diff options
Diffstat (limited to 'src/window.cpp')
-rw-r--r-- | src/window.cpp | 232 |
1 files changed, 113 insertions, 119 deletions
diff --git a/src/window.cpp b/src/window.cpp index 6c1d4b11c..334533253 100644 --- a/src/window.cpp +++ b/src/window.cpp @@ -31,13 +31,10 @@ static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window static Window *_mouseover_last_w = NULL; ///< Window of the last MOUSEOVER event -/** - * List of windows opened at the screen. - * Uppermost window is at _z_windows[_last_z_window - 1], - * bottom window is at _z_windows[0] - */ -Window *_z_windows[MAX_NUMBER_OF_WINDOWS]; -Window **_last_z_window; ///< always points to the next free space in the z-array +/** List of windows opened at the screen sorted from the front. */ +Window *_z_front_window = NULL; +/** List of windows opened at the screen sorted from the back. */ +Window *_z_back_window = NULL; byte _no_scroll; Point _cursorpos_drag_start; @@ -286,24 +283,20 @@ static void DispatchMouseWheelEvent(Window *w, int widget, int wheel) } /** - * Generate repaint events for the visible part of window *wz within the rectangle. + * Generate repaint events for the visible part of window w within the rectangle. * * The function goes recursively upwards in the window stack, and splits the rectangle * into multiple pieces at the window edges, so obscured parts are not redrawn. * - * @param wz Pointer into window stack, pointing at the window that needs to be repainted + * @param w Window that needs to be repainted * @param left Left edge of the rectangle that should be repainted * @param top Top edge of the rectangle that should be repainted * @param right Right edge of the rectangle that should be repainted * @param bottom Bottom edge of the rectangle that should be repainted */ -static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom) +static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom) { - Window* const *vz = wz; - - while (++vz != _last_z_window) { - const Window *v = *vz; - + for (const Window *v = w->z_front; v != NULL; v = v->z_front) { if (right > v->left && bottom > v->top && left < v->left + v->width && @@ -312,26 +305,26 @@ static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right int x; if (left < (x = v->left)) { - DrawOverlappedWindow(wz, left, top, x, bottom); - DrawOverlappedWindow(wz, x, top, right, bottom); + DrawOverlappedWindow(w, left, top, x, bottom); + DrawOverlappedWindow(w, x, top, right, bottom); return; } if (right > (x = v->left + v->width)) { - DrawOverlappedWindow(wz, left, top, x, bottom); - DrawOverlappedWindow(wz, x, top, right, bottom); + DrawOverlappedWindow(w, left, top, x, bottom); + DrawOverlappedWindow(w, x, top, right, bottom); return; } if (top < (x = v->top)) { - DrawOverlappedWindow(wz, left, top, right, x); - DrawOverlappedWindow(wz, left, x, right, bottom); + DrawOverlappedWindow(w, left, top, right, x); + DrawOverlappedWindow(w, left, x, right, bottom); return; } if (bottom > (x = v->top + v->height)) { - DrawOverlappedWindow(wz, left, top, right, x); - DrawOverlappedWindow(wz, left, x, right, bottom); + DrawOverlappedWindow(w, left, top, right, x); + DrawOverlappedWindow(w, left, x, right, bottom); return; } @@ -343,12 +336,12 @@ static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right DrawPixelInfo *dp = _cur_dpi; dp->width = right - left; dp->height = bottom - top; - dp->left = left - (*wz)->left; - dp->top = top - (*wz)->top; + dp->left = left - w->left; + dp->top = top - w->top; dp->pitch = _screen.pitch; dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top); dp->zoom = ZOOM_LVL_NORMAL; - (*wz)->OnPaint(); + w->OnPaint(); } /** @@ -361,7 +354,7 @@ static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right */ void DrawOverlappedWindowForAll(int left, int top, int right, int bottom) { - const Window *w; + Window *w; DrawPixelInfo bk; _cur_dpi = &bk; @@ -371,7 +364,7 @@ void DrawOverlappedWindowForAll(int left, int top, int right, int bottom) left < w->left + w->width && top < w->top + w->height) { /* Window w intersects with the rectangle => needs repaint */ - DrawOverlappedWindow(wz, left, top, right, bottom); + DrawOverlappedWindow(w, left, top, right, bottom); } } } @@ -408,24 +401,6 @@ static Window *FindChildWindow(const Window *w) 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 - * @param w window to query Z Position - * @return Pointer into the window-list at the position of \a w - */ -Window **FindWindowZPosition(const Window *w) -{ - const Window *v; - - FOR_ALL_WINDOWS_FROM_BACK(v) { - if (v == w) return wz; - } - - DEBUG(misc, 3, "Window (cls %d, number %d) is not open, probably removed by recursive calls", - w->window_class, w->window_number); - return NULL; -} - /** * Delete all children a window might have in a head-recursive manner */ @@ -456,10 +431,16 @@ Window::~Window() * by moving all windows after it one to the left. This must be * done before removing the child so we cannot cause recursion * between the deletion of the parent and the child. */ - Window **wz = FindWindowZPosition(this); - if (wz == NULL) return; - memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz); - _last_z_window--; + if (this->z_front == NULL) { + _z_front_window = this->z_back; + } else { + this->z_front->z_back = this->z_back; + } + if (this->z_back == NULL) { + _z_back_window = this->z_front; + } else { + this->z_back->z_front = this->z_front; + } this->DeleteChildWindows(); @@ -580,7 +561,7 @@ void ChangeWindowOwner(Owner old_owner, Owner new_owner) } } -static void BringWindowToFront(const Window *w); +static void BringWindowToFront(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" @@ -622,58 +603,36 @@ static inline bool IsVitalWindow(const Window *w) * @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) +static void BringWindowToFront(Window *w) { - Window **wz = FindWindowZPosition(w); - Window **vz = _last_z_window; + Window *v = _z_front_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); + for (; v != NULL && v != w && IsVitalWindow(v); v = v->z_back) { } - Window *tempz = *wz; - memmove(wz, wz + 1, (byte*)vz - (byte*)wz); - *vz = tempz; + if (v == NULL || w == v) return; // window is already in the right position - w->SetDirty(); -} + /* w cannot be at the top already! */ + assert(w != _z_front_window); -/** 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() -{ - Window *w; - FOR_ALL_WINDOWS_FROM_BACK(w) { - if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) { - return w; - } + if (w->z_back == NULL) { + _z_back_window = w->z_front; + } else { + w->z_back->z_front = w->z_front; } - return NULL; -} + w->z_front->z_back = w->z_back; -/** 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() -{ - Window *w; - FOR_ALL_WINDOWS_FROM_BACK(w) { - if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w; + w->z_front = v->z_front; + w->z_back = v; + + if (v->z_front == NULL) { + _z_front_window = w; + } else { + v->z_front->z_back = w; } - NOT_REACHED(); + v->z_front = w; + + w->SetDirty(); } /** @@ -723,13 +682,6 @@ static void AssignWidgetToWindow(Window *w, const Widget *widget) void Window::Initialize(int x, int y, int min_width, int min_height, WindowClass cls, const Widget *widget, int window_number) { - /* We have run out of windows, close one and use that as the place for our new one */ - if (_last_z_window == endof(_z_windows)) { - Window *w = FindDeletableWindow(); - if (w == NULL) w = ForceFindDeletableWindow(); - delete w; - } - /* Set up window properties */ this->window_class = cls; this->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border @@ -753,19 +705,37 @@ void Window::Initialize(int x, int y, int min_width, int min_height, * 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 */ - Window **wz = _last_z_window; - if (wz != _z_windows && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) { - 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--; + Window *w = _z_front_window; + if (w != NULL && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) { + if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) w = w->z_back; + if (FindWindowById(WC_STATUS_BAR, 0) != NULL) w = w->z_back; + if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) w = w->z_back; + if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) w = w->z_back; + + if (w == NULL) { + _z_back_window->z_front = this; + this->z_back = _z_back_window; + _z_back_window = this; + } else { + if (w->z_front == NULL) { + _z_front_window = this; + } else { + this->z_front = w->z_front; + w->z_front->z_back = this; + } - assert(wz >= _z_windows); - if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz); + this->z_back = w; + w->z_front = this; + } + } else { + this->z_back = _z_front_window; + if (_z_front_window != NULL) { + _z_front_window->z_front = this; + } else { + _z_back_window = this; + } + _z_front_window = this; } - - *wz = this; - _last_z_window++; } /** @@ -1109,7 +1079,8 @@ void InitWindowSystem() { IConsoleClose(); - _last_z_window = _z_windows; + _z_back_window = NULL; + _z_front_window = NULL; _mouseover_last_w = NULL; _no_scroll = 0; _scrolling_viewport = 0; @@ -1120,7 +1091,7 @@ void InitWindowSystem() */ void UnInitWindowSystem() { - while (_last_z_window != _z_windows) delete _z_windows[0]; + while (_z_front_window != NULL) delete _z_front_window; } /** @@ -1601,7 +1572,7 @@ static bool HandleViewportScroll() * 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) +static bool MaybeBringWindowToFront(Window *w) { bool bring_to_front = false; @@ -1612,10 +1583,7 @@ static bool MaybeBringWindowToFront(const Window *w) return true; } - Window * const *wz = FindWindowZPosition(w); - for (Window * const *uz = wz; ++uz != _last_z_window;) { - Window *u = *uz; - + for (Window *u = w->z_front; u != NULL; u = u->z_front) { /* 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; @@ -1973,10 +1941,36 @@ void HandleMouseEvents() } /** + * Check the soft limit of deletable (non vital, non sticky) windows. + */ +static void CheckSoftLimit() +{ + if (_settings_client.gui.window_soft_limit == 0) return; + + for (;;) { + uint deletable_count = 0; + Window *w, *last_deletable = NULL; + FOR_ALL_WINDOWS_FROM_FRONT(w) { + if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || (w->flags4 & WF_STICKY)) continue; + + last_deletable = w; + deletable_count++; + } + + /* We've ot reached the soft limit yet */ + if (deletable_count <= _settings_client.gui.window_soft_limit) break; + + assert(last_deletable != NULL); + delete last_deletable; + } +} + +/** * Regular call from the global game loop */ void InputLoop() { + CheckSoftLimit(); HandleKeyScrolling(); if (_input_events_this_tick != 0) { |