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/* $Id$ */
/** @file window.cpp Windowing system, widgets and events */
#include "stdafx.h"
#include <stdarg.h>
#include "openttd.h"
#include "company_func.h"
#include "gfx_func.h"
#include "console_func.h"
#include "console_gui.h"
#include "viewport_func.h"
#include "variables.h"
#include "genworld.h"
#include "blitter/factory.hpp"
#include "zoom_func.h"
#include "map_func.h"
#include "vehicle_base.h"
#include "settings_type.h"
#include "cheat_type.h"
#include "window_func.h"
#include "tilehighlight_func.h"
#include "network/network.h"
#include "querystring_gui.h"
#include "widgets/dropdown_func.h"
#include "table/sprites.h"
static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
static Window *_mouseover_last_w = NULL; ///< Window of the last MOUSEOVER event
/** List of windows opened at the screen sorted from the front. */
Window *_z_front_window = NULL;
/** List of windows opened at the screen sorted from the back. */
Window *_z_back_window = NULL;
/*
* Window that currently have focus. - The main purpose is to generate
* FocusLost events, not to give next window in z-order focus when a
* window is closed.
*/
Window *_focused_window;
Point _cursorpos_drag_start;
int _scrollbar_start_pos;
int _scrollbar_size;
byte _scroller_click_timeout;
bool _scrolling_scrollbar;
bool _scrolling_viewport;
byte _special_mouse_mode;
/** Window description constructor. */
WindowDesc::WindowDesc(int16 left, int16 top, int16 min_width, int16 min_height, int16 def_width, int16 def_height,
WindowClass window_class, WindowClass parent_class, uint32 flags, const Widget *widgets,
const NWidgetPart *nwid_parts, int16 nwid_length)
{
this->left = left;
this->top = top;
this->minimum_width = min_width;
this->minimum_height = min_height;
this->default_width = def_width;
this->default_height = def_height;
this->cls = window_class;
this->parent_cls = parent_class;
this->flags = flags;
this->widgets = widgets;
this->nwid_parts = nwid_parts;
this->nwid_length = nwid_length;
this->new_widgets = NULL;
}
/** Get widget array of the window description. */
const Widget *WindowDesc::GetWidgets() const
{
if (this->nwid_parts != NULL) {
InitializeWidgetArrayFromNestedWidgets(this->nwid_parts, this->nwid_length, this->widgets, &this->new_widgets);
}
const Widget *wids = (this->new_widgets != NULL) ? this->new_widgets : this->widgets;
assert(wids != NULL);
return wids;
}
WindowDesc::~WindowDesc()
{
free(this->new_widgets);
}
/**
* Set the window that has the focus
* @param w The window to set the focus on
*/
void SetFocusedWindow(Window *w)
{
if (_focused_window == w) return;
/* Invalidate focused widget */
if (_focused_window != NULL && _focused_window->focused_widget != NULL) {
uint focused_widget_id = _focused_window->focused_widget - _focused_window->widget;
_focused_window->InvalidateWidget(focused_widget_id);
}
/* Remember which window was previously focused */
Window *old_focused = _focused_window;
_focused_window = w;
/* So we can inform it that it lost focus */
if (old_focused != NULL) old_focused->OnFocusLost();
if (_focused_window != NULL) _focused_window->OnFocus();
}
/**
* Check if an edit box is in global focus. That is if focused window
* has a edit box as focused widget, or if a console is focused.
* @return returns true if an edit box is in global focus or if the focused window is a console, else false
*/
bool EditBoxInGlobalFocus()
{
const Widget *wi = (_focused_window != NULL) ? _focused_window->focused_widget : NULL;
/* The console does not have an edit box so a special case is needed. */
return (wi != NULL && wi->type == WWT_EDITBOX) ||
(_focused_window != NULL && _focused_window->window_class == WC_CONSOLE);
}
/**
* Sets the enabled/disabled status of a list of widgets.
* By default, widgets are enabled.
* On certain conditions, they have to be disabled.
* @param disab_stat status to use ie: disabled = true, enabled = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetDisabledState(widgets, disab_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Sets the hidden/shown status of a list of widgets.
* By default, widgets are visible.
* On certain conditions, they have to be hidden.
* @param hidden_stat status to use ie. hidden = true, visible = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsHiddenState(bool hidden_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetHiddenState(widgets, hidden_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Sets the lowered/raised status of a list of widgets.
* @param lowered_stat status to use ie: lowered = true, raised = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetLoweredState(widgets, lowered_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Raise all buttons of the window
*/
void Window::RaiseButtons()
{
for (uint i = 0; i < this->widget_count; i++) {
if (this->IsWidgetLowered(i)) {
this->RaiseWidget(i);
this->InvalidateWidget(i);
}
}
}
/**
* Invalidate a widget, i.e. mark it as being changed and in need of redraw.
* @param widget_index the widget to redraw.
*/
void Window::InvalidateWidget(byte widget_index) const
{
const Widget *wi = &this->widget[widget_index];
/* Don't redraw the window if the widget is invisible or of no-type */
if (wi->type == WWT_EMPTY || IsWidgetHidden(widget_index)) return;
SetDirtyBlocks(this->left + wi->left, this->top + wi->top, this->left + wi->right + 1, this->top + wi->bottom + 1);
}
/**
* Do all things to make a button look clicked and mark it to be
* unclicked in a few ticks.
* @param widget the widget to "click"
*/
void Window::HandleButtonClick(byte widget)
{
this->LowerWidget(widget);
this->flags4 |= WF_TIMEOUT_BEGIN;
this->InvalidateWidget(widget);
}
/**
* Return a widget of the requested type from the window.
* @param widget_type the widget type to look for
*/
const Widget *Window::GetWidgetOfType(WidgetType widget_type) const
{
for (uint i = 0; i < this->widget_count; i++) {
if (this->widget[i].type == widget_type) return &this->widget[i];
}
return NULL;
}
static void StartWindowDrag(Window *w);
static void StartWindowSizing(Window *w, bool to_left);
/**
* Dispatch left mouse-button (possibly double) click in window.
* @param w Window to dispatch event in
* @param x X coordinate of the click
* @param y Y coordinate of the click
* @param double_click Was it a double click?
*/
static void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click)
{
int widget_index = 0;
if (w->desc_flags & WDF_DEF_WIDGET) {
widget_index = GetWidgetFromPos(w, x, y);
WidgetType widget_type = (widget_index >= 0) ? w->widget[widget_index].type : WWT_EMPTY;
bool focused_widget_changed = false;
/* If clicked on a window that previously did dot have focus */
if (_focused_window != w &&
(w->desc_flags & WDF_NO_FOCUS) == 0 && // Don't lose focus to toolbars
!((w->desc_flags & WDF_STD_BTN) && widget_type == WWT_CLOSEBOX)) { // Don't change focused window if 'X' (close button) was clicked
focused_widget_changed = true;
if (_focused_window != NULL) {
_focused_window->OnFocusLost();
/* The window that lost focus may have had opened a OSK, window so close it, unless the user has clicked on the OSK window. */
if (w->window_class != WC_OSK) DeleteWindowById(WC_OSK, 0);
}
SetFocusedWindow(w);
w->OnFocus();
}
if (widget_index < 0) return; // exit if clicked outside of widgets
/* don't allow any interaction if the button has been disabled */
if (w->IsWidgetDisabled(widget_index)) return;
const Widget *wi = &w->widget[widget_index];
/* Clicked on a widget that is not disabled.
* So unless the clicked widget is the caption bar, change focus to this widget */
if (widget_type != WWT_CAPTION) {
/* Close the OSK window if a edit box loses focus */
if (w->focused_widget != NULL && w->focused_widget->type == WWT_EDITBOX && // An edit box was previously selected
w->focused_widget != wi && // and focus is going to change
w->window_class != WC_OSK) { // and it is not the OSK window
DeleteWindowById(WC_OSK, 0);
}
focused_widget_changed = w->SetFocusedWidget(widget_index);
}
if (widget_type & WWB_PUSHBUTTON) {
/* special widget handling for buttons*/
switch (widget_type) {
default: NOT_REACHED();
case WWT_PANEL | WWB_PUSHBUTTON: // WWT_PUSHBTN
case WWT_IMGBTN | WWB_PUSHBUTTON: // WWT_PUSHIMGBTN
case WWT_TEXTBTN | WWB_PUSHBUTTON: // WWT_PUSHTXTBTN
w->HandleButtonClick(widget_index);
break;
}
} else if (widget_type == WWT_SCROLLBAR || widget_type == WWT_SCROLL2BAR || widget_type == WWT_HSCROLLBAR) {
ScrollbarClickHandler(w, wi, x, y);
} else if (widget_type == WWT_EDITBOX && !focused_widget_changed) { // Only open the OSK window if clicking on an already focused edit box
/* Open the OSK window if clicked on an edit box */
QueryStringBaseWindow *qs = dynamic_cast<QueryStringBaseWindow *>(w);
if (qs != NULL) {
qs->OnOpenOSKWindow(widget_index);
}
}
/* Close any child drop down menus. If the button pressed was the drop down
* list's own button, then we should not process the click any further. */
if (HideDropDownMenu(w) == widget_index) return;
if (w->desc_flags & WDF_STD_BTN) {
if (widget_type == WWT_CLOSEBOX) { // 'X'
delete w;
return;
}
if (widget_type == WWT_CAPTION) { // 'Title bar'
StartWindowDrag(w);
return;
}
}
if (w->desc_flags & WDF_RESIZABLE && widget_type == WWT_RESIZEBOX) {
/* When the resize widget is on the left size of the window
* we assume that that button is used to resize to the left. */
StartWindowSizing(w, wi->left < (w->width / 2));
w->InvalidateWidget(widget_index);
return;
}
if (w->desc_flags & WDF_STICKY_BUTTON && widget_type == WWT_STICKYBOX) {
w->flags4 ^= WF_STICKY;
w->InvalidateWidget(widget_index);
return;
}
}
Point pt = { x, y };
if (double_click) {
w->OnDoubleClick(pt, widget_index);
} else {
w->OnClick(pt, widget_index);
}
}
/**
* Dispatch right mouse-button click in window.
* @param w Window to dispatch event in
* @param x X coordinate of the click
* @param y Y coordinate of the click
*/
static void DispatchRightClickEvent(Window *w, int x, int y)
{
int widget = 0;
/* default tooltips handler? */
if (w->desc_flags & WDF_STD_TOOLTIPS) {
widget = GetWidgetFromPos(w, x, y);
if (widget < 0) return; // exit if clicked outside of widgets
if (w->widget[widget].tooltips != 0) {
GuiShowTooltips(w->widget[widget].tooltips);
return;
}
}
Point pt = { x, y };
w->OnRightClick(pt, widget);
}
/**
* Dispatch the mousewheel-action to the window.
* The window will scroll any compatible scrollbars if the mouse is pointed over the bar or its contents
* @param w Window
* @param widget the widget where the scrollwheel was used
* @param wheel scroll up or down
*/
static void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
{
if (widget < 0) return;
const Widget *wi1 = &w->widget[widget];
const Widget *wi2 = &w->widget[widget + 1];
/* The listbox can only scroll if scrolling was done on the scrollbar itself,
* or on the listbox (and the next item is (must be) the scrollbar)
* XXX - should be rewritten as a widget-dependent scroller but that's
* not happening until someone rewrites the whole widget-code */
Scrollbar *sb;
if ((sb = &w->vscroll, wi1->type == WWT_SCROLLBAR) || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR) ||
(sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) {
if (sb->count > sb->cap) {
int pos = Clamp(sb->pos + wheel, 0, sb->count - sb->cap);
if (pos != sb->pos) {
sb->pos = pos;
w->SetDirty();
}
}
}
}
/**
* Generate repaint events for the visible part of window w within the rectangle.
*
* The function goes recursively upwards in the window stack, and splits the rectangle
* into multiple pieces at the window edges, so obscured parts are not redrawn.
*
* @param w Window that needs to be repainted
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
{
const Window *v;
FOR_ALL_WINDOWS_FROM_BACK_FROM(v, w->z_front) {
if (right > v->left &&
bottom > v->top &&
left < v->left + v->width &&
top < v->top + v->height) {
/* v and rectangle intersect with eeach other */
int x;
if (left < (x = v->left)) {
DrawOverlappedWindow(w, left, top, x, bottom);
DrawOverlappedWindow(w, x, top, right, bottom);
return;
}
if (right > (x = v->left + v->width)) {
DrawOverlappedWindow(w, left, top, x, bottom);
DrawOverlappedWindow(w, x, top, right, bottom);
return;
}
if (top < (x = v->top)) {
DrawOverlappedWindow(w, left, top, right, x);
DrawOverlappedWindow(w, left, x, right, bottom);
return;
}
if (bottom > (x = v->top + v->height)) {
DrawOverlappedWindow(w, left, top, right, x);
DrawOverlappedWindow(w, left, x, right, bottom);
return;
}
return;
}
}
/* Setup blitter, and dispatch a repaint event to window *wz */
DrawPixelInfo *dp = _cur_dpi;
dp->width = right - left;
dp->height = bottom - top;
dp->left = left - w->left;
dp->top = top - w->top;
dp->pitch = _screen.pitch;
dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
dp->zoom = ZOOM_LVL_NORMAL;
w->OnPaint();
}
/**
* From a rectangle that needs redrawing, find the windows that intersect with the rectangle.
* These windows should be re-painted.
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
{
Window *w;
DrawPixelInfo bk;
_cur_dpi = &bk;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (right > w->left &&
bottom > w->top &&
left < w->left + w->width &&
top < w->top + w->height) {
/* Window w intersects with the rectangle => needs repaint */
DrawOverlappedWindow(w, left, top, right, bottom);
}
}
}
/**
* Mark entire window as dirty (in need of re-paint)
* @ingroup dirty
*/
void Window::SetDirty() const
{
SetDirtyBlocks(this->left, this->top, this->left + this->width, this->top + this->height);
}
/**
* Mark entire window as dirty (in need of re-paint)
* @param w Window to redraw
* @ingroup dirty
*/
void SetWindowDirty(const Window *w)
{
if (w != NULL) w->SetDirty();
}
/** Find the Window whose parent pointer points to this window
* @param w parent Window to find child of
* @return a Window pointer that is the child of w, or NULL otherwise */
static Window *FindChildWindow(const Window *w)
{
Window *v;
FOR_ALL_WINDOWS_FROM_BACK(v) {
if (v->parent == w) return v;
}
return NULL;
}
/**
* Delete all children a window might have in a head-recursive manner
*/
void Window::DeleteChildWindows() const
{
Window *child = FindChildWindow(this);
while (child != NULL) {
delete child;
child = FindChildWindow(this);
}
}
/**
* Remove window and all its child windows from the window stack.
*/
Window::~Window()
{
if (_thd.place_mode != HT_NONE &&
_thd.window_class == this->window_class &&
_thd.window_number == this->window_number) {
ResetObjectToPlace();
}
/* Prevent Mouseover() from resetting mouse-over coordinates on a non-existing window */
if (_mouseover_last_w == this) _mouseover_last_w = NULL;
/* Make sure we don't try to access this window as the focused window when it don't exist anymore. */
if (_focused_window == this) _focused_window = NULL;
this->DeleteChildWindows();
if (this->viewport != NULL) DeleteWindowViewport(this);
this->SetDirty();
free(this->widget);
this->window_class = WC_INVALID;
}
/**
* Find a window by its class and window number
* @param cls Window class
* @param number Number of the window within the window class
* @return Pointer to the found window, or \c NULL if not available
*/
Window *FindWindowById(WindowClass cls, WindowNumber number)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) return w;
}
return NULL;
}
/**
* Delete a window by its class and window number (if it is open).
* @param cls Window class
* @param number Number of the window within the window class
* @param force force deletion; if false don't delete when stickied
*/
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
{
Window *w = FindWindowById(cls, number);
if (force || w == NULL ||
(w->desc_flags & WDF_STICKY_BUTTON) == 0 ||
(w->flags4 & WF_STICKY) == 0) {
delete w;
}
}
/**
* Delete all windows of a given class
* @param cls Window class of windows to delete
*/
void DeleteWindowByClass(WindowClass cls)
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) {
delete w;
goto restart_search;
}
}
}
/** Delete all windows of a company. We identify windows of a company
* by looking at the caption colour. If it is equal to the company ID
* then we say the window belongs to the company and should be deleted
* @param id company identifier */
void DeleteCompanyWindows(CompanyID id)
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->owner == id) {
delete w;
goto restart_search;
}
}
/* Also delete the company specific windows, that don't have a company-colour */
DeleteWindowById(WC_BUY_COMPANY, id);
}
/** Change the owner of all the windows one company can take over from another
* company in the case of a company merger. Do not change ownership of windows
* that need to be deleted once takeover is complete
* @param old_owner original owner of the window
* @param new_owner the new owner of the window */
void ChangeWindowOwner(Owner old_owner, Owner new_owner)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->owner != old_owner) continue;
switch (w->window_class) {
case WC_COMPANY_COLOUR:
case WC_FINANCES:
case WC_STATION_LIST:
case WC_TRAINS_LIST:
case WC_ROADVEH_LIST:
case WC_SHIPS_LIST:
case WC_AIRCRAFT_LIST:
case WC_BUY_COMPANY:
case WC_COMPANY:
continue;
default:
w->owner = new_owner;
break;
}
}
}
static void BringWindowToFront(Window *w);
/** Find a window and make it the top-window on the screen. The window
* gets a white border for a brief period of time to visualize its "activation"
* @param cls WindowClass of the window to activate
* @param number WindowNumber of the window to activate
* @return a pointer to the window thus activated */
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
{
Window *w = FindWindowById(cls, number);
if (w != NULL) {
w->flags4 |= WF_WHITE_BORDER_MASK;
BringWindowToFront(w);
w->SetDirty();
}
return w;
}
static inline bool IsVitalWindow(const Window *w)
{
switch (w->window_class) {
case WC_MAIN_TOOLBAR:
case WC_STATUS_BAR:
case WC_NEWS_WINDOW:
case WC_SEND_NETWORK_MSG:
return true;
default:
return false;
}
}
/** On clicking on a window, make it the frontmost window of all. However
* there are certain windows that always need to be on-top; these include
* - Toolbar, Statusbar (always on)
* - New window, Chatbar (only if open)
* The window is marked dirty for a repaint if the window is actually moved
* @param w window that is put into the foreground
* @return pointer to the window, the same as the input pointer
*/
static void BringWindowToFront(Window *w)
{
Window *v = _z_front_window;
/* Bring the window just below the vital windows */
for (; v != NULL && v != w && IsVitalWindow(v); v = v->z_back) { }
if (v == NULL || w == v) return; // window is already in the right position
/* w cannot be at the top already! */
assert(w != _z_front_window);
if (w->z_back == NULL) {
_z_back_window = w->z_front;
} else {
w->z_back->z_front = w->z_front;
}
w->z_front->z_back = w->z_back;
w->z_front = v->z_front;
w->z_back = v;
if (v->z_front == NULL) {
_z_front_window = w;
} else {
v->z_front->z_back = w;
}
v->z_front = w;
w->SetDirty();
}
/**
* Assign widgets to a new window by initialising its widget pointers, and by
* copying the widget array \a widget to \c w->widget to allow for resizable
* windows.
* @param w Window on which to attach the widget array
* @param widget pointer of widget array to fill the window with
*
* @post \c w->widget points to allocated memory and contains the copied widget array except for the terminating widget,
* \c w->widget_count contains number of widgets in the allocated memory.
*/
static void AssignWidgetToWindow(Window *w, const Widget *widget)
{
if (widget != NULL) {
uint index = 1;
for (const Widget *wi = widget; wi->type != WWT_LAST; wi++) index++;
w->widget = MallocT<Widget>(index);
memcpy(w->widget, widget, sizeof(*w->widget) * index);
w->widget_count = index - 1;
} else {
w->widget = NULL;
w->widget_count = 0;
}
}
/**
* Initializes a new Window.
* This function is called the constructors.
* See descriptions for those functions for usage
* Only addition here is window_number, which is the window_number being assigned to the new window
* @param x offset in pixels from the left of the screen
* @param y offset in pixels from the top of the screen
* @param min_width minimum width in pixels of the window
* @param min_height minimum height in pixels of the window
* @param cls see WindowClass class of the window, used for identification and grouping
* @param *widget see Widget pointer to the window layout and various elements
* @param window_number number being assigned to the new window
* @return Window pointer of the newly created window
*/
void Window::Initialize(int x, int y, int min_width, int min_height,
WindowClass cls, const Widget *widget, int window_number)
{
/* Set up window properties */
this->window_class = cls;
this->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
this->owner = INVALID_OWNER;
this->left = x;
this->top = y;
this->width = min_width;
this->height = min_height;
AssignWidgetToWindow(this, widget);
this->focused_widget = NULL;
this->resize.width = min_width;
this->resize.height = min_height;
this->resize.step_width = 1;
this->resize.step_height = 1;
this->window_number = window_number;
/* Give focus to the opened window unless it is the OSK window or a text box
* of focused window has focus (so we don't interrupt typing). But if the new
* window has a text box, then take focus anyway. */
if (this->window_class != WC_OSK && (!EditBoxInGlobalFocus() || this->GetWidgetOfType(WWT_EDITBOX) != NULL)) SetFocusedWindow(this);
/* Hacky way of specifying always-on-top windows. These windows are
* always above other windows because they are moved below them.
* status-bar is above news-window because it has been created earlier.
* Also, as the chat-window is excluded from this, it will always be
* the last window, thus always on top.
* XXX - Yes, ugly, probably needs something like w->always_on_top flag
* to implement correctly, but even then you need some kind of distinction
* between on-top of chat/news and status windows, because these conflict */
Window *w = _z_front_window;
if (w != NULL && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) {
if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) w = w->z_back;
if (FindWindowById(WC_STATUS_BAR, 0) != NULL) w = w->z_back;
if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) w = w->z_back;
if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) w = w->z_back;
if (w == NULL) {
_z_back_window->z_front = this;
this->z_back = _z_back_window;
_z_back_window = this;
} else {
if (w->z_front == NULL) {
_z_front_window = this;
} else {
this->z_front = w->z_front;
w->z_front->z_back = this;
}
this->z_back = w;
w->z_front = this;
}
} else {
this->z_back = _z_front_window;
if (_z_front_window != NULL) {
_z_front_window->z_front = this;
} else {
_z_back_window = this;
}
_z_front_window = this;
}
}
/**
* Resize window towards the default size.
* Prior to construction, a position for the new window (for its default size)
* has been found with LocalGetWindowPlacement(). Initially, the window is
* constructed with minimal size. Resizing the window to its default size is
* done here.
* @param def_width default width in pixels of the window
* @param def_height default height in pixels of the window
* @see Window::Window(), Window::Initialize()
*/
void Window::FindWindowPlacementAndResize(int def_width, int def_height)
{
/* Try to make windows smaller when our window is too small.
* w->(width|height) is normally the same as min_(width|height),
* but this way the GUIs can be made a little more dynamic;
* one can use the same spec for multiple windows and those
* can then determine the real minimum size of the window. */
if (this->width != def_width || this->height != def_height) {
/* Think about the overlapping toolbars when determining the minimum window size */
int free_height = _screen.height;
const Window *wt = FindWindowById(WC_STATUS_BAR, 0);
if (wt != NULL) free_height -= wt->height;
wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (wt != NULL) free_height -= wt->height;
int enlarge_x = max(min(def_width - this->width, _screen.width - this->width), 0);
int enlarge_y = max(min(def_height - this->height, free_height - this->height), 0);
/* X and Y has to go by step.. calculate it.
* The cast to int is necessary else x/y are implicitly casted to
* unsigned int, which won't work. */
if (this->resize.step_width > 1) enlarge_x -= enlarge_x % (int)this->resize.step_width;
if (this->resize.step_height > 1) enlarge_y -= enlarge_y % (int)this->resize.step_height;
ResizeWindow(this, enlarge_x, enlarge_y);
Point diff;
diff.x = enlarge_x;
diff.y = enlarge_y;
this->OnResize(diff);
}
int nx = this->left;
int ny = this->top;
if (nx + this->width > _screen.width) nx -= (nx + this->width - _screen.width);
const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
ny = max(ny, (wt == NULL || this == wt || this->top == 0) ? 0 : wt->height);
nx = max(nx, 0);
if (this->viewport != NULL) {
this->viewport->left += nx - this->left;
this->viewport->top += ny - this->top;
}
this->left = nx;
this->top = ny;
this->SetDirty();
}
/**
* Resize window towards the default size given in the window description.
* @param desc the description to get the default size from.
*/
void Window::FindWindowPlacementAndResize(const WindowDesc *desc)
{
this->FindWindowPlacementAndResize(desc->default_width, desc->default_height);
}
/**
* Open a new window. If there is no space for a new window, close an open
* window. Try to avoid stickied windows, but if there is no else, close one of
* those as well. Then make sure all created windows are below some always-on-top
* ones. Finally set all variables and call the WE_CREATE event
* @param x offset in pixels from the left of the screen
* @param y offset in pixels from the top of the screen
* @param width width in pixels of the window
* @param height height in pixels of the window
* @param cls see WindowClass class of the window, used for identification and grouping
* @param *widget see Widget pointer to the window layout and various elements
* @return Window pointer of the newly created window
*/
Window::Window(int x, int y, int width, int height, WindowClass cls, const Widget *widget)
{
this->Initialize(x, y, width, height, cls, widget, 0);
}
/**
* Decide whether a given rectangle is a good place to open a completely visible new window.
* The new window should be within screen borders, and not overlap with another already
* existing window (except for the main window in the background).
* @param left Left edge of the rectangle
* @param top Top edge of the rectangle
* @param width Width of the rectangle
* @param height Height of the rectangle
* @param pos If rectangle is good, use this parameter to return the top-left corner of the new window
* @return Boolean indication that the rectangle is a good place for the new window
*/
static bool IsGoodAutoPlace1(int left, int top, int width, int height, Point &pos)
{
int right = width + left;
int bottom = height + top;
if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height) return false;
/* Make sure it is not obscured by any window. */
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (right > w->left &&
w->left + w->width > left &&
bottom > w->top &&
w->top + w->height > top) {
return false;
}
}
pos.x = left;
pos.y = top;
return true;
}
/**
* Decide whether a given rectangle is a good place to open a mostly visible new window.
* The new window should be mostly within screen borders, and not overlap with another already
* existing window (except for the main window in the background).
* @param left Left edge of the rectangle
* @param top Top edge of the rectangle
* @param width Width of the rectangle
* @param height Height of the rectangle
* @param pos If rectangle is good, use this parameter to return the top-left corner of the new window
* @return Boolean indication that the rectangle is a good place for the new window
*/
static bool IsGoodAutoPlace2(int left, int top, int width, int height, Point &pos)
{
/* Left part of the rectangle may be at most 1/4 off-screen,
* right part of the rectangle may be at most 1/2 off-screen
*/
if (left < -(width>>2) || left > _screen.width - (width>>1)) return false;
/* Bottom part of the rectangle may be at most 1/4 off-screen */
if (top < 22 || top > _screen.height - (height>>2)) return false;
/* Make sure it is not obscured by any window. */
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (left + width > w->left &&
w->left + w->width > left &&
top + height > w->top &&
w->top + w->height > top) {
return false;
}
}
pos.x = left;
pos.y = top;
return true;
}
/**
* Find a good place for opening a new window of a given width and height.
* @param width Width of the new window
* @param height Height of the new window
* @return Top-left coordinate of the new window
*/
static Point GetAutoPlacePosition(int width, int height)
{
Point pt;
/* First attempt, try top-left of the screen */
if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt;
/* Second attempt, try around all existing windows with a distance of 2 pixels.
* The new window must be entirely on-screen, and not overlap with an existing window.
* Eight starting points are tried, two at each corner.
*/
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace1(w->left + w->width + 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left - width - 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left, w->top + w->height + 2, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left, w->top - height - 2, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width + 2, w->top + w->height - height, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left - width - 2, w->top + w->height - height, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height + 2, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height - 2, width, height, pt)) return pt;
}
/* Third attempt, try around all existing windows with a distance of 2 pixels.
* The new window may be partly off-screen, and must not overlap with an existing window.
* Only four starting points are tried.
*/
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace2(w->left + w->width + 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace2(w->left - width - 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace2(w->left, w->top + w->height + 2, width, height, pt)) return pt;
if (IsGoodAutoPlace2(w->left, w->top - height - 2, width, height, pt)) return pt;
}
/* Fourth and final attempt, put window at diagonal starting from (0, 24), try multiples
* of (+5, +5)
*/
int left = 0, top = 24;
restart:
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->left == left && w->top == top) {
left += 5;
top += 5;
goto restart;
}
}
pt.x = left;
pt.y = top;
return pt;
}
/**
* Compute the position of the top-left corner of a new window that is opened.
*
* By default position a child window at an offset of 10/10 of its parent.
* With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports)
* and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/36 of
* its parent. So it's exactly under the parent toolbar and no buttons will be covered.
* However if it falls too extremely outside window positions, reposition
* it to an automatic place.
*
* @param *desc The pointer to the WindowDesc to be created
* @param window_number the window number of the new window
*
* @return Coordinate of the top-left corner of the new window
*/
static Point LocalGetWindowPlacement(const WindowDesc *desc, int window_number)
{
Point pt;
Window *w;
if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ &&
(w = FindWindowById(desc->parent_cls, window_number)) != NULL &&
w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) {
pt.x = w->left + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 0 : 10);
if (pt.x > _screen.width + 10 - desc->default_width) {
pt.x = (_screen.width + 10 - desc->default_width) - 20;
}
pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 36 : 10);
} else {
switch (desc->left) {
case WDP_ALIGN_TBR: // Align the right side with the top toolbar
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
pt.x = (w->left + w->width) - desc->default_width;
break;
case WDP_ALIGN_TBL: // Align the left side with the top toolbar
pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left;
break;
case WDP_AUTO: // Find a good automatic position for the window
return GetAutoPlacePosition(desc->default_width, desc->default_height);
case WDP_CENTER: // Centre the window horizontally
pt.x = (_screen.width - desc->default_width) / 2;
break;
default:
pt.x = desc->left;
if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen
}
switch (desc->top) {
case WDP_CENTER: // Centre the window vertically
pt.y = (_screen.height - desc->default_height) / 2;
break;
/* WDP_AUTO sets the position at once and is controlled by desc->left.
* Both left and top must be set to WDP_AUTO */
case WDP_AUTO:
NOT_REACHED();
assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO);
/* fallthrough */
default:
pt.y = desc->top;
if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen
break;
}
}
return pt;
}
/**
* Set the positions of a new window from a WindowDesc and open it.
*
* @param *desc The pointer to the WindowDesc to be created
* @param window_number the window number of the new window
*
* @return Window pointer of the newly created window
*/
Window::Window(const WindowDesc *desc, WindowNumber window_number)
{
Point pt = LocalGetWindowPlacement(desc, window_number);
this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->cls, desc->GetWidgets(), window_number);
this->desc_flags = desc->flags;
}
/** Do a search for a window at specific coordinates. For this we start
* at the topmost window, obviously and work our way down to the bottom
* @param x position x to query
* @param y position y to query
* @return a pointer to the found window if any, NULL otherwise */
Window *FindWindowFromPt(int x, int y)
{
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
return w;
}
}
return NULL;
}
/**
* (re)initialize the windowing system
*/
void InitWindowSystem()
{
IConsoleClose();
_z_back_window = NULL;
_z_front_window = NULL;
_focused_window = NULL;
_mouseover_last_w = NULL;
_scrolling_viewport = 0;
}
/**
* Close down the windowing system
*/
void UnInitWindowSystem()
{
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) delete w;
for (w = _z_front_window; w != NULL; /* nothing */) {
Window *to_del = w;
w = w->z_back;
free(to_del);
}
_z_front_window = NULL;
_z_back_window = NULL;
}
/**
* Reset the windowing system, by means of shutting it down followed by re-initialization
*/
void ResetWindowSystem()
{
UnInitWindowSystem();
InitWindowSystem();
_thd.pos.x = 0;
_thd.pos.y = 0;
_thd.new_pos.x = 0;
_thd.new_pos.y = 0;
}
static void DecreaseWindowCounters()
{
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
/* Unclick scrollbar buttons if they are pressed. */
if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
w->SetDirty();
}
w->OnMouseLoop();
}
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->flags4 & WF_TIMEOUT_MASK && !(--w->flags4 & WF_TIMEOUT_MASK)) {
w->OnTimeout();
if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons();
}
}
}
Window *GetCallbackWnd()
{
return FindWindowById(_thd.window_class, _thd.window_number);
}
static void HandlePlacePresize()
{
if (_special_mouse_mode != WSM_PRESIZE) return;
Window *w = GetCallbackWnd();
if (w == NULL) return;
Point pt = GetTileBelowCursor();
if (pt.x == -1) {
_thd.selend.x = -1;
return;
}
w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
}
static bool HandleDragDrop()
{
if (_special_mouse_mode != WSM_DRAGDROP) return true;
if (_left_button_down) return false;
Window *w = GetCallbackWnd();
if (w != NULL) {
/* send an event in client coordinates. */
Point pt;
pt.x = _cursor.pos.x - w->left;
pt.y = _cursor.pos.y - w->top;
w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
}
ResetObjectToPlace();
return false;
}
static bool HandleMouseOver()
{
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
/* We changed window, put a MOUSEOVER event to the last window */
if (_mouseover_last_w != NULL && _mouseover_last_w != w) {
/* Reset mouse-over coordinates of previous window */
Point pt = { -1, -1 };
_mouseover_last_w->OnMouseOver(pt, 0);
}
/* _mouseover_last_w will get reset when the window is deleted, see DeleteWindow() */
_mouseover_last_w = w;
if (w != NULL) {
/* send an event in client coordinates. */
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
int widget = 0;
if (w->widget != NULL) {
widget = GetWidgetFromPos(w, pt.x, pt.y);
}
w->OnMouseOver(pt, widget);
}
/* Mouseover never stops execution */
return true;
}
/**
* Resize the window.
* Update all the widgets of a window based on their resize flags
* Both the areas of the old window and the new sized window are set dirty
* ensuring proper redrawal.
* @param w Window to resize
* @param x delta x-size of changed window (positive if larger, etc.)
* @param y delta y-size of changed window
*/
void ResizeWindow(Window *w, int x, int y)
{
bool resize_height = false;
bool resize_width = false;
if (x == 0 && y == 0) return;
w->SetDirty();
for (Widget *wi = w->widget; wi->type != WWT_LAST; wi++) {
/* Isolate the resizing flags */
byte rsizeflag = GB(wi->display_flags, 0, 4);
if (rsizeflag == RESIZE_NONE) continue;
/* Resize the widget based on its resize-flag */
if (rsizeflag & RESIZE_LEFT) {
wi->left += x;
resize_width = true;
}
if (rsizeflag & RESIZE_RIGHT) {
wi->right += x;
resize_width = true;
}
if (rsizeflag & RESIZE_TOP) {
wi->top += y;
resize_height = true;
}
if (rsizeflag & RESIZE_BOTTOM) {
wi->bottom += y;
resize_height = true;
}
}
/* We resized at least 1 widget, so let's resize the window totally */
if (resize_width) w->width += x;
if (resize_height) w->height += y;
w->SetDirty();
}
static bool _dragging_window; ///< A window is being dragged or resized.
static bool HandleWindowDragging()
{
/* Get out immediately if no window is being dragged at all. */
if (!_dragging_window) return true;
/* Otherwise find the window... */
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->flags4 & WF_DRAGGING) {
/* Stop the dragging if the left mouse button was released */
if (!_left_button_down) {
w->flags4 &= ~WF_DRAGGING;
break;
}
w->SetDirty();
int x = _cursor.pos.x + _drag_delta.x;
int y = _cursor.pos.y + _drag_delta.y;
int nx = x;
int ny = y;
if (_settings_client.gui.window_snap_radius != 0) {
const Window *v;
int hsnap = _settings_client.gui.window_snap_radius;
int vsnap = _settings_client.gui.window_snap_radius;
int delta;
FOR_ALL_WINDOWS_FROM_BACK(v) {
if (v == w) continue; // Don't snap at yourself
if (y + w->height > v->top && y < v->top + v->height) {
/* Your left border <-> other right border */
delta = abs(v->left + v->width - x);
if (delta <= hsnap) {
nx = v->left + v->width;
hsnap = delta;
}
/* Your right border <-> other left border */
delta = abs(v->left - x - w->width);
if (delta <= hsnap) {
nx = v->left - w->width;
hsnap = delta;
}
}
if (w->top + w->height >= v->top && w->top <= v->top + v->height) {
/* Your left border <-> other left border */
delta = abs(v->left - x);
if (delta <= hsnap) {
nx = v->left;
hsnap = delta;
}
/* Your right border <-> other right border */
delta = abs(v->left + v->width - x - w->width);
if (delta <= hsnap) {
nx = v->left + v->width - w->width;
hsnap = delta;
}
}
if (x + w->width > v->left && x < v->left + v->width) {
/* Your top border <-> other bottom border */
delta = abs(v->top + v->height - y);
if (delta <= vsnap) {
ny = v->top + v->height;
vsnap = delta;
}
/* Your bottom border <-> other top border */
delta = abs(v->top - y - w->height);
if (delta <= vsnap) {
ny = v->top - w->height;
vsnap = delta;
}
}
if (w->left + w->width >= v->left && w->left <= v->left + v->width) {
/* Your top border <-> other top border */
delta = abs(v->top - y);
if (delta <= vsnap) {
ny = v->top;
vsnap = delta;
}
/* Your bottom border <-> other bottom border */
delta = abs(v->top + v->height - y - w->height);
if (delta <= vsnap) {
ny = v->top + v->height - w->height;
vsnap = delta;
}
}
}
}
/* Search for the title bar */
const Widget *t = w->GetWidgetOfType(WWT_CAPTION);
assert(t != NULL);
/* The minimum number of pixels of the title bar must be visible
* in both the X or Y direction */
static const int MIN_VISIBLE_TITLE_BAR = 13;
/* Make sure the window doesn't leave the screen */
nx = Clamp(nx, MIN_VISIBLE_TITLE_BAR - t->right, _screen.width - MIN_VISIBLE_TITLE_BAR - t->left);
ny = Clamp(ny, 0, _screen.height - MIN_VISIBLE_TITLE_BAR);
/* Make sure the title bar isn't hidden by behind the main tool bar */
Window *v = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (v != NULL) {
int v_bottom = v->top + v->height;
int v_right = v->left + v->width;
if (ny + t->top >= v->top && ny + t->top < v_bottom) {
if ((v->left < MIN_VISIBLE_TITLE_BAR && nx + t->left < v->left) ||
(v_right > _screen.width - MIN_VISIBLE_TITLE_BAR && nx + t->right > v_right)) {
ny = v_bottom;
} else {
if (nx + t->left > v->left - MIN_VISIBLE_TITLE_BAR &&
nx + t->right < v_right + MIN_VISIBLE_TITLE_BAR) {
if (w->top >= v_bottom) {
ny = v_bottom;
} else if (w->left < nx) {
nx = v->left - MIN_VISIBLE_TITLE_BAR - t->left;
} else {
nx = v_right + MIN_VISIBLE_TITLE_BAR - t->right;
}
}
}
}
}
if (w->viewport != NULL) {
w->viewport->left += nx - w->left;
w->viewport->top += ny - w->top;
}
w->left = nx;
w->top = ny;
w->SetDirty();
return false;
} else if (w->flags4 & WF_SIZING) {
/* Stop the sizing if the left mouse button was released */
if (!_left_button_down) {
w->flags4 &= ~WF_SIZING;
w->SetDirty();
break;
}
/* Compute difference in pixels between cursor position and reference point in the window.
* If resizing the left edge of the window, moving to the left makes the window bigger not smaller.
*/
int x, y = _cursor.pos.y - _drag_delta.y;
if (w->flags4 & WF_SIZING_LEFT) {
x = _drag_delta.x - _cursor.pos.x;
} else {
x = _cursor.pos.x - _drag_delta.x;
}
/* 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.y += y;
if (w->flags4 & WF_SIZING_LEFT && x != 0) {
_drag_delta.x -= x; // x > 0 -> window gets longer -> left-edge moves to left -> subtract x to get new position.
w->SetDirty();
w->left -= x; // If dragging left edge, move left window edge in opposite direction by the same amount.
/* ResizeWindow() below ensures marking new position as dirty. */
} else {
_drag_delta.x += x;
}
/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
ResizeWindow(w, x, y);
Point diff;
diff.x = x;
diff.y = y;
w->OnResize(diff);
return false;
}
}
_dragging_window = false;
return false;
}
/**
* Start window dragging
* @param w Window to start dragging
*/
static void StartWindowDrag(Window *w)
{
w->flags4 |= WF_DRAGGING;
_dragging_window = true;
_drag_delta.x = w->left - _cursor.pos.x;
_drag_delta.y = w->top - _cursor.pos.y;
BringWindowToFront(w);
DeleteWindowById(WC_DROPDOWN_MENU, 0);
}
/**
* Start resizing a window.
* @param w Window to start resizing.
* @param to_left Whether to drag towards the left or not
*/
static void StartWindowSizing(Window *w, bool to_left)
{
w->flags4 |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
_dragging_window = true;
_drag_delta.x = _cursor.pos.x;
_drag_delta.y = _cursor.pos.y;
BringWindowToFront(w);
DeleteWindowById(WC_DROPDOWN_MENU, 0);
}
static bool HandleScrollbarScrolling()
{
Window *w;
/* Get out quickly if no item is being scrolled */
if (!_scrolling_scrollbar) return true;
/* Find the scrolling window */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->flags4 & WF_SCROLL_MIDDLE) {
/* Abort if no button is clicked any more. */
if (!_left_button_down) {
w->flags4 &= ~WF_SCROLL_MIDDLE;
w->SetDirty();
break;
}
int i;
Scrollbar *sb;
if (w->flags4 & WF_HSCROLL) {
sb = &w->hscroll;
i = _cursor.pos.x - _cursorpos_drag_start.x;
} else if (w->flags4 & WF_SCROLL2){
sb = &w->vscroll2;
i = _cursor.pos.y - _cursorpos_drag_start.y;
} else {
sb = &w->vscroll;
i = _cursor.pos.y - _cursorpos_drag_start.y;
}
/* Find the item we want to move to and make sure it's inside bounds. */
int pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap));
if (pos != sb->pos) {
sb->pos = pos;
w->SetDirty();
}
return false;
}
}
_scrolling_scrollbar = false;
return false;
}
static bool HandleViewportScroll()
{
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (!_scrolling_viewport) return true;
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
if (!(_right_button_down || scrollwheel_scrolling || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) || w == NULL) {
_cursor.fix_at = false;
_scrolling_viewport = false;
return true;
}
if (w == FindWindowById(WC_MAIN_WINDOW, 0) && w->viewport->follow_vehicle != INVALID_VEHICLE) {
/* If the main window is following a vehicle, then first let go of it! */
const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
return true;
}
Point delta;
if (_settings_client.gui.reverse_scroll || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) {
delta.x = -_cursor.delta.x;
delta.y = -_cursor.delta.y;
} else {
delta.x = _cursor.delta.x;
delta.y = _cursor.delta.y;
}
if (scrollwheel_scrolling) {
/* We are using scrollwheels for scrolling */
delta.x = _cursor.h_wheel;
delta.y = _cursor.v_wheel;
_cursor.v_wheel = 0;
_cursor.h_wheel = 0;
}
/* Create a scroll-event and send it to the window */
w->OnScroll(delta);
_cursor.delta.x = 0;
_cursor.delta.y = 0;
return false;
}
/** Check if a window can be made top-most window, and if so do
* it. If a window does not obscure any other windows, it will not
* be brought to the foreground. Also if the only obscuring windows
* are so-called system-windows, the window will not be moved.
* The function will return false when a child window of this window is a
* modal-popup; function returns a false and child window gets a white border
* @param w Window to bring on-top
* @return false if the window has an active modal child, true otherwise */
static bool MaybeBringWindowToFront(Window *w)
{
bool bring_to_front = false;
if (w->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(w) ||
w->window_class == WC_TOOLTIPS ||
w->window_class == WC_DROPDOWN_MENU) {
return true;
}
Window *u;
FOR_ALL_WINDOWS_FROM_BACK_FROM(u, w->z_front) {
/* A modal child will prevent the activation of the parent window */
if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
u->flags4 |= WF_WHITE_BORDER_MASK;
u->SetDirty();
return false;
}
if (u->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(u) ||
u->window_class == WC_TOOLTIPS ||
u->window_class == WC_DROPDOWN_MENU) {
continue;
}
/* Window sizes don't interfere, leave z-order alone */
if (w->left + w->width <= u->left ||
u->left + u->width <= w->left ||
w->top + w->height <= u->top ||
u->top + u->height <= w->top) {
continue;
}
bring_to_front = true;
}
if (bring_to_front) BringWindowToFront(w);
return true;
}
/** Handle keyboard input.
* @param raw_key Lower 8 bits contain the ASCII character, the higher 16 bits the keycode
*/
void HandleKeypress(uint32 raw_key)
{
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
/* Setup event */
uint16 key = GB(raw_key, 0, 16);
uint16 keycode = GB(raw_key, 16, 16);
/*
* The Unicode standard defines an area called the private use area. Code points in this
* area are reserved for private use and thus not portable between systems. For instance,
* Apple defines code points for the arrow keys in this area, but these are only printable
* on a system running OS X. We don't want these keys to show up in text fields and such,
* and thus we have to clear the unicode character when we encounter such a key.
*/
if (key >= 0xE000 && key <= 0xF8FF) key = 0;
/*
* If both key and keycode is zero, we don't bother to process the event.
*/
if (key == 0 && keycode == 0) return;
/* Check if the focused window has a focused editbox */
if (EditBoxInGlobalFocus()) {
/* All input will in this case go to the focused window */
if (_focused_window->OnKeyPress(key, keycode) == Window::ES_HANDLED) return;
}
/* Call the event, start with the uppermost window. */
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->OnKeyPress(key, keycode) == Window::ES_HANDLED) return;
}
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
/* When there is no toolbar w is null, check for that */
if (w != NULL) w->OnKeyPress(key, keycode);
}
/**
* State of CONTROL key has changed
*/
void HandleCtrlChanged()
{
/* Call the event, start with the uppermost window. */
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->OnCTRLStateChange() == Window::ES_HANDLED) return;
}
}
/**
* Local counter that is incremented each time an mouse input event is detected.
* The counter is used to stop auto-scrolling.
* @see HandleAutoscroll()
* @see HandleMouseEvents()
*/
static int _input_events_this_tick = 0;
/**
* If needed and switched on, perform auto scrolling (automatically
* moving window contents when mouse is near edge of the window).
*/
static void HandleAutoscroll()
{
if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
ViewPort *vp = IsPtInWindowViewport(w, x, y);
if (vp != NULL) {
x -= vp->left;
y -= vp->top;
/* here allows scrolling in both x and y axis */
#define scrollspeed 3
if (x - 15 < 0) {
w->viewport->dest_scrollpos_x += ScaleByZoom((x - 15) * scrollspeed, vp->zoom);
} else if (15 - (vp->width - x) > 0) {
w->viewport->dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * scrollspeed, vp->zoom);
}
if (y - 15 < 0) {
w->viewport->dest_scrollpos_y += ScaleByZoom((y - 15) * scrollspeed, vp->zoom);
} else if (15 - (vp->height - y) > 0) {
w->viewport->dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * scrollspeed, vp->zoom);
}
#undef scrollspeed
}
}
}
enum MouseClick {
MC_NONE = 0,
MC_LEFT,
MC_RIGHT,
MC_DOUBLE_LEFT,
MAX_OFFSET_DOUBLE_CLICK = 5, ///< How much the mouse is allowed to move to call it a double click
TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
};
extern bool VpHandlePlaceSizingDrag();
static void ScrollMainViewport(int x, int y)
{
if (_game_mode != GM_MENU) {
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
assert(w);
w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
}
}
/**
* Describes all the different arrow key combinations the game allows
* when it is in scrolling mode.
* The real arrow keys are bitwise numbered as
* 1 = left
* 2 = up
* 4 = right
* 8 = down
*/
static const int8 scrollamt[16][2] = {
{ 0, 0}, ///< no key specified
{-2, 0}, ///< 1 : left
{ 0, -2}, ///< 2 : up
{-2, -1}, ///< 3 : left + up
{ 2, 0}, ///< 4 : right
{ 0, 0}, ///< 5 : left + right = nothing
{ 2, -1}, ///< 6 : right + up
{ 0, -2}, ///< 7 : right + left + up = up
{ 0 ,2}, ///< 8 : down
{-2 ,1}, ///< 9 : down + left
{ 0, 0}, ///< 10 : down + up = nothing
{-2, 0}, ///< 11 : left + up + down = left
{ 2, 1}, ///< 12 : down + right
{ 0, 2}, ///< 13 : left + right + down = down
{ 2, 0}, ///< 14 : right + up + down = right
{ 0, 0}, ///< 15 : left + up + right + down = nothing
};
static void HandleKeyScrolling()
{
/*
* Check that any of the dirkeys is pressed and that the focused window
* dont has an edit-box as focused widget.
*/
if (_dirkeys && !EditBoxInGlobalFocus()) {
int factor = _shift_pressed ? 50 : 10;
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
}
}
void MouseLoop(MouseClick click, int mousewheel)
{
DecreaseWindowCounters();
HandlePlacePresize();
UpdateTileSelection();
if (!VpHandlePlaceSizingDrag()) return;
if (!HandleDragDrop()) return;
if (!HandleWindowDragging()) return;
if (!HandleScrollbarScrolling()) return;
if (!HandleViewportScroll()) return;
if (!HandleMouseOver()) return;
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == NULL) return;
if (!MaybeBringWindowToFront(w)) return;
ViewPort *vp = IsPtInWindowViewport(w, x, y);
/* Don't allow any action in a viewport if either in menu of in generating world */
if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
if (mousewheel != 0) {
if (_settings_client.gui.scrollwheel_scrolling == 0) {
/* Send mousewheel event to window */
w->OnMouseWheel(mousewheel);
}
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel);
}
if (vp != NULL) {
if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button
switch (click) {
case MC_DOUBLE_LEFT:
case MC_LEFT:
DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
if (_thd.place_mode != HT_NONE &&
/* query button and place sign button work in pause mode */
_cursor.sprite != SPR_CURSOR_QUERY &&
_cursor.sprite != SPR_CURSOR_SIGN &&
_pause_mode != PM_UNPAUSED &&
!_cheats.build_in_pause.value) {
return;
}
if (_thd.place_mode == HT_NONE) {
if (!HandleViewportClicked(vp, x, y) &&
!(w->flags4 & WF_DISABLE_VP_SCROLL) &&
_settings_client.gui.left_mouse_btn_scrolling) {
_scrolling_viewport = true;
_cursor.fix_at = false;
}
} else {
PlaceObject();
}
break;
case MC_RIGHT:
if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
_scrolling_viewport = true;
_cursor.fix_at = true;
}
break;
default:
break;
}
} else {
switch (click) {
case MC_DOUBLE_LEFT:
DispatchLeftClickEvent(w, x - w->left, y - w->top, true);
if (_mouseover_last_w == NULL) break; // The window got removed.
/* fallthough, and also give a single-click for backwards compatibility */
case MC_LEFT:
DispatchLeftClickEvent(w, x - w->left, y - w->top, false);
break;
default:
if (!scrollwheel_scrolling || w == NULL || w->window_class != WC_SMALLMAP) break;
/* We try to use the scrollwheel to scroll since we didn't touch any of the buttons.
* Simulate a right button click so we can get started. */
/* fallthough */
case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
}
}
}
/**
* Handle a mouse event from the video driver
*/
void HandleMouseEvents()
{
static int double_click_time = 0;
static int double_click_x = 0;
static int double_click_y = 0;
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
/* Mouse event? */
MouseClick click = MC_NONE;
if (_left_button_down && !_left_button_clicked) {
click = MC_LEFT;
if (double_click_time != 0 && _realtime_tick - double_click_time < TIME_BETWEEN_DOUBLE_CLICK &&
double_click_x != 0 && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK &&
double_click_y != 0 && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
click = MC_DOUBLE_LEFT;
}
double_click_time = _realtime_tick;
double_click_x = _cursor.pos.x;
double_click_y = _cursor.pos.y;
_left_button_clicked = true;
_input_events_this_tick++;
} else if (_right_button_clicked) {
_right_button_clicked = false;
click = MC_RIGHT;
_input_events_this_tick++;
}
int mousewheel = 0;
if (_cursor.wheel) {
mousewheel = _cursor.wheel;
_cursor.wheel = 0;
_input_events_this_tick++;
}
MouseLoop(click, mousewheel);
}
/**
* Check the soft limit of deletable (non vital, non sticky) windows.
*/
static void CheckSoftLimit()
{
if (_settings_client.gui.window_soft_limit == 0) return;
for (;;) {
uint deletable_count = 0;
Window *w, *last_deletable = NULL;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || (w->flags4 & WF_STICKY)) continue;
last_deletable = w;
deletable_count++;
}
/* We've ot reached the soft limit yet */
if (deletable_count <= _settings_client.gui.window_soft_limit) break;
assert(last_deletable != NULL);
delete last_deletable;
}
}
/**
* Regular call from the global game loop
*/
void InputLoop()
{
CheckSoftLimit();
HandleKeyScrolling();
/* Do the actual free of the deleted windows. */
for (Window *v = _z_front_window; v != NULL; /* nothing */) {
Window *w = v;
v = v->z_back;
if (w->window_class != WC_INVALID) continue;
/* Find the window in the z-array, and effectively remove it
* by moving all windows after it one to the left. This must be
* done before removing the child so we cannot cause recursion
* between the deletion of the parent and the child. */
if (w->z_front == NULL) {
_z_front_window = w->z_back;
} else {
w->z_front->z_back = w->z_back;
}
if (w->z_back == NULL) {
_z_back_window = w->z_front;
} else {
w->z_back->z_front = w->z_front;
}
free(w);
}
if (_input_events_this_tick != 0) {
/* The input loop is called only once per GameLoop() - so we can clear the counter here */
_input_events_this_tick = 0;
/* there were some inputs this tick, don't scroll ??? */
return;
}
/* HandleMouseEvents was already called for this tick */
HandleMouseEvents();
HandleAutoscroll();
}
/**
* Update the continuously changing contents of the windows, such as the viewports
*/
void UpdateWindows()
{
Window *w;
static int we4_timer = 0;
int t = we4_timer + 1;
if (t >= 100) {
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->OnHundredthTick();
}
t = 0;
}
we4_timer = t;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->flags4 & WF_WHITE_BORDER_MASK) {
w->flags4 -= WF_WHITE_BORDER_ONE;
if (!(w->flags4 & WF_WHITE_BORDER_MASK)) w->SetDirty();
}
}
DrawDirtyBlocks();
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->viewport != NULL) UpdateViewportPosition(w);
}
NetworkDrawChatMessage();
/* Redraw mouse cursor in case it was hidden */
DrawMouseCursor();
}
/**
* Mark window as dirty (in need of repainting)
* @param cls Window class
* @param number Window number in that class
*/
void InvalidateWindow(WindowClass cls, WindowNumber number)
{
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) w->SetDirty();
}
}
/**
* Mark a particular widget in a particular window as dirty (in need of repainting)
* @param cls Window class
* @param number Window number in that class
* @param widget_index Index number of the widget that needs repainting
*/
void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
{
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) {
w->InvalidateWidget(widget_index);
}
}
}
/**
* Mark all windows of a particular class as dirty (in need of repainting)
* @param cls Window class
*/
void InvalidateWindowClasses(WindowClass cls)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) w->SetDirty();
}
}
/**
* Mark window data as invalid (in need of re-computing)
* @param w Window with invalid data
*/
void InvalidateThisWindowData(Window *w, int data)
{
w->OnInvalidateData(data);
w->SetDirty();
}
/**
* Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
* @param cls Window class
* @param number Window number within the class
*/
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w, data);
}
}
/**
* Mark window data of all windows of a given class as invalid (in need of re-computing)
* @param cls Window class
*/
void InvalidateWindowClassesData(WindowClass cls, int data)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) InvalidateThisWindowData(w, data);
}
}
/**
* Dispatch WE_TICK event over all windows
*/
void CallWindowTickEvent()
{
if (_scroller_click_timeout > 3) {
_scroller_click_timeout -= 3;
} else {
_scroller_click_timeout = 0;
}
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->OnTick();
}
}
/**
* Try to delete a non-vital window.
* Non-vital windows are windows other than the game selection, main toolbar,
* status bar, toolbar menu, and tooltip windows. Stickied windows are also
* considered vital.
*/
void DeleteNonVitalWindows()
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class != WC_MAIN_WINDOW &&
w->window_class != WC_SELECT_GAME &&
w->window_class != WC_MAIN_TOOLBAR &&
w->window_class != WC_STATUS_BAR &&
w->window_class != WC_TOOLBAR_MENU &&
w->window_class != WC_TOOLTIPS &&
(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
delete w;
goto restart_search;
}
}
}
/** It is possible that a stickied window gets to a position where the
* 'close' button is outside the gaming area. You cannot close it then; except
* with this function. It closes all windows calling the standard function,
* then, does a little hacked loop of closing all stickied windows. Note
* that standard windows (status bar, etc.) are not stickied, so these aren't affected */
void DeleteAllNonVitalWindows()
{
Window *w;
/* Delete every window except for stickied ones, then sticky ones as well */
DeleteNonVitalWindows();
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->flags4 & WF_STICKY) {
delete w;
goto restart_search;
}
}
}
/**
* Delete all windows that are used for construction of vehicle etc.
* Once done with that invalidate the others to ensure they get refreshed too.
*/
void DeleteConstructionWindows()
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->desc_flags & WDF_CONSTRUCTION) {
delete w;
goto restart_search;
}
}
FOR_ALL_WINDOWS_FROM_BACK(w) w->SetDirty();
}
/** Delete all always on-top windows to get an empty screen */
void HideVitalWindows()
{
DeleteWindowById(WC_TOOLBAR_MENU, 0);
DeleteWindowById(WC_MAIN_TOOLBAR, 0);
DeleteWindowById(WC_STATUS_BAR, 0);
}
/**
* (Re)position main toolbar window at the screen
* @param w Window structure of the main toolbar window, may also be \c NULL
* @return X coordinate of left edge of the repositioned toolbar window
*/
int PositionMainToolbar(Window *w)
{
DEBUG(misc, 5, "Repositioning Main Toolbar...");
if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
}
switch (_settings_client.gui.toolbar_pos) {
case 1: w->left = (_screen.width - w->width) / 2; break;
case 2: w->left = _screen.width - w->width; break;
default: w->left = 0;
}
SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part
return w->left;
}
/**
* Set the number of items of the vertical scrollbar.
*
* Function also updates the position of the scrollbar if necessary.
* @param w Window containing the vertical scrollbar
* @param num New number of items
*/
void SetVScrollCount(Window *w, int num)
{
w->vscroll.count = num;
num -= w->vscroll.cap;
if (num < 0) num = 0;
if (num < w->vscroll.pos) w->vscroll.pos = num;
}
/**
* Set the number of items of the second vertical scrollbar.
*
* Function also updates the position of the scrollbar if necessary.
* @param w Window containing the second vertical scrollbar
* @param num New number of items
*/
void SetVScroll2Count(Window *w, int num)
{
w->vscroll2.count = num;
num -= w->vscroll2.cap;
if (num < 0) num = 0;
if (num < w->vscroll2.pos) w->vscroll2.pos = num;
}
/**
* Set the number of items of the horizontal scrollbar.
*
* Function also updates the position of the scrollbar if necessary.
* @param w Window containing the horizontal scrollbar
* @param num New number of items
*/
void SetHScrollCount(Window *w, int num)
{
w->hscroll.count = num;
num -= w->hscroll.cap;
if (num < 0) num = 0;
if (num < w->hscroll.pos) w->hscroll.pos = num;
}
/**
* Relocate all windows to fit the new size of the game application screen
* @param neww New width of the game application screen
* @param newh New height of the game appliction screen
*/
void RelocateAllWindows(int neww, int newh)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
int left, top;
if (w->window_class == WC_MAIN_WINDOW) {
ViewPort *vp = w->viewport;
vp->width = w->width = neww;
vp->height = w->height = newh;
vp->virtual_width = ScaleByZoom(neww, vp->zoom);
vp->virtual_height = ScaleByZoom(newh, vp->zoom);
continue; // don't modify top,left
}
/* XXX - this probably needs something more sane. For example specying
* in a 'backup'-desc that the window should always be centred. */
switch (w->window_class) {
case WC_MAIN_TOOLBAR:
if (neww - w->width != 0) {
ResizeWindow(w, min(neww, 640) - w->width, 0);
Point delta;
delta.x = neww - w->width;
delta.y = 0;
w->OnResize(delta);
}
top = w->top;
left = PositionMainToolbar(w); // changes toolbar orientation
break;
case WC_SELECT_GAME:
case WC_GAME_OPTIONS:
case WC_NETWORK_WINDOW:
top = (newh - w->height) >> 1;
left = (neww - w->width) >> 1;
break;
case WC_NEWS_WINDOW:
top = newh - w->height;
left = (neww - w->width) >> 1;
break;
case WC_STATUS_BAR:
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
top = newh - w->height;
left = (neww - w->width) >> 1;
break;
case WC_SEND_NETWORK_MSG:
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
top = (newh - 26); // 26 = height of status bar + height of chat bar
left = (neww - w->width) >> 1;
break;
case WC_CONSOLE:
IConsoleResize(w);
continue;
default: {
left = w->left;
if (left + (w->width >> 1) >= neww) left = neww - w->width;
if (left < 0) left = 0;
top = w->top;
if (top + (w->height >> 1) >= newh) top = newh - w->height;
const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (wt != NULL) {
if (top < wt->height && wt->left < (w->left + w->width) && (wt->left + wt->width) > w->left) top = wt->height;
if (top >= newh) top = newh - 1;
} else {
if (top < 0) top = 0;
}
} break;
}
if (w->viewport != NULL) {
w->viewport->left += left - w->left;
w->viewport->top += top - w->top;
}
w->left = left;
w->top = top;
}
}
/** Destructor of the base class PickerWindowBase
* Main utility is to stop the base Window destructor from triggering
* a free while the child will already be free, in this case by the ResetObjectToPlace().
*/
PickerWindowBase::~PickerWindowBase()
{
this->window_class = WC_INVALID; // stop the ancestor from freeing the already (to be) child
ResetObjectToPlace();
}
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