diff options
author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /src/window.c | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz |
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'src/window.c')
-rw-r--r-- | src/window.c | 2000 |
1 files changed, 2000 insertions, 0 deletions
diff --git a/src/window.c b/src/window.c new file mode 100644 index 000000000..1a12c7c6b --- /dev/null +++ b/src/window.c @@ -0,0 +1,2000 @@ +/* $Id$ */ + +#include "stdafx.h" +#include <stdarg.h> +#include "openttd.h" +#include "debug.h" +#include "functions.h" +#include "map.h" +#include "player.h" +#include "window.h" +#include "gfx.h" +#include "viewport.h" +#include "console.h" +#include "variables.h" +#include "table/sprites.h" +#include "genworld.h" + +// delta between mouse cursor and upper left corner of dragged window +static Point _drag_delta; + +static Window _windows[25]; +Window *_z_windows[lengthof(_windows)]; +Window **_last_z_window; ///< always points to the next free space in the z-array + +void CDECL SetWindowWidgetsDisabledState(Window *w, bool disab_stat, int widgets, ...) +{ + va_list wdg_list; + + va_start(wdg_list, widgets); + + while (widgets != WIDGET_LIST_END) { + SetWindowWidgetDisabledState(w, widgets, disab_stat); + widgets = va_arg(wdg_list, int); + } + + va_end(wdg_list); +} + +void CDECL SetWindowWidgetsHiddenState(Window *w, bool hidden_stat, int widgets, ...) +{ + va_list wdg_list; + + va_start(wdg_list, widgets); + + while (widgets != WIDGET_LIST_END) { + SetWindowWidgetHiddenState(w, widgets, hidden_stat); + widgets = va_arg(wdg_list, int); + } + + va_end(wdg_list); +} + +void CDECL SetWindowWidgetsLoweredState(Window *w, bool lowered_stat, int widgets, ...) +{ + va_list wdg_list; + + va_start(wdg_list, widgets); + + while (widgets != WIDGET_LIST_END) { + SetWindowWidgetLoweredState(w, widgets, lowered_stat); + widgets = va_arg(wdg_list, int); + } + + va_end(wdg_list); +} + +void RaiseWindowButtons(Window *w) +{ + uint i; + + for (i = 0; i < w->widget_count; i++) { + if (IsWindowWidgetLowered(w, i)) { + RaiseWindowWidget(w, i); + InvalidateWidget(w, i); + } + } +} + +void HandleButtonClick(Window *w, byte widget) +{ + LowerWindowWidget(w, widget); + w->flags4 |= 5 << WF_TIMEOUT_SHL; + InvalidateWidget(w, widget); +} + + +static void StartWindowDrag(Window *w); +static void StartWindowSizing(Window *w); + +static void DispatchLeftClickEvent(Window *w, int x, int y) +{ + WindowEvent e; + const Widget *wi; + + e.we.click.pt.x = x; + e.we.click.pt.y = y; + e.event = WE_CLICK; + + if (w->desc_flags & WDF_DEF_WIDGET) { + e.we.click.widget = GetWidgetFromPos(w, x, y); + if (e.we.click.widget < 0) return; /* exit if clicked outside of widgets */ + + /* don't allow any interaction if the button has been disabled */ + if (IsWindowWidgetDisabled(w, e.we.click.widget)) return; + + wi = &w->widget[e.we.click.widget]; + + if (wi->type & WWB_MASK) { + /* special widget handling for buttons*/ + switch (wi->type) { + case WWT_PANEL | WWB_PUSHBUTTON: /* WWT_PUSHBTN */ + case WWT_IMGBTN | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */ + case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */ + HandleButtonClick(w, e.we.click.widget); + break; + } + } else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) { + ScrollbarClickHandler(w, wi, e.we.click.pt.x, e.we.click.pt.y); + } + + if (w->desc_flags & WDF_STD_BTN) { + if (e.we.click.widget == 0) { /* 'X' */ + DeleteWindow(w); + return; + } + + if (e.we.click.widget == 1) { /* 'Title bar' */ + StartWindowDrag(w); + return; + } + } + + if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) { + StartWindowSizing(w); + InvalidateWidget(w, e.we.click.widget); + return; + } + + if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) { + w->flags4 ^= WF_STICKY; + InvalidateWidget(w, e.we.click.widget); + return; + } + } + + w->wndproc(w, &e); +} + +static void DispatchRightClickEvent(Window *w, int x, int y) +{ + WindowEvent e; + + /* default tooltips handler? */ + if (w->desc_flags & WDF_STD_TOOLTIPS) { + e.we.click.widget = GetWidgetFromPos(w, x, y); + if (e.we.click.widget < 0) + return; /* exit if clicked outside of widgets */ + + if (w->widget[e.we.click.widget].tooltips != 0) { + GuiShowTooltips(w->widget[e.we.click.widget].tooltips); + return; + } + } + + e.event = WE_RCLICK; + e.we.click.pt.x = x; + e.we.click.pt.y = y; + w->wndproc(w, &e); +} + +/** Dispatch the mousewheel-action to the window which will scroll any + * compatible scrollbars if the mouse is pointed over the bar or its contents + * @param *w Window + * @param widget the widget where the scrollwheel was used + * @param wheel scroll up or down + */ +static void DispatchMouseWheelEvent(Window *w, int widget, int wheel) +{ + const Widget *wi1, *wi2; + Scrollbar *sb; + + if (widget < 0) return; + + wi1 = &w->widget[widget]; + wi2 = &w->widget[widget + 1]; + + /* The listbox can only scroll if scrolling was done on the scrollbar itself, + * or on the listbox (and the next item is (must be) the scrollbar) + * XXX - should be rewritten as a widget-dependent scroller but that's + * not happening until someone rewrites the whole widget-code */ + if ((sb = &w->vscroll, wi1->type == WWT_SCROLLBAR) || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR) || + (sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) { + + if (sb->count > sb->cap) { + int pos = clamp(sb->pos + wheel, 0, sb->count - sb->cap); + if (pos != sb->pos) { + sb->pos = pos; + SetWindowDirty(w); + } + } + } +} + +static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom); + +void DrawOverlappedWindowForAll(int left, int top, int right, int bottom) +{ + Window* const *wz; + DrawPixelInfo bk; + _cur_dpi = &bk; + + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (right > w->left && + bottom > w->top && + left < w->left + w->width && + top < w->top + w->height) { + DrawOverlappedWindow(wz, left, top, right, bottom); + } + } +} + +static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom) +{ + Window* const *vz = wz; + int x; + + while (++vz != _last_z_window) { + const Window *v = *vz; + + if (right > v->left && + bottom > v->top && + left < v->left + v->width && + top < v->top + v->height) { + if (left < (x=v->left)) { + DrawOverlappedWindow(wz, left, top, x, bottom); + DrawOverlappedWindow(wz, x, top, right, bottom); + return; + } + + if (right > (x=v->left + v->width)) { + DrawOverlappedWindow(wz, left, top, x, bottom); + DrawOverlappedWindow(wz, x, top, right, bottom); + return; + } + + if (top < (x=v->top)) { + DrawOverlappedWindow(wz, left, top, right, x); + DrawOverlappedWindow(wz, left, x, right, bottom); + return; + } + + if (bottom > (x=v->top + v->height)) { + DrawOverlappedWindow(wz, left, top, right, x); + DrawOverlappedWindow(wz, left, x, right, bottom); + return; + } + + return; + } + } + + { + DrawPixelInfo *dp = _cur_dpi; + dp->width = right - left; + dp->height = bottom - top; + dp->left = left - (*wz)->left; + dp->top = top - (*wz)->top; + dp->pitch = _screen.pitch; + dp->dst_ptr = _screen.dst_ptr + top * _screen.pitch + left; + dp->zoom = 0; + CallWindowEventNP(*wz, WE_PAINT); + } +} + +void CallWindowEventNP(Window *w, int event) +{ + WindowEvent e; + + e.event = event; + w->wndproc(w, &e); +} + +void SetWindowDirty(const Window *w) +{ + if (w == NULL) return; + SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height); +} + +/** Find the Window whose parent pointer points to this window + * @parent w Window to find child of + * @return return a Window pointer that is the child of w, or NULL otherwise */ +static Window *FindChildWindow(const Window *w) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + Window *v = *wz; + if (v->parent == w) return v; + } + + return NULL; +} + +/** Find the z-value of a window. A window must already be open + * or the behaviour is undefined but function should never fail */ +Window **FindWindowZPosition(const Window *w) +{ + Window **wz; + + for (wz = _z_windows; wz != _last_z_window; wz++) { + if (*wz == w) return wz; + } + + DEBUG(misc, 3, "Window (class %d, number %d) is not open, probably removed by recursive calls", + w->window_class, w->window_number); + return NULL; +} + +void DeleteWindow(Window *w) +{ + Window *v; + Window **wz; + if (w == NULL) return; + + /* Delete any children a window might have in a head-recursive manner */ + v = FindChildWindow(w); + if (v != NULL) DeleteWindow(v); + + if (_thd.place_mode != VHM_NONE && + _thd.window_class == w->window_class && + _thd.window_number == w->window_number) { + ResetObjectToPlace(); + } + + CallWindowEventNP(w, WE_DESTROY); + if (w->viewport != NULL) DeleteWindowViewport(w); + + SetWindowDirty(w); + free(w->widget); + w->widget = NULL; + w->widget_count = 0; + w->parent = NULL; + + /* Find the window in the z-array, and effectively remove it + * by moving all windows after it one to the left */ + wz = FindWindowZPosition(w); + if (wz == NULL) return; + memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz); + _last_z_window--; +} + +Window *FindWindowById(WindowClass cls, WindowNumber number) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + if (w->window_class == cls && w->window_number == number) return w; + } + + return NULL; +} + +void DeleteWindowById(WindowClass cls, WindowNumber number) +{ + DeleteWindow(FindWindowById(cls, number)); +} + +void DeleteWindowByClass(WindowClass cls) +{ + Window* const *wz; + +restart_search: + /* When we find the window to delete, we need to restart the search + * as deleting this window could cascade in deleting (many) others + * anywhere in the z-array */ + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + if (w->window_class == cls) { + DeleteWindow(w); + goto restart_search; + } + } +} + +/** Delete all windows of a player. We identify windows of a player + * by looking at the caption colour. If it is equal to the player ID + * then we say the window belongs to the player and should be deleted + * @param id PlayerID player identifier */ +void DeletePlayerWindows(PlayerID id) +{ + Window* const *wz; + +restart_search: + /* When we find the window to delete, we need to restart the search + * as deleting this window could cascade in deleting (many) others + * anywhere in the z-array */ + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + if (w->caption_color == id) { + DeleteWindow(w); + goto restart_search; + } + } + + /* Also delete the player specific windows, that don't have a player-colour */ + DeleteWindowById(WC_BUY_COMPANY, id); +} + +/** Change the owner of all the windows one player can take over from another + * player in the case of a company merger. Do not change ownership of windows + * that need to be deleted once takeover is complete + * @param old_player PlayerID of original owner of the window + * @param new_player PlayerID of the new owner of the window */ +void ChangeWindowOwner(PlayerID old_player, PlayerID new_player) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + + if (w->caption_color != old_player) continue; + if (w->window_class == WC_PLAYER_COLOR) continue; + if (w->window_class == WC_FINANCES) continue; + if (w->window_class == WC_STATION_LIST) continue; + if (w->window_class == WC_TRAINS_LIST) continue; + if (w->window_class == WC_ROADVEH_LIST) continue; + if (w->window_class == WC_SHIPS_LIST) continue; + if (w->window_class == WC_AIRCRAFT_LIST) continue; + if (w->window_class == WC_BUY_COMPANY) continue; + if (w->window_class == WC_COMPANY) continue; + + w->caption_color = new_player; + } +} + +static void BringWindowToFront(const Window *w); + +/** Find a window and make it the top-window on the screen. The window + * gets a white border for a brief period of time to visualize its + * "activation" + * @return a pointer to the window thus activated */ +Window *BringWindowToFrontById(WindowClass cls, WindowNumber number) +{ + Window *w = FindWindowById(cls, number); + + if (w != NULL) { + w->flags4 |= WF_WHITE_BORDER_MASK; + BringWindowToFront(w); + SetWindowDirty(w); + } + + return w; +} + +static inline bool IsVitalWindow(const Window *w) +{ + WindowClass wc = w->window_class; + return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG); +} + +/** On clicking on a window, make it the frontmost window of all. However + * there are certain windows that always need to be on-top; these include + * - Toolbar, Statusbar (always on) + * - New window, Chatbar (only if open) + * The window is marked dirty for a repaint if the window is actually moved + * @param w window that is put into the foreground + * @return pointer to the window, the same as the input pointer + */ +static void BringWindowToFront(const Window *w) +{ + Window *tempz; + Window **wz = FindWindowZPosition(w); + Window **vz = _last_z_window; + + /* Bring the window just below the vital windows */ + do { + if (--vz < _z_windows) return; + } while (IsVitalWindow(*vz)); + + if (wz == vz) return; // window is already in the right position + assert(wz < vz); + + tempz = *wz; + memmove(wz, wz + 1, (byte*)vz - (byte*)wz); + *vz = tempz; + + SetWindowDirty(w); +} + +/** We have run out of windows, so find a suitable candidate for replacement. + * Keep all important windows intact. These are + * - Main window (gamefield), Toolbar, Statusbar (always on) + * - News window, Chatbar (when on) + * - Any sticked windows since we wanted to keep these + * @return w pointer to the window that is going to be deleted + */ +static Window *FindDeletableWindow(void) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(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. Keep important/vital + * windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar) + * Start finding an appropiate candidate from the lowest z-values (bottom) + * @see FindDeletableWindow() + * @return w Pointer to the window that is being deleted + */ +static Window *ForceFindDeletableWindow(void) +{ + Window* const *wz; + + for (wz = _z_windows;; wz++) { + Window *w = *wz; + assert(wz < _last_z_window); + if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w; + } +} + +bool IsWindowOfPrototype(const Window *w, const Widget *widget) +{ + return (w->original_widget == widget); +} + +/* Copies 'widget' to 'w->widget' to allow for resizable windows */ +void AssignWidgetToWindow(Window *w, const Widget *widget) +{ + w->original_widget = widget; + + if (widget != NULL) { + uint index = 1; + const Widget *wi; + + for (wi = widget; wi->type != WWT_LAST; wi++) index++; + + w->widget = realloc(w->widget, sizeof(*w->widget) * index); + memcpy(w->widget, widget, sizeof(*w->widget) * index); + w->widget_count = index - 1; + } else { + w->widget = NULL; + w->widget_count = 0; + } +} + +static Window *FindFreeWindow(void) +{ + Window *w; + + for (w = _windows; w < endof(_windows); w++) { + Window* const *wz; + bool window_in_use = false; + + FOR_ALL_WINDOWS(wz) { + if (*wz == w) { + window_in_use = true; + break; + } + } + + if (!window_in_use) return w; + } + + assert(_last_z_window == endof(_z_windows)); + return NULL; +} + +/* Open a new window. + * This function is called from AllocateWindow() or AllocateWindowDesc() + * See descriptions for those functions for usage + * See AllocateWindow() for description of arguments. + * Only addition here is window_number, which is the window_number being assigned to the new window + */ +static Window *LocalAllocateWindow( + int x, int y, int width, int height, + WindowProc *proc, WindowClass cls, const Widget *widget, int window_number) +{ + Window *w = FindFreeWindow(); + + /* We have run out of windows, close one and use that as the place for our new one */ + if (w == NULL) { + w = FindDeletableWindow(); + if (w == NULL) w = ForceFindDeletableWindow(); + DeleteWindow(w); + } + + // Set up window properties + memset(w, 0, sizeof(*w)); + w->window_class = cls; + w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border + w->caption_color = 0xFF; + w->left = x; + w->top = y; + w->width = width; + w->height = height; + w->wndproc = proc; + AssignWidgetToWindow(w, widget); + w->resize.width = width; + w->resize.height = height; + w->resize.step_width = 1; + w->resize.step_height = 1; + w->window_number = window_number; + + { + Window **wz = _last_z_window; + + /* Hacky way of specifying always-on-top windows. These windows are + * always above other windows because they are moved below them. + * status-bar is above news-window because it has been created earlier. + * Also, as the chat-window is excluded from this, it will always be + * the last window, thus always on top. + * XXX - Yes, ugly, probably needs something like w->always_on_top flag + * to implement correctly, but even then you need some kind of distinction + * between on-top of chat/news and status windows, because these conflict */ + if (wz != _z_windows && w->window_class != WC_SEND_NETWORK_MSG) { + if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) wz--; + if (FindWindowById(WC_STATUS_BAR, 0) != NULL) wz--; + if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) wz--; + if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--; + + assert(wz >= _z_windows); + if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz); + } + + *wz = w; + _last_z_window++; + } + + SetWindowDirty(w); + CallWindowEventNP(w, WE_CREATE); + + return w; +} + +/** + * Open a new window. If there is no space for a new window, close an open + * window. Try to avoid stickied windows, but if there is no else, close one of + * those as well. Then make sure all created windows are below some always-on-top + * ones. Finally set all variables and call the WE_CREATE event + * @param x offset in pixels from the left of the screen + * @param y offset in pixels from the top of the screen + * @param width width in pixels of the window + * @param height height in pixels of the window + * @param *proc @see WindowProc function to call when any messages/updates happen to the window + * @param cls @see WindowClass class of the window, used for identification and grouping + * @param *widget @see Widget pointer to the window layout and various elements + * @return @see Window pointer of the newly created window + */ +Window *AllocateWindow( + int x, int y, int width, int height, + WindowProc *proc, WindowClass cls, const Widget *widget) +{ + return LocalAllocateWindow(x, y, width, height, proc, cls, widget, 0); +} + +typedef struct SizeRect { + int left,top,width,height; +} SizeRect; + + +static SizeRect _awap_r; + +static bool IsGoodAutoPlace1(int left, int top) +{ + int right,bottom; + Window* const *wz; + + _awap_r.left= left; + _awap_r.top = top; + right = _awap_r.width + left; + bottom = _awap_r.height + top; + + if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height) + return false; + + // Make sure it is not obscured by any window. + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (w->window_class == WC_MAIN_WINDOW) continue; + + if (right > w->left && + w->left + w->width > left && + bottom > w->top && + w->top + w->height > top) { + return false; + } + } + + return true; +} + +static bool IsGoodAutoPlace2(int left, int top) +{ + int width,height; + Window* const *wz; + + _awap_r.left= left; + _awap_r.top = top; + width = _awap_r.width; + height = _awap_r.height; + + if (left < -(width>>2) || left > _screen.width - (width>>1)) return false; + if (top < 22 || top > _screen.height - (height>>2)) return false; + + // Make sure it is not obscured by any window. + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (w->window_class == WC_MAIN_WINDOW) continue; + + if (left + width > w->left && + w->left + w->width > left && + top + height > w->top && + w->top + w->height > top) { + return false; + } + } + + return true; +} + +static Point GetAutoPlacePosition(int width, int height) +{ + Window* const *wz; + Point pt; + + _awap_r.width = width; + _awap_r.height = height; + + if (IsGoodAutoPlace1(0, 24)) goto ok_pos; + + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (w->window_class == WC_MAIN_WINDOW) continue; + + if (IsGoodAutoPlace1(w->left+w->width+2,w->top)) goto ok_pos; + if (IsGoodAutoPlace1(w->left- width-2,w->top)) goto ok_pos; + if (IsGoodAutoPlace1(w->left,w->top+w->height+2)) goto ok_pos; + if (IsGoodAutoPlace1(w->left,w->top- height-2)) goto ok_pos; + if (IsGoodAutoPlace1(w->left+w->width+2,w->top+w->height-height)) goto ok_pos; + if (IsGoodAutoPlace1(w->left- width-2,w->top+w->height-height)) goto ok_pos; + if (IsGoodAutoPlace1(w->left+w->width-width,w->top+w->height+2)) goto ok_pos; + if (IsGoodAutoPlace1(w->left+w->width-width,w->top- height-2)) goto ok_pos; + } + + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (w->window_class == WC_MAIN_WINDOW) continue; + + if (IsGoodAutoPlace2(w->left+w->width+2,w->top)) goto ok_pos; + if (IsGoodAutoPlace2(w->left- width-2,w->top)) goto ok_pos; + if (IsGoodAutoPlace2(w->left,w->top+w->height+2)) goto ok_pos; + if (IsGoodAutoPlace2(w->left,w->top- height-2)) goto ok_pos; + } + + { + int left=0,top=24; + +restart:; + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + + if (w->left == left && w->top == top) { + left += 5; + top += 5; + goto restart; + } + } + + pt.x = left; + pt.y = top; + return pt; + } + +ok_pos:; + pt.x = _awap_r.left; + pt.y = _awap_r.top; + return pt; +} + +static Window *LocalAllocateWindowDesc(const WindowDesc *desc, int window_number) +{ + Point pt; + Window *w; + + /* By default position a child window at an offset of 10/10 of its parent. + * However if it falls too extremely outside window positions, reposition + * it to an automatic place */ + if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ && + (w = FindWindowById(desc->parent_cls, window_number)) != NULL && + w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) { + + pt.x = w->left + 10; + if (pt.x > _screen.width + 10 - desc->width) { + pt.x = (_screen.width + 10 - desc->width) - 20; + } + pt.y = w->top + 10; + } else { + switch (desc->left) { + case WDP_ALIGN_TBR: { /* Align the right side with the top toolbar */ + w = FindWindowById(WC_MAIN_TOOLBAR, 0); + pt.x = (w->left + w->width) - desc->width; + } break; + case WDP_ALIGN_TBL: /* Align the left side with the top toolbar */ + pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left; + break; + case WDP_AUTO: /* Find a good automatic position for the window */ + pt = GetAutoPlacePosition(desc->width, desc->height); + goto allocate_window; + case WDP_CENTER: /* Centre the window horizontally */ + pt.x = (_screen.width - desc->width) / 2; + break; + default: + pt.x = desc->left; + if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen + } + + switch (desc->top) { + case WDP_CENTER: /* Centre the window vertically */ + pt.y = (_screen.height - desc->height) / 2; + break; + /* WDP_AUTO sets the position at once and is controlled by desc->left. + * Both left and top must be set to WDP_AUTO */ + case WDP_AUTO: + NOT_REACHED(); + assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO); + /* fallthrough */ + default: + pt.y = desc->top; + if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen + break; + } + } + +allocate_window: + w = LocalAllocateWindow(pt.x, pt.y, desc->width, desc->height, desc->proc, desc->cls, desc->widgets, window_number); + w->desc_flags = desc->flags; + return w; +} + +/** + * Open a new window. + * @param *desc The pointer to the WindowDesc to be created + * @return @see Window pointer of the newly created window + */ +Window *AllocateWindowDesc(const WindowDesc *desc) +{ + return LocalAllocateWindowDesc(desc, 0); +} + +/** + * Open a new window. + * @param *desc The pointer to the WindowDesc to be created + * @param window_number the window number of the new window + * @return @see Window pointer of the newly created window + */ +Window *AllocateWindowDescFront(const WindowDesc *desc, int window_number) +{ + Window *w; + + if (BringWindowToFrontById(desc->cls, window_number)) return NULL; + w = LocalAllocateWindowDesc(desc, window_number); + return w; +} + +/** Do a search for a window at specific coordinates. For this we start + * at the topmost window, obviously and work our way down to the bottom + * @return a pointer to the found window if any, NULL otherwise */ +Window *FindWindowFromPt(int x, int y) +{ + Window* const *wz; + + for (wz = _last_z_window; wz != _z_windows;) { + Window *w = *--wz; + if (IS_INSIDE_1D(x, w->left, w->width) && IS_INSIDE_1D(y, w->top, w->height)) { + return w; + } + } + + return NULL; +} + +void InitWindowSystem(void) +{ + IConsoleClose(); + + memset(&_windows, 0, sizeof(_windows)); + _last_z_window = _z_windows; + InitViewports(); + _no_scroll = 0; +} + +void UnInitWindowSystem(void) +{ + Window **wz; + /* Delete all malloced widgets, and reset z-array */ + FOR_ALL_WINDOWS(wz) { + free((*wz)->widget); + (*wz)->widget = NULL; + (*wz)->widget_count = 0; + *wz = NULL; + } + _last_z_window = _z_windows; +} + +void ResetWindowSystem(void) +{ + UnInitWindowSystem(); + InitWindowSystem(); + _thd.pos.x = 0; + _thd.pos.y = 0; + _thd.new_pos.x = 0; + _thd.new_pos.y = 0; +} + +static void DecreaseWindowCounters(void) +{ + Window *w; + Window* const *wz; + + for (wz = _last_z_window; wz != _z_windows;) { + w = *--wz; + // Unclick scrollbar buttons if they are pressed. + if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) { + w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP); + SetWindowDirty(w); + } + CallWindowEventNP(w, WE_MOUSELOOP); + } + + for (wz = _last_z_window; wz != _z_windows;) { + w = *--wz; + + if (w->flags4&WF_TIMEOUT_MASK && !(--w->flags4&WF_TIMEOUT_MASK)) { + CallWindowEventNP(w, WE_TIMEOUT); + if (w->desc_flags & WDF_UNCLICK_BUTTONS) RaiseWindowButtons(w); + } + } +} + +Window *GetCallbackWnd(void) +{ + return FindWindowById(_thd.window_class, _thd.window_number); +} + +static void HandlePlacePresize(void) +{ + Window *w; + WindowEvent e; + + if (_special_mouse_mode != WSM_PRESIZE) return; + + w = GetCallbackWnd(); + if (w == NULL) return; + + e.we.place.pt = GetTileBelowCursor(); + if (e.we.place.pt.x == -1) { + _thd.selend.x = -1; + return; + } + e.we.place.tile = TileVirtXY(e.we.place.pt.x, e.we.place.pt.y); + e.event = WE_PLACE_PRESIZE; + w->wndproc(w, &e); +} + +static bool HandleDragDrop(void) +{ + Window *w; + WindowEvent e; + + if (_special_mouse_mode != WSM_DRAGDROP) return true; + + if (_left_button_down) return false; + + w = GetCallbackWnd(); + + ResetObjectToPlace(); + + if (w != NULL) { + // send an event in client coordinates. + e.event = WE_DRAGDROP; + e.we.dragdrop.pt.x = _cursor.pos.x - w->left; + e.we.dragdrop.pt.y = _cursor.pos.y - w->top; + e.we.dragdrop.widget = GetWidgetFromPos(w, e.we.dragdrop.pt.x, e.we.dragdrop.pt.y); + w->wndproc(w, &e); + } + return false; +} + +static bool HandlePopupMenu(void) +{ + Window *w; + WindowEvent e; + + if (!_popup_menu_active) return true; + + w = FindWindowById(WC_TOOLBAR_MENU, 0); + if (w == NULL) { + _popup_menu_active = false; + return false; + } + + if (_left_button_down) { + e.event = WE_POPUPMENU_OVER; + e.we.popupmenu.pt = _cursor.pos; + } else { + _popup_menu_active = false; + e.event = WE_POPUPMENU_SELECT; + e.we.popupmenu.pt = _cursor.pos; + } + + w->wndproc(w, &e); + + return false; +} + +static bool HandleMouseOver(void) +{ + Window *w; + WindowEvent e; + static Window *last_w = NULL; + + w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y); + + // We changed window, put a MOUSEOVER event to the last window + if (last_w != NULL && last_w != w) { + e.event = WE_MOUSEOVER; + e.we.mouseover.pt.x = -1; + e.we.mouseover.pt.y = -1; + if (last_w->wndproc) last_w->wndproc(last_w, &e); + } + last_w = w; + + if (w != NULL) { + // send an event in client coordinates. + e.event = WE_MOUSEOVER; + e.we.mouseover.pt.x = _cursor.pos.x - w->left; + e.we.mouseover.pt.y = _cursor.pos.y - w->top; + if (w->widget != NULL) { + e.we.mouseover.widget = GetWidgetFromPos(w, e.we.mouseover.pt.x, e.we.mouseover.pt.y); + } + w->wndproc(w, &e); + } + + // Mouseover never stops execution + return true; +} + +/** Update all the widgets of a window based on their resize flags + * Both the areas of the old window and the new sized window are set dirty + * ensuring proper redrawal. + * @param w Window to resize + * @param x delta x-size of changed window (positive if larger, etc.( + * @param y delta y-size of changed window */ +void ResizeWindow(Window *w, int x, int y) +{ + Widget *wi; + bool resize_height = false; + bool resize_width = false; + + if (x == 0 && y == 0) return; + + SetWindowDirty(w); + for (wi = w->widget; wi->type != WWT_LAST; wi++) { + /* Isolate the resizing flags */ + byte rsizeflag = GB(wi->display_flags, 0, 4); + + if (rsizeflag == RESIZE_NONE) continue; + + /* Resize the widget based on its resize-flag */ + if (rsizeflag & RESIZE_LEFT) { + wi->left += x; + resize_width = true; + } + + if (rsizeflag & RESIZE_RIGHT) { + wi->right += x; + resize_width = true; + } + + if (rsizeflag & RESIZE_TOP) { + wi->top += y; + resize_height = true; + } + + if (rsizeflag & RESIZE_BOTTOM) { + wi->bottom += y; + resize_height = true; + } + } + + /* We resized at least 1 widget, so let's resize the window totally */ + if (resize_width) w->width += x; + if (resize_height) w->height += y; + + SetWindowDirty(w); +} + +static bool _dragging_window; + +static bool HandleWindowDragging(void) +{ + Window* const *wz; + // Get out immediately if no window is being dragged at all. + if (!_dragging_window) return true; + + // Otherwise find the window... + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + + if (w->flags4 & WF_DRAGGING) { + const Widget *t = &w->widget[1]; // the title bar ... ugh + const Window *v; + int x; + int y; + int nx; + int ny; + + // Stop the dragging if the left mouse button was released + if (!_left_button_down) { + w->flags4 &= ~WF_DRAGGING; + break; + } + + SetWindowDirty(w); + + x = _cursor.pos.x + _drag_delta.x; + y = _cursor.pos.y + _drag_delta.y; + nx = x; + ny = y; + + if (_patches.window_snap_radius != 0) { + Window* const *vz; + + int hsnap = _patches.window_snap_radius; + int vsnap = _patches.window_snap_radius; + int delta; + + FOR_ALL_WINDOWS(vz) { + const Window *v = *vz; + + if (v == w) continue; // Don't snap at yourself + + if (y + w->height > v->top && y < v->top + v->height) { + // Your left border <-> other right border + delta = abs(v->left + v->width - x); + if (delta <= hsnap) { + nx = v->left + v->width; + hsnap = delta; + } + + // Your right border <-> other left border + delta = abs(v->left - x - w->width); + if (delta <= hsnap) { + nx = v->left - w->width; + hsnap = delta; + } + } + + if (w->top + w->height >= v->top && w->top <= v->top + v->height) { + // Your left border <-> other left border + delta = abs(v->left - x); + if (delta <= hsnap) { + nx = v->left; + hsnap = delta; + } + + // Your right border <-> other right border + delta = abs(v->left + v->width - x - w->width); + if (delta <= hsnap) { + nx = v->left + v->width - w->width; + hsnap = delta; + } + } + + if (x + w->width > v->left && x < v->left + v->width) { + // Your top border <-> other bottom border + delta = abs(v->top + v->height - y); + if (delta <= vsnap) { + ny = v->top + v->height; + vsnap = delta; + } + + // Your bottom border <-> other top border + delta = abs(v->top - y - w->height); + if (delta <= vsnap) { + ny = v->top - w->height; + vsnap = delta; + } + } + + if (w->left + w->width >= v->left && w->left <= v->left + v->width) { + // Your top border <-> other top border + delta = abs(v->top - y); + if (delta <= vsnap) { + ny = v->top; + vsnap = delta; + } + + // Your bottom border <-> other bottom border + delta = abs(v->top + v->height - y - w->height); + if (delta <= vsnap) { + ny = v->top + v->height - w->height; + vsnap = delta; + } + } + } + } + + // Make sure the window doesn't leave the screen + // 13 is the height of the title bar + nx = clamp(nx, 13 - t->right, _screen.width - 13 - t->left); + ny = clamp(ny, 0, _screen.height - 13); + + // Make sure the title bar isn't hidden by behind the main tool bar + v = FindWindowById(WC_MAIN_TOOLBAR, 0); + if (v != NULL) { + int v_bottom = v->top + v->height; + int v_right = v->left + v->width; + if (ny + t->top >= v->top && ny + t->top < v_bottom) { + if ((v->left < 13 && nx + t->left < v->left) || + (v_right > _screen.width - 13 && nx + t->right > v_right)) { + ny = v_bottom; + } else { + if (nx + t->left > v->left - 13 && + nx + t->right < v_right + 13) { + if (w->top >= v_bottom) { + ny = v_bottom; + } else if (w->left < nx) { + nx = v->left - 13 - t->left; + } else { + nx = v_right + 13 - t->right; + } + } + } + } + } + + if (w->viewport != NULL) { + w->viewport->left += nx - w->left; + w->viewport->top += ny - w->top; + } + w->left = nx; + w->top = ny; + + SetWindowDirty(w); + return false; + } else if (w->flags4 & WF_SIZING) { + WindowEvent e; + int x, y; + + /* Stop the sizing if the left mouse button was released */ + if (!_left_button_down) { + w->flags4 &= ~WF_SIZING; + SetWindowDirty(w); + break; + } + + x = _cursor.pos.x - _drag_delta.x; + y = _cursor.pos.y - _drag_delta.y; + + /* X and Y has to go by step.. calculate it. + * The cast to int is necessary else x/y are implicitly casted to + * unsigned int, which won't work. */ + if (w->resize.step_width > 1) x -= x % (int)w->resize.step_width; + + if (w->resize.step_height > 1) y -= y % (int)w->resize.step_height; + + /* Check if we don't go below the minimum set size */ + if ((int)w->width + x < (int)w->resize.width) + x = w->resize.width - w->width; + if ((int)w->height + y < (int)w->resize.height) + y = w->resize.height - w->height; + + /* Window already on size */ + if (x == 0 && y == 0) return false; + + /* Now find the new cursor pos.. this is NOT _cursor, because + we move in steps. */ + _drag_delta.x += x; + _drag_delta.y += y; + + /* ResizeWindow sets both pre- and after-size to dirty for redrawal */ + ResizeWindow(w, x, y); + + e.event = WE_RESIZE; + e.we.sizing.size.x = x + w->width; + e.we.sizing.size.y = y + w->height; + e.we.sizing.diff.x = x; + e.we.sizing.diff.y = y; + w->wndproc(w, &e); + return false; + } + } + + _dragging_window = false; + return false; +} + +static void StartWindowDrag(Window *w) +{ + w->flags4 |= WF_DRAGGING; + _dragging_window = true; + + _drag_delta.x = w->left - _cursor.pos.x; + _drag_delta.y = w->top - _cursor.pos.y; + + BringWindowToFront(w); + DeleteWindowById(WC_DROPDOWN_MENU, 0); +} + +static void StartWindowSizing(Window *w) +{ + w->flags4 |= WF_SIZING; + _dragging_window = true; + + _drag_delta.x = _cursor.pos.x; + _drag_delta.y = _cursor.pos.y; + + BringWindowToFront(w); + DeleteWindowById(WC_DROPDOWN_MENU, 0); +} + + +static bool HandleScrollbarScrolling(void) +{ + Window* const *wz; + int i; + int pos; + Scrollbar *sb; + + // Get out quickly if no item is being scrolled + if (!_scrolling_scrollbar) return true; + + // Find the scrolling window + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + + if (w->flags4 & WF_SCROLL_MIDDLE) { + // Abort if no button is clicked any more. + if (!_left_button_down) { + w->flags4 &= ~WF_SCROLL_MIDDLE; + SetWindowDirty(w); + break; + } + + if (w->flags4 & WF_HSCROLL) { + sb = &w->hscroll; + i = _cursor.pos.x - _cursorpos_drag_start.x; + } else if (w->flags4 & WF_SCROLL2){ + sb = &w->vscroll2; + i = _cursor.pos.y - _cursorpos_drag_start.y; + } else { + sb = &w->vscroll; + i = _cursor.pos.y - _cursorpos_drag_start.y; + } + + // Find the item we want to move to and make sure it's inside bounds. + pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap)); + if (pos != sb->pos) { + sb->pos = pos; + SetWindowDirty(w); + } + return false; + } + } + + _scrolling_scrollbar = false; + return false; +} + +static bool HandleViewportScroll(void) +{ + WindowEvent e; + Window *w; + + if (!_scrolling_viewport) return true; + + w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y); + + if (!_right_button_down || w == NULL) { + _cursor.fix_at = false; + _scrolling_viewport = false; + return true; + } + + if (_patches.reverse_scroll) { + e.we.scroll.delta.x = -_cursor.delta.x; + e.we.scroll.delta.y = -_cursor.delta.y; + } else { + e.we.scroll.delta.x = _cursor.delta.x; + e.we.scroll.delta.y = _cursor.delta.y; + } + + /* Create a scroll-event and send it to the window */ + e.event = WE_SCROLL; + w->wndproc(w, &e); + + _cursor.delta.x = 0; + _cursor.delta.y = 0; + return false; +} + +/** Check if a window can be made top-most window, and if so do + * it. If a window does not obscure any other windows, it will not + * be brought to the foreground. Also if the only obscuring windows + * are so-called system-windows, the window will not be moved. + * The function will return false when a child window of this window is a + * modal-popup; function returns a false and child window gets a white border + * @param w Window to bring on-top + * @return false if the window has an active modal child, true otherwise */ +static bool MaybeBringWindowToFront(const Window *w) +{ + bool bring_to_front = false; + Window* const *wz; + Window* const *uz; + + if (w->window_class == WC_MAIN_WINDOW || + IsVitalWindow(w) || + w->window_class == WC_TOOLTIPS || + w->window_class == WC_DROPDOWN_MENU) { + return true; + } + + wz = FindWindowZPosition(w); + for (uz = wz; ++uz != _last_z_window;) { + Window *u = *uz; + + /* A modal child will prevent the activation of the parent window */ + if (u->parent == w && (u->desc_flags & WDF_MODAL)) { + u->flags4 |= WF_WHITE_BORDER_MASK; + SetWindowDirty(u); + return false; + } + + if (u->window_class == WC_MAIN_WINDOW || + IsVitalWindow(u) || + u->window_class == WC_TOOLTIPS || + u->window_class == WC_DROPDOWN_MENU) { + continue; + } + + /* Window sizes don't interfere, leave z-order alone */ + if (w->left + w->width <= u->left || + u->left + u->width <= w->left || + w->top + w->height <= u->top || + u->top + u->height <= w->top) { + continue; + } + + bring_to_front = true; + } + + if (bring_to_front) BringWindowToFront(w); + return true; +} + +/** Send a message from one window to another. The receiving window is found by + * @param w @see Window pointer pointing to the other window + * @param msg Specifies the message to be sent + * @param wparam Specifies additional message-specific information + * @param lparam Specifies additional message-specific information + */ +static void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam) +{ + WindowEvent e; + + e.event = WE_MESSAGE; + e.we.message.msg = msg; + e.we.message.wparam = wparam; + e.we.message.lparam = lparam; + + w->wndproc(w, &e); +} + +/** Send a message from one window to another. The receiving window is found by + * @param wnd_class @see WindowClass class AND + * @param wnd_num @see WindowNumber number, mostly 0 + * @param msg Specifies the message to be sent + * @param wparam Specifies additional message-specific information + * @param lparam Specifies additional message-specific information + */ +void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam) +{ + Window *w = FindWindowById(wnd_class, wnd_num); + if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam); +} + +/** Send a message from one window to another. The message will be sent + * to ALL windows of the windowclass specified in the first parameter + * @param wnd_class @see WindowClass class + * @param msg Specifies the message to be sent + * @param wparam Specifies additional message-specific information + * @param lparam Specifies additional message-specific information + */ +void SendWindowMessageClass(WindowClass wnd_class, uint msg, uint wparam, uint lparam) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + if ((*wz)->window_class == wnd_class) SendWindowMessageW(*wz, msg, wparam, lparam); + } +} + +/** Handle keyboard input. + * @param key Lower 8 bits contain the ASCII character, the higher + * 16 bits the keycode */ +void HandleKeypress(uint32 key) +{ + Window* const *wz; + WindowEvent e; + /* Stores if a window with a textfield for typing is open + * If this is the case, keypress events are only passed to windows with text fields and + * to thein this main toolbar. */ + bool query_open = false; + + /* + * During the generation of the world, there might be + * another thread that is currently building for example + * a road. To not interfere with those tasks, we should + * NOT change the _current_player here. + * + * This is not necessary either, as the only events that + * can be handled are the 'close application' events + */ + if (!IsGeneratingWorld()) _current_player = _local_player; + + // Setup event + e.event = WE_KEYPRESS; + e.we.keypress.key = GB(key, 0, 16); + e.we.keypress.keycode = GB(key, 16, 16); + e.we.keypress.cont = true; + + // check if we have a query string window open before allowing hotkeys + if (FindWindowById(WC_QUERY_STRING, 0) != NULL || + FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL || + FindWindowById(WC_GENERATE_LANDSCAPE, 0) != NULL || + FindWindowById(WC_CONSOLE, 0) != NULL || + FindWindowById(WC_SAVELOAD, 0) != NULL) { + query_open = true; + } + + // Call the event, start with the uppermost window. + for (wz = _last_z_window; wz != _z_windows;) { + Window *w = *--wz; + + // if a query window is open, only call the event for certain window types + if (query_open && + w->window_class != WC_QUERY_STRING && + w->window_class != WC_SEND_NETWORK_MSG && + w->window_class != WC_GENERATE_LANDSCAPE && + w->window_class != WC_CONSOLE && + w->window_class != WC_SAVELOAD) { + continue; + } + w->wndproc(w, &e); + if (!e.we.keypress.cont) break; + } + + if (e.we.keypress.cont) { + Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0); + // When there is no toolbar w is null, check for that + if (w != NULL) w->wndproc(w, &e); + } +} + +extern void UpdateTileSelection(void); +extern bool VpHandlePlaceSizingDrag(void); + +static int _input_events_this_tick = 0; + +static void HandleAutoscroll(void) +{ + Window *w; + ViewPort *vp; + int x = _cursor.pos.x; + int y = _cursor.pos.y; + + if (_input_events_this_tick != 0) { + /* HandleAutoscroll is called only once per GameLoop() - so we can clear the counter here */ + _input_events_this_tick = 0; + /* there were some inputs this tick, don't scroll ??? */ + return; + } + + if (_patches.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) { + w = FindWindowFromPt(x, y); + if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return; + vp = IsPtInWindowViewport(w, x, y); + if (vp != NULL) { + x -= vp->left; + y -= vp->top; + //here allows scrolling in both x and y axis +#define scrollspeed 3 + if (x - 15 < 0) { + WP(w, vp_d).scrollpos_x += (x - 15) * scrollspeed << vp->zoom; + } else if (15 - (vp->width - x) > 0) { + WP(w, vp_d).scrollpos_x += (15 - (vp->width - x)) * scrollspeed << vp->zoom; + } + if (y - 15 < 0) { + WP(w, vp_d).scrollpos_y += (y - 15) * scrollspeed << vp->zoom; + } else if (15 - (vp->height - y) > 0) { + WP(w,vp_d).scrollpos_y += (15 - (vp->height - y)) * scrollspeed << vp->zoom; + } +#undef scrollspeed + } + } +} + +void MouseLoop(int click, int mousewheel) +{ + int x,y; + Window *w; + ViewPort *vp; + + DecreaseWindowCounters(); + HandlePlacePresize(); + UpdateTileSelection(); + if (!VpHandlePlaceSizingDrag()) return; + if (!HandleDragDrop()) return; + if (!HandlePopupMenu()) return; + if (!HandleWindowDragging()) return; + if (!HandleScrollbarScrolling()) return; + if (!HandleViewportScroll()) return; + if (!HandleMouseOver()) return; + + x = _cursor.pos.x; + y = _cursor.pos.y; + + if (click == 0 && mousewheel == 0) return; + + w = FindWindowFromPt(x, y); + if (w == NULL) return; + if (!MaybeBringWindowToFront(w)) return; + vp = IsPtInWindowViewport(w, x, y); + + /* Don't allow any action in a viewport if either in menu of in generating world */ + if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return; + + if (mousewheel != 0) { + WindowEvent e; + + /* Send WE_MOUSEWHEEL event to window */ + e.event = WE_MOUSEWHEEL; + e.we.wheel.wheel = mousewheel; + w->wndproc(w, &e); + + /* Dispatch a MouseWheelEvent for widgets if it is not a viewport */ + if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel); + } + + if (vp != NULL) { + switch (click) { + case 1: + DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite); + if (_thd.place_mode != 0 && + // query button and place sign button work in pause mode + _cursor.sprite != SPR_CURSOR_QUERY && + _cursor.sprite != SPR_CURSOR_SIGN && + _pause != 0 && + !_cheats.build_in_pause.value) { + return; + } + + if (_thd.place_mode == 0) { + HandleViewportClicked(vp, x, y); + } else { + PlaceObject(); + } + break; + + case 2: + if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) { + _scrolling_viewport = true; + _cursor.fix_at = true; + } + break; + } + } else { + switch (click) { + case 1: DispatchLeftClickEvent(w, x - w->left, y - w->top); break; + case 2: DispatchRightClickEvent(w, x - w->left, y - w->top); break; + } + } +} + +void HandleMouseEvents(void) +{ + int click; + int mousewheel; + + /* + * During the generation of the world, there might be + * another thread that is currently building for example + * a road. To not interfere with those tasks, we should + * NOT change the _current_player here. + * + * This is not necessary either, as the only events that + * can be handled are the 'close application' events + */ + if (!IsGeneratingWorld()) _current_player = _local_player; + + // Mouse event? + click = 0; + if (_left_button_down && !_left_button_clicked) { + _left_button_clicked = true; + click = 1; + _input_events_this_tick++; + } else if (_right_button_clicked) { + _right_button_clicked = false; + click = 2; + _input_events_this_tick++; + } + + mousewheel = 0; + if (_cursor.wheel) { + mousewheel = _cursor.wheel; + _cursor.wheel = 0; + _input_events_this_tick++; + } + + MouseLoop(click, mousewheel); +} + +void InputLoop(void) +{ + HandleMouseEvents(); + HandleAutoscroll(); +} + +void UpdateWindows(void) +{ + Window* const *wz; + static int we4_timer = 0; + int t = we4_timer + 1; + + if (t >= 100) { + for (wz = _last_z_window; wz != _z_windows;) { + CallWindowEventNP(*--wz, WE_4); + } + t = 0; + } + we4_timer = t; + + for (wz = _last_z_window; wz != _z_windows;) { + Window *w = *--wz; + if (w->flags4 & WF_WHITE_BORDER_MASK) { + w->flags4 -= WF_WHITE_BORDER_ONE; + + if (!(w->flags4 & WF_WHITE_BORDER_MASK)) SetWindowDirty(w); + } + } + + DrawDirtyBlocks(); + + FOR_ALL_WINDOWS(wz) { + if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz); + } + DrawTextMessage(); + // Redraw mouse cursor in case it was hidden + DrawMouseCursor(); +} + + +int GetMenuItemIndex(const Window *w, int x, int y) +{ + if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) { + y /= 10; + + if (y < WP(w, const menu_d).item_count && + !HASBIT(WP(w, const menu_d).disabled_items, y)) { + return y; + } + } + return -1; +} + +void InvalidateWindow(WindowClass cls, WindowNumber number) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (w->window_class == cls && w->window_number == number) SetWindowDirty(w); + } +} + +void InvalidateWidget(const Window *w, byte widget_index) +{ + const Widget *wi = &w->widget[widget_index]; + + /* Don't redraw the window if the widget is invisible or of no-type */ + if (wi->type == WWT_EMPTY || IsWindowWidgetHidden(w, widget_index)) return; + + SetDirtyBlocks(w->left + wi->left, w->top + wi->top, w->left + wi->right + 1, w->top + wi->bottom + 1); +} + +void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + const Window *w = *wz; + if (w->window_class == cls && w->window_number == number) { + InvalidateWidget(w, widget_index); + } + } +} + +void InvalidateWindowClasses(WindowClass cls) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + if ((*wz)->window_class == cls) SetWindowDirty(*wz); + } +} + +void InvalidateThisWindowData(Window *w) +{ + CallWindowEventNP(w, WE_INVALIDATE_DATA); + SetWindowDirty(w); +} + +void InvalidateWindowData(WindowClass cls, WindowNumber number) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w); + } +} + +void InvalidateWindowClassesData(WindowClass cls) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz); + } +} + +void CallWindowTickEvent(void) +{ + Window* const *wz; + + for (wz = _last_z_window; wz != _z_windows;) { + CallWindowEventNP(*--wz, WE_TICK); + } +} + +void DeleteNonVitalWindows(void) +{ + Window* const *wz; + +restart_search: + /* When we find the window to delete, we need to restart the search + * as deleting this window could cascade in deleting (many) others + * anywhere in the z-array */ + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + if (w->window_class != WC_MAIN_WINDOW && + w->window_class != WC_SELECT_GAME && + w->window_class != WC_MAIN_TOOLBAR && + w->window_class != WC_STATUS_BAR && + w->window_class != WC_TOOLBAR_MENU && + w->window_class != WC_TOOLTIPS && + (w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned' + + DeleteWindow(w); + goto restart_search; + } + } +} + +/* 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* const *wz; + + /* Delete every window except for stickied ones, then sticky ones as well */ + DeleteNonVitalWindows(); + +restart_search: + /* When we find the window to delete, we need to restart the search + * as deleting this window could cascade in deleting (many) others + * anywhere in the z-array */ + FOR_ALL_WINDOWS(wz) { + if ((*wz)->flags4 & WF_STICKY) { + DeleteWindow(*wz); + goto restart_search; + } + } +} + +/* Delete all always on-top windows to get an empty screen */ +void HideVitalWindows(void) +{ + DeleteWindowById(WC_MAIN_TOOLBAR, 0); + DeleteWindowById(WC_STATUS_BAR, 0); +} + +int PositionMainToolbar(Window *w) +{ + DEBUG(misc, 5, "Repositioning Main Toolbar..."); + + if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) { + w = FindWindowById(WC_MAIN_TOOLBAR, 0); + } + + switch (_patches.toolbar_pos) { + case 1: w->left = (_screen.width - w->width) / 2; break; + case 2: w->left = _screen.width - w->width; break; + default: w->left = 0; + } + SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part + return w->left; +} + +void RelocateAllWindows(int neww, int newh) +{ + Window* const *wz; + + FOR_ALL_WINDOWS(wz) { + Window *w = *wz; + int left, top; + + if (w->window_class == WC_MAIN_WINDOW) { + ViewPort *vp = w->viewport; + vp->width = w->width = neww; + vp->height = w->height = newh; + vp->virtual_width = neww << vp->zoom; + vp->virtual_height = newh << vp->zoom; + continue; // don't modify top,left + } + + /* XXX - this probably needs something more sane. For example specying + * in a 'backup'-desc that the window should always be centred. */ + switch (w->window_class) { + case WC_MAIN_TOOLBAR: + top = w->top; + left = PositionMainToolbar(w); // changes toolbar orientation + break; + + case WC_SELECT_GAME: + case WC_GAME_OPTIONS: + case WC_NETWORK_WINDOW: + top = (newh - w->height) >> 1; + left = (neww - w->width) >> 1; + break; + + case WC_NEWS_WINDOW: + top = newh - w->height; + left = (neww - w->width) >> 1; + break; + + case WC_STATUS_BAR: + top = newh - w->height; + left = (neww - w->width) >> 1; + break; + + case WC_SEND_NETWORK_MSG: + top = (newh - 26); // 26 = height of status bar + height of chat bar + left = (neww - w->width) >> 1; + break; + + case WC_CONSOLE: + IConsoleResize(w); + continue; + + default: + left = w->left; + if (left + (w->width >> 1) >= neww) left = neww - w->width; + top = w->top; + if (top + (w->height >> 1) >= newh) top = newh - w->height; + break; + } + + if (w->viewport != NULL) { + w->viewport->left += left - w->left; + w->viewport->top += top - w->top; + } + + w->left = left; + w->top = top; + } +} |