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(svn r11629) -Fix [FS#1527]: many viewports could crash the scenario editor.
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@ -32,8 +32,22 @@
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ZoomLevel _saved_scrollpos_zoom;
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/* XXX - maximum viewports is maximum windows - 2 (main toolbar + status bar) */
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static ViewPort _viewports[25 - 2];
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/**
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* The maximum number of viewports depends on the maximum number
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* of windows. Technically is could be the maximum number of
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* windows, but there is always at least one window that does
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* not need a viewport. Not having 'support' for that viewport
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* saves some time and memory.
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* For the introduction GUI and create game GUIs there is no
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* need for more than one viewport, however in the normal game
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* and scenario editor one can make a lot of viewports. For the
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* normal game one always has a main toolbar and a status bar,
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* however the statusbar does not exist on the scenario editor.
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*
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* This means that we can only safely assume that there is one
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* window without viewport.
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*/
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static ViewPort _viewports[MAX_NUMBER_OF_WINDOWS - 1];
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static uint32 _active_viewports; ///< bitmasked variable where each bit signifies if a viewport is in use or not
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assert_compile(lengthof(_viewports) < sizeof(_active_viewports) * 8);
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@ -22,7 +22,7 @@
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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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static Window _windows[MAX_NUMBER_OF_WINDOWS];
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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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@ -14,6 +14,11 @@
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#include "vehicle.h"
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#include "viewport.h"
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/**
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* The maximum number of windows that can be opened.
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*/
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static const int MAX_NUMBER_OF_WINDOWS = 25;
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struct WindowEvent;
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typedef void WindowProc(Window *w, WindowEvent *e);
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