/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file window.cpp Windowing system, widgets and events */ #include "stdafx.h" #include #include "openttd.h" #include "company_func.h" #include "gfx_func.h" #include "console_func.h" #include "console_gui.h" #include "viewport_func.h" #include "variables.h" #include "genworld.h" #include "blitter/factory.hpp" #include "zoom_func.h" #include "map_func.h" #include "vehicle_base.h" #include "cheat_type.h" #include "window_func.h" #include "tilehighlight_func.h" #include "network/network.h" #include "querystring_gui.h" #include "widgets/dropdown_func.h" #include "strings_func.h" #include "settings_type.h" #include "newgrf_debug.h" #include "table/sprites.h" 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 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; /* * Window that currently have focus. - The main purpose is to generate * FocusLost events, not to give next window in z-order focus when a * window is closed. */ Window *_focused_window; Point _cursorpos_drag_start; int _scrollbar_start_pos; int _scrollbar_size; byte _scroller_click_timeout; bool _scrolling_scrollbar; bool _scrolling_viewport; SpecialMouseMode _special_mouse_mode; ///< Mode of the mouse. /** Window description constructor. */ WindowDesc::WindowDesc(WindowPosition def_pos, int16 def_width, int16 def_height, WindowClass window_class, WindowClass parent_class, uint32 flags, const NWidgetPart *nwid_parts, int16 nwid_length) : default_pos(def_pos), default_width(def_width), default_height(def_height), cls(window_class), parent_cls(parent_class), flags(flags), nwid_parts(nwid_parts), nwid_length(nwid_length) { } WindowDesc::~WindowDesc() { } /** * Set capacity of visible elements from the size and resize properties of a widget. * @param w Window. * @param widget Widget with size and resize properties. * @param padding Padding to subtract from the size. * @note Updates the position if needed. */ void Scrollbar::SetCapacityFromWidget(Window *w, int widget, int padding) { NWidgetBase *nwid = w->GetWidget(widget); if (this->is_vertical) { this->SetCapacity(((int)nwid->current_y - padding) / (int)nwid->resize_y); } else { this->SetCapacity(((int)nwid->current_x - padding) / (int)nwid->resize_x); } } /** * Set the window that has the focus * @param w The window to set the focus on */ void SetFocusedWindow(Window *w) { if (_focused_window == w) return; /* Invalidate focused widget */ if (_focused_window != NULL) { if (_focused_window->nested_focus != NULL) _focused_window->nested_focus->SetDirty(_focused_window); } /* Remember which window was previously focused */ Window *old_focused = _focused_window; _focused_window = w; /* So we can inform it that it lost focus */ if (old_focused != NULL) old_focused->OnFocusLost(); if (_focused_window != NULL) _focused_window->OnFocus(); } /** * Check if an edit box is in global focus. That is if focused window * has a edit box as focused widget, or if a console is focused. * @return returns true if an edit box is in global focus or if the focused window is a console, else false */ bool EditBoxInGlobalFocus() { if (_focused_window == NULL) return false; /* The console does not have an edit box so a special case is needed. */ if (_focused_window->window_class == WC_CONSOLE) return true; return _focused_window->nested_focus != NULL && _focused_window->nested_focus->type == WWT_EDITBOX; } /** * Makes no widget on this window have focus. The function however doesn't change which window has focus. */ void Window::UnfocusFocusedWidget() { if (this->nested_focus != NULL) { /* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */ this->nested_focus->SetDirty(this); this->nested_focus = NULL; } } /** * Set focus within this window to the given widget. The function however doesn't change which window has focus. * @param widget_index Index of the widget in the window to set the focus to. * @return Focus has changed. */ bool Window::SetFocusedWidget(byte widget_index) { /* Do nothing if widget_index is already focused, or if it wasn't a valid widget. */ if (widget_index >= this->nested_array_size) return false; assert(this->nested_array[widget_index] != NULL); // Setting focus to a non-existing widget is a bad idea. if (this->nested_focus != NULL) { if (this->GetWidget(widget_index) == this->nested_focus) return false; /* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */ this->nested_focus->SetDirty(this); } this->nested_focus = this->GetWidget(widget_index); return true; } /** * Sets the enabled/disabled status of a list of widgets. * By default, widgets are enabled. * On certain conditions, they have to be disabled. * @param disab_stat status to use ie: disabled = true, enabled = false * @param widgets list of widgets ended by WIDGET_LIST_END */ void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...) { va_list wdg_list; va_start(wdg_list, widgets); while (widgets != WIDGET_LIST_END) { SetWidgetDisabledState(widgets, disab_stat); widgets = va_arg(wdg_list, int); } va_end(wdg_list); } /** * Sets the lowered/raised status of a list of widgets. * @param lowered_stat status to use ie: lowered = true, raised = false * @param widgets list of widgets ended by WIDGET_LIST_END */ void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...) { va_list wdg_list; va_start(wdg_list, widgets); while (widgets != WIDGET_LIST_END) { SetWidgetLoweredState(widgets, lowered_stat); widgets = va_arg(wdg_list, int); } va_end(wdg_list); } /** * Raise the buttons of the window. * @param autoraise Raise only the push buttons of the window. */ void Window::RaiseButtons(bool autoraise) { for (uint i = 0; i < this->nested_array_size; i++) { if (this->nested_array[i] != NULL && (this->nested_array[i]->type & ~WWB_PUSHBUTTON) < WWT_LAST && (!autoraise || (this->nested_array[i]->type & WWB_PUSHBUTTON)) && this->IsWidgetLowered(i)) { this->RaiseWidget(i); this->SetWidgetDirty(i); } } } /** * Invalidate a widget, i.e. mark it as being changed and in need of redraw. * @param widget_index the widget to redraw. */ void Window::SetWidgetDirty(byte widget_index) const { /* Sometimes this function is called before the window is even fully initialized */ if (this->nested_array == NULL) return; this->nested_array[widget_index]->SetDirty(this); } /** * Do all things to make a button look clicked and mark it to be * unclicked in a few ticks. * @param widget the widget to "click" */ void Window::HandleButtonClick(byte widget) { this->LowerWidget(widget); this->flags4 |= WF_TIMEOUT_BEGIN; this->SetWidgetDirty(widget); } static void StartWindowDrag(Window *w); static void StartWindowSizing(Window *w, bool to_left); /** * Dispatch left mouse-button (possibly double) click in window. * @param w Window to dispatch event in * @param x X coordinate of the click * @param y Y coordinate of the click * @param click_count Number of fast consecutive clicks at same position */ static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count) { const NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y); WidgetType widget_type = (nw != NULL) ? nw->type : WWT_EMPTY; bool focused_widget_changed = false; /* If clicked on a window that previously did dot have focus */ if (_focused_window != w && // We already have focus, right? (w->desc_flags & WDF_NO_FOCUS) == 0 && // Don't lose focus to toolbars widget_type != WWT_CLOSEBOX) { // Don't change focused window if 'X' (close button) was clicked focused_widget_changed = true; if (_focused_window != NULL) { _focused_window->OnFocusLost(); /* The window that lost focus may have had opened a OSK, window so close it, unless the user has clicked on the OSK window. */ if (w->window_class != WC_OSK) DeleteWindowById(WC_OSK, 0); } SetFocusedWindow(w); w->OnFocus(); } if (nw == NULL) return; // exit if clicked outside of widgets /* don't allow any interaction if the button has been disabled */ if (nw->IsDisabled()) return; int widget_index = nw->index; ///< Index of the widget /* Clicked on a widget that is not disabled. * So unless the clicked widget is the caption bar, change focus to this widget */ if (widget_type != WWT_CAPTION) { /* Close the OSK window if a edit box loses focus */ if (w->nested_focus != NULL && w->nested_focus->type == WWT_EDITBOX && w->nested_focus != nw && w->window_class != WC_OSK) { DeleteWindowById(WC_OSK, 0); } /* focused_widget_changed is 'now' only true if the window this widget * is in gained focus. In that case it must remain true, also if the * local widget focus did not change. As such it's the logical-or of * both changed states. * * If this is not preserved, then the OSK window would be opened when * a user has the edit box focused and then click on another window and * then back again on the edit box (to type some text). */ focused_widget_changed |= w->SetFocusedWidget(widget_index); } /* Close any child drop down menus. If the button pressed was the drop down * list's own button, then we should not process the click any further. */ if (HideDropDownMenu(w) == widget_index && widget_index >= 0) return; switch (widget_type) { /* special widget handling for buttons*/ case WWT_PANEL | WWB_PUSHBUTTON: // WWT_PUSHBTN case WWT_IMGBTN | WWB_PUSHBUTTON: // WWT_PUSHIMGBTN case WWT_TEXTBTN | WWB_PUSHBUTTON: // WWT_PUSHTXTBTN w->HandleButtonClick(widget_index); break; case WWT_SCROLLBAR: case WWT_SCROLL2BAR: case WWT_HSCROLLBAR: ScrollbarClickHandler(w, nw, x, y); break; case WWT_EDITBOX: if (!focused_widget_changed) { // Only open the OSK window if clicking on an already focused edit box /* Open the OSK window if clicked on an edit box */ QueryStringBaseWindow *qs = dynamic_cast(w); if (qs != NULL) { qs->OnOpenOSKWindow(widget_index); } } break; case WWT_CLOSEBOX: // 'X' delete w; return; case WWT_CAPTION: // 'Title bar' StartWindowDrag(w); return; case WWT_RESIZEBOX: /* When the resize widget is on the left size of the window * we assume that that button is used to resize to the left. */ StartWindowSizing(w, (int)nw->pos_x < (w->width / 2)); nw->SetDirty(w); return; case WWT_DEBUGBOX: w->ShowNewGRFInspectWindow(); break; case WWT_SHADEBOX: nw->SetDirty(w); w->SetShaded(!w->IsShaded()); return; case WWT_STICKYBOX: w->flags4 ^= WF_STICKY; nw->SetDirty(w); return; default: break; } /* Widget has no index, so the window is not interested in it. */ if (widget_index < 0) return; Point pt = { x, y }; w->OnClick(pt, widget_index, click_count); } /** * Dispatch right mouse-button click in window. * @param w Window to dispatch event in * @param x X coordinate of the click * @param y Y coordinate of the click */ static void DispatchRightClickEvent(Window *w, int x, int y) { NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y); /* No widget to handle */ if (wid == NULL) return; /* Show the tooltip if there is any */ if (wid->tool_tip != 0) { GuiShowTooltips(wid->tool_tip); return; } /* Widget has no index, so the window is not interested in it. */ if (wid->index < 0) return; Point pt = { x, y }; w->OnRightClick(pt, wid->index); } /** * Dispatch the mousewheel-action to the window. * The window will scroll any compatible scrollbars if the mouse is pointed over the bar or its contents * @param w Window * @param nwid the widget where the scrollwheel was used * @param wheel scroll up or down */ static void DispatchMouseWheelEvent(Window *w, const NWidgetCore *nwid, int wheel) { if (nwid == NULL) return; /* Using wheel on caption/shade-box shades or unshades the window. */ if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) { w->SetShaded(!w->IsShaded()); return; } /* Scroll the widget attached to the scrollbar. */ Scrollbar *sb = nwid->FindScrollbar(w); if (sb != NULL && sb->GetCount() > sb->GetCapacity()) { sb->UpdatePosition(wheel); w->SetDirty(); } } /** * 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 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 *w, int left, int top, int right, int bottom) { const Window *v; FOR_ALL_WINDOWS_FROM_BACK_FROM(v, w->z_front) { if (right > v->left && bottom > v->top && left < v->left + v->width && top < v->top + v->height) { /* v and rectangle intersect with eeach other */ int x; if (left < (x = v->left)) { DrawOverlappedWindow(w, left, top, x, bottom); DrawOverlappedWindow(w, x, top, right, bottom); return; } if (right > (x = v->left + v->width)) { DrawOverlappedWindow(w, left, top, x, bottom); DrawOverlappedWindow(w, x, top, right, bottom); return; } if (top < (x = v->top)) { DrawOverlappedWindow(w, left, top, right, x); DrawOverlappedWindow(w, left, x, right, bottom); return; } if (bottom > (x = v->top + v->height)) { DrawOverlappedWindow(w, left, top, right, x); DrawOverlappedWindow(w, left, x, right, bottom); return; } return; } } /* Setup blitter, and dispatch a repaint event to window *wz */ DrawPixelInfo *dp = _cur_dpi; dp->width = right - left; dp->height = bottom - 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; w->OnPaint(); } /** * From a rectangle that needs redrawing, find the windows that intersect with the rectangle. * These windows should be re-painted. * @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 */ void DrawOverlappedWindowForAll(int left, int top, int right, int bottom) { Window *w; DrawPixelInfo bk; _cur_dpi = &bk; FOR_ALL_WINDOWS_FROM_BACK(w) { if (right > w->left && bottom > w->top && left < w->left + w->width && top < w->top + w->height) { /* Window w intersects with the rectangle => needs repaint */ DrawOverlappedWindow(w, left, top, right, bottom); } } } /** * Mark entire window as dirty (in need of re-paint) * @ingroup dirty */ void Window::SetDirty() const { SetDirtyBlocks(this->left, this->top, this->left + this->width, this->top + this->height); } /** Re-initialize a window, and optionally change its size. * @param rx Horizontal resize of the window. * @param ry Vertical resize of the window. * @note For just resizing the window, use #ResizeWindow instead. */ void Window::ReInit(int rx, int ry) { this->SetDirty(); // Mark whole current window as dirty. /* Save current size. */ int window_width = this->width; int window_height = this->height; this->OnInit(); /* Re-initialize the window from the ground up. No need to change the nested_array, as all widgets stay where they are. */ this->nested_root->SetupSmallestSize(this, false); this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _dynlang.text_dir == TD_RTL); this->width = this->nested_root->smallest_x; this->height = this->nested_root->smallest_y; this->resize.step_width = this->nested_root->resize_x; this->resize.step_height = this->nested_root->resize_y; /* Resize as close to the original size + requested resize as possible. */ window_width = max(window_width + rx, this->width); window_height = max(window_height + ry, this->height); int dx = (this->resize.step_width == 0) ? 0 : window_width - this->width; int dy = (this->resize.step_height == 0) ? 0 : window_height - this->height; /* dx and dy has to go by step.. calculate it. * The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */ if (this->resize.step_width > 1) dx -= dx % (int)this->resize.step_width; if (this->resize.step_height > 1) dy -= dy % (int)this->resize.step_height; ResizeWindow(this, dx, dy); /* ResizeWindow() does this->SetDirty() already, no need to do it again here. */ } /** Set the shaded state of the window to \a make_shaded. * @param make_shaded If \c true, shade the window (roll up until just the title bar is visible), else unshade/unroll the window to its original size. * @note The method uses #Window::ReInit(), thus after the call, the whole window should be considered changed. */ void Window::SetShaded(bool make_shaded) { if (this->shade_select == NULL) return; int desired = make_shaded ? SZSP_HORIZONTAL : 0; if (this->shade_select->shown_plane != desired) { if (make_shaded) { this->unshaded_size.width = this->width; this->unshaded_size.height = this->height; this->shade_select->SetDisplayedPlane(desired); this->ReInit(0, -this->height); } else { this->shade_select->SetDisplayedPlane(desired); int dx = ((int)this->unshaded_size.width > this->width) ? (int)this->unshaded_size.width - this->width : 0; int dy = ((int)this->unshaded_size.height > this->height) ? (int)this->unshaded_size.height - this->height : 0; this->ReInit(dx, dy); } } } /** Find the Window whose parent pointer points to this window * @param w parent Window to find child of * @param wc Window class of the window to remove; WC_INVALID if class does not matter * @return a Window pointer that is the child of w, or NULL otherwise */ static Window *FindChildWindow(const Window *w, WindowClass wc) { Window *v; FOR_ALL_WINDOWS_FROM_BACK(v) { if ((wc == WC_INVALID || wc == v->window_class) && v->parent == w) return v; } return NULL; } /** * Delete all children a window might have in a head-recursive manner * @param wc Window class of the window to remove; WC_INVALID if class does not matter */ void Window::DeleteChildWindows(WindowClass wc) const { Window *child = FindChildWindow(this, wc); while (child != NULL) { delete child; child = FindChildWindow(this, wc); } } /** * Remove window and all its child windows from the window stack. */ Window::~Window() { if (_thd.place_mode != HT_NONE && _thd.window_class == this->window_class && _thd.window_number == this->window_number) { ResetObjectToPlace(); } /* Prevent Mouseover() from resetting mouse-over coordinates on a non-existing window */ if (_mouseover_last_w == this) _mouseover_last_w = NULL; /* Make sure we don't try to access this window as the focused window when it doesn't exist anymore. */ if (_focused_window == this) _focused_window = NULL; this->DeleteChildWindows(); if (this->viewport != NULL) DeleteWindowViewport(this); this->SetDirty(); free(this->nested_array); // Contents is released through deletion of #nested_root. delete this->nested_root; this->window_class = WC_INVALID; } /** * Find a window by its class and window number * @param cls Window class * @param number Number of the window within the window class * @return Pointer to the found window, or \c NULL if not available */ Window *FindWindowById(WindowClass cls, WindowNumber number) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls && w->window_number == number) return w; } return NULL; } /** * Find any window by its class. Useful when searching for a window that uses * the window number as a WindowType, like WC_SEND_NETWORK_MSG. * @param cls Window class * @return Pointer to the found window, or \c NULL if not available */ Window *FindWindowByClass(WindowClass cls) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls) return w; } return NULL; } /** * Delete a window by its class and window number (if it is open). * @param cls Window class * @param number Number of the window within the window class * @param force force deletion; if false don't delete when stickied */ void DeleteWindowById(WindowClass cls, WindowNumber number, bool force) { Window *w = FindWindowById(cls, number); if (force || w == NULL || (w->flags4 & WF_STICKY) == 0) { delete w; } } /** * Delete all windows of a given class * @param cls Window class of windows to delete */ void DeleteWindowByClass(WindowClass cls) { Window *w; 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_FROM_BACK(w) { if (w->window_class == cls) { delete w; goto restart_search; } } } /** Delete all windows of a company. We identify windows of a company * by looking at the caption colour. If it is equal to the company ID * then we say the window belongs to the company and should be deleted * @param id company identifier */ void DeleteCompanyWindows(CompanyID id) { Window *w; 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_FROM_BACK(w) { if (w->owner == id) { delete w; goto restart_search; } } /* Also delete the company specific windows, that don't have a company-colour */ DeleteWindowById(WC_BUY_COMPANY, id); } /** Change the owner of all the windows one company can take over from another * company in the case of a company merger. Do not change ownership of windows * that need to be deleted once takeover is complete * @param old_owner original owner of the window * @param new_owner the new owner of the window */ void ChangeWindowOwner(Owner old_owner, Owner new_owner) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->owner != old_owner) continue; switch (w->window_class) { case WC_COMPANY_COLOUR: case WC_FINANCES: case WC_STATION_LIST: case WC_TRAINS_LIST: case WC_ROADVEH_LIST: case WC_SHIPS_LIST: case WC_AIRCRAFT_LIST: case WC_BUY_COMPANY: case WC_COMPANY: continue; default: w->owner = new_owner; break; } } } static void BringWindowToFront(Window *w); /** Find a window and make it the top-window on the screen. * The window gets unshaded if it was shaded, and a white border is drawn at its edges for a brief period of time to visualize its "activation". * @param cls WindowClass of the window to activate * @param number WindowNumber of the window to activate * @return a pointer to the window thus activated */ Window *BringWindowToFrontById(WindowClass cls, WindowNumber number) { Window *w = FindWindowById(cls, number); if (w != NULL) { if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded. w->flags4 |= WF_WHITE_BORDER_MASK; BringWindowToFront(w); w->SetDirty(); } return w; } static inline bool IsVitalWindow(const Window *w) { switch (w->window_class) { case WC_MAIN_TOOLBAR: case WC_STATUS_BAR: case WC_NEWS_WINDOW: case WC_SEND_NETWORK_MSG: return true; default: return false; } } /** 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(Window *w) { Window *v = _z_front_window; /* Bring the window just below the vital windows */ for (; v != NULL && v != w && IsVitalWindow(v); v = v->z_back) { } if (v == NULL || w == v) return; // window is already in the right position /* w cannot be at the top already! */ assert(w != _z_front_window); if (w->z_back == NULL) { _z_back_window = w->z_front; } else { w->z_back->z_front = w->z_front; } w->z_front->z_back = w->z_back; 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; } v->z_front = w; w->SetDirty(); } /** * Initializes the data (except the position and initial size) of a new Window. * @param desc Window description. * @param window_number Number being assigned to the new window * @return Window pointer of the newly created window * @pre If nested widgets are used (\a widget is \c NULL), #nested_root and #nested_array_size must be initialized. * In addition, #nested_array is either \c NULL, or already initialized. */ void Window::InitializeData(const WindowDesc *desc, WindowNumber window_number) { /* Set up window properties; some of them are needed to set up smallest size below */ this->window_class = desc->cls; this->flags4 |= WF_WHITE_BORDER_MASK; // just opened windows have a white border if (desc->default_pos == WDP_CENTER) this->flags4 |= WF_CENTERED; this->owner = INVALID_OWNER; this->nested_focus = NULL; this->window_number = window_number; this->desc_flags = desc->flags; this->OnInit(); /* Initialize nested widget tree. */ if (this->nested_array == NULL) { this->nested_array = CallocT(this->nested_array_size); this->nested_root->SetupSmallestSize(this, true); } else { this->nested_root->SetupSmallestSize(this, false); } /* Initialize to smallest size. */ this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _dynlang.text_dir == TD_RTL); /* Further set up window properties, * this->left, this->top, this->width, this->height, this->resize.width, and this->resize.height are initialized later. */ this->resize.step_width = this->nested_root->resize_x; this->resize.step_height = this->nested_root->resize_y; /* Give focus to the opened window unless it is the OSK window or a text box * of focused window has focus (so we don't interrupt typing). But if the new * window has a text box, then take focus anyway. */ if (this->window_class != WC_OSK && (!EditBoxInGlobalFocus() || this->nested_root->GetWidgetOfType(WWT_EDITBOX) != NULL)) SetFocusedWindow(this); /* 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 */ 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 (FindWindowByClass(WC_SEND_NETWORK_MSG) != 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; } 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; } } /** * Set the position and smallest size of the window. * @param x Offset in pixels from the left of the screen of the new window. * @param y Offset in pixels from the top of the screen of the new window. * @param sm_width Smallest width in pixels of the window. * @param sm_height Smallest height in pixels of the window. */ void Window::InitializePositionSize(int x, int y, int sm_width, int sm_height) { this->left = x; this->top = y; this->width = sm_width; this->height = sm_height; } /** * Resize window towards the default size. * Prior to construction, a position for the new window (for its default size) * has been found with LocalGetWindowPlacement(). Initially, the window is * constructed with minimal size. Resizing the window to its default size is * done here. * @param def_width default width in pixels of the window * @param def_height default height in pixels of the window * @see Window::Window(), Window::InitializeData(), Window::InitializePositionSize() */ void Window::FindWindowPlacementAndResize(int def_width, int def_height) { def_width = max(def_width, this->width); // Don't allow default size to be smaller than smallest size def_height = max(def_height, this->height); /* Try to make windows smaller when our window is too small. * w->(width|height) is normally the same as min_(width|height), * but this way the GUIs can be made a little more dynamic; * one can use the same spec for multiple windows and those * can then determine the real minimum size of the window. */ if (this->width != def_width || this->height != def_height) { /* Think about the overlapping toolbars when determining the minimum window size */ int free_height = _screen.height; const Window *wt = FindWindowById(WC_STATUS_BAR, 0); if (wt != NULL) free_height -= wt->height; wt = FindWindowById(WC_MAIN_TOOLBAR, 0); if (wt != NULL) free_height -= wt->height; int enlarge_x = max(min(def_width - this->width, _screen.width - this->width), 0); int enlarge_y = max(min(def_height - this->height, free_height - this->height), 0); /* 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 (this->resize.step_width > 1) enlarge_x -= enlarge_x % (int)this->resize.step_width; if (this->resize.step_height > 1) enlarge_y -= enlarge_y % (int)this->resize.step_height; ResizeWindow(this, enlarge_x, enlarge_y); /* ResizeWindow() calls this->OnResize(). */ } else { /* Always call OnResize; that way the scrollbars and matrices get initialized. */ this->OnResize(); } int nx = this->left; int ny = this->top; if (nx + this->width > _screen.width) nx -= (nx + this->width - _screen.width); const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0); ny = max(ny, (wt == NULL || this == wt || this->top == 0) ? 0 : wt->height); nx = max(nx, 0); if (this->viewport != NULL) { this->viewport->left += nx - this->left; this->viewport->top += ny - this->top; } this->left = nx; this->top = ny; this->SetDirty(); } /** * Decide whether a given rectangle is a good place to open a completely visible new window. * The new window should be within screen borders, and not overlap with another already * existing window (except for the main window in the background). * @param left Left edge of the rectangle * @param top Top edge of the rectangle * @param width Width of the rectangle * @param height Height of the rectangle * @param pos If rectangle is good, use this parameter to return the top-left corner of the new window * @return Boolean indication that the rectangle is a good place for the new window */ static bool IsGoodAutoPlace1(int left, int top, int width, int height, Point &pos) { int right = width + left; int bottom = height + top; if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height) return false; /* Make sure it is not obscured by any window. */ const Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { 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; } } pos.x = left; pos.y = top; return true; } /** * Decide whether a given rectangle is a good place to open a mostly visible new window. * The new window should be mostly within screen borders, and not overlap with another already * existing window (except for the main window in the background). * @param left Left edge of the rectangle * @param top Top edge of the rectangle * @param width Width of the rectangle * @param height Height of the rectangle * @param pos If rectangle is good, use this parameter to return the top-left corner of the new window * @return Boolean indication that the rectangle is a good place for the new window */ static bool IsGoodAutoPlace2(int left, int top, int width, int height, Point &pos) { /* Left part of the rectangle may be at most 1/4 off-screen, * right part of the rectangle may be at most 1/2 off-screen */ if (left < -(width >> 2) || left > _screen.width - (width >> 1)) return false; /* Bottom part of the rectangle may be at most 1/4 off-screen */ if (top < 22 || top > _screen.height - (height >> 2)) return false; /* Make sure it is not obscured by any window. */ const Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { 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; } } pos.x = left; pos.y = top; return true; } /** * Find a good place for opening a new window of a given width and height. * @param width Width of the new window * @param height Height of the new window * @return Top-left coordinate of the new window */ static Point GetAutoPlacePosition(int width, int height) { Point pt; /* First attempt, try top-left of the screen */ if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt; /* Second attempt, try around all existing windows with a distance of 2 pixels. * The new window must be entirely on-screen, and not overlap with an existing window. * Eight starting points are tried, two at each corner. */ const Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == WC_MAIN_WINDOW) continue; if (IsGoodAutoPlace1(w->left + w->width + 2, w->top, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left - width - 2, w->top, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left, w->top + w->height + 2, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left, w->top - height - 2, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left + w->width + 2, w->top + w->height - height, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left - width - 2, w->top + w->height - height, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height + 2, width, height, pt)) return pt; if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height - 2, width, height, pt)) return pt; } /* Third attempt, try around all existing windows with a distance of 2 pixels. * The new window may be partly off-screen, and must not overlap with an existing window. * Only four starting points are tried. */ FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == WC_MAIN_WINDOW) continue; if (IsGoodAutoPlace2(w->left + w->width + 2, w->top, width, height, pt)) return pt; if (IsGoodAutoPlace2(w->left - width - 2, w->top, width, height, pt)) return pt; if (IsGoodAutoPlace2(w->left, w->top + w->height + 2, width, height, pt)) return pt; if (IsGoodAutoPlace2(w->left, w->top - height - 2, width, height, pt)) return pt; } /* Fourth and final attempt, put window at diagonal starting from (0, 24), try multiples * of (+5, +5) */ int left = 0, top = 24; restart: FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->left == left && w->top == top) { left += 5; top += 5; goto restart; } } pt.x = left; pt.y = top; return pt; } /** * Computer the position of the top-left corner of a window to be opened right * under the toolbar. * @param window_width the width of the window to get the position for * @return Coordinate of the top-left corner of the new window. */ Point GetToolbarAlignedWindowPosition(int window_width) { const Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0); assert(w != NULL); Point pt = { _dynlang.text_dir == TD_RTL ? w->left : (w->left + w->width) - window_width, w->top + w->height }; return pt; } /** * Compute the position of the top-left corner of a new window that is opened. * * By default position a child window at an offset of 10/10 of its parent. * With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports) * and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/toolbar-height of * its parent. So it's exactly under the parent toolbar and no buttons will be covered. * However if it falls too extremely outside window positions, reposition * it to an automatic place. * * @param *desc The pointer to the WindowDesc to be created. * @param sm_width Smallest width of the window. * @param sm_height Smallest height of the window. * @param window_number The window number of the new window. * * @return Coordinate of the top-left corner of the new window. */ static Point LocalGetWindowPlacement(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number) { Point pt; const Window *w; int16 default_width = max(desc->default_width, sm_width); int16 default_height = max(desc->default_height, sm_height); 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 + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 0 : 10); if (pt.x > _screen.width + 10 - default_width) { pt.x = (_screen.width + 10 - default_width) - 20; } pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? w->height : 10); return pt; } switch (desc->default_pos) { case WDP_ALIGN_TOOLBAR: // Align to the toolbar return GetToolbarAlignedWindowPosition(default_width); case WDP_AUTO: // Find a good automatic position for the window return GetAutoPlacePosition(default_width, default_height); case WDP_CENTER: // Centre the window horizontally pt.x = (_screen.width - default_width) / 2; pt.y = (_screen.height - default_height) / 2; break; case WDP_MANUAL: pt.x = 0; pt.y = 0; break; default: NOT_REACHED(); } return pt; } /* virtual */ Point Window::OnInitialPosition(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number) { return LocalGetWindowPlacement(desc, sm_width, sm_height, window_number); } /** * Perform the first part of the initialization of a nested widget tree. * Construct a nested widget tree in #nested_root, and optionally fill the #nested_array array to provide quick access to the uninitialized widgets. * This is mainly useful for setting very basic properties. * @param desc Window description. * @param fill_nested Fill the #nested_array (enabling is expensive!). * @note Filling the nested array requires an additional traversal through the nested widget tree, and is best performed by #FinishInitNested rather than here. */ void Window::CreateNestedTree(const WindowDesc *desc, bool fill_nested) { int biggest_index = -1; this->nested_root = MakeWindowNWidgetTree(desc->nwid_parts, desc->nwid_length, &biggest_index, &this->shade_select); this->nested_array_size = (uint)(biggest_index + 1); if (fill_nested) { this->nested_array = CallocT(this->nested_array_size); this->nested_root->FillNestedArray(this->nested_array, this->nested_array_size); } } /** * Perform the second part of the initialization of a nested widget tree. * @param desc Window description. * @param window_number Number of the new window. */ void Window::FinishInitNested(const WindowDesc *desc, WindowNumber window_number) { this->InitializeData(desc, window_number); Point pt = this->OnInitialPosition(desc, this->nested_root->smallest_x, this->nested_root->smallest_y, window_number); this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y); this->FindWindowPlacementAndResize(desc->default_width, desc->default_height); } /** * Perform complete initialization of the #Window with nested widgets, to allow use. * @param desc Window description. * @param window_number Number of the new window. */ void Window::InitNested(const WindowDesc *desc, WindowNumber window_number) { this->CreateNestedTree(desc, false); this->FinishInitNested(desc, window_number); } /** Empty constructor, initialization has been moved to #InitNested() called from the constructor of the derived class. */ Window::Window() : hscroll(false), vscroll(true), vscroll2(true) { } /** 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 * @param x position x to query * @param y position y to query * @return a pointer to the found window if any, NULL otherwise */ Window *FindWindowFromPt(int x, int y) { Window *w; FOR_ALL_WINDOWS_FROM_FRONT(w) { if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) { return w; } } return NULL; } /** * (re)initialize the windowing system */ void InitWindowSystem() { IConsoleClose(); _z_back_window = NULL; _z_front_window = NULL; _focused_window = NULL; _mouseover_last_w = NULL; _scrolling_viewport = 0; NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets. } /** * Close down the windowing system */ void UnInitWindowSystem() { Window *w; FOR_ALL_WINDOWS_FROM_FRONT(w) delete w; for (w = _z_front_window; w != NULL; /* nothing */) { Window *to_del = w; w = w->z_back; free(to_del); } _z_front_window = NULL; _z_back_window = NULL; } /** * Reset the windowing system, by means of shutting it down followed by re-initialization */ void ResetWindowSystem() { UnInitWindowSystem(); InitWindowSystem(); _thd.pos.x = 0; _thd.pos.y = 0; _thd.new_pos.x = 0; _thd.new_pos.y = 0; } static void DecreaseWindowCounters() { Window *w; FOR_ALL_WINDOWS_FROM_FRONT(w) { /* Unclick scrollbar buttons if they are pressed. */ if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) { w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP); w->SetDirty(); } w->OnMouseLoop(); } FOR_ALL_WINDOWS_FROM_FRONT(w) { if ((w->flags4 & WF_TIMEOUT_MASK) && !(--w->flags4 & WF_TIMEOUT_MASK)) { w->OnTimeout(); if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons(true); } } } Window *GetCallbackWnd() { return FindWindowById(_thd.window_class, _thd.window_number); } static void HandlePlacePresize() { if (_special_mouse_mode != WSM_PRESIZE) return; Window *w = GetCallbackWnd(); if (w == NULL) return; Point pt = GetTileBelowCursor(); if (pt.x == -1) { _thd.selend.x = -1; return; } w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y)); } static bool HandleDragDrop() { if (_special_mouse_mode != WSM_DRAGDROP) return true; if (_left_button_down) return false; Window *w = GetCallbackWnd(); if (w != NULL) { /* send an event in client coordinates. */ Point pt; pt.x = _cursor.pos.x - w->left; pt.y = _cursor.pos.y - w->top; w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y)); } ResetObjectToPlace(); return false; } static bool HandleMouseDrag() { if (_special_mouse_mode != WSM_DRAGDROP) return true; if (!_left_button_down || (_cursor.delta.x == 0 && _cursor.delta.y == 0)) return true; Window *w = GetCallbackWnd(); if (w != NULL) { /* Send an event in client coordinates. */ Point pt; pt.x = _cursor.pos.x - w->left; pt.y = _cursor.pos.y - w->top; w->OnMouseDrag(pt, GetWidgetFromPos(w, pt.x, pt.y)); } return false; } static bool HandleMouseOver() { Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y); /* We changed window, put a MOUSEOVER event to the last window */ if (_mouseover_last_w != NULL && _mouseover_last_w != w) { /* Reset mouse-over coordinates of previous window */ Point pt = { -1, -1 }; _mouseover_last_w->OnMouseOver(pt, 0); } /* _mouseover_last_w will get reset when the window is deleted, see DeleteWindow() */ _mouseover_last_w = w; if (w != NULL) { /* send an event in client coordinates. */ Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top }; const NWidgetCore *widget = w->nested_root->GetWidgetFromPos(pt.x, pt.y); if (widget != NULL) w->OnMouseOver(pt, widget->index); } /* Mouseover never stops execution */ return true; } /** * Resize the window. * 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 delta_x Delta x-size of changed window (positive if larger, etc.) * @param delta_y Delta y-size of changed window */ void ResizeWindow(Window *w, int delta_x, int delta_y) { if (delta_x != 0 || delta_y != 0) { w->SetDirty(); uint new_xinc = max(0, (w->nested_root->resize_x == 0) ? 0 : (int)(w->nested_root->current_x - w->nested_root->smallest_x) + delta_x); uint new_yinc = max(0, (w->nested_root->resize_y == 0) ? 0 : (int)(w->nested_root->current_y - w->nested_root->smallest_y) + delta_y); assert(w->nested_root->resize_x == 0 || new_xinc % w->nested_root->resize_x == 0); assert(w->nested_root->resize_y == 0 || new_yinc % w->nested_root->resize_y == 0); w->nested_root->AssignSizePosition(ST_RESIZE, 0, 0, w->nested_root->smallest_x + new_xinc, w->nested_root->smallest_y + new_yinc, _dynlang.text_dir == TD_RTL); w->width = w->nested_root->current_x; w->height = w->nested_root->current_y; } /* Always call OnResize to make sure everything is initialised correctly if it needs to be. */ w->OnResize(); w->SetDirty(); } /** Return the top of the main view available for general use. * @return Uppermost vertical coordinate available. * @note Above the upper y coordinate is often the main toolbar. */ int GetMainViewTop() { Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0); return (w == NULL) ? 0 : w->top + w->height; } /** Return the bottom of the main view available for general use. * @return The vertical coordinate of the first unusable row, so 'top + height <= bottom' gives the correct result. * @note At and below the bottom y coordinate is often the status bar. */ int GetMainViewBottom() { Window *w = FindWindowById(WC_STATUS_BAR, 0); return (w == NULL) ? _screen.height : w->top; } /** The minimum number of pixels of the title bar must be visible in both the X or Y direction */ static const int MIN_VISIBLE_TITLE_BAR = 13; /** Direction for moving the window. */ enum PreventHideDirection { PHD_UP, ///< Above v is a safe position. PHD_DOWN, ///< Below v is a safe position. }; /** * Do not allow hiding of the rectangle with base coordinates \a nx and \a ny behind window \a v. * If needed, move the window base coordinates to keep it visible. * @param nx Base horizontal coordinate of the rectangle. * @param ny Base vertical coordinate of the rectangle. * @param rect Rectangle that must stay visible for #MIN_VISIBLE_TITLE_BAR pixels (horizontally, vertically, or both) * @param v Window lying in front of the rectangle. * @param px Previous horizontal base coordinate. * @param dir If no room horizontally, move the rectangle to the indicated position. */ static void PreventHiding(int *nx, int *ny, const Rect &rect, const Window *v, int px, PreventHideDirection dir) { if (v == NULL) return; int v_bottom = v->top + v->height; int v_right = v->left + v->width; int safe_y = (dir == PHD_UP) ? (v->top - MIN_VISIBLE_TITLE_BAR - rect.top) : (v_bottom + MIN_VISIBLE_TITLE_BAR - rect.bottom); // Compute safe vertical position. if (*ny + rect.top <= v->top - MIN_VISIBLE_TITLE_BAR) return; // Above v is enough space if (*ny + rect.bottom >= v_bottom + MIN_VISIBLE_TITLE_BAR) return; // Below v is enough space /* Vertically, the rectangle is hidden behind v. */ if (*nx + rect.left + MIN_VISIBLE_TITLE_BAR < v->left) { // At left of v. if (v->left < MIN_VISIBLE_TITLE_BAR) *ny = safe_y; // But enough room, force it to a safe position. return; } if (*nx + rect.right - MIN_VISIBLE_TITLE_BAR > v_right) { // At right of v. if (v_right > _screen.width - MIN_VISIBLE_TITLE_BAR) *ny = safe_y; // Not enough room, force it to a safe position. return; } /* Horizontally also hidden, force movement to a safe area. */ if (px + rect.left < v->left && v->left >= MIN_VISIBLE_TITLE_BAR) { // Coming from the left, and enough room there. *nx = v->left - MIN_VISIBLE_TITLE_BAR - rect.left; } else if (px + rect.right > v_right && v_right <= _screen.width - MIN_VISIBLE_TITLE_BAR) { // Coming from the right, and enough room there. *nx = v_right + MIN_VISIBLE_TITLE_BAR - rect.right; } else { *ny = safe_y; } } static bool _dragging_window; ///< A window is being dragged or resized. static bool HandleWindowDragging() { /* Get out immediately if no window is being dragged at all. */ if (!_dragging_window) return true; /* If button still down, but cursor hasn't moved, there is nothing to do. */ if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return false; /* Otherwise find the window... */ Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->flags4 & WF_DRAGGING) { /* Stop the dragging if the left mouse button was released */ if (!_left_button_down) { w->flags4 &= ~WF_DRAGGING; break; } w->SetDirty(); int x = _cursor.pos.x + _drag_delta.x; int y = _cursor.pos.y + _drag_delta.y; int nx = x; int ny = y; if (_settings_client.gui.window_snap_radius != 0) { const Window *v; int hsnap = _settings_client.gui.window_snap_radius; int vsnap = _settings_client.gui.window_snap_radius; int delta; FOR_ALL_WINDOWS_FROM_BACK(v) { 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; } } } } /* Search for the title bar rectangle. */ Rect caption_rect; const NWidgetBase *caption = w->nested_root->GetWidgetOfType(WWT_CAPTION); assert(caption != NULL); caption_rect.left = caption->pos_x; caption_rect.right = caption->pos_x + caption->current_x; caption_rect.top = caption->pos_y; caption_rect.bottom = caption->pos_y + caption->current_y; /* Make sure the window doesn't leave the screen */ nx = Clamp(nx, MIN_VISIBLE_TITLE_BAR - caption_rect.right, _screen.width - MIN_VISIBLE_TITLE_BAR - caption_rect.left); ny = Clamp(ny, 0, _screen.height - MIN_VISIBLE_TITLE_BAR); /* Make sure the title bar isn't hidden behind the main tool bar or the status bar. */ PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_MAIN_TOOLBAR, 0), w->left, PHD_DOWN); PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_STATUS_BAR, 0), w->left, PHD_UP); if (w->viewport != NULL) { w->viewport->left += nx - w->left; w->viewport->top += ny - w->top; } w->left = nx; w->top = ny; w->SetDirty(); return false; } else if (w->flags4 & WF_SIZING) { /* Stop the sizing if the left mouse button was released */ if (!_left_button_down) { w->flags4 &= ~WF_SIZING; w->SetDirty(); break; } /* Compute difference in pixels between cursor position and reference point in the window. * If resizing the left edge of the window, moving to the left makes the window bigger not smaller. */ int x, y = _cursor.pos.y - _drag_delta.y; if (w->flags4 & WF_SIZING_LEFT) { x = _drag_delta.x - _cursor.pos.x; } else { x = _cursor.pos.x - _drag_delta.x; } /* resize.step_width and/or resize.step_height may be 0, which means no resize is possible. */ if (w->resize.step_width == 0) x = 0; if (w->resize.step_height == 0) y = 0; /* 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 that we don't go below the minimum set size */ if ((int)w->width + x < (int)w->nested_root->smallest_x) { x = w->nested_root->smallest_x - w->width; } if ((int)w->height + y < (int)w->nested_root->smallest_y) { y = w->nested_root->smallest_y - 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.y += y; if ((w->flags4 & WF_SIZING_LEFT) && x != 0) { _drag_delta.x -= x; // x > 0 -> window gets longer -> left-edge moves to left -> subtract x to get new position. w->SetDirty(); w->left -= x; // If dragging left edge, move left window edge in opposite direction by the same amount. /* ResizeWindow() below ensures marking new position as dirty. */ } else { _drag_delta.x += x; } /* ResizeWindow sets both pre- and after-size to dirty for redrawal */ ResizeWindow(w, x, y); return false; } } _dragging_window = false; return false; } /** * Start window dragging * @param w Window to start dragging */ static void StartWindowDrag(Window *w) { w->flags4 |= WF_DRAGGING; w->flags4 &= ~WF_CENTERED; _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); } /** * Start resizing a window. * @param w Window to start resizing. * @param to_left Whether to drag towards the left or not */ static void StartWindowSizing(Window *w, bool to_left) { w->flags4 |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT; w->flags4 &= ~WF_CENTERED; _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() { Window *w; /* Get out quickly if no item is being scrolled */ if (!_scrolling_scrollbar) return true; /* Find the scrolling window */ FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->flags4 & WF_SCROLL_MIDDLE) { /* Abort if no button is clicked any more. */ if (!_left_button_down) { w->flags4 &= ~WF_SCROLL_MIDDLE; w->SetDirty(); break; } int i; Scrollbar *sb; bool rtl = false; if (w->flags4 & WF_HSCROLL) { sb = &w->hscroll; i = _cursor.pos.x - _cursorpos_drag_start.x; rtl = _dynlang.text_dir == TD_RTL; } 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. */ int pos = min(max(0, i + _scrollbar_start_pos) * sb->GetCount() / _scrollbar_size, max(0, sb->GetCount() - sb->GetCapacity())); if (rtl) pos = max(0, sb->GetCount() - sb->GetCapacity() - pos); if (pos != sb->GetPosition()) { sb->SetPosition(pos); w->SetDirty(); } return false; } } _scrolling_scrollbar = false; return false; } static bool HandleViewportScroll() { bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0); if (!_scrolling_viewport) return true; Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y); if (!(_right_button_down || scrollwheel_scrolling || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) || w == NULL) { _cursor.fix_at = false; _scrolling_viewport = false; return true; } if (w == FindWindowById(WC_MAIN_WINDOW, 0) && w->viewport->follow_vehicle != INVALID_VEHICLE) { /* If the main window is following a vehicle, then first let go of it! */ const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle); ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle return true; } Point delta; if (_settings_client.gui.reverse_scroll || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) { delta.x = -_cursor.delta.x; delta.y = -_cursor.delta.y; } else { delta.x = _cursor.delta.x; delta.y = _cursor.delta.y; } if (scrollwheel_scrolling) { /* We are using scrollwheels for scrolling */ delta.x = _cursor.h_wheel; delta.y = _cursor.v_wheel; _cursor.v_wheel = 0; _cursor.h_wheel = 0; } /* Create a scroll-event and send it to the window */ if (delta.x != 0 || delta.y != 0) w->OnScroll(delta); _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(Window *w) { bool bring_to_front = false; if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || w->window_class == WC_TOOLTIPS || w->window_class == WC_DROPDOWN_MENU) { return true; } /* Use unshaded window size rather than current size for shaded windows. */ int w_width = w->width; int w_height = w->height; if (w->IsShaded()) { w_width = w->unshaded_size.width; w_height = w->unshaded_size.height; } Window *u; FOR_ALL_WINDOWS_FROM_BACK_FROM(u, w->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; u->SetDirty(); 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; } /** Handle keyboard input. * @param raw_key Lower 8 bits contain the ASCII character, the higher 16 bits the keycode */ void HandleKeypress(uint32 raw_key) { /* * 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_company here. * * This is not necessary either, as the only events that * can be handled are the 'close application' events */ if (!IsGeneratingWorld()) _current_company = _local_company; /* Setup event */ uint16 key = GB(raw_key, 0, 16); uint16 keycode = GB(raw_key, 16, 16); /* * The Unicode standard defines an area called the private use area. Code points in this * area are reserved for private use and thus not portable between systems. For instance, * Apple defines code points for the arrow keys in this area, but these are only printable * on a system running OS X. We don't want these keys to show up in text fields and such, * and thus we have to clear the unicode character when we encounter such a key. */ if (key >= 0xE000 && key <= 0xF8FF) key = 0; /* * If both key and keycode is zero, we don't bother to process the event. */ if (key == 0 && keycode == 0) return; /* Check if the focused window has a focused editbox */ if (EditBoxInGlobalFocus()) { /* All input will in this case go to the focused window */ if (_focused_window->OnKeyPress(key, keycode) == Window::ES_HANDLED) return; } /* Call the event, start with the uppermost window, but ignore the toolbar. */ Window *w; FOR_ALL_WINDOWS_FROM_FRONT(w) { if (w->window_class == WC_MAIN_TOOLBAR) continue; if (w->OnKeyPress(key, keycode) == Window::ES_HANDLED) return; } w = FindWindowById(WC_MAIN_TOOLBAR, 0); /* When there is no toolbar w is null, check for that */ if (w != NULL) w->OnKeyPress(key, keycode); } /** * State of CONTROL key has changed */ void HandleCtrlChanged() { /* Call the event, start with the uppermost window. */ Window *w; FOR_ALL_WINDOWS_FROM_FRONT(w) { if (w->OnCTRLStateChange() == Window::ES_HANDLED) return; } } /** * Local counter that is incremented each time an mouse input event is detected. * The counter is used to stop auto-scrolling. * @see HandleAutoscroll() * @see HandleMouseEvents() */ static int _input_events_this_tick = 0; /** * If needed and switched on, perform auto scrolling (automatically * moving window contents when mouse is near edge of the window). */ static void HandleAutoscroll() { if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) { int x = _cursor.pos.x; int y = _cursor.pos.y; Window *w = FindWindowFromPt(x, y); if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return; ViewPort *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) { w->viewport->dest_scrollpos_x += ScaleByZoom((x - 15) * scrollspeed, vp->zoom); } else if (15 - (vp->width - x) > 0) { w->viewport->dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * scrollspeed, vp->zoom); } if (y - 15 < 0) { w->viewport->dest_scrollpos_y += ScaleByZoom((y - 15) * scrollspeed, vp->zoom); } else if (15 - (vp->height - y) > 0) { w->viewport->dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * scrollspeed, vp->zoom); } #undef scrollspeed } } } enum MouseClick { MC_NONE = 0, MC_LEFT, MC_RIGHT, MC_DOUBLE_LEFT, MAX_OFFSET_DOUBLE_CLICK = 5, ///< How much the mouse is allowed to move to call it a double click TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms }; extern bool VpHandlePlaceSizingDrag(); static void ScrollMainViewport(int x, int y) { if (_game_mode != GM_MENU) { Window *w = FindWindowById(WC_MAIN_WINDOW, 0); assert(w); w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom); w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom); } } /** * Describes all the different arrow key combinations the game allows * when it is in scrolling mode. * The real arrow keys are bitwise numbered as * 1 = left * 2 = up * 4 = right * 8 = down */ static const int8 scrollamt[16][2] = { { 0, 0}, ///< no key specified {-2, 0}, ///< 1 : left { 0, -2}, ///< 2 : up {-2, -1}, ///< 3 : left + up { 2, 0}, ///< 4 : right { 0, 0}, ///< 5 : left + right = nothing { 2, -1}, ///< 6 : right + up { 0, -2}, ///< 7 : right + left + up = up { 0, 2}, ///< 8 : down {-2, 1}, ///< 9 : down + left { 0, 0}, ///< 10 : down + up = nothing {-2, 0}, ///< 11 : left + up + down = left { 2, 1}, ///< 12 : down + right { 0, 2}, ///< 13 : left + right + down = down { 2, 0}, ///< 14 : right + up + down = right { 0, 0}, ///< 15 : left + up + right + down = nothing }; static void HandleKeyScrolling() { /* * Check that any of the dirkeys is pressed and that the focused window * dont has an edit-box as focused widget. */ if (_dirkeys && !EditBoxInGlobalFocus()) { int factor = _shift_pressed ? 50 : 10; ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor); } } static void MouseLoop(MouseClick click, int mousewheel) { HandlePlacePresize(); UpdateTileSelection(); if (!VpHandlePlaceSizingDrag()) return; if (!HandleMouseDrag()) return; if (!HandleDragDrop()) return; if (!HandleWindowDragging()) return; if (!HandleScrollbarScrolling()) return; if (!HandleViewportScroll()) return; if (!HandleMouseOver()) return; bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0); if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return; int x = _cursor.pos.x; int y = _cursor.pos.y; Window *w = FindWindowFromPt(x, y); if (w == NULL) return; if (!MaybeBringWindowToFront(w)) return; ViewPort *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) { if (_settings_client.gui.scrollwheel_scrolling == 0) { /* Send mousewheel event to window */ w->OnMouseWheel(mousewheel); } /* Dispatch a MouseWheelEvent for widgets if it is not a viewport */ if (vp == NULL) DispatchMouseWheelEvent(w, w->nested_root->GetWidgetFromPos(x - w->left, y - w->top), mousewheel); } if (vp != NULL) { if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button switch (click) { case MC_DOUBLE_LEFT: case MC_LEFT: DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite); if (_thd.place_mode != HT_NONE && /* query button and place sign button work in pause mode */ _cursor.sprite != SPR_CURSOR_QUERY && _cursor.sprite != SPR_CURSOR_SIGN && _pause_mode != PM_UNPAUSED && !_cheats.build_in_pause.value) { return; } if (_thd.place_mode == HT_NONE) { if (!HandleViewportClicked(vp, x, y) && !(w->flags4 & WF_DISABLE_VP_SCROLL) && _settings_client.gui.left_mouse_btn_scrolling) { _scrolling_viewport = true; _cursor.fix_at = false; } } else { PlaceObject(); } break; case MC_RIGHT: if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) { _scrolling_viewport = true; _cursor.fix_at = true; /* clear 2D scrolling caches before we start a 2D scroll */ _cursor.h_wheel = 0; _cursor.v_wheel = 0; } break; default: break; } } else { switch (click) { case MC_LEFT: case MC_DOUBLE_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, click == MC_DOUBLE_LEFT ? 2 : 1); break; default: if (!scrollwheel_scrolling || w == NULL || w->window_class != WC_SMALLMAP) break; /* We try to use the scrollwheel to scroll since we didn't touch any of the buttons. * Simulate a right button click so we can get started. */ /* fallthough */ case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break; } } } /** * Handle a mouse event from the video driver */ void HandleMouseEvents() { static int double_click_time = 0; static int double_click_x = 0; static int double_click_y = 0; /* * 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_company here. * * This is not necessary either, as the only events that * can be handled are the 'close application' events */ if (!IsGeneratingWorld()) _current_company = _local_company; /* Mouse event? */ MouseClick click = MC_NONE; if (_left_button_down && !_left_button_clicked) { click = MC_LEFT; if (double_click_time != 0 && _realtime_tick - double_click_time < TIME_BETWEEN_DOUBLE_CLICK && double_click_x != 0 && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK && double_click_y != 0 && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) { click = MC_DOUBLE_LEFT; } double_click_time = _realtime_tick; double_click_x = _cursor.pos.x; double_click_y = _cursor.pos.y; _left_button_clicked = true; _input_events_this_tick++; } else if (_right_button_clicked) { _right_button_clicked = false; click = MC_RIGHT; _input_events_this_tick++; } int mousewheel = 0; if (_cursor.wheel) { mousewheel = _cursor.wheel; _cursor.wheel = 0; _input_events_this_tick++; } /* Handle sprite picker before any GUI interaction */ if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && _newgrf_debug_sprite_picker.click_time != _realtime_tick) { /* Next realtime tick? Then redraw has finished */ _newgrf_debug_sprite_picker.mode = SPM_NONE; InvalidateWindowData(WC_SPRITE_ALIGNER, 0, 1); } if (click == MC_LEFT && _newgrf_debug_sprite_picker.mode == SPM_WAIT_CLICK) { /* Mark whole screen dirty, and wait for the next realtime tick, when drawing is finished. */ Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); _newgrf_debug_sprite_picker.clicked_pixel = blitter->MoveTo(_screen.dst_ptr, _cursor.pos.x, _cursor.pos.y); _newgrf_debug_sprite_picker.click_time = _realtime_tick; _newgrf_debug_sprite_picker.sprites.Clear(); _newgrf_debug_sprite_picker.mode = SPM_REDRAW; MarkWholeScreenDirty(); } else { MouseLoop(click, mousewheel); } /* We have moved the mouse the required distance, * no need to move it at any later time. */ _cursor.delta.x = 0; _cursor.delta.y = 0; } /** * 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(); /* Do the actual free of the deleted windows. */ for (Window *v = _z_front_window; v != NULL; /* nothing */) { Window *w = v; v = v->z_back; if (w->window_class != WC_INVALID) continue; /* Find the window in the z-array, and effectively remove it * 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. */ if (w->z_front == NULL) { _z_front_window = w->z_back; } else { w->z_front->z_back = w->z_back; } if (w->z_back == NULL) { _z_back_window = w->z_front; } else { w->z_back->z_front = w->z_front; } free(w); } DecreaseWindowCounters(); if (_input_events_this_tick != 0) { /* The input loop 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; } /* HandleMouseEvents was already called for this tick */ HandleMouseEvents(); HandleAutoscroll(); } /** * Update the continuously changing contents of the windows, such as the viewports */ void UpdateWindows() { Window *w; static int we4_timer = 0; int t = we4_timer + 1; if (t >= 100) { FOR_ALL_WINDOWS_FROM_FRONT(w) { w->OnHundredthTick(); } t = 0; } we4_timer = t; FOR_ALL_WINDOWS_FROM_FRONT(w) { if (w->flags4 & WF_WHITE_BORDER_MASK) { w->flags4 -= WF_WHITE_BORDER_ONE; if (!(w->flags4 & WF_WHITE_BORDER_MASK)) w->SetDirty(); } } DrawDirtyBlocks(); FOR_ALL_WINDOWS_FROM_BACK(w) { /* Update viewport only if window is not shaded. */ if (w->viewport != NULL && !w->IsShaded()) UpdateViewportPosition(w); } NetworkDrawChatMessage(); /* Redraw mouse cursor in case it was hidden */ DrawMouseCursor(); } /** * Mark window as dirty (in need of repainting) * @param cls Window class * @param number Window number in that class */ void SetWindowDirty(WindowClass cls, WindowNumber number) { const Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls && w->window_number == number) w->SetDirty(); } } /** * Mark a particular widget in a particular window as dirty (in need of repainting) * @param cls Window class * @param number Window number in that class * @param widget_index Index number of the widget that needs repainting */ void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, byte widget_index) { const Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls && w->window_number == number) { w->SetWidgetDirty(widget_index); } } } /** * Mark all windows of a particular class as dirty (in need of repainting) * @param cls Window class */ void SetWindowClassesDirty(WindowClass cls) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls) w->SetDirty(); } } /** * Mark window data of the window of a given class and specific window number as invalid (in need of re-computing) * @param cls Window class * @param number Window number within the class * @param data The data to invalidate with */ void InvalidateWindowData(WindowClass cls, WindowNumber number, int data) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls && w->window_number == number) w->InvalidateData(data); } } /** * Mark window data of all windows of a given class as invalid (in need of re-computing) * @param cls Window class * @param data The data to invalidate with */ void InvalidateWindowClassesData(WindowClass cls, int data) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->window_class == cls) w->InvalidateData(data); } } /** * Dispatch WE_TICK event over all windows */ void CallWindowTickEvent() { if (_scroller_click_timeout > 3) { _scroller_click_timeout -= 3; } else { _scroller_click_timeout = 0; } Window *w; FOR_ALL_WINDOWS_FROM_FRONT(w) { w->OnTick(); } } /** * Try to delete a non-vital window. * Non-vital windows are windows other than the game selection, main toolbar, * status bar, toolbar menu, and tooltip windows. Stickied windows are also * considered vital. */ void DeleteNonVitalWindows() { Window *w; 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_FROM_BACK(w) { 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' delete 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() { Window *w; /* 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_FROM_BACK(w) { if (w->flags4 & WF_STICKY) { delete w; goto restart_search; } } } /** * Delete all windows that are used for construction of vehicle etc. * Once done with that invalidate the others to ensure they get refreshed too. */ void DeleteConstructionWindows() { Window *w; 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_FROM_BACK(w) { if (w->desc_flags & WDF_CONSTRUCTION) { delete w; goto restart_search; } } FOR_ALL_WINDOWS_FROM_BACK(w) w->SetDirty(); } /** Delete all always on-top windows to get an empty screen */ void HideVitalWindows() { DeleteWindowById(WC_TOOLBAR_MENU, 0); DeleteWindowById(WC_MAIN_TOOLBAR, 0); DeleteWindowById(WC_STATUS_BAR, 0); } /** Re-initialize all windows. */ void ReInitAllWindows() { NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets. Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { w->ReInit(); } /* Make sure essential parts of all windows are visible */ RelocateAllWindows(_cur_resolution.width, _cur_resolution.height); MarkWholeScreenDirty(); } /** * (Re)position main toolbar window at the screen * @param w Window structure of the main toolbar window, may also be \c NULL * @return X coordinate of left edge of the repositioned toolbar window */ 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 (_settings_client.gui.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; } /** * Switches viewports following vehicles, which get autoreplaced * @param from_index the old vehicle ID * @param to_index the new vehicle ID */ void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { if (w->viewport != NULL && w->viewport->follow_vehicle == from_index) { w->viewport->follow_vehicle = to_index; w->SetDirty(); } } } /** * Relocate all windows to fit the new size of the game application screen * @param neww New width of the game application screen * @param newh New height of the game appliction screen */ void RelocateAllWindows(int neww, int newh) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { 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 = ScaleByZoom(neww, vp->zoom); vp->virtual_height = ScaleByZoom(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: if (neww - w->width != 0) ResizeWindow(w, min(neww, 640) - w->width, 0); top = w->top; left = PositionMainToolbar(w); // changes toolbar orientation break; case WC_NEWS_WINDOW: top = newh - w->height; left = (neww - w->width) >> 1; break; case WC_STATUS_BAR: ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0); top = newh - w->height; left = (neww - w->width) >> 1; break; case WC_SEND_NETWORK_MSG: ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0); top = newh - w->height - FindWindowById(WC_STATUS_BAR, 0)->height; left = (neww - w->width) >> 1; break; case WC_CONSOLE: IConsoleResize(w); continue; default: { if (w->flags4 & WF_CENTERED) { top = (newh - w->height) >> 1; left = (neww - w->width) >> 1; break; } left = w->left; if (left + (w->width >> 1) >= neww) left = neww - w->width; if (left < 0) left = 0; top = w->top; if (top + (w->height >> 1) >= newh) top = newh - w->height; const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0); if (wt != NULL) { if (top < wt->height && wt->left < (w->left + w->width) && (wt->left + wt->width) > w->left) top = wt->height; if (top >= newh) top = newh - 1; } else { if (top < 0) top = 0; } } break; } if (w->viewport != NULL) { w->viewport->left += left - w->left; w->viewport->top += top - w->top; } w->left = left; w->top = top; } } /** Destructor of the base class PickerWindowBase * Main utility is to stop the base Window destructor from triggering * a free while the child will already be free, in this case by the ResetObjectToPlace(). */ PickerWindowBase::~PickerWindowBase() { this->window_class = WC_INVALID; // stop the ancestor from freeing the already (to be) child ResetObjectToPlace(); }