OpenTTD-patches/window.c
Darkvater 04f9944746 (svn r7313) -Codechange: Calling invalidate data on a window will surely warrant a redraw, so call
that after the WE_INVALIDATE_DATA event and remove (some of) the superflouous calls.
2006-12-01 00:09:13 +00:00

1941 lines
49 KiB
C

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