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authordarkvater <darkvater@openttd.org>2005-04-05 21:03:30 +0000
committerdarkvater <darkvater@openttd.org>2005-04-05 21:03:30 +0000
commit22d36985cd7e1e16c008bfaecc7d98fde6e09d5d (patch)
tree7641c6fce22d5b8a61b5207f3a67097bcde54343 /window.c
parent4aa7cf8e9fe09781de385ff964d234c4a83ac419 (diff)
downloadopenttd-22d36985cd7e1e16c008bfaecc7d98fde6e09d5d.tar.xz
(svn r2152) - Fix: Chatbar in MP games is now on-top of the news window.
- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer. - CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
Diffstat (limited to 'window.c')
-rw-r--r--window.c157
1 files changed, 103 insertions, 54 deletions
diff --git a/window.c b/window.c
index 5cd58390e..2bf8a154a 100644
--- a/window.c
+++ b/window.c
@@ -289,6 +289,18 @@ Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
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)
+ * @param w window that is put into the foreground
+ */
Window *BringWindowToFront(Window *w)
{
Window *v;
@@ -298,7 +310,7 @@ Window *BringWindowToFront(Window *w)
do {
if (--v < _windows)
return w;
- } while (v->window_class == WC_MAIN_TOOLBAR || v->window_class == WC_STATUS_BAR || v->window_class == WC_NEWS_WINDOW);
+ } while (IsVitalWindow(v));
if (w == v)
return w;
@@ -314,30 +326,36 @@ Window *BringWindowToFront(Window *w)
return v;
}
-/* We have run out of windows, so find a suitable candidate for replacement.
- * Keep all important windows intact */
+/** 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 *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) )
+ 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 */
+/** 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)
+ * @see FindDeletableWindow()
+ * @return w Pointer to the window that is being deleted
+ */
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)
+ if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w))
return w;
}
}
@@ -347,7 +365,7 @@ bool IsWindowOfPrototype(Window *w, const Widget *widget)
return (w->original_widget == widget);
}
-/* Copies 'widget' to 'w->widget' */
+/* Copies 'widget' to 'w->widget' to allow for resizable windows */
void AssignWidgetToWindow(Window *w, const Widget *widget)
{
w->original_widget = widget;
@@ -366,19 +384,26 @@ void AssignWidgetToWindow(Window *w, const Widget *widget)
w->widget = NULL;
}
+/** 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)
+ int x, int y, int width, int height,
+ WindowProc *proc, WindowClass cls, const Widget *widget)
{
- Window *w;
-
- w = _last_window;
+ Window *w = _last_window; // last window keeps track of the highest open window
+ // We have run out of windows, close one and use that as the place for our new one
if (w >= endof(_windows)) {
w = FindDeletableWindow();
@@ -389,56 +414,53 @@ Window *AllocateWindow(
w = _last_window;
}
- if (w != _windows && cls != WC_NEWS_WINDOW) {
+ /* XXX - This very strange construction makes sure that the chatbar is always
+ * on top of other windows. Why? It is created as last_window (so, on top).
+ * Any other window will go below toolbar/statusbar/news window, which implicitely
+ * also means it is below the chatbar. Very likely needs heavy improvement
+ * to de-braindeadize */
+ if (w != _windows && cls != WC_SEND_NETWORK_MSG) {
Window *v;
+ /* XXX - if not this order (toolbar/statusbar and then news), game would
+ * crash because it will try to copy a negative size for the news-window.
+ * Eg. window was already moved BELOW news (which is below toolbar/statusbar)
+ * and now needs to move below those too. That is a negative move. */
v = FindWindowById(WC_MAIN_TOOLBAR, 0);
- if (v) {
+ if (v != NULL) {
memmove(v+1, v, (byte*)w - (byte*)v);
w = v;
}
v = FindWindowById(WC_STATUS_BAR, 0);
- if (v) {
+ if (v != NULL) {
+ memmove(v+1, v, (byte*)w - (byte*)v);
+ w = v;
+ }
+
+ v = FindWindowById(WC_NEWS_WINDOW, 0);
+ if (v != NULL) {
memmove(v+1, v, (byte*)w - (byte*)v);
w = v;
}
}
- /* XXX: some more code here */
+ // Set up window properties
+ memset(w, 0, sizeof(Window));
w->window_class = cls;
- w->flags4 = WF_WHITE_BORDER_MASK;
+ w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
w->caption_color = 0xFF;
- w->window_number = 0;
w->left = x;
w->top = y;
w->width = width;
w->height = height;
- w->viewport = NULL;
- w->desc_flags = 0;
-// w->landscape_assoc = 0xFFFF;
w->wndproc = proc;
- w->click_state = 0;
- w->disabled_state = 0;
- w->hidden_state = 0;
-// w->unk22 = 0xFFFF;
- w->vscroll.pos = 0;
- w->vscroll.count = 0;
- w->hscroll.pos = 0;
- w->hscroll.count = 0;
- w->widget = NULL;
AssignWidgetToWindow(w, widget);
w->resize.width = width;
w->resize.height = height;
w->resize.step_width = 1;
w->resize.step_height = 1;
- {
- uint i;
- for (i=0;i<lengthof(w->custom);i++)
- w->custom[i] = 0;
- }
-
_last_window++;
SetWindowDirty(w);
@@ -1225,17 +1247,13 @@ static Window *MaybeBringWindowToFront(Window *w)
{
Window *u;
- 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->window_class == WC_TOOLTIPS ||
- w->window_class == WC_DROPDOWN_MENU)
+ if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) ||
+ w->window_class == WC_TOOLTIPS || w->window_class == WC_DROPDOWN_MENU)
return w;
- for(u=w; ++u != _last_window;) {
- if (u->window_class == WC_MAIN_WINDOW || u->window_class==WC_MAIN_TOOLBAR || u->window_class==WC_STATUS_BAR ||
- u->window_class == WC_NEWS_WINDOW || u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU)
+ for (u = w; ++u != _last_window;) {
+ if (u->window_class == WC_MAIN_WINDOW || IsVitalWindow(u) ||
+ u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU)
continue;
if (w->left + w->width <= u->left ||
@@ -1250,6 +1268,37 @@ static Window *MaybeBringWindowToFront(Window *w)
return w;
}
+/** 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
+ */
+void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam)
+{
+ WindowEvent e;
+
+ e.message.event = WE_MESSAGE;
+ e.message.msg = msg;
+ e.message.wparam = wparam;
+ e.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);
+}
+
static void HandleKeypress(uint32 key)
{
Window *w;