OpenTTD-patches/src/window.cpp
Rubidium bcfe0fb076 Codechange: introduce GetMainWindow() to properly account for nullptr checks
Some nullptr checks have been removed as they were not triggered with nullptr
with the null video driver and in dedicated server mode.
2023-01-14 21:15:23 +01:00

3576 lines
113 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file window.cpp Windowing system, widgets and events */
#include "stdafx.h"
#include <stdarg.h>
#include "company_func.h"
#include "gfx_func.h"
#include "console_func.h"
#include "console_gui.h"
#include "viewport_func.h"
#include "progress.h"
#include "blitter/factory.hpp"
#include "zoom_func.h"
#include "vehicle_base.h"
#include "window_func.h"
#include "tilehighlight_func.h"
#include "network/network.h"
#include "querystring_gui.h"
#include "widgets/dropdown_func.h"
#include "strings_func.h"
#include "settings_type.h"
#include "settings_func.h"
#include "ini_type.h"
#include "newgrf_debug.h"
#include "hotkeys.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "error.h"
#include "game/game.hpp"
#include "video/video_driver.hpp"
#include "framerate_type.h"
#include "network/network_func.h"
#include "guitimer_func.h"
#include "news_func.h"
#include "safeguards.h"
/** Values for _settings_client.gui.auto_scrolling */
enum ViewportAutoscrolling {
VA_DISABLED, //!< Do not autoscroll when mouse is at edge of viewport.
VA_MAIN_VIEWPORT_FULLSCREEN, //!< Scroll main viewport at edge when using fullscreen.
VA_MAIN_VIEWPORT, //!< Scroll main viewport at edge.
VA_EVERY_VIEWPORT, //!< Scroll all viewports at their edges.
};
static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
static Window *_mouseover_last_w = nullptr; ///< Window of the last OnMouseOver event.
static Window *_last_scroll_window = nullptr; ///< Window of the last scroll event.
/** List of windows opened at the screen sorted from the front to back. */
WindowList _z_windows;
/** List of closed windows to delete. */
/* static */ std::vector<Window *> Window::closed_windows;
/**
* Delete all closed windows.
*/
/* static */ void Window::DeleteClosedWindows()
{
for (Window *w : Window::closed_windows) delete w;
Window::closed_windows.clear();
/* Remove dead entries from the window list */
_z_windows.remove(nullptr);
}
/** If false, highlight is white, otherwise the by the widget defined colour. */
bool _window_highlight_colour = false;
/*
* Window that currently has focus. - The main purpose is to generate
* #FocusLost events, not to give next window in z-order focus when a
* window is closed.
*/
Window *_focused_window;
Point _cursorpos_drag_start;
int _scrollbar_start_pos;
int _scrollbar_size;
byte _scroller_click_timeout = 0;
bool _scrolling_viewport; ///< A viewport is being scrolled with the mouse.
bool _mouse_hovering; ///< The mouse is hovering over the same point.
SpecialMouseMode _special_mouse_mode; ///< Mode of the mouse.
/**
* List of all WindowDescs.
* This is a pointer to ensure initialisation order with the various static WindowDesc instances.
*/
static std::vector<WindowDesc*> *_window_descs = nullptr;
/** Config file to store WindowDesc */
std::string _windows_file;
/** Window description constructor. */
WindowDesc::WindowDesc(WindowPosition def_pos, const char *ini_key, int16 def_width_trad, int16 def_height_trad,
WindowClass window_class, WindowClass parent_class, uint32 flags,
const NWidgetPart *nwid_parts, int16 nwid_length, HotkeyList *hotkeys) :
default_pos(def_pos),
cls(window_class),
parent_cls(parent_class),
ini_key(ini_key),
flags(flags),
nwid_parts(nwid_parts),
nwid_length(nwid_length),
hotkeys(hotkeys),
pref_sticky(false),
pref_width(0),
pref_height(0),
default_width_trad(def_width_trad),
default_height_trad(def_height_trad)
{
if (_window_descs == nullptr) _window_descs = new std::vector<WindowDesc*>();
_window_descs->push_back(this);
}
WindowDesc::~WindowDesc()
{
_window_descs->erase(std::find(_window_descs->begin(), _window_descs->end(), this));
}
/**
* Determine default width of window.
* This is either a stored user preferred size, or the built-in default.
* @return Width in pixels.
*/
int16 WindowDesc::GetDefaultWidth() const
{
return this->pref_width != 0 ? this->pref_width : ScaleGUITrad(this->default_width_trad);
}
/**
* Determine default height of window.
* This is either a stored user preferred size, or the built-in default.
* @return Height in pixels.
*/
int16 WindowDesc::GetDefaultHeight() const
{
return this->pref_height != 0 ? this->pref_height : ScaleGUITrad(this->default_height_trad);
}
/**
* Load all WindowDesc settings from _windows_file.
*/
void WindowDesc::LoadFromConfig()
{
IniFile ini;
ini.LoadFromDisk(_windows_file, NO_DIRECTORY);
for (WindowDesc *wd : *_window_descs) {
if (wd->ini_key == nullptr) continue;
IniLoadWindowSettings(ini, wd->ini_key, wd);
}
}
/**
* Sort WindowDesc by ini_key.
*/
static bool DescSorter(WindowDesc* const &a, WindowDesc* const &b)
{
if (a->ini_key != nullptr && b->ini_key != nullptr) return strcmp(a->ini_key, b->ini_key) < 0;
return a->ini_key != nullptr;
}
/**
* Save all WindowDesc settings to _windows_file.
*/
void WindowDesc::SaveToConfig()
{
/* Sort the stuff to get a nice ini file on first write */
std::sort(_window_descs->begin(), _window_descs->end(), DescSorter);
IniFile ini;
ini.LoadFromDisk(_windows_file, NO_DIRECTORY);
for (WindowDesc *wd : *_window_descs) {
if (wd->ini_key == nullptr) continue;
IniSaveWindowSettings(ini, wd->ini_key, wd);
}
ini.SaveToDisk(_windows_file);
}
/**
* Read default values from WindowDesc configuration an apply them to the window.
*/
void Window::ApplyDefaults()
{
if (this->nested_root != nullptr && this->nested_root->GetWidgetOfType(WWT_STICKYBOX) != nullptr) {
if (this->window_desc->pref_sticky) this->flags |= WF_STICKY;
} else {
/* There is no stickybox; clear the preference in case someone tried to be funny */
this->window_desc->pref_sticky = false;
}
}
/**
* Compute the row of a widget that a user clicked in.
* @param clickpos Vertical position of the mouse click.
* @param widget Widget number of the widget clicked in.
* @param padding Amount of empty space between the widget edge and the top of the first row.
* @param line_height Height of a single row. A negative value means using the vertical resize step of the widget.
* @return Row number clicked at. If clicked at a wrong position, #INT_MAX is returned.
* @note The widget does not know where a list printed at the widget ends, so below a list is not a wrong position.
*/
int Window::GetRowFromWidget(int clickpos, int widget, int padding, int line_height) const
{
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(widget);
if (line_height < 0) line_height = wid->resize_y;
if (clickpos < (int)wid->pos_y + padding) return INT_MAX;
return (clickpos - (int)wid->pos_y - padding) / line_height;
}
/**
* Disable the highlighted status of all widgets.
*/
void Window::DisableAllWidgetHighlight()
{
for (uint i = 0; i < this->nested_array_size; i++) {
NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
if (nwid == nullptr) continue;
if (nwid->IsHighlighted()) {
nwid->SetHighlighted(TC_INVALID);
this->SetWidgetDirty(i);
}
}
CLRBITS(this->flags, WF_HIGHLIGHTED);
}
/**
* Sets the highlighted status of a widget.
* @param widget_index index of this widget in the window
* @param highlighted_colour Colour of highlight, or TC_INVALID to disable.
*/
void Window::SetWidgetHighlight(byte widget_index, TextColour highlighted_colour)
{
assert(widget_index < this->nested_array_size);
NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
if (nwid == nullptr) return;
nwid->SetHighlighted(highlighted_colour);
this->SetWidgetDirty(widget_index);
if (highlighted_colour != TC_INVALID) {
/* If we set a highlight, the window has a highlight */
this->flags |= WF_HIGHLIGHTED;
} else {
/* If we disable a highlight, check all widgets if anyone still has a highlight */
bool valid = false;
for (uint i = 0; i < this->nested_array_size; i++) {
NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
if (nwid == nullptr) continue;
if (!nwid->IsHighlighted()) continue;
valid = true;
}
/* If nobody has a highlight, disable the flag on the window */
if (!valid) CLRBITS(this->flags, WF_HIGHLIGHTED);
}
}
/**
* Gets the highlighted status of a widget.
* @param widget_index index of this widget in the window
* @return status of the widget ie: highlighted = true, not highlighted = false
*/
bool Window::IsWidgetHighlighted(byte widget_index) const
{
assert(widget_index < this->nested_array_size);
const NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
if (nwid == nullptr) return false;
return nwid->IsHighlighted();
}
/**
* A dropdown window associated to this window has been closed.
* @param pt the point inside the window the mouse resides on after closure.
* @param widget the widget (button) that the dropdown is associated with.
* @param index the element in the dropdown that is selected.
* @param instant_close whether the dropdown was configured to close on mouse up.
*/
void Window::OnDropdownClose(Point pt, int widget, int index, bool instant_close)
{
if (widget < 0) return;
if (instant_close) {
/* Send event for selected option if we're still
* on the parent button of the dropdown (behaviour of the dropdowns in the main toolbar). */
if (GetWidgetFromPos(this, pt.x, pt.y) == widget) {
this->OnDropdownSelect(widget, index);
}
}
/* Raise the dropdown button */
NWidgetCore *nwi2 = this->GetWidget<NWidgetCore>(widget);
if ((nwi2->type & WWT_MASK) == NWID_BUTTON_DROPDOWN) {
nwi2->disp_flags &= ~ND_DROPDOWN_ACTIVE;
} else {
this->RaiseWidget(widget);
}
this->SetWidgetDirty(widget);
}
/**
* Return the Scrollbar to a widget index.
* @param widnum Scrollbar widget index
* @return Scrollbar to the widget
*/
const Scrollbar *Window::GetScrollbar(uint widnum) const
{
return this->GetWidget<NWidgetScrollbar>(widnum);
}
/**
* Return the Scrollbar to a widget index.
* @param widnum Scrollbar widget index
* @return Scrollbar to the widget
*/
Scrollbar *Window::GetScrollbar(uint widnum)
{
return this->GetWidget<NWidgetScrollbar>(widnum);
}
/**
* Return the querystring associated to a editbox.
* @param widnum Editbox widget index
* @return QueryString or nullptr.
*/
const QueryString *Window::GetQueryString(uint widnum) const
{
auto query = this->querystrings.Find(widnum);
return query != this->querystrings.end() ? query->second : nullptr;
}
/**
* Return the querystring associated to a editbox.
* @param widnum Editbox widget index
* @return QueryString or nullptr.
*/
QueryString *Window::GetQueryString(uint widnum)
{
SmallMap<int, QueryString*>::Pair *query = this->querystrings.Find(widnum);
return query != this->querystrings.End() ? query->second : nullptr;
}
/**
* Update size of all QueryStrings of this window.
*/
void Window::UpdateQueryStringSize()
{
for (auto &qs : this->querystrings)
{
qs.second->text.UpdateSize();
}
}
/**
* Get the current input text if an edit box has the focus.
* @return The currently focused input text or nullptr if no input focused.
*/
/* virtual */ const char *Window::GetFocusedText() const
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
return this->GetQueryString(this->nested_focus->index)->GetText();
}
return nullptr;
}
/**
* Get the string at the caret if an edit box has the focus.
* @return The text at the caret or nullptr if no edit box is focused.
*/
/* virtual */ const char *Window::GetCaret() const
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
return this->GetQueryString(this->nested_focus->index)->GetCaret();
}
return nullptr;
}
/**
* Get the range of the currently marked input text.
* @param[out] length Length of the marked text.
* @return Pointer to the start of the marked text or nullptr if no text is marked.
*/
/* virtual */ const char *Window::GetMarkedText(size_t *length) const
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
return this->GetQueryString(this->nested_focus->index)->GetMarkedText(length);
}
return nullptr;
}
/**
* Get the current caret position if an edit box has the focus.
* @return Top-left location of the caret, relative to the window.
*/
/* virtual */ Point Window::GetCaretPosition() const
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX && !this->querystrings.empty()) {
return this->GetQueryString(this->nested_focus->index)->GetCaretPosition(this, this->nested_focus->index);
}
Point pt = {0, 0};
return pt;
}
/**
* Get the bounding rectangle for a text range if an edit box has the focus.
* @param from Start of the string range.
* @param to End of the string range.
* @return Rectangle encompassing the string range, relative to the window.
*/
/* virtual */ Rect Window::GetTextBoundingRect(const char *from, const char *to) const
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
return this->GetQueryString(this->nested_focus->index)->GetBoundingRect(this, this->nested_focus->index, from, to);
}
Rect r = {0, 0, 0, 0};
return r;
}
/**
* Get the character that is rendered at a position by the focused edit box.
* @param pt The position to test.
* @return Pointer to the character at the position or nullptr if no character is at the position.
*/
/* virtual */ const char *Window::GetTextCharacterAtPosition(const Point &pt) const
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
return this->GetQueryString(this->nested_focus->index)->GetCharAtPosition(this, this->nested_focus->index, pt);
}
return nullptr;
}
/**
* Set the window that has the focus
* @param w The window to set the focus on
*/
void SetFocusedWindow(Window *w)
{
if (_focused_window == w) return;
/* Invalidate focused widget */
if (_focused_window != nullptr) {
if (_focused_window->nested_focus != nullptr) _focused_window->nested_focus->SetDirty(_focused_window);
}
/* Remember which window was previously focused */
Window *old_focused = _focused_window;
_focused_window = w;
/* So we can inform it that it lost focus */
if (old_focused != nullptr) old_focused->OnFocusLost();
if (_focused_window != nullptr) _focused_window->OnFocus();
}
/**
* Check if an edit box is in global focus. That is if focused window
* has a edit box as focused widget, or if a console is focused.
* @return returns true if an edit box is in global focus or if the focused window is a console, else false
*/
bool EditBoxInGlobalFocus()
{
if (_focused_window == nullptr) return false;
/* The console does not have an edit box so a special case is needed. */
if (_focused_window->window_class == WC_CONSOLE) return true;
return _focused_window->nested_focus != nullptr && _focused_window->nested_focus->type == WWT_EDITBOX;
}
/**
* Check if a console is focused.
* @return returns true if the focused window is a console, else false
*/
bool FocusedWindowIsConsole()
{
return _focused_window && _focused_window->window_class == WC_CONSOLE;
}
/**
* Makes no widget on this window have focus. The function however doesn't change which window has focus.
*/
void Window::UnfocusFocusedWidget()
{
if (this->nested_focus != nullptr) {
if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
this->nested_focus->SetDirty(this);
this->nested_focus = nullptr;
}
}
/**
* Set focus within this window to the given widget. The function however doesn't change which window has focus.
* @param widget_index Index of the widget in the window to set the focus to.
* @return Focus has changed.
*/
bool Window::SetFocusedWidget(int widget_index)
{
/* Do nothing if widget_index is already focused, or if it wasn't a valid widget. */
if ((uint)widget_index >= this->nested_array_size) return false;
assert(this->nested_array[widget_index] != nullptr); // Setting focus to a non-existing widget is a bad idea.
if (this->nested_focus != nullptr) {
if (this->GetWidget<NWidgetCore>(widget_index) == this->nested_focus) return false;
/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
this->nested_focus->SetDirty(this);
if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
}
this->nested_focus = this->GetWidget<NWidgetCore>(widget_index);
if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxGainedFocus();
return true;
}
/**
* Called when window gains focus
*/
void Window::OnFocus()
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxGainedFocus();
}
/**
* Called when window loses focus
*/
void Window::OnFocusLost()
{
if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
}
/**
* Sets the enabled/disabled status of a list of widgets.
* By default, widgets are enabled.
* On certain conditions, they have to be disabled.
* @param disab_stat status to use ie: disabled = true, enabled = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetDisabledState(widgets, disab_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Sets the lowered/raised status of a list of widgets.
* @param lowered_stat status to use ie: lowered = true, raised = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetLoweredState(widgets, lowered_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Raise the buttons of the window.
* @param autoraise Raise only the push buttons of the window.
*/
void Window::RaiseButtons(bool autoraise)
{
for (uint i = 0; i < this->nested_array_size; i++) {
if (this->nested_array[i] == nullptr) continue;
WidgetType type = this->nested_array[i]->type;
if (((type & ~WWB_PUSHBUTTON) < WWT_LAST || type == NWID_PUSHBUTTON_DROPDOWN) &&
(!autoraise || (type & WWB_PUSHBUTTON) || type == WWT_EDITBOX) && this->IsWidgetLowered(i)) {
this->RaiseWidget(i);
this->SetWidgetDirty(i);
}
}
/* Special widgets without widget index */
NWidgetCore *wid = this->nested_root != nullptr ? (NWidgetCore*)this->nested_root->GetWidgetOfType(WWT_DEFSIZEBOX) : nullptr;
if (wid != nullptr) {
wid->SetLowered(false);
wid->SetDirty(this);
}
}
/**
* Invalidate a widget, i.e. mark it as being changed and in need of redraw.
* @param widget_index the widget to redraw.
*/
void Window::SetWidgetDirty(byte widget_index) const
{
/* Sometimes this function is called before the window is even fully initialized */
if (this->nested_array == nullptr) return;
this->nested_array[widget_index]->SetDirty(this);
}
/**
* A hotkey has been pressed.
* @param hotkey Hotkey index, by default a widget index of a button or editbox.
* @return #ES_HANDLED if the key press has been handled, and the hotkey is not unavailable for some reason.
*/
EventState Window::OnHotkey(int hotkey)
{
if (hotkey < 0) return ES_NOT_HANDLED;
NWidgetCore *nw = this->GetWidget<NWidgetCore>(hotkey);
if (nw == nullptr || nw->IsDisabled()) return ES_NOT_HANDLED;
if (nw->type == WWT_EDITBOX) {
if (this->IsShaded()) return ES_NOT_HANDLED;
/* Focus editbox */
this->SetFocusedWidget(hotkey);
SetFocusedWindow(this);
} else {
/* Click button */
this->OnClick(Point(), hotkey, 1);
}
return ES_HANDLED;
}
/**
* Do all things to make a button look clicked and mark it to be
* unclicked in a few ticks.
* @param widget the widget to "click"
*/
void Window::HandleButtonClick(byte widget)
{
this->LowerWidget(widget);
this->SetTimeout();
this->SetWidgetDirty(widget);
}
static void StartWindowDrag(Window *w);
static void StartWindowSizing(Window *w, bool to_left);
/**
* Dispatch left mouse-button (possibly double) click in window.
* @param w Window to dispatch event in
* @param x X coordinate of the click
* @param y Y coordinate of the click
* @param click_count Number of fast consecutive clicks at same position
*/
static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
{
NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
WidgetType widget_type = (nw != nullptr) ? nw->type : WWT_EMPTY;
bool focused_widget_changed = false;
/* If clicked on a window that previously did not have focus */
if (_focused_window != w && // We already have focus, right?
(w->window_desc->flags & WDF_NO_FOCUS) == 0 && // Don't lose focus to toolbars
widget_type != WWT_CLOSEBOX) { // Don't change focused window if 'X' (close button) was clicked
focused_widget_changed = true;
SetFocusedWindow(w);
}
if (nw == nullptr) return; // exit if clicked outside of widgets
/* don't allow any interaction if the button has been disabled */
if (nw->IsDisabled()) return;
int widget_index = nw->index; ///< Index of the widget
/* Clicked on a widget that is not disabled.
* So unless the clicked widget is the caption bar, change focus to this widget.
* Exception: In the OSK we always want the editbox to stay focused. */
if (widget_type != WWT_CAPTION && w->window_class != WC_OSK) {
/* focused_widget_changed is 'now' only true if the window this widget
* is in gained focus. In that case it must remain true, also if the
* local widget focus did not change. As such it's the logical-or of
* both changed states.
*
* If this is not preserved, then the OSK window would be opened when
* a user has the edit box focused and then click on another window and
* then back again on the edit box (to type some text).
*/
focused_widget_changed |= w->SetFocusedWidget(widget_index);
}
/* Close any child drop down menus. If the button pressed was the drop down
* list's own button, then we should not process the click any further. */
if (HideDropDownMenu(w) == widget_index && widget_index >= 0) return;
if ((widget_type & ~WWB_PUSHBUTTON) < WWT_LAST && (widget_type & WWB_PUSHBUTTON)) w->HandleButtonClick(widget_index);
Point pt = { x, y };
switch (widget_type) {
case NWID_VSCROLLBAR:
case NWID_HSCROLLBAR:
ScrollbarClickHandler(w, nw, x, y);
break;
case WWT_EDITBOX: {
QueryString *query = w->GetQueryString(widget_index);
if (query != nullptr) query->ClickEditBox(w, pt, widget_index, click_count, focused_widget_changed);
break;
}
case WWT_CLOSEBOX: // 'X'
w->Close();
return;
case WWT_CAPTION: // 'Title bar'
StartWindowDrag(w);
return;
case WWT_RESIZEBOX:
/* When the resize widget is on the left size of the window
* we assume that that button is used to resize to the left. */
StartWindowSizing(w, (int)nw->pos_x < (w->width / 2));
nw->SetDirty(w);
return;
case WWT_DEFSIZEBOX: {
if (_ctrl_pressed) {
w->window_desc->pref_width = w->width;
w->window_desc->pref_height = w->height;
} else {
int16 def_width = std::max<int16>(std::min<int16>(w->window_desc->GetDefaultWidth(), _screen.width), w->nested_root->smallest_x);
int16 def_height = std::max<int16>(std::min<int16>(w->window_desc->GetDefaultHeight(), _screen.height - 50), w->nested_root->smallest_y);
int dx = (w->resize.step_width == 0) ? 0 : def_width - w->width;
int dy = (w->resize.step_height == 0) ? 0 : def_height - w->height;
/* dx and dy has to go by step.. calculate it.
* The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */
if (w->resize.step_width > 1) dx -= dx % (int)w->resize.step_width;
if (w->resize.step_height > 1) dy -= dy % (int)w->resize.step_height;
ResizeWindow(w, dx, dy, false);
}
nw->SetLowered(true);
nw->SetDirty(w);
w->SetTimeout();
break;
}
case WWT_DEBUGBOX:
w->ShowNewGRFInspectWindow();
break;
case WWT_SHADEBOX:
nw->SetDirty(w);
w->SetShaded(!w->IsShaded());
return;
case WWT_STICKYBOX:
w->flags ^= WF_STICKY;
nw->SetDirty(w);
if (_ctrl_pressed) w->window_desc->pref_sticky = (w->flags & WF_STICKY) != 0;
return;
default:
break;
}
/* Widget has no index, so the window is not interested in it. */
if (widget_index < 0) return;
/* Check if the widget is highlighted; if so, disable highlight and dispatch an event to the GameScript */
if (w->IsWidgetHighlighted(widget_index)) {
w->SetWidgetHighlight(widget_index, TC_INVALID);
Game::NewEvent(new ScriptEventWindowWidgetClick((ScriptWindow::WindowClass)w->window_class, w->window_number, widget_index));
}
w->OnClick(pt, widget_index, click_count);
}
/**
* Dispatch right mouse-button click in window.
* @param w Window to dispatch event in
* @param x X coordinate of the click
* @param y Y coordinate of the click
*/
static void DispatchRightClickEvent(Window *w, int x, int y)
{
NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);
if (wid == nullptr) return;
Point pt = { x, y };
/* No widget to handle, or the window is not interested in it. */
if (wid->index >= 0) {
if (w->OnRightClick(pt, wid->index)) return;
}
/* Right-click close is enabled and there is a closebox */
if (_settings_client.gui.right_mouse_wnd_close && w->nested_root->GetWidgetOfType(WWT_CLOSEBOX)) {
w->Close();
} else if (_settings_client.gui.hover_delay_ms == 0 && !w->OnTooltip(pt, wid->index, TCC_RIGHT_CLICK) && wid->tool_tip != 0) {
GuiShowTooltips(w, wid->tool_tip, 0, nullptr, TCC_RIGHT_CLICK);
}
}
/**
* Dispatch hover of the mouse over a window.
* @param w Window to dispatch event in.
* @param x X coordinate of the click.
* @param y Y coordinate of the click.
*/
static void DispatchHoverEvent(Window *w, int x, int y)
{
NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);
/* No widget to handle */
if (wid == nullptr) return;
Point pt = { x, y };
/* Show the tooltip if there is any */
if (!w->OnTooltip(pt, wid->index, TCC_HOVER) && wid->tool_tip != 0) {
GuiShowTooltips(w, wid->tool_tip);
return;
}
/* Widget has no index, so the window is not interested in it. */
if (wid->index < 0) return;
w->OnHover(pt, wid->index);
}
/**
* Dispatch the mousewheel-action to the window.
* The window will scroll any compatible scrollbars if the mouse is pointed over the bar or its contents
* @param w Window
* @param nwid the widget where the scrollwheel was used
* @param wheel scroll up or down
*/
static void DispatchMouseWheelEvent(Window *w, NWidgetCore *nwid, int wheel)
{
if (nwid == nullptr) return;
/* Using wheel on caption/shade-box shades or unshades the window. */
if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) {
w->SetShaded(wheel < 0);
return;
}
/* Wheeling a vertical scrollbar. */
if (nwid->type == NWID_VSCROLLBAR) {
NWidgetScrollbar *sb = static_cast<NWidgetScrollbar *>(nwid);
if (sb->GetCount() > sb->GetCapacity()) {
if (sb->UpdatePosition(wheel)) w->SetDirty();
}
return;
}
/* Scroll the widget attached to the scrollbar. */
Scrollbar *sb = (nwid->scrollbar_index >= 0 ? w->GetScrollbar(nwid->scrollbar_index) : nullptr);
if (sb != nullptr && sb->GetCount() > sb->GetCapacity()) {
if (sb->UpdatePosition(wheel)) w->SetDirty();
}
}
/**
* Returns whether a window may be shown or not.
* @param w The window to consider.
* @return True iff it may be shown, otherwise false.
*/
static bool MayBeShown(const Window *w)
{
/* If we're not modal, everything is okay. */
if (!HasModalProgress()) return true;
switch (w->window_class) {
case WC_MAIN_WINDOW: ///< The background, i.e. the game.
case WC_MODAL_PROGRESS: ///< The actual progress window.
case WC_CONFIRM_POPUP_QUERY: ///< The abort window.
return true;
default:
return false;
}
}
/**
* Generate repaint events for the visible part of window w within the rectangle.
*
* The function goes recursively upwards in the window stack, and splits the rectangle
* into multiple pieces at the window edges, so obscured parts are not redrawn.
*
* @param w Window that needs to be repainted
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
{
Window::IteratorToFront it(w);
++it;
for (; !it.IsEnd(); ++it) {
const Window *v = *it;
if (MayBeShown(v) &&
right > v->left &&
bottom > v->top &&
left < v->left + v->width &&
top < v->top + v->height) {
/* v and rectangle intersect with each other */
int x;
if (left < (x = v->left)) {
DrawOverlappedWindow(w, left, top, x, bottom);
DrawOverlappedWindow(w, x, top, right, bottom);
return;
}
if (right > (x = v->left + v->width)) {
DrawOverlappedWindow(w, left, top, x, bottom);
DrawOverlappedWindow(w, x, top, right, bottom);
return;
}
if (top < (x = v->top)) {
DrawOverlappedWindow(w, left, top, right, x);
DrawOverlappedWindow(w, left, x, right, bottom);
return;
}
if (bottom > (x = v->top + v->height)) {
DrawOverlappedWindow(w, left, top, right, x);
DrawOverlappedWindow(w, left, x, right, bottom);
return;
}
return;
}
}
/* Setup blitter, and dispatch a repaint event to window *wz */
DrawPixelInfo *dp = _cur_dpi;
dp->width = right - left;
dp->height = bottom - top;
dp->left = left - w->left;
dp->top = top - w->top;
dp->pitch = _screen.pitch;
dp->dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
dp->zoom = ZOOM_LVL_NORMAL;
w->OnPaint();
}
/**
* From a rectangle that needs redrawing, find the windows that intersect with the rectangle.
* These windows should be re-painted.
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
{
DrawPixelInfo *old_dpi = _cur_dpi;
DrawPixelInfo bk;
_cur_dpi = &bk;
for (Window *w : Window::IterateFromBack()) {
if (MayBeShown(w) &&
right > w->left &&
bottom > w->top &&
left < w->left + w->width &&
top < w->top + w->height) {
/* Window w intersects with the rectangle => needs repaint */
DrawOverlappedWindow(w, std::max(left, w->left), std::max(top, w->top), std::min(right, w->left + w->width), std::min(bottom, w->top + w->height));
}
}
_cur_dpi = old_dpi;
}
/**
* Mark entire window as dirty (in need of re-paint)
* @ingroup dirty
*/
void Window::SetDirty() const
{
AddDirtyBlock(this->left, this->top, this->left + this->width, this->top + this->height);
}
/**
* Re-initialize a window, and optionally change its size.
* @param rx Horizontal resize of the window.
* @param ry Vertical resize of the window.
* @note For just resizing the window, use #ResizeWindow instead.
*/
void Window::ReInit(int rx, int ry)
{
this->SetDirty(); // Mark whole current window as dirty.
/* Save current size. */
int window_width = this->width;
int window_height = this->height;
this->OnInit();
/* Re-initialize the window from the ground up. No need to change the nested_array, as all widgets stay where they are. */
this->nested_root->SetupSmallestSize(this, false);
this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _current_text_dir == TD_RTL);
this->width = this->nested_root->smallest_x;
this->height = this->nested_root->smallest_y;
this->resize.step_width = this->nested_root->resize_x;
this->resize.step_height = this->nested_root->resize_y;
/* Resize as close to the original size + requested resize as possible. */
window_width = std::max(window_width + rx, this->width);
window_height = std::max(window_height + ry, this->height);
int dx = (this->resize.step_width == 0) ? 0 : window_width - this->width;
int dy = (this->resize.step_height == 0) ? 0 : window_height - this->height;
/* dx and dy has to go by step.. calculate it.
* The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */
if (this->resize.step_width > 1) dx -= dx % (int)this->resize.step_width;
if (this->resize.step_height > 1) dy -= dy % (int)this->resize.step_height;
ResizeWindow(this, dx, dy);
/* ResizeWindow() does this->SetDirty() already, no need to do it again here. */
}
/**
* Set the shaded state of the window to \a make_shaded.
* @param make_shaded If \c true, shade the window (roll up until just the title bar is visible), else unshade/unroll the window to its original size.
* @note The method uses #Window::ReInit(), thus after the call, the whole window should be considered changed.
*/
void Window::SetShaded(bool make_shaded)
{
if (this->shade_select == nullptr) return;
int desired = make_shaded ? SZSP_HORIZONTAL : 0;
if (this->shade_select->shown_plane != desired) {
if (make_shaded) {
if (this->nested_focus != nullptr) this->UnfocusFocusedWidget();
this->unshaded_size.width = this->width;
this->unshaded_size.height = this->height;
this->shade_select->SetDisplayedPlane(desired);
this->ReInit(0, -this->height);
} else {
this->shade_select->SetDisplayedPlane(desired);
int dx = ((int)this->unshaded_size.width > this->width) ? (int)this->unshaded_size.width - this->width : 0;
int dy = ((int)this->unshaded_size.height > this->height) ? (int)this->unshaded_size.height - this->height : 0;
this->ReInit(dx, dy);
}
}
}
/**
* Find the Window whose parent pointer points to this window
* @param w parent Window to find child of
* @param wc Window class of the window to remove; #WC_INVALID if class does not matter
* @return a Window pointer that is the child of \a w, or \c nullptr otherwise
*/
static Window *FindChildWindow(const Window *w, WindowClass wc)
{
for (Window *v : Window::Iterate()) {
if ((wc == WC_INVALID || wc == v->window_class) && v->parent == w) return v;
}
return nullptr;
}
/**
* Close 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::CloseChildWindows(WindowClass wc) const
{
Window *child = FindChildWindow(this, wc);
while (child != nullptr) {
child->Close();
child = FindChildWindow(this, wc);
}
}
/**
* Hide the window and all its child windows, and mark them for a later deletion.
*/
void Window::Close()
{
/* Don't close twice. */
if (*this->z_position == nullptr) return;
*this->z_position = nullptr;
if (_thd.window_class == this->window_class &&
_thd.window_number == this->window_number) {
ResetObjectToPlace();
}
/* Prevent Mouseover() from resetting mouse-over coordinates on a non-existing window */
if (_mouseover_last_w == this) _mouseover_last_w = nullptr;
/* We can't scroll the window when it's closed. */
if (_last_scroll_window == this) _last_scroll_window = nullptr;
/* Make sure we don't try to access non-existing query strings. */
this->querystrings.clear();
/* Make sure we don't try to access this window as the focused window when it doesn't exist anymore. */
if (_focused_window == this) {
this->OnFocusLost();
_focused_window = nullptr;
}
this->CloseChildWindows();
this->SetDirty();
Window::closed_windows.push_back(this);
}
/**
* Remove window and all its child windows from the window stack.
*/
Window::~Window()
{
/* Make sure the window is closed, deletion is allowed only in Window::DeleteClosedWindows(). */
assert(*this->z_position == nullptr);
if (this->viewport != nullptr) DeleteWindowViewport(this);
free(this->nested_array); // Contents is released through deletion of #nested_root.
delete this->nested_root;
}
/**
* Find a window by its class and window number
* @param cls Window class
* @param number Number of the window within the window class
* @return Pointer to the found window, or \c nullptr if not available
*/
Window *FindWindowById(WindowClass cls, WindowNumber number)
{
for (Window *w : Window::Iterate()) {
if (w->window_class == cls && w->window_number == number) return w;
}
return nullptr;
}
/**
* Find any window by its class. Useful when searching for a window that uses
* the window number as a #WindowClass, like #WC_SEND_NETWORK_MSG.
* @param cls Window class
* @return Pointer to the found window, or \c nullptr if not available
*/
Window *FindWindowByClass(WindowClass cls)
{
for (Window *w : Window::Iterate()) {
if (w->window_class == cls) return w;
}
return nullptr;
}
/**
* Get the main window, i.e. FindWindowById(WC_MAIN_WINDOW, 0).
* If the main window is not available, this function will trigger an assert.
* @return Pointer to the main window.
*/
Window *GetMainWindow()
{
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
assert(w != nullptr);
return w;
}
/**
* Close 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 closing; if false don't close when stickied
*/
void CloseWindowById(WindowClass cls, WindowNumber number, bool force)
{
Window *w = FindWindowById(cls, number);
if (w != nullptr && (force || (w->flags & WF_STICKY) == 0)) {
w->Close();
}
}
/**
* Close all windows of a given class
* @param cls Window class of windows to delete
*/
void CloseWindowByClass(WindowClass cls)
{
/* Note: the container remains stable, even when deleting windows. */
for (Window *w : Window::Iterate()) {
if (w->window_class == cls) {
w->Close();
}
}
}
/**
* Close 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 closed
* @param id company identifier
*/
void CloseCompanyWindows(CompanyID id)
{
/* Note: the container remains stable, even when deleting windows. */
for (Window *w : Window::Iterate()) {
if (w->owner == id) {
w->Close();
}
}
/* Also delete the company specific windows that don't have a company-colour. */
CloseWindowById(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)
{
for (Window *w : Window::Iterate()) {
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:
case WC_COMPANY_INFRASTRUCTURE:
case WC_VEHICLE_ORDERS: // Changing owner would also require changing WindowDesc, which is not possible; however keeping the old one crashes because of missing widgets etc.. See ShowOrdersWindow().
continue;
default:
w->owner = new_owner;
break;
}
}
}
static void BringWindowToFront(Window *w, bool dirty = true);
/**
* Find a window and make it the relative top-window on the screen.
* The window gets unshaded if it was shaded, and a white border is drawn at its edges for a brief period of time to visualize its "activation".
* @param cls WindowClass of the window to activate
* @param number WindowNumber of the window to activate
* @return a pointer to the window thus activated
*/
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
{
Window *w = FindWindowById(cls, number);
if (w != nullptr) {
if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded.
w->SetWhiteBorder();
BringWindowToFront(w);
w->SetDirty();
}
return w;
}
static inline bool IsVitalWindow(const Window *w)
{
switch (w->window_class) {
case WC_MAIN_TOOLBAR:
case WC_STATUS_BAR:
case WC_NEWS_WINDOW:
case WC_SEND_NETWORK_MSG:
return true;
default:
return false;
}
}
/**
* Get the z-priority for a given window. This is used in comparison with other z-priority values;
* a window with a given z-priority will appear above other windows with a lower value, and below
* those with a higher one (the ordering within z-priorities is arbitrary).
* @param wc The window class of window to get the z-priority for
* @pre wc != WC_INVALID
* @return The window's z-priority
*/
static uint GetWindowZPriority(WindowClass wc)
{
assert(wc != WC_INVALID);
uint z_priority = 0;
switch (wc) {
case WC_ENDSCREEN:
++z_priority;
FALLTHROUGH;
case WC_HIGHSCORE:
++z_priority;
FALLTHROUGH;
case WC_TOOLTIPS:
++z_priority;
FALLTHROUGH;
case WC_DROPDOWN_MENU:
++z_priority;
FALLTHROUGH;
case WC_MAIN_TOOLBAR:
case WC_STATUS_BAR:
++z_priority;
FALLTHROUGH;
case WC_OSK:
++z_priority;
FALLTHROUGH;
case WC_QUERY_STRING:
case WC_SEND_NETWORK_MSG:
++z_priority;
FALLTHROUGH;
case WC_ERRMSG:
case WC_CONFIRM_POPUP_QUERY:
case WC_NETWORK_ASK_RELAY:
case WC_MODAL_PROGRESS:
case WC_NETWORK_STATUS_WINDOW:
case WC_SAVE_PRESET:
++z_priority;
FALLTHROUGH;
case WC_GENERATE_LANDSCAPE:
case WC_SAVELOAD:
case WC_GAME_OPTIONS:
case WC_CUSTOM_CURRENCY:
case WC_NETWORK_WINDOW:
case WC_GRF_PARAMETERS:
case WC_AI_LIST:
case WC_AI_SETTINGS:
case WC_TEXTFILE:
++z_priority;
FALLTHROUGH;
case WC_CONSOLE:
++z_priority;
FALLTHROUGH;
case WC_NEWS_WINDOW:
++z_priority;
FALLTHROUGH;
default:
++z_priority;
FALLTHROUGH;
case WC_MAIN_WINDOW:
return z_priority;
}
}
/**
* On clicking on a window, make it the frontmost window of all windows with an equal
* or lower z-priority. The window is marked dirty for a repaint
* @param w window that is put into the relative foreground
* @param dirty whether to mark the window dirty
*/
static void BringWindowToFront(Window *w, bool dirty)
{
auto priority = GetWindowZPriority(w->window_class);
WindowList::iterator dest = _z_windows.begin();
while (dest != _z_windows.end() && (*dest == nullptr || GetWindowZPriority((*dest)->window_class) <= priority)) ++dest;
if (dest != w->z_position) {
_z_windows.splice(dest, _z_windows, w->z_position);
}
if (dirty) w->SetDirty();
}
/**
* Initializes the data (except the position and initial size) of a new Window.
* @param window_number Number being assigned to the new window
* @return Window pointer of the newly created window
* @pre If nested widgets are used (\a widget is \c nullptr), #nested_root and #nested_array_size must be initialized.
* In addition, #nested_array is either \c nullptr, or already initialized.
*/
void Window::InitializeData(WindowNumber window_number)
{
/* Set up window properties; some of them are needed to set up smallest size below */
this->window_class = this->window_desc->cls;
this->SetWhiteBorder();
if (this->window_desc->default_pos == WDP_CENTER) this->flags |= WF_CENTERED;
this->owner = INVALID_OWNER;
this->nested_focus = nullptr;
this->window_number = window_number;
this->OnInit();
/* Initialize nested widget tree. */
if (this->nested_array == nullptr) {
this->nested_array = CallocT<NWidgetBase *>(this->nested_array_size);
this->nested_root->SetupSmallestSize(this, true);
} else {
this->nested_root->SetupSmallestSize(this, false);
}
/* Initialize to smallest size. */
this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _current_text_dir == TD_RTL);
/* Further set up window properties,
* this->left, this->top, this->width, this->height, this->resize.width, and this->resize.height are initialized later. */
this->resize.step_width = this->nested_root->resize_x;
this->resize.step_height = this->nested_root->resize_y;
/* Give focus to the opened window unless a text box
* of focused window has focus (so we don't interrupt typing). But if the new
* window has a text box, then take focus anyway. */
if (!EditBoxInGlobalFocus() || this->nested_root->GetWidgetOfType(WWT_EDITBOX) != nullptr) SetFocusedWindow(this);
/* Insert the window into the correct location in the z-ordering. */
BringWindowToFront(this, false);
}
/**
* 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 = std::max(def_width, this->width); // Don't allow default size to be smaller than smallest size
def_height = std::max(def_height, this->height);
/* Try to make windows smaller when our window is too small.
* w->(width|height) is normally the same as min_(width|height),
* but this way the GUIs can be made a little more dynamic;
* one can use the same spec for multiple windows and those
* can then determine the real minimum size of the window. */
if (this->width != def_width || this->height != def_height) {
/* Think about the overlapping toolbars when determining the minimum window size */
int free_height = _screen.height;
const Window *wt = FindWindowById(WC_STATUS_BAR, 0);
if (wt != nullptr) free_height -= wt->height;
wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (wt != nullptr) free_height -= wt->height;
int enlarge_x = std::max(std::min(def_width - this->width, _screen.width - this->width), 0);
int enlarge_y = std::max(std::min(def_height - this->height, free_height - this->height), 0);
/* X and Y has to go by step.. calculate it.
* The cast to int is necessary else x/y are implicitly casted to
* unsigned int, which won't work. */
if (this->resize.step_width > 1) enlarge_x -= enlarge_x % (int)this->resize.step_width;
if (this->resize.step_height > 1) enlarge_y -= enlarge_y % (int)this->resize.step_height;
ResizeWindow(this, enlarge_x, enlarge_y);
/* ResizeWindow() calls this->OnResize(). */
} else {
/* Always call OnResize; that way the scrollbars and matrices get initialized. */
this->OnResize();
}
int nx = this->left;
int ny = this->top;
if (nx + this->width > _screen.width) nx -= (nx + this->width - _screen.width);
const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
ny = std::max(ny, (wt == nullptr || this == wt || this->top == 0) ? 0 : wt->height);
nx = std::max(nx, 0);
if (this->viewport != nullptr) {
this->viewport->left += nx - this->left;
this->viewport->top += ny - this->top;
}
this->left = nx;
this->top = ny;
this->SetDirty();
}
/**
* Decide whether a given rectangle is a good place to open a completely visible new window.
* The new window should be within screen borders, and not overlap with another already
* existing window (except for the main window in the background).
* @param left Left edge of the rectangle
* @param top Top edge of the rectangle
* @param width Width of the rectangle
* @param height Height of the rectangle
* @param toolbar_y Height of main toolbar
* @param pos If rectangle is good, use this parameter to return the top-left corner of the new window
* @return Boolean indication that the rectangle is a good place for the new window
*/
static bool IsGoodAutoPlace1(int left, int top, int width, int height, int toolbar_y, Point &pos)
{
int right = width + left;
int bottom = height + top;
if (left < 0 || top < toolbar_y || right > _screen.width || bottom > _screen.height) return false;
/* Make sure it is not obscured by any window. */
for (const Window *w : Window::Iterate()) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (right > w->left &&
w->left + w->width > left &&
bottom > w->top &&
w->top + w->height > top) {
return false;
}
}
pos.x = left;
pos.y = top;
return true;
}
/**
* Decide whether a given rectangle is a good place to open a mostly visible new window.
* The new window should be mostly within screen borders, and not overlap with another already
* existing window (except for the main window in the background).
* @param left Left edge of the rectangle
* @param top Top edge of the rectangle
* @param width Width of the rectangle
* @param height Height of the rectangle
* @param toolbar_y Height of main toolbar
* @param pos If rectangle is good, use this parameter to return the top-left corner of the new window
* @return Boolean indication that the rectangle is a good place for the new window
*/
static bool IsGoodAutoPlace2(int left, int top, int width, int height, int toolbar_y, Point &pos)
{
bool rtl = _current_text_dir == TD_RTL;
/* Left part of the rectangle may be at most 1/4 off-screen,
* right part of the rectangle may be at most 1/2 off-screen
*/
if (rtl) {
if (left < -(width >> 1) || left > _screen.width - (width >> 2)) return false;
} else {
if (left < -(width >> 2) || left > _screen.width - (width >> 1)) return false;
}
/* Bottom part of the rectangle may be at most 1/4 off-screen */
if (top < toolbar_y || top > _screen.height - (height >> 2)) return false;
/* Make sure it is not obscured by any window. */
for (const Window *w : Window::Iterate()) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (left + width > w->left &&
w->left + w->width > left &&
top + height > w->top &&
w->top + w->height > top) {
return false;
}
}
pos.x = left;
pos.y = top;
return true;
}
/**
* Find a good place for opening a new window of a given width and height.
* @param width Width of the new window
* @param height Height of the new window
* @return Top-left coordinate of the new window
*/
static Point GetAutoPlacePosition(int width, int height)
{
Point pt;
bool rtl = _current_text_dir == TD_RTL;
/* First attempt, try top-left of the screen */
const Window *main_toolbar = FindWindowByClass(WC_MAIN_TOOLBAR);
const int toolbar_y = main_toolbar != nullptr ? main_toolbar->height : 0;
if (IsGoodAutoPlace1(rtl ? _screen.width - width : 0, toolbar_y, width, height, toolbar_y, pt)) return pt;
/* Second attempt, try around all existing windows.
* The new window must be entirely on-screen, and not overlap with an existing window.
* Eight starting points are tried, two at each corner.
*/
for (const Window *w : Window::Iterate()) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace1(w->left + w->width, w->top, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left - width, w->top, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left, w->top + w->height, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left, w->top - height, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width, w->top + w->height - height, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left - width, w->top + w->height - height, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height, width, height, toolbar_y, pt)) return pt;
}
/* Third attempt, try around all existing windows.
* The new window may be partly off-screen, and must not overlap with an existing window.
* Only four starting points are tried.
*/
for (const Window *w : Window::Iterate()) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace2(w->left + w->width, w->top, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace2(w->left - width, w->top, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace2(w->left, w->top + w->height, width, height, toolbar_y, pt)) return pt;
if (IsGoodAutoPlace2(w->left, w->top - height, width, height, toolbar_y, pt)) return pt;
}
/* Fourth and final attempt, put window at diagonal starting from (0, toolbar_y), try multiples
* of the closebox
*/
int left = rtl ? _screen.width - width : 0, top = toolbar_y;
int offset_x = rtl ? -(int)NWidgetLeaf::closebox_dimension.width : (int)NWidgetLeaf::closebox_dimension.width;
int offset_y = std::max<int>(NWidgetLeaf::closebox_dimension.height, FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.captiontext.Vertical());
restart:
for (const Window *w : Window::Iterate()) {
if (w->left == left && w->top == top) {
left += offset_x;
top += offset_y;
goto restart;
}
}
pt.x = left;
pt.y = top;
return pt;
}
/**
* Computer the position of the top-left corner of a window to be opened right
* under the toolbar.
* @param window_width the width of the window to get the position for
* @return Coordinate of the top-left corner of the new window.
*/
Point GetToolbarAlignedWindowPosition(int window_width)
{
const Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
assert(w != nullptr);
Point pt = { _current_text_dir == TD_RTL ? w->left : (w->left + w->width) - window_width, w->top + w->height };
return pt;
}
/**
* Compute the position of the top-left corner of a new window that is opened.
*
* By default position a child window at an offset of 10/10 of its parent.
* With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports)
* and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/toolbar-height of
* its parent. So it's exactly under the parent toolbar and no buttons will be covered.
* However if it falls too extremely outside window positions, reposition
* it to an automatic place.
*
* @param *desc The pointer to the WindowDesc to be created.
* @param sm_width Smallest width of the window.
* @param sm_height Smallest height of the window.
* @param window_number The window number of the new window.
*
* @return Coordinate of the top-left corner of the new window.
*/
static Point LocalGetWindowPlacement(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number)
{
Point pt;
const Window *w;
int16 default_width = std::max(desc->GetDefaultWidth(), sm_width);
int16 default_height = std::max(desc->GetDefaultHeight(), sm_height);
if (desc->parent_cls != WC_NONE && (w = FindWindowById(desc->parent_cls, window_number)) != nullptr) {
bool rtl = _current_text_dir == TD_RTL;
if (desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) {
pt.x = w->left + (rtl ? w->width - default_width : 0);
pt.y = w->top + w->height;
return pt;
} else {
/* Position child window with offset of closebox, but make sure that either closebox or resizebox is visible
* - Y position: closebox of parent + closebox of child + statusbar
* - X position: closebox on left/right, resizebox on right/left (depending on ltr/rtl)
*/
int indent_y = std::max<int>(NWidgetLeaf::closebox_dimension.height, FONT_HEIGHT_NORMAL + WidgetDimensions::scaled.captiontext.Vertical());
if (w->top + 3 * indent_y < _screen.height) {
pt.y = w->top + indent_y;
int indent_close = NWidgetLeaf::closebox_dimension.width;
int indent_resize = NWidgetLeaf::resizebox_dimension.width;
if (_current_text_dir == TD_RTL) {
pt.x = std::max(w->left + w->width - default_width - indent_close, 0);
if (pt.x + default_width >= indent_close && pt.x + indent_resize <= _screen.width) return pt;
} else {
pt.x = std::min(w->left + indent_close, _screen.width - default_width);
if (pt.x + default_width >= indent_resize && pt.x + indent_close <= _screen.width) return pt;
}
}
}
}
switch (desc->default_pos) {
case WDP_ALIGN_TOOLBAR: // Align to the toolbar
return GetToolbarAlignedWindowPosition(default_width);
case WDP_AUTO: // Find a good automatic position for the window
return GetAutoPlacePosition(default_width, default_height);
case WDP_CENTER: // Centre the window horizontally
pt.x = (_screen.width - default_width) / 2;
pt.y = (_screen.height - default_height) / 2;
break;
case WDP_MANUAL:
pt.x = 0;
pt.y = 0;
break;
default:
NOT_REACHED();
}
return pt;
}
/* virtual */ Point Window::OnInitialPosition(int16 sm_width, int16 sm_height, int window_number)
{
return LocalGetWindowPlacement(this->window_desc, sm_width, sm_height, window_number);
}
/**
* Perform the first part of the initialization of a nested widget tree.
* Construct a nested widget tree in #nested_root, and optionally fill the #nested_array array to provide quick access to the uninitialized widgets.
* This is mainly useful for setting very basic properties.
* @param fill_nested Fill the #nested_array (enabling is expensive!).
* @note Filling the nested array requires an additional traversal through the nested widget tree, and is best performed by #FinishInitNested rather than here.
*/
void Window::CreateNestedTree(bool fill_nested)
{
int biggest_index = -1;
this->nested_root = MakeWindowNWidgetTree(this->window_desc->nwid_parts, this->window_desc->nwid_length, &biggest_index, &this->shade_select);
this->nested_array_size = (uint)(biggest_index + 1);
if (fill_nested) {
this->nested_array = CallocT<NWidgetBase *>(this->nested_array_size);
this->nested_root->FillNestedArray(this->nested_array, this->nested_array_size);
}
}
/**
* Perform the second part of the initialization of a nested widget tree.
* @param window_number Number of the new window.
*/
void Window::FinishInitNested(WindowNumber window_number)
{
this->InitializeData(window_number);
this->ApplyDefaults();
Point pt = this->OnInitialPosition(this->nested_root->smallest_x, this->nested_root->smallest_y, window_number);
this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y);
this->FindWindowPlacementAndResize(this->window_desc->GetDefaultWidth(), this->window_desc->GetDefaultHeight());
}
/**
* Perform complete initialization of the #Window with nested widgets, to allow use.
* @param window_number Number of the new window.
*/
void Window::InitNested(WindowNumber window_number)
{
this->CreateNestedTree(false);
this->FinishInitNested(window_number);
}
/**
* Empty constructor, initialization has been moved to #InitNested() called from the constructor of the derived class.
* @param desc The description of the window.
*/
Window::Window(WindowDesc *desc) : window_desc(desc), mouse_capture_widget(-1)
{
this->z_position = _z_windows.insert(_z_windows.end(), this);
}
/**
* Do a search for a window at specific coordinates. For this we start
* at the topmost window, obviously and work our way down to the bottom
* @param x position x to query
* @param y position y to query
* @return a pointer to the found window if any, nullptr otherwise
*/
Window *FindWindowFromPt(int x, int y)
{
for (Window *w : Window::IterateFromFront()) {
if (MayBeShown(w) && IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
return w;
}
}
return nullptr;
}
/**
* (re)initialize the windowing system
*/
void InitWindowSystem()
{
IConsoleClose();
_focused_window = nullptr;
_mouseover_last_w = nullptr;
_last_scroll_window = nullptr;
_scrolling_viewport = false;
_mouse_hovering = false;
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
NWidgetScrollbar::InvalidateDimensionCache();
ShowFirstError();
}
/**
* Close down the windowing system
*/
void UnInitWindowSystem()
{
UnshowCriticalError();
for (Window *w : Window::Iterate()) w->Close();
Window::DeleteClosedWindows();
assert(_z_windows.empty());
}
/**
* Reset the windowing system, by means of shutting it down followed by re-initialization
*/
void ResetWindowSystem()
{
UnInitWindowSystem();
InitWindowSystem();
_thd.Reset();
}
static void DecreaseWindowCounters()
{
static byte hundredth_tick_timeout = 100;
if (_scroller_click_timeout != 0) _scroller_click_timeout--;
if (hundredth_tick_timeout != 0) hundredth_tick_timeout--;
for (Window *w : Window::Iterate()) {
if (!_network_dedicated && hundredth_tick_timeout == 0) w->OnHundredthTick();
if (_scroller_click_timeout == 0) {
/* Unclick scrollbar buttons if they are pressed. */
for (uint i = 0; i < w->nested_array_size; i++) {
NWidgetBase *nwid = w->nested_array[i];
if (nwid != nullptr && (nwid->type == NWID_HSCROLLBAR || nwid->type == NWID_VSCROLLBAR)) {
NWidgetScrollbar *sb = static_cast<NWidgetScrollbar*>(nwid);
if (sb->disp_flags & (ND_SCROLLBAR_UP | ND_SCROLLBAR_DOWN)) {
sb->disp_flags &= ~(ND_SCROLLBAR_UP | ND_SCROLLBAR_DOWN);
w->mouse_capture_widget = -1;
sb->SetDirty(w);
}
}
}
}
/* Handle editboxes */
for (SmallMap<int, QueryString*>::Pair &pair : w->querystrings) {
pair.second->HandleEditBox(w, pair.first);
}
w->OnMouseLoop();
}
for (Window *w : Window::Iterate()) {
if ((w->flags & WF_TIMEOUT) && --w->timeout_timer == 0) {
CLRBITS(w->flags, WF_TIMEOUT);
w->OnTimeout();
w->RaiseButtons(true);
}
}
if (hundredth_tick_timeout == 0) hundredth_tick_timeout = 100;
}
static void HandlePlacePresize()
{
if (_special_mouse_mode != WSM_PRESIZE) return;
Window *w = _thd.GetCallbackWnd();
if (w == nullptr) return;
Point pt = GetTileBelowCursor();
if (pt.x == -1) {
_thd.selend.x = -1;
return;
}
w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
}
/**
* Handle dragging and dropping in mouse dragging mode (#WSM_DRAGDROP).
* @return State of handling the event.
*/
static EventState HandleMouseDragDrop()
{
if (_special_mouse_mode != WSM_DRAGDROP) return ES_NOT_HANDLED;
if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED; // Dragging, but the mouse did not move.
Window *w = _thd.GetCallbackWnd();
if (w != nullptr) {
/* Send an event in client coordinates. */
Point pt;
pt.x = _cursor.pos.x - w->left;
pt.y = _cursor.pos.y - w->top;
if (_left_button_down) {
w->OnMouseDrag(pt, GetWidgetFromPos(w, pt.x, pt.y));
} else {
w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
}
}
if (!_left_button_down) ResetObjectToPlace(); // Button released, finished dragging.
return ES_HANDLED;
}
/** Report position of the mouse to the underlying window. */
static void HandleMouseOver()
{
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
/* We changed window, put an OnMouseOver event to the last window */
if (_mouseover_last_w != nullptr && _mouseover_last_w != w) {
/* Reset mouse-over coordinates of previous window */
Point pt = { -1, -1 };
_mouseover_last_w->OnMouseOver(pt, 0);
}
/* _mouseover_last_w will get reset when the window is deleted, see DeleteWindow() */
_mouseover_last_w = w;
if (w != nullptr) {
/* send an event in client coordinates. */
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
const NWidgetCore *widget = w->nested_root->GetWidgetFromPos(pt.x, pt.y);
if (widget != nullptr) w->OnMouseOver(pt, widget->index);
}
}
/** The minimum number of pixels of the title bar must be visible in both the X or Y direction */
static const int MIN_VISIBLE_TITLE_BAR = 13;
/** Direction for moving the window. */
enum PreventHideDirection {
PHD_UP, ///< Above v is a safe position.
PHD_DOWN, ///< Below v is a safe position.
};
/**
* Do not allow hiding of the rectangle with base coordinates \a nx and \a ny behind window \a v.
* If needed, move the window base coordinates to keep it visible.
* @param nx Base horizontal coordinate of the rectangle.
* @param ny Base vertical coordinate of the rectangle.
* @param rect Rectangle that must stay visible for #MIN_VISIBLE_TITLE_BAR pixels (horizontally, vertically, or both)
* @param v Window lying in front of the rectangle.
* @param px Previous horizontal base coordinate.
* @param dir If no room horizontally, move the rectangle to the indicated position.
*/
static void PreventHiding(int *nx, int *ny, const Rect &rect, const Window *v, int px, PreventHideDirection dir)
{
if (v == nullptr) return;
const int min_visible = ScaleGUITrad(MIN_VISIBLE_TITLE_BAR);
int v_bottom = v->top + v->height;
int v_right = v->left + v->width;
int safe_y = (dir == PHD_UP) ? (v->top - min_visible - rect.top) : (v_bottom + min_visible - rect.bottom); // Compute safe vertical position.
if (*ny + rect.top <= v->top - min_visible) return; // Above v is enough space
if (*ny + rect.bottom >= v_bottom + min_visible) return; // Below v is enough space
/* Vertically, the rectangle is hidden behind v. */
if (*nx + rect.left + min_visible < v->left) { // At left of v.
if (v->left < min_visible) *ny = safe_y; // But enough room, force it to a safe position.
return;
}
if (*nx + rect.right - min_visible > v_right) { // At right of v.
if (v_right > _screen.width - min_visible) *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) { // Coming from the left, and enough room there.
*nx = v->left - min_visible - rect.left;
} else if (px + rect.right > v_right && v_right <= _screen.width - min_visible) { // Coming from the right, and enough room there.
*nx = v_right + min_visible - rect.right;
} else {
*ny = safe_y;
}
}
/**
* Make sure at least a part of the caption bar is still visible by moving
* the window if necessary.
* @param w The window to check.
* @param nx The proposed new x-location of the window.
* @param ny The proposed new y-location of the window.
*/
static void EnsureVisibleCaption(Window *w, int nx, int ny)
{
/* Search for the title bar rectangle. */
Rect caption_rect;
const NWidgetBase *caption = w->nested_root->GetWidgetOfType(WWT_CAPTION);
if (caption != nullptr) {
caption_rect = caption->GetCurrentRect();
const int min_visible = ScaleGUITrad(MIN_VISIBLE_TITLE_BAR);
/* Make sure the window doesn't leave the screen */
nx = Clamp(nx, min_visible - caption_rect.right, _screen.width - min_visible - caption_rect.left);
ny = Clamp(ny, 0, _screen.height - min_visible);
/* Make sure the title bar isn't hidden behind the main tool bar or the status bar. */
PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_MAIN_TOOLBAR, 0), w->left, PHD_DOWN);
PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_STATUS_BAR, 0), w->left, PHD_UP);
}
if (w->viewport != nullptr) {
w->viewport->left += nx - w->left;
w->viewport->top += ny - w->top;
}
w->left = nx;
w->top = ny;
}
/**
* Resize the window.
* Update all the widgets of a window based on their resize flags
* Both the areas of the old window and the new sized window are set dirty
* ensuring proper redrawal.
* @param w Window to resize
* @param delta_x Delta x-size of changed window (positive if larger, etc.)
* @param delta_y Delta y-size of changed window
* @param clamp_to_screen Whether to make sure the whole window stays visible
*/
void ResizeWindow(Window *w, int delta_x, int delta_y, bool clamp_to_screen)
{
if (delta_x != 0 || delta_y != 0) {
if (clamp_to_screen) {
/* Determine the new right/bottom position. If that is outside of the bounds of
* the resolution clamp it in such a manner that it stays within the bounds. */
int new_right = w->left + w->width + delta_x;
int new_bottom = w->top + w->height + delta_y;
if (new_right >= (int)_screen.width) delta_x -= Ceil(new_right - _screen.width, std::max(1U, w->nested_root->resize_x));
if (new_bottom >= (int)_screen.height) delta_y -= Ceil(new_bottom - _screen.height, std::max(1U, w->nested_root->resize_y));
}
w->SetDirty();
uint new_xinc = std::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 = std::max(0, (w->nested_root->resize_y == 0) ? 0 : (int)(w->nested_root->current_y - w->nested_root->smallest_y) + delta_y);
assert(w->nested_root->resize_x == 0 || new_xinc % w->nested_root->resize_x == 0);
assert(w->nested_root->resize_y == 0 || new_yinc % w->nested_root->resize_y == 0);
w->nested_root->AssignSizePosition(ST_RESIZE, 0, 0, w->nested_root->smallest_x + new_xinc, w->nested_root->smallest_y + new_yinc, _current_text_dir == TD_RTL);
w->width = w->nested_root->current_x;
w->height = w->nested_root->current_y;
}
EnsureVisibleCaption(w, w->left, w->top);
/* Always call OnResize to make sure everything is initialised correctly if it needs to be. */
w->OnResize();
w->SetDirty();
}
/**
* Return the top of the main view available for general use.
* @return Uppermost vertical coordinate available.
* @note Above the upper y coordinate is often the main toolbar.
*/
int GetMainViewTop()
{
Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
return (w == nullptr) ? 0 : w->top + w->height;
}
/**
* Return the bottom of the main view available for general use.
* @return The vertical coordinate of the first unusable row, so 'top + height <= bottom' gives the correct result.
* @note At and below the bottom y coordinate is often the status bar.
*/
int GetMainViewBottom()
{
Window *w = FindWindowById(WC_STATUS_BAR, 0);
return (w == nullptr) ? _screen.height : w->top;
}
static bool _dragging_window; ///< A window is being dragged or resized.
/**
* Handle dragging/resizing of a window.
* @return State of handling the event.
*/
static EventState HandleWindowDragging()
{
/* Get out immediately if no window is being dragged at all. */
if (!_dragging_window) return ES_NOT_HANDLED;
/* If button still down, but cursor hasn't moved, there is nothing to do. */
if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED;
/* Otherwise find the window... */
for (Window *w : Window::Iterate()) {
if (w->flags & WF_DRAGGING) {
/* Stop the dragging if the left mouse button was released */
if (!_left_button_down) {
w->flags &= ~WF_DRAGGING;
break;
}
w->SetDirty();
int x = _cursor.pos.x + _drag_delta.x;
int y = _cursor.pos.y + _drag_delta.y;
int nx = x;
int ny = y;
if (_settings_client.gui.window_snap_radius != 0) {
int hsnap = _settings_client.gui.window_snap_radius;
int vsnap = _settings_client.gui.window_snap_radius;
int delta;
for (const Window *v : Window::Iterate()) {
if (v == w) continue; // Don't snap at yourself
if (y + w->height > v->top && y < v->top + v->height) {
/* Your left border <-> other right border */
delta = abs(v->left + v->width - x);
if (delta <= hsnap) {
nx = v->left + v->width;
hsnap = delta;
}
/* Your right border <-> other left border */
delta = abs(v->left - x - w->width);
if (delta <= hsnap) {
nx = v->left - w->width;
hsnap = delta;
}
}
if (w->top + w->height >= v->top && w->top <= v->top + v->height) {
/* Your left border <-> other left border */
delta = abs(v->left - x);
if (delta <= hsnap) {
nx = v->left;
hsnap = delta;
}
/* Your right border <-> other right border */
delta = abs(v->left + v->width - x - w->width);
if (delta <= hsnap) {
nx = v->left + v->width - w->width;
hsnap = delta;
}
}
if (x + w->width > v->left && x < v->left + v->width) {
/* Your top border <-> other bottom border */
delta = abs(v->top + v->height - y);
if (delta <= vsnap) {
ny = v->top + v->height;
vsnap = delta;
}
/* Your bottom border <-> other top border */
delta = abs(v->top - y - w->height);
if (delta <= vsnap) {
ny = v->top - w->height;
vsnap = delta;
}
}
if (w->left + w->width >= v->left && w->left <= v->left + v->width) {
/* Your top border <-> other top border */
delta = abs(v->top - y);
if (delta <= vsnap) {
ny = v->top;
vsnap = delta;
}
/* Your bottom border <-> other bottom border */
delta = abs(v->top + v->height - y - w->height);
if (delta <= vsnap) {
ny = v->top + v->height - w->height;
vsnap = delta;
}
}
}
}
EnsureVisibleCaption(w, nx, ny);
w->SetDirty();
return ES_HANDLED;
} else if (w->flags & WF_SIZING) {
/* Stop the sizing if the left mouse button was released */
if (!_left_button_down) {
w->flags &= ~WF_SIZING;
w->SetDirty();
break;
}
/* Compute difference in pixels between cursor position and reference point in the window.
* If resizing the left edge of the window, moving to the left makes the window bigger not smaller.
*/
int x, y = _cursor.pos.y - _drag_delta.y;
if (w->flags & WF_SIZING_LEFT) {
x = _drag_delta.x - _cursor.pos.x;
} else {
x = _cursor.pos.x - _drag_delta.x;
}
/* resize.step_width and/or resize.step_height may be 0, which means no resize is possible. */
if (w->resize.step_width == 0) x = 0;
if (w->resize.step_height == 0) y = 0;
/* Check the resize button won't go past the bottom of the screen */
if (w->top + w->height + y > _screen.height) {
y = _screen.height - w->height - w->top;
}
/* X and Y has to go by step.. calculate it.
* The cast to int is necessary else x/y are implicitly casted to
* unsigned int, which won't work. */
if (w->resize.step_width > 1) x -= x % (int)w->resize.step_width;
if (w->resize.step_height > 1) y -= y % (int)w->resize.step_height;
/* Check that we don't go below the minimum set size */
if ((int)w->width + x < (int)w->nested_root->smallest_x) {
x = w->nested_root->smallest_x - w->width;
}
if ((int)w->height + y < (int)w->nested_root->smallest_y) {
y = w->nested_root->smallest_y - w->height;
}
/* Window already on size */
if (x == 0 && y == 0) return ES_HANDLED;
/* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */
_drag_delta.y += y;
if ((w->flags & WF_SIZING_LEFT) && x != 0) {
_drag_delta.x -= x; // x > 0 -> window gets longer -> left-edge moves to left -> subtract x to get new position.
w->SetDirty();
w->left -= x; // If dragging left edge, move left window edge in opposite direction by the same amount.
/* ResizeWindow() below ensures marking new position as dirty. */
} else {
_drag_delta.x += x;
}
/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
ResizeWindow(w, x, y);
return ES_HANDLED;
}
}
_dragging_window = false;
return ES_HANDLED;
}
/**
* Start window dragging
* @param w Window to start dragging
*/
static void StartWindowDrag(Window *w)
{
w->flags |= WF_DRAGGING;
w->flags &= ~WF_CENTERED;
_dragging_window = true;
_drag_delta.x = w->left - _cursor.pos.x;
_drag_delta.y = w->top - _cursor.pos.y;
BringWindowToFront(w);
CloseWindowById(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->flags |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
w->flags &= ~WF_CENTERED;
_dragging_window = true;
_drag_delta.x = _cursor.pos.x;
_drag_delta.y = _cursor.pos.y;
BringWindowToFront(w);
CloseWindowById(WC_DROPDOWN_MENU, 0);
}
/**
* Handle scrollbar scrolling with the mouse.
* @param w window with active scrollbar.
*/
static void HandleScrollbarScrolling(Window *w)
{
int i;
NWidgetScrollbar *sb = w->GetWidget<NWidgetScrollbar>(w->mouse_capture_widget);
bool rtl = false;
if (sb->type == NWID_HSCROLLBAR) {
i = _cursor.pos.x - _cursorpos_drag_start.x;
rtl = _current_text_dir == TD_RTL;
} else {
i = _cursor.pos.y - _cursorpos_drag_start.y;
}
if (sb->disp_flags & ND_SCROLLBAR_BTN) {
if (_scroller_click_timeout == 1) {
_scroller_click_timeout = 3;
if (sb->UpdatePosition(rtl == HasBit(sb->disp_flags, NDB_SCROLLBAR_UP) ? 1 : -1)) w->SetDirty();
}
return;
}
/* Find the item we want to move to and make sure it's inside bounds. */
int pos = std::min(RoundDivSU(std::max(0, i + _scrollbar_start_pos) * sb->GetCount(), _scrollbar_size), std::max(0, sb->GetCount() - sb->GetCapacity()));
if (rtl) pos = std::max(0, sb->GetCount() - sb->GetCapacity() - pos);
if (pos != sb->GetPosition()) {
sb->SetPosition(pos);
w->SetDirty();
}
}
/**
* Handle active widget (mouse draggin on widget) with the mouse.
* @return State of handling the event.
*/
static EventState HandleActiveWidget()
{
for (Window *w : Window::Iterate()) {
if (w->mouse_capture_widget >= 0) {
/* Abort if no button is clicked any more. */
if (!_left_button_down) {
w->SetWidgetDirty(w->mouse_capture_widget);
w->mouse_capture_widget = -1;
return ES_HANDLED;
}
/* Handle scrollbar internally, or dispatch click event */
WidgetType type = w->GetWidget<NWidgetBase>(w->mouse_capture_widget)->type;
if (type == NWID_VSCROLLBAR || type == NWID_HSCROLLBAR) {
HandleScrollbarScrolling(w);
} else {
/* If cursor hasn't moved, there is nothing to do. */
if (_cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED;
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
w->OnClick(pt, w->mouse_capture_widget, 0);
}
return ES_HANDLED;
}
}
return ES_NOT_HANDLED;
}
/**
* Handle viewport scrolling with the mouse.
* @return State of handling the event.
*/
static EventState HandleViewportScroll()
{
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (!_scrolling_viewport) return ES_NOT_HANDLED;
/* When we don't have a last scroll window we are starting to scroll.
* When the last scroll window and this are not the same we went
* outside of the window and should not left-mouse scroll anymore. */
if (_last_scroll_window == nullptr) _last_scroll_window = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
if (_last_scroll_window == nullptr || !((_settings_client.gui.scroll_mode != VSM_MAP_LMB && _right_button_down) || scrollwheel_scrolling || (_settings_client.gui.scroll_mode == VSM_MAP_LMB && _left_button_down))) {
_cursor.fix_at = false;
_scrolling_viewport = false;
_last_scroll_window = nullptr;
return ES_NOT_HANDLED;
}
if (_last_scroll_window == GetMainWindow() && _last_scroll_window->viewport->follow_vehicle != INVALID_VEHICLE) {
/* If the main window is following a vehicle, then first let go of it! */
const Vehicle *veh = Vehicle::Get(_last_scroll_window->viewport->follow_vehicle);
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
return ES_NOT_HANDLED;
}
Point delta;
if (scrollwheel_scrolling) {
/* We are using scrollwheels for scrolling */
delta.x = _cursor.h_wheel;
delta.y = _cursor.v_wheel;
_cursor.v_wheel = 0;
_cursor.h_wheel = 0;
} else {
if (_settings_client.gui.scroll_mode != VSM_VIEWPORT_RMB_FIXED) {
delta.x = -_cursor.delta.x;
delta.y = -_cursor.delta.y;
} else {
delta.x = _cursor.delta.x;
delta.y = _cursor.delta.y;
}
}
/* Create a scroll-event and send it to the window */
if (delta.x != 0 || delta.y != 0) _last_scroll_window->OnScroll(delta);
_cursor.delta.x = 0;
_cursor.delta.y = 0;
return ES_HANDLED;
}
/**
* Check if a window can be made relative top-most window, and if so do
* it. If a window does not obscure any other windows, it will not
* be brought to the foreground. Also if the only obscuring windows
* are so-called system-windows, the window will not be moved.
* The function will return false when a child window of this window is a
* modal-popup; function returns a false and child window gets a white border
* @param w Window to bring relatively on-top
* @return false if the window has an active modal child, true otherwise
*/
static bool MaybeBringWindowToFront(Window *w)
{
bool bring_to_front = false;
if (w->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(w) ||
w->window_class == WC_TOOLTIPS ||
w->window_class == WC_DROPDOWN_MENU) {
return true;
}
/* Use unshaded window size rather than current size for shaded windows. */
int w_width = w->width;
int w_height = w->height;
if (w->IsShaded()) {
w_width = w->unshaded_size.width;
w_height = w->unshaded_size.height;
}
Window::IteratorToFront it(w);
++it;
for (; !it.IsEnd(); ++it) {
Window *u = *it;
/* A modal child will prevent the activation of the parent window */
if (u->parent == w && (u->window_desc->flags & WDF_MODAL)) {
u->SetWhiteBorder();
u->SetDirty();
return false;
}
if (u->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(u) ||
u->window_class == WC_TOOLTIPS ||
u->window_class == WC_DROPDOWN_MENU) {
continue;
}
/* Window sizes don't interfere, leave z-order alone */
if (w->left + w_width <= u->left ||
u->left + u->width <= w->left ||
w->top + w_height <= u->top ||
u->top + u->height <= w->top) {
continue;
}
bring_to_front = true;
}
if (bring_to_front) BringWindowToFront(w);
return true;
}
/**
* Process keypress for editbox widget.
* @param wid Editbox widget.
* @param key the Unicode value of the key.
* @param keycode the untranslated key code including shift state.
* @return #ES_HANDLED if the key press has been handled and no other
* window should receive the event.
*/
EventState Window::HandleEditBoxKey(int wid, WChar key, uint16 keycode)
{
QueryString *query = this->GetQueryString(wid);
if (query == nullptr) return ES_NOT_HANDLED;
int action = QueryString::ACTION_NOTHING;
switch (query->text.HandleKeyPress(key, keycode)) {
case HKPR_EDITING:
this->SetWidgetDirty(wid);
this->OnEditboxChanged(wid);
break;
case HKPR_CURSOR:
this->SetWidgetDirty(wid);
/* For the OSK also invalidate the parent window */
if (this->window_class == WC_OSK) this->InvalidateData();
break;
case HKPR_CONFIRM:
if (this->window_class == WC_OSK) {
this->OnClick(Point(), WID_OSK_OK, 1);
} else if (query->ok_button >= 0) {
this->OnClick(Point(), query->ok_button, 1);
} else {
action = query->ok_button;
}
break;
case HKPR_CANCEL:
if (this->window_class == WC_OSK) {
this->OnClick(Point(), WID_OSK_CANCEL, 1);
} else if (query->cancel_button >= 0) {
this->OnClick(Point(), query->cancel_button, 1);
} else {
action = query->cancel_button;
}
break;
case HKPR_NOT_HANDLED:
return ES_NOT_HANDLED;
default: break;
}
switch (action) {
case QueryString::ACTION_DESELECT:
this->UnfocusFocusedWidget();
break;
case QueryString::ACTION_CLEAR:
if (query->text.bytes <= 1) {
/* If already empty, unfocus instead */
this->UnfocusFocusedWidget();
} else {
query->text.DeleteAll();
this->SetWidgetDirty(wid);
this->OnEditboxChanged(wid);
}
break;
default:
break;
}
return ES_HANDLED;
}
/**
* Handle Toolbar hotkey events - can come from a source like the MacBook Touch Bar.
* @param hotkey Hotkey code
*/
void HandleToolbarHotkey(int hotkey)
{
assert(HasModalProgress() || IsLocalCompany());
Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (w != nullptr) {
if (w->window_desc->hotkeys != nullptr) {
if (hotkey >= 0 && w->OnHotkey(hotkey) == ES_HANDLED) return;
}
}
}
/**
* Handle keyboard input.
* @param keycode Virtual keycode of the key.
* @param key Unicode character of the key.
*/
void HandleKeypress(uint keycode, WChar key)
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(HasModalProgress() || IsLocalCompany());
/*
* The Unicode standard defines an area called the private use area. Code points in this
* area are reserved for private use and thus not portable between systems. For instance,
* Apple defines code points for the arrow keys in this area, but these are only printable
* on a system running OS X. We don't want these keys to show up in text fields and such,
* and thus we have to clear the unicode character when we encounter such a key.
*/
if (key >= 0xE000 && key <= 0xF8FF) key = 0;
/*
* If both key and keycode is zero, we don't bother to process the event.
*/
if (key == 0 && keycode == 0) return;
/* Check if the focused window has a focused editbox */
if (EditBoxInGlobalFocus()) {
/* All input will in this case go to the focused editbox */
if (_focused_window->window_class == WC_CONSOLE) {
if (_focused_window->OnKeyPress(key, keycode) == ES_HANDLED) return;
} else {
if (_focused_window->HandleEditBoxKey(_focused_window->nested_focus->index, key, keycode) == ES_HANDLED) return;
}
}
/* Call the event, start with the uppermost window, but ignore the toolbar. */
for (Window *w : Window::IterateFromFront()) {
if (w->window_class == WC_MAIN_TOOLBAR) continue;
if (w->window_desc->hotkeys != nullptr) {
int hotkey = w->window_desc->hotkeys->CheckMatch(keycode);
if (hotkey >= 0 && w->OnHotkey(hotkey) == ES_HANDLED) return;
}
if (w->OnKeyPress(key, keycode) == ES_HANDLED) return;
}
Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
/* When there is no toolbar w is null, check for that */
if (w != nullptr) {
if (w->window_desc->hotkeys != nullptr) {
int hotkey = w->window_desc->hotkeys->CheckMatch(keycode);
if (hotkey >= 0 && w->OnHotkey(hotkey) == ES_HANDLED) return;
}
if (w->OnKeyPress(key, keycode) == ES_HANDLED) return;
}
HandleGlobalHotkeys(key, keycode);
}
/**
* State of CONTROL key has changed
*/
void HandleCtrlChanged()
{
/* Call the event, start with the uppermost window. */
for (Window *w : Window::IterateFromFront()) {
if (w->OnCTRLStateChange() == ES_HANDLED) return;
}
}
/**
* Insert a text string at the cursor position into the edit box widget.
* @param wid Edit box widget.
* @param str Text string to insert.
*/
/* virtual */ void Window::InsertTextString(int wid, const char *str, bool marked, const char *caret, const char *insert_location, const char *replacement_end)
{
QueryString *query = this->GetQueryString(wid);
if (query == nullptr) return;
if (query->text.InsertString(str, marked, caret, insert_location, replacement_end) || marked) {
this->SetWidgetDirty(wid);
this->OnEditboxChanged(wid);
}
}
/**
* Handle text input.
* @param str Text string to input.
* @param marked Is the input a marked composition string from an IME?
* @param caret Move the caret to this point in the insertion string.
*/
void HandleTextInput(const char *str, bool marked, const char *caret, const char *insert_location, const char *replacement_end)
{
if (!EditBoxInGlobalFocus()) return;
_focused_window->InsertTextString(_focused_window->window_class == WC_CONSOLE ? 0 : _focused_window->nested_focus->index, str, marked, caret, insert_location, replacement_end);
}
/**
* Local counter that is incremented each time an mouse input event is detected.
* The counter is used to stop auto-scrolling.
* @see HandleAutoscroll()
* @see HandleMouseEvents()
*/
static int _input_events_this_tick = 0;
/**
* If needed and switched on, perform auto scrolling (automatically
* moving window contents when mouse is near edge of the window).
*/
static void HandleAutoscroll()
{
if (_game_mode == GM_MENU || HasModalProgress()) return;
if (_settings_client.gui.auto_scrolling == VA_DISABLED) return;
if (_settings_client.gui.auto_scrolling == VA_MAIN_VIEWPORT_FULLSCREEN && !_fullscreen) return;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == nullptr || w->flags & WF_DISABLE_VP_SCROLL) return;
if (_settings_client.gui.auto_scrolling != VA_EVERY_VIEWPORT && w->window_class != WC_MAIN_WINDOW) return;
Viewport *vp = IsPtInWindowViewport(w, x, y);
if (vp == nullptr) return;
x -= vp->left;
y -= vp->top;
/* here allows scrolling in both x and y axis */
static const int SCROLLSPEED = 3;
if (x - 15 < 0) {
w->viewport->dest_scrollpos_x += ScaleByZoom((x - 15) * SCROLLSPEED, vp->zoom);
} else if (15 - (vp->width - x) > 0) {
w->viewport->dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * SCROLLSPEED, vp->zoom);
}
if (y - 15 < 0) {
w->viewport->dest_scrollpos_y += ScaleByZoom((y - 15) * SCROLLSPEED, vp->zoom);
} else if (15 - (vp->height - y) > 0) {
w->viewport->dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * SCROLLSPEED, vp->zoom);
}
}
enum MouseClick {
MC_NONE = 0,
MC_LEFT,
MC_RIGHT,
MC_DOUBLE_LEFT,
MC_HOVER,
MAX_OFFSET_DOUBLE_CLICK = 5, ///< How much the mouse is allowed to move to call it a double click
MAX_OFFSET_HOVER = 5, ///< Maximum mouse movement before stopping a hover event.
};
extern EventState VpHandlePlaceSizingDrag();
const std::chrono::milliseconds TIME_BETWEEN_DOUBLE_CLICK(500); ///< Time between 2 left clicks before it becoming a double click.
static void ScrollMainViewport(int x, int y)
{
if (_game_mode != GM_MENU) {
Window *w = GetMainWindow();
w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
}
}
/**
* Describes all the different arrow key combinations the game allows
* when it is in scrolling mode.
* The real arrow keys are bitwise numbered as
* 1 = left
* 2 = up
* 4 = right
* 8 = down
*/
static const int8 scrollamt[16][2] = {
{ 0, 0}, ///< no key specified
{-2, 0}, ///< 1 : left
{ 0, -2}, ///< 2 : up
{-2, -1}, ///< 3 : left + up
{ 2, 0}, ///< 4 : right
{ 0, 0}, ///< 5 : left + right = nothing
{ 2, -1}, ///< 6 : right + up
{ 0, -2}, ///< 7 : right + left + up = up
{ 0, 2}, ///< 8 : down
{-2, 1}, ///< 9 : down + left
{ 0, 0}, ///< 10 : down + up = nothing
{-2, 0}, ///< 11 : left + up + down = left
{ 2, 1}, ///< 12 : down + right
{ 0, 2}, ///< 13 : left + right + down = down
{ 2, 0}, ///< 14 : right + up + down = right
{ 0, 0}, ///< 15 : left + up + right + down = nothing
};
static void HandleKeyScrolling()
{
/*
* Check that any of the dirkeys is pressed and that the focused window
* doesn't have an edit-box as focused widget.
*/
if (_dirkeys && !EditBoxInGlobalFocus()) {
int factor = _shift_pressed ? 50 : 10;
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
}
}
static void MouseLoop(MouseClick click, int mousewheel)
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(HasModalProgress() || IsLocalCompany());
HandlePlacePresize();
UpdateTileSelection();
if (VpHandlePlaceSizingDrag() == ES_HANDLED) return;
if (HandleMouseDragDrop() == ES_HANDLED) return;
if (HandleWindowDragging() == ES_HANDLED) return;
if (HandleActiveWidget() == ES_HANDLED) return;
if (HandleViewportScroll() == ES_HANDLED) return;
HandleMouseOver();
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == nullptr) return;
if (click != MC_HOVER && !MaybeBringWindowToFront(w)) return;
Viewport *vp = IsPtInWindowViewport(w, x, y);
/* Don't allow any action in a viewport if either in menu or when having a modal progress window */
if (vp != nullptr && (_game_mode == GM_MENU || HasModalProgress())) return;
if (mousewheel != 0) {
/* Send mousewheel event to window, unless we're scrolling a viewport or the map */
if (!scrollwheel_scrolling || (vp == nullptr && w->window_class != WC_SMALLMAP)) w->OnMouseWheel(mousewheel);
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
if (vp == nullptr) DispatchMouseWheelEvent(w, w->nested_root->GetWidgetFromPos(x - w->left, y - w->top), mousewheel);
}
if (vp != nullptr) {
if (scrollwheel_scrolling && !(w->flags & WF_DISABLE_VP_SCROLL)) {
_scrolling_viewport = true;
_cursor.fix_at = true;
return;
}
switch (click) {
case MC_DOUBLE_LEFT:
case MC_LEFT:
if (HandleViewportClicked(vp, x, y)) return;
if (!(w->flags & WF_DISABLE_VP_SCROLL) &&
_settings_client.gui.scroll_mode == VSM_MAP_LMB) {
_scrolling_viewport = true;
_cursor.fix_at = false;
return;
}
break;
case MC_RIGHT:
if (!(w->flags & WF_DISABLE_VP_SCROLL) &&
_settings_client.gui.scroll_mode != VSM_MAP_LMB) {
_scrolling_viewport = true;
_cursor.fix_at = (_settings_client.gui.scroll_mode == VSM_VIEWPORT_RMB_FIXED ||
_settings_client.gui.scroll_mode == VSM_MAP_RMB_FIXED);
DispatchRightClickEvent(w, x - w->left, y - w->top);
return;
}
break;
default:
break;
}
}
switch (click) {
case MC_LEFT:
case MC_DOUBLE_LEFT:
DispatchLeftClickEvent(w, x - w->left, y - w->top, click == MC_DOUBLE_LEFT ? 2 : 1);
return;
default:
if (!scrollwheel_scrolling || w == nullptr || w->window_class != WC_SMALLMAP) break;
/* We try to use the scrollwheel to scroll since we didn't touch any of the buttons.
* Simulate a right button click so we can get started. */
FALLTHROUGH;
case MC_RIGHT:
DispatchRightClickEvent(w, x - w->left, y - w->top);
return;
case MC_HOVER:
DispatchHoverEvent(w, x - w->left, y - w->top);
break;
}
/* We're not doing anything with 2D scrolling, so reset the value. */
_cursor.h_wheel = 0;
_cursor.v_wheel = 0;
}
/**
* Handle a mouse event from the video driver
*/
void HandleMouseEvents()
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(HasModalProgress() || IsLocalCompany());
/* Handle sprite picker before any GUI interaction */
if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && _input_events_this_tick == 0) {
/* We are done with the last draw-frame, so we know what sprites we
* clicked on. Reset the picker mode and invalidate the window. */
_newgrf_debug_sprite_picker.mode = SPM_NONE;
InvalidateWindowData(WC_SPRITE_ALIGNER, 0, 1);
}
static std::chrono::steady_clock::time_point double_click_time = {};
static Point double_click_pos = {0, 0};
/* Mouse event? */
MouseClick click = MC_NONE;
if (_left_button_down && !_left_button_clicked) {
click = MC_LEFT;
if (std::chrono::steady_clock::now() <= double_click_time + TIME_BETWEEN_DOUBLE_CLICK &&
double_click_pos.x != 0 && abs(_cursor.pos.x - double_click_pos.x) < MAX_OFFSET_DOUBLE_CLICK &&
double_click_pos.y != 0 && abs(_cursor.pos.y - double_click_pos.y) < MAX_OFFSET_DOUBLE_CLICK) {
click = MC_DOUBLE_LEFT;
}
double_click_time = std::chrono::steady_clock::now();
double_click_pos = _cursor.pos;
_left_button_clicked = true;
_input_events_this_tick++;
} else if (_right_button_clicked) {
_right_button_clicked = false;
click = MC_RIGHT;
_input_events_this_tick++;
}
int mousewheel = 0;
if (_cursor.wheel) {
mousewheel = _cursor.wheel;
_cursor.wheel = 0;
_input_events_this_tick++;
}
static std::chrono::steady_clock::time_point hover_time = {};
static Point hover_pos = {0, 0};
if (_settings_client.gui.hover_delay_ms > 0) {
if (!_cursor.in_window || click != MC_NONE || mousewheel != 0 || _left_button_down || _right_button_down ||
hover_pos.x == 0 || abs(_cursor.pos.x - hover_pos.x) >= MAX_OFFSET_HOVER ||
hover_pos.y == 0 || abs(_cursor.pos.y - hover_pos.y) >= MAX_OFFSET_HOVER) {
hover_pos = _cursor.pos;
hover_time = std::chrono::steady_clock::now();
_mouse_hovering = false;
} else if (!_mouse_hovering) {
if (std::chrono::steady_clock::now() > hover_time + std::chrono::milliseconds(_settings_client.gui.hover_delay_ms)) {
click = MC_HOVER;
_input_events_this_tick++;
_mouse_hovering = true;
hover_time = std::chrono::steady_clock::now();
}
}
}
if (click == MC_LEFT && _newgrf_debug_sprite_picker.mode == SPM_WAIT_CLICK) {
/* Mark whole screen dirty, and wait for the next realtime tick, when drawing is finished. */
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
_newgrf_debug_sprite_picker.clicked_pixel = blitter->MoveTo(_screen.dst_ptr, _cursor.pos.x, _cursor.pos.y);
_newgrf_debug_sprite_picker.sprites.clear();
_newgrf_debug_sprite_picker.mode = SPM_REDRAW;
MarkWholeScreenDirty();
} else {
MouseLoop(click, mousewheel);
}
/* We have moved the mouse the required distance,
* no need to move it at any later time. */
_cursor.delta.x = 0;
_cursor.delta.y = 0;
}
/**
* Check the soft limit of deletable (non vital, non sticky) windows.
*/
static void CheckSoftLimit()
{
if (_settings_client.gui.window_soft_limit == 0) return;
for (;;) {
uint deletable_count = 0;
Window *last_deletable = nullptr;
for (Window *w : Window::IterateFromFront()) {
if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || (w->flags & WF_STICKY)) continue;
last_deletable = w;
deletable_count++;
}
/* We've not reached the soft limit yet. */
if (deletable_count <= _settings_client.gui.window_soft_limit) break;
assert(last_deletable != nullptr);
last_deletable->Close();
}
}
/**
* Regular call from the global game loop
*/
void InputLoop()
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(HasModalProgress() || IsLocalCompany());
CheckSoftLimit();
/* Process scheduled window deletion. */
Window::DeleteClosedWindows();
if (_input_events_this_tick != 0) {
/* The input loop is called only once per GameLoop() - so we can clear the counter here */
_input_events_this_tick = 0;
/* there were some inputs this tick, don't scroll ??? */
return;
}
/* HandleMouseEvents was already called for this tick */
HandleMouseEvents();
}
/**
* Dispatch OnRealtimeTick event over all windows
*/
void CallWindowRealtimeTickEvent(uint delta_ms)
{
for (Window *w : Window::Iterate()) {
w->OnRealtimeTick(delta_ms);
}
}
/**
* Update the continuously changing contents of the windows, such as the viewports
*/
void UpdateWindows()
{
static std::chrono::steady_clock::time_point last_time = std::chrono::steady_clock::now();
uint delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - last_time).count();
if (delta_ms == 0) return;
last_time = std::chrono::steady_clock::now();
PerformanceMeasurer framerate(PFE_DRAWING);
PerformanceAccumulator::Reset(PFE_DRAWWORLD);
extern void ProcessPendingPerformanceMeasurements();
ProcessPendingPerformanceMeasurements();
CallWindowRealtimeTickEvent(delta_ms);
static GUITimer network_message_timer = GUITimer(1);
if (network_message_timer.Elapsed(delta_ms)) {
network_message_timer.SetInterval(1000);
NetworkChatMessageLoop();
}
/* Process invalidations before anything else. */
for (Window *w : Window::Iterate()) {
w->ProcessScheduledInvalidations();
w->ProcessHighlightedInvalidations();
}
static GUITimer window_timer = GUITimer(1);
if (window_timer.Elapsed(delta_ms)) {
if (_network_dedicated) window_timer.SetInterval(MILLISECONDS_PER_TICK);
extern int _caret_timer;
_caret_timer += 3;
CursorTick();
HandleKeyScrolling();
HandleAutoscroll();
DecreaseWindowCounters();
}
static GUITimer highlight_timer = GUITimer(1);
if (highlight_timer.Elapsed(delta_ms)) {
highlight_timer.SetInterval(450);
_window_highlight_colour = !_window_highlight_colour;
}
if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(delta_ms);
/* Skip the actual drawing on dedicated servers without screen.
* But still empty the invalidation queues above. */
if (_network_dedicated) return;
if (window_timer.HasElapsed()) {
window_timer.SetInterval(MILLISECONDS_PER_TICK);
for (Window *w : Window::Iterate()) {
if ((w->flags & WF_WHITE_BORDER) && --w->white_border_timer == 0) {
CLRBITS(w->flags, WF_WHITE_BORDER);
w->SetDirty();
}
}
}
DrawDirtyBlocks();
for (Window *w : Window::Iterate()) {
/* Update viewport only if window is not shaded. */
if (w->viewport != nullptr && !w->IsShaded()) UpdateViewportPosition(w);
}
NetworkDrawChatMessage();
/* Redraw mouse cursor in case it was hidden */
DrawMouseCursor();
}
/**
* 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)
{
for (const Window *w : Window::Iterate()) {
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)
{
for (const Window *w : Window::Iterate()) {
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)
{
for (const Window *w : Window::Iterate()) {
if (w->window_class == cls) w->SetDirty();
}
}
/**
* Mark this window's data as invalid (in need of re-computing)
* @param data The data to invalidate with
* @param gui_scope Whether the function is called from GUI scope.
*/
void Window::InvalidateData(int data, bool gui_scope)
{
this->SetDirty();
if (!gui_scope) {
/* Schedule GUI-scope invalidation for next redraw. */
this->scheduled_invalidation_data.push_back(data);
}
this->OnInvalidateData(data, gui_scope);
}
/**
* Process all scheduled invalidations.
*/
void Window::ProcessScheduledInvalidations()
{
for (int data : this->scheduled_invalidation_data) {
if (this->window_class == WC_INVALID) break;
this->OnInvalidateData(data, true);
}
this->scheduled_invalidation_data.clear();
}
/**
* Process all invalidation of highlighted widgets.
*/
void Window::ProcessHighlightedInvalidations()
{
if ((this->flags & WF_HIGHLIGHTED) == 0) return;
for (uint i = 0; i < this->nested_array_size; i++) {
if (this->IsWidgetHighlighted(i)) this->SetWidgetDirty(i);
}
}
/**
* Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
*
* Note that by default the invalidation is not considered to be called from GUI scope.
* That means only a part of invalidation is executed immediately. The rest is scheduled for the next redraw.
* The asynchronous execution is important to prevent GUI code being executed from command scope.
* When not in GUI-scope:
* - OnInvalidateData() may not do test-runs on commands, as they might affect the execution of
* the command which triggered the invalidation. (town rating and such)
* - OnInvalidateData() may not rely on _current_company == _local_company.
* This implies that no NewGRF callbacks may be run.
*
* However, when invalidations are scheduled, then multiple calls may be scheduled before execution starts. Earlier scheduled
* invalidations may be called with invalidation-data, which is already invalid at the point of execution.
* That means some stuff requires to be executed immediately in command scope, while not everything may be executed in command
* scope. While GUI-scope calls have no restrictions on what they may do, they cannot assume the game to still be in the state
* when the invalidation was scheduled; passed IDs may have got invalid in the mean time.
*
* Finally, note that invalidations triggered from commands or the game loop result in OnInvalidateData() being called twice.
* Once in command-scope, once in GUI-scope. So make sure to not process differential-changes twice.
*
* @param cls Window class
* @param number Window number within the class
* @param data The data to invalidate with
* @param gui_scope Whether the call is done from GUI scope
*/
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
{
for (Window *w : Window::Iterate()) {
if (w->window_class == cls && w->window_number == number) {
w->InvalidateData(data, gui_scope);
}
}
}
/**
* Mark window data of all windows of a given class as invalid (in need of re-computing)
* Note that by default the invalidation is not considered to be called from GUI scope.
* See InvalidateWindowData() for details on GUI-scope vs. command-scope.
* @param cls Window class
* @param data The data to invalidate with
* @param gui_scope Whether the call is done from GUI scope
*/
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
{
for (Window *w : Window::Iterate()) {
if (w->window_class == cls) {
w->InvalidateData(data, gui_scope);
}
}
}
/**
* Dispatch OnGameTick event over all windows
*/
void CallWindowGameTickEvent()
{
for (Window *w : Window::Iterate()) {
w->OnGameTick();
}
}
/**
* Try to close 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 CloseNonVitalWindows()
{
/* Note: the container remains stable, even when deleting windows. */
for (Window *w : Window::Iterate()) {
if (w->window_class != WC_MAIN_WINDOW &&
w->window_class != WC_SELECT_GAME &&
w->window_class != WC_MAIN_TOOLBAR &&
w->window_class != WC_STATUS_BAR &&
w->window_class != WC_TOOLTIPS &&
(w->flags & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
w->Close();
}
}
}
/**
* 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 CloseAllNonVitalWindows()
{
/* Close every window except for stickied ones, then sticky ones as well */
CloseNonVitalWindows();
/* Note: the container remains stable, even when closing windows. */
for (Window *w : Window::Iterate()) {
if (w->flags & WF_STICKY) {
w->Close();
}
}
}
/**
* Delete all messages and close their corresponding window (if any).
*/
void DeleteAllMessages()
{
InitNewsItemStructs();
InvalidateWindowData(WC_STATUS_BAR, 0, SBI_NEWS_DELETED); // invalidate the statusbar
InvalidateWindowData(WC_MESSAGE_HISTORY, 0); // invalidate the message history
CloseWindowById(WC_NEWS_WINDOW, 0); // close newspaper or general message window if shown
}
/**
* Close all windows that are used for construction of vehicle etc.
* Once done with that invalidate the others to ensure they get refreshed too.
*/
void CloseConstructionWindows()
{
/* Note: the container remains stable, even when deleting windows. */
for (Window *w : Window::Iterate()) {
if (w->window_desc->flags & WDF_CONSTRUCTION) {
w->Close();
}
}
for (const Window *w : Window::Iterate()) w->SetDirty();
}
/** Close all always on-top windows to get an empty screen */
void HideVitalWindows()
{
CloseWindowById(WC_MAIN_TOOLBAR, 0);
CloseWindowById(WC_STATUS_BAR, 0);
}
void ReInitWindow(Window *w, bool zoom_changed)
{
if (w == nullptr) return;
if (zoom_changed) {
w->nested_root->AdjustPaddingForZoom();
w->UpdateQueryStringSize();
}
w->ReInit();
}
/** Re-initialize all windows. */
void ReInitAllWindows(bool zoom_changed)
{
SetupWidgetDimensions();
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
NWidgetScrollbar::InvalidateDimensionCache();
extern void InitDepotWindowBlockSizes();
InitDepotWindowBlockSizes();
/* When _gui_zoom has changed, we need to resize toolbar and statusbar first,
* so EnsureVisibleCaption uses the updated size information. */
ReInitWindow(FindWindowById(WC_MAIN_TOOLBAR, 0), zoom_changed);
ReInitWindow(FindWindowById(WC_STATUS_BAR, 0), zoom_changed);
for (Window *w : Window::Iterate()) {
if (w->window_class == WC_MAIN_TOOLBAR || w->window_class == WC_STATUS_BAR) continue;
ReInitWindow(w, zoom_changed);
}
void NetworkReInitChatBoxSize();
NetworkReInitChatBoxSize();
/* Make sure essential parts of all windows are visible */
RelocateAllWindows(_screen.width, _screen.height);
MarkWholeScreenDirty();
}
/**
* (Re)position a window at the screen.
* @param w Window structure of the window, may also be \c nullptr.
* @param clss The class of the window to position.
* @param setting The actual setting used for the window's position.
* @return X coordinate of left edge of the repositioned window.
*/
static int PositionWindow(Window *w, WindowClass clss, int setting)
{
if (w == nullptr || w->window_class != clss) {
w = FindWindowById(clss, 0);
}
if (w == nullptr) return 0;
int old_left = w->left;
switch (setting) {
case 1: w->left = (_screen.width - w->width) / 2; break;
case 2: w->left = _screen.width - w->width; break;
default: w->left = 0; break;
}
if (w->viewport != nullptr) w->viewport->left += w->left - old_left;
AddDirtyBlock(0, w->top, _screen.width, w->top + w->height); // invalidate the whole row
return w->left;
}
/**
* (Re)position main toolbar window at the screen.
* @param w Window structure of the main toolbar window, may also be \c nullptr.
* @return X coordinate of left edge of the repositioned toolbar window.
*/
int PositionMainToolbar(Window *w)
{
Debug(misc, 5, "Repositioning Main Toolbar...");
return PositionWindow(w, WC_MAIN_TOOLBAR, _settings_client.gui.toolbar_pos);
}
/**
* (Re)position statusbar window at the screen.
* @param w Window structure of the statusbar window, may also be \c nullptr.
* @return X coordinate of left edge of the repositioned statusbar.
*/
int PositionStatusbar(Window *w)
{
Debug(misc, 5, "Repositioning statusbar...");
return PositionWindow(w, WC_STATUS_BAR, _settings_client.gui.statusbar_pos);
}
/**
* (Re)position news message window at the screen.
* @param w Window structure of the news message window, may also be \c nullptr.
* @return X coordinate of left edge of the repositioned news message.
*/
int PositionNewsMessage(Window *w)
{
Debug(misc, 5, "Repositioning news message...");
return PositionWindow(w, WC_NEWS_WINDOW, _settings_client.gui.statusbar_pos);
}
/**
* (Re)position network chat window at the screen.
* @param w Window structure of the network chat window, may also be \c nullptr.
* @return X coordinate of left edge of the repositioned network chat window.
*/
int PositionNetworkChatWindow(Window *w)
{
Debug(misc, 5, "Repositioning network chat window...");
return PositionWindow(w, WC_SEND_NETWORK_MSG, _settings_client.gui.statusbar_pos);
}
/**
* Switches viewports following vehicles, which get autoreplaced
* @param from_index the old vehicle ID
* @param to_index the new vehicle ID
*/
void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index)
{
for (const Window *w : Window::Iterate()) {
if (w->viewport != nullptr && w->viewport->follow_vehicle == from_index) {
w->viewport->follow_vehicle = to_index;
w->SetDirty();
}
}
}
/**
* Relocate all windows to fit the new size of the game application screen
* @param neww New width of the game application screen
* @param newh New height of the game application screen.
*/
void RelocateAllWindows(int neww, int newh)
{
CloseWindowById(WC_DROPDOWN_MENU, 0);
for (Window *w : Window::Iterate()) {
int left, top;
/* XXX - this probably needs something more sane. For example specifying
* in a 'backup'-desc that the window should always be centered. */
switch (w->window_class) {
case WC_MAIN_WINDOW:
case WC_BOOTSTRAP:
ResizeWindow(w, neww, newh);
continue;
case WC_MAIN_TOOLBAR:
ResizeWindow(w, std::min<uint>(neww, _toolbar_width) - w->width, 0, false);
top = w->top;
left = PositionMainToolbar(w); // changes toolbar orientation
break;
case WC_NEWS_WINDOW:
top = newh - w->height;
left = PositionNewsMessage(w);
break;
case WC_STATUS_BAR:
ResizeWindow(w, std::min<uint>(neww, _toolbar_width) - w->width, 0, false);
top = newh - w->height;
left = PositionStatusbar(w);
break;
case WC_SEND_NETWORK_MSG:
ResizeWindow(w, std::min<uint>(neww, _toolbar_width) - w->width, 0, false);
top = newh - w->height - FindWindowById(WC_STATUS_BAR, 0)->height;
left = PositionNetworkChatWindow(w);
break;
case WC_CONSOLE:
IConsoleResize(w);
continue;
default: {
if (w->flags & WF_CENTERED) {
top = (newh - w->height) >> 1;
left = (neww - w->width) >> 1;
break;
}
left = w->left;
if (left + (w->width >> 1) >= neww) left = neww - w->width;
if (left < 0) left = 0;
top = w->top;
if (top + (w->height >> 1) >= newh) top = newh - w->height;
break;
}
}
EnsureVisibleCaption(w, left, top);
}
}
/**
* Hide the window and all its child windows, and mark them for a later deletion.
* Always call ResetObjectToPlace() when closing a PickerWindow.
*/
void PickerWindowBase::Close()
{
ResetObjectToPlace();
this->Window::Close();
}