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/* $Id$ */
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#include "stdafx.h"
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#include <stdarg.h>
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "map.h"
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#include "player.h"
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#include "window.h"
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#include "gfx.h"
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#include "viewport.h"
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#include "console.h"
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#include "variables.h"
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#include "table/sprites.h"
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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#include "genworld.h"
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// delta between mouse cursor and upper left corner of dragged window
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static Point _drag_delta;
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static Window _windows[25];
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Window *_z_windows[lengthof(_windows)];
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Window **_last_z_window; ///< always points to the next free space in the z-array
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void CDECL SetWindowWidgetsDisabledState(Window *w, bool disab_stat, int widgets, ...)
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{
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va_list wdg_list;
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va_start(wdg_list, widgets);
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while (widgets != WIDGET_LIST_END) {
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SetWindowWidgetDisabledState(w, widgets, disab_stat);
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widgets = va_arg(wdg_list, int);
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}
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va_end(wdg_list);
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}
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void CDECL SetWindowWidgetsHiddenState(Window *w, bool hidden_stat, int widgets, ...)
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{
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va_list wdg_list;
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va_start(wdg_list, widgets);
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while (widgets != WIDGET_LIST_END) {
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SetWindowWidgetHiddenState(w, widgets, hidden_stat);
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widgets = va_arg(wdg_list, int);
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}
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va_end(wdg_list);
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}
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void CDECL SetWindowWidgetsLoweredState(Window *w, bool lowered_stat, int widgets, ...)
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{
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va_list wdg_list;
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va_start(wdg_list, widgets);
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while (widgets != WIDGET_LIST_END) {
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SetWindowWidgetLoweredState(w, widgets, lowered_stat);
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widgets = va_arg(wdg_list, int);
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}
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va_end(wdg_list);
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}
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void RaiseWindowButtons(Window *w)
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{
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uint i;
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for (i = 0; i < w->widget_count; i++) {
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if (IsWindowWidgetLowered(w, i)) {
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RaiseWindowWidget(w, i);
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InvalidateWidget(w, i);
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}
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}
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}
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void HandleButtonClick(Window *w, byte widget)
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{
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LowerWindowWidget(w, widget);
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w->flags4 |= 5 << WF_TIMEOUT_SHL;
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InvalidateWidget(w, widget);
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}
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static void StartWindowDrag(Window *w);
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static void StartWindowSizing(Window *w);
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static void DispatchLeftClickEvent(Window *w, int x, int y)
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{
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WindowEvent e;
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const Widget *wi;
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e.we.click.pt.x = x;
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e.we.click.pt.y = y;
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e.event = WE_CLICK;
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if (w->desc_flags & WDF_DEF_WIDGET) {
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e.we.click.widget = GetWidgetFromPos(w, x, y);
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if (e.we.click.widget < 0) return; /* exit if clicked outside of widgets */
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/* don't allow any interaction if the button has been disabled */
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if (IsWindowWidgetDisabled(w, e.we.click.widget)) return;
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wi = &w->widget[e.we.click.widget];
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if (wi->type & WWB_MASK) {
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/* special widget handling for buttons*/
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switch (wi->type) {
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case WWT_PANEL | WWB_PUSHBUTTON: /* WWT_PUSHBTN */
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case WWT_IMGBTN | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */
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case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */
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HandleButtonClick(w, e.we.click.widget);
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break;
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}
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} else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) {
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ScrollbarClickHandler(w, wi, e.we.click.pt.x, e.we.click.pt.y);
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}
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if (w->desc_flags & WDF_STD_BTN) {
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if (e.we.click.widget == 0) { /* 'X' */
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DeleteWindow(w);
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return;
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}
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if (e.we.click.widget == 1) { /* 'Title bar' */
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StartWindowDrag(w);
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return;
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}
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}
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if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) {
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StartWindowSizing(w);
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InvalidateWidget(w, e.we.click.widget);
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return;
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}
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if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) {
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w->flags4 ^= WF_STICKY;
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InvalidateWidget(w, e.we.click.widget);
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return;
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}
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}
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w->wndproc(w, &e);
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}
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static void DispatchRightClickEvent(Window *w, int x, int y)
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{
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WindowEvent e;
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/* default tooltips handler? */
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if (w->desc_flags & WDF_STD_TOOLTIPS) {
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e.we.click.widget = GetWidgetFromPos(w, x, y);
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if (e.we.click.widget < 0)
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return; /* exit if clicked outside of widgets */
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if (w->widget[e.we.click.widget].tooltips != 0) {
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GuiShowTooltips(w->widget[e.we.click.widget].tooltips);
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return;
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}
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}
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e.event = WE_RCLICK;
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e.we.click.pt.x = x;
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e.we.click.pt.y = y;
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w->wndproc(w, &e);
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}
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/** Dispatch the mousewheel-action to the window which will scroll any
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* compatible scrollbars if the mouse is pointed over the bar or its contents
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* @param *w Window
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* @param widget the widget where the scrollwheel was used
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* @param wheel scroll up or down
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*/
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static void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
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{
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const Widget *wi1, *wi2;
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Scrollbar *sb;
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if (widget < 0) return;
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wi1 = &w->widget[widget];
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wi2 = &w->widget[widget + 1];
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/* The listbox can only scroll if scrolling was done on the scrollbar itself,
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* or on the listbox (and the next item is (must be) the scrollbar)
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* XXX - should be rewritten as a widget-dependent scroller but that's
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* not happening until someone rewrites the whole widget-code */
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if ((sb = &w->vscroll, wi1->type == WWT_SCROLLBAR) || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR) ||
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(sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) {
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if (sb->count > sb->cap) {
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int pos = clamp(sb->pos + wheel, 0, sb->count - sb->cap);
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if (pos != sb->pos) {
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sb->pos = pos;
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SetWindowDirty(w);
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}
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}
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}
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}
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static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom);
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void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
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{
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Window* const *wz;
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DrawPixelInfo bk;
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_cur_dpi = &bk;
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FOR_ALL_WINDOWS(wz) {
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const Window *w = *wz;
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if (right > w->left &&
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bottom > w->top &&
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left < w->left + w->width &&
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top < w->top + w->height) {
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DrawOverlappedWindow(wz, left, top, right, bottom);
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}
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}
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}
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static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom)
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{
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Window* const *vz = wz;
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int x;
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while (++vz != _last_z_window) {
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const Window *v = *vz;
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if (right > v->left &&
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bottom > v->top &&
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left < v->left + v->width &&
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top < v->top + v->height) {
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if (left < (x=v->left)) {
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DrawOverlappedWindow(wz, left, top, x, bottom);
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DrawOverlappedWindow(wz, x, top, right, bottom);
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return;
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}
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if (right > (x=v->left + v->width)) {
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DrawOverlappedWindow(wz, left, top, x, bottom);
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DrawOverlappedWindow(wz, x, top, right, bottom);
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return;
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}
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if (top < (x=v->top)) {
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DrawOverlappedWindow(wz, left, top, right, x);
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DrawOverlappedWindow(wz, left, x, right, bottom);
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return;
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}
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if (bottom > (x=v->top + v->height)) {
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DrawOverlappedWindow(wz, left, top, right, x);
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DrawOverlappedWindow(wz, left, x, right, bottom);
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return;
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}
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return;
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}
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}
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{
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DrawPixelInfo *dp = _cur_dpi;
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dp->width = right - left;
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dp->height = bottom - top;
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dp->left = left - (*wz)->left;
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dp->top = top - (*wz)->top;
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dp->pitch = _screen.pitch;
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dp->dst_ptr = _screen.dst_ptr + top * _screen.pitch + left;
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dp->zoom = 0;
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CallWindowEventNP(*wz, WE_PAINT);
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}
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}
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void CallWindowEventNP(Window *w, int event)
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{
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WindowEvent e;
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e.event = event;
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w->wndproc(w, &e);
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}
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void SetWindowDirty(const Window *w)
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{
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if (w == NULL) return;
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SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height);
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}
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/** Find the Window whose parent pointer points to this window
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* @parent w Window to find child of
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* @return return a Window pointer that is the child of w, or NULL otherwise */
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static Window *FindChildWindow(const Window *w)
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{
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Window* const *wz;
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FOR_ALL_WINDOWS(wz) {
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Window *v = *wz;
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if (v->parent == w) return v;
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}
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return NULL;
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}
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/** Find the z-value of a window. A window must already be open
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* or the behaviour is undefined but function should never fail */
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Window **FindWindowZPosition(const Window *w)
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{
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Window **wz;
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for (wz = _z_windows;; wz++) {
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assert(wz < _last_z_window);
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if (*wz == w) return wz;
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}
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}
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void DeleteWindow(Window *w)
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{
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Window *v;
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Window **wz;
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if (w == NULL) return;
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/* Delete any children a window might have in a head-recursive manner */
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v = FindChildWindow(w);
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if (v != NULL) DeleteWindow(v);
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if (_thd.place_mode != VHM_NONE &&
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_thd.window_class == w->window_class &&
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_thd.window_number == w->window_number) {
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ResetObjectToPlace();
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}
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CallWindowEventNP(w, WE_DESTROY);
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if (w->viewport != NULL) DeleteWindowViewport(w);
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SetWindowDirty(w);
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free(w->widget);
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w->widget = NULL;
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w->widget_count = 0;
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w->parent = NULL;
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/* Find the window in the z-array, and effectively remove it
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* by moving all windows after it one to the left */
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wz = FindWindowZPosition(w);
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memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz);
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_last_z_window--;
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}
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Window *FindWindowById(WindowClass cls, WindowNumber number)
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{
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Window* const *wz;
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FOR_ALL_WINDOWS(wz) {
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Window *w = *wz;
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if (w->window_class == cls && w->window_number == number) return w;
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}
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return NULL;
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}
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void DeleteWindowById(WindowClass cls, WindowNumber number)
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{
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DeleteWindow(FindWindowById(cls, number));
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}
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void DeleteWindowByClass(WindowClass cls)
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{
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|
|
Window* const *wz;
|
|
|
|
|
|
|
|
restart_search:
|
|
|
|
/* When we find the window to delete, we need to restart the search
|
|
|
|
* as deleting this window could cascade in deleting (many) others
|
|
|
|
* anywhere in the z-array */
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
if (w->window_class == cls) {
|
|
|
|
DeleteWindow(w);
|
|
|
|
goto restart_search;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Delete all windows of a player. We identify windows of a player
|
|
|
|
* by looking at the caption colour. If it is equal to the player ID
|
|
|
|
* then we say the window belongs to the player and should be deleted
|
|
|
|
* @param id PlayerID player identifier */
|
|
|
|
void DeletePlayerWindows(PlayerID id)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
restart_search:
|
|
|
|
/* When we find the window to delete, we need to restart the search
|
|
|
|
* as deleting this window could cascade in deleting (many) others
|
|
|
|
* anywhere in the z-array */
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
if (w->caption_color == id) {
|
|
|
|
DeleteWindow(w);
|
|
|
|
goto restart_search;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Also delete the player specific windows, that don't have a player-colour */
|
|
|
|
DeleteWindowById(WC_BUY_COMPANY, id);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Change the owner of all the windows one player can take over from another
|
|
|
|
* player in the case of a company merger. Do not change ownership of windows
|
|
|
|
* that need to be deleted once takeover is complete
|
|
|
|
* @param old_player PlayerID of original owner of the window
|
|
|
|
* @param new_player PlayerID of the new owner of the window */
|
|
|
|
void ChangeWindowOwner(PlayerID old_player, PlayerID new_player)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
|
|
|
|
if (w->caption_color != old_player) continue;
|
|
|
|
if (w->window_class == WC_PLAYER_COLOR) continue;
|
|
|
|
if (w->window_class == WC_FINANCES) continue;
|
|
|
|
if (w->window_class == WC_STATION_LIST) continue;
|
|
|
|
if (w->window_class == WC_TRAINS_LIST) continue;
|
|
|
|
if (w->window_class == WC_ROADVEH_LIST) continue;
|
|
|
|
if (w->window_class == WC_SHIPS_LIST) continue;
|
|
|
|
if (w->window_class == WC_AIRCRAFT_LIST) continue;
|
|
|
|
if (w->window_class == WC_BUY_COMPANY) continue;
|
|
|
|
if (w->window_class == WC_COMPANY) continue;
|
|
|
|
|
|
|
|
w->caption_color = new_player;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void BringWindowToFront(const Window *w);
|
|
|
|
|
|
|
|
/** Find a window and make it the top-window on the screen. The window
|
|
|
|
* gets a white border for a brief period of time to visualize its
|
|
|
|
* "activation"
|
|
|
|
* @return a pointer to the window thus activated */
|
|
|
|
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
|
|
|
|
{
|
|
|
|
Window *w = FindWindowById(cls, number);
|
|
|
|
|
|
|
|
if (w != NULL) {
|
|
|
|
w->flags4 |= WF_WHITE_BORDER_MASK;
|
|
|
|
BringWindowToFront(w);
|
|
|
|
SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline bool IsVitalWindow(const Window *w)
|
|
|
|
{
|
|
|
|
WindowClass wc = w->window_class;
|
|
|
|
return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** On clicking on a window, make it the frontmost window of all. However
|
|
|
|
* there are certain windows that always need to be on-top; these include
|
|
|
|
* - Toolbar, Statusbar (always on)
|
|
|
|
* - New window, Chatbar (only if open)
|
|
|
|
* The window is marked dirty for a repaint if the window is actually moved
|
|
|
|
* @param w window that is put into the foreground
|
|
|
|
* @return pointer to the window, the same as the input pointer
|
|
|
|
*/
|
|
|
|
static void BringWindowToFront(const Window *w)
|
|
|
|
{
|
|
|
|
Window *tempz;
|
|
|
|
Window **wz = FindWindowZPosition(w);
|
|
|
|
Window **vz = _last_z_window;
|
|
|
|
|
|
|
|
/* Bring the window just below the vital windows */
|
|
|
|
do {
|
|
|
|
if (--vz < _z_windows) return;
|
|
|
|
} while (IsVitalWindow(*vz));
|
|
|
|
|
|
|
|
if (wz == vz) return; // window is already in the right position
|
|
|
|
assert(wz < vz);
|
|
|
|
|
|
|
|
tempz = *wz;
|
|
|
|
memmove(wz, wz + 1, (byte*)vz - (byte*)wz);
|
|
|
|
*vz = tempz;
|
|
|
|
|
|
|
|
SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** We have run out of windows, so find a suitable candidate for replacement.
|
|
|
|
* Keep all important windows intact. These are
|
|
|
|
* - Main window (gamefield), Toolbar, Statusbar (always on)
|
|
|
|
* - News window, Chatbar (when on)
|
|
|
|
* - Any sticked windows since we wanted to keep these
|
|
|
|
* @return w pointer to the window that is going to be deleted
|
|
|
|
*/
|
|
|
|
static Window *FindDeletableWindow(void)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) {
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** A window must be freed, and all are marked as important windows. Ease the
|
|
|
|
* restriction a bit by allowing to delete sticky windows. Keep important/vital
|
|
|
|
* windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar)
|
|
|
|
* Start finding an appropiate candidate from the lowest z-values (bottom)
|
|
|
|
* @see FindDeletableWindow()
|
|
|
|
* @return w Pointer to the window that is being deleted
|
|
|
|
*/
|
|
|
|
static Window *ForceFindDeletableWindow(void)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
for (wz = _z_windows;; wz++) {
|
|
|
|
Window *w = *wz;
|
|
|
|
assert(wz < _last_z_window);
|
|
|
|
if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool IsWindowOfPrototype(const Window *w, const Widget *widget)
|
|
|
|
{
|
|
|
|
return (w->original_widget == widget);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Copies 'widget' to 'w->widget' to allow for resizable windows */
|
|
|
|
void AssignWidgetToWindow(Window *w, const Widget *widget)
|
|
|
|
{
|
|
|
|
w->original_widget = widget;
|
|
|
|
|
|
|
|
if (widget != NULL) {
|
|
|
|
uint index = 1;
|
|
|
|
const Widget *wi;
|
|
|
|
|
|
|
|
for (wi = widget; wi->type != WWT_LAST; wi++) index++;
|
|
|
|
|
|
|
|
w->widget = realloc(w->widget, sizeof(*w->widget) * index);
|
|
|
|
memcpy(w->widget, widget, sizeof(*w->widget) * index);
|
|
|
|
w->widget_count = index - 1;
|
|
|
|
} else {
|
|
|
|
w->widget = NULL;
|
|
|
|
w->widget_count = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static Window *FindFreeWindow(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
|
|
|
|
for (w = _windows; w < endof(_windows); w++) {
|
|
|
|
Window* const *wz;
|
|
|
|
bool window_in_use = false;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
if (*wz == w) {
|
|
|
|
window_in_use = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!window_in_use) return w;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(_last_z_window == endof(_z_windows));
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Open a new window.
|
|
|
|
* This function is called from AllocateWindow() or AllocateWindowDesc()
|
|
|
|
* See descriptions for those functions for usage
|
|
|
|
* See AllocateWindow() for description of arguments.
|
|
|
|
* Only addition here is window_number, which is the window_number being assigned to the new window
|
|
|
|
*/
|
|
|
|
static Window *LocalAllocateWindow(
|
|
|
|
int x, int y, int width, int height,
|
|
|
|
WindowProc *proc, WindowClass cls, const Widget *widget, int window_number)
|
|
|
|
{
|
|
|
|
Window *w = FindFreeWindow();
|
|
|
|
|
|
|
|
/* We have run out of windows, close one and use that as the place for our new one */
|
|
|
|
if (w == NULL) {
|
|
|
|
w = FindDeletableWindow();
|
|
|
|
if (w == NULL) w = ForceFindDeletableWindow();
|
|
|
|
DeleteWindow(w);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set up window properties
|
|
|
|
memset(w, 0, sizeof(*w));
|
|
|
|
w->window_class = cls;
|
|
|
|
w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
|
|
|
|
w->caption_color = 0xFF;
|
|
|
|
w->left = x;
|
|
|
|
w->top = y;
|
|
|
|
w->width = width;
|
|
|
|
w->height = height;
|
|
|
|
w->wndproc = proc;
|
|
|
|
AssignWidgetToWindow(w, widget);
|
|
|
|
w->resize.width = width;
|
|
|
|
w->resize.height = height;
|
|
|
|
w->resize.step_width = 1;
|
|
|
|
w->resize.step_height = 1;
|
|
|
|
w->window_number = window_number;
|
|
|
|
|
|
|
|
{
|
|
|
|
Window **wz = _last_z_window;
|
|
|
|
|
|
|
|
/* Hacky way of specifying always-on-top windows. These windows are
|
|
|
|
* always above other windows because they are moved below them.
|
|
|
|
* status-bar is above news-window because it has been created earlier.
|
|
|
|
* Also, as the chat-window is excluded from this, it will always be
|
|
|
|
* the last window, thus always on top.
|
|
|
|
* XXX - Yes, ugly, probably needs something like w->always_on_top flag
|
|
|
|
* to implement correctly, but even then you need some kind of distinction
|
|
|
|
* between on-top of chat/news and status windows, because these conflict */
|
|
|
|
if (wz != _z_windows && w->window_class != WC_SEND_NETWORK_MSG) {
|
|
|
|
if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) wz--;
|
|
|
|
if (FindWindowById(WC_STATUS_BAR, 0) != NULL) wz--;
|
|
|
|
if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) wz--;
|
|
|
|
if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--;
|
|
|
|
|
|
|
|
assert(wz >= _z_windows);
|
|
|
|
if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz);
|
|
|
|
}
|
|
|
|
|
|
|
|
*wz = w;
|
|
|
|
_last_z_window++;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetWindowDirty(w);
|
|
|
|
CallWindowEventNP(w, WE_CREATE);
|
|
|
|
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Open a new window. If there is no space for a new window, close an open
|
|
|
|
* window. Try to avoid stickied windows, but if there is no else, close one of
|
|
|
|
* those as well. Then make sure all created windows are below some always-on-top
|
|
|
|
* ones. Finally set all variables and call the WE_CREATE event
|
|
|
|
* @param x offset in pixels from the left of the screen
|
|
|
|
* @param y offset in pixels from the top of the screen
|
|
|
|
* @param width width in pixels of the window
|
|
|
|
* @param height height in pixels of the window
|
|
|
|
* @param *proc @see WindowProc function to call when any messages/updates happen to the window
|
|
|
|
* @param cls @see WindowClass class of the window, used for identification and grouping
|
|
|
|
* @param *widget @see Widget pointer to the window layout and various elements
|
|
|
|
* @return @see Window pointer of the newly created window
|
|
|
|
*/
|
|
|
|
Window *AllocateWindow(
|
|
|
|
int x, int y, int width, int height,
|
|
|
|
WindowProc *proc, WindowClass cls, const Widget *widget)
|
|
|
|
{
|
|
|
|
return LocalAllocateWindow(x, y, width, height, proc, cls, widget, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct SizeRect {
|
|
|
|
int left,top,width,height;
|
|
|
|
} SizeRect;
|
|
|
|
|
|
|
|
|
|
|
|
static SizeRect _awap_r;
|
|
|
|
|
|
|
|
static bool IsGoodAutoPlace1(int left, int top)
|
|
|
|
{
|
|
|
|
int right,bottom;
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
_awap_r.left= left;
|
|
|
|
_awap_r.top = top;
|
|
|
|
right = _awap_r.width + left;
|
|
|
|
bottom = _awap_r.height + top;
|
|
|
|
|
|
|
|
if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Make sure it is not obscured by any window.
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
if (w->window_class == WC_MAIN_WINDOW) continue;
|
|
|
|
|
|
|
|
if (right > w->left &&
|
|
|
|
w->left + w->width > left &&
|
|
|
|
bottom > w->top &&
|
|
|
|
w->top + w->height > top) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool IsGoodAutoPlace2(int left, int top)
|
|
|
|
{
|
|
|
|
int width,height;
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
_awap_r.left= left;
|
|
|
|
_awap_r.top = top;
|
|
|
|
width = _awap_r.width;
|
|
|
|
height = _awap_r.height;
|
|
|
|
|
|
|
|
if (left < -(width>>2) || left > _screen.width - (width>>1)) return false;
|
|
|
|
if (top < 22 || top > _screen.height - (height>>2)) return false;
|
|
|
|
|
|
|
|
// Make sure it is not obscured by any window.
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
if (w->window_class == WC_MAIN_WINDOW) continue;
|
|
|
|
|
|
|
|
if (left + width > w->left &&
|
|
|
|
w->left + w->width > left &&
|
|
|
|
top + height > w->top &&
|
|
|
|
w->top + w->height > top) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Point GetAutoPlacePosition(int width, int height)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
Point pt;
|
|
|
|
|
|
|
|
_awap_r.width = width;
|
|
|
|
_awap_r.height = height;
|
|
|
|
|
|
|
|
if (IsGoodAutoPlace1(0, 24)) goto ok_pos;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
if (w->window_class == WC_MAIN_WINDOW) continue;
|
|
|
|
|
|
|
|
if (IsGoodAutoPlace1(w->left+w->width+2,w->top)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left- width-2,w->top)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left,w->top+w->height+2)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left,w->top- height-2)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left+w->width+2,w->top+w->height-height)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left- width-2,w->top+w->height-height)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left+w->width-width,w->top+w->height+2)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace1(w->left+w->width-width,w->top- height-2)) goto ok_pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
if (w->window_class == WC_MAIN_WINDOW) continue;
|
|
|
|
|
|
|
|
if (IsGoodAutoPlace2(w->left+w->width+2,w->top)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace2(w->left- width-2,w->top)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace2(w->left,w->top+w->height+2)) goto ok_pos;
|
|
|
|
if (IsGoodAutoPlace2(w->left,w->top- height-2)) goto ok_pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
int left=0,top=24;
|
|
|
|
|
|
|
|
restart:;
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
|
|
|
|
if (w->left == left && w->top == top) {
|
|
|
|
left += 5;
|
|
|
|
top += 5;
|
|
|
|
goto restart;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pt.x = left;
|
|
|
|
pt.y = top;
|
|
|
|
return pt;
|
|
|
|
}
|
|
|
|
|
|
|
|
ok_pos:;
|
|
|
|
pt.x = _awap_r.left;
|
|
|
|
pt.y = _awap_r.top;
|
|
|
|
return pt;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Window *LocalAllocateWindowDesc(const WindowDesc *desc, int window_number)
|
|
|
|
{
|
|
|
|
Point pt;
|
|
|
|
Window *w;
|
|
|
|
|
|
|
|
/* By default position a child window at an offset of 10/10 of its parent.
|
|
|
|
* However if it falls too extremely outside window positions, reposition
|
|
|
|
* it to an automatic place */
|
|
|
|
if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ &&
|
|
|
|
(w = FindWindowById(desc->parent_cls, window_number)) != NULL &&
|
|
|
|
w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) {
|
|
|
|
|
|
|
|
pt.x = w->left + 10;
|
|
|
|
if (pt.x > _screen.width + 10 - desc->width) {
|
|
|
|
pt.x = (_screen.width + 10 - desc->width) - 20;
|
|
|
|
}
|
|
|
|
pt.y = w->top + 10;
|
|
|
|
} else {
|
|
|
|
switch (desc->left) {
|
|
|
|
case WDP_ALIGN_TBR: { /* Align the right side with the top toolbar */
|
|
|
|
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
|
|
pt.x = (w->left + w->width) - desc->width;
|
|
|
|
} break;
|
|
|
|
case WDP_ALIGN_TBL: /* Align the left side with the top toolbar */
|
|
|
|
pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left;
|
|
|
|
break;
|
|
|
|
case WDP_AUTO: /* Find a good automatic position for the window */
|
|
|
|
pt = GetAutoPlacePosition(desc->width, desc->height);
|
|
|
|
goto allocate_window;
|
|
|
|
case WDP_CENTER: /* Centre the window horizontally */
|
|
|
|
pt.x = (_screen.width - desc->width) / 2;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
pt.x = desc->left;
|
|
|
|
if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (desc->top) {
|
|
|
|
case WDP_CENTER: /* Centre the window vertically */
|
|
|
|
pt.y = (_screen.height - desc->height) / 2;
|
|
|
|
break;
|
|
|
|
/* WDP_AUTO sets the position at once and is controlled by desc->left.
|
|
|
|
* Both left and top must be set to WDP_AUTO */
|
|
|
|
case WDP_AUTO:
|
|
|
|
NOT_REACHED();
|
|
|
|
assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO);
|
|
|
|
/* fallthrough */
|
|
|
|
default:
|
|
|
|
pt.y = desc->top;
|
|
|
|
if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
allocate_window:
|
|
|
|
w = LocalAllocateWindow(pt.x, pt.y, desc->width, desc->height, desc->proc, desc->cls, desc->widgets, window_number);
|
|
|
|
w->desc_flags = desc->flags;
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Open a new window.
|
|
|
|
* @param *desc The pointer to the WindowDesc to be created
|
|
|
|
* @return @see Window pointer of the newly created window
|
|
|
|
*/
|
|
|
|
Window *AllocateWindowDesc(const WindowDesc *desc)
|
|
|
|
{
|
|
|
|
return LocalAllocateWindowDesc(desc, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Open a new window.
|
|
|
|
* @param *desc The pointer to the WindowDesc to be created
|
|
|
|
* @param window_number the window number of the new window
|
|
|
|
* @return @see Window pointer of the newly created window
|
|
|
|
*/
|
|
|
|
Window *AllocateWindowDescFront(const WindowDesc *desc, int window_number)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
|
|
|
|
if (BringWindowToFrontById(desc->cls, window_number)) return NULL;
|
|
|
|
w = LocalAllocateWindowDesc(desc, window_number);
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Do a search for a window at specific coordinates. For this we start
|
|
|
|
* at the topmost window, obviously and work our way down to the bottom
|
|
|
|
* @return a pointer to the found window if any, NULL otherwise */
|
|
|
|
Window *FindWindowFromPt(int x, int y)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
for (wz = _last_z_window; wz != _z_windows;) {
|
|
|
|
Window *w = *--wz;
|
|
|
|
if (IS_INSIDE_1D(x, w->left, w->width) && IS_INSIDE_1D(y, w->top, w->height)) {
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitWindowSystem(void)
|
|
|
|
{
|
|
|
|
IConsoleClose();
|
|
|
|
|
|
|
|
memset(&_windows, 0, sizeof(_windows));
|
|
|
|
_last_z_window = _z_windows;
|
|
|
|
InitViewports();
|
|
|
|
_no_scroll = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnInitWindowSystem(void)
|
|
|
|
{
|
|
|
|
Window **wz;
|
|
|
|
/* Delete all malloced widgets, and reset z-array */
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
free((*wz)->widget);
|
|
|
|
(*wz)->widget = NULL;
|
|
|
|
(*wz)->widget_count = 0;
|
|
|
|
*wz = NULL;
|
|
|
|
}
|
|
|
|
_last_z_window = _z_windows;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ResetWindowSystem(void)
|
|
|
|
{
|
|
|
|
UnInitWindowSystem();
|
|
|
|
InitWindowSystem();
|
|
|
|
_thd.pos.x = 0;
|
|
|
|
_thd.pos.y = 0;
|
|
|
|
_thd.new_pos.x = 0;
|
|
|
|
_thd.new_pos.y = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void DecreaseWindowCounters(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
for (wz = _last_z_window; wz != _z_windows;) {
|
|
|
|
w = *--wz;
|
|
|
|
// Unclick scrollbar buttons if they are pressed.
|
|
|
|
if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
|
|
|
|
w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
|
|
|
|
SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
CallWindowEventNP(w, WE_MOUSELOOP);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (wz = _last_z_window; wz != _z_windows;) {
|
|
|
|
w = *--wz;
|
|
|
|
|
|
|
|
if (w->flags4&WF_TIMEOUT_MASK && !(--w->flags4&WF_TIMEOUT_MASK)) {
|
|
|
|
CallWindowEventNP(w, WE_TIMEOUT);
|
|
|
|
if (w->desc_flags & WDF_UNCLICK_BUTTONS) RaiseWindowButtons(w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Window *GetCallbackWnd(void)
|
|
|
|
{
|
|
|
|
return FindWindowById(_thd.window_class, _thd.window_number);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void HandlePlacePresize(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
WindowEvent e;
|
|
|
|
|
|
|
|
if (_special_mouse_mode != WSM_PRESIZE) return;
|
|
|
|
|
|
|
|
w = GetCallbackWnd();
|
|
|
|
if (w == NULL) return;
|
|
|
|
|
|
|
|
e.we.place.pt = GetTileBelowCursor();
|
|
|
|
if (e.we.place.pt.x == -1) {
|
|
|
|
_thd.selend.x = -1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
e.we.place.tile = TileVirtXY(e.we.place.pt.x, e.we.place.pt.y);
|
|
|
|
e.event = WE_PLACE_PRESIZE;
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool HandleDragDrop(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
WindowEvent e;
|
|
|
|
|
|
|
|
if (_special_mouse_mode != WSM_DRAGDROP) return true;
|
|
|
|
|
|
|
|
if (_left_button_down) return false;
|
|
|
|
|
|
|
|
w = GetCallbackWnd();
|
|
|
|
|
|
|
|
ResetObjectToPlace();
|
|
|
|
|
|
|
|
if (w != NULL) {
|
|
|
|
// send an event in client coordinates.
|
|
|
|
e.event = WE_DRAGDROP;
|
|
|
|
e.we.dragdrop.pt.x = _cursor.pos.x - w->left;
|
|
|
|
e.we.dragdrop.pt.y = _cursor.pos.y - w->top;
|
|
|
|
e.we.dragdrop.widget = GetWidgetFromPos(w, e.we.dragdrop.pt.x, e.we.dragdrop.pt.y);
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool HandlePopupMenu(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
WindowEvent e;
|
|
|
|
|
|
|
|
if (!_popup_menu_active) return true;
|
|
|
|
|
|
|
|
w = FindWindowById(WC_TOOLBAR_MENU, 0);
|
|
|
|
if (w == NULL) {
|
|
|
|
_popup_menu_active = false;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_left_button_down) {
|
|
|
|
e.event = WE_POPUPMENU_OVER;
|
|
|
|
e.we.popupmenu.pt = _cursor.pos;
|
|
|
|
} else {
|
|
|
|
_popup_menu_active = false;
|
|
|
|
e.event = WE_POPUPMENU_SELECT;
|
|
|
|
e.we.popupmenu.pt = _cursor.pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool HandleMouseOver(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
WindowEvent e;
|
|
|
|
static Window *last_w = NULL;
|
|
|
|
|
|
|
|
w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
|
|
|
|
|
|
|
// We changed window, put a MOUSEOVER event to the last window
|
|
|
|
if (last_w != NULL && last_w != w) {
|
|
|
|
e.event = WE_MOUSEOVER;
|
|
|
|
e.we.mouseover.pt.x = -1;
|
|
|
|
e.we.mouseover.pt.y = -1;
|
|
|
|
if (last_w->wndproc) last_w->wndproc(last_w, &e);
|
|
|
|
}
|
|
|
|
last_w = w;
|
|
|
|
|
|
|
|
if (w != NULL) {
|
|
|
|
// send an event in client coordinates.
|
|
|
|
e.event = WE_MOUSEOVER;
|
|
|
|
e.we.mouseover.pt.x = _cursor.pos.x - w->left;
|
|
|
|
e.we.mouseover.pt.y = _cursor.pos.y - w->top;
|
|
|
|
if (w->widget != NULL) {
|
|
|
|
e.we.mouseover.widget = GetWidgetFromPos(w, e.we.mouseover.pt.x, e.we.mouseover.pt.y);
|
|
|
|
}
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Mouseover never stops execution
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Update all the widgets of a window based on their resize flags
|
|
|
|
* Both the areas of the old window and the new sized window are set dirty
|
|
|
|
* ensuring proper redrawal.
|
|
|
|
* @param w Window to resize
|
|
|
|
* @param x delta x-size of changed window (positive if larger, etc.(
|
|
|
|
* @param y delta y-size of changed window */
|
|
|
|
void ResizeWindow(Window *w, int x, int y)
|
|
|
|
{
|
|
|
|
Widget *wi;
|
|
|
|
bool resize_height = false;
|
|
|
|
bool resize_width = false;
|
|
|
|
|
|
|
|
if (x == 0 && y == 0) return;
|
|
|
|
|
|
|
|
SetWindowDirty(w);
|
|
|
|
for (wi = w->widget; wi->type != WWT_LAST; wi++) {
|
|
|
|
/* Isolate the resizing flags */
|
|
|
|
byte rsizeflag = GB(wi->display_flags, 0, 4);
|
|
|
|
|
|
|
|
if (rsizeflag == RESIZE_NONE) continue;
|
|
|
|
|
|
|
|
/* Resize the widget based on its resize-flag */
|
|
|
|
if (rsizeflag & RESIZE_LEFT) {
|
|
|
|
wi->left += x;
|
|
|
|
resize_width = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rsizeflag & RESIZE_RIGHT) {
|
|
|
|
wi->right += x;
|
|
|
|
resize_width = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rsizeflag & RESIZE_TOP) {
|
|
|
|
wi->top += y;
|
|
|
|
resize_height = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rsizeflag & RESIZE_BOTTOM) {
|
|
|
|
wi->bottom += y;
|
|
|
|
resize_height = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* We resized at least 1 widget, so let's resize the window totally */
|
|
|
|
if (resize_width) w->width += x;
|
|
|
|
if (resize_height) w->height += y;
|
|
|
|
|
|
|
|
SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool _dragging_window;
|
|
|
|
|
|
|
|
static bool HandleWindowDragging(void)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
// Get out immediately if no window is being dragged at all.
|
|
|
|
if (!_dragging_window) return true;
|
|
|
|
|
|
|
|
// Otherwise find the window...
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
|
|
|
|
if (w->flags4 & WF_DRAGGING) {
|
|
|
|
const Widget *t = &w->widget[1]; // the title bar ... ugh
|
|
|
|
const Window *v;
|
|
|
|
int x;
|
|
|
|
int y;
|
|
|
|
int nx;
|
|
|
|
int ny;
|
|
|
|
|
|
|
|
// Stop the dragging if the left mouse button was released
|
|
|
|
if (!_left_button_down) {
|
|
|
|
w->flags4 &= ~WF_DRAGGING;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetWindowDirty(w);
|
|
|
|
|
|
|
|
x = _cursor.pos.x + _drag_delta.x;
|
|
|
|
y = _cursor.pos.y + _drag_delta.y;
|
|
|
|
nx = x;
|
|
|
|
ny = y;
|
|
|
|
|
|
|
|
if (_patches.window_snap_radius != 0) {
|
|
|
|
Window* const *vz;
|
|
|
|
|
|
|
|
int hsnap = _patches.window_snap_radius;
|
|
|
|
int vsnap = _patches.window_snap_radius;
|
|
|
|
int delta;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(vz) {
|
|
|
|
const Window *v = *vz;
|
|
|
|
|
|
|
|
if (v == w) continue; // Don't snap at yourself
|
|
|
|
|
|
|
|
if (y + w->height > v->top && y < v->top + v->height) {
|
|
|
|
// Your left border <-> other right border
|
|
|
|
delta = abs(v->left + v->width - x);
|
|
|
|
if (delta <= hsnap) {
|
|
|
|
nx = v->left + v->width;
|
|
|
|
hsnap = delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Your right border <-> other left border
|
|
|
|
delta = abs(v->left - x - w->width);
|
|
|
|
if (delta <= hsnap) {
|
|
|
|
nx = v->left - w->width;
|
|
|
|
hsnap = delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (w->top + w->height >= v->top && w->top <= v->top + v->height) {
|
|
|
|
// Your left border <-> other left border
|
|
|
|
delta = abs(v->left - x);
|
|
|
|
if (delta <= hsnap) {
|
|
|
|
nx = v->left;
|
|
|
|
hsnap = delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Your right border <-> other right border
|
|
|
|
delta = abs(v->left + v->width - x - w->width);
|
|
|
|
if (delta <= hsnap) {
|
|
|
|
nx = v->left + v->width - w->width;
|
|
|
|
hsnap = delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (x + w->width > v->left && x < v->left + v->width) {
|
|
|
|
// Your top border <-> other bottom border
|
|
|
|
delta = abs(v->top + v->height - y);
|
|
|
|
if (delta <= vsnap) {
|
|
|
|
ny = v->top + v->height;
|
|
|
|
vsnap = delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Your bottom border <-> other top border
|
|
|
|
delta = abs(v->top - y - w->height);
|
|
|
|
if (delta <= vsnap) {
|
|
|
|
ny = v->top - w->height;
|
|
|
|
vsnap = delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (w->left + w->width >= v->left && w->left <= v->left + v->width) {
|
|
|
|
// Your top border <-> other top border
|
|
|
|
delta = abs(v->top - y);
|
|
|
|
if (delta <= vsnap) {
|
|
|
|
ny = v->top;
|
|
|
|
vsnap = delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Your bottom border <-> other bottom border
|
|
|
|
delta = abs(v->top + v->height - y - w->height);
|
|
|
|
if (delta <= vsnap) {
|
|
|
|
ny = v->top + v->height - w->height;
|
|
|
|
vsnap = delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make sure the window doesn't leave the screen
|
|
|
|
// 13 is the height of the title bar
|
|
|
|
nx = clamp(nx, 13 - t->right, _screen.width - 13 - t->left);
|
|
|
|
ny = clamp(ny, 0, _screen.height - 13);
|
|
|
|
|
|
|
|
// Make sure the title bar isn't hidden by behind the main tool bar
|
|
|
|
v = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
|
|
if (v != NULL) {
|
|
|
|
int v_bottom = v->top + v->height;
|
|
|
|
int v_right = v->left + v->width;
|
|
|
|
if (ny + t->top >= v->top && ny + t->top < v_bottom) {
|
|
|
|
if ((v->left < 13 && nx + t->left < v->left) ||
|
|
|
|
(v_right > _screen.width - 13 && nx + t->right > v_right)) {
|
|
|
|
ny = v_bottom;
|
|
|
|
} else {
|
|
|
|
if (nx + t->left > v->left - 13 &&
|
|
|
|
nx + t->right < v_right + 13) {
|
|
|
|
if (w->top >= v_bottom) {
|
|
|
|
ny = v_bottom;
|
|
|
|
} else if (w->left < nx) {
|
|
|
|
nx = v->left - 13 - t->left;
|
|
|
|
} else {
|
|
|
|
nx = v_right + 13 - t->right;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (w->viewport != NULL) {
|
|
|
|
w->viewport->left += nx - w->left;
|
|
|
|
w->viewport->top += ny - w->top;
|
|
|
|
}
|
|
|
|
w->left = nx;
|
|
|
|
w->top = ny;
|
|
|
|
|
|
|
|
SetWindowDirty(w);
|
|
|
|
return false;
|
|
|
|
} else if (w->flags4 & WF_SIZING) {
|
|
|
|
WindowEvent e;
|
|
|
|
int x, y;
|
|
|
|
|
|
|
|
/* Stop the sizing if the left mouse button was released */
|
|
|
|
if (!_left_button_down) {
|
|
|
|
w->flags4 &= ~WF_SIZING;
|
|
|
|
SetWindowDirty(w);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
x = _cursor.pos.x - _drag_delta.x;
|
|
|
|
y = _cursor.pos.y - _drag_delta.y;
|
|
|
|
|
|
|
|
/* X and Y has to go by step.. calculate it.
|
|
|
|
* The cast to int is necessary else x/y are implicitly casted to
|
|
|
|
* unsigned int, which won't work. */
|
|
|
|
if (w->resize.step_width > 1) x -= x % (int)w->resize.step_width;
|
|
|
|
|
|
|
|
if (w->resize.step_height > 1) y -= y % (int)w->resize.step_height;
|
|
|
|
|
|
|
|
/* Check if we don't go below the minimum set size */
|
|
|
|
if ((int)w->width + x < (int)w->resize.width)
|
|
|
|
x = w->resize.width - w->width;
|
|
|
|
if ((int)w->height + y < (int)w->resize.height)
|
|
|
|
y = w->resize.height - w->height;
|
|
|
|
|
|
|
|
/* Window already on size */
|
|
|
|
if (x == 0 && y == 0) return false;
|
|
|
|
|
|
|
|
/* Now find the new cursor pos.. this is NOT _cursor, because
|
|
|
|
we move in steps. */
|
|
|
|
_drag_delta.x += x;
|
|
|
|
_drag_delta.y += y;
|
|
|
|
|
|
|
|
/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
|
|
|
|
ResizeWindow(w, x, y);
|
|
|
|
|
|
|
|
e.event = WE_RESIZE;
|
|
|
|
e.we.sizing.size.x = x + w->width;
|
|
|
|
e.we.sizing.size.y = y + w->height;
|
|
|
|
e.we.sizing.diff.x = x;
|
|
|
|
e.we.sizing.diff.y = y;
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
_dragging_window = false;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void StartWindowDrag(Window *w)
|
|
|
|
{
|
|
|
|
w->flags4 |= WF_DRAGGING;
|
|
|
|
_dragging_window = true;
|
|
|
|
|
|
|
|
_drag_delta.x = w->left - _cursor.pos.x;
|
|
|
|
_drag_delta.y = w->top - _cursor.pos.y;
|
|
|
|
|
|
|
|
BringWindowToFront(w);
|
|
|
|
DeleteWindowById(WC_DROPDOWN_MENU, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void StartWindowSizing(Window *w)
|
|
|
|
{
|
|
|
|
w->flags4 |= WF_SIZING;
|
|
|
|
_dragging_window = true;
|
|
|
|
|
|
|
|
_drag_delta.x = _cursor.pos.x;
|
|
|
|
_drag_delta.y = _cursor.pos.y;
|
|
|
|
|
|
|
|
BringWindowToFront(w);
|
|
|
|
DeleteWindowById(WC_DROPDOWN_MENU, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static bool HandleScrollbarScrolling(void)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
int i;
|
|
|
|
int pos;
|
|
|
|
Scrollbar *sb;
|
|
|
|
|
|
|
|
// Get out quickly if no item is being scrolled
|
|
|
|
if (!_scrolling_scrollbar) return true;
|
|
|
|
|
|
|
|
// Find the scrolling window
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
|
|
|
|
if (w->flags4 & WF_SCROLL_MIDDLE) {
|
|
|
|
// Abort if no button is clicked any more.
|
|
|
|
if (!_left_button_down) {
|
|
|
|
w->flags4 &= ~WF_SCROLL_MIDDLE;
|
|
|
|
SetWindowDirty(w);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (w->flags4 & WF_HSCROLL) {
|
|
|
|
sb = &w->hscroll;
|
|
|
|
i = _cursor.pos.x - _cursorpos_drag_start.x;
|
|
|
|
} else if (w->flags4 & WF_SCROLL2){
|
|
|
|
sb = &w->vscroll2;
|
|
|
|
i = _cursor.pos.y - _cursorpos_drag_start.y;
|
|
|
|
} else {
|
|
|
|
sb = &w->vscroll;
|
|
|
|
i = _cursor.pos.y - _cursorpos_drag_start.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find the item we want to move to and make sure it's inside bounds.
|
|
|
|
pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap));
|
|
|
|
if (pos != sb->pos) {
|
|
|
|
sb->pos = pos;
|
|
|
|
SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
_scrolling_scrollbar = false;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool HandleViewportScroll(void)
|
|
|
|
{
|
|
|
|
WindowEvent e;
|
|
|
|
Window *w;
|
|
|
|
|
|
|
|
if (!_scrolling_viewport) return true;
|
|
|
|
|
|
|
|
w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
|
|
|
|
|
|
|
if (!_right_button_down || w == NULL) {
|
|
|
|
_cursor.fix_at = false;
|
|
|
|
_scrolling_viewport = false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_patches.reverse_scroll) {
|
|
|
|
e.we.scroll.delta.x = -_cursor.delta.x;
|
|
|
|
e.we.scroll.delta.y = -_cursor.delta.y;
|
|
|
|
} else {
|
|
|
|
e.we.scroll.delta.x = _cursor.delta.x;
|
|
|
|
e.we.scroll.delta.y = _cursor.delta.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Create a scroll-event and send it to the window */
|
|
|
|
e.event = WE_SCROLL;
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
|
|
|
|
_cursor.delta.x = 0;
|
|
|
|
_cursor.delta.y = 0;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Check if a window can be made top-most window, and if so do
|
|
|
|
* it. If a window does not obscure any other windows, it will not
|
|
|
|
* be brought to the foreground. Also if the only obscuring windows
|
|
|
|
* are so-called system-windows, the window will not be moved.
|
|
|
|
* The function will return false when a child window of this window is a
|
|
|
|
* modal-popup; function returns a false and child window gets a white border
|
|
|
|
* @param w Window to bring on-top
|
|
|
|
* @return false if the window has an active modal child, true otherwise */
|
|
|
|
static bool MaybeBringWindowToFront(const Window *w)
|
|
|
|
{
|
|
|
|
bool bring_to_front = false;
|
|
|
|
Window* const *wz;
|
|
|
|
Window* const *uz;
|
|
|
|
|
|
|
|
if (w->window_class == WC_MAIN_WINDOW ||
|
|
|
|
IsVitalWindow(w) ||
|
|
|
|
w->window_class == WC_TOOLTIPS ||
|
|
|
|
w->window_class == WC_DROPDOWN_MENU) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
wz = FindWindowZPosition(w);
|
|
|
|
for (uz = wz; ++uz != _last_z_window;) {
|
|
|
|
Window *u = *uz;
|
|
|
|
|
|
|
|
/* A modal child will prevent the activation of the parent window */
|
|
|
|
if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
|
|
|
|
u->flags4 |= WF_WHITE_BORDER_MASK;
|
|
|
|
SetWindowDirty(u);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (u->window_class == WC_MAIN_WINDOW ||
|
|
|
|
IsVitalWindow(u) ||
|
|
|
|
u->window_class == WC_TOOLTIPS ||
|
|
|
|
u->window_class == WC_DROPDOWN_MENU) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Window sizes don't interfere, leave z-order alone */
|
|
|
|
if (w->left + w->width <= u->left ||
|
|
|
|
u->left + u->width <= w->left ||
|
|
|
|
w->top + w->height <= u->top ||
|
|
|
|
u->top + u->height <= w->top) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
bring_to_front = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bring_to_front) BringWindowToFront(w);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Send a message from one window to another. The receiving window is found by
|
|
|
|
* @param w @see Window pointer pointing to the other window
|
|
|
|
* @param msg Specifies the message to be sent
|
|
|
|
* @param wparam Specifies additional message-specific information
|
|
|
|
* @param lparam Specifies additional message-specific information
|
|
|
|
*/
|
|
|
|
static void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam)
|
|
|
|
{
|
|
|
|
WindowEvent e;
|
|
|
|
|
|
|
|
e.event = WE_MESSAGE;
|
|
|
|
e.we.message.msg = msg;
|
|
|
|
e.we.message.wparam = wparam;
|
|
|
|
e.we.message.lparam = lparam;
|
|
|
|
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Send a message from one window to another. The receiving window is found by
|
|
|
|
* @param wnd_class @see WindowClass class AND
|
|
|
|
* @param wnd_num @see WindowNumber number, mostly 0
|
|
|
|
* @param msg Specifies the message to be sent
|
|
|
|
* @param wparam Specifies additional message-specific information
|
|
|
|
* @param lparam Specifies additional message-specific information
|
|
|
|
*/
|
|
|
|
void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam)
|
|
|
|
{
|
|
|
|
Window *w = FindWindowById(wnd_class, wnd_num);
|
|
|
|
if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Send a message from one window to another. The message will be sent
|
|
|
|
* to ALL windows of the windowclass specified in the first parameter
|
|
|
|
* @param wnd_class @see WindowClass class
|
|
|
|
* @param msg Specifies the message to be sent
|
|
|
|
* @param wparam Specifies additional message-specific information
|
|
|
|
* @param lparam Specifies additional message-specific information
|
|
|
|
*/
|
|
|
|
void SendWindowMessageClass(WindowClass wnd_class, uint msg, uint wparam, uint lparam)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
if ((*wz)->window_class == wnd_class) SendWindowMessageW(*wz, msg, wparam, lparam);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Handle keyboard input.
|
|
|
|
* @param key Lower 8 bits contain the ASCII character, the higher
|
|
|
|
* 16 bits the keycode */
|
|
|
|
void HandleKeypress(uint32 key)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
WindowEvent e;
|
|
|
|
/* Stores if a window with a textfield for typing is open
|
|
|
|
* If this is the case, keypress events are only passed to windows with text fields and
|
|
|
|
* to thein this main toolbar. */
|
|
|
|
bool query_open = false;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* During the generation of the world, there might be
|
|
|
|
* another thread that is currently building for example
|
|
|
|
* a road. To not interfere with those tasks, we should
|
|
|
|
* NOT change the _current_player here.
|
|
|
|
*
|
|
|
|
* This is not necessary either, as the only events that
|
|
|
|
* can be handled are the 'close application' events
|
|
|
|
*/
|
|
|
|
if (!IsGeneratingWorld()) _current_player = _local_player;
|
|
|
|
|
|
|
|
// Setup event
|
|
|
|
e.event = WE_KEYPRESS;
|
|
|
|
e.we.keypress.key = GB(key, 0, 16);
|
|
|
|
e.we.keypress.keycode = GB(key, 16, 16);
|
|
|
|
e.we.keypress.cont = true;
|
|
|
|
|
|
|
|
// check if we have a query string window open before allowing hotkeys
|
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
|
|
|
if (FindWindowById(WC_QUERY_STRING, 0) != NULL ||
|
|
|
|
FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL ||
|
|
|
|
FindWindowById(WC_GENERATE_LANDSCAPE, 0) != NULL ||
|
|
|
|
FindWindowById(WC_CONSOLE, 0) != NULL ||
|
|
|
|
FindWindowById(WC_SAVELOAD, 0) != NULL) {
|
|
|
|
query_open = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Call the event, start with the uppermost window.
|
|
|
|
for (wz = _last_z_window; wz != _z_windows;) {
|
|
|
|
Window *w = *--wz;
|
|
|
|
|
|
|
|
// if a query window is open, only call the event for certain window types
|
|
|
|
if (query_open &&
|
|
|
|
w->window_class != WC_QUERY_STRING &&
|
|
|
|
w->window_class != WC_SEND_NETWORK_MSG &&
|
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
|
|
|
w->window_class != WC_GENERATE_LANDSCAPE &&
|
|
|
|
w->window_class != WC_CONSOLE &&
|
|
|
|
w->window_class != WC_SAVELOAD) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
if (!e.we.keypress.cont) break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (e.we.keypress.cont) {
|
|
|
|
Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
|
|
// When there is no toolbar w is null, check for that
|
|
|
|
if (w != NULL) w->wndproc(w, &e);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern void UpdateTileSelection(void);
|
|
|
|
extern bool VpHandlePlaceSizingDrag(void);
|
|
|
|
|
|
|
|
static int _input_events_this_tick = 0;
|
|
|
|
|
|
|
|
static void HandleAutoscroll(void)
|
|
|
|
{
|
|
|
|
Window *w;
|
|
|
|
ViewPort *vp;
|
|
|
|
int x = _cursor.pos.x;
|
|
|
|
int y = _cursor.pos.y;
|
|
|
|
|
|
|
|
if (_input_events_this_tick != 0) {
|
|
|
|
/* HandleAutoscroll is called only once per GameLoop() - so we can clear the counter here */
|
|
|
|
_input_events_this_tick = 0;
|
|
|
|
/* there were some inputs this tick, don't scroll ??? */
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_patches.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
|
|
|
|
w = FindWindowFromPt(x, y);
|
|
|
|
if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
|
|
|
|
vp = IsPtInWindowViewport(w, x, y);
|
|
|
|
if (vp != NULL) {
|
|
|
|
x -= vp->left;
|
|
|
|
y -= vp->top;
|
|
|
|
//here allows scrolling in both x and y axis
|
|
|
|
#define scrollspeed 3
|
|
|
|
if (x - 15 < 0) {
|
|
|
|
WP(w, vp_d).scrollpos_x += (x - 15) * scrollspeed << vp->zoom;
|
|
|
|
} else if (15 - (vp->width - x) > 0) {
|
|
|
|
WP(w, vp_d).scrollpos_x += (15 - (vp->width - x)) * scrollspeed << vp->zoom;
|
|
|
|
}
|
|
|
|
if (y - 15 < 0) {
|
|
|
|
WP(w, vp_d).scrollpos_y += (y - 15) * scrollspeed << vp->zoom;
|
|
|
|
} else if (15 - (vp->height - y) > 0) {
|
|
|
|
WP(w,vp_d).scrollpos_y += (15 - (vp->height - y)) * scrollspeed << vp->zoom;
|
|
|
|
}
|
|
|
|
#undef scrollspeed
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void MouseLoop(int click, int mousewheel)
|
|
|
|
{
|
|
|
|
int x,y;
|
|
|
|
Window *w;
|
|
|
|
ViewPort *vp;
|
|
|
|
|
|
|
|
DecreaseWindowCounters();
|
|
|
|
HandlePlacePresize();
|
|
|
|
UpdateTileSelection();
|
|
|
|
if (!VpHandlePlaceSizingDrag()) return;
|
|
|
|
if (!HandleDragDrop()) return;
|
|
|
|
if (!HandlePopupMenu()) return;
|
|
|
|
if (!HandleWindowDragging()) return;
|
|
|
|
if (!HandleScrollbarScrolling()) return;
|
|
|
|
if (!HandleViewportScroll()) return;
|
|
|
|
if (!HandleMouseOver()) return;
|
|
|
|
|
|
|
|
x = _cursor.pos.x;
|
|
|
|
y = _cursor.pos.y;
|
|
|
|
|
|
|
|
if (click == 0 && mousewheel == 0) return;
|
|
|
|
|
|
|
|
w = FindWindowFromPt(x, y);
|
|
|
|
if (w == NULL) return;
|
|
|
|
if (!MaybeBringWindowToFront(w)) return;
|
|
|
|
vp = IsPtInWindowViewport(w, x, y);
|
|
|
|
|
|
|
|
/* Don't allow any action in a viewport if either in menu of in generating world */
|
|
|
|
if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
|
|
|
|
|
|
|
|
if (mousewheel != 0) {
|
|
|
|
WindowEvent e;
|
|
|
|
|
|
|
|
/* Send WE_MOUSEWHEEL event to window */
|
|
|
|
e.event = WE_MOUSEWHEEL;
|
|
|
|
e.we.wheel.wheel = mousewheel;
|
|
|
|
w->wndproc(w, &e);
|
|
|
|
|
|
|
|
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
|
|
|
|
if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vp != NULL) {
|
|
|
|
switch (click) {
|
|
|
|
case 1:
|
|
|
|
DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
|
|
|
|
if (_thd.place_mode != 0 &&
|
|
|
|
// query button and place sign button work in pause mode
|
|
|
|
_cursor.sprite != SPR_CURSOR_QUERY &&
|
|
|
|
_cursor.sprite != SPR_CURSOR_SIGN &&
|
|
|
|
_pause != 0 &&
|
|
|
|
!_cheats.build_in_pause.value) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_thd.place_mode == 0) {
|
|
|
|
HandleViewportClicked(vp, x, y);
|
|
|
|
} else {
|
|
|
|
PlaceObject();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
|
|
|
|
_scrolling_viewport = true;
|
|
|
|
_cursor.fix_at = true;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
switch (click) {
|
|
|
|
case 1: DispatchLeftClickEvent(w, x - w->left, y - w->top); break;
|
|
|
|
case 2: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void HandleMouseEvents(void)
|
|
|
|
{
|
|
|
|
int click;
|
|
|
|
int mousewheel;
|
|
|
|
|
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
|
|
|
/*
|
|
|
|
* During the generation of the world, there might be
|
|
|
|
* another thread that is currently building for example
|
|
|
|
* a road. To not interfere with those tasks, we should
|
|
|
|
* NOT change the _current_player here.
|
|
|
|
*
|
|
|
|
* This is not necessary either, as the only events that
|
|
|
|
* can be handled are the 'close application' events
|
|
|
|
*/
|
|
|
|
if (!IsGeneratingWorld()) _current_player = _local_player;
|
|
|
|
|
|
|
|
// Mouse event?
|
|
|
|
click = 0;
|
|
|
|
if (_left_button_down && !_left_button_clicked) {
|
|
|
|
_left_button_clicked = true;
|
|
|
|
click = 1;
|
|
|
|
_input_events_this_tick++;
|
|
|
|
} else if (_right_button_clicked) {
|
|
|
|
_right_button_clicked = false;
|
|
|
|
click = 2;
|
|
|
|
_input_events_this_tick++;
|
|
|
|
}
|
|
|
|
|
|
|
|
mousewheel = 0;
|
|
|
|
if (_cursor.wheel) {
|
|
|
|
mousewheel = _cursor.wheel;
|
|
|
|
_cursor.wheel = 0;
|
|
|
|
_input_events_this_tick++;
|
|
|
|
}
|
|
|
|
|
|
|
|
MouseLoop(click, mousewheel);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputLoop(void)
|
|
|
|
{
|
|
|
|
HandleMouseEvents();
|
|
|
|
HandleAutoscroll();
|
|
|
|
}
|
|
|
|
|
|
|
|
void UpdateWindows(void)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
static int we4_timer = 0;
|
|
|
|
int t = we4_timer + 1;
|
|
|
|
|
|
|
|
if (t >= 100) {
|
|
|
|
for (wz = _last_z_window; wz != _z_windows;) {
|
|
|
|
CallWindowEventNP(*--wz, WE_4);
|
|
|
|
}
|
|
|
|
t = 0;
|
|
|
|
}
|
|
|
|
we4_timer = t;
|
|
|
|
|
|
|
|
for (wz = _last_z_window; wz != _z_windows;) {
|
|
|
|
Window *w = *--wz;
|
|
|
|
if (w->flags4 & WF_WHITE_BORDER_MASK) {
|
|
|
|
w->flags4 -= WF_WHITE_BORDER_ONE;
|
|
|
|
|
|
|
|
if (!(w->flags4 & WF_WHITE_BORDER_MASK)) SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DrawDirtyBlocks();
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz);
|
|
|
|
}
|
|
|
|
DrawTextMessage();
|
|
|
|
// Redraw mouse cursor in case it was hidden
|
|
|
|
DrawMouseCursor();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int GetMenuItemIndex(const Window *w, int x, int y)
|
|
|
|
{
|
|
|
|
if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) {
|
|
|
|
y /= 10;
|
|
|
|
|
|
|
|
if (y < WP(w, const menu_d).item_count &&
|
|
|
|
!HASBIT(WP(w, const menu_d).disabled_items, y)) {
|
|
|
|
return y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InvalidateWindow(WindowClass cls, WindowNumber number)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
if (w->window_class == cls && w->window_number == number) SetWindowDirty(w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InvalidateWidget(const Window *w, byte widget_index)
|
|
|
|
{
|
|
|
|
const Widget *wi = &w->widget[widget_index];
|
|
|
|
|
|
|
|
/* Don't redraw the window if the widget is invisible or of no-type */
|
|
|
|
if (wi->type == WWT_EMPTY || IsWindowWidgetHidden(w, widget_index)) return;
|
|
|
|
|
|
|
|
SetDirtyBlocks(w->left + wi->left, w->top + wi->top, w->left + wi->right + 1, w->top + wi->bottom + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
const Window *w = *wz;
|
|
|
|
if (w->window_class == cls && w->window_number == number) {
|
|
|
|
InvalidateWidget(w, widget_index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InvalidateWindowClasses(WindowClass cls)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
if ((*wz)->window_class == cls) SetWindowDirty(*wz);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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void InvalidateThisWindowData(Window *w)
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{
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CallWindowEventNP(w, WE_INVALIDATE_DATA);
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SetWindowDirty(w);
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}
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void InvalidateWindowData(WindowClass cls, WindowNumber number)
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{
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Window* const *wz;
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FOR_ALL_WINDOWS(wz) {
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Window *w = *wz;
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if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w);
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}
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}
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void InvalidateWindowClassesData(WindowClass cls)
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{
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Window* const *wz;
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FOR_ALL_WINDOWS(wz) {
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if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz);
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}
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}
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void CallWindowTickEvent(void)
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{
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Window* const *wz;
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for (wz = _last_z_window; wz != _z_windows;) {
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CallWindowEventNP(*--wz, WE_TICK);
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}
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}
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void DeleteNonVitalWindows(void)
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{
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Window* const *wz;
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restart_search:
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/* When we find the window to delete, we need to restart the search
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* as deleting this window could cascade in deleting (many) others
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* anywhere in the z-array */
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FOR_ALL_WINDOWS(wz) {
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Window *w = *wz;
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if (w->window_class != WC_MAIN_WINDOW &&
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w->window_class != WC_SELECT_GAME &&
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w->window_class != WC_MAIN_TOOLBAR &&
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w->window_class != WC_STATUS_BAR &&
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w->window_class != WC_TOOLBAR_MENU &&
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w->window_class != WC_TOOLTIPS &&
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(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
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DeleteWindow(w);
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|
goto restart_search;
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}
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}
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}
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/* It is possible that a stickied window gets to a position where the
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* 'close' button is outside the gaming area. You cannot close it then; except
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* with this function. It closes all windows calling the standard function,
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|
* then, does a little hacked loop of closing all stickied windows. Note
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|
* that standard windows (status bar, etc.) are not stickied, so these aren't affected */
|
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|
|
void DeleteAllNonVitalWindows(void)
|
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|
|
{
|
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|
|
Window* const *wz;
|
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|
|
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|
|
/* Delete every window except for stickied ones, then sticky ones as well */
|
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|
|
DeleteNonVitalWindows();
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|
|
restart_search:
|
|
|
|
/* When we find the window to delete, we need to restart the search
|
|
|
|
* as deleting this window could cascade in deleting (many) others
|
|
|
|
* anywhere in the z-array */
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
if ((*wz)->flags4 & WF_STICKY) {
|
|
|
|
DeleteWindow(*wz);
|
|
|
|
goto restart_search;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Delete all always on-top windows to get an empty screen */
|
|
|
|
void HideVitalWindows(void)
|
|
|
|
{
|
|
|
|
DeleteWindowById(WC_MAIN_TOOLBAR, 0);
|
|
|
|
DeleteWindowById(WC_STATUS_BAR, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
int PositionMainToolbar(Window *w)
|
|
|
|
{
|
|
|
|
DEBUG(misc, 5, "Repositioning Main Toolbar...");
|
|
|
|
|
|
|
|
if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
|
|
|
|
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (_patches.toolbar_pos) {
|
|
|
|
case 1: w->left = (_screen.width - w->width) / 2; break;
|
|
|
|
case 2: w->left = _screen.width - w->width; break;
|
|
|
|
default: w->left = 0;
|
|
|
|
}
|
|
|
|
SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part
|
|
|
|
return w->left;
|
|
|
|
}
|
|
|
|
|
|
|
|
void RelocateAllWindows(int neww, int newh)
|
|
|
|
{
|
|
|
|
Window* const *wz;
|
|
|
|
|
|
|
|
FOR_ALL_WINDOWS(wz) {
|
|
|
|
Window *w = *wz;
|
|
|
|
int left, top;
|
|
|
|
|
|
|
|
if (w->window_class == WC_MAIN_WINDOW) {
|
|
|
|
ViewPort *vp = w->viewport;
|
|
|
|
vp->width = w->width = neww;
|
|
|
|
vp->height = w->height = newh;
|
|
|
|
vp->virtual_width = neww << vp->zoom;
|
|
|
|
vp->virtual_height = newh << vp->zoom;
|
|
|
|
continue; // don't modify top,left
|
|
|
|
}
|
|
|
|
|
|
|
|
/* XXX - this probably needs something more sane. For example specying
|
|
|
|
* in a 'backup'-desc that the window should always be centred. */
|
|
|
|
switch (w->window_class) {
|
|
|
|
case WC_MAIN_TOOLBAR:
|
|
|
|
top = w->top;
|
|
|
|
left = PositionMainToolbar(w); // changes toolbar orientation
|
|
|
|
break;
|
|
|
|
|
|
|
|
case WC_SELECT_GAME:
|
|
|
|
case WC_GAME_OPTIONS:
|
|
|
|
case WC_NETWORK_WINDOW:
|
|
|
|
top = (newh - w->height) >> 1;
|
|
|
|
left = (neww - w->width) >> 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case WC_NEWS_WINDOW:
|
|
|
|
top = newh - w->height;
|
|
|
|
left = (neww - w->width) >> 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case WC_STATUS_BAR:
|
|
|
|
top = newh - w->height;
|
|
|
|
left = (neww - w->width) >> 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case WC_SEND_NETWORK_MSG:
|
|
|
|
top = (newh - 26); // 26 = height of status bar + height of chat bar
|
|
|
|
left = (neww - w->width) >> 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case WC_CONSOLE:
|
|
|
|
IConsoleResize(w);
|
|
|
|
continue;
|
|
|
|
|
|
|
|
default:
|
|
|
|
left = w->left;
|
|
|
|
if (left + (w->width >> 1) >= neww) left = neww - w->width;
|
|
|
|
top = w->top;
|
|
|
|
if (top + (w->height >> 1) >= newh) top = newh - w->height;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (w->viewport != NULL) {
|
|
|
|
w->viewport->left += left - w->left;
|
|
|
|
w->viewport->top += top - w->top;
|
|
|
|
}
|
|
|
|
|
|
|
|
w->left = left;
|
|
|
|
w->top = top;
|
|
|
|
}
|
|
|
|
}
|