This replaces/simplifies testing for a closebox to allow closing a window with right-click, and testing for specific window classes when closing all windows by hotkey.
This allows right-click closing of dropdowns and the high-score window.
Clicking and releasing on the query toolbar icon is meant to select the land-info tool.
This did not work as during closing a window, OnFocusLost() is called, which then closes the window again. These two calls toggled the land-info tool one and off in the same action.
Resolve by not calling Window::Close in OnFocusLost() if the window is already closing.
Since dropdowns self-close, the detection of re-clicking a dropdown
button no longer worked, as the dropdown is already closed.
Instead set (and then test) a flag on the parent widget to indicate that
the dropdown closed. This method avoids looping windows on every click.
Solution is to not focus any tooltips, so that the dropdown doesn't lose focus. Tooltips don't accept any input so this does not change their behaviour.
They all now access a std::string_view, instead of a "const char *"
or std::string (in some cases).
Additionally, GetCharAtPosition and friends now return an index
instead of a "const char *", as it makes for a more clear interface.
IntervalTimer and TimeoutTimer use RAII, and can be used to replace
all the time-based timeouts, lag-detection, "execute every N" we
have.
As it uses RAII, you can safely use it as static variable, class
member, temporary variable, etc. As soon as it goes out-of-scope,
it will be safely removed.
This allows for much easier to read code when it comes to intervals.
* Fix: Use width of caret symbol '_' for text entry.
This replaces an arbitrary pixel width with the space actually required.
* Fix#8971: Update QueryString sizes with interface scale change.
TURN is a last resort, used only if all other methods failed.
TURN is a relay approach to connect client and server together, where
openttd.org (by default) is the middleman.
It is very unlikely either the client or server cannot connect to
the STUN server, as they are both already connected to the Game
Coordinator. But in the odd case it does fail, estabilishing the
connection fails without any further possibility to recover.
Instead of creating the object on heap and use a pointer, create
the object on stack and use a guaranteed-not-null pointer.
The size of IniFile doesn't warrent the forcing to heap.
Additionally, use a subclass instead of a function to do some
initial bookkeeping on an IniFile meant to read a configuration.
This as during construction the sub class has not been initialized yet, and
during destruction the sub class has already been destroyed, so the overriding
virtual function would be accessing uninitialized data.