mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
2621 lines
80 KiB
C++
2621 lines
80 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 "openttd.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 "variables.h"
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#include "genworld.h"
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#include "blitter/factory.hpp"
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#include "zoom_func.h"
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#include "map_func.h"
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#include "vehicle_base.h"
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#include "cheat_type.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 "table/sprites.h"
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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 = NULL; ///< Window of the last MOUSEOVER event
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/** List of windows opened at the screen sorted from the front. */
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Window *_z_front_window = NULL;
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/** List of windows opened at the screen sorted from the back. */
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Window *_z_back_window = NULL;
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/*
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* Window that currently have 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;
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bool _scrolling_scrollbar;
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bool _scrolling_viewport;
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byte _special_mouse_mode;
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/** Window description constructor. */
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WindowDesc::WindowDesc(WindowPosition def_pos, int16 def_width, int16 def_height,
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WindowClass window_class, WindowClass parent_class, uint32 flags,
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const NWidgetPart *nwid_parts, int16 nwid_length) :
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default_pos(def_pos),
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default_width(def_width),
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default_height(def_height),
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cls(window_class),
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parent_cls(parent_class),
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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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{
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}
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WindowDesc::~WindowDesc()
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{
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}
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/**
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* Set capacity of visible elements from the size and resize properties of a widget.
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* @param w Window.
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* @param widget Widget with size and resize properties.
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* @param padding Padding to subtract from the size.
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* @note Updates the position if needed.
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*/
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void Scrollbar::SetCapacityFromWidget(Window *w, int widget, int padding)
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{
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NWidgetBase *nwid = w->GetWidget<NWidgetBase>(widget);
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if (this->is_vertical) {
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this->SetCapacity(((int)nwid->current_y - padding) / (int)nwid->resize_y);
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} else {
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this->SetCapacity(((int)nwid->current_x - padding) / (int)nwid->resize_x);
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}
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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 != NULL) {
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if (_focused_window->nested_focus != NULL) _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 != NULL) old_focused->OnFocusLost();
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if (_focused_window != NULL) _focused_window->OnFocus();
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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 == NULL) 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 != NULL && _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 != NULL) {
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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 = NULL;
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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(byte 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. */
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if (widget_index >= this->nested_array_size) return false;
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assert(this->nested_array[widget_index] != NULL); // Setting focus to a non-existing widget is a bad idea.
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if (this->nested_focus != NULL) {
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if (this->GetWidget<NWidgetCore>(widget_index) == this->nested_focus) return false;
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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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}
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this->nested_focus = this->GetWidget<NWidgetCore>(widget_index);
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return true;
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}
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/**
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* Sets the enabled/disabled status of a list of widgets.
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* By default, widgets are enabled.
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* On certain conditions, they have to be disabled.
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* @param disab_stat status to use ie: disabled = true, enabled = false
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* @param widgets list of widgets ended by WIDGET_LIST_END
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*/
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void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
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{
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va_list wdg_list;
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va_start(wdg_list, widgets);
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while (widgets != WIDGET_LIST_END) {
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SetWidgetDisabledState(widgets, disab_stat);
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widgets = va_arg(wdg_list, int);
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}
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va_end(wdg_list);
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}
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/**
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* Sets the lowered/raised status of a list of widgets.
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* @param lowered_stat status to use ie: lowered = true, raised = false
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* @param widgets list of widgets ended by WIDGET_LIST_END
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*/
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void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
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{
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va_list wdg_list;
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va_start(wdg_list, widgets);
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while (widgets != WIDGET_LIST_END) {
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SetWidgetLoweredState(widgets, lowered_stat);
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widgets = va_arg(wdg_list, int);
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}
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va_end(wdg_list);
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}
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/**
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* Raise the buttons of the window.
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* @param autoraise Raise only the push buttons of the window.
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*/
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void Window::RaiseButtons(bool autoraise)
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{
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for (uint i = 0; i < this->nested_array_size; i++) {
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if (this->nested_array[i] != NULL && (this->nested_array[i]->type & ~WWB_PUSHBUTTON) < WWT_LAST &&
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(!autoraise || (this->nested_array[i]->type & WWB_PUSHBUTTON)) && this->IsWidgetLowered(i)) {
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this->RaiseWidget(i);
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this->SetWidgetDirty(i);
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}
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}
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}
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/**
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* Invalidate a widget, i.e. mark it as being changed and in need of redraw.
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* @param widget_index the widget to redraw.
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*/
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void Window::SetWidgetDirty(byte widget_index) const
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{
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/* Sometimes this function is called before the window is even fully initialized */
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if (this->nested_array == NULL) return;
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this->nested_array[widget_index]->SetDirty(this);
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}
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/**
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* Do all things to make a button look clicked and mark it to be
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* unclicked in a few ticks.
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* @param widget the widget to "click"
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*/
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void Window::HandleButtonClick(byte widget)
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{
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this->LowerWidget(widget);
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this->flags4 |= WF_TIMEOUT_BEGIN;
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this->SetWidgetDirty(widget);
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}
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static void StartWindowDrag(Window *w);
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static void StartWindowSizing(Window *w, bool to_left);
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/**
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* Dispatch left mouse-button (possibly double) click in window.
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* @param w Window to dispatch event in
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* @param x X coordinate of the click
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* @param y Y coordinate of the click
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* @param click_count Number of fast consecutive clicks at same position
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*/
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static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
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{
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const NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
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WidgetType widget_type = (nw != NULL) ? nw->type : WWT_EMPTY;
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bool focused_widget_changed = false;
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/* If clicked on a window that previously did dot have focus */
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if (_focused_window != w && // We already have focus, right?
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(w->desc_flags & WDF_NO_FOCUS) == 0 && // Don't lose focus to toolbars
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widget_type != WWT_CLOSEBOX) { // Don't change focused window if 'X' (close button) was clicked
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focused_widget_changed = true;
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if (_focused_window != NULL) {
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_focused_window->OnFocusLost();
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/* The window that lost focus may have had opened a OSK, window so close it, unless the user has clicked on the OSK window. */
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if (w->window_class != WC_OSK) DeleteWindowById(WC_OSK, 0);
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}
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SetFocusedWindow(w);
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w->OnFocus();
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}
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if (nw == NULL) return; // exit if clicked outside of widgets
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/* don't allow any interaction if the button has been disabled */
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if (nw->IsDisabled()) return;
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int widget_index = nw->index; ///< Index of the widget
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/* Clicked on a widget that is not disabled.
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* So unless the clicked widget is the caption bar, change focus to this widget */
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if (widget_type != WWT_CAPTION) {
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/* Close the OSK window if a edit box loses focus */
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if (w->nested_focus != NULL && w->nested_focus->type == WWT_EDITBOX && w->nested_focus != nw && w->window_class != WC_OSK) {
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DeleteWindowById(WC_OSK, 0);
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}
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/* focused_widget_changed is 'now' only true if the window this widget
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* is in gained focus. In that case it must remain true, also if the
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* local widget focus did not change. As such it's the logical-or of
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* both changed states.
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*
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* If this is not preserved, then the OSK window would be opened when
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* a user has the edit box focused and then click on another window and
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* then back again on the edit box (to type some text).
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*/
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focused_widget_changed |= w->SetFocusedWidget(widget_index);
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}
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/* Close any child drop down menus. If the button pressed was the drop down
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* list's own button, then we should not process the click any further. */
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if (HideDropDownMenu(w) == widget_index && widget_index >= 0) return;
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switch (widget_type) {
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/* special widget handling for buttons*/
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case WWT_PANEL | WWB_PUSHBUTTON: // WWT_PUSHBTN
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case WWT_IMGBTN | WWB_PUSHBUTTON: // WWT_PUSHIMGBTN
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case WWT_TEXTBTN | WWB_PUSHBUTTON: // WWT_PUSHTXTBTN
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w->HandleButtonClick(widget_index);
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break;
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case WWT_SCROLLBAR:
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case WWT_SCROLL2BAR:
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case WWT_HSCROLLBAR:
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ScrollbarClickHandler(w, nw, x, y);
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break;
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case WWT_EDITBOX:
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if (!focused_widget_changed) { // Only open the OSK window if clicking on an already focused edit box
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/* Open the OSK window if clicked on an edit box */
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QueryStringBaseWindow *qs = dynamic_cast<QueryStringBaseWindow *>(w);
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if (qs != NULL) {
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qs->OnOpenOSKWindow(widget_index);
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}
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}
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break;
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case WWT_CLOSEBOX: // 'X'
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delete w;
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return;
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case WWT_CAPTION: // 'Title bar'
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StartWindowDrag(w);
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return;
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case WWT_RESIZEBOX:
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/* When the resize widget is on the left size of the window
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* we assume that that button is used to resize to the left. */
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StartWindowSizing(w, (int)nw->pos_x < (w->width / 2));
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nw->SetDirty(w);
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return;
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case WWT_SHADEBOX:
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nw->SetDirty(w);
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w->SetShaded(!w->IsShaded());
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return;
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case WWT_STICKYBOX:
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w->flags4 ^= WF_STICKY;
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nw->SetDirty(w);
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return;
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default:
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break;
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}
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/* Widget has no index, so the window is not interested in it. */
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if (widget_index < 0) return;
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Point pt = { x, y };
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w->OnClick(pt, widget_index, click_count);
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}
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/**
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* Dispatch right mouse-button click in window.
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* @param w Window to dispatch event in
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* @param x X coordinate of the click
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* @param y Y coordinate of the click
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*/
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static void DispatchRightClickEvent(Window *w, int x, int y)
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{
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NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);
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/* No widget to handle */
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if (wid == NULL) return;
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/* Show the tooltip if there is any */
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if (wid->tool_tip != 0) {
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GuiShowTooltips(wid->tool_tip);
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return;
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}
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/* Widget has no index, so the window is not interested in it. */
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if (wid->index < 0) return;
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Point pt = { x, y };
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w->OnRightClick(pt, wid->index);
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}
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/**
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* Dispatch the mousewheel-action to the window.
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* The window will scroll any compatible scrollbars if the mouse is pointed over the bar or its contents
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* @param w Window
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* @param nwid the widget where the scrollwheel was used
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* @param wheel scroll up or down
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*/
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static void DispatchMouseWheelEvent(Window *w, const NWidgetCore *nwid, int wheel)
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{
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if (nwid == NULL) return;
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/* Using wheel on caption/shade-box shades or unshades the window. */
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if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) {
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w->SetShaded(!w->IsShaded());
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return;
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}
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/* Scroll the widget attached to the scrollbar. */
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Scrollbar *sb = nwid->FindScrollbar(w);
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if (sb != NULL && sb->GetCount() > sb->GetCapacity()) {
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sb->UpdatePosition(wheel);
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w->SetDirty();
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}
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}
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/**
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* Generate repaint events for the visible part of window w within the rectangle.
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*
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* The function goes recursively upwards in the window stack, and splits the rectangle
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* into multiple pieces at the window edges, so obscured parts are not redrawn.
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*
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* @param w Window that needs to be repainted
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* @param left Left edge of the rectangle that should be repainted
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* @param top Top edge of the rectangle that should be repainted
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* @param right Right edge of the rectangle that should be repainted
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* @param bottom Bottom edge of the rectangle that should be repainted
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*/
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static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
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{
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const Window *v;
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FOR_ALL_WINDOWS_FROM_BACK_FROM(v, w->z_front) {
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if (right > v->left &&
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bottom > v->top &&
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left < v->left + v->width &&
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top < v->top + v->height) {
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/* v and rectangle intersect with eeach other */
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int x;
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if (left < (x = v->left)) {
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DrawOverlappedWindow(w, left, top, x, bottom);
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DrawOverlappedWindow(w, x, top, right, bottom);
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return;
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}
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if (right > (x = v->left + v->width)) {
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DrawOverlappedWindow(w, left, top, x, bottom);
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DrawOverlappedWindow(w, x, top, right, bottom);
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return;
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}
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if (top < (x = v->top)) {
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DrawOverlappedWindow(w, left, top, right, x);
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DrawOverlappedWindow(w, left, x, right, bottom);
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return;
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}
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if (bottom > (x = v->top + v->height)) {
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DrawOverlappedWindow(w, left, top, right, x);
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DrawOverlappedWindow(w, left, x, right, bottom);
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return;
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}
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return;
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}
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}
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/* Setup blitter, and dispatch a repaint event to window *wz */
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DrawPixelInfo *dp = _cur_dpi;
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dp->width = right - left;
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dp->height = bottom - top;
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dp->left = left - w->left;
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dp->top = top - w->top;
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dp->pitch = _screen.pitch;
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dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
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dp->zoom = ZOOM_LVL_NORMAL;
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w->OnPaint();
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}
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/**
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* From a rectangle that needs redrawing, find the windows that intersect with the rectangle.
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* These windows should be re-painted.
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* @param left Left edge of the rectangle that should be repainted
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* @param top Top edge of the rectangle that should be repainted
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* @param right Right edge of the rectangle that should be repainted
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* @param bottom Bottom edge of the rectangle that should be repainted
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*/
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void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
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{
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Window *w;
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DrawPixelInfo bk;
|
|
_cur_dpi = &bk;
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (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, left, top, right, bottom);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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, _dynlang.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);
|
|
this->OnResize();
|
|
this->SetDirty();
|
|
}
|
|
|
|
/** 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 == NULL) return;
|
|
|
|
int desired = make_shaded ? SZSP_HORIZONTAL : 0;
|
|
if (this->shade_select->shown_plane != desired) {
|
|
if (make_shaded) {
|
|
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 w, or NULL 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 NULL;
|
|
}
|
|
|
|
/**
|
|
* 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 != NULL) {
|
|
delete child;
|
|
child = FindChildWindow(this, wc);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove window and all its child windows from the window stack.
|
|
*/
|
|
Window::~Window()
|
|
{
|
|
if (_thd.place_mode != HT_NONE &&
|
|
_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 = NULL;
|
|
|
|
/* Make sure we don't try to access this window as the focused window when it doesn't exist anymore. */
|
|
if (_focused_window == this) _focused_window = NULL;
|
|
|
|
this->DeleteChildWindows();
|
|
|
|
if (this->viewport != NULL) DeleteWindowViewport(this);
|
|
|
|
this->SetDirty();
|
|
|
|
free(this->nested_array); // Contents is released through deletion of #nested_root.
|
|
delete this->nested_root;
|
|
|
|
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 NULL 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 NULL;
|
|
}
|
|
|
|
/**
|
|
* Find any window by its class. Useful when searching for a window that uses
|
|
* the window number as a WindowType, like WC_SEND_NETWORK_MSG.
|
|
* @param cls Window class
|
|
* @return Pointer to the found window, or \c NULL if not available
|
|
*/
|
|
Window *FindWindowByClass(WindowClass cls)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls) return w;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* 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 == NULL ||
|
|
(w->flags4 & 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_ROADVEH_LIST:
|
|
case WC_SHIPS_LIST:
|
|
case WC_AIRCRAFT_LIST:
|
|
case WC_BUY_COMPANY:
|
|
case WC_COMPANY:
|
|
continue;
|
|
|
|
default:
|
|
w->owner = new_owner;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BringWindowToFront(Window *w);
|
|
|
|
/** Find a window and make it the 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 != NULL) {
|
|
if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded.
|
|
|
|
w->flags4 |= WF_WHITE_BORDER_MASK;
|
|
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;
|
|
}
|
|
}
|
|
|
|
/** 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(Window *w)
|
|
{
|
|
Window *v = _z_front_window;
|
|
|
|
/* Bring the window just below the vital windows */
|
|
for (; v != NULL && v != w && IsVitalWindow(v); v = v->z_back) { }
|
|
|
|
if (v == NULL || w == v) return; // window is already in the right position
|
|
|
|
/* w cannot be at the top already! */
|
|
assert(w != _z_front_window);
|
|
|
|
if (w->z_back == NULL) {
|
|
_z_back_window = w->z_front;
|
|
} else {
|
|
w->z_back->z_front = w->z_front;
|
|
}
|
|
w->z_front->z_back = w->z_back;
|
|
|
|
w->z_front = v->z_front;
|
|
w->z_back = v;
|
|
|
|
if (v->z_front == NULL) {
|
|
_z_front_window = w;
|
|
} else {
|
|
v->z_front->z_back = w;
|
|
}
|
|
v->z_front = w;
|
|
|
|
w->SetDirty();
|
|
}
|
|
|
|
/**
|
|
* Initializes the data (except the position and initial size) of a new Window.
|
|
* @param cls Class of the window, used for identification and grouping. @see WindowClass
|
|
* @param window_number Number being assigned to the new window
|
|
* @param desc_flags Window flags. @see WindowDefaultFlag
|
|
* @return Window pointer of the newly created window
|
|
* @pre If nested widgets are used (\a widget is \c NULL), #nested_root and #nested_array_size must be initialized.
|
|
* In addition, #nested_array is either \c NULL, or already initialized.
|
|
*/
|
|
void Window::InitializeData(WindowClass cls, int window_number, uint32 desc_flags)
|
|
{
|
|
/* Set up window properties; some of them are needed to set up smallest size below */
|
|
this->window_class = cls;
|
|
this->flags4 |= WF_WHITE_BORDER_MASK; // just opened windows have a white border
|
|
this->owner = INVALID_OWNER;
|
|
this->nested_focus = NULL;
|
|
this->window_number = window_number;
|
|
this->desc_flags = desc_flags;
|
|
|
|
this->OnInit();
|
|
/* Initialize nested widget tree. */
|
|
if (this->nested_array == NULL) {
|
|
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, _dynlang.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 it is the OSK window or 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. */
|
|
if (this->window_class != WC_OSK && (!EditBoxInGlobalFocus() || this->nested_root->GetWidgetOfType(WWT_EDITBOX) != NULL)) SetFocusedWindow(this);
|
|
|
|
/* 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 */
|
|
Window *w = _z_front_window;
|
|
if (w != NULL && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) {
|
|
if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) w = w->z_back;
|
|
if (FindWindowById(WC_STATUS_BAR, 0) != NULL) w = w->z_back;
|
|
if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) w = w->z_back;
|
|
if (FindWindowByClass(WC_SEND_NETWORK_MSG) != NULL) w = w->z_back;
|
|
|
|
if (w == NULL) {
|
|
_z_back_window->z_front = this;
|
|
this->z_back = _z_back_window;
|
|
_z_back_window = this;
|
|
} else {
|
|
if (w->z_front == NULL) {
|
|
_z_front_window = this;
|
|
} else {
|
|
this->z_front = w->z_front;
|
|
w->z_front->z_back = this;
|
|
}
|
|
|
|
this->z_back = w;
|
|
w->z_front = this;
|
|
}
|
|
} else {
|
|
this->z_back = _z_front_window;
|
|
if (_z_front_window != NULL) {
|
|
_z_front_window->z_front = this;
|
|
} else {
|
|
_z_back_window = this;
|
|
}
|
|
_z_front_window = 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 != NULL) free_height -= wt->height;
|
|
wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
if (wt != NULL) 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);
|
|
}
|
|
|
|
/* 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 == NULL || this == wt || this->top == 0) ? 0 : wt->height);
|
|
nx = max(nx, 0);
|
|
|
|
if (this->viewport != NULL) {
|
|
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 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, Point &pos)
|
|
{
|
|
int right = width + left;
|
|
int bottom = height + top;
|
|
|
|
if (left < 0 || top < 22 || 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 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, Point &pos)
|
|
{
|
|
/* 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 (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 < 22 || 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;
|
|
|
|
/* First attempt, try top-left of the screen */
|
|
if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt;
|
|
|
|
/* Second attempt, try around all existing windows with a distance of 2 pixels.
|
|
* 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 + 2, w->top, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left - width - 2, w->top, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left, w->top + w->height + 2, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left, w->top - height - 2, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left + w->width + 2, w->top + w->height - height, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left - width - 2, w->top + w->height - height, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height + 2, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height - 2, width, height, pt)) return pt;
|
|
}
|
|
|
|
/* Third attempt, try around all existing windows with a distance of 2 pixels.
|
|
* 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 + 2, w->top, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace2(w->left - width - 2, w->top, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace2(w->left, w->top + w->height + 2, width, height, pt)) return pt;
|
|
if (IsGoodAutoPlace2(w->left, w->top - height - 2, width, height, pt)) return pt;
|
|
}
|
|
|
|
/* Fourth and final attempt, put window at diagonal starting from (0, 24), try multiples
|
|
* of (+5, +5)
|
|
*/
|
|
int left = 0, top = 24;
|
|
|
|
restart:
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->left == left && w->top == top) {
|
|
left += 5;
|
|
top += 5;
|
|
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 != NULL);
|
|
Point pt = { _dynlang.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->default_width, sm_width);
|
|
int16 default_height = max(desc->default_height, sm_height);
|
|
|
|
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 + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 0 : 10);
|
|
if (pt.x > _screen.width + 10 - default_width) {
|
|
pt.x = (_screen.width + 10 - default_width) - 20;
|
|
}
|
|
pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? w->height : 10);
|
|
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(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number)
|
|
{
|
|
return LocalGetWindowPlacement(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 desc Window description.
|
|
* @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(const WindowDesc *desc, bool fill_nested)
|
|
{
|
|
int biggest_index = -1;
|
|
this->nested_root = MakeWindowNWidgetTree(desc->nwid_parts, 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 desc Window description.
|
|
* @param window_number Number of the new window.
|
|
*/
|
|
void Window::FinishInitNested(const WindowDesc *desc, WindowNumber window_number)
|
|
{
|
|
this->InitializeData(desc->cls, window_number, desc->flags);
|
|
Point pt = this->OnInitialPosition(desc, 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(desc->default_width, desc->default_height);
|
|
}
|
|
|
|
/**
|
|
* Perform complete initialization of the #Window with nested widgets, to allow use.
|
|
* @param desc Window description.
|
|
* @param window_number Number of the new window.
|
|
*/
|
|
void Window::InitNested(const WindowDesc *desc, WindowNumber window_number)
|
|
{
|
|
this->CreateNestedTree(desc, false);
|
|
this->FinishInitNested(desc, window_number);
|
|
}
|
|
|
|
/** Empty constructor, initialization has been moved to #InitNested() called from the constructor of the derived class. */
|
|
Window::Window() : hscroll(false), vscroll(true), vscroll2(true)
|
|
{
|
|
}
|
|
|
|
/** 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, NULL otherwise */
|
|
Window *FindWindowFromPt(int x, int y)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
|
|
return w;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* (re)initialize the windowing system
|
|
*/
|
|
void InitWindowSystem()
|
|
{
|
|
IConsoleClose();
|
|
|
|
_z_back_window = NULL;
|
|
_z_front_window = NULL;
|
|
_focused_window = NULL;
|
|
_mouseover_last_w = NULL;
|
|
_scrolling_viewport = 0;
|
|
|
|
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
|
|
}
|
|
|
|
/**
|
|
* Close down the windowing system
|
|
*/
|
|
void UnInitWindowSystem()
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) delete w;
|
|
|
|
for (w = _z_front_window; w != NULL; /* nothing */) {
|
|
Window *to_del = w;
|
|
w = w->z_back;
|
|
free(to_del);
|
|
}
|
|
|
|
_z_front_window = NULL;
|
|
_z_back_window = NULL;
|
|
}
|
|
|
|
/**
|
|
* Reset the windowing system, by means of shutting it down followed by re-initialization
|
|
*/
|
|
void ResetWindowSystem()
|
|
{
|
|
UnInitWindowSystem();
|
|
InitWindowSystem();
|
|
_thd.pos.x = 0;
|
|
_thd.pos.y = 0;
|
|
_thd.new_pos.x = 0;
|
|
_thd.new_pos.y = 0;
|
|
}
|
|
|
|
static void DecreaseWindowCounters()
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
/* Unclick scrollbar buttons if they are pressed. */
|
|
if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
|
|
w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
|
|
w->SetDirty();
|
|
}
|
|
w->OnMouseLoop();
|
|
}
|
|
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if ((w->flags4 & WF_TIMEOUT_MASK) && !(--w->flags4 & WF_TIMEOUT_MASK)) {
|
|
w->OnTimeout();
|
|
if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
Window *GetCallbackWnd()
|
|
{
|
|
return FindWindowById(_thd.window_class, _thd.window_number);
|
|
}
|
|
|
|
static void HandlePlacePresize()
|
|
{
|
|
if (_special_mouse_mode != WSM_PRESIZE) return;
|
|
|
|
Window *w = GetCallbackWnd();
|
|
if (w == NULL) return;
|
|
|
|
Point pt = GetTileBelowCursor();
|
|
if (pt.x == -1) {
|
|
_thd.selend.x = -1;
|
|
return;
|
|
}
|
|
|
|
w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
|
|
}
|
|
|
|
static bool HandleDragDrop()
|
|
{
|
|
if (_special_mouse_mode != WSM_DRAGDROP) return true;
|
|
if (_left_button_down) return false;
|
|
|
|
Window *w = GetCallbackWnd();
|
|
|
|
if (w != NULL) {
|
|
/* send an event in client coordinates. */
|
|
Point pt;
|
|
pt.x = _cursor.pos.x - w->left;
|
|
pt.y = _cursor.pos.y - w->top;
|
|
w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
|
|
}
|
|
|
|
ResetObjectToPlace();
|
|
|
|
return false;
|
|
}
|
|
|
|
static bool HandleMouseOver()
|
|
{
|
|
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
|
|
|
/* We changed window, put a MOUSEOVER event to the last window */
|
|
if (_mouseover_last_w != NULL && _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 != NULL) {
|
|
/* 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 != NULL) w->OnMouseOver(pt, widget->index);
|
|
}
|
|
|
|
/* Mouseover never stops execution */
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
void ResizeWindow(Window *w, int delta_x, int delta_y)
|
|
{
|
|
if (delta_x == 0 && delta_y == 0) return;
|
|
|
|
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, _dynlang.text_dir == TD_RTL);
|
|
w->width = w->nested_root->current_x;
|
|
w->height = w->nested_root->current_y;
|
|
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 == NULL) ? 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 == NULL) ? _screen.height : w->top;
|
|
}
|
|
|
|
/** 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 == NULL) 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;
|
|
}
|
|
}
|
|
|
|
static bool _dragging_window; ///< A window is being dragged or resized.
|
|
|
|
static bool HandleWindowDragging()
|
|
{
|
|
/* Get out immediately if no window is being dragged at all. */
|
|
if (!_dragging_window) return true;
|
|
|
|
/* 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 false;
|
|
|
|
/* Otherwise find the window... */
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->flags4 & WF_DRAGGING) {
|
|
/* Stop the dragging if the left mouse button was released */
|
|
if (!_left_button_down) {
|
|
w->flags4 &= ~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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Search for the title bar rectangle. */
|
|
Rect caption_rect;
|
|
const NWidgetBase *caption = w->nested_root->GetWidgetOfType(WWT_CAPTION);
|
|
assert(caption != NULL);
|
|
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 != NULL) {
|
|
w->viewport->left += nx - w->left;
|
|
w->viewport->top += ny - w->top;
|
|
}
|
|
w->left = nx;
|
|
w->top = ny;
|
|
|
|
w->SetDirty();
|
|
return false;
|
|
} else if (w->flags4 & WF_SIZING) {
|
|
/* Stop the sizing if the left mouse button was released */
|
|
if (!_left_button_down) {
|
|
w->flags4 &= ~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->flags4 & 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;
|
|
|
|
/* 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 false;
|
|
|
|
/* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */
|
|
_drag_delta.y += y;
|
|
if ((w->flags4 & 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);
|
|
w->OnResize();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
_dragging_window = false;
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Start window dragging
|
|
* @param w Window to start dragging
|
|
*/
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* 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->flags4 |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
|
|
_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()
|
|
{
|
|
Window *w;
|
|
|
|
/* Get out quickly if no item is being scrolled */
|
|
if (!_scrolling_scrollbar) return true;
|
|
|
|
/* Find the scrolling window */
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->flags4 & WF_SCROLL_MIDDLE) {
|
|
/* Abort if no button is clicked any more. */
|
|
if (!_left_button_down) {
|
|
w->flags4 &= ~WF_SCROLL_MIDDLE;
|
|
w->SetDirty();
|
|
break;
|
|
}
|
|
|
|
int i;
|
|
Scrollbar *sb;
|
|
bool rtl = false;
|
|
|
|
if (w->flags4 & WF_HSCROLL) {
|
|
sb = &w->hscroll;
|
|
i = _cursor.pos.x - _cursorpos_drag_start.x;
|
|
rtl = _dynlang.text_dir == TD_RTL;
|
|
} 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. */
|
|
int pos = min(max(0, i + _scrollbar_start_pos) * sb->GetCount() / _scrollbar_size, max(0, sb->GetCount() - sb->GetCapacity()));
|
|
if (rtl) pos = sb->GetCount() - sb->GetCapacity() - pos;
|
|
if (pos != sb->GetPosition()) {
|
|
sb->SetPosition(pos);
|
|
w->SetDirty();
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
_scrolling_scrollbar = false;
|
|
return false;
|
|
}
|
|
|
|
static bool HandleViewportScroll()
|
|
{
|
|
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
|
|
|
|
if (!_scrolling_viewport) return true;
|
|
|
|
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
|
|
|
if (!(_right_button_down || scrollwheel_scrolling || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) || w == NULL) {
|
|
_cursor.fix_at = false;
|
|
_scrolling_viewport = false;
|
|
return true;
|
|
}
|
|
|
|
if (w == FindWindowById(WC_MAIN_WINDOW, 0) && w->viewport->follow_vehicle != INVALID_VEHICLE) {
|
|
/* If the main window is following a vehicle, then first let go of it! */
|
|
const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
|
|
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
|
|
return true;
|
|
}
|
|
|
|
Point delta;
|
|
if (_settings_client.gui.reverse_scroll || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) {
|
|
delta.x = -_cursor.delta.x;
|
|
delta.y = -_cursor.delta.y;
|
|
} else {
|
|
delta.x = _cursor.delta.x;
|
|
delta.y = _cursor.delta.y;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/* Create a scroll-event and send it to the window */
|
|
if (delta.x != 0 || delta.y != 0) w->OnScroll(delta);
|
|
|
|
_cursor.delta.x = 0;
|
|
_cursor.delta.y = 0;
|
|
return false;
|
|
}
|
|
|
|
/** Check if a window can be made top-most window, and if so do
|
|
* it. If a window does not obscure any other windows, it will not
|
|
* be brought to the foreground. Also if the only obscuring windows
|
|
* are so-called system-windows, the window will not be moved.
|
|
* The function will return false when a child window of this window is a
|
|
* modal-popup; function returns a false and child window gets a white border
|
|
* @param w Window to bring on-top
|
|
* @return false if the window has an active modal child, true otherwise */
|
|
static bool MaybeBringWindowToFront(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->desc_flags & WDF_MODAL)) {
|
|
u->flags4 |= WF_WHITE_BORDER_MASK;
|
|
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;
|
|
}
|
|
|
|
/** Handle keyboard input.
|
|
* @param raw_key Lower 8 bits contain the ASCII character, the higher 16 bits the keycode
|
|
*/
|
|
void HandleKeypress(uint32 raw_key)
|
|
{
|
|
/*
|
|
* 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_company here.
|
|
*
|
|
* This is not necessary either, as the only events that
|
|
* can be handled are the 'close application' events
|
|
*/
|
|
if (!IsGeneratingWorld()) _current_company = _local_company;
|
|
|
|
/* Setup event */
|
|
uint16 key = GB(raw_key, 0, 16);
|
|
uint16 keycode = GB(raw_key, 16, 16);
|
|
|
|
/*
|
|
* 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 window */
|
|
if (_focused_window->OnKeyPress(key, keycode) == Window::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->OnKeyPress(key, keycode) == Window::ES_HANDLED) return;
|
|
}
|
|
|
|
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
/* When there is no toolbar w is null, check for that */
|
|
if (w != NULL) w->OnKeyPress(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() == Window::ES_HANDLED) return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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 (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
|
|
int x = _cursor.pos.x;
|
|
int y = _cursor.pos.y;
|
|
Window *w = FindWindowFromPt(x, y);
|
|
if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
|
|
ViewPort *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) {
|
|
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);
|
|
}
|
|
#undef scrollspeed
|
|
}
|
|
}
|
|
}
|
|
|
|
enum MouseClick {
|
|
MC_NONE = 0,
|
|
MC_LEFT,
|
|
MC_RIGHT,
|
|
MC_DOUBLE_LEFT,
|
|
|
|
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
|
|
};
|
|
|
|
extern bool VpHandlePlaceSizingDrag();
|
|
|
|
static void ScrollMainViewport(int x, int y)
|
|
{
|
|
if (_game_mode != GM_MENU) {
|
|
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
|
|
* dont has 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)
|
|
{
|
|
HandlePlacePresize();
|
|
UpdateTileSelection();
|
|
|
|
if (!VpHandlePlaceSizingDrag()) return;
|
|
if (!HandleDragDrop()) return;
|
|
if (!HandleWindowDragging()) return;
|
|
if (!HandleScrollbarScrolling()) return;
|
|
if (!HandleViewportScroll()) return;
|
|
if (!HandleMouseOver()) return;
|
|
|
|
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 == NULL) return;
|
|
|
|
if (!MaybeBringWindowToFront(w)) return;
|
|
ViewPort *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) {
|
|
if (_settings_client.gui.scrollwheel_scrolling == 0) {
|
|
/* Send mousewheel event to window */
|
|
w->OnMouseWheel(mousewheel);
|
|
}
|
|
|
|
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
|
|
if (vp == NULL) DispatchMouseWheelEvent(w, w->nested_root->GetWidgetFromPos(x - w->left, y - w->top), mousewheel);
|
|
}
|
|
|
|
if (vp != NULL) {
|
|
if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button
|
|
switch (click) {
|
|
case MC_DOUBLE_LEFT:
|
|
case MC_LEFT:
|
|
DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
|
|
if (_thd.place_mode != HT_NONE &&
|
|
/* query button and place sign button work in pause mode */
|
|
_cursor.sprite != SPR_CURSOR_QUERY &&
|
|
_cursor.sprite != SPR_CURSOR_SIGN &&
|
|
_pause_mode != PM_UNPAUSED &&
|
|
!_cheats.build_in_pause.value) {
|
|
return;
|
|
}
|
|
|
|
if (_thd.place_mode == HT_NONE) {
|
|
if (!HandleViewportClicked(vp, x, y) &&
|
|
!(w->flags4 & WF_DISABLE_VP_SCROLL) &&
|
|
_settings_client.gui.left_mouse_btn_scrolling) {
|
|
_scrolling_viewport = true;
|
|
_cursor.fix_at = false;
|
|
}
|
|
} else {
|
|
PlaceObject();
|
|
}
|
|
break;
|
|
|
|
case MC_RIGHT:
|
|
if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
|
|
_scrolling_viewport = true;
|
|
_cursor.fix_at = true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} else {
|
|
switch (click) {
|
|
case MC_LEFT:
|
|
case MC_DOUBLE_LEFT:
|
|
DispatchLeftClickEvent(w, x - w->left, y - w->top, click == MC_DOUBLE_LEFT ? 2 : 1);
|
|
break;
|
|
|
|
default:
|
|
if (!scrollwheel_scrolling || w == NULL || 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. */
|
|
|
|
/* fallthough */
|
|
case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle a mouse event from the video driver
|
|
*/
|
|
void HandleMouseEvents()
|
|
{
|
|
static int double_click_time = 0;
|
|
static int double_click_x = 0;
|
|
static int double_click_y = 0;
|
|
|
|
/*
|
|
* 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_company here.
|
|
*
|
|
* This is not necessary either, as the only events that
|
|
* can be handled are the 'close application' events
|
|
*/
|
|
if (!IsGeneratingWorld()) _current_company = _local_company;
|
|
|
|
/* 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_x != 0 && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK &&
|
|
double_click_y != 0 && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
|
|
click = MC_DOUBLE_LEFT;
|
|
}
|
|
double_click_time = _realtime_tick;
|
|
double_click_x = _cursor.pos.x;
|
|
double_click_y = _cursor.pos.y;
|
|
_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++;
|
|
}
|
|
|
|
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 = NULL;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || (w->flags4 & WF_STICKY)) continue;
|
|
|
|
last_deletable = w;
|
|
deletable_count++;
|
|
}
|
|
|
|
/* We've ot reached the soft limit yet */
|
|
if (deletable_count <= _settings_client.gui.window_soft_limit) break;
|
|
|
|
assert(last_deletable != NULL);
|
|
delete last_deletable;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Regular call from the global game loop
|
|
*/
|
|
void InputLoop()
|
|
{
|
|
CheckSoftLimit();
|
|
HandleKeyScrolling();
|
|
|
|
/* Do the actual free of the deleted windows. */
|
|
for (Window *v = _z_front_window; v != NULL; /* nothing */) {
|
|
Window *w = v;
|
|
v = v->z_back;
|
|
|
|
if (w->window_class != WC_INVALID) continue;
|
|
|
|
/* Find the window in the z-array, and effectively remove it
|
|
* by moving all windows after it one to the left. This must be
|
|
* done before removing the child so we cannot cause recursion
|
|
* between the deletion of the parent and the child. */
|
|
if (w->z_front == NULL) {
|
|
_z_front_window = w->z_back;
|
|
} else {
|
|
w->z_front->z_back = w->z_back;
|
|
}
|
|
if (w->z_back == NULL) {
|
|
_z_back_window = w->z_front;
|
|
} else {
|
|
w->z_back->z_front = w->z_front;
|
|
}
|
|
free(w);
|
|
}
|
|
|
|
DecreaseWindowCounters();
|
|
|
|
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();
|
|
HandleAutoscroll();
|
|
}
|
|
|
|
/**
|
|
* Update the continuously changing contents of the windows, such as the viewports
|
|
*/
|
|
void UpdateWindows()
|
|
{
|
|
Window *w;
|
|
static int we4_timer = 0;
|
|
int t = we4_timer + 1;
|
|
|
|
if (t >= 100) {
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->OnHundredthTick();
|
|
}
|
|
t = 0;
|
|
}
|
|
we4_timer = t;
|
|
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
if (w->flags4 & WF_WHITE_BORDER_MASK) {
|
|
w->flags4 -= WF_WHITE_BORDER_ONE;
|
|
|
|
if (!(w->flags4 & WF_WHITE_BORDER_MASK)) w->SetDirty();
|
|
}
|
|
}
|
|
|
|
DrawDirtyBlocks();
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
/* Update viewport only if window is not shaded. */
|
|
if (w->viewport != NULL && !w->IsShaded()) UpdateViewportPosition(w);
|
|
}
|
|
NetworkDrawChatMessage();
|
|
/* Redraw mouse cursor in case it was hidden */
|
|
DrawMouseCursor();
|
|
}
|
|
|
|
/**
|
|
* 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 window data of the window of a given class and specific window number as invalid (in need of re-computing)
|
|
* @param cls Window class
|
|
* @param number Window number within the class
|
|
* @param data The data to invalidate with
|
|
*/
|
|
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data)
|
|
{
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls && w->window_number == number) w->InvalidateData(data);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Mark window data of all windows of a given class as invalid (in need of re-computing)
|
|
* @param cls Window class
|
|
* @param data The data to invalidate with
|
|
*/
|
|
void InvalidateWindowClassesData(WindowClass cls, int data)
|
|
{
|
|
Window *w;
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
if (w->window_class == cls) w->InvalidateData(data);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Dispatch WE_TICK event over all windows
|
|
*/
|
|
void CallWindowTickEvent()
|
|
{
|
|
if (_scroller_click_timeout > 3) {
|
|
_scroller_click_timeout -= 3;
|
|
} else {
|
|
_scroller_click_timeout = 0;
|
|
}
|
|
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_FRONT(w) {
|
|
w->OnTick();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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_TOOLBAR_MENU &&
|
|
w->window_class != WC_TOOLTIPS &&
|
|
(w->flags4 & 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->flags4 & WF_STICKY) {
|
|
delete w;
|
|
goto restart_search;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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->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_TOOLBAR_MENU, 0);
|
|
DeleteWindowById(WC_MAIN_TOOLBAR, 0);
|
|
DeleteWindowById(WC_STATUS_BAR, 0);
|
|
}
|
|
|
|
/** Re-initialize all windows. */
|
|
void ReInitAllWindows()
|
|
{
|
|
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
|
|
|
|
Window *w;
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
w->ReInit();
|
|
}
|
|
|
|
/* Make sure essential parts of all windows are visible */
|
|
RelocateAllWindows(_cur_resolution.width, _cur_resolution.height);
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
/**
|
|
* (Re)position main toolbar window at the screen
|
|
* @param w Window structure of the main toolbar window, may also be \c NULL
|
|
* @return X coordinate of left edge of the repositioned toolbar window
|
|
*/
|
|
int PositionMainToolbar(Window *w)
|
|
{
|
|
DEBUG(misc, 5, "Repositioning Main Toolbar...");
|
|
|
|
if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
|
|
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
}
|
|
|
|
switch (_settings_client.gui.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;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 != NULL && 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 appliction screen
|
|
*/
|
|
void RelocateAllWindows(int neww, int newh)
|
|
{
|
|
Window *w;
|
|
|
|
FOR_ALL_WINDOWS_FROM_BACK(w) {
|
|
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 = ScaleByZoom(neww, vp->zoom);
|
|
vp->virtual_height = ScaleByZoom(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:
|
|
if (neww - w->width != 0) {
|
|
ResizeWindow(w, min(neww, 640) - w->width, 0);
|
|
w->OnResize();
|
|
}
|
|
|
|
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:
|
|
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
|
|
top = newh - w->height;
|
|
left = (neww - w->width) >> 1;
|
|
break;
|
|
|
|
case WC_SEND_NETWORK_MSG:
|
|
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
|
|
top = newh - w->height - FindWindowById(WC_STATUS_BAR, 0)->height;
|
|
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;
|
|
if (left < 0) left = 0;
|
|
|
|
top = w->top;
|
|
if (top + (w->height >> 1) >= newh) top = newh - w->height;
|
|
|
|
const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
|
|
if (wt != NULL) {
|
|
if (top < wt->height && wt->left < (w->left + w->width) && (wt->left + wt->width) > w->left) top = wt->height;
|
|
if (top >= newh) top = newh - 1;
|
|
} else {
|
|
if (top < 0) top = 0;
|
|
}
|
|
} break;
|
|
}
|
|
|
|
if (w->viewport != NULL) {
|
|
w->viewport->left += left - w->left;
|
|
w->viewport->top += top - w->top;
|
|
}
|
|
|
|
w->left = left;
|
|
w->top = 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();
|
|
}
|