/* $Id$ */ /** @file window.cpp Windowing system, widgets and events */ #include "stdafx.h" #include <stdarg.h> #include "openttd.h" #include "debug.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 "window_gui.h" #include "zoom_func.h" #include "core/alloc_func.hpp" #include "map_func.h" #include "vehicle_base.h" #include "settings_type.h" #include "cheat_func.h" #include "window_func.h" #include "tilehighlight_func.h" #include "network/network.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. * Uppermost window is at _z_windows[_last_z_window - 1], * bottom window is at _z_windows[0] */ Window *_z_windows[MAX_NUMBER_OF_WINDOWS]; Window **_last_z_window; ///< always points to the next free space in the z-array byte _no_scroll; Point _cursorpos_drag_start; int _scrollbar_start_pos; int _scrollbar_size; byte _scroller_click_timeout; bool _scrolling_scrollbar; bool _scrolling_viewport; byte _special_mouse_mode; /** * 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 hidden/shown status of a list of widgets. * By default, widgets are visible. * On certain conditions, they have to be hidden. * @param hidden_stat status to use ie. hidden = true, visible = false * @param widgets list of widgets ended by WIDGET_LIST_END */ void CDECL Window::SetWidgetsHiddenState(bool hidden_stat, int widgets, ...) { va_list wdg_list; va_start(wdg_list, widgets); while (widgets != WIDGET_LIST_END) { SetWidgetHiddenState(widgets, hidden_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 all buttons of the window */ void Window::RaiseButtons() { for (uint i = 0; i < this->widget_count; i++) { if (this->IsWidgetLowered(i)) { this->RaiseWidget(i); this->InvalidateWidget(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::InvalidateWidget(byte widget_index) const { const Widget *wi = &this->widget[widget_index]; /* Don't redraw the window if the widget is invisible or of no-type */ if (wi->type == WWT_EMPTY || IsWidgetHidden(widget_index)) return; SetDirtyBlocks(this->left + wi->left, this->top + wi->top, this->left + wi->right + 1, this->top + wi->bottom + 1); } /** * 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->InvalidateWidget(widget); } static void StartWindowDrag(Window *w); static void StartWindowSizing(Window *w); /** * 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 double_click Was it a double click? */ static void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click) { int widget = 0; if (w->desc_flags & WDF_DEF_WIDGET) { widget = GetWidgetFromPos(w, x, y); if (widget < 0) return; // exit if clicked outside of widgets /* don't allow any interaction if the button has been disabled */ if (w->IsWidgetDisabled(widget)) return; const Widget *wi = &w->widget[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 */ w->HandleButtonClick(widget); break; } } else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) { ScrollbarClickHandler(w, wi, x, y); } if (w->desc_flags & WDF_STD_BTN) { if (widget == 0) { /* 'X' */ delete w; return; } if (widget == 1) { /* 'Title bar' */ StartWindowDrag(w); return; } } if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) { StartWindowSizing(w); w->InvalidateWidget(widget); return; } if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) { w->flags4 ^= WF_STICKY; w->InvalidateWidget(widget); return; } } Point pt = { x, y }; if (double_click) { w->OnDoubleClick(pt, widget); } else { w->OnClick(pt, widget); } } /** * 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) { int widget = 0; /* default tooltips handler? */ if (w->desc_flags & WDF_STD_TOOLTIPS) { widget = GetWidgetFromPos(w, x, y); if (widget < 0) return; // exit if clicked outside of widgets if (w->widget[widget].tooltips != 0) { GuiShowTooltips(w->widget[widget].tooltips); return; } } Point pt = { x, y }; w->OnRightClick(pt, widget); } /** * 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 widget the widget where the scrollwheel was used * @param wheel scroll up or down */ static void DispatchMouseWheelEvent(Window *w, int widget, int wheel) { if (widget < 0) return; const Widget *wi1 = &w->widget[widget]; const 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 */ Scrollbar *sb; 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; w->SetDirty(); } } } } /** * Generate repaint events for the visible part of window *wz within the rectangle. * * The function goes recursively upwards in the window stack, and splits the rectangle * into multiple pieces at the window edges, so obscured parts are not redrawn. * * @param wz Pointer into window stack, pointing at the window that needs to be repainted * @param left Left edge of the rectangle that should be repainted * @param top Top edge of the rectangle that should be repainted * @param right Right edge of the rectangle that should be repainted * @param bottom Bottom edge of the rectangle that should be repainted */ static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom) { Window* const *vz = wz; 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) { /* v and rectangle intersect with eeach other */ int x; 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; } } /* 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 - (*wz)->left; dp->top = top - (*wz)->top; dp->pitch = _screen.pitch; dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top); dp->zoom = ZOOM_LVL_NORMAL; (*wz)->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* 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) { /* Window w intersects with the rectangle => needs repaint */ DrawOverlappedWindow(wz, 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); } /** * Mark entire window as dirty (in need of re-paint) * @param w Window to redraw * @ingroup dirty */ void SetWindowDirty(const Window *w) { if (w != NULL) w->SetDirty(); } /** Find the Window whose parent pointer points to this window * @param w parent Window to find child of * @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 * @param w window to query Z Position * @return Pointer into the window-list at the position of \a w */ Window **FindWindowZPosition(const Window *w) { Window **wz; FOR_ALL_WINDOWS(wz) { if (*wz == w) return wz; } DEBUG(misc, 3, "Window (cls %d, number %d) is not open, probably removed by recursive calls", w->window_class, w->window_number); return NULL; } /** * Delete all children a window might have in a head-recursive manner */ void Window::DeleteChildWindows() const { Window *child = FindChildWindow(this); while (child != NULL) { delete child; child = FindChildWindow(this); } } /** * Remove window and all its child windows from the window stack. */ Window::~Window() { if (_thd.place_mode != VHM_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; /* 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. */ Window **wz = FindWindowZPosition(this); if (wz == NULL) return; memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz); _last_z_window--; this->DeleteChildWindows(); if (this->viewport != NULL) DeleteWindowViewport(this); this->SetDirty(); free(this->widget); } /** * 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* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class == cls && w->window_number == number) 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 */ void DeleteWindowById(WindowClass cls, WindowNumber number) { delete FindWindowById(cls, number); } /** * Delete all windows of a given class * @param cls Window class of windows to delete */ 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) { 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* 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) { 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* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->caption_color != old_owner) continue; switch (w->window_class) { case WC_COMPANY_COLOR: 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->caption_color = new_owner; break; } } } 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" * @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) { 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(const Window *w) { 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); Window *tempz = *wz; memmove(wz, wz + 1, (byte*)vz - (byte*)wz); *vz = tempz; w->SetDirty(); } /** We have run out of windows, so find a suitable candidate for replacement. * Keep all important windows intact. These are * - Main window (gamefield), Toolbar, Statusbar (always on) * - News window, Chatbar (when on) * - Any sticked windows since we wanted to keep these * @return w pointer to the window that is going to be deleted */ static Window *FindDeletableWindow() { Window* 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() { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w; } NOT_REACHED(); } /** * Assign widgets to a new window by initialising its widget pointers, and by * copying the widget array \a widget to \c w->widget to allow for resizable * windows. * @param w Window on which to attach the widget array * @param widget pointer of widget array to fill the window with * * @post \c w->widget points to allocated memory and contains the copied widget array except for the terminating widget, * \c w->widget_count contains number of widgets in the allocated memory. */ static void AssignWidgetToWindow(Window *w, const Widget *widget) { if (widget != NULL) { uint index = 1; for (const Widget *wi = widget; wi->type != WWT_LAST; wi++) index++; w->widget = MallocT<Widget>(index); memcpy(w->widget, widget, sizeof(*w->widget) * index); w->widget_count = index - 1; } else { w->widget = NULL; w->widget_count = 0; } } /** * Initializes a new Window. * This function is called the constructors. * See descriptions for those functions for usage * Only addition here is window_number, which is the window_number being assigned to the new window * @param x offset in pixels from the left of the screen * @param y offset in pixels from the top of the screen * @param min_width minimum width in pixels of the window * @param min_height minimum height in pixels of 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 * @param window_number number being assigned to the new window * @return Window pointer of the newly created window */ void Window::Initialize(int x, int y, int min_width, int min_height, WindowClass cls, const Widget *widget, int window_number) { /* We have run out of windows, close one and use that as the place for our new one */ if (_last_z_window == endof(_z_windows)) { Window *w = FindDeletableWindow(); if (w == NULL) w = ForceFindDeletableWindow(); delete w; } /* Set up window properties */ this->window_class = cls; this->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border this->caption_color = 0xFF; this->left = x; this->top = y; this->width = min_width; this->height = min_height; AssignWidgetToWindow(this, widget); this->resize.width = min_width; this->resize.height = min_height; this->resize.step_width = 1; this->resize.step_height = 1; this->window_number = window_number; /* 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 **wz = _last_z_window; if (wz != _z_windows && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) { if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) wz--; if (FindWindowById(WC_STATUS_BAR, 0) != NULL) wz--; if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) wz--; if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--; assert(wz >= _z_windows); if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz); } *wz = this; _last_z_window++; } /** * 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::Initialize() */ void Window::FindWindowPlacementAndResize(int def_width, int def_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); Point size; Point diff; size.x = this->width; size.y = this->height; diff.x = enlarge_x; diff.y = enlarge_y; this->OnResize(size, diff); } 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(); } /** * Resize window towards the default size given in the window description. * @param desc the description to get the default size from. */ void Window::FindWindowPlacementAndResize(const WindowDesc *desc) { this->FindWindowPlacementAndResize(desc->default_width, desc->default_height); } /** * 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 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 Window pointer of the newly created window */ Window::Window(int x, int y, int width, int height, WindowClass cls, const Widget *widget) { this->Initialize(x, y, width, height, cls, widget, 0); } /** * 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) { Window* const *wz; 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. */ 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; } } 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) { Window* const *wz; /* 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. */ 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; } } 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) { Window* const *wz; 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. */ 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, 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(wz) { const Window *w = *wz; 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(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; } } /** * 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 0/36 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 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, int window_number) { Point pt; Window *w; 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 - desc->default_width) { pt.x = (_screen.width + 10 - desc->default_width) - 20; } pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 36 : 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->default_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 return GetAutoPlacePosition(desc->default_width, desc->default_height); case WDP_CENTER: // Centre the window horizontally pt.x = (_screen.width - desc->default_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->default_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; } } return pt; } /** * Set the positions of a new window from a WindowDesc and open it. * * @param *desc The pointer to the WindowDesc to be created * @param window_number the window number of the new window * * @return Window pointer of the newly created window */ Window::Window(const WindowDesc *desc, WindowNumber window_number) { Point pt = LocalGetWindowPlacement(desc, window_number); this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->cls, desc->widgets, window_number); this->desc_flags = desc->flags; } /** 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) { for (Window * const *wz = _last_z_window; wz != _z_windows;) { Window *w = *--wz; 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(); _last_z_window = _z_windows; _mouseover_last_w = NULL; _no_scroll = 0; _scrolling_viewport = 0; } /** * Close down the windowing system */ void UnInitWindowSystem() { while (_last_z_window != _z_windows) delete _z_windows[0]; } /** * 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* const *wz; for (wz = _last_z_window; wz != _z_windows;) { Window *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); w->SetDirty(); } w->OnMouseLoop(); } for (wz = _last_z_window; wz != _z_windows;) { Window *w = *--wz; if (w->flags4 & WF_TIMEOUT_MASK && !(--w->flags4 & WF_TIMEOUT_MASK)) { w->OnTimeout(); if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons(); } } } 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 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 }; int widget = 0; if (w->widget != NULL) { widget = GetWidgetFromPos(w, pt.x, pt.y); } w->OnMouseOver(pt, widget); } /* 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 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) { bool resize_height = false; bool resize_width = false; if (x == 0 && y == 0) return; w->SetDirty(); for (Widget *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; w->SetDirty(); } static bool _dragging_window; static bool HandleWindowDragging() { 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 /* 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) { Window* const *vz; int hsnap = _settings_client.gui.window_snap_radius; int vsnap = _settings_client.gui.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 */ Window *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; w->SetDirty(); return false; } else if (w->flags4 & WF_SIZING) { int x, y; /* Stop the sizing if the left mouse button was released */ if (!_left_button_down) { w->flags4 &= ~WF_SIZING; w->SetDirty(); 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); Point size; Point diff; size.x = x + w->width; size.y = y + w->height; diff.x = x; diff.y = y; w->OnResize(size, diff); 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; _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 */ 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() { Window* const *wz; /* 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; w->SetDirty(); break; } int i; Scrollbar *sb; 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. */ int 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; 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) || 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 = GetVehicle(w->viewport->follow_vehicle); ScrollMainWindowTo(veh->x_pos, veh->y_pos, true); /* This also resets follow_vehicle */ return true; } Point delta; if (_settings_client.gui.reverse_scroll) { 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 */ 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(const 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; } Window * const *wz = FindWindowZPosition(w); for (Window * const *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; 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) { /* 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_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 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 || FindWindowById(WC_COMPANY_PASSWORD_WINDOW, 0) != NULL) { query_open = true; } /* Call the event, start with the uppermost window. */ for (Window* const *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 && w->window_class != WC_COMPANY_PASSWORD_WINDOW) { continue; } if (w->OnKeyPress(key, keycode) == Window::ES_HANDLED) return; } Window *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. */ for (Window* const *wz = _last_z_window; wz != _z_windows;) { Window *w = *--wz; 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 (_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 (_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 void UpdateTileSelection(); 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() { if (_dirkeys && !_no_scroll) { int factor = _shift_pressed ? 50 : 10; ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor); } } void MouseLoop(MouseClick click, int mousewheel) { DecreaseWindowCounters(); HandlePlacePresize(); UpdateTileSelection(); if (!VpHandlePlaceSizingDrag()) 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, GetWidgetFromPos(w, 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 != VHM_NONE && /* query button and place sign button work in pause mode */ _cursor.sprite != SPR_CURSOR_QUERY && _cursor.sprite != SPR_CURSOR_SIGN && _pause_game != 0 && !_cheats.build_in_pause.value) { return; } if (_thd.place_mode == VHM_NONE) { HandleViewportClicked(vp, x, y); } else { PlaceObject(); } break; case MC_RIGHT: if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) { _scrolling_viewport = true; _cursor.fix_at = true; } break; default: break; } } else { switch (click) { case MC_DOUBLE_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, true); if (_mouseover_last_w == NULL) break; // The window got removed. /* fallthough, and also give a single-click for backwards compatibility */ case MC_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, false); 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++; } MouseLoop(click, mousewheel); } /** * Regular call from the global game loop */ void InputLoop() { HandleKeyScrolling(); HandleMouseEvents(); HandleAutoscroll(); } /** * Update the continuously changing contents of the windows, such as the viewports */ void UpdateWindows() { Window* const *wz; static int we4_timer = 0; int t = we4_timer + 1; if (t >= 100) { for (wz = _last_z_window; wz != _z_windows;) { (*--wz)->OnHundredthTick(); } 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)) w->SetDirty(); } } DrawDirtyBlocks(); FOR_ALL_WINDOWS(wz) { if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz); } 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 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) 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 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) { w->InvalidateWidget(widget_index); } } } /** * Mark all windows of a particular class as dirty (in need of repainting) * @param cls Window class */ void InvalidateWindowClasses(WindowClass cls) { Window* const *wz; FOR_ALL_WINDOWS(wz) { if ((*wz)->window_class == cls) (*wz)->SetDirty(); } } /** * Mark window data as invalid (in need of re-computing) * @param w Window with invalid data */ void InvalidateThisWindowData(Window *w, int data) { w->OnInvalidateData(data); 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 */ void InvalidateWindowData(WindowClass cls, WindowNumber number, int data) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w, data); } } /** * Mark window data of all windows of a given class as invalid (in need of re-computing) * @param cls Window class */ void InvalidateWindowClassesData(WindowClass cls, int data) { Window* const *wz; FOR_ALL_WINDOWS(wz) { if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz, data); } } /** * Dispatch WE_TICK event over all windows */ void CallWindowTickEvent() { if (_scroller_click_timeout > 3) { _scroller_click_timeout -= 3; } else { _scroller_click_timeout = 0; } for (Window * const *wz = _last_z_window; wz != _z_windows;) { (*--wz)->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* 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' 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* 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) { delete *wz; goto restart_search; } } } /** 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)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; } void SetVScrollCount(Window *w, int num) { w->vscroll.count = num; num -= w->vscroll.cap; if (num < 0) num = 0; if (num < w->vscroll.pos) w->vscroll.pos = num; } void SetVScroll2Count(Window *w, int num) { w->vscroll2.count = num; num -= w->vscroll2.cap; if (num < 0) num = 0; if (num < w->vscroll2.pos) w->vscroll2.pos = num; } void SetHScrollCount(Window *w, int num) { w->hscroll.count = num; num -= w->hscroll.cap; if (num < 0) num = 0; if (num < w->hscroll.pos) w->hscroll.pos = num; } /** * 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* 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 = 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); Point size; Point delta; size.x = w->width; size.y = w->height; delta.x = neww - w->width; delta.y = 0; w->OnResize(size, delta); } 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: 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 - 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; 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(); }