mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-13 07:10:57 +00:00
3675 lines
115 KiB
C++
3675 lines
115 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file window.cpp Windowing system, widgets and events */
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#include "stdafx.h"
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#include <stdarg.h>
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#include "company_func.h"
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#include "gfx_func.h"
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#include "console_func.h"
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#include "console_gui.h"
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#include "viewport_func.h"
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#include "progress.h"
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#include "blitter/factory.hpp"
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#include "zoom_func.h"
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#include "vehicle_base.h"
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#include "window_func.h"
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#include "tilehighlight_func.h"
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#include "network/network.h"
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#include "querystring_gui.h"
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#include "widgets/dropdown_func.h"
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#include "strings_func.h"
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#include "settings_type.h"
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#include "settings_func.h"
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#include "ini_type.h"
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#include "newgrf_debug.h"
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#include "hotkeys.h"
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#include "toolbar_gui.h"
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#include "statusbar_gui.h"
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#include "error.h"
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#include "game/game.hpp"
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#include "video/video_driver.hpp"
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#include "framerate_type.h"
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#include "network/network_func.h"
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#include "guitimer_func.h"
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#include "news_func.h"
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#include "safeguards.h"
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/** Values for _settings_client.gui.auto_scrolling */
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enum ViewportAutoscrolling {
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VA_DISABLED, //!< Do not autoscroll when mouse is at edge of viewport.
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VA_MAIN_VIEWPORT_FULLSCREEN, //!< Scroll main viewport at edge when using fullscreen.
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VA_MAIN_VIEWPORT, //!< Scroll main viewport at edge.
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VA_EVERY_VIEWPORT, //!< Scroll all viewports at their edges.
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};
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static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
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static Window *_mouseover_last_w = nullptr; ///< Window of the last OnMouseOver event.
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static Window *_last_scroll_window = nullptr; ///< Window of the last scroll event.
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/** List of windows opened at the screen sorted from the front. */
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WindowBase *_z_front_window = nullptr;
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/** List of windows opened at the screen sorted from the back. */
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WindowBase *_z_back_window = nullptr;
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/** If false, highlight is white, otherwise the by the widget defined colour. */
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bool _window_highlight_colour = false;
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uint64 _window_update_number = 1;
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/*
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* Window that currently has focus. - The main purpose is to generate
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* #FocusLost events, not to give next window in z-order focus when a
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* window is closed.
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*/
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Window *_focused_window;
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Point _cursorpos_drag_start;
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int _scrollbar_start_pos;
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int _scrollbar_size;
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byte _scroller_click_timeout = 0;
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Window *_scrolling_viewport; ///< A viewport is being scrolled with the mouse.
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Rect _scrolling_viewport_bound; ///< A viewport is being scrolled with the mouse, the overlay currently covers this viewport rectangle.
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bool _mouse_hovering; ///< The mouse is hovering over the same point.
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SpecialMouseMode _special_mouse_mode; ///< Mode of the mouse.
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/**
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* List of all WindowDescs.
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* This is a pointer to ensure initialisation order with the various static WindowDesc instances.
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*/
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static std::vector<WindowDesc*> *_window_descs = nullptr;
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/** Config file to store WindowDesc */
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char *_windows_file;
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/** Window description constructor. */
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WindowDesc::WindowDesc(WindowPosition def_pos, const char *ini_key, int16 def_width_trad, int16 def_height_trad,
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WindowClass window_class, WindowClass parent_class, uint32 flags,
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const NWidgetPart *nwid_parts, int16 nwid_length, HotkeyList *hotkeys) :
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default_pos(def_pos),
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cls(window_class),
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parent_cls(parent_class),
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ini_key(ini_key),
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flags(flags),
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nwid_parts(nwid_parts),
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nwid_length(nwid_length),
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hotkeys(hotkeys),
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pref_sticky(false),
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pref_width(0),
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pref_height(0),
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default_width_trad(def_width_trad),
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default_height_trad(def_height_trad)
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{
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if (_window_descs == nullptr) _window_descs = new std::vector<WindowDesc*>();
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_window_descs->push_back(this);
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}
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WindowDesc::~WindowDesc()
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{
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_window_descs->erase(std::find(_window_descs->begin(), _window_descs->end(), this));
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}
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/**
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* Determine default width of window.
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* This is either a stored user preferred size, or the build-in default.
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* @return Width in pixels.
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*/
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int16 WindowDesc::GetDefaultWidth() const
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{
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return this->pref_width != 0 ? this->pref_width : ScaleGUITrad(this->default_width_trad);
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}
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/**
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* Determine default height of window.
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* This is either a stored user preferred size, or the build-in default.
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* @return Height in pixels.
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*/
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int16 WindowDesc::GetDefaultHeight() const
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{
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return this->pref_height != 0 ? this->pref_height : ScaleGUITrad(this->default_height_trad);
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}
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/**
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* Load all WindowDesc settings from _windows_file.
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*/
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void WindowDesc::LoadFromConfig()
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{
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IniFile *ini = new IniFile();
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ini->LoadFromDisk(_windows_file, NO_DIRECTORY);
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for (WindowDesc *wd : *_window_descs) {
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if (wd->ini_key == nullptr) continue;
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IniLoadWindowSettings(ini, wd->ini_key, wd);
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}
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delete ini;
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}
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/**
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* Sort WindowDesc by ini_key.
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*/
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static bool DescSorter(WindowDesc* const &a, WindowDesc* const &b)
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{
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if (a->ini_key != nullptr && b->ini_key != nullptr) return strcmp(a->ini_key, b->ini_key) < 0;
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return a->ini_key != nullptr;
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}
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/**
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* Save all WindowDesc settings to _windows_file.
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*/
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void WindowDesc::SaveToConfig()
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{
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/* Sort the stuff to get a nice ini file on first write */
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std::sort(_window_descs->begin(), _window_descs->end(), DescSorter);
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IniFile *ini = new IniFile();
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ini->LoadFromDisk(_windows_file, NO_DIRECTORY);
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for (WindowDesc *wd : *_window_descs) {
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if (wd->ini_key == nullptr) continue;
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IniSaveWindowSettings(ini, wd->ini_key, wd);
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}
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ini->SaveToDisk(_windows_file);
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delete ini;
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}
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/**
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* Read default values from WindowDesc configuration an apply them to the window.
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*/
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void Window::ApplyDefaults()
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{
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if (this->nested_root != nullptr && this->nested_root->GetWidgetOfType(WWT_STICKYBOX) != nullptr) {
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if (this->window_desc->pref_sticky) this->flags |= WF_STICKY;
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} else {
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/* There is no stickybox; clear the preference in case someone tried to be funny */
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this->window_desc->pref_sticky = false;
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}
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}
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/**
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* Compute the row of a widget that a user clicked in.
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* @param clickpos Vertical position of the mouse click.
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* @param widget Widget number of the widget clicked in.
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* @param padding Amount of empty space between the widget edge and the top of the first row.
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* @param line_height Height of a single row. A negative value means using the vertical resize step of the widget.
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* @return Row number clicked at. If clicked at a wrong position, #INT_MAX is returned.
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* @note The widget does not know where a list printed at the widget ends, so below a list is not a wrong position.
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*/
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int Window::GetRowFromWidget(int clickpos, int widget, int padding, int line_height) const
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{
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const NWidgetBase *wid = this->GetWidget<NWidgetBase>(widget);
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if (line_height < 0) line_height = wid->resize_y;
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if (clickpos < (int)wid->pos_y + padding) return INT_MAX;
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return (clickpos - (int)wid->pos_y - padding) / line_height;
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}
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/**
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* Disable the highlighted status of all widgets.
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*/
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void Window::DisableAllWidgetHighlight()
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{
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for (uint i = 0; i < this->nested_array_size; i++) {
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NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
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if (nwid == nullptr) continue;
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if (nwid->IsHighlighted()) {
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nwid->SetHighlighted(TC_INVALID);
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this->SetWidgetDirty(i);
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}
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}
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CLRBITS(this->flags, WF_HIGHLIGHTED);
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}
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/**
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* Sets the highlighted status of a widget.
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* @param widget_index index of this widget in the window
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* @param highlighted_colour Colour of highlight, or TC_INVALID to disable.
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*/
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void Window::SetWidgetHighlight(byte widget_index, TextColour highlighted_colour)
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{
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assert(widget_index < this->nested_array_size);
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NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
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if (nwid == nullptr) return;
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nwid->SetHighlighted(highlighted_colour);
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this->SetWidgetDirty(widget_index);
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if (highlighted_colour != TC_INVALID) {
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/* If we set a highlight, the window has a highlight */
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this->flags |= WF_HIGHLIGHTED;
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} else {
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/* If we disable a highlight, check all widgets if anyone still has a highlight */
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bool valid = false;
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for (uint i = 0; i < this->nested_array_size; i++) {
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NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
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if (nwid == nullptr) continue;
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if (!nwid->IsHighlighted()) continue;
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valid = true;
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}
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/* If nobody has a highlight, disable the flag on the window */
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if (!valid) CLRBITS(this->flags, WF_HIGHLIGHTED);
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}
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}
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/**
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* Gets the highlighted status of a widget.
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* @param widget_index index of this widget in the window
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* @return status of the widget ie: highlighted = true, not highlighted = false
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*/
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bool Window::IsWidgetHighlighted(byte widget_index) const
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{
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assert(widget_index < this->nested_array_size);
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const NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
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if (nwid == nullptr) return false;
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return nwid->IsHighlighted();
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}
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/**
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* A dropdown window associated to this window has been closed.
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* @param pt the point inside the window the mouse resides on after closure.
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* @param widget the widget (button) that the dropdown is associated with.
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* @param index the element in the dropdown that is selected.
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* @param instant_close whether the dropdown was configured to close on mouse up.
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*/
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void Window::OnDropdownClose(Point pt, int widget, int index, bool instant_close)
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{
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if (widget < 0) return;
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if (instant_close) {
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/* Send event for selected option if we're still
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* on the parent button of the dropdown (behaviour of the dropdowns in the main toolbar). */
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if (GetWidgetFromPos(this, pt.x, pt.y) == widget) {
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this->OnDropdownSelect(widget, index);
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}
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}
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/* Raise the dropdown button */
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NWidgetCore *nwi2 = this->GetWidget<NWidgetCore>(widget);
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if ((nwi2->type & WWT_MASK) == NWID_BUTTON_DROPDOWN) {
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nwi2->disp_flags &= ~ND_DROPDOWN_ACTIVE;
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} else {
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this->RaiseWidget(widget);
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}
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this->SetWidgetDirty(widget);
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}
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/**
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* Return the Scrollbar to a widget index.
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* @param widnum Scrollbar widget index
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* @return Scrollbar to the widget
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*/
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const Scrollbar *Window::GetScrollbar(uint widnum) const
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{
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return this->GetWidget<NWidgetScrollbar>(widnum);
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}
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/**
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* Return the Scrollbar to a widget index.
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* @param widnum Scrollbar widget index
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* @return Scrollbar to the widget
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*/
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Scrollbar *Window::GetScrollbar(uint widnum)
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{
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return this->GetWidget<NWidgetScrollbar>(widnum);
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}
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/**
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* Return the querystring associated to a editbox.
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* @param widnum Editbox widget index
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* @return QueryString or nullptr.
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*/
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const QueryString *Window::GetQueryString(uint widnum) const
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{
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auto query = this->querystrings.Find(widnum);
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return query != this->querystrings.end() ? query->second : nullptr;
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}
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/**
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* Return the querystring associated to a editbox.
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* @param widnum Editbox widget index
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* @return QueryString or nullptr.
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*/
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QueryString *Window::GetQueryString(uint widnum)
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{
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SmallMap<int, QueryString*>::Pair *query = this->querystrings.Find(widnum);
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return query != this->querystrings.End() ? query->second : nullptr;
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}
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/**
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* Get the current input text if an edit box has the focus.
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* @return The currently focused input text or nullptr if no input focused.
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*/
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/* virtual */ const char *Window::GetFocusedText() const
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{
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if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
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return this->GetQueryString(this->nested_focus->index)->GetText();
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}
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return nullptr;
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}
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/**
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* Get the string at the caret if an edit box has the focus.
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* @return The text at the caret or nullptr if no edit box is focused.
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*/
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/* virtual */ const char *Window::GetCaret() const
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{
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if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
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return this->GetQueryString(this->nested_focus->index)->GetCaret();
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}
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return nullptr;
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}
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/**
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* Get the range of the currently marked input text.
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* @param[out] length Length of the marked text.
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* @return Pointer to the start of the marked text or nullptr if no text is marked.
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*/
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/* virtual */ const char *Window::GetMarkedText(size_t *length) const
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{
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if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
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return this->GetQueryString(this->nested_focus->index)->GetMarkedText(length);
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}
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return nullptr;
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}
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/**
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* Get the current caret position if an edit box has the focus.
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* @return Top-left location of the caret, relative to the window.
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*/
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/* virtual */ Point Window::GetCaretPosition() const
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{
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if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
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return this->GetQueryString(this->nested_focus->index)->GetCaretPosition(this, this->nested_focus->index);
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}
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Point pt = {0, 0};
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return pt;
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}
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/**
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* Get the bounding rectangle for a text range if an edit box has the focus.
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* @param from Start of the string range.
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* @param to End of the string range.
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* @return Rectangle encompassing the string range, relative to the window.
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*/
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/* virtual */ Rect Window::GetTextBoundingRect(const char *from, const char *to) const
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{
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if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
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return this->GetQueryString(this->nested_focus->index)->GetBoundingRect(this, this->nested_focus->index, from, to);
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}
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Rect r = {0, 0, 0, 0};
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return r;
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}
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/**
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* Get the character that is rendered at a position by the focused edit box.
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* @param pt The position to test.
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* @return Pointer to the character at the position or nullptr if no character is at the position.
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*/
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/* virtual */ const char *Window::GetTextCharacterAtPosition(const Point &pt) const
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{
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if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
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return this->GetQueryString(this->nested_focus->index)->GetCharAtPosition(this, this->nested_focus->index, pt);
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}
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return nullptr;
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}
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/**
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* Set the window that has the focus
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* @param w The window to set the focus on
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*/
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void SetFocusedWindow(Window *w)
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{
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if (_focused_window == w) return;
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/* Invalidate focused widget */
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if (_focused_window != nullptr) {
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if (_focused_window->nested_focus != nullptr) _focused_window->nested_focus->SetDirty(_focused_window);
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}
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/* Remember which window was previously focused */
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Window *old_focused = _focused_window;
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_focused_window = w;
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/* So we can inform it that it lost focus */
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if (old_focused != nullptr) old_focused->OnFocusLost(w);
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if (_focused_window != nullptr) _focused_window->OnFocus(old_focused);
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}
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/**
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* Check if an edit box is in global focus. That is if focused window
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* has a edit box as focused widget, or if a console is focused.
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* @return returns true if an edit box is in global focus or if the focused window is a console, else false
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*/
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bool EditBoxInGlobalFocus()
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{
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if (_focused_window == nullptr) return false;
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/* The console does not have an edit box so a special case is needed. */
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if (_focused_window->window_class == WC_CONSOLE) return true;
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return _focused_window->nested_focus != nullptr && _focused_window->nested_focus->type == WWT_EDITBOX;
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}
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/**
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* Makes no widget on this window have focus. The function however doesn't change which window has focus.
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*/
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void Window::UnfocusFocusedWidget()
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{
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if (this->nested_focus != nullptr) {
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if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
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/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
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this->nested_focus->SetDirty(this);
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this->nested_focus = nullptr;
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}
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}
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/**
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* Set focus within this window to the given widget. The function however doesn't change which window has focus.
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* @param widget_index Index of the widget in the window to set the focus to.
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* @return Focus has changed.
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*/
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bool Window::SetFocusedWidget(int widget_index)
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{
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/* Do nothing if widget_index is already focused, or if it wasn't a valid widget. */
|
|
if ((uint)widget_index >= this->nested_array_size) return false;
|
|
|
|
assert(this->nested_array[widget_index] != nullptr); // Setting focus to a non-existing widget is a bad idea.
|
|
if (this->nested_focus != nullptr) {
|
|
if (this->GetWidget<NWidgetCore>(widget_index) == this->nested_focus) return false;
|
|
|
|
/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
|
|
this->nested_focus->SetDirty(this);
|
|
if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
|
|
}
|
|
this->nested_focus = this->GetWidget<NWidgetCore>(widget_index);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Called when window looses focus
|
|
*/
|
|
void Window::OnFocusLost(Window *newly_focused_window)
|
|
{
|
|
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
|
|
}
|
|
|
|
/**
|
|
* 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 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 the buttons of the window.
|
|
* @param autoraise Raise only the push buttons of the window.
|
|
*/
|
|
void Window::RaiseButtons(bool autoraise)
|
|
{
|
|
for (uint i = 0; i < this->nested_array_size; i++) {
|
|
if (this->nested_array[i] == nullptr) continue;
|
|
WidgetType type = this->nested_array[i]->type;
|
|
if (((type & ~WWB_PUSHBUTTON) < WWT_LAST || type == NWID_PUSHBUTTON_DROPDOWN) &&
|
|
(!autoraise || (type & WWB_PUSHBUTTON) || type == WWT_EDITBOX) && this->IsWidgetLowered(i)) {
|
|
this->RaiseWidget(i);
|
|
this->SetWidgetDirty(i);
|
|
}
|
|
}
|
|
|
|
/* Special widgets without widget index */
|
|
NWidgetCore *wid = this->nested_root != nullptr ? (NWidgetCore*)this->nested_root->GetWidgetOfType(WWT_DEFSIZEBOX) : nullptr;
|
|
if (wid != nullptr) {
|
|
wid->SetLowered(false);
|
|
wid->SetDirty(this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Invalidate a widget, i.e. mark it as being changed and in need of redraw.
|
|
* @param widget_index the widget to redraw.
|
|
*/
|
|
void Window::SetWidgetDirty(byte widget_index) const
|
|
{
|
|
/* Sometimes this function is called before the window is even fully initialized */
|
|
if (this->nested_array == nullptr) return;
|
|
|
|
this->nested_array[widget_index]->SetDirty(this);
|
|
}
|
|
|
|
/**
|
|
* A hotkey has been pressed.
|
|
* @param hotkey Hotkey index, by default a widget index of a button or editbox.
|
|
* @return #ES_HANDLED if the key press has been handled, and the hotkey is not unavailable for some reason.
|
|
*/
|
|
EventState Window::OnHotkey(int hotkey)
|
|
{
|
|
if (hotkey < 0) return ES_NOT_HANDLED;
|
|
|
|
NWidgetCore *nw = this->GetWidget<NWidgetCore>(hotkey);
|
|
if (nw == nullptr || nw->IsDisabled()) return ES_NOT_HANDLED;
|
|
|
|
if (nw->type == WWT_EDITBOX) {
|
|
if (this->IsShaded()) return ES_NOT_HANDLED;
|
|
|
|
/* Focus editbox */
|
|
this->SetFocusedWidget(hotkey);
|
|
SetFocusedWindow(this);
|
|
} else {
|
|
/* Click button */
|
|
this->OnClick(Point(), hotkey, 1);
|
|
}
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
/**
|
|
* 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->SetTimeout();
|
|
this->SetWidgetDirty(widget);
|
|
}
|
|
|
|
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 click_count Number of fast consecutive clicks at same position
|
|
*/
|
|
static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
|
|
{
|
|
NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
|
|
WidgetType widget_type = (nw != nullptr) ? nw->type : WWT_EMPTY;
|
|
|
|
bool focused_widget_changed = false;
|
|
/* If clicked on a window that previously did dot have focus */
|
|
if (_focused_window != w && // We already have focus, right?
|
|
(w->window_desc->flags & WDF_NO_FOCUS) == 0 && // Don't lose focus to toolbars
|
|
widget_type != WWT_CLOSEBOX) { // Don't change focused window if 'X' (close button) was clicked
|
|
focused_widget_changed = true;
|
|
SetFocusedWindow(w);
|
|
}
|
|
|
|
if (nw == nullptr) return; // exit if clicked outside of widgets
|
|
|
|
/* don't allow any interaction if the button has been disabled */
|
|
if (nw->IsDisabled()) return;
|
|
|
|
int widget_index = nw->index; ///< Index of the widget
|
|
|
|
/* Clicked on a widget that is not disabled.
|
|
* So unless the clicked widget is the caption bar, change focus to this widget.
|
|
* Exception: In the OSK we always want the editbox to stay focused. */
|
|
if (widget_type != WWT_CAPTION && w->window_class != WC_OSK) {
|
|
/* focused_widget_changed is 'now' only true if the window this widget
|
|
* is in gained focus. In that case it must remain true, also if the
|
|
* local widget focus did not change. As such it's the logical-or of
|
|
* both changed states.
|
|
*
|
|
* If this is not preserved, then the OSK window would be opened when
|
|
* a user has the edit box focused and then click on another window and
|
|
* then back again on the edit box (to type some text).
|
|
*/
|
|
focused_widget_changed |= w->SetFocusedWidget(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 && widget_index >= 0) return;
|
|
|
|
if ((widget_type & ~WWB_PUSHBUTTON) < WWT_LAST && (widget_type & WWB_PUSHBUTTON)) w->HandleButtonClick(widget_index);
|
|
|
|
Point pt = { x, y };
|
|
|
|
switch (widget_type) {
|
|
case NWID_VSCROLLBAR:
|
|
case NWID_HSCROLLBAR:
|
|
ScrollbarClickHandler(w, nw, x, y);
|
|
break;
|
|
|
|
case WWT_EDITBOX: {
|
|
QueryString *query = w->GetQueryString(widget_index);
|
|
if (query != nullptr) query->ClickEditBox(w, pt, widget_index, click_count, focused_widget_changed);
|
|
break;
|
|
}
|
|
|
|
case WWT_CLOSEBOX: // 'X'
|
|
delete w;
|
|
return;
|
|
|
|
case WWT_CAPTION: // 'Title bar'
|
|
StartWindowDrag(w);
|
|
return;
|
|
|
|
case 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, (int)nw->pos_x < (w->width / 2));
|
|
nw->SetDirty(w);
|
|
return;
|
|
|
|
case WWT_DEFSIZEBOX: {
|
|
if (_ctrl_pressed) {
|
|
w->window_desc->pref_width = w->width;
|
|
w->window_desc->pref_height = w->height;
|
|
} else {
|
|
int16 def_width = max<int16>(min(w->window_desc->GetDefaultWidth(), _screen.width), w->nested_root->smallest_x);
|
|
int16 def_height = max<int16>(min(w->window_desc->GetDefaultHeight(), _screen.height - 50), w->nested_root->smallest_y);
|
|
|
|
int dx = (w->resize.step_width == 0) ? 0 : def_width - w->width;
|
|
int dy = (w->resize.step_height == 0) ? 0 : def_height - w->height;
|
|
/* dx and dy has to go by step.. calculate it.
|
|
* The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */
|
|
if (w->resize.step_width > 1) dx -= dx % (int)w->resize.step_width;
|
|
if (w->resize.step_height > 1) dy -= dy % (int)w->resize.step_height;
|
|
ResizeWindow(w, dx, dy, false);
|
|
}
|
|
|
|
nw->SetLowered(true);
|
|
nw->SetDirty(w);
|
|
w->SetTimeout();
|
|
break;
|
|
}
|
|
|
|
case WWT_DEBUGBOX:
|
|
w->ShowNewGRFInspectWindow();
|
|
break;
|
|
|
|
case WWT_SHADEBOX:
|
|
nw->SetDirty(w);
|
|
w->SetShaded(!w->IsShaded());
|
|
return;
|
|
|
|
case WWT_STICKYBOX:
|
|
w->flags ^= WF_STICKY;
|
|
nw->SetDirty(w);
|
|
if (_ctrl_pressed) w->window_desc->pref_sticky = (w->flags & WF_STICKY) != 0;
|
|
return;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/* Widget has no index, so the window is not interested in it. */
|
|
if (widget_index < 0) return;
|
|
|
|
/* Check if the widget is highlighted; if so, disable highlight and dispatch an event to the GameScript */
|
|
if (w->IsWidgetHighlighted(widget_index)) {
|
|
w->SetWidgetHighlight(widget_index, TC_INVALID);
|
|
Game::NewEvent(new ScriptEventWindowWidgetClick((ScriptWindow::WindowClass)w->window_class, w->window_number, widget_index));
|
|
}
|
|
|
|
w->OnClick(pt, widget_index, click_count);
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);
|
|
if (wid == nullptr) return;
|
|
|
|
Point pt = { x, y };
|
|
|
|
/* No widget to handle, or the window is not interested in it. */
|
|
if (wid->index >= 0) {
|
|
if (w->OnRightClick(pt, wid->index)) return;
|
|
}
|
|
|
|
/* Right-click close is enabled and there is a closebox */
|
|
if (_settings_client.gui.right_mouse_wnd_close && w->nested_root->GetWidgetOfType(WWT_CLOSEBOX)) {
|
|
delete w;
|
|
} else if (_settings_client.gui.hover_delay_ms == 0 && !w->OnTooltip(pt, wid->index, TCC_RIGHT_CLICK) && wid->tool_tip != 0) {
|
|
GuiShowTooltips(w, wid->tool_tip, 0, nullptr, TCC_RIGHT_CLICK);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Dispatch hover of the mouse over a window.
|
|
* @param w Window to dispatch event in.
|
|
* @param x X coordinate of the click.
|
|
* @param y Y coordinate of the click.
|
|
*/
|
|
static void DispatchHoverEvent(Window *w, int x, int y)
|
|
{
|
|
NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);
|
|
|
|
/* No widget to handle */
|
|
if (wid == nullptr) return;
|
|
|
|
Point pt = { x, y };
|
|
|
|
/* Show the tooltip if there is any */
|
|
if (!w->OnTooltip(pt, wid->index, TCC_HOVER) && wid->tool_tip != 0) {
|
|
GuiShowTooltips(w, wid->tool_tip);
|
|
return;
|
|
}
|
|
|
|
/* Widget has no index, so the window is not interested in it. */
|
|
if (wid->index < 0) return;
|
|
|
|
w->OnHover(pt, wid->index);
|
|
}
|
|
|
|
/**
|
|
* 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 nwid the widget where the scrollwheel was used
|
|
* @param wheel scroll up or down
|
|
*/
|
|
static void DispatchMouseWheelEvent(Window *w, NWidgetCore *nwid, int wheel)
|
|
{
|
|
if (nwid == nullptr) return;
|
|
|
|
/* Using wheel on caption/shade-box shades or unshades the window. */
|
|
if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) {
|
|
w->SetShaded(wheel < 0);
|
|
return;
|
|
}
|
|
|
|
/* Wheeling a vertical scrollbar. */
|
|
if (nwid->type == NWID_VSCROLLBAR) {
|
|
NWidgetScrollbar *sb = static_cast<NWidgetScrollbar *>(nwid);
|
|
if (sb->GetCount() > sb->GetCapacity()) {
|
|
sb->UpdatePosition(wheel);
|
|
w->SetDirty();
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Scroll the widget attached to the scrollbar. */
|
|
Scrollbar *sb = (nwid->scrollbar_index >= 0 ? w->GetScrollbar(nwid->scrollbar_index) : nullptr);
|
|
if (sb != nullptr && sb->GetCount() > sb->GetCapacity()) {
|
|
sb->UpdatePosition(wheel);
|
|
w->SetDirty();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns whether a window may be shown or not.
|
|
* @param w The window to consider.
|
|
* @return True iff it may be shown, otherwise false.
|
|
*/
|
|
static bool MayBeShown(const Window *w)
|
|
{
|
|
/* If we're not modal, everything is okay. */
|
|
if (!HasModalProgress()) return true;
|
|
|
|
switch (w->window_class) {
|
|
case WC_MAIN_WINDOW: ///< The background, i.e. the game.
|
|
case WC_MODAL_PROGRESS: ///< The actual progress window.
|
|
case WC_CONFIRM_POPUP_QUERY: ///< The abort window.
|
|
return true;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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 (MayBeShown(v) &&
|
|
right > v->left &&
|
|
bottom > v->top &&
|
|
left < v->left + v->width &&
|
|
top < v->top + v->height) {
|
|
/* v and rectangle intersect with each 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 = BlitterFactory::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 *old_dpi = _cur_dpi;
|
|
DrawPixelInfo bk;
|
|
_cur_dpi = &bk;
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (MayBeShown(w) &&
|
|
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, max(left, w->left), max(top, w->top), min(right, w->left + w->width), min(bottom, w->top + w->height));
|
|
}
|
|
}
|
|
_cur_dpi = old_dpi;
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
/**
|
|
* Re-initialize a window, and optionally change its size.
|
|
* @param rx Horizontal resize of the window.
|
|
* @param ry Vertical resize of the window.
|
|
* @note For just resizing the window, use #ResizeWindow instead.
|
|
*/
|
|
void Window::ReInit(int rx, int ry)
|
|
{
|
|
this->SetDirty(); // Mark whole current window as dirty.
|
|
|
|
/* Save current size. */
|
|
int window_width = this->width;
|
|
int window_height = this->height;
|
|
|
|
this->OnInit();
|
|
/* Re-initialize the window from the ground up. No need to change the nested_array, as all widgets stay where they are. */
|
|
this->nested_root->SetupSmallestSize(this, false);
|
|
this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _current_text_dir == TD_RTL);
|
|
this->width = this->nested_root->smallest_x;
|
|
this->height = this->nested_root->smallest_y;
|
|
this->resize.step_width = this->nested_root->resize_x;
|
|
this->resize.step_height = this->nested_root->resize_y;
|
|
|
|
/* Resize as close to the original size + requested resize as possible. */
|
|
window_width = max(window_width + rx, this->width);
|
|
window_height = max(window_height + ry, this->height);
|
|
int dx = (this->resize.step_width == 0) ? 0 : window_width - this->width;
|
|
int dy = (this->resize.step_height == 0) ? 0 : window_height - this->height;
|
|
/* dx and dy has to go by step.. calculate it.
|
|
* The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */
|
|
if (this->resize.step_width > 1) dx -= dx % (int)this->resize.step_width;
|
|
if (this->resize.step_height > 1) dy -= dy % (int)this->resize.step_height;
|
|
|
|
ResizeWindow(this, dx, dy);
|
|
/* ResizeWindow() does this->SetDirty() already, no need to do it again here. */
|
|
}
|
|
|
|
/**
|
|
* Set the shaded state of the window to \a make_shaded.
|
|
* @param make_shaded If \c true, shade the window (roll up until just the title bar is visible), else unshade/unroll the window to its original size.
|
|
* @note The method uses #Window::ReInit(), thus after the call, the whole window should be considered changed.
|
|
*/
|
|
void Window::SetShaded(bool make_shaded)
|
|
{
|
|
if (this->shade_select == nullptr) return;
|
|
|
|
int desired = make_shaded ? SZSP_HORIZONTAL : 0;
|
|
if (this->shade_select->shown_plane != desired) {
|
|
if (make_shaded) {
|
|
if (this->nested_focus != nullptr) this->UnfocusFocusedWidget();
|
|
this->unshaded_size.width = this->width;
|
|
this->unshaded_size.height = this->height;
|
|
this->shade_select->SetDisplayedPlane(desired);
|
|
this->ReInit(0, -this->height);
|
|
} else {
|
|
this->shade_select->SetDisplayedPlane(desired);
|
|
int dx = ((int)this->unshaded_size.width > this->width) ? (int)this->unshaded_size.width - this->width : 0;
|
|
int dy = ((int)this->unshaded_size.height > this->height) ? (int)this->unshaded_size.height - this->height : 0;
|
|
this->ReInit(dx, dy);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Find the Window whose parent pointer points to this window
|
|
* @param w parent Window to find child of
|
|
* @param wc Window class of the window to remove; #WC_INVALID if class does not matter
|
|
* @return a Window pointer that is the child of \a w, or \c nullptr otherwise
|
|
*/
|
|
static Window *FindChildWindow(const Window *w, WindowClass wc)
|
|
{
|
|
Window *v;
|
|
FOR_ALL_WINDOWS_FROM_BACK(v) {
|
|
if ((wc == WC_INVALID || wc == v->window_class) && v->parent == w) return v;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* Delete all children a window might have in a head-recursive manner
|
|
* @param wc Window class of the window to remove; #WC_INVALID if class does not matter
|
|
*/
|
|
void Window::DeleteChildWindows(WindowClass wc) const
|
|
{
|
|
Window *child = FindChildWindow(this, wc);
|
|
while (child != nullptr) {
|
|
delete child;
|
|
child = FindChildWindow(this, wc);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove window and all its child windows from the window stack.
|
|
*/
|
|
Window::~Window()
|
|
{
|
|
if (_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 = nullptr;
|
|
|
|
/* We can't scroll the window when it's closed. */
|
|
if (_last_scroll_window == this) _last_scroll_window = nullptr;
|
|
|
|
/* Make sure we don't try to access this window as the focused window when it doesn't exist anymore. */
|
|
if (_focused_window == this) {
|
|
this->OnFocusLost(nullptr);
|
|
_focused_window = nullptr;
|
|
}
|
|
|
|
this->DeleteChildWindows();
|
|
|
|
if (this->viewport != nullptr) DeleteWindowViewport(this);
|
|
|
|
this->SetDirty();
|
|
|
|
free(this->nested_array); // Contents is released through deletion of #nested_root.
|
|
delete this->nested_root;
|
|
|
|
/*
|
|
* Make fairly sure that this is written, and not "optimized" away.
|
|
* The delete operator is overwritten to not delete it; the deletion
|
|
* happens at a later moment in time after the window has been
|
|
* removed from the list of windows to prevent issues with items
|
|
* being removed during the iteration as not one but more windows
|
|
* may be removed by a single call to ~Window by means of the
|
|
* DeleteChildWindows function.
|
|
*/
|
|
const_cast<volatile WindowClass &>(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 nullptr 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 nullptr;
|
|
}
|
|
|
|
/**
|
|
* Find any window by its class. Useful when searching for a window that uses
|
|
* the window number as a #WindowClass, like #WC_SEND_NETWORK_MSG.
|
|
* @param cls Window class
|
|
* @return Pointer to the found window, or \c nullptr if not available
|
|
*/
|
|
Window *FindWindowByClass(WindowClass cls)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls) return w;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* 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 == nullptr ||
|
|
(w->flags & 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_TRACE_RESTRICT_SLOTS:
|
|
case WC_ROADVEH_LIST:
|
|
case WC_SHIPS_LIST:
|
|
case WC_AIRCRAFT_LIST:
|
|
case WC_BUY_COMPANY:
|
|
case WC_COMPANY:
|
|
case WC_COMPANY_INFRASTRUCTURE:
|
|
case WC_VEHICLE_ORDERS: // Changing owner would also require changing WindowDesc, which is not possible; however keeping the old one crashes because of missing widgets etc.. See ShowOrdersWindow().
|
|
continue;
|
|
|
|
default:
|
|
w->owner = new_owner;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BringWindowToFront(Window *w);
|
|
|
|
/**
|
|
* Find a window and make it the relative top-window on the screen.
|
|
* The window gets unshaded if it was shaded, and a white border is drawn at its edges 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 != nullptr) {
|
|
if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded.
|
|
|
|
w->SetWhiteBorder();
|
|
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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the z-priority for a given window. This is used in comparison with other z-priority values;
|
|
* a window with a given z-priority will appear above other windows with a lower value, and below
|
|
* those with a higher one (the ordering within z-priorities is arbitrary).
|
|
* @param wc The window class of window to get the z-priority for
|
|
* @pre wc != WC_INVALID
|
|
* @return The window's z-priority
|
|
*/
|
|
static uint GetWindowZPriority(WindowClass wc)
|
|
{
|
|
assert(wc != WC_INVALID);
|
|
|
|
uint z_priority = 0;
|
|
|
|
switch (wc) {
|
|
case WC_ENDSCREEN:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_HIGHSCORE:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_TOOLTIPS:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_DROPDOWN_MENU:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_MAIN_TOOLBAR:
|
|
case WC_STATUS_BAR:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_OSK:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_QUERY_STRING:
|
|
case WC_SEND_NETWORK_MSG:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_ERRMSG:
|
|
case WC_CONFIRM_POPUP_QUERY:
|
|
case WC_MODAL_PROGRESS:
|
|
case WC_NETWORK_STATUS_WINDOW:
|
|
case WC_SAVE_PRESET:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_GENERATE_LANDSCAPE:
|
|
case WC_SAVELOAD:
|
|
case WC_GAME_OPTIONS:
|
|
case WC_CUSTOM_CURRENCY:
|
|
case WC_NETWORK_WINDOW:
|
|
case WC_GRF_PARAMETERS:
|
|
case WC_AI_LIST:
|
|
case WC_AI_SETTINGS:
|
|
case WC_TEXTFILE:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_CONSOLE:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_NEWS_WINDOW:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
default:
|
|
++z_priority;
|
|
FALLTHROUGH;
|
|
|
|
case WC_MAIN_WINDOW:
|
|
return z_priority;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds a window to the z-ordering, according to its z-priority.
|
|
* @param w Window to add
|
|
*/
|
|
static void AddWindowToZOrdering(Window *w)
|
|
{
|
|
assert(w->z_front == nullptr && w->z_back == nullptr);
|
|
|
|
if (_z_front_window == nullptr) {
|
|
/* It's the only window. */
|
|
_z_front_window = _z_back_window = w;
|
|
w->z_front = w->z_back = nullptr;
|
|
} else {
|
|
/* Search down the z-ordering for its location. */
|
|
WindowBase *v = _z_front_window;
|
|
uint last_z_priority = UINT_MAX;
|
|
while (v != nullptr && (v->window_class == WC_INVALID || GetWindowZPriority(v->window_class) > GetWindowZPriority(w->window_class))) {
|
|
if (v->window_class != WC_INVALID) {
|
|
/* Sanity check z-ordering, while we're at it. */
|
|
assert(last_z_priority >= GetWindowZPriority(v->window_class));
|
|
last_z_priority = GetWindowZPriority(v->window_class);
|
|
}
|
|
|
|
v = v->z_back;
|
|
}
|
|
|
|
if (v == nullptr) {
|
|
/* It's the new back window. */
|
|
w->z_front = _z_back_window;
|
|
w->z_back = nullptr;
|
|
_z_back_window->z_back = w;
|
|
_z_back_window = w;
|
|
} else if (v == _z_front_window) {
|
|
/* It's the new front window. */
|
|
w->z_front = nullptr;
|
|
w->z_back = _z_front_window;
|
|
_z_front_window->z_front = w;
|
|
_z_front_window = w;
|
|
} else {
|
|
/* It's somewhere else in the z-ordering. */
|
|
w->z_front = v->z_front;
|
|
w->z_back = v;
|
|
v->z_front->z_back = w;
|
|
v->z_front = w;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Removes a window from the z-ordering.
|
|
* @param w Window to remove
|
|
*/
|
|
static void RemoveWindowFromZOrdering(WindowBase *w)
|
|
{
|
|
if (w->z_front == nullptr) {
|
|
assert(_z_front_window == w);
|
|
_z_front_window = w->z_back;
|
|
} else {
|
|
w->z_front->z_back = w->z_back;
|
|
}
|
|
|
|
if (w->z_back == nullptr) {
|
|
assert(_z_back_window == w);
|
|
_z_back_window = w->z_front;
|
|
} else {
|
|
w->z_back->z_front = w->z_front;
|
|
}
|
|
|
|
w->z_front = w->z_back = nullptr;
|
|
}
|
|
|
|
/**
|
|
* On clicking on a window, make it the frontmost window of all windows with an equal
|
|
* or lower z-priority. The window is marked dirty for a repaint
|
|
* @param w window that is put into the relative foreground
|
|
*/
|
|
static void BringWindowToFront(Window *w)
|
|
{
|
|
RemoveWindowFromZOrdering(w);
|
|
AddWindowToZOrdering(w);
|
|
SetFocusedWindow(w);
|
|
|
|
w->SetDirty();
|
|
}
|
|
|
|
/**
|
|
* Initializes the data (except the position and initial size) of a new Window.
|
|
* @param window_number Number being assigned to the new window
|
|
* @return Window pointer of the newly created window
|
|
* @pre If nested widgets are used (\a widget is \c nullptr), #nested_root and #nested_array_size must be initialized.
|
|
* In addition, #nested_array is either \c nullptr, or already initialized.
|
|
*/
|
|
void Window::InitializeData(WindowNumber window_number)
|
|
{
|
|
/* Set up window properties; some of them are needed to set up smallest size below */
|
|
this->window_class = this->window_desc->cls;
|
|
this->SetWhiteBorder();
|
|
if (this->window_desc->default_pos == WDP_CENTER) this->flags |= WF_CENTERED;
|
|
this->owner = INVALID_OWNER;
|
|
this->nested_focus = nullptr;
|
|
this->window_number = window_number;
|
|
|
|
this->OnInit();
|
|
/* Initialize nested widget tree. */
|
|
if (this->nested_array == nullptr) {
|
|
this->nested_array = CallocT<NWidgetBase *>(this->nested_array_size);
|
|
this->nested_root->SetupSmallestSize(this, true);
|
|
} else {
|
|
this->nested_root->SetupSmallestSize(this, false);
|
|
}
|
|
/* Initialize to smallest size. */
|
|
this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _current_text_dir == TD_RTL);
|
|
|
|
/* Further set up window properties,
|
|
* this->left, this->top, this->width, this->height, this->resize.width, and this->resize.height are initialized later. */
|
|
this->resize.step_width = this->nested_root->resize_x;
|
|
this->resize.step_height = this->nested_root->resize_y;
|
|
|
|
/* Give focus to the opened window unless 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.
|
|
* Do not give the focus while scrolling a viewport (like when the News pops up) */
|
|
if (_scrolling_viewport == nullptr && this->window_class != WC_TOOLTIPS && this->window_class != WC_NEWS_WINDOW && this->window_class != WC_OSK && (!EditBoxInGlobalFocus() || this->nested_root->GetWidgetOfType(WWT_EDITBOX) != nullptr)) SetFocusedWindow(this);
|
|
|
|
/* Insert the window into the correct location in the z-ordering. */
|
|
AddWindowToZOrdering(this);
|
|
}
|
|
|
|
/**
|
|
* Set the position and smallest size of the window.
|
|
* @param x Offset in pixels from the left of the screen of the new window.
|
|
* @param y Offset in pixels from the top of the screen of the new window.
|
|
* @param sm_width Smallest width in pixels of the window.
|
|
* @param sm_height Smallest height in pixels of the window.
|
|
*/
|
|
void Window::InitializePositionSize(int x, int y, int sm_width, int sm_height)
|
|
{
|
|
this->left = x;
|
|
this->top = y;
|
|
this->width = sm_width;
|
|
this->height = sm_height;
|
|
}
|
|
|
|
/**
|
|
* 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::InitializeData(), Window::InitializePositionSize()
|
|
*/
|
|
void Window::FindWindowPlacementAndResize(int def_width, int def_height)
|
|
{
|
|
def_width = max(def_width, this->width); // Don't allow default size to be smaller than smallest size
|
|
def_height = max(def_height, this->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 != nullptr) free_height -= wt->height;
|
|
wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
if (wt != nullptr) 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);
|
|
/* ResizeWindow() calls this->OnResize(). */
|
|
} else {
|
|
/* Always call OnResize; that way the scrollbars and matrices get initialized. */
|
|
this->OnResize();
|
|
}
|
|
|
|
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 == nullptr || this == wt || this->top == 0) ? 0 : wt->height);
|
|
nx = max(nx, 0);
|
|
|
|
if (this->viewport != nullptr) {
|
|
this->viewport->left += nx - this->left;
|
|
this->viewport->top += ny - this->top;
|
|
}
|
|
this->left = nx;
|
|
this->top = ny;
|
|
|
|
this->SetDirty();
|
|
}
|
|
|
|
/**
|
|
* 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 toolbar_y Height of main toolbar
|
|
* @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, int toolbar_y, Point &pos)
|
|
{
|
|
int right = width + left;
|
|
int bottom = height + top;
|
|
|
|
if (left < 0 || top < toolbar_y || 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 toolbar_y Height of main toolbar
|
|
* @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, int toolbar_y, Point &pos)
|
|
{
|
|
bool rtl = _current_text_dir == TD_RTL;
|
|
|
|
/* 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 (rtl) {
|
|
if (left < -(width >> 1) || left > _screen.width - (width >> 2)) return false;
|
|
} else {
|
|
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 < toolbar_y || 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;
|
|
|
|
bool rtl = _current_text_dir == TD_RTL;
|
|
|
|
/* First attempt, try top-left of the screen */
|
|
const Window *main_toolbar = FindWindowByClass(WC_MAIN_TOOLBAR);
|
|
const int toolbar_y = main_toolbar != nullptr ? main_toolbar->height : 0;
|
|
if (IsGoodAutoPlace1(rtl ? _screen.width - width : 0, toolbar_y, width, height, toolbar_y, pt)) return pt;
|
|
|
|
/* Second attempt, try around all existing windows.
|
|
* 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, w->top, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left - width, w->top, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left, w->top + w->height, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left, w->top - height, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left + w->width, w->top + w->height - height, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left - width, w->top + w->height - height, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height, width, height, toolbar_y, pt)) return pt;
|
|
}
|
|
|
|
/* Third attempt, try around all existing windows.
|
|
* 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, w->top, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace2(w->left - width, w->top, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace2(w->left, w->top + w->height, width, height, toolbar_y, pt)) return pt;
|
|
if (IsGoodAutoPlace2(w->left, w->top - height, width, height, toolbar_y, pt)) return pt;
|
|
}
|
|
|
|
/* Fourth and final attempt, put window at diagonal starting from (0, toolbar_y), try multiples
|
|
* of the closebox
|
|
*/
|
|
int left = rtl ? _screen.width - width : 0, top = toolbar_y;
|
|
int offset_x = rtl ? -(int)NWidgetLeaf::closebox_dimension.width : (int)NWidgetLeaf::closebox_dimension.width;
|
|
int offset_y = max<int>(NWidgetLeaf::closebox_dimension.height, FONT_HEIGHT_NORMAL + WD_CAPTIONTEXT_TOP + WD_CAPTIONTEXT_BOTTOM);
|
|
|
|
restart:
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->left == left && w->top == top) {
|
|
left += offset_x;
|
|
top += offset_y;
|
|
goto restart;
|
|
}
|
|
}
|
|
|
|
pt.x = left;
|
|
pt.y = top;
|
|
return pt;
|
|
}
|
|
|
|
/**
|
|
* Computer the position of the top-left corner of a window to be opened right
|
|
* under the toolbar.
|
|
* @param window_width the width of the window to get the position for
|
|
* @return Coordinate of the top-left corner of the new window.
|
|
*/
|
|
Point GetToolbarAlignedWindowPosition(int window_width)
|
|
{
|
|
const Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
assert(w != nullptr);
|
|
Point pt = { _current_text_dir == TD_RTL ? w->left : (w->left + w->width) - window_width, w->top + w->height };
|
|
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/toolbar-height 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 sm_width Smallest width of the window.
|
|
* @param sm_height Smallest height of the window.
|
|
* @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, int16 sm_width, int16 sm_height, int window_number)
|
|
{
|
|
Point pt;
|
|
const Window *w;
|
|
|
|
int16 default_width = max(desc->GetDefaultWidth(), sm_width);
|
|
int16 default_height = max(desc->GetDefaultHeight(), sm_height);
|
|
|
|
if (desc->parent_cls != WC_NONE && (w = FindWindowById(desc->parent_cls, window_number)) != nullptr) {
|
|
bool rtl = _current_text_dir == TD_RTL;
|
|
if (desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) {
|
|
pt.x = w->left + (rtl ? w->width - default_width : 0);
|
|
pt.y = w->top + w->height;
|
|
return pt;
|
|
} else {
|
|
/* Position child window with offset of closebox, but make sure that either closebox or resizebox is visible
|
|
* - Y position: closebox of parent + closebox of child + statusbar
|
|
* - X position: closebox on left/right, resizebox on right/left (depending on ltr/rtl)
|
|
*/
|
|
int indent_y = max<int>(NWidgetLeaf::closebox_dimension.height, FONT_HEIGHT_NORMAL + WD_CAPTIONTEXT_TOP + WD_CAPTIONTEXT_BOTTOM);
|
|
if (w->top + 3 * indent_y < _screen.height) {
|
|
pt.y = w->top + indent_y;
|
|
int indent_close = NWidgetLeaf::closebox_dimension.width;
|
|
int indent_resize = NWidgetLeaf::resizebox_dimension.width;
|
|
if (_current_text_dir == TD_RTL) {
|
|
pt.x = max(w->left + w->width - default_width - indent_close, 0);
|
|
if (pt.x + default_width >= indent_close && pt.x + indent_resize <= _screen.width) return pt;
|
|
} else {
|
|
pt.x = min(w->left + indent_close, _screen.width - default_width);
|
|
if (pt.x + default_width >= indent_resize && pt.x + indent_close <= _screen.width) return pt;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (desc->default_pos) {
|
|
case WDP_ALIGN_TOOLBAR: // Align to the toolbar
|
|
return GetToolbarAlignedWindowPosition(default_width);
|
|
|
|
case WDP_AUTO: // Find a good automatic position for the window
|
|
return GetAutoPlacePosition(default_width, default_height);
|
|
|
|
case WDP_CENTER: // Centre the window horizontally
|
|
pt.x = (_screen.width - default_width) / 2;
|
|
pt.y = (_screen.height - default_height) / 2;
|
|
break;
|
|
|
|
case WDP_MANUAL:
|
|
pt.x = 0;
|
|
pt.y = 0;
|
|
break;
|
|
|
|
default:
|
|
NOT_REACHED();
|
|
}
|
|
|
|
return pt;
|
|
}
|
|
|
|
/* virtual */ Point Window::OnInitialPosition(int16 sm_width, int16 sm_height, int window_number)
|
|
{
|
|
return LocalGetWindowPlacement(this->window_desc, sm_width, sm_height, window_number);
|
|
}
|
|
|
|
/**
|
|
* Perform the first part of the initialization of a nested widget tree.
|
|
* Construct a nested widget tree in #nested_root, and optionally fill the #nested_array array to provide quick access to the uninitialized widgets.
|
|
* This is mainly useful for setting very basic properties.
|
|
* @param fill_nested Fill the #nested_array (enabling is expensive!).
|
|
* @note Filling the nested array requires an additional traversal through the nested widget tree, and is best performed by #FinishInitNested rather than here.
|
|
*/
|
|
void Window::CreateNestedTree(bool fill_nested)
|
|
{
|
|
int biggest_index = -1;
|
|
this->nested_root = MakeWindowNWidgetTree(this->window_desc->nwid_parts, this->window_desc->nwid_length, &biggest_index, &this->shade_select);
|
|
this->nested_array_size = (uint)(biggest_index + 1);
|
|
|
|
if (fill_nested) {
|
|
this->nested_array = CallocT<NWidgetBase *>(this->nested_array_size);
|
|
this->nested_root->FillNestedArray(this->nested_array, this->nested_array_size);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Perform the second part of the initialization of a nested widget tree.
|
|
* @param window_number Number of the new window.
|
|
*/
|
|
void Window::FinishInitNested(WindowNumber window_number)
|
|
{
|
|
this->InitializeData(window_number);
|
|
this->ApplyDefaults();
|
|
Point pt = this->OnInitialPosition(this->nested_root->smallest_x, this->nested_root->smallest_y, window_number);
|
|
this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y);
|
|
this->FindWindowPlacementAndResize(this->window_desc->GetDefaultWidth(), this->window_desc->GetDefaultHeight());
|
|
}
|
|
|
|
/**
|
|
* Perform complete initialization of the #Window with nested widgets, to allow use.
|
|
* @param window_number Number of the new window.
|
|
*/
|
|
void Window::InitNested(WindowNumber window_number)
|
|
{
|
|
this->CreateNestedTree(false);
|
|
this->FinishInitNested(window_number);
|
|
}
|
|
|
|
/**
|
|
* Empty constructor, initialization has been moved to #InitNested() called from the constructor of the derived class.
|
|
* @param desc The description of the window.
|
|
*/
|
|
Window::Window(WindowDesc *desc) : window_desc(desc), mouse_capture_widget(-1)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* 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, nullptr otherwise
|
|
*/
|
|
Window *FindWindowFromPt(int x, int y)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (MayBeShown(w) && IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
|
|
return w;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* (re)initialize the windowing system
|
|
*/
|
|
void InitWindowSystem()
|
|
{
|
|
IConsoleClose();
|
|
|
|
_z_back_window = nullptr;
|
|
_z_front_window = nullptr;
|
|
_focused_window = nullptr;
|
|
_mouseover_last_w = nullptr;
|
|
_last_scroll_window = nullptr;
|
|
_scrolling_viewport = nullptr;
|
|
_scrolling_viewport_bound = { 0, 0, 0, 0 };
|
|
_mouse_hovering = false;
|
|
|
|
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
|
|
NWidgetScrollbar::InvalidateDimensionCache();
|
|
|
|
ShowFirstError();
|
|
}
|
|
|
|
/**
|
|
* Close down the windowing system
|
|
*/
|
|
void UnInitWindowSystem()
|
|
{
|
|
UnshowCriticalError();
|
|
|
|
Window *v;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(v) delete v;
|
|
|
|
for (WindowBase *w = _z_front_window; w != nullptr; /* nothing */) {
|
|
WindowBase *to_del = w;
|
|
w = w->z_back;
|
|
free(to_del);
|
|
}
|
|
|
|
_z_front_window = nullptr;
|
|
_z_back_window = nullptr;
|
|
}
|
|
|
|
/**
|
|
* Reset the windowing system, by means of shutting it down followed by re-initialization
|
|
*/
|
|
void ResetWindowSystem()
|
|
{
|
|
UnInitWindowSystem();
|
|
InitWindowSystem();
|
|
_thd.Reset();
|
|
}
|
|
|
|
static void DecreaseWindowCounters()
|
|
{
|
|
if (_scroller_click_timeout != 0) _scroller_click_timeout--;
|
|
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (_scroller_click_timeout == 0) {
|
|
/* Unclick scrollbar buttons if they are pressed. */
|
|
for (uint i = 0; i < w->nested_array_size; i++) {
|
|
NWidgetBase *nwid = w->nested_array[i];
|
|
if (nwid != nullptr && (nwid->type == NWID_HSCROLLBAR || nwid->type == NWID_VSCROLLBAR)) {
|
|
NWidgetScrollbar *sb = static_cast<NWidgetScrollbar*>(nwid);
|
|
if (sb->disp_flags & (ND_SCROLLBAR_UP | ND_SCROLLBAR_DOWN)) {
|
|
sb->disp_flags &= ~(ND_SCROLLBAR_UP | ND_SCROLLBAR_DOWN);
|
|
w->mouse_capture_widget = -1;
|
|
sb->SetDirty(w);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Handle editboxes */
|
|
for (SmallMap<int, QueryString*>::Pair &pair : w->querystrings) {
|
|
pair.second->HandleEditBox(w, pair.first);
|
|
}
|
|
|
|
w->OnMouseLoop();
|
|
}
|
|
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if ((w->flags & WF_TIMEOUT) && --w->timeout_timer == 0) {
|
|
CLRBITS(w->flags, WF_TIMEOUT);
|
|
|
|
w->OnTimeout();
|
|
w->RaiseButtons(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void HandlePlacePresize()
|
|
{
|
|
if (_special_mouse_mode != WSM_PRESIZE) return;
|
|
|
|
Window *w = _thd.GetCallbackWnd();
|
|
if (w == nullptr) return;
|
|
|
|
Point pt = GetTileBelowCursor();
|
|
if (pt.x == -1) {
|
|
_thd.selend.x = -1;
|
|
return;
|
|
}
|
|
|
|
w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
|
|
}
|
|
|
|
/**
|
|
* Handle dragging and dropping in mouse dragging mode (#WSM_DRAGDROP).
|
|
* @return State of handling the event.
|
|
*/
|
|
static EventState HandleMouseDragDrop()
|
|
{
|
|
if (_special_mouse_mode != WSM_DRAGDROP) return ES_NOT_HANDLED;
|
|
|
|
if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED; // Dragging, but the mouse did not move.
|
|
|
|
Window *w = _thd.GetCallbackWnd();
|
|
if (w != nullptr) {
|
|
/* Send an event in client coordinates. */
|
|
Point pt;
|
|
pt.x = _cursor.pos.x - w->left;
|
|
pt.y = _cursor.pos.y - w->top;
|
|
if (_left_button_down) {
|
|
w->OnMouseDrag(pt, GetWidgetFromPos(w, pt.x, pt.y));
|
|
} else {
|
|
w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
|
|
}
|
|
}
|
|
|
|
if (!_left_button_down) ResetObjectToPlace(); // Button released, finished dragging.
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
/** Report position of the mouse to the underlying window. */
|
|
static void HandleMouseOver()
|
|
{
|
|
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
|
|
|
/* We changed window, put an OnMouseOver event to the last window */
|
|
if (_mouseover_last_w != nullptr && _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 != nullptr) {
|
|
/* send an event in client coordinates. */
|
|
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
|
|
const NWidgetCore *widget = w->nested_root->GetWidgetFromPos(pt.x, pt.y);
|
|
if (widget != nullptr) w->OnMouseOver(pt, widget->index);
|
|
}
|
|
}
|
|
|
|
/** 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;
|
|
|
|
/** Direction for moving the window. */
|
|
enum PreventHideDirection {
|
|
PHD_UP, ///< Above v is a safe position.
|
|
PHD_DOWN, ///< Below v is a safe position.
|
|
};
|
|
|
|
/**
|
|
* Do not allow hiding of the rectangle with base coordinates \a nx and \a ny behind window \a v.
|
|
* If needed, move the window base coordinates to keep it visible.
|
|
* @param nx Base horizontal coordinate of the rectangle.
|
|
* @param ny Base vertical coordinate of the rectangle.
|
|
* @param rect Rectangle that must stay visible for #MIN_VISIBLE_TITLE_BAR pixels (horizontally, vertically, or both)
|
|
* @param v Window lying in front of the rectangle.
|
|
* @param px Previous horizontal base coordinate.
|
|
* @param dir If no room horizontally, move the rectangle to the indicated position.
|
|
*/
|
|
static void PreventHiding(int *nx, int *ny, const Rect &rect, const Window *v, int px, PreventHideDirection dir)
|
|
{
|
|
if (v == nullptr) return;
|
|
|
|
int v_bottom = v->top + v->height;
|
|
int v_right = v->left + v->width;
|
|
int safe_y = (dir == PHD_UP) ? (v->top - MIN_VISIBLE_TITLE_BAR - rect.top) : (v_bottom + MIN_VISIBLE_TITLE_BAR - rect.bottom); // Compute safe vertical position.
|
|
|
|
if (*ny + rect.top <= v->top - MIN_VISIBLE_TITLE_BAR) return; // Above v is enough space
|
|
if (*ny + rect.bottom >= v_bottom + MIN_VISIBLE_TITLE_BAR) return; // Below v is enough space
|
|
|
|
/* Vertically, the rectangle is hidden behind v. */
|
|
if (*nx + rect.left + MIN_VISIBLE_TITLE_BAR < v->left) { // At left of v.
|
|
if (v->left < MIN_VISIBLE_TITLE_BAR) *ny = safe_y; // But enough room, force it to a safe position.
|
|
return;
|
|
}
|
|
if (*nx + rect.right - MIN_VISIBLE_TITLE_BAR > v_right) { // At right of v.
|
|
if (v_right > _screen.width - MIN_VISIBLE_TITLE_BAR) *ny = safe_y; // Not enough room, force it to a safe position.
|
|
return;
|
|
}
|
|
|
|
/* Horizontally also hidden, force movement to a safe area. */
|
|
if (px + rect.left < v->left && v->left >= MIN_VISIBLE_TITLE_BAR) { // Coming from the left, and enough room there.
|
|
*nx = v->left - MIN_VISIBLE_TITLE_BAR - rect.left;
|
|
} else if (px + rect.right > v_right && v_right <= _screen.width - MIN_VISIBLE_TITLE_BAR) { // Coming from the right, and enough room there.
|
|
*nx = v_right + MIN_VISIBLE_TITLE_BAR - rect.right;
|
|
} else {
|
|
*ny = safe_y;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Make sure at least a part of the caption bar is still visible by moving
|
|
* the window if necessary.
|
|
* @param w The window to check.
|
|
* @param nx The proposed new x-location of the window.
|
|
* @param ny The proposed new y-location of the window.
|
|
*/
|
|
static void EnsureVisibleCaption(Window *w, int nx, int ny)
|
|
{
|
|
/* Search for the title bar rectangle. */
|
|
Rect caption_rect;
|
|
const NWidgetBase *caption = w->nested_root->GetWidgetOfType(WWT_CAPTION);
|
|
if (caption != nullptr) {
|
|
caption_rect.left = caption->pos_x;
|
|
caption_rect.right = caption->pos_x + caption->current_x;
|
|
caption_rect.top = caption->pos_y;
|
|
caption_rect.bottom = caption->pos_y + caption->current_y;
|
|
|
|
/* Make sure the window doesn't leave the screen */
|
|
nx = Clamp(nx, MIN_VISIBLE_TITLE_BAR - caption_rect.right, _screen.width - MIN_VISIBLE_TITLE_BAR - caption_rect.left);
|
|
ny = Clamp(ny, 0, _screen.height - MIN_VISIBLE_TITLE_BAR);
|
|
|
|
/* Make sure the title bar isn't hidden behind the main tool bar or the status bar. */
|
|
PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_MAIN_TOOLBAR, 0), w->left, PHD_DOWN);
|
|
PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_STATUS_BAR, 0), w->left, PHD_UP);
|
|
}
|
|
|
|
if (w->viewport != nullptr) {
|
|
w->viewport->left += nx - w->left;
|
|
w->viewport->top += ny - w->top;
|
|
}
|
|
|
|
w->left = nx;
|
|
w->top = ny;
|
|
}
|
|
|
|
/**
|
|
* 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 delta_x Delta x-size of changed window (positive if larger, etc.)
|
|
* @param delta_y Delta y-size of changed window
|
|
* @param clamp_to_screen Whether to make sure the whole window stays visible
|
|
*/
|
|
void ResizeWindow(Window *w, int delta_x, int delta_y, bool clamp_to_screen)
|
|
{
|
|
if (delta_x != 0 || delta_y != 0) {
|
|
if (clamp_to_screen) {
|
|
/* Determine the new right/bottom position. If that is outside of the bounds of
|
|
* the resolution clamp it in such a manner that it stays within the bounds. */
|
|
int new_right = w->left + w->width + delta_x;
|
|
int new_bottom = w->top + w->height + delta_y;
|
|
if (new_right >= (int)_cur_resolution.width) delta_x -= Ceil(new_right - _cur_resolution.width, max(1U, w->nested_root->resize_x));
|
|
if (new_bottom >= (int)_cur_resolution.height) delta_y -= Ceil(new_bottom - _cur_resolution.height, max(1U, w->nested_root->resize_y));
|
|
}
|
|
|
|
w->SetDirty();
|
|
|
|
uint new_xinc = max(0, (w->nested_root->resize_x == 0) ? 0 : (int)(w->nested_root->current_x - w->nested_root->smallest_x) + delta_x);
|
|
uint new_yinc = max(0, (w->nested_root->resize_y == 0) ? 0 : (int)(w->nested_root->current_y - w->nested_root->smallest_y) + delta_y);
|
|
assert(w->nested_root->resize_x == 0 || new_xinc % w->nested_root->resize_x == 0);
|
|
assert(w->nested_root->resize_y == 0 || new_yinc % w->nested_root->resize_y == 0);
|
|
|
|
w->nested_root->AssignSizePosition(ST_RESIZE, 0, 0, w->nested_root->smallest_x + new_xinc, w->nested_root->smallest_y + new_yinc, _current_text_dir == TD_RTL);
|
|
w->width = w->nested_root->current_x;
|
|
w->height = w->nested_root->current_y;
|
|
}
|
|
|
|
EnsureVisibleCaption(w, w->left, w->top);
|
|
|
|
/* Always call OnResize to make sure everything is initialised correctly if it needs to be. */
|
|
w->OnResize();
|
|
w->SetDirty();
|
|
}
|
|
|
|
/**
|
|
* Return the top of the main view available for general use.
|
|
* @return Uppermost vertical coordinate available.
|
|
* @note Above the upper y coordinate is often the main toolbar.
|
|
*/
|
|
int GetMainViewTop()
|
|
{
|
|
Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
return (w == nullptr) ? 0 : w->top + w->height;
|
|
}
|
|
|
|
/**
|
|
* Return the bottom of the main view available for general use.
|
|
* @return The vertical coordinate of the first unusable row, so 'top + height <= bottom' gives the correct result.
|
|
* @note At and below the bottom y coordinate is often the status bar.
|
|
*/
|
|
int GetMainViewBottom()
|
|
{
|
|
Window *w = FindWindowById(WC_STATUS_BAR, 0);
|
|
return (w == nullptr) ? _screen.height : w->top;
|
|
}
|
|
|
|
static bool _dragging_window; ///< A window is being dragged or resized.
|
|
|
|
/**
|
|
* Handle dragging/resizing of a window.
|
|
* @return State of handling the event.
|
|
*/
|
|
static EventState HandleWindowDragging()
|
|
{
|
|
/* Get out immediately if no window is being dragged at all. */
|
|
if (!_dragging_window) return ES_NOT_HANDLED;
|
|
|
|
/* If button still down, but cursor hasn't moved, there is nothing to do. */
|
|
if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED;
|
|
|
|
/* Otherwise find the window... */
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->flags & WF_DRAGGING) {
|
|
/* Stop the dragging if the left mouse button was released */
|
|
if (!_left_button_down) {
|
|
w->flags &= ~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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
EnsureVisibleCaption(w, nx, ny);
|
|
|
|
w->SetDirty();
|
|
return ES_HANDLED;
|
|
} else if (w->flags & WF_SIZING) {
|
|
/* Stop the sizing if the left mouse button was released */
|
|
if (!_left_button_down) {
|
|
w->flags &= ~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->flags & WF_SIZING_LEFT) {
|
|
x = _drag_delta.x - _cursor.pos.x;
|
|
} else {
|
|
x = _cursor.pos.x - _drag_delta.x;
|
|
}
|
|
|
|
/* resize.step_width and/or resize.step_height may be 0, which means no resize is possible. */
|
|
if (w->resize.step_width == 0) x = 0;
|
|
if (w->resize.step_height == 0) y = 0;
|
|
|
|
/* Check the resize button won't go past the bottom of the screen */
|
|
if (w->top + w->height + y > _screen.height) {
|
|
y = _screen.height - w->height - w->top;
|
|
}
|
|
|
|
/* 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 that we don't go below the minimum set size */
|
|
if ((int)w->width + x < (int)w->nested_root->smallest_x) {
|
|
x = w->nested_root->smallest_x - w->width;
|
|
}
|
|
if ((int)w->height + y < (int)w->nested_root->smallest_y) {
|
|
y = w->nested_root->smallest_y - w->height;
|
|
}
|
|
|
|
/* Window already on size */
|
|
if (x == 0 && y == 0) return ES_HANDLED;
|
|
|
|
/* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */
|
|
_drag_delta.y += y;
|
|
if ((w->flags & 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);
|
|
return ES_HANDLED;
|
|
}
|
|
}
|
|
|
|
_dragging_window = false;
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
/**
|
|
* Start window dragging
|
|
* @param w Window to start dragging
|
|
*/
|
|
static void StartWindowDrag(Window *w)
|
|
{
|
|
w->flags |= WF_DRAGGING;
|
|
w->flags &= ~WF_CENTERED;
|
|
_dragging_window = true;
|
|
|
|
_drag_delta.x = w->left - _cursor.pos.x;
|
|
_drag_delta.y = w->top - _cursor.pos.y;
|
|
|
|
DeleteWindowById(WC_DROPDOWN_MENU, 0);
|
|
BringWindowToFront(w);
|
|
}
|
|
|
|
/**
|
|
* 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->flags |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
|
|
w->flags &= ~WF_CENTERED;
|
|
_dragging_window = true;
|
|
|
|
_drag_delta.x = _cursor.pos.x;
|
|
_drag_delta.y = _cursor.pos.y;
|
|
|
|
DeleteWindowById(WC_DROPDOWN_MENU, 0);
|
|
BringWindowToFront(w);
|
|
}
|
|
|
|
/**
|
|
* Handle scrollbar scrolling with the mouse.
|
|
* @param w window with active scrollbar.
|
|
*/
|
|
static void HandleScrollbarScrolling(Window *w)
|
|
{
|
|
int i;
|
|
NWidgetScrollbar *sb = w->GetWidget<NWidgetScrollbar>(w->mouse_capture_widget);
|
|
bool rtl = false;
|
|
|
|
if (sb->type == NWID_HSCROLLBAR) {
|
|
i = _cursor.pos.x - _cursorpos_drag_start.x;
|
|
rtl = _current_text_dir == TD_RTL;
|
|
} else {
|
|
i = _cursor.pos.y - _cursorpos_drag_start.y;
|
|
}
|
|
|
|
if (sb->disp_flags & ND_SCROLLBAR_BTN) {
|
|
if (_scroller_click_timeout == 1) {
|
|
_scroller_click_timeout = 3;
|
|
sb->UpdatePosition(rtl == HasBit(sb->disp_flags, NDB_SCROLLBAR_UP) ? 1 : -1);
|
|
w->SetDirty();
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Find the item we want to move to and make sure it's inside bounds. */
|
|
int pos = min(RoundDivSU(max(0, i + _scrollbar_start_pos) * sb->GetCount(), _scrollbar_size), max(0, sb->GetCount() - sb->GetCapacity()));
|
|
if (rtl) pos = max(0, sb->GetCount() - sb->GetCapacity() - pos);
|
|
if (pos != sb->GetPosition()) {
|
|
sb->SetPosition(pos);
|
|
w->SetDirty();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle active widget (mouse draggin on widget) with the mouse.
|
|
* @return State of handling the event.
|
|
*/
|
|
static EventState HandleActiveWidget()
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->mouse_capture_widget >= 0) {
|
|
/* Abort if no button is clicked any more. */
|
|
if (!_left_button_down) {
|
|
w->mouse_capture_widget = -1;
|
|
w->SetDirty();
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
/* Handle scrollbar internally, or dispatch click event */
|
|
WidgetType type = w->GetWidget<NWidgetBase>(w->mouse_capture_widget)->type;
|
|
if (type == NWID_VSCROLLBAR || type == NWID_HSCROLLBAR) {
|
|
HandleScrollbarScrolling(w);
|
|
} else {
|
|
/* If cursor hasn't moved, there is nothing to do. */
|
|
if (_cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED;
|
|
|
|
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
|
|
w->OnClick(pt, w->mouse_capture_widget, 0);
|
|
}
|
|
return ES_HANDLED;
|
|
}
|
|
}
|
|
|
|
return ES_NOT_HANDLED;
|
|
}
|
|
|
|
/**
|
|
* Handle viewport scrolling with the mouse.
|
|
* @return State of handling the event.
|
|
*/
|
|
static EventState HandleViewportScroll()
|
|
{
|
|
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
|
|
|
|
if (_scrolling_viewport == nullptr) return ES_NOT_HANDLED;
|
|
|
|
/* When we don't have a last scroll window we are starting to scroll.
|
|
* When the last scroll window and this are not the same we went
|
|
* outside of the window and should not left-mouse scroll anymore. */
|
|
if (_last_scroll_window == nullptr) _last_scroll_window = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
|
|
|
if (_last_scroll_window == nullptr || !((_settings_client.gui.scroll_mode != VSM_MAP_LMB && _right_button_down) || scrollwheel_scrolling || (_settings_client.gui.scroll_mode == VSM_MAP_LMB && _left_button_down))) {
|
|
_cursor.fix_at = false;
|
|
_scrolling_viewport = nullptr;
|
|
_last_scroll_window = nullptr;
|
|
UpdateActiveScrollingViewport(nullptr);
|
|
return ES_NOT_HANDLED;
|
|
}
|
|
|
|
if (_last_scroll_window == FindWindowById(WC_MAIN_WINDOW, 0) && _last_scroll_window->viewport->follow_vehicle != INVALID_VEHICLE) {
|
|
/* If the main window is following a vehicle, then first let go of it! */
|
|
const Vehicle *veh = Vehicle::Get(_last_scroll_window->viewport->follow_vehicle);
|
|
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
|
|
return ES_NOT_HANDLED;
|
|
}
|
|
|
|
Point delta;
|
|
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;
|
|
} else {
|
|
if (_settings_client.gui.scroll_mode != VSM_VIEWPORT_RMB_FIXED) {
|
|
delta.x = -_cursor.delta.x;
|
|
delta.y = -_cursor.delta.y;
|
|
} else {
|
|
delta.x = _cursor.delta.x;
|
|
delta.y = _cursor.delta.y;
|
|
}
|
|
}
|
|
|
|
/* Create a scroll-event and send it to the window */
|
|
if (delta.x != 0 || delta.y != 0) _last_scroll_window->OnScroll(delta);
|
|
|
|
_cursor.delta.x = 0;
|
|
_cursor.delta.y = 0;
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
/**
|
|
* Check if a window can be made relative 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 relatively 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;
|
|
}
|
|
|
|
/* Use unshaded window size rather than current size for shaded windows. */
|
|
int w_width = w->width;
|
|
int w_height = w->height;
|
|
if (w->IsShaded()) {
|
|
w_width = w->unshaded_size.width;
|
|
w_height = w->unshaded_size.height;
|
|
}
|
|
|
|
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->window_desc->flags & WDF_MODAL)) {
|
|
u->SetWhiteBorder();
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* Process keypress for editbox widget.
|
|
* @param wid Editbox widget.
|
|
* @param key the Unicode value of the key.
|
|
* @param keycode the untranslated key code including shift state.
|
|
* @return #ES_HANDLED if the key press has been handled and no other
|
|
* window should receive the event.
|
|
*/
|
|
EventState Window::HandleEditBoxKey(int wid, WChar key, uint16 keycode)
|
|
{
|
|
QueryString *query = this->GetQueryString(wid);
|
|
if (query == nullptr) return ES_NOT_HANDLED;
|
|
|
|
int action = QueryString::ACTION_NOTHING;
|
|
|
|
switch (query->text.HandleKeyPress(key, keycode)) {
|
|
case HKPR_EDITING:
|
|
this->SetWidgetDirty(wid);
|
|
this->OnEditboxChanged(wid);
|
|
break;
|
|
|
|
case HKPR_CURSOR:
|
|
this->SetWidgetDirty(wid);
|
|
/* For the OSK also invalidate the parent window */
|
|
if (this->window_class == WC_OSK) this->InvalidateData();
|
|
break;
|
|
|
|
case HKPR_CONFIRM:
|
|
if (this->window_class == WC_OSK) {
|
|
this->OnClick(Point(), WID_OSK_OK, 1);
|
|
} else if (query->ok_button >= 0) {
|
|
this->OnClick(Point(), query->ok_button, 1);
|
|
} else {
|
|
action = query->ok_button;
|
|
}
|
|
break;
|
|
|
|
case HKPR_CANCEL:
|
|
if (this->window_class == WC_OSK) {
|
|
this->OnClick(Point(), WID_OSK_CANCEL, 1);
|
|
} else if (query->cancel_button >= 0) {
|
|
this->OnClick(Point(), query->cancel_button, 1);
|
|
} else {
|
|
action = query->cancel_button;
|
|
}
|
|
break;
|
|
|
|
case HKPR_NOT_HANDLED:
|
|
return ES_NOT_HANDLED;
|
|
|
|
default: break;
|
|
}
|
|
|
|
switch (action) {
|
|
case QueryString::ACTION_DESELECT:
|
|
this->UnfocusFocusedWidget();
|
|
break;
|
|
|
|
case QueryString::ACTION_CLEAR:
|
|
if (query->text.bytes <= 1) {
|
|
/* If already empty, unfocus instead */
|
|
this->UnfocusFocusedWidget();
|
|
} else {
|
|
query->text.DeleteAll();
|
|
this->SetWidgetDirty(wid);
|
|
this->OnEditboxChanged(wid);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return ES_HANDLED;
|
|
}
|
|
|
|
/**
|
|
* Focus 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.
|
|
* @return True if a window answered to the criteria.
|
|
*/
|
|
bool FocusWindowById(WindowClass cls, WindowNumber number)
|
|
{
|
|
Window *w = FindWindowById(cls, number);
|
|
if (w) {
|
|
MaybeBringWindowToFront(w);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Handle keyboard input.
|
|
* @param keycode Virtual keycode of the key.
|
|
* @param key Unicode character of the key.
|
|
*/
|
|
void HandleKeypress(uint keycode, WChar key)
|
|
{
|
|
if (InEventLoopPostCrash()) return;
|
|
|
|
/* World generation is multithreaded and messes with companies.
|
|
* But there is no company related window open anyway, so _current_company is not used. */
|
|
assert(HasModalProgress() || IsLocalCompany());
|
|
|
|
/*
|
|
* 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 editbox */
|
|
if (_focused_window->window_class == WC_CONSOLE) {
|
|
if (_focused_window->OnKeyPress(key, keycode) == ES_HANDLED) return;
|
|
} else {
|
|
if (_focused_window->HandleEditBoxKey(_focused_window->nested_focus->index, key, keycode) == ES_HANDLED) return;
|
|
}
|
|
}
|
|
|
|
/* Call the event, start with the uppermost window, but ignore the toolbar. */
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (w->window_class == WC_MAIN_TOOLBAR) continue;
|
|
if (w->window_desc->hotkeys != nullptr) {
|
|
int hotkey = w->window_desc->hotkeys->CheckMatch(keycode);
|
|
if (hotkey >= 0 && w->OnHotkey(hotkey) == ES_HANDLED) return;
|
|
}
|
|
if (w->OnKeyPress(key, keycode) == ES_HANDLED) return;
|
|
}
|
|
|
|
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
/* When there is no toolbar w is null, check for that */
|
|
if (w != nullptr) {
|
|
if (w->window_desc->hotkeys != nullptr) {
|
|
int hotkey = w->window_desc->hotkeys->CheckMatch(keycode);
|
|
if (hotkey >= 0 && w->OnHotkey(hotkey) == ES_HANDLED) return;
|
|
}
|
|
if (w->OnKeyPress(key, keycode) == ES_HANDLED) return;
|
|
}
|
|
|
|
HandleGlobalHotkeys(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() == ES_HANDLED) return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* State of SHIFT key has changed
|
|
*/
|
|
void HandleShiftChanged()
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->OnShiftStateChange();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Insert a text string at the cursor position into the edit box widget.
|
|
* @param wid Edit box widget.
|
|
* @param str Text string to insert.
|
|
*/
|
|
/* virtual */ void Window::InsertTextString(int wid, const char *str, bool marked, const char *caret, const char *insert_location, const char *replacement_end)
|
|
{
|
|
QueryString *query = this->GetQueryString(wid);
|
|
if (query == nullptr) return;
|
|
|
|
if (query->text.InsertString(str, marked, caret, insert_location, replacement_end) || marked) {
|
|
this->SetWidgetDirty(wid);
|
|
this->OnEditboxChanged(wid);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle text input.
|
|
* @param str Text string to input.
|
|
* @param marked Is the input a marked composition string from an IME?
|
|
* @param caret Move the caret to this point in the insertion string.
|
|
*/
|
|
void HandleTextInput(const char *str, bool marked, const char *caret, const char *insert_location, const char *replacement_end)
|
|
{
|
|
if (!EditBoxInGlobalFocus()) return;
|
|
|
|
_focused_window->InsertTextString(_focused_window->window_class == WC_CONSOLE ? 0 : _focused_window->nested_focus->index, str, marked, caret, insert_location, replacement_end);
|
|
}
|
|
|
|
/**
|
|
* 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 (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP || HasModalProgress()) return;
|
|
if (_settings_client.gui.auto_scrolling == VA_DISABLED) return;
|
|
if (_settings_client.gui.auto_scrolling == VA_MAIN_VIEWPORT_FULLSCREEN && !_fullscreen) return;
|
|
|
|
int x = _cursor.pos.x;
|
|
int y = _cursor.pos.y;
|
|
Window *w = FindWindowFromPt(x, y);
|
|
if (w == nullptr || w->flags & WF_DISABLE_VP_SCROLL) return;
|
|
if (_settings_client.gui.auto_scrolling != VA_EVERY_VIEWPORT && w->window_class != WC_MAIN_WINDOW) return;
|
|
|
|
ViewPort *vp = IsPtInWindowViewport(w, x, y);
|
|
if (vp == nullptr) return;
|
|
|
|
x -= vp->left;
|
|
y -= vp->top;
|
|
|
|
/* here allows scrolling in both x and y axis */
|
|
static const int 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);
|
|
}
|
|
}
|
|
|
|
enum MouseClick {
|
|
MC_NONE = 0,
|
|
MC_LEFT,
|
|
MC_RIGHT,
|
|
MC_DOUBLE_LEFT,
|
|
MC_HOVER,
|
|
|
|
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
|
|
MAX_OFFSET_HOVER = 5, ///< Maximum mouse movement before stopping a hover event.
|
|
};
|
|
extern EventState VpHandlePlaceSizingDrag();
|
|
|
|
static void ScrollMainViewport(int x, int y)
|
|
{
|
|
if (_game_mode != GM_MENU && _game_mode != GM_BOOTSTRAP) {
|
|
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
|
|
* doesn't have an edit-box as focused widget.
|
|
*/
|
|
if (_dirkeys && !EditBoxInGlobalFocus()) {
|
|
int factor = _shift_pressed ? 50 : 10;
|
|
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
|
|
}
|
|
}
|
|
|
|
static void MouseLoop(MouseClick click, int mousewheel)
|
|
{
|
|
if (InEventLoopPostCrash()) return;
|
|
|
|
/* World generation is multithreaded and messes with companies.
|
|
* But there is no company related window open anyway, so _current_company is not used. */
|
|
assert(HasModalProgress() || IsLocalCompany());
|
|
|
|
HandlePlacePresize();
|
|
UpdateTileSelection();
|
|
|
|
if (VpHandlePlaceSizingDrag() == ES_HANDLED) return;
|
|
if (HandleMouseDragDrop() == ES_HANDLED) return;
|
|
if (HandleWindowDragging() == ES_HANDLED) return;
|
|
if (HandleActiveWidget() == ES_HANDLED) return;
|
|
if (HandleViewportScroll() == ES_HANDLED) return;
|
|
|
|
HandleMouseOver();
|
|
|
|
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 == nullptr) return;
|
|
|
|
if (click != MC_HOVER && !MaybeBringWindowToFront(w)) return;
|
|
ViewPort *vp = IsPtInWindowViewport(w, x, y);
|
|
|
|
/* Don't allow any action in a viewport if either in menu or when having a modal progress window */
|
|
if (vp != nullptr && (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP || HasModalProgress())) return;
|
|
|
|
if (mousewheel != 0) {
|
|
/* Send mousewheel event to window, unless we're scrolling a viewport or the map */
|
|
if (!scrollwheel_scrolling || (vp == nullptr && w->window_class != WC_SMALLMAP)) w->OnMouseWheel(mousewheel);
|
|
|
|
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
|
|
if (vp == nullptr) DispatchMouseWheelEvent(w, w->nested_root->GetWidgetFromPos(x - w->left, y - w->top), mousewheel);
|
|
}
|
|
|
|
if (vp != nullptr) {
|
|
if (scrollwheel_scrolling && !(w->flags & WF_DISABLE_VP_SCROLL)) {
|
|
_scrolling_viewport = w;
|
|
_cursor.fix_at = true;
|
|
return;
|
|
}
|
|
|
|
switch (click) {
|
|
case MC_DOUBLE_LEFT:
|
|
if (HandleViewportDoubleClicked(w, x, y)) break;
|
|
/* FALL THROUGH */
|
|
case MC_LEFT:
|
|
if (HandleViewportClicked(vp, x, y, click == MC_DOUBLE_LEFT)) return;
|
|
if (!(w->flags & WF_DISABLE_VP_SCROLL) &&
|
|
_settings_client.gui.scroll_mode == VSM_MAP_LMB) {
|
|
_scrolling_viewport = w;
|
|
_cursor.fix_at = false;
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case MC_RIGHT:
|
|
if (!(w->flags & WF_DISABLE_VP_SCROLL) &&
|
|
_settings_client.gui.scroll_mode != VSM_MAP_LMB) {
|
|
_scrolling_viewport = w;
|
|
_cursor.fix_at = (_settings_client.gui.scroll_mode == VSM_VIEWPORT_RMB_FIXED ||
|
|
_settings_client.gui.scroll_mode == VSM_MAP_RMB_FIXED);
|
|
return;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (vp == nullptr || (w->flags & WF_DISABLE_VP_SCROLL)) {
|
|
switch (click) {
|
|
case MC_LEFT:
|
|
case MC_DOUBLE_LEFT:
|
|
DispatchLeftClickEvent(w, x - w->left, y - w->top, click == MC_DOUBLE_LEFT ? 2 : 1);
|
|
return;
|
|
|
|
default:
|
|
if (!scrollwheel_scrolling || w == nullptr || 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. */
|
|
FALLTHROUGH;
|
|
|
|
case MC_RIGHT:
|
|
DispatchRightClickEvent(w, x - w->left, y - w->top);
|
|
return;
|
|
|
|
case MC_HOVER:
|
|
DispatchHoverEvent(w, x - w->left, y - w->top);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* We're not doing anything with 2D scrolling, so reset the value. */
|
|
_cursor.h_wheel = 0;
|
|
_cursor.v_wheel = 0;
|
|
}
|
|
|
|
/**
|
|
* Handle a mouse event from the video driver
|
|
*/
|
|
void HandleMouseEvents()
|
|
{
|
|
if (InEventLoopPostCrash()) return;
|
|
|
|
/* World generation is multithreaded and messes with companies.
|
|
* But there is no company related window open anyway, so _current_company is not used. */
|
|
assert(HasModalProgress() || IsLocalCompany());
|
|
|
|
static int double_click_time = 0;
|
|
static Point double_click_pos = {0, 0};
|
|
|
|
/* 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_pos.x != 0 && abs(_cursor.pos.x - double_click_pos.x) < MAX_OFFSET_DOUBLE_CLICK &&
|
|
double_click_pos.y != 0 && abs(_cursor.pos.y - double_click_pos.y) < MAX_OFFSET_DOUBLE_CLICK) {
|
|
click = MC_DOUBLE_LEFT;
|
|
}
|
|
double_click_time = _realtime_tick;
|
|
double_click_pos = _cursor.pos;
|
|
_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++;
|
|
}
|
|
|
|
static uint32 hover_time = 0;
|
|
static Point hover_pos = {0, 0};
|
|
|
|
if (_settings_client.gui.hover_delay_ms > 0) {
|
|
if (!_cursor.in_window || click != MC_NONE || mousewheel != 0 || _left_button_down || _right_button_down ||
|
|
hover_pos.x == 0 || abs(_cursor.pos.x - hover_pos.x) >= MAX_OFFSET_HOVER ||
|
|
hover_pos.y == 0 || abs(_cursor.pos.y - hover_pos.y) >= MAX_OFFSET_HOVER) {
|
|
hover_pos = _cursor.pos;
|
|
hover_time = _realtime_tick;
|
|
_mouse_hovering = false;
|
|
} else {
|
|
if (hover_time != 0 && _realtime_tick > hover_time + _settings_client.gui.hover_delay_ms) {
|
|
click = MC_HOVER;
|
|
_input_events_this_tick++;
|
|
_mouse_hovering = true;
|
|
}
|
|
}
|
|
} else {
|
|
_mouse_hovering = false;
|
|
}
|
|
|
|
/* Handle sprite picker before any GUI interaction */
|
|
if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && _newgrf_debug_sprite_picker.click_time != _realtime_tick) {
|
|
/* Next realtime tick? Then redraw has finished */
|
|
_newgrf_debug_sprite_picker.mode = SPM_NONE;
|
|
InvalidateWindowData(WC_SPRITE_ALIGNER, 0, 1);
|
|
}
|
|
|
|
if (click == MC_LEFT && _newgrf_debug_sprite_picker.mode == SPM_WAIT_CLICK) {
|
|
/* Mark whole screen dirty, and wait for the next realtime tick, when drawing is finished. */
|
|
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
|
|
_newgrf_debug_sprite_picker.clicked_pixel = blitter->MoveTo(_screen.dst_ptr, _cursor.pos.x, _cursor.pos.y);
|
|
_newgrf_debug_sprite_picker.click_time = _realtime_tick;
|
|
_newgrf_debug_sprite_picker.sprites.clear();
|
|
_newgrf_debug_sprite_picker.mode = SPM_REDRAW;
|
|
MarkWholeScreenDirty();
|
|
} else {
|
|
MouseLoop(click, mousewheel);
|
|
}
|
|
|
|
/* We have moved the mouse the required distance,
|
|
* no need to move it at any later time. */
|
|
_cursor.delta.x = 0;
|
|
_cursor.delta.y = 0;
|
|
}
|
|
|
|
/**
|
|
* 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 = nullptr;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || (w->flags & WF_STICKY)) continue;
|
|
|
|
last_deletable = w;
|
|
deletable_count++;
|
|
}
|
|
|
|
/* We've not reached the soft limit yet. */
|
|
if (deletable_count <= _settings_client.gui.window_soft_limit) break;
|
|
|
|
assert(last_deletable != nullptr);
|
|
delete last_deletable;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Regular call from the global game loop
|
|
*/
|
|
void InputLoop()
|
|
{
|
|
if (InEventLoopPostCrash()) return;
|
|
|
|
/* World generation is multithreaded and messes with companies.
|
|
* But there is no company related window open anyway, so _current_company is not used. */
|
|
assert(HasModalProgress() || IsLocalCompany());
|
|
|
|
CheckSoftLimit();
|
|
|
|
/* Do the actual free of the deleted windows. */
|
|
for (WindowBase *v = _z_front_window; v != nullptr; /* nothing */) {
|
|
WindowBase *w = v;
|
|
v = v->z_back;
|
|
|
|
if (w->window_class != WC_INVALID) continue;
|
|
|
|
RemoveWindowFromZOrdering(w);
|
|
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();
|
|
}
|
|
|
|
/**
|
|
* Dispatch OnRealtimeTick event over all windows
|
|
*/
|
|
void CallWindowRealtimeTickEvent(uint delta_ms)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->OnRealtimeTick(delta_ms);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update the continuously changing contents of the windows, such as the viewports
|
|
*/
|
|
void UpdateWindows()
|
|
{
|
|
static uint32 last_realtime_tick = _realtime_tick;
|
|
uint delta_ms = _realtime_tick - last_realtime_tick;
|
|
last_realtime_tick = _realtime_tick;
|
|
|
|
if (delta_ms == 0) return;
|
|
|
|
PerformanceMeasurer framerate(PFE_DRAWING);
|
|
PerformanceAccumulator::Reset(PFE_DRAWWORLD);
|
|
|
|
CallWindowRealtimeTickEvent(delta_ms);
|
|
|
|
static GUITimer network_message_timer = GUITimer(1);
|
|
if (network_message_timer.Elapsed(delta_ms)) {
|
|
network_message_timer.SetInterval(1000);
|
|
NetworkChatMessageLoop();
|
|
}
|
|
|
|
Window *w;
|
|
|
|
_window_update_number++;
|
|
|
|
static GUITimer window_timer = GUITimer(1);
|
|
if (window_timer.Elapsed(delta_ms)) {
|
|
if (_network_dedicated) window_timer.SetInterval(MILLISECONDS_PER_TICK);
|
|
|
|
extern int _caret_timer;
|
|
_caret_timer += 3;
|
|
CursorTick();
|
|
|
|
HandleKeyScrolling();
|
|
HandleAutoscroll();
|
|
DecreaseWindowCounters();
|
|
}
|
|
|
|
static GUITimer highlight_timer = GUITimer(1);
|
|
if (highlight_timer.Elapsed(delta_ms)) {
|
|
highlight_timer.SetInterval(450);
|
|
_window_highlight_colour = !_window_highlight_colour;
|
|
}
|
|
|
|
if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(delta_ms);
|
|
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->ProcessScheduledInvalidations();
|
|
w->ProcessHighlightedInvalidations();
|
|
}
|
|
|
|
/* Skip the actual drawing on dedicated servers without screen.
|
|
* But still empty the invalidation queues above. */
|
|
if (_network_dedicated) return;
|
|
|
|
static GUITimer hundredth_timer = GUITimer(1);
|
|
if (hundredth_timer.Elapsed(delta_ms)) {
|
|
hundredth_timer.SetInterval(3000); // Historical reason: 100 * MILLISECONDS_PER_TICK
|
|
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->OnHundredthTick();
|
|
}
|
|
}
|
|
|
|
if (window_timer.HasElapsed()) {
|
|
window_timer.SetInterval(MILLISECONDS_PER_TICK);
|
|
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if ((w->flags & WF_WHITE_BORDER) && --w->white_border_timer == 0) {
|
|
CLRBITS(w->flags, WF_WHITE_BORDER);
|
|
w->SetDirty();
|
|
}
|
|
}
|
|
}
|
|
|
|
DrawDirtyBlocks();
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
/* Update viewport only if window is not shaded. */
|
|
if (w->viewport != nullptr && !w->IsShaded()) UpdateViewportPosition(w);
|
|
}
|
|
NetworkDrawChatMessage();
|
|
/* Redraw mouse cursor in case it was hidden */
|
|
DrawMouseCursor();
|
|
|
|
_window_update_number++;
|
|
}
|
|
|
|
/**
|
|
* Mark window as dirty (in need of repainting)
|
|
* @param cls Window class
|
|
* @param number Window number in that class
|
|
*/
|
|
void SetWindowDirty(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 SetWindowWidgetDirty(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->SetWidgetDirty(widget_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Mark all windows of a particular class as dirty (in need of repainting)
|
|
* @param cls Window class
|
|
*/
|
|
void SetWindowClassesDirty(WindowClass cls)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls) w->SetDirty();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Mark this window's data as invalid (in need of re-computing)
|
|
* @param data The data to invalidate with
|
|
* @param gui_scope Whether the function is called from GUI scope.
|
|
*/
|
|
void Window::InvalidateData(int data, bool gui_scope)
|
|
{
|
|
this->SetDirty();
|
|
if (!gui_scope) {
|
|
/* Schedule GUI-scope invalidation for next redraw. */
|
|
this->scheduled_invalidation_data.push_back(data);
|
|
}
|
|
this->OnInvalidateData(data, gui_scope);
|
|
}
|
|
|
|
/**
|
|
* Process all scheduled invalidations.
|
|
*/
|
|
void Window::ProcessScheduledInvalidations()
|
|
{
|
|
for (int data : this->scheduled_invalidation_data) {
|
|
if (this->window_class == WC_INVALID) break;
|
|
this->OnInvalidateData(data, true);
|
|
}
|
|
this->scheduled_invalidation_data.clear();
|
|
}
|
|
|
|
/**
|
|
* Process all invalidation of highlighted widgets.
|
|
*/
|
|
void Window::ProcessHighlightedInvalidations()
|
|
{
|
|
if ((this->flags & WF_HIGHLIGHTED) == 0) return;
|
|
|
|
for (uint i = 0; i < this->nested_array_size; i++) {
|
|
if (this->IsWidgetHighlighted(i)) this->SetWidgetDirty(i);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
|
|
*
|
|
* Note that by default the invalidation is not considered to be called from GUI scope.
|
|
* That means only a part of invalidation is executed immediately. The rest is scheduled for the next redraw.
|
|
* The asynchronous execution is important to prevent GUI code being executed from command scope.
|
|
* When not in GUI-scope:
|
|
* - OnInvalidateData() may not do test-runs on commands, as they might affect the execution of
|
|
* the command which triggered the invalidation. (town rating and such)
|
|
* - OnInvalidateData() may not rely on _current_company == _local_company.
|
|
* This implies that no NewGRF callbacks may be run.
|
|
*
|
|
* However, when invalidations are scheduled, then multiple calls may be scheduled before execution starts. Earlier scheduled
|
|
* invalidations may be called with invalidation-data, which is already invalid at the point of execution.
|
|
* That means some stuff requires to be executed immediately in command scope, while not everything may be executed in command
|
|
* scope. While GUI-scope calls have no restrictions on what they may do, they cannot assume the game to still be in the state
|
|
* when the invalidation was scheduled; passed IDs may have got invalid in the mean time.
|
|
*
|
|
* Finally, note that invalidations triggered from commands or the game loop result in OnInvalidateData() being called twice.
|
|
* Once in command-scope, once in GUI-scope. So make sure to not process differential-changes twice.
|
|
*
|
|
* @param cls Window class
|
|
* @param number Window number within the class
|
|
* @param data The data to invalidate with
|
|
* @param gui_scope Whether the call is done from GUI scope
|
|
*/
|
|
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls && w->window_number == number) {
|
|
w->InvalidateData(data, gui_scope);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Mark window data of all windows of a given class as invalid (in need of re-computing)
|
|
* Note that by default the invalidation is not considered to be called from GUI scope.
|
|
* See InvalidateWindowData() for details on GUI-scope vs. command-scope.
|
|
* @param cls Window class
|
|
* @param data The data to invalidate with
|
|
* @param gui_scope Whether the call is done from GUI scope
|
|
*/
|
|
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
|
|
{
|
|
Window *w;
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls) {
|
|
w->InvalidateData(data, gui_scope);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Dispatch OnGameTick event over all windows
|
|
*/
|
|
void CallWindowGameTickEvent()
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->OnGameTick();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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_TOOLTIPS &&
|
|
(w->flags & 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->flags & WF_STICKY) {
|
|
delete w;
|
|
goto restart_search;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Delete all messages and their corresponding window (if any).
|
|
*/
|
|
void DeleteAllMessages()
|
|
{
|
|
InitNewsItemStructs();
|
|
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_NEWS_DELETED); // invalidate the statusbar
|
|
InvalidateWindowData(WC_MESSAGE_HISTORY, 0); // invalidate the message history
|
|
DeleteWindowById(WC_NEWS_WINDOW, 0); // close newspaper or general message window if shown
|
|
}
|
|
|
|
/**
|
|
* 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->window_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_MAIN_TOOLBAR, 0);
|
|
DeleteWindowById(WC_STATUS_BAR, 0);
|
|
}
|
|
|
|
/** Re-initialize all windows. */
|
|
void ReInitAllWindows()
|
|
{
|
|
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
|
|
NWidgetScrollbar::InvalidateDimensionCache();
|
|
|
|
extern void InitDepotWindowBlockSizes();
|
|
InitDepotWindowBlockSizes();
|
|
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
w->ReInit();
|
|
}
|
|
|
|
void NetworkReInitChatBoxSize();
|
|
NetworkReInitChatBoxSize();
|
|
|
|
/* Make sure essential parts of all windows are visible */
|
|
RelocateAllWindows(_cur_resolution.width, _cur_resolution.height);
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
/**
|
|
* (Re)position a window at the screen.
|
|
* @param w Window structure of the window, may also be \c nullptr.
|
|
* @param clss The class of the window to position.
|
|
* @param setting The actual setting used for the window's position.
|
|
* @return X coordinate of left edge of the repositioned window.
|
|
*/
|
|
static int PositionWindow(Window *w, WindowClass clss, int setting)
|
|
{
|
|
if (w == nullptr || w->window_class != clss) {
|
|
w = FindWindowById(clss, 0);
|
|
}
|
|
if (w == nullptr) return 0;
|
|
|
|
int old_left = w->left;
|
|
switch (setting) {
|
|
case 1: w->left = (_screen.width - w->width) / 2; break;
|
|
case 2: w->left = _screen.width - w->width; break;
|
|
default: w->left = 0; break;
|
|
}
|
|
if (w->viewport != nullptr) w->viewport->left += w->left - old_left;
|
|
SetDirtyBlocks(0, w->top, _screen.width, w->top + w->height); // invalidate the whole row
|
|
return w->left;
|
|
}
|
|
|
|
/**
|
|
* (Re)position main toolbar window at the screen.
|
|
* @param w Window structure of the main toolbar window, may also be \c nullptr.
|
|
* @return X coordinate of left edge of the repositioned toolbar window.
|
|
*/
|
|
int PositionMainToolbar(Window *w)
|
|
{
|
|
DEBUG(misc, 5, "Repositioning Main Toolbar...");
|
|
return PositionWindow(w, WC_MAIN_TOOLBAR, _settings_client.gui.toolbar_pos);
|
|
}
|
|
|
|
/**
|
|
* (Re)position statusbar window at the screen.
|
|
* @param w Window structure of the statusbar window, may also be \c nullptr.
|
|
* @return X coordinate of left edge of the repositioned statusbar.
|
|
*/
|
|
int PositionStatusbar(Window *w)
|
|
{
|
|
DEBUG(misc, 5, "Repositioning statusbar...");
|
|
return PositionWindow(w, WC_STATUS_BAR, _settings_client.gui.statusbar_pos);
|
|
}
|
|
|
|
/**
|
|
* (Re)position news message window at the screen.
|
|
* @param w Window structure of the news message window, may also be \c nullptr.
|
|
* @return X coordinate of left edge of the repositioned news message.
|
|
*/
|
|
int PositionNewsMessage(Window *w)
|
|
{
|
|
DEBUG(misc, 5, "Repositioning news message...");
|
|
return PositionWindow(w, WC_NEWS_WINDOW, _settings_client.gui.statusbar_pos);
|
|
}
|
|
|
|
/**
|
|
* (Re)position network chat window at the screen.
|
|
* @param w Window structure of the network chat window, may also be \c nullptr.
|
|
* @return X coordinate of left edge of the repositioned network chat window.
|
|
*/
|
|
int PositionNetworkChatWindow(Window *w)
|
|
{
|
|
DEBUG(misc, 5, "Repositioning network chat window...");
|
|
return PositionWindow(w, WC_SEND_NETWORK_MSG, _settings_client.gui.statusbar_pos);
|
|
}
|
|
|
|
|
|
/**
|
|
* Switches viewports following vehicles, which get autoreplaced
|
|
* @param from_index the old vehicle ID
|
|
* @param to_index the new vehicle ID
|
|
*/
|
|
void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->viewport != nullptr && w->viewport->follow_vehicle == from_index) {
|
|
w->viewport->follow_vehicle = to_index;
|
|
w->SetDirty();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 application screen.
|
|
*/
|
|
void RelocateAllWindows(int neww, int newh)
|
|
{
|
|
DeleteWindowById(WC_DROPDOWN_MENU, 0);
|
|
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
int left, top;
|
|
/* XXX - this probably needs something more sane. For example specifying
|
|
* in a 'backup'-desc that the window should always be centered. */
|
|
switch (w->window_class) {
|
|
case WC_MAIN_WINDOW:
|
|
case WC_BOOTSTRAP:
|
|
ResizeWindow(w, neww, newh);
|
|
continue;
|
|
|
|
case WC_MAIN_TOOLBAR:
|
|
ResizeWindow(w, min(neww, _toolbar_width) - w->width, 0, false);
|
|
|
|
top = w->top;
|
|
left = PositionMainToolbar(w); // changes toolbar orientation
|
|
break;
|
|
|
|
case WC_NEWS_WINDOW:
|
|
top = newh - w->height;
|
|
left = PositionNewsMessage(w);
|
|
break;
|
|
|
|
case WC_STATUS_BAR:
|
|
ResizeWindow(w, min(neww, _toolbar_width) - w->width, 0, false);
|
|
|
|
top = newh - w->height;
|
|
left = PositionStatusbar(w);
|
|
break;
|
|
|
|
case WC_SEND_NETWORK_MSG:
|
|
ResizeWindow(w, min(neww, _toolbar_width) - w->width, 0, false);
|
|
|
|
top = newh - w->height - FindWindowById(WC_STATUS_BAR, 0)->height;
|
|
left = PositionNetworkChatWindow(w);
|
|
break;
|
|
|
|
case WC_CONSOLE:
|
|
IConsoleResize(w);
|
|
continue;
|
|
|
|
default: {
|
|
if (w->flags & WF_CENTERED) {
|
|
top = (newh - w->height) >> 1;
|
|
left = (neww - w->width) >> 1;
|
|
break;
|
|
}
|
|
|
|
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;
|
|
break;
|
|
}
|
|
}
|
|
|
|
EnsureVisibleCaption(w, left, 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();
|
|
}
|