/* $Id$ */ #include "stdafx.h" #include <stdarg.h> #include "openttd.h" #include "debug.h" #include "functions.h" #include "map.h" #include "player.h" #include "window.h" #include "gfx.h" #include "viewport.h" #include "console.h" #include "variables.h" #include "table/sprites.h" #include "genworld.h" #include "helpers.hpp" // delta between mouse cursor and upper left corner of dragged window static Point _drag_delta; static Window _windows[25]; Window *_z_windows[lengthof(_windows)]; Window **_last_z_window; ///< always points to the next free space in the z-array void CDECL SetWindowWidgetsDisabledState(Window *w, bool disab_stat, int widgets, ...) { va_list wdg_list; va_start(wdg_list, widgets); while (widgets != WIDGET_LIST_END) { SetWindowWidgetDisabledState(w, widgets, disab_stat); widgets = va_arg(wdg_list, int); } va_end(wdg_list); } void CDECL SetWindowWidgetsHiddenState(Window *w, bool hidden_stat, int widgets, ...) { va_list wdg_list; va_start(wdg_list, widgets); while (widgets != WIDGET_LIST_END) { SetWindowWidgetHiddenState(w, widgets, hidden_stat); widgets = va_arg(wdg_list, int); } va_end(wdg_list); } void CDECL SetWindowWidgetsLoweredState(Window *w, bool lowered_stat, int widgets, ...) { va_list wdg_list; va_start(wdg_list, widgets); while (widgets != WIDGET_LIST_END) { SetWindowWidgetLoweredState(w, widgets, lowered_stat); widgets = va_arg(wdg_list, int); } va_end(wdg_list); } void RaiseWindowButtons(Window *w) { uint i; for (i = 0; i < w->widget_count; i++) { if (IsWindowWidgetLowered(w, i)) { RaiseWindowWidget(w, i); InvalidateWidget(w, i); } } } void HandleButtonClick(Window *w, byte widget) { LowerWindowWidget(w, widget); w->flags4 |= 5 << WF_TIMEOUT_SHL; InvalidateWidget(w, widget); } static void StartWindowDrag(Window *w); static void StartWindowSizing(Window *w); static void DispatchLeftClickEvent(Window *w, int x, int y) { WindowEvent e; const Widget *wi; e.we.click.pt.x = x; e.we.click.pt.y = y; e.event = WE_CLICK; if (w->desc_flags & WDF_DEF_WIDGET) { e.we.click.widget = GetWidgetFromPos(w, x, y); if (e.we.click.widget < 0) return; /* exit if clicked outside of widgets */ /* don't allow any interaction if the button has been disabled */ if (IsWindowWidgetDisabled(w, e.we.click.widget)) return; wi = &w->widget[e.we.click.widget]; if (wi->type & WWB_MASK) { /* special widget handling for buttons*/ switch (wi->type) { case WWT_PANEL | WWB_PUSHBUTTON: /* WWT_PUSHBTN */ case WWT_IMGBTN | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */ case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */ HandleButtonClick(w, e.we.click.widget); break; } } else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) { ScrollbarClickHandler(w, wi, e.we.click.pt.x, e.we.click.pt.y); } if (w->desc_flags & WDF_STD_BTN) { if (e.we.click.widget == 0) { /* 'X' */ DeleteWindow(w); return; } if (e.we.click.widget == 1) { /* 'Title bar' */ StartWindowDrag(w); return; } } if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) { StartWindowSizing(w); InvalidateWidget(w, e.we.click.widget); return; } if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) { w->flags4 ^= WF_STICKY; InvalidateWidget(w, e.we.click.widget); return; } } w->wndproc(w, &e); } static void DispatchRightClickEvent(Window *w, int x, int y) { WindowEvent e; /* default tooltips handler? */ if (w->desc_flags & WDF_STD_TOOLTIPS) { e.we.click.widget = GetWidgetFromPos(w, x, y); if (e.we.click.widget < 0) return; /* exit if clicked outside of widgets */ if (w->widget[e.we.click.widget].tooltips != 0) { GuiShowTooltips(w->widget[e.we.click.widget].tooltips); return; } } e.event = WE_RCLICK; e.we.click.pt.x = x; e.we.click.pt.y = y; w->wndproc(w, &e); } /** Dispatch the mousewheel-action to the window which will scroll any * compatible scrollbars if the mouse is pointed over the bar or its contents * @param *w Window * @param widget the widget where the scrollwheel was used * @param wheel scroll up or down */ static void DispatchMouseWheelEvent(Window *w, int widget, int wheel) { const Widget *wi1, *wi2; Scrollbar *sb; if (widget < 0) return; wi1 = &w->widget[widget]; wi2 = &w->widget[widget + 1]; /* The listbox can only scroll if scrolling was done on the scrollbar itself, * or on the listbox (and the next item is (must be) the scrollbar) * XXX - should be rewritten as a widget-dependent scroller but that's * not happening until someone rewrites the whole widget-code */ if ((sb = &w->vscroll, wi1->type == WWT_SCROLLBAR) || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR) || (sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) { if (sb->count > sb->cap) { int pos = clamp(sb->pos + wheel, 0, sb->count - sb->cap); if (pos != sb->pos) { sb->pos = pos; SetWindowDirty(w); } } } } static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom); void DrawOverlappedWindowForAll(int left, int top, int right, int bottom) { Window* const *wz; DrawPixelInfo bk; _cur_dpi = &bk; FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (right > w->left && bottom > w->top && left < w->left + w->width && top < w->top + w->height) { DrawOverlappedWindow(wz, left, top, right, bottom); } } } static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom) { Window* const *vz = wz; int x; while (++vz != _last_z_window) { const Window *v = *vz; if (right > v->left && bottom > v->top && left < v->left + v->width && top < v->top + v->height) { if (left < (x=v->left)) { DrawOverlappedWindow(wz, left, top, x, bottom); DrawOverlappedWindow(wz, x, top, right, bottom); return; } if (right > (x=v->left + v->width)) { DrawOverlappedWindow(wz, left, top, x, bottom); DrawOverlappedWindow(wz, x, top, right, bottom); return; } if (top < (x=v->top)) { DrawOverlappedWindow(wz, left, top, right, x); DrawOverlappedWindow(wz, left, x, right, bottom); return; } if (bottom > (x=v->top + v->height)) { DrawOverlappedWindow(wz, left, top, right, x); DrawOverlappedWindow(wz, left, x, right, bottom); return; } return; } } { DrawPixelInfo *dp = _cur_dpi; dp->width = right - left; dp->height = bottom - top; dp->left = left - (*wz)->left; dp->top = top - (*wz)->top; dp->pitch = _screen.pitch; dp->dst_ptr = _screen.dst_ptr + top * _screen.pitch + left; dp->zoom = 0; CallWindowEventNP(*wz, WE_PAINT); } } void CallWindowEventNP(Window *w, int event) { WindowEvent e; e.event = event; w->wndproc(w, &e); } void SetWindowDirty(const Window *w) { if (w == NULL) return; SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height); } /** Find the Window whose parent pointer points to this window * @parent w Window to find child of * @return return a Window pointer that is the child of w, or NULL otherwise */ static Window *FindChildWindow(const Window *w) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *v = *wz; if (v->parent == w) return v; } return NULL; } /** Find the z-value of a window. A window must already be open * or the behaviour is undefined but function should never fail */ Window **FindWindowZPosition(const Window *w) { Window **wz; for (wz = _z_windows; wz != _last_z_window; wz++) { if (*wz == w) return wz; } DEBUG(misc, 3, "Window (cls %d, number %d) is not open, probably removed by recursive calls", w->window_class, w->window_number); return NULL; } void DeleteWindow(Window *w) { Window *v; Window **wz; if (w == NULL) return; /* Delete any children a window might have in a head-recursive manner */ v = FindChildWindow(w); if (v != NULL) DeleteWindow(v); if (_thd.place_mode != VHM_NONE && _thd.window_class == w->window_class && _thd.window_number == w->window_number) { ResetObjectToPlace(); } CallWindowEventNP(w, WE_DESTROY); if (w->viewport != NULL) DeleteWindowViewport(w); SetWindowDirty(w); free(w->widget); w->widget = NULL; w->widget_count = 0; w->parent = NULL; /* Find the window in the z-array, and effectively remove it * by moving all windows after it one to the left */ wz = FindWindowZPosition(w); if (wz == NULL) return; memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz); _last_z_window--; } Window *FindWindowById(WindowClass cls, WindowNumber number) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class == cls && w->window_number == number) return w; } return NULL; } void DeleteWindowById(WindowClass cls, WindowNumber number) { DeleteWindow(FindWindowById(cls, number)); } void DeleteWindowByClass(WindowClass cls) { Window* const *wz; restart_search: /* When we find the window to delete, we need to restart the search * as deleting this window could cascade in deleting (many) others * anywhere in the z-array */ FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class == cls) { DeleteWindow(w); goto restart_search; } } } /** Delete all windows of a player. We identify windows of a player * by looking at the caption colour. If it is equal to the player ID * then we say the window belongs to the player and should be deleted * @param id PlayerID player identifier */ void DeletePlayerWindows(PlayerID id) { Window* const *wz; restart_search: /* When we find the window to delete, we need to restart the search * as deleting this window could cascade in deleting (many) others * anywhere in the z-array */ FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->caption_color == id) { DeleteWindow(w); goto restart_search; } } /* Also delete the player specific windows, that don't have a player-colour */ DeleteWindowById(WC_BUY_COMPANY, id); } /** Change the owner of all the windows one player can take over from another * player in the case of a company merger. Do not change ownership of windows * that need to be deleted once takeover is complete * @param old_player PlayerID of original owner of the window * @param new_player PlayerID of the new owner of the window */ void ChangeWindowOwner(PlayerID old_player, PlayerID new_player) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->caption_color != old_player) continue; if (w->window_class == WC_PLAYER_COLOR) continue; if (w->window_class == WC_FINANCES) continue; if (w->window_class == WC_STATION_LIST) continue; if (w->window_class == WC_TRAINS_LIST) continue; if (w->window_class == WC_ROADVEH_LIST) continue; if (w->window_class == WC_SHIPS_LIST) continue; if (w->window_class == WC_AIRCRAFT_LIST) continue; if (w->window_class == WC_BUY_COMPANY) continue; if (w->window_class == WC_COMPANY) continue; w->caption_color = new_player; } } static void BringWindowToFront(const Window *w); /** Find a window and make it the top-window on the screen. The window * gets a white border for a brief period of time to visualize its * "activation" * @return a pointer to the window thus activated */ Window *BringWindowToFrontById(WindowClass cls, WindowNumber number) { Window *w = FindWindowById(cls, number); if (w != NULL) { w->flags4 |= WF_WHITE_BORDER_MASK; BringWindowToFront(w); SetWindowDirty(w); } return w; } static inline bool IsVitalWindow(const Window *w) { WindowClass wc = w->window_class; return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG); } /** On clicking on a window, make it the frontmost window of all. However * there are certain windows that always need to be on-top; these include * - Toolbar, Statusbar (always on) * - New window, Chatbar (only if open) * The window is marked dirty for a repaint if the window is actually moved * @param w window that is put into the foreground * @return pointer to the window, the same as the input pointer */ static void BringWindowToFront(const Window *w) { Window *tempz; Window **wz = FindWindowZPosition(w); Window **vz = _last_z_window; /* Bring the window just below the vital windows */ do { if (--vz < _z_windows) return; } while (IsVitalWindow(*vz)); if (wz == vz) return; // window is already in the right position assert(wz < vz); tempz = *wz; memmove(wz, wz + 1, (byte*)vz - (byte*)wz); *vz = tempz; SetWindowDirty(w); } /** We have run out of windows, so find a suitable candidate for replacement. * Keep all important windows intact. These are * - Main window (gamefield), Toolbar, Statusbar (always on) * - News window, Chatbar (when on) * - Any sticked windows since we wanted to keep these * @return w pointer to the window that is going to be deleted */ static Window *FindDeletableWindow(void) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) { return w; } } return NULL; } /** A window must be freed, and all are marked as important windows. Ease the * restriction a bit by allowing to delete sticky windows. Keep important/vital * windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar) * Start finding an appropiate candidate from the lowest z-values (bottom) * @see FindDeletableWindow() * @return w Pointer to the window that is being deleted */ static Window *ForceFindDeletableWindow(void) { Window* const *wz; for (wz = _z_windows;; wz++) { Window *w = *wz; assert(wz < _last_z_window); if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w; } } bool IsWindowOfPrototype(const Window *w, const Widget *widget) { return (w->original_widget == widget); } /* Copies 'widget' to 'w->widget' to allow for resizable windows */ void AssignWidgetToWindow(Window *w, const Widget *widget) { w->original_widget = widget; if (widget != NULL) { uint index = 1; const Widget *wi; for (wi = widget; wi->type != WWT_LAST; wi++) index++; w->widget = ReallocT(w->widget, index); memcpy(w->widget, widget, sizeof(*w->widget) * index); w->widget_count = index - 1; } else { w->widget = NULL; w->widget_count = 0; } } static Window *FindFreeWindow(void) { Window *w; for (w = _windows; w < endof(_windows); w++) { Window* const *wz; bool window_in_use = false; FOR_ALL_WINDOWS(wz) { if (*wz == w) { window_in_use = true; break; } } if (!window_in_use) return w; } assert(_last_z_window == endof(_z_windows)); return NULL; } /* Open a new window. * This function is called from AllocateWindow() or AllocateWindowDesc() * See descriptions for those functions for usage * See AllocateWindow() for description of arguments. * Only addition here is window_number, which is the window_number being assigned to the new window */ static Window *LocalAllocateWindow( int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget, int window_number) { Window *w = FindFreeWindow(); /* We have run out of windows, close one and use that as the place for our new one */ if (w == NULL) { w = FindDeletableWindow(); if (w == NULL) w = ForceFindDeletableWindow(); DeleteWindow(w); } // Set up window properties memset(w, 0, sizeof(*w)); w->window_class = cls; w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border w->caption_color = 0xFF; w->left = x; w->top = y; w->width = width; w->height = height; w->wndproc = proc; AssignWidgetToWindow(w, widget); w->resize.width = width; w->resize.height = height; w->resize.step_width = 1; w->resize.step_height = 1; w->window_number = window_number; { Window **wz = _last_z_window; /* Hacky way of specifying always-on-top windows. These windows are * always above other windows because they are moved below them. * status-bar is above news-window because it has been created earlier. * Also, as the chat-window is excluded from this, it will always be * the last window, thus always on top. * XXX - Yes, ugly, probably needs something like w->always_on_top flag * to implement correctly, but even then you need some kind of distinction * between on-top of chat/news and status windows, because these conflict */ if (wz != _z_windows && w->window_class != WC_SEND_NETWORK_MSG) { if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) wz--; if (FindWindowById(WC_STATUS_BAR, 0) != NULL) wz--; if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) wz--; if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--; assert(wz >= _z_windows); if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz); } *wz = w; _last_z_window++; } SetWindowDirty(w); CallWindowEventNP(w, WE_CREATE); return w; } /** * Open a new window. If there is no space for a new window, close an open * window. Try to avoid stickied windows, but if there is no else, close one of * those as well. Then make sure all created windows are below some always-on-top * ones. Finally set all variables and call the WE_CREATE event * @param x offset in pixels from the left of the screen * @param y offset in pixels from the top of the screen * @param width width in pixels of the window * @param height height in pixels of the window * @param *proc @see WindowProc function to call when any messages/updates happen to the window * @param cls @see WindowClass class of the window, used for identification and grouping * @param *widget @see Widget pointer to the window layout and various elements * @return @see Window pointer of the newly created window */ Window *AllocateWindow( int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget) { return LocalAllocateWindow(x, y, width, height, proc, cls, widget, 0); } typedef struct SizeRect { int left,top,width,height; } SizeRect; static SizeRect _awap_r; static bool IsGoodAutoPlace1(int left, int top) { int right,bottom; Window* const *wz; _awap_r.left= left; _awap_r.top = top; right = _awap_r.width + left; bottom = _awap_r.height + top; if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height) return false; // Make sure it is not obscured by any window. FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->window_class == WC_MAIN_WINDOW) continue; if (right > w->left && w->left + w->width > left && bottom > w->top && w->top + w->height > top) { return false; } } return true; } static bool IsGoodAutoPlace2(int left, int top) { int width,height; Window* const *wz; _awap_r.left= left; _awap_r.top = top; width = _awap_r.width; height = _awap_r.height; if (left < -(width>>2) || left > _screen.width - (width>>1)) return false; if (top < 22 || top > _screen.height - (height>>2)) return false; // Make sure it is not obscured by any window. FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->window_class == WC_MAIN_WINDOW) continue; if (left + width > w->left && w->left + w->width > left && top + height > w->top && w->top + w->height > top) { return false; } } return true; } static Point GetAutoPlacePosition(int width, int height) { Window* const *wz; Point pt; _awap_r.width = width; _awap_r.height = height; if (IsGoodAutoPlace1(0, 24)) goto ok_pos; FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->window_class == WC_MAIN_WINDOW) continue; if (IsGoodAutoPlace1(w->left+w->width+2,w->top)) goto ok_pos; if (IsGoodAutoPlace1(w->left- width-2,w->top)) goto ok_pos; if (IsGoodAutoPlace1(w->left,w->top+w->height+2)) goto ok_pos; if (IsGoodAutoPlace1(w->left,w->top- height-2)) goto ok_pos; if (IsGoodAutoPlace1(w->left+w->width+2,w->top+w->height-height)) goto ok_pos; if (IsGoodAutoPlace1(w->left- width-2,w->top+w->height-height)) goto ok_pos; if (IsGoodAutoPlace1(w->left+w->width-width,w->top+w->height+2)) goto ok_pos; if (IsGoodAutoPlace1(w->left+w->width-width,w->top- height-2)) goto ok_pos; } FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->window_class == WC_MAIN_WINDOW) continue; if (IsGoodAutoPlace2(w->left+w->width+2,w->top)) goto ok_pos; if (IsGoodAutoPlace2(w->left- width-2,w->top)) goto ok_pos; if (IsGoodAutoPlace2(w->left,w->top+w->height+2)) goto ok_pos; if (IsGoodAutoPlace2(w->left,w->top- height-2)) goto ok_pos; } { int left=0,top=24; restart:; FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->left == left && w->top == top) { left += 5; top += 5; goto restart; } } pt.x = left; pt.y = top; return pt; } ok_pos:; pt.x = _awap_r.left; pt.y = _awap_r.top; return pt; } static Window *LocalAllocateWindowDesc(const WindowDesc *desc, int window_number) { Point pt; Window *w; /* By default position a child window at an offset of 10/10 of its parent. * However if it falls too extremely outside window positions, reposition * it to an automatic place */ if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ && (w = FindWindowById(desc->parent_cls, window_number)) != NULL && w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) { pt.x = w->left + 10; if (pt.x > _screen.width + 10 - desc->width) { pt.x = (_screen.width + 10 - desc->width) - 20; } pt.y = w->top + 10; } else { switch (desc->left) { case WDP_ALIGN_TBR: { /* Align the right side with the top toolbar */ w = FindWindowById(WC_MAIN_TOOLBAR, 0); pt.x = (w->left + w->width) - desc->width; } break; case WDP_ALIGN_TBL: /* Align the left side with the top toolbar */ pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left; break; case WDP_AUTO: /* Find a good automatic position for the window */ pt = GetAutoPlacePosition(desc->width, desc->height); goto allocate_window; case WDP_CENTER: /* Centre the window horizontally */ pt.x = (_screen.width - desc->width) / 2; break; default: pt.x = desc->left; if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen } switch (desc->top) { case WDP_CENTER: /* Centre the window vertically */ pt.y = (_screen.height - desc->height) / 2; break; /* WDP_AUTO sets the position at once and is controlled by desc->left. * Both left and top must be set to WDP_AUTO */ case WDP_AUTO: NOT_REACHED(); assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO); /* fallthrough */ default: pt.y = desc->top; if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen break; } } allocate_window: w = LocalAllocateWindow(pt.x, pt.y, desc->width, desc->height, desc->proc, desc->cls, desc->widgets, window_number); w->desc_flags = desc->flags; return w; } /** * Open a new window. * @param *desc The pointer to the WindowDesc to be created * @return @see Window pointer of the newly created window */ Window *AllocateWindowDesc(const WindowDesc *desc) { return LocalAllocateWindowDesc(desc, 0); } /** * Open a new window. * @param *desc The pointer to the WindowDesc to be created * @param window_number the window number of the new window * @return @see Window pointer of the newly created window */ Window *AllocateWindowDescFront(const WindowDesc *desc, int window_number) { Window *w; if (BringWindowToFrontById(desc->cls, window_number)) return NULL; w = LocalAllocateWindowDesc(desc, window_number); return w; } /** Do a search for a window at specific coordinates. For this we start * at the topmost window, obviously and work our way down to the bottom * @return a pointer to the found window if any, NULL otherwise */ Window *FindWindowFromPt(int x, int y) { Window* const *wz; for (wz = _last_z_window; wz != _z_windows;) { Window *w = *--wz; if (IS_INSIDE_1D(x, w->left, w->width) && IS_INSIDE_1D(y, w->top, w->height)) { return w; } } return NULL; } void InitWindowSystem(void) { IConsoleClose(); memset(&_windows, 0, sizeof(_windows)); _last_z_window = _z_windows; InitViewports(); _no_scroll = 0; } void UnInitWindowSystem(void) { Window **wz; restart_search: /* Delete all windows, reset z-array. *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. We call DeleteWindow() so that it can properly * release own alloc'd memory, which otherwise could result in memleaks */ FOR_ALL_WINDOWS(wz) { DeleteWindow(*wz); goto restart_search; } assert(_last_z_window == _z_windows); } void ResetWindowSystem(void) { UnInitWindowSystem(); InitWindowSystem(); _thd.pos.x = 0; _thd.pos.y = 0; _thd.new_pos.x = 0; _thd.new_pos.y = 0; } static void DecreaseWindowCounters(void) { Window *w; Window* const *wz; for (wz = _last_z_window; wz != _z_windows;) { w = *--wz; // Unclick scrollbar buttons if they are pressed. if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) { w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP); SetWindowDirty(w); } CallWindowEventNP(w, WE_MOUSELOOP); } for (wz = _last_z_window; wz != _z_windows;) { w = *--wz; if (w->flags4&WF_TIMEOUT_MASK && !(--w->flags4&WF_TIMEOUT_MASK)) { CallWindowEventNP(w, WE_TIMEOUT); if (w->desc_flags & WDF_UNCLICK_BUTTONS) RaiseWindowButtons(w); } } } Window *GetCallbackWnd(void) { return FindWindowById(_thd.window_class, _thd.window_number); } static void HandlePlacePresize(void) { Window *w; WindowEvent e; if (_special_mouse_mode != WSM_PRESIZE) return; w = GetCallbackWnd(); if (w == NULL) return; e.we.place.pt = GetTileBelowCursor(); if (e.we.place.pt.x == -1) { _thd.selend.x = -1; return; } e.we.place.tile = TileVirtXY(e.we.place.pt.x, e.we.place.pt.y); e.event = WE_PLACE_PRESIZE; w->wndproc(w, &e); } static bool HandleDragDrop(void) { Window *w; WindowEvent e; if (_special_mouse_mode != WSM_DRAGDROP) return true; if (_left_button_down) return false; w = GetCallbackWnd(); ResetObjectToPlace(); if (w != NULL) { // send an event in client coordinates. e.event = WE_DRAGDROP; e.we.dragdrop.pt.x = _cursor.pos.x - w->left; e.we.dragdrop.pt.y = _cursor.pos.y - w->top; e.we.dragdrop.widget = GetWidgetFromPos(w, e.we.dragdrop.pt.x, e.we.dragdrop.pt.y); w->wndproc(w, &e); } return false; } static bool HandlePopupMenu(void) { Window *w; WindowEvent e; if (!_popup_menu_active) return true; w = FindWindowById(WC_TOOLBAR_MENU, 0); if (w == NULL) { _popup_menu_active = false; return false; } if (_left_button_down) { e.event = WE_POPUPMENU_OVER; e.we.popupmenu.pt = _cursor.pos; } else { _popup_menu_active = false; e.event = WE_POPUPMENU_SELECT; e.we.popupmenu.pt = _cursor.pos; } w->wndproc(w, &e); return false; } static bool HandleMouseOver(void) { Window *w; WindowEvent e; static Window *last_w = NULL; w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y); // We changed window, put a MOUSEOVER event to the last window if (last_w != NULL && last_w != w) { e.event = WE_MOUSEOVER; e.we.mouseover.pt.x = -1; e.we.mouseover.pt.y = -1; if (last_w->wndproc) last_w->wndproc(last_w, &e); } last_w = w; if (w != NULL) { // send an event in client coordinates. e.event = WE_MOUSEOVER; e.we.mouseover.pt.x = _cursor.pos.x - w->left; e.we.mouseover.pt.y = _cursor.pos.y - w->top; if (w->widget != NULL) { e.we.mouseover.widget = GetWidgetFromPos(w, e.we.mouseover.pt.x, e.we.mouseover.pt.y); } w->wndproc(w, &e); } // Mouseover never stops execution return true; } /** Update all the widgets of a window based on their resize flags * Both the areas of the old window and the new sized window are set dirty * ensuring proper redrawal. * @param w Window to resize * @param x delta x-size of changed window (positive if larger, etc.( * @param y delta y-size of changed window */ void ResizeWindow(Window *w, int x, int y) { Widget *wi; bool resize_height = false; bool resize_width = false; if (x == 0 && y == 0) return; SetWindowDirty(w); for (wi = w->widget; wi->type != WWT_LAST; wi++) { /* Isolate the resizing flags */ byte rsizeflag = GB(wi->display_flags, 0, 4); if (rsizeflag == RESIZE_NONE) continue; /* Resize the widget based on its resize-flag */ if (rsizeflag & RESIZE_LEFT) { wi->left += x; resize_width = true; } if (rsizeflag & RESIZE_RIGHT) { wi->right += x; resize_width = true; } if (rsizeflag & RESIZE_TOP) { wi->top += y; resize_height = true; } if (rsizeflag & RESIZE_BOTTOM) { wi->bottom += y; resize_height = true; } } /* We resized at least 1 widget, so let's resize the window totally */ if (resize_width) w->width += x; if (resize_height) w->height += y; SetWindowDirty(w); } static bool _dragging_window; static bool HandleWindowDragging(void) { Window* const *wz; // Get out immediately if no window is being dragged at all. if (!_dragging_window) return true; // Otherwise find the window... FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->flags4 & WF_DRAGGING) { const Widget *t = &w->widget[1]; // the title bar ... ugh const Window *v; int x; int y; int nx; int ny; // Stop the dragging if the left mouse button was released if (!_left_button_down) { w->flags4 &= ~WF_DRAGGING; break; } SetWindowDirty(w); x = _cursor.pos.x + _drag_delta.x; y = _cursor.pos.y + _drag_delta.y; nx = x; ny = y; if (_patches.window_snap_radius != 0) { Window* const *vz; int hsnap = _patches.window_snap_radius; int vsnap = _patches.window_snap_radius; int delta; FOR_ALL_WINDOWS(vz) { const Window *v = *vz; if (v == w) continue; // Don't snap at yourself if (y + w->height > v->top && y < v->top + v->height) { // Your left border <-> other right border delta = abs(v->left + v->width - x); if (delta <= hsnap) { nx = v->left + v->width; hsnap = delta; } // Your right border <-> other left border delta = abs(v->left - x - w->width); if (delta <= hsnap) { nx = v->left - w->width; hsnap = delta; } } if (w->top + w->height >= v->top && w->top <= v->top + v->height) { // Your left border <-> other left border delta = abs(v->left - x); if (delta <= hsnap) { nx = v->left; hsnap = delta; } // Your right border <-> other right border delta = abs(v->left + v->width - x - w->width); if (delta <= hsnap) { nx = v->left + v->width - w->width; hsnap = delta; } } if (x + w->width > v->left && x < v->left + v->width) { // Your top border <-> other bottom border delta = abs(v->top + v->height - y); if (delta <= vsnap) { ny = v->top + v->height; vsnap = delta; } // Your bottom border <-> other top border delta = abs(v->top - y - w->height); if (delta <= vsnap) { ny = v->top - w->height; vsnap = delta; } } if (w->left + w->width >= v->left && w->left <= v->left + v->width) { // Your top border <-> other top border delta = abs(v->top - y); if (delta <= vsnap) { ny = v->top; vsnap = delta; } // Your bottom border <-> other bottom border delta = abs(v->top + v->height - y - w->height); if (delta <= vsnap) { ny = v->top + v->height - w->height; vsnap = delta; } } } } // Make sure the window doesn't leave the screen // 13 is the height of the title bar nx = clamp(nx, 13 - t->right, _screen.width - 13 - t->left); ny = clamp(ny, 0, _screen.height - 13); // Make sure the title bar isn't hidden by behind the main tool bar v = FindWindowById(WC_MAIN_TOOLBAR, 0); if (v != NULL) { int v_bottom = v->top + v->height; int v_right = v->left + v->width; if (ny + t->top >= v->top && ny + t->top < v_bottom) { if ((v->left < 13 && nx + t->left < v->left) || (v_right > _screen.width - 13 && nx + t->right > v_right)) { ny = v_bottom; } else { if (nx + t->left > v->left - 13 && nx + t->right < v_right + 13) { if (w->top >= v_bottom) { ny = v_bottom; } else if (w->left < nx) { nx = v->left - 13 - t->left; } else { nx = v_right + 13 - t->right; } } } } } if (w->viewport != NULL) { w->viewport->left += nx - w->left; w->viewport->top += ny - w->top; } w->left = nx; w->top = ny; SetWindowDirty(w); return false; } else if (w->flags4 & WF_SIZING) { WindowEvent e; int x, y; /* Stop the sizing if the left mouse button was released */ if (!_left_button_down) { w->flags4 &= ~WF_SIZING; SetWindowDirty(w); break; } x = _cursor.pos.x - _drag_delta.x; y = _cursor.pos.y - _drag_delta.y; /* X and Y has to go by step.. calculate it. * The cast to int is necessary else x/y are implicitly casted to * unsigned int, which won't work. */ if (w->resize.step_width > 1) x -= x % (int)w->resize.step_width; if (w->resize.step_height > 1) y -= y % (int)w->resize.step_height; /* Check if we don't go below the minimum set size */ if ((int)w->width + x < (int)w->resize.width) x = w->resize.width - w->width; if ((int)w->height + y < (int)w->resize.height) y = w->resize.height - w->height; /* Window already on size */ if (x == 0 && y == 0) return false; /* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */ _drag_delta.x += x; _drag_delta.y += y; /* ResizeWindow sets both pre- and after-size to dirty for redrawal */ ResizeWindow(w, x, y); e.event = WE_RESIZE; e.we.sizing.size.x = x + w->width; e.we.sizing.size.y = y + w->height; e.we.sizing.diff.x = x; e.we.sizing.diff.y = y; w->wndproc(w, &e); return false; } } _dragging_window = false; return false; } static void StartWindowDrag(Window *w) { w->flags4 |= WF_DRAGGING; _dragging_window = true; _drag_delta.x = w->left - _cursor.pos.x; _drag_delta.y = w->top - _cursor.pos.y; BringWindowToFront(w); DeleteWindowById(WC_DROPDOWN_MENU, 0); } static void StartWindowSizing(Window *w) { w->flags4 |= WF_SIZING; _dragging_window = true; _drag_delta.x = _cursor.pos.x; _drag_delta.y = _cursor.pos.y; BringWindowToFront(w); DeleteWindowById(WC_DROPDOWN_MENU, 0); } static bool HandleScrollbarScrolling(void) { Window* const *wz; int i; int pos; Scrollbar *sb; // Get out quickly if no item is being scrolled if (!_scrolling_scrollbar) return true; // Find the scrolling window FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->flags4 & WF_SCROLL_MIDDLE) { // Abort if no button is clicked any more. if (!_left_button_down) { w->flags4 &= ~WF_SCROLL_MIDDLE; SetWindowDirty(w); break; } if (w->flags4 & WF_HSCROLL) { sb = &w->hscroll; i = _cursor.pos.x - _cursorpos_drag_start.x; } else if (w->flags4 & WF_SCROLL2){ sb = &w->vscroll2; i = _cursor.pos.y - _cursorpos_drag_start.y; } else { sb = &w->vscroll; i = _cursor.pos.y - _cursorpos_drag_start.y; } // Find the item we want to move to and make sure it's inside bounds. pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap)); if (pos != sb->pos) { sb->pos = pos; SetWindowDirty(w); } return false; } } _scrolling_scrollbar = false; return false; } static bool HandleViewportScroll(void) { WindowEvent e; Window *w; if (!_scrolling_viewport) return true; w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y); if (!_right_button_down || w == NULL) { _cursor.fix_at = false; _scrolling_viewport = false; return true; } if (_patches.reverse_scroll) { e.we.scroll.delta.x = -_cursor.delta.x; e.we.scroll.delta.y = -_cursor.delta.y; } else { e.we.scroll.delta.x = _cursor.delta.x; e.we.scroll.delta.y = _cursor.delta.y; } /* Create a scroll-event and send it to the window */ e.event = WE_SCROLL; w->wndproc(w, &e); _cursor.delta.x = 0; _cursor.delta.y = 0; return false; } /** Check if a window can be made top-most window, and if so do * it. If a window does not obscure any other windows, it will not * be brought to the foreground. Also if the only obscuring windows * are so-called system-windows, the window will not be moved. * The function will return false when a child window of this window is a * modal-popup; function returns a false and child window gets a white border * @param w Window to bring on-top * @return false if the window has an active modal child, true otherwise */ static bool MaybeBringWindowToFront(const Window *w) { bool bring_to_front = false; Window* const *wz; Window* const *uz; if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || w->window_class == WC_TOOLTIPS || w->window_class == WC_DROPDOWN_MENU) { return true; } wz = FindWindowZPosition(w); for (uz = wz; ++uz != _last_z_window;) { Window *u = *uz; /* A modal child will prevent the activation of the parent window */ if (u->parent == w && (u->desc_flags & WDF_MODAL)) { u->flags4 |= WF_WHITE_BORDER_MASK; SetWindowDirty(u); return false; } if (u->window_class == WC_MAIN_WINDOW || IsVitalWindow(u) || u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU) { continue; } /* Window sizes don't interfere, leave z-order alone */ if (w->left + w->width <= u->left || u->left + u->width <= w->left || w->top + w->height <= u->top || u->top + u->height <= w->top) { continue; } bring_to_front = true; } if (bring_to_front) BringWindowToFront(w); return true; } /** Send a message from one window to another. The receiving window is found by * @param w @see Window pointer pointing to the other window * @param msg Specifies the message to be sent * @param wparam Specifies additional message-specific information * @param lparam Specifies additional message-specific information */ static void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam) { WindowEvent e; e.event = WE_MESSAGE; e.we.message.msg = msg; e.we.message.wparam = wparam; e.we.message.lparam = lparam; w->wndproc(w, &e); } /** Send a message from one window to another. The receiving window is found by * @param wnd_class @see WindowClass class AND * @param wnd_num @see WindowNumber number, mostly 0 * @param msg Specifies the message to be sent * @param wparam Specifies additional message-specific information * @param lparam Specifies additional message-specific information */ void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam) { Window *w = FindWindowById(wnd_class, wnd_num); if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam); } /** Send a message from one window to another. The message will be sent * to ALL windows of the windowclass specified in the first parameter * @param wnd_class @see WindowClass class * @param msg Specifies the message to be sent * @param wparam Specifies additional message-specific information * @param lparam Specifies additional message-specific information */ void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam) { Window* const *wz; FOR_ALL_WINDOWS(wz) { if ((*wz)->window_class == wnd_class) SendWindowMessageW(*wz, msg, wparam, lparam); } } /** Handle keyboard input. * @param key Lower 8 bits contain the ASCII character, the higher * 16 bits the keycode */ void HandleKeypress(uint32 key) { Window* const *wz; WindowEvent e; /* Stores if a window with a textfield for typing is open * If this is the case, keypress events are only passed to windows with text fields and * to thein this main toolbar. */ bool query_open = false; /* * During the generation of the world, there might be * another thread that is currently building for example * a road. To not interfere with those tasks, we should * NOT change the _current_player here. * * This is not necessary either, as the only events that * can be handled are the 'close application' events */ if (!IsGeneratingWorld()) _current_player = _local_player; // Setup event e.event = WE_KEYPRESS; e.we.keypress.key = GB(key, 0, 16); e.we.keypress.keycode = GB(key, 16, 16); e.we.keypress.cont = true; // check if we have a query string window open before allowing hotkeys if (FindWindowById(WC_QUERY_STRING, 0) != NULL || FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL || FindWindowById(WC_GENERATE_LANDSCAPE, 0) != NULL || FindWindowById(WC_CONSOLE, 0) != NULL || FindWindowById(WC_SAVELOAD, 0) != NULL) { query_open = true; } // Call the event, start with the uppermost window. for (wz = _last_z_window; wz != _z_windows;) { Window *w = *--wz; // if a query window is open, only call the event for certain window types if (query_open && w->window_class != WC_QUERY_STRING && w->window_class != WC_SEND_NETWORK_MSG && w->window_class != WC_GENERATE_LANDSCAPE && w->window_class != WC_CONSOLE && w->window_class != WC_SAVELOAD) { continue; } w->wndproc(w, &e); if (!e.we.keypress.cont) break; } if (e.we.keypress.cont) { Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0); // When there is no toolbar w is null, check for that if (w != NULL) w->wndproc(w, &e); } } extern void UpdateTileSelection(void); extern bool VpHandlePlaceSizingDrag(void); static int _input_events_this_tick = 0; static void HandleAutoscroll(void) { Window *w; ViewPort *vp; int x = _cursor.pos.x; int y = _cursor.pos.y; if (_input_events_this_tick != 0) { /* HandleAutoscroll is called only once per GameLoop() - so we can clear the counter here */ _input_events_this_tick = 0; /* there were some inputs this tick, don't scroll ??? */ return; } if (_patches.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) { w = FindWindowFromPt(x, y); if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return; vp = IsPtInWindowViewport(w, x, y); if (vp != NULL) { x -= vp->left; y -= vp->top; //here allows scrolling in both x and y axis #define scrollspeed 3 if (x - 15 < 0) { WP(w, vp_d).scrollpos_x += (x - 15) * scrollspeed << vp->zoom; } else if (15 - (vp->width - x) > 0) { WP(w, vp_d).scrollpos_x += (15 - (vp->width - x)) * scrollspeed << vp->zoom; } if (y - 15 < 0) { WP(w, vp_d).scrollpos_y += (y - 15) * scrollspeed << vp->zoom; } else if (15 - (vp->height - y) > 0) { WP(w,vp_d).scrollpos_y += (15 - (vp->height - y)) * scrollspeed << vp->zoom; } #undef scrollspeed } } } void MouseLoop(int click, int mousewheel) { int x,y; Window *w; ViewPort *vp; DecreaseWindowCounters(); HandlePlacePresize(); UpdateTileSelection(); if (!VpHandlePlaceSizingDrag()) return; if (!HandleDragDrop()) return; if (!HandlePopupMenu()) return; if (!HandleWindowDragging()) return; if (!HandleScrollbarScrolling()) return; if (!HandleViewportScroll()) return; if (!HandleMouseOver()) return; x = _cursor.pos.x; y = _cursor.pos.y; if (click == 0 && mousewheel == 0) return; w = FindWindowFromPt(x, y); if (w == NULL) return; if (!MaybeBringWindowToFront(w)) return; vp = IsPtInWindowViewport(w, x, y); /* Don't allow any action in a viewport if either in menu of in generating world */ if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return; if (mousewheel != 0) { WindowEvent e; /* Send WE_MOUSEWHEEL event to window */ e.event = WE_MOUSEWHEEL; e.we.wheel.wheel = mousewheel; w->wndproc(w, &e); /* Dispatch a MouseWheelEvent for widgets if it is not a viewport */ if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel); } if (vp != NULL) { switch (click) { case 1: DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite); if (_thd.place_mode != 0 && // query button and place sign button work in pause mode _cursor.sprite != SPR_CURSOR_QUERY && _cursor.sprite != SPR_CURSOR_SIGN && _pause != 0 && !_cheats.build_in_pause.value) { return; } if (_thd.place_mode == 0) { HandleViewportClicked(vp, x, y); } else { PlaceObject(); } break; case 2: if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) { _scrolling_viewport = true; _cursor.fix_at = true; } break; } } else { switch (click) { case 1: DispatchLeftClickEvent(w, x - w->left, y - w->top); break; case 2: DispatchRightClickEvent(w, x - w->left, y - w->top); break; } } } void HandleMouseEvents(void) { int click; int mousewheel; /* * During the generation of the world, there might be * another thread that is currently building for example * a road. To not interfere with those tasks, we should * NOT change the _current_player here. * * This is not necessary either, as the only events that * can be handled are the 'close application' events */ if (!IsGeneratingWorld()) _current_player = _local_player; // Mouse event? click = 0; if (_left_button_down && !_left_button_clicked) { _left_button_clicked = true; click = 1; _input_events_this_tick++; } else if (_right_button_clicked) { _right_button_clicked = false; click = 2; _input_events_this_tick++; } mousewheel = 0; if (_cursor.wheel) { mousewheel = _cursor.wheel; _cursor.wheel = 0; _input_events_this_tick++; } MouseLoop(click, mousewheel); } void InputLoop(void) { HandleMouseEvents(); HandleAutoscroll(); } void UpdateWindows(void) { Window* const *wz; static int we4_timer = 0; int t = we4_timer + 1; if (t >= 100) { for (wz = _last_z_window; wz != _z_windows;) { CallWindowEventNP(*--wz, WE_4); } t = 0; } we4_timer = t; for (wz = _last_z_window; wz != _z_windows;) { Window *w = *--wz; if (w->flags4 & WF_WHITE_BORDER_MASK) { w->flags4 -= WF_WHITE_BORDER_ONE; if (!(w->flags4 & WF_WHITE_BORDER_MASK)) SetWindowDirty(w); } } DrawDirtyBlocks(); FOR_ALL_WINDOWS(wz) { if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz); } DrawTextMessage(); // Redraw mouse cursor in case it was hidden DrawMouseCursor(); } int GetMenuItemIndex(const Window *w, int x, int y) { if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) { y /= 10; if (y < WP(w, const menu_d).item_count && !HASBIT(WP(w, const menu_d).disabled_items, y)) { return y; } } return -1; } void InvalidateWindow(WindowClass cls, WindowNumber number) { Window* const *wz; FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->window_class == cls && w->window_number == number) SetWindowDirty(w); } } void InvalidateWidget(const Window *w, byte widget_index) { const Widget *wi = &w->widget[widget_index]; /* Don't redraw the window if the widget is invisible or of no-type */ if (wi->type == WWT_EMPTY || IsWindowWidgetHidden(w, widget_index)) return; SetDirtyBlocks(w->left + wi->left, w->top + wi->top, w->left + wi->right + 1, w->top + wi->bottom + 1); } void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index) { Window* const *wz; FOR_ALL_WINDOWS(wz) { const Window *w = *wz; if (w->window_class == cls && w->window_number == number) { InvalidateWidget(w, widget_index); } } } void InvalidateWindowClasses(WindowClass cls) { Window* const *wz; FOR_ALL_WINDOWS(wz) { if ((*wz)->window_class == cls) SetWindowDirty(*wz); } } void InvalidateThisWindowData(Window *w) { CallWindowEventNP(w, WE_INVALIDATE_DATA); SetWindowDirty(w); } void InvalidateWindowData(WindowClass cls, WindowNumber number) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w); } } void InvalidateWindowClassesData(WindowClass cls) { Window* const *wz; FOR_ALL_WINDOWS(wz) { if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz); } } void CallWindowTickEvent(void) { Window* const *wz; for (wz = _last_z_window; wz != _z_windows;) { CallWindowEventNP(*--wz, WE_TICK); } } void DeleteNonVitalWindows(void) { Window* const *wz; restart_search: /* When we find the window to delete, we need to restart the search * as deleting this window could cascade in deleting (many) others * anywhere in the z-array */ FOR_ALL_WINDOWS(wz) { Window *w = *wz; if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_SELECT_GAME && w->window_class != WC_MAIN_TOOLBAR && w->window_class != WC_STATUS_BAR && w->window_class != WC_TOOLBAR_MENU && w->window_class != WC_TOOLTIPS && (w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned' DeleteWindow(w); goto restart_search; } } } /* It is possible that a stickied window gets to a position where the * 'close' button is outside the gaming area. You cannot close it then; except * with this function. It closes all windows calling the standard function, * then, does a little hacked loop of closing all stickied windows. Note * that standard windows (status bar, etc.) are not stickied, so these aren't affected */ void DeleteAllNonVitalWindows(void) { Window* const *wz; /* Delete every window except for stickied ones, then sticky ones as well */ DeleteNonVitalWindows(); restart_search: /* When we find the window to delete, we need to restart the search * as deleting this window could cascade in deleting (many) others * anywhere in the z-array */ FOR_ALL_WINDOWS(wz) { if ((*wz)->flags4 & WF_STICKY) { DeleteWindow(*wz); goto restart_search; } } } /* Delete all always on-top windows to get an empty screen */ void HideVitalWindows(void) { DeleteWindowById(WC_TOOLBAR_MENU, 0); DeleteWindowById(WC_MAIN_TOOLBAR, 0); DeleteWindowById(WC_STATUS_BAR, 0); } int PositionMainToolbar(Window *w) { DEBUG(misc, 5, "Repositioning Main Toolbar..."); if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) { w = FindWindowById(WC_MAIN_TOOLBAR, 0); } switch (_patches.toolbar_pos) { case 1: w->left = (_screen.width - w->width) / 2; break; case 2: w->left = _screen.width - w->width; break; default: w->left = 0; } SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part return w->left; } void RelocateAllWindows(int neww, int newh) { Window* const *wz; FOR_ALL_WINDOWS(wz) { Window *w = *wz; int left, top; if (w->window_class == WC_MAIN_WINDOW) { ViewPort *vp = w->viewport; vp->width = w->width = neww; vp->height = w->height = newh; vp->virtual_width = neww << vp->zoom; vp->virtual_height = newh << vp->zoom; continue; // don't modify top,left } /* XXX - this probably needs something more sane. For example specying * in a 'backup'-desc that the window should always be centred. */ switch (w->window_class) { case WC_MAIN_TOOLBAR: top = w->top; left = PositionMainToolbar(w); // changes toolbar orientation break; case WC_SELECT_GAME: case WC_GAME_OPTIONS: case WC_NETWORK_WINDOW: top = (newh - w->height) >> 1; left = (neww - w->width) >> 1; break; case WC_NEWS_WINDOW: top = newh - w->height; left = (neww - w->width) >> 1; break; case WC_STATUS_BAR: top = newh - w->height; left = (neww - w->width) >> 1; break; case WC_SEND_NETWORK_MSG: top = (newh - 26); // 26 = height of status bar + height of chat bar left = (neww - w->width) >> 1; break; case WC_CONSOLE: IConsoleResize(w); continue; default: left = w->left; if (left + (w->width >> 1) >= neww) left = neww - w->width; top = w->top; if (top + (w->height >> 1) >= newh) top = newh - w->height; break; } if (w->viewport != NULL) { w->viewport->left += left - w->left; w->viewport->top += top - w->top; } w->left = left; w->top = top; } }