/* $Id$ */ #include "stdafx.h" #include <stdarg.h> #include "openttd.h" #include "debug.h" #include "functions.h" #include "map.h" #include "player.h" #include "window.h" #include "gfx.h" #include "viewport.h" #include "console.h" #include "variables.h" #include "table/sprites.h" #include "genworld.h" // delta between mouse cursor and upper left corner of dragged window static Point _drag_delta; 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) { const Widget *wi = w->widget; uint i = 0; for (i = 0; wi->type != WWT_LAST; i++, wi++) { 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 Window *StartWindowDrag(Window *w); static Window *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 */ wi = &w->widget[e.we.click.widget]; /* don't allow any interaction if the button has been disabled */ if (IsWidgetDisabled(wi)) return; if (wi->type & 0xE0) { /* special widget handling for buttons*/ switch (wi->type) { case WWT_IMGBTN | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */ case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */ HandleButtonClick(w, e.we.click.widget); break; case WWT_NODISTXTBTN: 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); // if not return then w = StartWindowDrag(w); to get correct pointer return; } } if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) { StartWindowSizing(w); // if not return then w = StartWindowSizing(w); to get correct pointer 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 *w, int left, int top, int right, int bottom); void DrawOverlappedWindowForAll(int left, int top, int right, int bottom) { Window *w; DrawPixelInfo bk; _cur_dpi = &bk; for (w = _windows; w != _last_window; w++) { if (right > w->left && bottom > w->top && left < w->left + w->width && top < w->top + w->height) { DrawOverlappedWindow(w, left, top, right, bottom); } } } static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom) { const Window *v = w; int x; while (++v != _last_window) { if (right > v->left && bottom > v->top && left < v->left + v->width && top < v->top + v->height) { if (left < (x=v->left)) { DrawOverlappedWindow(w, left, top, x, bottom); DrawOverlappedWindow(w, x, top, right, bottom); return; } if (right > (x=v->left + v->width)) { DrawOverlappedWindow(w, left, top, x, bottom); DrawOverlappedWindow(w, x, top, right, bottom); return; } if (top < (x=v->top)) { DrawOverlappedWindow(w, left, top, right, x); DrawOverlappedWindow(w, left, x, right, bottom); return; } if (bottom > (x=v->top + v->height)) { DrawOverlappedWindow(w, left, top, right, x); DrawOverlappedWindow(w, left, x, right, bottom); return; } return; } } { DrawPixelInfo *dp = _cur_dpi; dp->width = right - left; dp->height = bottom - top; dp->left = left - w->left; dp->top = top - w->top; dp->pitch = _screen.pitch; dp->dst_ptr = _screen.dst_ptr + top * _screen.pitch + left; dp->zoom = 0; CallWindowEventNP(w, 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); } void DeleteWindow(Window *w) { WindowClass wc; WindowNumber wn; Window *v; int count; if (w == NULL) return; if (_thd.place_mode != VHM_NONE && _thd.window_class == w->window_class && _thd.window_number == w->window_number) { ResetObjectToPlace(); } wc = w->window_class; wn = w->window_number; CallWindowEventNP(w, WE_DESTROY); w = FindWindowById(wc, wn); if (w->viewport != NULL) { CLRBIT(_active_viewports, w->viewport - _viewports); w->viewport->width = 0; w->viewport = NULL; } SetWindowDirty(w); free(w->widget); v = --_last_window; count = (byte*)v - (byte*)w; memmove(w, w + 1, count); } Window *FindWindowById(WindowClass cls, WindowNumber number) { Window *w; for (w = _windows; w != _last_window; w++) { 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 *w; for (w = _windows; w != _last_window;) { if (w->window_class == cls) { DeleteWindow(w); w = _windows; } else { w++; } } } static Window *BringWindowToFront(Window *w); Window *BringWindowToFrontById(WindowClass cls, WindowNumber number) { Window *w = FindWindowById(cls, number); if (w != NULL) { w->flags4 |= WF_WHITE_BORDER_MASK; SetWindowDirty(w); w = BringWindowToFront(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) * @param w window that is put into the foreground */ static Window *BringWindowToFront(Window *w) { Window *v; Window temp; v = _last_window; do { if (--v < _windows) return w; } while (IsVitalWindow(v)); if (w == v) return w; assert(w < v); temp = *w; memmove(w, w + 1, (v - w) * sizeof(Window)); *v = temp; SetWindowDirty(v); return v; } /** 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 *w; for (w = _windows; w < endof(_windows); w++) { 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) * @see FindDeletableWindow() * @return w Pointer to the window that is being deleted */ static Window *ForceFindDeletableWindow(void) { Window *w; for (w = _windows;; w++) { assert(w < _last_window); if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w; } } bool IsWindowOfPrototype(const Window *w, const Widget *widget) { return (w->original_widget == widget); } /* Copies 'widget' to 'w->widget' to allow for resizable windows */ void AssignWidgetToWindow(Window *w, const Widget *widget) { w->original_widget = widget; if (widget != NULL) { uint index = 1; const Widget *wi; for (wi = widget; wi->type != WWT_LAST; wi++) index++; w->widget = realloc(w->widget, sizeof(*w->widget) * index); memcpy(w->widget, widget, sizeof(*w->widget) * index); } else { w->widget = 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 = _last_window; // last window keeps track of the highest open window // We have run out of windows, close one and use that as the place for our new one if (w >= endof(_windows)) { w = FindDeletableWindow(); if (w == NULL) w = ForceFindDeletableWindow(); DeleteWindow(w); w = _last_window; } /* XXX - This very strange construction makes sure that the chatbar is always * on top of other windows. Why? It is created as last_window (so, on top). * Any other window will go below toolbar/statusbar/news window, which implicitely * also means it is below the chatbar. Very likely needs heavy improvement * to de-braindeadize */ if (w != _windows && cls != WC_SEND_NETWORK_MSG) { Window *v; /* XXX - if not this order (toolbar/statusbar and then news), game would * crash because it will try to copy a negative size for the news-window. * Eg. window was already moved BELOW news (which is below toolbar/statusbar) * and now needs to move below those too. That is a negative move. */ v = FindWindowById(WC_MAIN_TOOLBAR, 0); if (v != NULL) { memmove(v+1, v, (byte*)w - (byte*)v); w = v; } v = FindWindowById(WC_STATUS_BAR, 0); if (v != NULL) { memmove(v+1, v, (byte*)w - (byte*)v); w = v; } v = FindWindowById(WC_NEWS_WINDOW, 0); if (v != NULL) { memmove(v+1, v, (byte*)w - (byte*)v); w = v; } } // Set up window properties memset(w, 0, sizeof(Window)); 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; _last_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 *w; _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 (w = _windows; w != _last_window; w++) { if (w->window_class == WC_MAIN_WINDOW) continue; if (right > w->left && w->left + w->width > left && bottom > w->top && w->top + w->height > top) { return false; } } return true; } static bool IsGoodAutoPlace2(int left, int top) { int width,height; Window *w; _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 (w = _windows; w != _last_window; w++) { if (w->window_class == WC_MAIN_WINDOW) continue; if (left + width > w->left && w->left + w->width > left && top + height > w->top && w->top + w->height > top) { return false; } } return true; } static Point GetAutoPlacePosition(int width, int height) { Window *w; Point pt; _awap_r.width = width; _awap_r.height = height; if (IsGoodAutoPlace1(0, 24)) goto ok_pos; for (w = _windows; w != _last_window; w++) { 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 (w = _windows; w != _last_window; w++) { 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 (w = _windows; w != _last_window; w++) { 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; if (desc->parent_cls != WC_MAIN_WINDOW && (w = FindWindowById(desc->parent_cls, _alloc_wnd_parent_num), _alloc_wnd_parent_num=0, w) != 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 if (desc->cls == WC_BUILD_TOOLBAR) { // open Build Toolbars aligned /* Override the position if a toolbar is opened according to the place of the maintoolbar * The main toolbar (WC_MAIN_TOOLBAR) is 640px in width */ switch (_patches.toolbar_pos) { case 1: pt.x = ((_screen.width + 640) >> 1) - desc->width; break; case 2: pt.x = _screen.width - desc->width; break; default: pt.x = 640 - desc->width; } pt.y = desc->top; } else { pt.x = desc->left; pt.y = desc->top; if (pt.x == WDP_AUTO) { pt = GetAutoPlacePosition(desc->width, desc->height); } else { if (pt.x == WDP_CENTER) pt.x = (_screen.width - desc->width) >> 1; if (pt.y == WDP_CENTER) { pt.y = (_screen.height - desc->height) >> 1; } else if (pt.y < 0) { pt.y = _screen.height + pt.y; // if y is negative, it's from the bottom of the screen } } } 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; } Window *FindWindowFromPt(int x, int y) { Window *w; for (w = _last_window; w != _windows;) { --w; 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_window = _windows; memset(_viewports, 0, sizeof(_viewports)); _active_viewports = 0; _no_scroll = 0; } void UnInitWindowSystem(void) { Window *w; // delete all malloced widgets for (w = _windows; w != _last_window; w++) { free(w->widget); w->widget = NULL; } } 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; for (w = _last_window; w != _windows;) { --w; // Unclick scrollbar buttons if they are pressed. if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) { w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP); SetWindowDirty(w); } CallWindowEventNP(w, WE_MOUSELOOP); } for (w = _last_window; w != _windows;) { --w; 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; } static bool _dragging_window; static bool HandleWindowDragging(void) { Window *w; // Get out immediately if no window is being dragged at all. if (!_dragging_window) return true; // Otherwise find the window... for (w = _windows; w != _last_window; w++) { 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) { int hsnap = _patches.window_snap_radius; int vsnap = _patches.window_snap_radius; int delta; for (v = _windows; v != _last_window; ++v) { if (v == w) continue; // Don't snap at yourself if (y + w->height > v->top && y < v->top + v->height) { // Your left border <-> other right border delta = abs(v->left + v->width - x); if (delta <= hsnap) { nx = v->left + v->width; hsnap = delta; } // Your right border <-> other left border delta = abs(v->left - x - w->width); if (delta <= hsnap) { nx = v->left - w->width; hsnap = delta; } } if (w->top + w->height >= v->top && w->top <= v->top + v->height) { // Your left border <-> other left border delta = abs(v->left - x); if (delta <= hsnap) { nx = v->left; hsnap = delta; } // Your right border <-> other right border delta = abs(v->left + v->width - x - w->width); if (delta <= hsnap) { nx = v->left + v->width - w->width; hsnap = delta; } } if (x + w->width > v->left && x < v->left + v->width) { // Your top border <-> other bottom border delta = abs(v->top + v->height - y); if (delta <= vsnap) { ny = v->top + v->height; vsnap = delta; } // Your bottom border <-> other top border delta = abs(v->top - y - w->height); if (delta <= vsnap) { ny = v->top - w->height; vsnap = delta; } } if (w->left + w->width >= v->left && w->left <= v->left + v->width) { // Your top border <-> other top border delta = abs(v->top - y); if (delta <= vsnap) { ny = v->top; vsnap = delta; } // Your bottom border <-> other bottom border delta = abs(v->top + v->height - y - w->height); if (delta <= vsnap) { ny = v->top + v->height - w->height; vsnap = delta; } } } } // 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; SetWindowDirty(w); /* Scroll through all the windows and update the widgets if needed */ { Widget *wi = w->widget; bool resize_height = false; bool resize_width = false; while (wi->type != WWT_LAST) { /* Isolate the resizing flags */ byte rsizeflag = GB(wi->display_flags, 0, 4); if (rsizeflag != RESIZE_NONE) { /* Resize this widget */ 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; } } wi++; } /* We resized at least 1 widget, so let's rezise the window totally */ if (resize_width) w->width = x + w->width; if (resize_height) w->height = y + w->height; } 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); SetWindowDirty(w); return false; } } _dragging_window = false; return false; } static Window *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; w = BringWindowToFront(w); DeleteWindowById(WC_DROPDOWN_MENU, 0); return w; } static Window *StartWindowSizing(Window *w) { w->flags4 |= WF_SIZING; _dragging_window = true; _drag_delta.x = _cursor.pos.x; _drag_delta.y = _cursor.pos.y; w = BringWindowToFront(w); DeleteWindowById(WC_DROPDOWN_MENU, 0); SetWindowDirty(w); return w; } static bool HandleScrollbarScrolling(void) { Window *w; 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 (w = _windows; w != _last_window; w++) { 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; } static Window *MaybeBringWindowToFront(Window *w) { Window *u; if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || w->window_class == WC_TOOLTIPS || w->window_class == WC_DROPDOWN_MENU) { return w; } for (u = w; ++u != _last_window;) { if (u->window_class == WC_MAIN_WINDOW || IsVitalWindow(u) || u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU) { continue; } 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; } return BringWindowToFront(w); } return w; } /** Send a message from one window to another. The receiving window is found by * @param w @see Window pointer pointing to the other window * @param msg Specifies the message to be sent * @param wparam Specifies additional message-specific information * @param lparam Specifies additional message-specific information */ static void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam) { WindowEvent e; e.event = WE_MESSAGE; e.we.message.msg = msg; e.we.message.wparam = wparam; e.we.message.lparam = lparam; w->wndproc(w, &e); } /** Send a message from one window to another. The receiving window is found by * @param wnd_class @see WindowClass class AND * @param wnd_num @see WindowNumber number, mostly 0 * @param msg Specifies the message to be sent * @param wparam Specifies additional message-specific information * @param lparam Specifies additional message-specific information */ void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam) { Window *w = FindWindowById(wnd_class, wnd_num); if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam); } static void HandleKeypress(uint32 key) { Window *w; 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; // Setup event e.event = WE_KEYPRESS; e.we.keypress.ascii = key & 0xFF; e.we.keypress.keycode = key >> 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 (w = _last_window; w != _windows;) { --w; // 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) { 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 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) { 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 } } return; } w = FindWindowFromPt(x, y); if (w == NULL) return; w = MaybeBringWindowToFront(w); 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 InputLoop(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; // Handle pressed keys if (_pressed_key != 0) { HandleKeypress(_pressed_key); _pressed_key = 0; } // Mouse event? click = 0; if (_left_button_down && !_left_button_clicked) { _left_button_clicked = true; click = 1; } else if (_right_button_clicked) { _right_button_clicked = false; click = 2; } mousewheel = 0; if (_cursor.wheel) { mousewheel = _cursor.wheel; _cursor.wheel = 0; } MouseLoop(click, mousewheel); } static int _we4_timer; void UpdateWindows(void) { Window *w; int t; t = _we4_timer + 1; if (t >= 100) { for (w = _last_window; w != _windows;) { w--; CallWindowEventNP(w, WE_4); } t = 0; } _we4_timer = t; for (w = _last_window; w != _windows;) { w--; if (w->flags4 & WF_WHITE_BORDER_MASK) { w->flags4 -= WF_WHITE_BORDER_ONE; if (!(w->flags4 & WF_WHITE_BORDER_MASK)) { SetWindowDirty(w); } } } DrawDirtyBlocks(); for (w = _windows; w != _last_window; w++) { if (w->viewport != NULL) UpdateViewportPosition(w); } 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) { const Window *w; for (w = _windows; w != _last_window; w++) { 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 || IsWidgetHidden(wi)) 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) { const Window *w; for (w = _windows; w != _last_window; w++) { if (w->window_class == cls && w->window_number == number) { InvalidateWidget(w, widget_index); } } } void InvalidateWindowClasses(WindowClass cls) { const Window *w; for (w = _windows; w != _last_window; w++) { if (w->window_class == cls) SetWindowDirty(w); } } void InvalidateThisWindowData(Window *w) { CallWindowEventNP(w, WE_INVALIDATE_DATA); } void InvalidateWindowData(WindowClass cls, WindowNumber number) { Window *w; for (w = _windows; w != _last_window; w++) { if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w); } } void InvalidateWindowClassesData(WindowClass cls) { Window *w; for (w = _windows; w != _last_window; w++) { if (w->window_class == cls) InvalidateThisWindowData(w); } } void CallWindowTickEvent(void) { Window *w; for (w = _last_window; w != _windows;) { --w; CallWindowEventNP(w, WE_TICK); } } void DeleteNonVitalWindows(void) { Window *w; for (w = _windows; w != _last_window;) { 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); w = _windows; } else { w++; } } } /* 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 *w; // Delete every window except for stickied ones DeleteNonVitalWindows(); // Delete all sticked windows for (w = _windows; w != _last_window;) { if (w->flags4 & WF_STICKY) { DeleteWindow(w); w = _windows; } else { w++; } } } /* Delete all always on-top windows to get an empty screen */ void HideVitalWindows(void) { DeleteWindowById(WC_MAIN_TOOLBAR, 0); DeleteWindowById(WC_STATUS_BAR, 0); } int PositionMainToolbar(Window *w) { DEBUG(misc, 1) ("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) >> 1; 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 *w; for (w = _windows; w != _last_window; w++) { int left, top; if (w->window_class == WC_MAIN_WINDOW) { ViewPort *vp = w->viewport; vp->width = w->width = neww; vp->height = w->height = newh; vp->virtual_width = neww << vp->zoom; vp->virtual_height = newh << vp->zoom; continue; // don't modify top,left } IConsoleResize(); 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; 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; } }