/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file window_gui.h Functions, definitions and such used only by the GUI. */ #ifndef WINDOW_GUI_H #define WINDOW_GUI_H #include "core/math_func.hpp" #include "vehicle_type.h" #include "viewport_type.h" #include "company_type.h" #include "tile_type.h" #include "widget_type.h" /** State of handling an event. */ enum EventState { ES_HANDLED, ///< The passed event is handled. ES_NOT_HANDLED, ///< The passed event is not handled. }; /** * Flags to describe the look of the frame */ enum FrameFlags { FR_NONE = 0, FR_TRANSPARENT = 1 << 0, ///< Makes the background transparent if set FR_BORDERONLY = 1 << 4, ///< Draw border only, no background FR_LOWERED = 1 << 5, ///< If set the frame is lowered and the background colour brighter (ie. buttons when pressed) FR_DARKENED = 1 << 6, ///< If set the background is darker, allows for lowered frames with normal background colour when used with FR_LOWERED (ie. dropdown boxes) }; DECLARE_ENUM_AS_BIT_SET(FrameFlags) /** Distances used in drawing widgets. */ enum WidgetDrawDistances { /* WWT_IMGBTN(_2) */ WD_IMGBTN_LEFT = 1, ///< Left offset of the image in the button. WD_IMGBTN_RIGHT = 2, ///< Right offset of the image in the button. WD_IMGBTN_TOP = 1, ///< Top offset of image in the button. WD_IMGBTN_BOTTOM = 2, ///< Bottom offset of image in the button. /* WWT_INSET */ WD_INSET_LEFT = 2, ///< Left offset of string. WD_INSET_RIGHT = 2, ///< Right offset of string. WD_INSET_TOP = 1, ///< Top offset of string. WD_VSCROLLBAR_WIDTH = 12, ///< Width of a vertical scrollbar. WD_HSCROLLBAR_HEIGHT = 12, ///< Height of a horizontal scrollbar. /* FrameRect widgets, all text buttons, panel, editbox */ WD_FRAMERECT_LEFT = 2, ///< Offset at left to draw the frame rectangular area WD_FRAMERECT_RIGHT = 2, ///< Offset at right to draw the frame rectangular area WD_FRAMERECT_TOP = 1, ///< Offset at top to draw the frame rectangular area WD_FRAMERECT_BOTTOM = 1, ///< Offset at bottom to draw the frame rectangular area /* Extra space at top/bottom of text panels */ WD_TEXTPANEL_TOP = 6, ///< Offset at top to draw above the text WD_TEXTPANEL_BOTTOM = 6, ///< Offset at bottom to draw below the text /* WWT_FRAME */ WD_FRAMETEXT_LEFT = 6, ///< Left offset of the text of the frame. WD_FRAMETEXT_RIGHT = 6, ///< Right offset of the text of the frame. WD_FRAMETEXT_TOP = 6, ///< Top offset of the text of the frame WD_FRAMETEXT_BOTTOM = 6, ///< Bottom offset of the text of the frame /* WWT_MATRIX */ WD_MATRIX_LEFT = 2, ///< Offset at left of a matrix cell. WD_MATRIX_RIGHT = 2, ///< Offset at right of a matrix cell. WD_MATRIX_TOP = 3, ///< Offset at top of a matrix cell. WD_MATRIX_BOTTOM = 1, ///< Offset at bottom of a matrix cell. /* WWT_SHADEBOX */ WD_SHADEBOX_WIDTH = 12, ///< Width of a standard shade box widget. WD_SHADEBOX_LEFT = 2, ///< Left offset of shade sprite. WD_SHADEBOX_RIGHT = 2, ///< Right offset of shade sprite. WD_SHADEBOX_TOP = 3, ///< Top offset of shade sprite. WD_SHADEBOX_BOTTOM = 3, ///< Bottom offset of shade sprite. /* WWT_STICKYBOX */ WD_STICKYBOX_WIDTH = 12, ///< Width of a standard sticky box widget. WD_STICKYBOX_LEFT = 2, ///< Left offset of sticky sprite. WD_STICKYBOX_RIGHT = 2, ///< Right offset of sticky sprite. WD_STICKYBOX_TOP = 3, ///< Top offset of sticky sprite. WD_STICKYBOX_BOTTOM = 3, ///< Bottom offset of sticky sprite. /* WWT_DEBUGBOX */ WD_DEBUGBOX_WIDTH = 12, ///< Width of a standard debug box widget. WD_DEBUGBOX_LEFT = 2, ///< Left offset of debug sprite. WD_DEBUGBOX_RIGHT = 2, ///< Right offset of debug sprite. WD_DEBUGBOX_TOP = 3, ///< Top offset of debug sprite. WD_DEBUGBOX_BOTTOM = 3, ///< Bottom offset of debug sprite. /* WWT_RESIZEBOX */ WD_RESIZEBOX_WIDTH = 12, ///< Width of a resize box widget. WD_RESIZEBOX_LEFT = 3, ///< Left offset of resize sprite. WD_RESIZEBOX_RIGHT = 2, ///< Right offset of resize sprite. WD_RESIZEBOX_TOP = 3, ///< Top offset of resize sprite. WD_RESIZEBOX_BOTTOM = 2, ///< Bottom offset of resize sprite. /* WWT_CLOSEBOX */ WD_CLOSEBOX_WIDTH = 11, ///< Width of a close box widget. WD_CLOSEBOX_LEFT = 2, ///< Left offset of closebox string. WD_CLOSEBOX_RIGHT = 1, ///< Right offset of closebox string. WD_CLOSEBOX_TOP = 2, ///< Top offset of closebox string. WD_CLOSEBOX_BOTTOM = 2, ///< Bottom offset of closebox string. /* WWT_CAPTION */ WD_CAPTION_HEIGHT = 14, ///< Height of a title bar. WD_CAPTIONTEXT_LEFT = 2, ///< Offset of the caption text at the left. WD_CAPTIONTEXT_RIGHT = 2, ///< Offset of the caption text at the right. WD_CAPTIONTEXT_TOP = 2, ///< Offset of the caption text at the top. WD_CAPTIONTEXT_BOTTOM = 2, ///< Offset of the caption text at the bottom. /* Dropdown widget. */ WD_DROPDOWN_HEIGHT = 12, ///< Height of a drop down widget. WD_DROPDOWNTEXT_LEFT = 2, ///< Left offset of the dropdown widget string. WD_DROPDOWNTEXT_RIGHT = 14, ///< Right offset of the dropdown widget string. WD_DROPDOWNTEXT_TOP = 1, ///< Top offset of the dropdown widget string. WD_DROPDOWNTEXT_BOTTOM = 1, ///< Bottom offset of the dropdown widget string. WD_SORTBUTTON_ARROW_WIDTH = 11, ///< Width of up/down arrow of sort button state. WD_PAR_VSEP_NORMAL = 2, ///< Normal amount of vertical space between two paragraphs of text. WD_PAR_VSEP_WIDE = 8, ///< Large amount of vertical space between two paragraphs of text. }; /* widget.cpp */ void DrawFrameRect(int left, int top, int right, int bottom, Colours colour, FrameFlags flags); void DrawCaption(const Rect &r, Colours colour, Owner owner, StringID str); /* window.cpp */ extern Window *_z_front_window; extern Window *_z_back_window; extern Window *_focused_window; /** How do we the window to be placed? */ enum WindowPosition { WDP_MANUAL, ///< Manually align the window (so no automatic location finding) WDP_AUTO, ///< Find a place automatically WDP_CENTER, ///< Center the window WDP_ALIGN_TOOLBAR, ///< Align toward the toolbar }; Point GetToolbarAlignedWindowPosition(int window_width); /** * High level window description */ struct WindowDesc : ZeroedMemoryAllocator { WindowDesc(WindowPosition default_pos, int16 def_width, int16 def_height, WindowClass window_class, WindowClass parent_class, uint32 flags, const NWidgetPart *nwid_parts, int16 nwid_length); ~WindowDesc(); WindowPosition default_pos; ///< Prefered position of the window. @see WindowPosition() int16 default_width; ///< Prefered initial width of the window. int16 default_height; ///< Prefered initial height of the window. WindowClass cls; ///< Class of the window, @see WindowClass. WindowClass parent_cls; ///< Class of the parent window. @see WindowClass uint32 flags; ///< Flags. @see WindowDefaultFlags const NWidgetPart *nwid_parts; ///< Nested widget parts describing the window. int16 nwid_length; ///< Length of the #nwid_parts array. }; /** * Window default widget/window handling flags */ enum WindowDefaultFlag { WDF_CONSTRUCTION = 1 << 0, ///< This window is used for construction; close it whenever changing company. WDF_UNCLICK_BUTTONS = 1 << 1, ///< Unclick buttons when the window event times out WDF_MODAL = 1 << 2, ///< The window is a modal child of some other window, meaning the parent is 'inactive' WDF_NO_FOCUS = 1 << 3, ///< This window won't get focus/make any other window lose focus when click }; /** * Scrollbar data structure */ class Scrollbar { private: const bool is_vertical; ///< Scrollbar has vertical orientation. uint16 count; ///< Number of elements in the list. uint16 cap; ///< Number of visible elements of the scroll bar. uint16 pos; ///< Index of first visible item of the list. public: Scrollbar(bool is_vertical) : is_vertical(is_vertical) { } /** * Gets the number of elements in the list * @return the number of elements */ FORCEINLINE uint16 GetCount() const { return this->count; } /** * Gets the number of visible elements of the scrollbar * @return the number of visible elements */ FORCEINLINE uint16 GetCapacity() const { return this->cap; } /** * Gets the position of the first visible element in the list * @return the position of the element */ FORCEINLINE uint16 GetPosition() const { return this->pos; } /** * Checks whether given current item is visible in the list * @param item to check * @return true iff the item is visible */ FORCEINLINE bool IsVisible(uint16 item) const { return IsInsideBS(item, this->GetPosition(), this->GetCapacity()); } /** * Sets the number of elements in the list * @param num the number of elements in the list * @note updates the position if needed */ void SetCount(int num) { assert(num >= 0); assert(num <= MAX_UVALUE(uint16)); this->count = num; num -= this->cap; if (num < 0) num = 0; if (num < this->pos) this->pos = num; } /** * Set the capacity of visible elements. * @param capacity the new capacity * @note updates the position if needed */ void SetCapacity(int capacity) { assert(capacity > 0); assert(capacity <= MAX_UVALUE(uint16)); this->cap = capacity; if (this->cap + this->pos > this->count) this->pos = max(0, this->count - this->cap); } void SetCapacityFromWidget(Window *w, int widget, int padding = 0); /** * Sets the position of the first visible element * @param position the position of the element */ void SetPosition(int position) { assert(position >= 0); assert(this->count <= this->cap ? (position == 0) : (position + this->cap <= this->count)); this->pos = position; } /** * Updates the position of the first visible element by the given amount. * If the position would be too low or high it will be clamped appropriately * @param difference the amount of change requested */ void UpdatePosition(int difference) { if (difference == 0) return; this->SetPosition(Clamp(this->pos + difference, 0, max(this->count - this->cap, 0))); } /** * Scroll towards the given position; if the item is visible nothing * happens, otherwise it will be shown either at the bottom or top of * the window depending on where in the list it was. * @param position the position to scroll towards. */ void ScrollTowards(int position) { if (position < this->GetPosition()) { /* scroll up to the item */ this->SetPosition(position); } else if (position >= this->GetPosition() + this->GetCapacity()) { /* scroll down so that the item is at the bottom */ this->SetPosition(position - this->GetCapacity() + 1); } } int GetScrolledRowFromWidget(int clickpos, const Window * const w, int widget, int padding = 0, int line_height = -1) const; }; /** * Data structure for resizing a window */ struct ResizeInfo { uint step_width; ///< Step-size of width resize changes uint step_height; ///< Step-size of height resize changes }; /** State of a sort direction button. */ enum SortButtonState { SBS_OFF, ///< Do not sort (with this button). SBS_DOWN, ///< Sort ascending. SBS_UP, ///< Sort descending. }; /** * Data structure for a window viewport. * A viewport is either following a vehicle (its id in then in #follow_vehicle), or it aims to display a specific * location #dest_scrollpos_x, #dest_scrollpos_y (#follow_vehicle is then #INVALID_VEHICLE). * The actual location being shown is #scrollpos_x, #scrollpos_y. * @see InitializeViewport(), UpdateViewportPosition(), UpdateViewportCoordinates(). */ struct ViewportData : ViewPort { VehicleID follow_vehicle; ///< VehicleID to follow if following a vehicle, #INVALID_VEHICLE otherwise. int32 scrollpos_x; ///< Currently shown x coordinate (virtual screen coordinate of topleft corner of the viewport). int32 scrollpos_y; ///< Currently shown y coordinate (virtual screen coordinate of topleft corner of the viewport). int32 dest_scrollpos_x; ///< Current destination x coordinate to display (virtual screen coordinate of topleft corner of the viewport). int32 dest_scrollpos_y; ///< Current destination y coordinate to display (virtual screen coordinate of topleft corner of the viewport). }; /** * Data structure for an opened window */ struct Window : ZeroedMemoryAllocator { protected: void InitializeData(const WindowDesc *desc, WindowNumber window_number); void InitializePositionSize(int x, int y, int min_width, int min_height); void FindWindowPlacementAndResize(int def_width, int def_height); public: Window(); virtual ~Window(); /** * Helper allocation function to disallow something. * Don't allow arrays; arrays of Windows are pointless as you need * to destruct them all at the same time too, which is kinda hard. * @param size the amount of space not to allocate */ FORCEINLINE void *operator new[](size_t size) { NOT_REACHED(); } /** * Helper allocation function to disallow something. * Don't free the window directly; it corrupts the linked list when iterating * @param ptr the pointer not to free */ FORCEINLINE void operator delete(void *ptr) { } uint16 flags4; ///< Window flags, @see WindowFlags WindowClass window_class; ///< Window class WindowNumber window_number; ///< Window number within the window class int left; ///< x position of left edge of the window int top; ///< y position of top edge of the window int width; ///< width of the window (number of pixels to the right in x direction) int height; ///< Height of the window (number of pixels down in y direction) Scrollbar hscroll; ///< Horizontal scroll bar Scrollbar vscroll; ///< First vertical scroll bar Scrollbar vscroll2; ///< Second vertical scroll bar ResizeInfo resize; ///< Resize information Owner owner; ///< The owner of the content shown in this window. Company colour is acquired from this variable. ViewportData *viewport; ///< Pointer to viewport data, if present. uint32 desc_flags; ///< Window/widgets default flags setting. @see WindowDefaultFlag const NWidgetCore *nested_focus; ///< Currently focused nested widget, or \c NULL if no nested widget has focus. NWidgetBase *nested_root; ///< Root of the nested tree. NWidgetBase **nested_array; ///< Array of pointers into the tree. Do not access directly, use #Window::GetWidget() instead. uint nested_array_size; ///< Size of the nested array. NWidgetStacked *shade_select; ///< Selection widget (#NWID_SELECTION) to use for shading the window. If \c NULL, window cannot shade. Dimension unshaded_size; ///< Last known unshaded size (only valid while shaded). Window *parent; ///< Parent window. Window *z_front; ///< The window in front of us in z-order. Window *z_back; ///< The window behind us in z-order. template inline const NWID *GetWidget(uint widnum) const; template inline NWID *GetWidget(uint widnum); const Scrollbar *GetScrollbar(uint widnum) const; Scrollbar *GetScrollbar(uint widnum); void InitNested(const WindowDesc *desc, WindowNumber number = 0); void CreateNestedTree(const WindowDesc *desc, bool fill_nested = true); void FinishInitNested(const WindowDesc *desc, WindowNumber window_number); /** * Sets the enabled/disabled status of a widget. * By default, widgets are enabled. * On certain conditions, they have to be disabled. * @param widget_index index of this widget in the window * @param disab_stat status to use ie: disabled = true, enabled = false */ inline void SetWidgetDisabledState(byte widget_index, bool disab_stat) { assert(widget_index < this->nested_array_size); if (this->nested_array[widget_index] != NULL) this->GetWidget(widget_index)->SetDisabled(disab_stat); } /** * Sets a widget to disabled. * @param widget_index index of this widget in the window */ inline void DisableWidget(byte widget_index) { SetWidgetDisabledState(widget_index, true); } /** * Sets a widget to Enabled. * @param widget_index index of this widget in the window */ inline void EnableWidget(byte widget_index) { SetWidgetDisabledState(widget_index, false); } /** * Gets the enabled/disabled status of a widget. * @param widget_index index of this widget in the window * @return status of the widget ie: disabled = true, enabled = false */ inline bool IsWidgetDisabled(byte widget_index) const { assert(widget_index < this->nested_array_size); return this->GetWidget(widget_index)->IsDisabled(); } /** * Check if given widget is focused within this window * @param widget_index : index of the widget in the window to check * @return true if given widget is the focused window in this window */ inline bool IsWidgetFocused(byte widget_index) const { return this->nested_focus != NULL && this->nested_focus->index == widget_index; } /** * Check if given widget has user input focus. This means that both the window * has focus and that the given widget has focus within the window. * @param widget_index : index of the widget in the window to check * @return true if given widget is the focused window in this window and this window has focus */ inline bool IsWidgetGloballyFocused(byte widget_index) const { return _focused_window == this && IsWidgetFocused(widget_index); } /** * Sets the lowered/raised status of a widget. * @param widget_index index of this widget in the window * @param lowered_stat status to use ie: lowered = true, raised = false */ inline void SetWidgetLoweredState(byte widget_index, bool lowered_stat) { assert(widget_index < this->nested_array_size); this->GetWidget(widget_index)->SetLowered(lowered_stat); } /** * Invert the lowered/raised status of a widget. * @param widget_index index of this widget in the window */ inline void ToggleWidgetLoweredState(byte widget_index) { assert(widget_index < this->nested_array_size); bool lowered_state = this->GetWidget(widget_index)->IsLowered(); this->GetWidget(widget_index)->SetLowered(!lowered_state); } /** * Marks a widget as lowered. * @param widget_index index of this widget in the window */ inline void LowerWidget(byte widget_index) { SetWidgetLoweredState(widget_index, true); } /** * Marks a widget as raised. * @param widget_index index of this widget in the window */ inline void RaiseWidget(byte widget_index) { SetWidgetLoweredState(widget_index, false); } /** * Gets the lowered state of a widget. * @param widget_index index of this widget in the window * @return status of the widget ie: lowered = true, raised= false */ inline bool IsWidgetLowered(byte widget_index) const { assert(widget_index < this->nested_array_size); return this->GetWidget(widget_index)->IsLowered(); } void UnfocusFocusedWidget(); bool SetFocusedWidget(byte widget_index); void HandleButtonClick(byte widget); int GetRowFromWidget(int clickpos, int widget, int padding, int line_height = -1) const; void RaiseButtons(bool autoraise = false); void CDECL SetWidgetsDisabledState(bool disab_stat, int widgets, ...); void CDECL SetWidgetsLoweredState(bool lowered_stat, int widgets, ...); void SetWidgetDirty(byte widget_index) const; void DrawWidgets() const; void DrawViewport() const; void DrawSortButtonState(int widget, SortButtonState state) const; void DeleteChildWindows(WindowClass wc = WC_INVALID) const; void SetDirty() const; void ReInit(int rx = 0, int ry = 0); /** Is window shaded currently? */ inline bool IsShaded() const { return this->shade_select != NULL && this->shade_select->shown_plane == SZSP_HORIZONTAL; } void SetShaded(bool make_shaded); /** * Mark this window's data as invalid (in need of re-computing) * @param data The data to invalidate with */ void InvalidateData(int data = 0) { this->SetDirty(); this->OnInvalidateData(data); } /*** Event handling ***/ /** * Notification that the nested widget tree gets initialized. The event can be used to perform general computations. * @note #nested_root and/or #nested_array (normally accessed via #GetWidget()) may not exist during this call. */ virtual void OnInit() { } /** * Compute the initial position of the window. * @param *desc The pointer to the WindowDesc of the window to create. * @param sm_width Smallest width of the window. * @param sm_height Smallest height of the window. * @param window_number The window number of the new window. * @return Initial position of the top-left corner of the window. */ virtual Point OnInitialPosition(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number); /** * The window must be repainted. * @note This method should not change any state, it should only use drawing functions. */ virtual void OnPaint() {} /** * Draw the contents of a nested widget. * @param r Rectangle occupied by the widget. * @param widget Number of the widget to draw. * @note This method may not change any state, it may only use drawing functions. */ virtual void DrawWidget(const Rect &r, int widget) const {} /** * Update size and resize step of a widget in the window. * After retrieval of the minimal size and the resize-steps of a widget, this function is called to allow further refinement, * typically by computing the real maximal size of the content. Afterwards, \a size is taken to be the minimal size of the widget * and \a resize is taken to contain the resize steps. For the convenience of the callee, \a padding contains the amount of * padding between the content and the edge of the widget. This should be added to the returned size. * @param widget Widget number. * @param size Size of the widget. * @param padding Recommended amount of space between the widget content and the widget edge. * @param fill Fill step of the widget. * @param resize Resize step of the widget. */ virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) {} /** * Initialize string parameters for a widget. * Calls to this function are made during initialization to measure the size (that is as part of #InitNested()), during drawing, * and while re-initializing the window. Only for widgets that render text initializing is requested. * @param widget Widget number. */ virtual void SetStringParameters(int widget) const {} /** * Called when window gains focus */ virtual void OnFocus() {} /** * Called when window looses focus */ virtual void OnFocusLost() {} /** * A key has been pressed. * @param key the Unicode value of the key. * @param keycode the untranslated key code including shift state. * @return #ES_HANDLED if the key press has been handled and no other * window should receive the event. */ virtual EventState OnKeyPress(uint16 key, uint16 keycode) { return ES_NOT_HANDLED; } /** * The state of the control key has changed * @return #ES_HANDLED if the change has been handled and no other * window should receive the event. */ virtual EventState OnCTRLStateChange() { return ES_NOT_HANDLED; } /** * A click with the left mouse button has been made on the window. * @param pt the point inside the window that has been clicked. * @param widget the clicked widget. * @param click_count Number of fast consecutive clicks at same position */ virtual void OnClick(Point pt, int widget, int click_count) {} /** * A click with the right mouse button has been made on the window. * @param pt the point inside the window that has been clicked. * @param widget the clicked widget. * @return true if the click was actually handled, i.e. do not show a * tooltip if tooltip-on-right-click is enabled. */ virtual bool OnRightClick(Point pt, int widget) { return false; } /** * The mouse is hovering over a widget in the window, perform an action for it, like opening a custom tooltip. * @param pt The point where the mouse is hovering. * @param widget The widget where the mouse is hovering. */ virtual void OnHover(Point pt, int widget) {} /** * An 'object' is being dragged at the provided position, highlight the target if possible. * @param pt The point inside the window that the mouse hovers over. * @param widget The widget the mouse hovers over. */ virtual void OnMouseDrag(Point pt, int widget) {} /** * A dragged 'object' has been released. * @param pt the point inside the window where the release took place. * @param widget the widget where the release took place. */ virtual void OnDragDrop(Point pt, int widget) {} /** * Handle the request for (viewport) scrolling. * @param delta the amount the viewport must be scrolled. */ virtual void OnScroll(Point delta) {} /** * The mouse is currently moving over the window or has just moved outside * of the window. In the latter case pt is (-1, -1). * @param pt the point inside the window that the mouse hovers over. * @param widget the widget the mouse hovers over. */ virtual void OnMouseOver(Point pt, int widget) {} /** * The mouse wheel has been turned. * @param wheel the amount of movement of the mouse wheel. */ virtual void OnMouseWheel(int wheel) {} /** * Called for every mouse loop run, which is at least once per (game) tick. */ virtual void OnMouseLoop() {} /** * Called once per (game) tick. */ virtual void OnTick() {} /** * Called once every 100 (game) ticks. */ virtual void OnHundredthTick() {} /** * Called when this window's timeout has been reached. */ virtual void OnTimeout() {} /** * Called after the window got resized. * For nested windows with a viewport, call NWidgetViewport::UpdateViewportCoordinates. */ virtual void OnResize() {} /** * A dropdown option associated to this window has been selected. * @param widget the widget (button) that the dropdown is associated with. * @param index the element in the dropdown that is selected. */ virtual void OnDropdownSelect(int widget, int index) {} /** * The query window opened from this window has closed. * @param str the new value of the string, NULL if the window * was cancelled or an empty string when the default * button was pressed, i.e. StrEmpty(str). */ virtual void OnQueryTextFinished(char *str) {} /** * Some data on this window has become invalid. * @param data information about the changed data. */ virtual void OnInvalidateData(int data = 0) {} /** * The user clicked some place on the map when a tile highlight mode * has been set. * @param pt the exact point on the map that has been clicked. * @param tile the tile on the map that has been clicked. */ virtual void OnPlaceObject(Point pt, TileIndex tile) {} /** * The user cancelled a tile highlight mode that has been set. */ virtual void OnPlaceObjectAbort() {} /** * The user is dragging over the map when the tile highlight mode * has been set. * @param select_method the method of selection (allowed directions) * @param select_proc what will be created when the drag is over. * @param pt the exact point on the map where the mouse is. */ virtual void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) {} /** * The user has dragged over the map when the tile highlight mode * has been set. * @param select_method the method of selection (allowed directions) * @param select_proc what should be created. * @param pt the exact point on the map where the mouse was released. * @param start_tile the begin tile of the drag. * @param end_tile the end tile of the drag. */ virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) {} /** * The user moves over the map when a tile highlight mode has been set * when the special mouse mode has been set to 'PRESIZE' mode. An * example of this is the tile highlight for dock building. * @param pt the exact point on the map where the mouse is. * @param tile the tile on the map where the mouse is. */ virtual void OnPlacePresize(Point pt, TileIndex tile) {} /*** End of the event handling ***/ /** * Is the data related to this window NewGRF inspectable? * @return true iff it is inspectable. */ virtual bool IsNewGRFInspectable() const { return false; } /** * Show the NewGRF inspection window. When this function is called it is * up to the window to call and pass the right parameters to the * ShowInspectWindow function. * @pre this->IsNewGRFInspectable() */ virtual void ShowNewGRFInspectWindow() const { NOT_REACHED(); } }; /** * Get the nested widget with number \a widnum from the nested widget tree. * @tparam NWID Type of the nested widget. * @param widnum Widget number of the widget to retrieve. * @return The requested widget if it is instantiated, \c NULL otherwise. */ template inline NWID *Window::GetWidget(uint widnum) { if (widnum >= this->nested_array_size || this->nested_array[widnum] == NULL) return NULL; NWID *nwid = dynamic_cast(this->nested_array[widnum]); assert(nwid != NULL); return nwid; } /** Specialized case of #Window::GetWidget for the nested widget base class. */ template <> inline const NWidgetBase *Window::GetWidget(uint widnum) const { if (widnum >= this->nested_array_size) return NULL; return this->nested_array[widnum]; } /** * Get the nested widget with number \a widnum from the nested widget tree. * @tparam NWID Type of the nested widget. * @param widnum Widget number of the widget to retrieve. * @return The requested widget if it is instantiated, \c NULL otherwise. */ template inline const NWID *Window::GetWidget(uint widnum) const { return const_cast(this)->GetWidget(widnum); } /** * Base class for windows opened from a toolbar. */ class PickerWindowBase : public Window { public: PickerWindowBase(Window *parent) : Window() { this->parent = parent; }; virtual ~PickerWindowBase(); }; /** * Window flags */ enum WindowFlags { WF_TIMEOUT_TRIGGER = 1, ///< When the timeout should start triggering WF_TIMEOUT_BEGIN = 7, ///< The initial value for the timeout WF_TIMEOUT_MASK = 7, ///< Window timeout counter bit mask (3 bits) WF_DRAGGING = 1 << 3, ///< Window is being dragged WF_SCROLL_UP = 1 << 4, ///< Upper scroll button has been pressed, @see ScrollbarClickHandler() WF_SCROLL_DOWN = 1 << 5, ///< Lower scroll button has been pressed, @see ScrollbarClickHandler() WF_SCROLL_MIDDLE = 1 << 6, ///< Scrollbar scrolling, @see ScrollbarClickHandler() WF_SCROLL2 = 1 << 7, WF_HSCROLL = 1 << 8, WF_SIZING_RIGHT = 1 << 9, ///< Window is being resized towards the right. WF_SIZING_LEFT = 1 << 10, ///< Window is being resized towards the left. WF_SIZING = WF_SIZING_RIGHT | WF_SIZING_LEFT, ///< Window is being resized. WF_STICKY = 1 << 11, ///< Window is made sticky by user WF_DISABLE_VP_SCROLL = 1 << 12, ///< Window does not do autoscroll, @see HandleAutoscroll() WF_WHITE_BORDER_ONE = 1 << 13, WF_WHITE_BORDER_MASK = 1 << 14 | WF_WHITE_BORDER_ONE, WF_CENTERED = 1 << 15, ///< Window is centered and shall stay centered after ReInit }; Window *BringWindowToFrontById(WindowClass cls, WindowNumber number); Window *FindWindowFromPt(int x, int y); /** * 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 */ template Wcls *AllocateWindowDescFront(const WindowDesc *desc, int window_number) { if (BringWindowToFrontById(desc->cls, window_number)) return NULL; return new Wcls(desc, window_number); } void RelocateAllWindows(int neww, int newh); /* misc_gui.cpp */ enum TooltipCloseCondition { TCC_RIGHT_CLICK, TCC_LEFT_CLICK, TCC_HOVER, }; void GuiShowTooltips(StringID str, uint paramcount = 0, const uint64 params[] = NULL, TooltipCloseCondition close_tooltip = TCC_HOVER); /* widget.cpp */ int GetWidgetFromPos(const Window *w, int x, int y); /** Iterate over all windows */ #define FOR_ALL_WINDOWS_FROM_BACK_FROM(w, start) for (w = start; w != NULL; w = w->z_front) if (w->window_class != WC_INVALID) #define FOR_ALL_WINDOWS_FROM_FRONT_FROM(w, start) for (w = start; w != NULL; w = w->z_back) if (w->window_class != WC_INVALID) #define FOR_ALL_WINDOWS_FROM_BACK(w) FOR_ALL_WINDOWS_FROM_BACK_FROM(w, _z_back_window) #define FOR_ALL_WINDOWS_FROM_FRONT(w) FOR_ALL_WINDOWS_FROM_FRONT_FROM(w, _z_front_window) extern Point _cursorpos_drag_start; extern int _scrollbar_start_pos; extern int _scrollbar_size; extern byte _scroller_click_timeout; extern bool _scrolling_scrollbar; extern bool _scrolling_viewport; extern bool _mouse_hovering; /** Mouse modes. */ enum SpecialMouseMode { WSM_NONE, ///< No special mouse mode. WSM_DRAGDROP, ///< Dragging an object. WSM_SIZING, ///< Sizing mode. WSM_PRESIZE, ///< Presizing mode (docks, tunnels). }; extern SpecialMouseMode _special_mouse_mode; Window *GetCallbackWnd(); void SetFocusedWindow(Window *w); bool EditBoxInGlobalFocus(); void ScrollbarClickHandler(Window *w, const NWidgetCore *nw, int x, int y); #endif /* WINDOW_GUI_H */