summaryrefslogtreecommitdiff
path: root/src/window.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/window.cpp')
-rw-r--r--src/window.cpp2000
1 files changed, 2000 insertions, 0 deletions
diff --git a/src/window.cpp b/src/window.cpp
new file mode 100644
index 000000000..1a12c7c6b
--- /dev/null
+++ b/src/window.cpp
@@ -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;
+ }
+}