r--r--window.h1
3 files changed, 56 insertions, 31 deletions
diff --git a/main_gui.c b/main_gui.c
index 93577dbc5..b6442a181 100644
--- a/main_gui.c
+++ b/main_gui.c
@@ -152,26 +152,6 @@ static void ToolbarFastForwardClick(Window *w)
SndPlayFx(SND_15_BEEP);
}
-/* It is possible that a stickied window gets to a position where the
- * 'close' button is outside the gaming area. You cannot close it then; except
- * with this function. It closes all windows calling the standard function,
- * then, does a little hacked loop of closing all stickied windows. Note
- * that standard windows (status bar, etc.) are not stickied, so these aren't affected */
-static void CloseEveryWindow(void)
-{
- Window *w;
- // Delete every window except for stickied ones
- DeleteNonVitalWindows();
- // Delete all sticked windows
- for (w = _windows; w != _last_window;) {
- if (w->flags4 & WF_STICKY) {
- DeleteWindow(w);
- w = _windows;
- } else
- w++;
- }
-}
-
typedef void MenuClickedProc(int index);
@@ -183,7 +163,7 @@ static void MenuClickSettings(int index)
case 2: ShowPatchesSelection(); return;
case 3: ShowNewgrf(); return;
- case 5: CloseEveryWindow(); return;
+ case 5: DeleteAllNonVitalWindows(); return;
case 6: _display_opt ^= DO_SHOW_TOWN_NAMES; MarkWholeScreenDirty(); return;
case 7: _display_opt ^= DO_SHOW_STATION_NAMES; MarkWholeScreenDirty(); return;
case 8: _display_opt ^= DO_SHOW_SIGNS; MarkWholeScreenDirty(); return;
@@ -2330,6 +2310,7 @@ static void MainWindowWndProc(Window *w, WindowEvent *e) {
case WKC_ESC: ResetObjectToPlace(); break;
case WKC_DELETE: DeleteNonVitalWindows(); break;
+ case WKC_DELETE | WKC_SHIFT: DeleteAllNonVitalWindows(); break;
case 'Q' | WKC_CTRL: AskExitGame(); break;
case 'Q' | WKC_META: AskExitGame(); break; // this enables command + Q on mac
case 'R' | WKC_CTRL: MarkWholeScreenDirty(); break;
diff --git a/window.c b/window.c
index 7e42c5803..8bcb690f5 100644
--- a/window.c
+++ b/window.c
@@ -285,6 +285,34 @@ Window *BringWindowToFront(Window *w)
return v;
}
+/* We have run out of windows, so find a suitable candidate for replacement.
+ * Keep all important windows intact */
+static Window *FindDeletableWindow(void)
+{
+ Window *w;
+ for (w = _windows; w < endof(_windows); w++) {
+ if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
+ w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW &&
+ !(w->flags4 & WF_STICKY) )
+ return w;
+ }
+ return NULL;
+}
+
+/* A window must be freed, and all are marked as important windows. Ease the
+ * restriction a bit by allowing to delete sticky windows */
+static Window *ForceFindDeletableWindow(void)
+{
+ Window *w;
+ for (w = _windows;; w++) {
+ assert(w < _last_window);
+
+ if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
+ w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW)
+ return w;
+ }
+}
+
Window *AllocateWindow(
int x,
int y,
@@ -296,21 +324,16 @@ Window *AllocateWindow(
{
Window *w;
-restart:;
w = _last_window;
if (w >= endof(_windows)) {
- for(w=_windows; ;w++) {
- assert(w < _last_window);
+ w = FindDeletableWindow();
- if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
- w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW &&
- !(w->flags4 & WF_STICKY) ) {
+ if (w == NULL) // no window found, force it!
+ w = ForceFindDeletableWindow();
- DeleteWindow(w);
- goto restart;
- }
- }
+ DeleteWindow(w);
+ w = _last_window;
}
if (w != _windows && cls != WC_NEWS_WINDOW) {
@@ -1343,6 +1366,26 @@ void DeleteNonVitalWindows()
}
}
+/* It is possible that a stickied window gets to a position where the
+ * 'close' button is outside the gaming area. You cannot close it then; except
+ * with this function. It closes all windows calling the standard function,
+ * then, does a little hacked loop of closing all stickied windows. Note
+ * that standard windows (status bar, etc.) are not stickied, so these aren't affected */
+void DeleteAllNonVitalWindows(void)
+{
+ Window *w;
+ // Delete every window except for stickied ones
+ DeleteNonVitalWindows();
+ // Delete all sticked windows
+ for (w = _windows; w != _last_window;) {
+ if (w->flags4 & WF_STICKY) {
+ DeleteWindow(w);
+ w = _windows;
+ } else
+ w++;
+ }
+}
+
int PositionMainToolbar(Window *w)
{
DEBUG(misc, 1) ("Repositioning Main Toolbar...");
diff --git a/window.h b/window.h
index 4115d97dd..f4740083b 100644
--- a/window.h
+++ b/window.h
@@ -459,6 +459,7 @@ void HandleButtonClick(Window *w, byte widget);
Window *GetCallbackWnd();
void DeleteNonVitalWindows();
+void DeleteAllNonVitalWindows(void);
/* window.c */
VARDEF Window _windows[25];