1
0
mirror of https://github.com/OpenTTD/OpenTTD synced 2026-02-01 16:44:34 +01:00
Files
OpenTTD/src/window.cpp
rubidium c17be0f8f4 (svn r21048) [1.0] -Backport from trunk:
- Change: Make it possible to make .tar.xz bundles (r21042)
- Fix: Do not let the resize button go past the bottom of the screen [FS#4176] (r21015)
- Fix: The detailed performance rating window could be too narrow [FS#4102] (r21010)
- Fix: For the compact notation 1.000.000k and 1.000M would be shown depending on the initial (and later rounded) value. Make everything that would round to 1.000.000k be drawn as 1.000M as well (r21009)
- Fix: Do not consider the text direction character when searching for missing glyphs (r21007)
2010-10-27 20:17:45 +00:00

2641 lines
81 KiB
C++

/* $Id$ */
/*
* 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 "openttd.h"
#include "company_func.h"
#include "gfx_func.h"
#include "console_func.h"
#include "console_gui.h"
#include "viewport_func.h"
#include "variables.h"
#include "genworld.h"
#include "blitter/factory.hpp"
#include "zoom_func.h"
#include "map_func.h"
#include "vehicle_base.h"
#include "cheat_type.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 "table/sprites.h"
static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
static Window *_mouseover_last_w = NULL; ///< Window of the last MOUSEOVER event
/** List of windows opened at the screen sorted from the front. */
Window *_z_front_window = NULL;
/** List of windows opened at the screen sorted from the back. */
Window *_z_back_window = NULL;
/*
* Window that currently have 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_scrollbar;
bool _scrolling_viewport;
byte _special_mouse_mode;
/** Window description constructor. */
WindowDesc::WindowDesc(WindowPosition def_pos, int16 def_width, int16 def_height,
WindowClass window_class, WindowClass parent_class, uint32 flags,
const NWidgetPart *nwid_parts, int16 nwid_length) :
default_pos(def_pos),
default_width(def_width),
default_height(def_height),
cls(window_class),
parent_cls(parent_class),
flags(flags),
nwid_parts(nwid_parts),
nwid_length(nwid_length)
{
}
WindowDesc::~WindowDesc()
{
}
/**
* Set capacity of visible elements from the size and resize properties of a widget.
* @param w Window.
* @param widget Widget with size and resize properties.
* @param padding Padding to subtract from the size.
* @note Updates the position if needed.
*/
void Scrollbar::SetCapacityFromWidget(Window *w, int widget, int padding)
{
NWidgetBase *nwid = w->GetWidget<NWidgetBase>(widget);
if (this->is_vertical) {
this->SetCapacity(((int)nwid->current_y - padding) / (int)nwid->resize_y);
} else {
this->SetCapacity(((int)nwid->current_x - padding) / (int)nwid->resize_x);
}
}
/**
* 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 != NULL) {
if (_focused_window->nested_focus != NULL) _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 != NULL) old_focused->OnFocusLost();
if (_focused_window != NULL) _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 == NULL) 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 != NULL && _focused_window->nested_focus->type == WWT_EDITBOX;
}
/**
* 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 != NULL) {
/* 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 = NULL;
}
}
/**
* 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(byte widget_index)
{
/* Do nothing if widget_index is already focused, or if it wasn't a valid widget. */
if (widget_index >= this->nested_array_size) return false;
assert(this->nested_array[widget_index] != NULL); // Setting focus to a non-existing widget is a bad idea.
if (this->nested_focus != NULL) {
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);
}
this->nested_focus = this->GetWidget<NWidgetCore>(widget_index);
return true;
}
/**
* 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] != NULL && (this->nested_array[i]->type & ~WWB_PUSHBUTTON) < WWT_LAST &&
(!autoraise || (this->nested_array[i]->type & WWB_PUSHBUTTON)) && this->IsWidgetLowered(i)) {
this->RaiseWidget(i);
this->SetWidgetDirty(i);
}
}
}
/**
* 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 == NULL) return;
this->nested_array[widget_index]->SetDirty(this);
}
/**
* 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->flags4 |= WF_TIMEOUT_BEGIN;
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)
{
const NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
WidgetType widget_type = (nw != NULL) ? nw->type : WWT_EMPTY;
bool focused_widget_changed = false;
/* If clicked on a window that previously did dot have focus */
if (_focused_window != w && // We already have focus, right?
(w->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;
if (_focused_window != NULL) {
_focused_window->OnFocusLost();
/* The window that lost focus may have had opened a OSK, window so close it, unless the user has clicked on the OSK window. */
if (w->window_class != WC_OSK) DeleteWindowById(WC_OSK, 0);
}
SetFocusedWindow(w);
w->OnFocus();
}
if (nw == NULL) 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 */
if (widget_type != WWT_CAPTION) {
/* Close the OSK window if a edit box loses focus */
if (w->nested_focus != NULL && w->nested_focus->type == WWT_EDITBOX && w->nested_focus != nw && w->window_class != WC_OSK) {
DeleteWindowById(WC_OSK, 0);
}
/* 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;
switch (widget_type) {
/* special widget handling for buttons*/
case WWT_PANEL | WWB_PUSHBUTTON: // WWT_PUSHBTN
case WWT_IMGBTN | WWB_PUSHBUTTON: // WWT_PUSHIMGBTN
case WWT_TEXTBTN | WWB_PUSHBUTTON: // WWT_PUSHTXTBTN
w->HandleButtonClick(widget_index);
break;
case WWT_SCROLLBAR:
case WWT_SCROLL2BAR:
case WWT_HSCROLLBAR:
ScrollbarClickHandler(w, nw, x, y);
break;
case WWT_EDITBOX:
if (!focused_widget_changed) { // Only open the OSK window if clicking on an already focused edit box
/* Open the OSK window if clicked on an edit box */
QueryStringBaseWindow *qs = dynamic_cast<QueryStringBaseWindow *>(w);
if (qs != NULL) {
qs->OnOpenOSKWindow(widget_index);
}
}
break;
case WWT_CLOSEBOX: // 'X'
delete w;
return;
case WWT_CAPTION: // 'Title bar'
StartWindowDrag(w);
return;
case WWT_RESIZEBOX:
/* When the resize widget is on the left size of the window
* we assume that that button is used to resize to the left. */
StartWindowSizing(w, (int)nw->pos_x < (w->width / 2));
nw->SetDirty(w);
return;
case WWT_SHADEBOX:
nw->SetDirty(w);
w->SetShaded(!w->IsShaded());
return;
case WWT_STICKYBOX:
w->flags4 ^= WF_STICKY;
nw->SetDirty(w);
return;
default:
break;
}
/* Widget has no index, so the window is not interested in it. */
if (widget_index < 0) return;
Point pt = { x, y };
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);
/* No widget to handle */
if (wid == NULL) return;
/* Show the tooltip if there is any */
if (wid->tool_tip != 0) {
GuiShowTooltips(wid->tool_tip);
return;
}
/* Widget has no index, so the window is not interested in it. */
if (wid->index < 0) return;
Point pt = { x, y };
w->OnRightClick(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, const NWidgetCore *nwid, int wheel)
{
if (nwid == NULL) return;
/* Using wheel on caption/shade-box shades or unshades the window. */
if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) {
w->SetShaded(!w->IsShaded());
return;
}
/* Scroll the widget attached to the scrollbar. */
Scrollbar *sb = nwid->FindScrollbar(w);
if (sb != NULL && sb->GetCount() > sb->GetCapacity()) {
sb->UpdatePosition(wheel);
w->SetDirty();
}
}
/**
* Generate repaint events for the visible part of window w within the rectangle.
*
* The function goes recursively upwards in the window stack, and splits the rectangle
* into multiple pieces at the window edges, so obscured parts are not redrawn.
*
* @param w Window that needs to be repainted
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
{
const Window *v;
FOR_ALL_WINDOWS_FROM_BACK_FROM(v, w->z_front) {
if (right > v->left &&
bottom > v->top &&
left < v->left + v->width &&
top < v->top + v->height) {
/* v and rectangle intersect with eeach 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 = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
dp->zoom = ZOOM_LVL_NORMAL;
w->OnPaint();
}
/**
* From a rectangle that needs redrawing, find the windows that intersect with the rectangle.
* These windows should be re-painted.
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
{
Window *w;
DrawPixelInfo bk;
_cur_dpi = &bk;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (right > w->left &&
bottom > w->top &&
left < w->left + w->width &&
top < w->top + w->height) {
/* Window w intersects with the rectangle => needs repaint */
DrawOverlappedWindow(w, left, top, right, bottom);
}
}
}
/**
* Mark entire window as dirty (in need of re-paint)
* @ingroup dirty
*/
void Window::SetDirty() const
{
SetDirtyBlocks(this->left, this->top, this->left + this->width, this->top + this->height);
}
/** Re-initialize a window, and optionally change its size.
* @param rx Horizontal resize of the window.
* @param ry Vertical resize of the window.
* @note For just resizing the window, use #ResizeWindow instead.
*/
void Window::ReInit(int rx, int ry)
{
this->SetDirty(); // Mark whole current window as dirty.
/* Save current size. */
int window_width = this->width;
int window_height = this->height;
this->OnInit();
/* Re-initialize the window from the ground up. No need to change the nested_array, as all widgets stay where they are. */
this->nested_root->SetupSmallestSize(this, false);
this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _dynlang.text_dir == TD_RTL);
this->width = this->nested_root->smallest_x;
this->height = this->nested_root->smallest_y;
this->resize.step_width = this->nested_root->resize_x;
this->resize.step_height = this->nested_root->resize_y;
/* Resize as close to the original size + requested resize as possible. */
window_width = max(window_width + rx, this->width);
window_height = max(window_height + ry, this->height);
int dx = (this->resize.step_width == 0) ? 0 : window_width - this->width;
int dy = (this->resize.step_height == 0) ? 0 : window_height - this->height;
/* dx and dy has to go by step.. calculate it.
* The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */
if (this->resize.step_width > 1) dx -= dx % (int)this->resize.step_width;
if (this->resize.step_height > 1) dy -= dy % (int)this->resize.step_height;
ResizeWindow(this, dx, dy);
/* 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 == NULL) return;
int desired = make_shaded ? SZSP_HORIZONTAL : 0;
if (this->shade_select->shown_plane != desired) {
if (make_shaded) {
this->unshaded_size.width = this->width;
this->unshaded_size.height = this->height;
this->shade_select->SetDisplayedPlane(desired);
this->ReInit(0, -this->height);
} else {
this->shade_select->SetDisplayedPlane(desired);
int dx = ((int)this->unshaded_size.width > this->width) ? (int)this->unshaded_size.width - this->width : 0;
int dy = ((int)this->unshaded_size.height > this->height) ? (int)this->unshaded_size.height - this->height : 0;
this->ReInit(dx, dy);
}
}
}
/** Find the Window whose parent pointer points to this window
* @param w parent Window to find child of
* @param wc Window class of the window to remove; WC_INVALID if class does not matter
* @return a Window pointer that is the child of w, or NULL otherwise
*/
static Window *FindChildWindow(const Window *w, WindowClass wc)
{
Window *v;
FOR_ALL_WINDOWS_FROM_BACK(v) {
if ((wc == WC_INVALID || wc == v->window_class) && v->parent == w) return v;
}
return NULL;
}
/**
* Delete all children a window might have in a head-recursive manner
* @param wc Window class of the window to remove; WC_INVALID if class does not matter
*/
void Window::DeleteChildWindows(WindowClass wc) const
{
Window *child = FindChildWindow(this, wc);
while (child != NULL) {
delete child;
child = FindChildWindow(this, wc);
}
}
/**
* Remove window and all its child windows from the window stack.
*/
Window::~Window()
{
if (_thd.place_mode != HT_NONE &&
_thd.window_class == this->window_class &&
_thd.window_number == this->window_number) {
ResetObjectToPlace();
}
/* Prevent Mouseover() from resetting mouse-over coordinates on a non-existing window */
if (_mouseover_last_w == this) _mouseover_last_w = NULL;
/* Make sure we don't try to access this window as the focused window when it doesn't exist anymore. */
if (_focused_window == this) _focused_window = NULL;
this->DeleteChildWindows();
if (this->viewport != NULL) DeleteWindowViewport(this);
this->SetDirty();
free(this->nested_array); // Contents is released through deletion of #nested_root.
delete this->nested_root;
this->window_class = WC_INVALID;
}
/**
* Find a window by its class and window number
* @param cls Window class
* @param number Number of the window within the window class
* @return Pointer to the found window, or \c NULL if not available
*/
Window *FindWindowById(WindowClass cls, WindowNumber number)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) return w;
}
return NULL;
}
/**
* Find any window by its class. Useful when searching for a window that uses
* the window number as a WindowType, like WC_SEND_NETWORK_MSG.
* @param cls Window class
* @return Pointer to the found window, or \c NULL if not available
*/
Window *FindWindowByClass(WindowClass cls)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) return w;
}
return NULL;
}
/**
* Delete a window by its class and window number (if it is open).
* @param cls Window class
* @param number Number of the window within the window class
* @param force force deletion; if false don't delete when stickied
*/
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
{
Window *w = FindWindowById(cls, number);
if (force || w == NULL ||
(w->flags4 & WF_STICKY) == 0) {
delete w;
}
}
/**
* Delete all windows of a given class
* @param cls Window class of windows to delete
*/
void DeleteWindowByClass(WindowClass cls)
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) {
delete w;
goto restart_search;
}
}
}
/** Delete all windows of a company. We identify windows of a company
* by looking at the caption colour. If it is equal to the company ID
* then we say the window belongs to the company and should be deleted
* @param id company identifier */
void DeleteCompanyWindows(CompanyID id)
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->owner == id) {
delete w;
goto restart_search;
}
}
/* Also delete the company specific windows, that don't have a company-colour */
DeleteWindowById(WC_BUY_COMPANY, id);
}
/** Change the owner of all the windows one company can take over from another
* company in the case of a company merger. Do not change ownership of windows
* that need to be deleted once takeover is complete
* @param old_owner original owner of the window
* @param new_owner the new owner of the window */
void ChangeWindowOwner(Owner old_owner, Owner new_owner)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->owner != old_owner) continue;
switch (w->window_class) {
case WC_COMPANY_COLOUR:
case WC_FINANCES:
case WC_STATION_LIST:
case WC_TRAINS_LIST:
case WC_ROADVEH_LIST:
case WC_SHIPS_LIST:
case WC_AIRCRAFT_LIST:
case WC_BUY_COMPANY:
case WC_COMPANY:
continue;
default:
w->owner = new_owner;
break;
}
}
}
static void BringWindowToFront(Window *w);
/** Find a window and make it the top-window on the screen.
* The window gets unshaded if it was shaded, and a white border is drawn at its edges for a brief period of time to visualize its "activation".
* @param cls WindowClass of the window to activate
* @param number WindowNumber of the window to activate
* @return a pointer to the window thus activated */
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
{
Window *w = FindWindowById(cls, number);
if (w != NULL) {
if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded.
w->flags4 |= WF_WHITE_BORDER_MASK;
BringWindowToFront(w);
w->SetDirty();
}
return w;
}
static inline bool IsVitalWindow(const Window *w)
{
switch (w->window_class) {
case WC_MAIN_TOOLBAR:
case WC_STATUS_BAR:
case WC_NEWS_WINDOW:
case WC_SEND_NETWORK_MSG:
return true;
default:
return false;
}
}
/** On clicking on a window, make it the frontmost window of all. However
* there are certain windows that always need to be on-top; these include
* - Toolbar, Statusbar (always on)
* - New window, Chatbar (only if open)
* The window is marked dirty for a repaint if the window is actually moved
* @param w window that is put into the foreground
* @return pointer to the window, the same as the input pointer
*/
static void BringWindowToFront(Window *w)
{
Window *v = _z_front_window;
/* Bring the window just below the vital windows */
for (; v != NULL && v != w && IsVitalWindow(v); v = v->z_back) { }
if (v == NULL || w == v) return; // window is already in the right position
/* w cannot be at the top already! */
assert(w != _z_front_window);
if (w->z_back == NULL) {
_z_back_window = w->z_front;
} else {
w->z_back->z_front = w->z_front;
}
w->z_front->z_back = w->z_back;
w->z_front = v->z_front;
w->z_back = v;
if (v->z_front == NULL) {
_z_front_window = w;
} else {
v->z_front->z_back = w;
}
v->z_front = w;
w->SetDirty();
}
/**
* Initializes the data (except the position and initial size) of a new Window.
* @param desc Window description.
* @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 NULL), #nested_root and #nested_array_size must be initialized.
* In addition, #nested_array is either \c NULL, or already initialized.
*/
void Window::InitializeData(const WindowDesc *desc, WindowNumber window_number)
{
/* Set up window properties; some of them are needed to set up smallest size below */
this->window_class = desc->cls;
this->flags4 |= WF_WHITE_BORDER_MASK; // just opened windows have a white border
if (desc->default_pos == WDP_CENTER) this->flags4 |= WF_CENTERED;
this->owner = INVALID_OWNER;
this->nested_focus = NULL;
this->window_number = window_number;
this->desc_flags = desc->flags;
this->OnInit();
/* Initialize nested widget tree. */
if (this->nested_array == NULL) {
this->nested_array = CallocT<NWidgetBase *>(this->nested_array_size);
this->nested_root->SetupSmallestSize(this, true);
} else {
this->nested_root->SetupSmallestSize(this, false);
}
/* Initialize to smallest size. */
this->nested_root->AssignSizePosition(ST_SMALLEST, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _dynlang.text_dir == TD_RTL);
/* Further set up window properties,
* this->left, this->top, this->width, this->height, this->resize.width, and this->resize.height are initialized later. */
this->resize.step_width = this->nested_root->resize_x;
this->resize.step_height = this->nested_root->resize_y;
/* Give focus to the opened window unless it is the OSK window or a text box
* of focused window has focus (so we don't interrupt typing). But if the new
* window has a text box, then take focus anyway. */
if (this->window_class != WC_OSK && (!EditBoxInGlobalFocus() || this->nested_root->GetWidgetOfType(WWT_EDITBOX) != NULL)) SetFocusedWindow(this);
/* Hacky way of specifying always-on-top windows. These windows are
* always above other windows because they are moved below them.
* status-bar is above news-window because it has been created earlier.
* Also, as the chat-window is excluded from this, it will always be
* the last window, thus always on top.
* XXX - Yes, ugly, probably needs something like w->always_on_top flag
* to implement correctly, but even then you need some kind of distinction
* between on-top of chat/news and status windows, because these conflict */
Window *w = _z_front_window;
if (w != NULL && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) {
if (FindWindowById(WC_MAIN_TOOLBAR, 0) != NULL) w = w->z_back;
if (FindWindowById(WC_STATUS_BAR, 0) != NULL) w = w->z_back;
if (FindWindowById(WC_NEWS_WINDOW, 0) != NULL) w = w->z_back;
if (FindWindowByClass(WC_SEND_NETWORK_MSG) != NULL) w = w->z_back;
if (w == NULL) {
_z_back_window->z_front = this;
this->z_back = _z_back_window;
_z_back_window = this;
} else {
if (w->z_front == NULL) {
_z_front_window = this;
} else {
this->z_front = w->z_front;
w->z_front->z_back = this;
}
this->z_back = w;
w->z_front = this;
}
} else {
this->z_back = _z_front_window;
if (_z_front_window != NULL) {
_z_front_window->z_front = this;
} else {
_z_back_window = this;
}
_z_front_window = this;
}
}
/**
* Set the position and smallest size of the window.
* @param x Offset in pixels from the left of the screen of the new window.
* @param y Offset in pixels from the top of the screen of the new window.
* @param sm_width Smallest width in pixels of the window.
* @param sm_height Smallest height in pixels of the window.
*/
void Window::InitializePositionSize(int x, int y, int sm_width, int sm_height)
{
this->left = x;
this->top = y;
this->width = sm_width;
this->height = sm_height;
}
/**
* Resize window towards the default size.
* Prior to construction, a position for the new window (for its default size)
* has been found with LocalGetWindowPlacement(). Initially, the window is
* constructed with minimal size. Resizing the window to its default size is
* done here.
* @param def_width default width in pixels of the window
* @param def_height default height in pixels of the window
* @see Window::Window(), Window::InitializeData(), Window::InitializePositionSize()
*/
void Window::FindWindowPlacementAndResize(int def_width, int def_height)
{
def_width = max(def_width, this->width); // Don't allow default size to be smaller than smallest size
def_height = max(def_height, this->height);
/* Try to make windows smaller when our window is too small.
* w->(width|height) is normally the same as min_(width|height),
* but this way the GUIs can be made a little more dynamic;
* one can use the same spec for multiple windows and those
* can then determine the real minimum size of the window. */
if (this->width != def_width || this->height != def_height) {
/* Think about the overlapping toolbars when determining the minimum window size */
int free_height = _screen.height;
const Window *wt = FindWindowById(WC_STATUS_BAR, 0);
if (wt != NULL) free_height -= wt->height;
wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (wt != NULL) free_height -= wt->height;
int enlarge_x = max(min(def_width - this->width, _screen.width - this->width), 0);
int enlarge_y = max(min(def_height - this->height, free_height - this->height), 0);
/* X and Y has to go by step.. calculate it.
* The cast to int is necessary else x/y are implicitly casted to
* unsigned int, which won't work. */
if (this->resize.step_width > 1) enlarge_x -= enlarge_x % (int)this->resize.step_width;
if (this->resize.step_height > 1) enlarge_y -= enlarge_y % (int)this->resize.step_height;
ResizeWindow(this, enlarge_x, enlarge_y);
/* ResizeWindow() calls this->OnResize(). */
} else {
/* Always call OnResize; that way the scrollbars and matrices get initialized. */
this->OnResize();
}
int nx = this->left;
int ny = this->top;
if (nx + this->width > _screen.width) nx -= (nx + this->width - _screen.width);
const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
ny = max(ny, (wt == NULL || this == wt || this->top == 0) ? 0 : wt->height);
nx = max(nx, 0);
if (this->viewport != NULL) {
this->viewport->left += nx - this->left;
this->viewport->top += ny - this->top;
}
this->left = nx;
this->top = ny;
this->SetDirty();
}
/**
* Decide whether a given rectangle is a good place to open a completely visible new window.
* The new window should be within screen borders, and not overlap with another already
* existing window (except for the main window in the background).
* @param left Left edge of the rectangle
* @param top Top edge of the rectangle
* @param width Width of the rectangle
* @param height Height of the rectangle
* @param pos If rectangle is good, use this parameter to return the top-left corner of the new window
* @return Boolean indication that the rectangle is a good place for the new window
*/
static bool IsGoodAutoPlace1(int left, int top, int width, int height, Point &pos)
{
int right = width + left;
int bottom = height + top;
if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height) return false;
/* Make sure it is not obscured by any window. */
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (right > w->left &&
w->left + w->width > left &&
bottom > w->top &&
w->top + w->height > top) {
return false;
}
}
pos.x = left;
pos.y = top;
return true;
}
/**
* Decide whether a given rectangle is a good place to open a mostly visible new window.
* The new window should be mostly within screen borders, and not overlap with another already
* existing window (except for the main window in the background).
* @param left Left edge of the rectangle
* @param top Top edge of the rectangle
* @param width Width of the rectangle
* @param height Height of the rectangle
* @param pos If rectangle is good, use this parameter to return the top-left corner of the new window
* @return Boolean indication that the rectangle is a good place for the new window
*/
static bool IsGoodAutoPlace2(int left, int top, int width, int height, Point &pos)
{
/* Left part of the rectangle may be at most 1/4 off-screen,
* right part of the rectangle may be at most 1/2 off-screen
*/
if (left < -(width >> 2) || left > _screen.width - (width >> 1)) return false;
/* Bottom part of the rectangle may be at most 1/4 off-screen */
if (top < 22 || top > _screen.height - (height >> 2)) return false;
/* Make sure it is not obscured by any window. */
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (left + width > w->left &&
w->left + w->width > left &&
top + height > w->top &&
w->top + w->height > top) {
return false;
}
}
pos.x = left;
pos.y = top;
return true;
}
/**
* Find a good place for opening a new window of a given width and height.
* @param width Width of the new window
* @param height Height of the new window
* @return Top-left coordinate of the new window
*/
static Point GetAutoPlacePosition(int width, int height)
{
Point pt;
/* First attempt, try top-left of the screen */
if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt;
/* Second attempt, try around all existing windows with a distance of 2 pixels.
* The new window must be entirely on-screen, and not overlap with an existing window.
* Eight starting points are tried, two at each corner.
*/
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace1(w->left + w->width + 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left - width - 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left, w->top + w->height + 2, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left, w->top - height - 2, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width + 2, w->top + w->height - height, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left - width - 2, w->top + w->height - height, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height + 2, width, height, pt)) return pt;
if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height - 2, width, height, pt)) return pt;
}
/* Third attempt, try around all existing windows with a distance of 2 pixels.
* The new window may be partly off-screen, and must not overlap with an existing window.
* Only four starting points are tried.
*/
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace2(w->left + w->width + 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace2(w->left - width - 2, w->top, width, height, pt)) return pt;
if (IsGoodAutoPlace2(w->left, w->top + w->height + 2, width, height, pt)) return pt;
if (IsGoodAutoPlace2(w->left, w->top - height - 2, width, height, pt)) return pt;
}
/* Fourth and final attempt, put window at diagonal starting from (0, 24), try multiples
* of (+5, +5)
*/
int left = 0, top = 24;
restart:
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->left == left && w->top == top) {
left += 5;
top += 5;
goto restart;
}
}
pt.x = left;
pt.y = top;
return pt;
}
/**
* Computer the position of the top-left corner of a window to be opened right
* under the toolbar.
* @param window_width the width of the window to get the position for
* @return Coordinate of the top-left corner of the new window.
*/
Point GetToolbarAlignedWindowPosition(int window_width)
{
const Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
assert(w != NULL);
Point pt = { _dynlang.text_dir == TD_RTL ? w->left : (w->left + w->width) - window_width, w->top + w->height };
return pt;
}
/**
* Compute the position of the top-left corner of a new window that is opened.
*
* By default position a child window at an offset of 10/10 of its parent.
* With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports)
* and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/toolbar-height of
* its parent. So it's exactly under the parent toolbar and no buttons will be covered.
* However if it falls too extremely outside window positions, reposition
* it to an automatic place.
*
* @param *desc The pointer to the WindowDesc to be created.
* @param sm_width Smallest width of the window.
* @param sm_height Smallest height of the window.
* @param window_number The window number of the new window.
*
* @return Coordinate of the top-left corner of the new window.
*/
static Point LocalGetWindowPlacement(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number)
{
Point pt;
const Window *w;
int16 default_width = max(desc->default_width, sm_width);
int16 default_height = max(desc->default_height, sm_height);
if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ &&
(w = FindWindowById(desc->parent_cls, window_number)) != NULL &&
w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) {
pt.x = w->left + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 0 : 10);
if (pt.x > _screen.width + 10 - default_width) {
pt.x = (_screen.width + 10 - default_width) - 20;
}
pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? w->height : 10);
return pt;
}
switch (desc->default_pos) {
case WDP_ALIGN_TOOLBAR: // Align to the toolbar
return GetToolbarAlignedWindowPosition(default_width);
case WDP_AUTO: // Find a good automatic position for the window
return GetAutoPlacePosition(default_width, default_height);
case WDP_CENTER: // Centre the window horizontally
pt.x = (_screen.width - default_width) / 2;
pt.y = (_screen.height - default_height) / 2;
break;
case WDP_MANUAL:
pt.x = 0;
pt.y = 0;
break;
default:
NOT_REACHED();
}
return pt;
}
/* virtual */ Point Window::OnInitialPosition(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number)
{
return LocalGetWindowPlacement(desc, sm_width, sm_height, window_number);
}
/**
* Perform the first part of the initialization of a nested widget tree.
* Construct a nested widget tree in #nested_root, and optionally fill the #nested_array array to provide quick access to the uninitialized widgets.
* This is mainly useful for setting very basic properties.
* @param desc Window description.
* @param fill_nested Fill the #nested_array (enabling is expensive!).
* @note Filling the nested array requires an additional traversal through the nested widget tree, and is best performed by #FinishInitNested rather than here.
*/
void Window::CreateNestedTree(const WindowDesc *desc, bool fill_nested)
{
int biggest_index = -1;
this->nested_root = MakeWindowNWidgetTree(desc->nwid_parts, desc->nwid_length, &biggest_index, &this->shade_select);
this->nested_array_size = (uint)(biggest_index + 1);
if (fill_nested) {
this->nested_array = CallocT<NWidgetBase *>(this->nested_array_size);
this->nested_root->FillNestedArray(this->nested_array, this->nested_array_size);
}
}
/**
* Perform the second part of the initialization of a nested widget tree.
* @param desc Window description.
* @param window_number Number of the new window.
*/
void Window::FinishInitNested(const WindowDesc *desc, WindowNumber window_number)
{
this->InitializeData(desc, window_number);
Point pt = this->OnInitialPosition(desc, this->nested_root->smallest_x, this->nested_root->smallest_y, window_number);
this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y);
this->FindWindowPlacementAndResize(desc->default_width, desc->default_height);
}
/**
* Perform complete initialization of the #Window with nested widgets, to allow use.
* @param desc Window description.
* @param window_number Number of the new window.
*/
void Window::InitNested(const WindowDesc *desc, WindowNumber window_number)
{
this->CreateNestedTree(desc, false);
this->FinishInitNested(desc, window_number);
}
/** Empty constructor, initialization has been moved to #InitNested() called from the constructor of the derived class. */
Window::Window() : hscroll(false), vscroll(true), vscroll2(true)
{
}
/** Do a search for a window at specific coordinates. For this we start
* at the topmost window, obviously and work our way down to the bottom
* @param x position x to query
* @param y position y to query
* @return a pointer to the found window if any, NULL otherwise */
Window *FindWindowFromPt(int x, int y)
{
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
return w;
}
}
return NULL;
}
/**
* (re)initialize the windowing system
*/
void InitWindowSystem()
{
IConsoleClose();
_z_back_window = NULL;
_z_front_window = NULL;
_focused_window = NULL;
_mouseover_last_w = NULL;
_scrolling_viewport = 0;
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
}
/**
* Close down the windowing system
*/
void UnInitWindowSystem()
{
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) delete w;
for (w = _z_front_window; w != NULL; /* nothing */) {
Window *to_del = w;
w = w->z_back;
free(to_del);
}
_z_front_window = NULL;
_z_back_window = NULL;
}
/**
* Reset the windowing system, by means of shutting it down followed by re-initialization
*/
void ResetWindowSystem()
{
UnInitWindowSystem();
InitWindowSystem();
_thd.pos.x = 0;
_thd.pos.y = 0;
_thd.new_pos.x = 0;
_thd.new_pos.y = 0;
}
static void DecreaseWindowCounters()
{
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
/* Unclick scrollbar buttons if they are pressed. */
if (_scroller_click_timeout == 0 && w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
w->SetDirty();
}
w->OnMouseLoop();
}
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if ((w->flags4 & WF_TIMEOUT_MASK) && !(--w->flags4 & WF_TIMEOUT_MASK)) {
w->OnTimeout();
if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons(true);
}
}
}
Window *GetCallbackWnd()
{
return FindWindowById(_thd.window_class, _thd.window_number);
}
static void HandlePlacePresize()
{
if (_special_mouse_mode != WSM_PRESIZE) return;
Window *w = GetCallbackWnd();
if (w == NULL) return;
Point pt = GetTileBelowCursor();
if (pt.x == -1) {
_thd.selend.x = -1;
return;
}
w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
}
static bool HandleDragDrop()
{
if (_special_mouse_mode != WSM_DRAGDROP) return true;
if (_left_button_down) return false;
Window *w = GetCallbackWnd();
if (w != NULL) {
/* send an event in client coordinates. */
Point pt;
pt.x = _cursor.pos.x - w->left;
pt.y = _cursor.pos.y - w->top;
w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
}
ResetObjectToPlace();
return false;
}
static bool HandleMouseOver()
{
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
/* We changed window, put a MOUSEOVER event to the last window */
if (_mouseover_last_w != NULL && _mouseover_last_w != w) {
/* Reset mouse-over coordinates of previous window */
Point pt = { -1, -1 };
_mouseover_last_w->OnMouseOver(pt, 0);
}
/* _mouseover_last_w will get reset when the window is deleted, see DeleteWindow() */
_mouseover_last_w = w;
if (w != NULL) {
/* send an event in client coordinates. */
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
const NWidgetCore *widget = w->nested_root->GetWidgetFromPos(pt.x, pt.y);
if (widget != NULL) w->OnMouseOver(pt, widget->index);
}
/* Mouseover never stops execution */
return true;
}
/**
* Resize the window.
* Update all the widgets of a window based on their resize flags
* Both the areas of the old window and the new sized window are set dirty
* ensuring proper redrawal.
* @param w Window to resize
* @param delta_x Delta x-size of changed window (positive if larger, etc.)
* @param delta_y Delta y-size of changed window
*/
void ResizeWindow(Window *w, int delta_x, int delta_y)
{
if (delta_x != 0 || delta_y != 0) {
w->SetDirty();
uint new_xinc = max(0, (w->nested_root->resize_x == 0) ? 0 : (int)(w->nested_root->current_x - w->nested_root->smallest_x) + delta_x);
uint new_yinc = max(0, (w->nested_root->resize_y == 0) ? 0 : (int)(w->nested_root->current_y - w->nested_root->smallest_y) + delta_y);
assert(w->nested_root->resize_x == 0 || new_xinc % w->nested_root->resize_x == 0);
assert(w->nested_root->resize_y == 0 || new_yinc % w->nested_root->resize_y == 0);
w->nested_root->AssignSizePosition(ST_RESIZE, 0, 0, w->nested_root->smallest_x + new_xinc, w->nested_root->smallest_y + new_yinc, _dynlang.text_dir == TD_RTL);
w->width = w->nested_root->current_x;
w->height = w->nested_root->current_y;
}
/* 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 == NULL) ? 0 : w->top + w->height;
}
/** Return the bottom of the main view available for general use.
* @return The vertical coordinate of the first unusable row, so 'top + height <= bottom' gives the correct result.
* @note At and below the bottom y coordinate is often the status bar.
*/
int GetMainViewBottom()
{
Window *w = FindWindowById(WC_STATUS_BAR, 0);
return (w == NULL) ? _screen.height : w->top;
}
/** The minimum number of pixels of the title bar must be visible in both the X or Y direction */
static const int MIN_VISIBLE_TITLE_BAR = 13;
/** Direction for moving the window. */
enum PreventHideDirection {
PHD_UP, ///< Above v is a safe position.
PHD_DOWN, ///< Below v is a safe position.
};
/**
* Do not allow hiding of the rectangle with base coordinates \a nx and \a ny behind window \a v.
* If needed, move the window base coordinates to keep it visible.
* @param nx Base horizontal coordinate of the rectangle.
* @param ny Base vertical coordinate of the rectangle.
* @param rect Rectangle that must stay visible for #MIN_VISIBLE_TITLE_BAR pixels (horizontally, vertically, or both)
* @param v Window lying in front of the rectangle.
* @param px Previous horizontal base coordinate.
* @param dir If no room horizontally, move the rectangle to the indicated position.
*/
static void PreventHiding(int *nx, int *ny, const Rect &rect, const Window *v, int px, PreventHideDirection dir)
{
if (v == NULL) return;
int v_bottom = v->top + v->height;
int v_right = v->left + v->width;
int safe_y = (dir == PHD_UP) ? (v->top - MIN_VISIBLE_TITLE_BAR - rect.top) : (v_bottom + MIN_VISIBLE_TITLE_BAR - rect.bottom); // Compute safe vertical position.
if (*ny + rect.top <= v->top - MIN_VISIBLE_TITLE_BAR) return; // Above v is enough space
if (*ny + rect.bottom >= v_bottom + MIN_VISIBLE_TITLE_BAR) return; // Below v is enough space
/* Vertically, the rectangle is hidden behind v. */
if (*nx + rect.left + MIN_VISIBLE_TITLE_BAR < v->left) { // At left of v.
if (v->left < MIN_VISIBLE_TITLE_BAR) *ny = safe_y; // But enough room, force it to a safe position.
return;
}
if (*nx + rect.right - MIN_VISIBLE_TITLE_BAR > v_right) { // At right of v.
if (v_right > _screen.width - MIN_VISIBLE_TITLE_BAR) *ny = safe_y; // Not enough room, force it to a safe position.
return;
}
/* Horizontally also hidden, force movement to a safe area. */
if (px + rect.left < v->left && v->left >= MIN_VISIBLE_TITLE_BAR) { // Coming from the left, and enough room there.
*nx = v->left - MIN_VISIBLE_TITLE_BAR - rect.left;
} else if (px + rect.right > v_right && v_right <= _screen.width - MIN_VISIBLE_TITLE_BAR) { // Coming from the right, and enough room there.
*nx = v_right + MIN_VISIBLE_TITLE_BAR - rect.right;
} else {
*ny = safe_y;
}
}
static bool _dragging_window; ///< A window is being dragged or resized.
static bool HandleWindowDragging()
{
/* Get out immediately if no window is being dragged at all. */
if (!_dragging_window) return true;
/* If button still down, but cursor hasn't moved, there is nothing to do. */
if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return false;
/* Otherwise find the window... */
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->flags4 & WF_DRAGGING) {
/* Stop the dragging if the left mouse button was released */
if (!_left_button_down) {
w->flags4 &= ~WF_DRAGGING;
break;
}
w->SetDirty();
int x = _cursor.pos.x + _drag_delta.x;
int y = _cursor.pos.y + _drag_delta.y;
int nx = x;
int ny = y;
if (_settings_client.gui.window_snap_radius != 0) {
const Window *v;
int hsnap = _settings_client.gui.window_snap_radius;
int vsnap = _settings_client.gui.window_snap_radius;
int delta;
FOR_ALL_WINDOWS_FROM_BACK(v) {
if (v == w) continue; // Don't snap at yourself
if (y + w->height > v->top && y < v->top + v->height) {
/* Your left border <-> other right border */
delta = abs(v->left + v->width - x);
if (delta <= hsnap) {
nx = v->left + v->width;
hsnap = delta;
}
/* Your right border <-> other left border */
delta = abs(v->left - x - w->width);
if (delta <= hsnap) {
nx = v->left - w->width;
hsnap = delta;
}
}
if (w->top + w->height >= v->top && w->top <= v->top + v->height) {
/* Your left border <-> other left border */
delta = abs(v->left - x);
if (delta <= hsnap) {
nx = v->left;
hsnap = delta;
}
/* Your right border <-> other right border */
delta = abs(v->left + v->width - x - w->width);
if (delta <= hsnap) {
nx = v->left + v->width - w->width;
hsnap = delta;
}
}
if (x + w->width > v->left && x < v->left + v->width) {
/* Your top border <-> other bottom border */
delta = abs(v->top + v->height - y);
if (delta <= vsnap) {
ny = v->top + v->height;
vsnap = delta;
}
/* Your bottom border <-> other top border */
delta = abs(v->top - y - w->height);
if (delta <= vsnap) {
ny = v->top - w->height;
vsnap = delta;
}
}
if (w->left + w->width >= v->left && w->left <= v->left + v->width) {
/* Your top border <-> other top border */
delta = abs(v->top - y);
if (delta <= vsnap) {
ny = v->top;
vsnap = delta;
}
/* Your bottom border <-> other bottom border */
delta = abs(v->top + v->height - y - w->height);
if (delta <= vsnap) {
ny = v->top + v->height - w->height;
vsnap = delta;
}
}
}
}
/* Search for the title bar rectangle. */
Rect caption_rect;
const NWidgetBase *caption = w->nested_root->GetWidgetOfType(WWT_CAPTION);
assert(caption != NULL);
caption_rect.left = caption->pos_x;
caption_rect.right = caption->pos_x + caption->current_x;
caption_rect.top = caption->pos_y;
caption_rect.bottom = caption->pos_y + caption->current_y;
/* Make sure the window doesn't leave the screen */
nx = Clamp(nx, MIN_VISIBLE_TITLE_BAR - caption_rect.right, _screen.width - MIN_VISIBLE_TITLE_BAR - caption_rect.left);
ny = Clamp(ny, 0, _screen.height - MIN_VISIBLE_TITLE_BAR);
/* Make sure the title bar isn't hidden behind the main tool bar or the status bar. */
PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_MAIN_TOOLBAR, 0), w->left, PHD_DOWN);
PreventHiding(&nx, &ny, caption_rect, FindWindowById(WC_STATUS_BAR, 0), w->left, PHD_UP);
if (w->viewport != NULL) {
w->viewport->left += nx - w->left;
w->viewport->top += ny - w->top;
}
w->left = nx;
w->top = ny;
w->SetDirty();
return false;
} else if (w->flags4 & WF_SIZING) {
/* Stop the sizing if the left mouse button was released */
if (!_left_button_down) {
w->flags4 &= ~WF_SIZING;
w->SetDirty();
break;
}
/* Compute difference in pixels between cursor position and reference point in the window.
* If resizing the left edge of the window, moving to the left makes the window bigger not smaller.
*/
int x, y = _cursor.pos.y - _drag_delta.y;
if (w->flags4 & WF_SIZING_LEFT) {
x = _drag_delta.x - _cursor.pos.x;
} else {
x = _cursor.pos.x - _drag_delta.x;
}
/* resize.step_width and/or resize.step_height may be 0, which means no resize is possible. */
if (w->resize.step_width == 0) x = 0;
if (w->resize.step_height == 0) y = 0;
/* 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 false;
/* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */
_drag_delta.y += y;
if ((w->flags4 & WF_SIZING_LEFT) && x != 0) {
_drag_delta.x -= x; // x > 0 -> window gets longer -> left-edge moves to left -> subtract x to get new position.
w->SetDirty();
w->left -= x; // If dragging left edge, move left window edge in opposite direction by the same amount.
/* ResizeWindow() below ensures marking new position as dirty. */
} else {
_drag_delta.x += x;
}
/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
ResizeWindow(w, x, y);
return false;
}
}
_dragging_window = false;
return false;
}
/**
* Start window dragging
* @param w Window to start dragging
*/
static void StartWindowDrag(Window *w)
{
w->flags4 |= WF_DRAGGING;
w->flags4 &= ~WF_CENTERED;
_dragging_window = true;
_drag_delta.x = w->left - _cursor.pos.x;
_drag_delta.y = w->top - _cursor.pos.y;
BringWindowToFront(w);
DeleteWindowById(WC_DROPDOWN_MENU, 0);
}
/**
* Start resizing a window.
* @param w Window to start resizing.
* @param to_left Whether to drag towards the left or not
*/
static void StartWindowSizing(Window *w, bool to_left)
{
w->flags4 |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
w->flags4 &= ~WF_CENTERED;
_dragging_window = true;
_drag_delta.x = _cursor.pos.x;
_drag_delta.y = _cursor.pos.y;
BringWindowToFront(w);
DeleteWindowById(WC_DROPDOWN_MENU, 0);
}
static bool HandleScrollbarScrolling()
{
Window *w;
/* Get out quickly if no item is being scrolled */
if (!_scrolling_scrollbar) return true;
/* Find the scrolling window */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->flags4 & WF_SCROLL_MIDDLE) {
/* Abort if no button is clicked any more. */
if (!_left_button_down) {
w->flags4 &= ~WF_SCROLL_MIDDLE;
w->SetDirty();
break;
}
int i;
Scrollbar *sb;
bool rtl = false;
if (w->flags4 & WF_HSCROLL) {
sb = &w->hscroll;
i = _cursor.pos.x - _cursorpos_drag_start.x;
rtl = _dynlang.text_dir == TD_RTL;
} else if (w->flags4 & WF_SCROLL2) {
sb = &w->vscroll2;
i = _cursor.pos.y - _cursorpos_drag_start.y;
} else {
sb = &w->vscroll;
i = _cursor.pos.y - _cursorpos_drag_start.y;
}
/* Find the item we want to move to and make sure it's inside bounds. */
int pos = min(max(0, i + _scrollbar_start_pos) * sb->GetCount() / _scrollbar_size, max(0, sb->GetCount() - sb->GetCapacity()));
if (rtl) pos = max(0, sb->GetCount() - sb->GetCapacity() - pos);
if (pos != sb->GetPosition()) {
sb->SetPosition(pos);
w->SetDirty();
}
return false;
}
}
_scrolling_scrollbar = false;
return false;
}
static bool HandleViewportScroll()
{
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (!_scrolling_viewport) return true;
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
if (!(_right_button_down || scrollwheel_scrolling || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) || w == NULL) {
_cursor.fix_at = false;
_scrolling_viewport = false;
return true;
}
if (w == FindWindowById(WC_MAIN_WINDOW, 0) && w->viewport->follow_vehicle != INVALID_VEHICLE) {
/* If the main window is following a vehicle, then first let go of it! */
const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
return true;
}
Point delta;
if (_settings_client.gui.reverse_scroll || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down)) {
delta.x = -_cursor.delta.x;
delta.y = -_cursor.delta.y;
} else {
delta.x = _cursor.delta.x;
delta.y = _cursor.delta.y;
}
if (scrollwheel_scrolling) {
/* We are using scrollwheels for scrolling */
delta.x = _cursor.h_wheel;
delta.y = _cursor.v_wheel;
_cursor.v_wheel = 0;
_cursor.h_wheel = 0;
}
/* Create a scroll-event and send it to the window */
if (delta.x != 0 || delta.y != 0) w->OnScroll(delta);
_cursor.delta.x = 0;
_cursor.delta.y = 0;
return false;
}
/** Check if a window can be made top-most window, and if so do
* it. If a window does not obscure any other windows, it will not
* be brought to the foreground. Also if the only obscuring windows
* are so-called system-windows, the window will not be moved.
* The function will return false when a child window of this window is a
* modal-popup; function returns a false and child window gets a white border
* @param w Window to bring on-top
* @return false if the window has an active modal child, true otherwise */
static bool MaybeBringWindowToFront(Window *w)
{
bool bring_to_front = false;
if (w->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(w) ||
w->window_class == WC_TOOLTIPS ||
w->window_class == WC_DROPDOWN_MENU) {
return true;
}
/* Use unshaded window size rather than current size for shaded windows. */
int w_width = w->width;
int w_height = w->height;
if (w->IsShaded()) {
w_width = w->unshaded_size.width;
w_height = w->unshaded_size.height;
}
Window *u;
FOR_ALL_WINDOWS_FROM_BACK_FROM(u, w->z_front) {
/* A modal child will prevent the activation of the parent window */
if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
u->flags4 |= WF_WHITE_BORDER_MASK;
u->SetDirty();
return false;
}
if (u->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(u) ||
u->window_class == WC_TOOLTIPS ||
u->window_class == WC_DROPDOWN_MENU) {
continue;
}
/* Window sizes don't interfere, leave z-order alone */
if (w->left + w_width <= u->left ||
u->left + u->width <= w->left ||
w->top + w_height <= u->top ||
u->top + u->height <= w->top) {
continue;
}
bring_to_front = true;
}
if (bring_to_front) BringWindowToFront(w);
return true;
}
/** Handle keyboard input.
* @param raw_key Lower 8 bits contain the ASCII character, the higher 16 bits the keycode
*/
void HandleKeypress(uint32 raw_key)
{
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
/* Setup event */
uint16 key = GB(raw_key, 0, 16);
uint16 keycode = GB(raw_key, 16, 16);
/*
* The Unicode standard defines an area called the private use area. Code points in this
* area are reserved for private use and thus not portable between systems. For instance,
* Apple defines code points for the arrow keys in this area, but these are only printable
* on a system running OS X. We don't want these keys to show up in text fields and such,
* and thus we have to clear the unicode character when we encounter such a key.
*/
if (key >= 0xE000 && key <= 0xF8FF) key = 0;
/*
* If both key and keycode is zero, we don't bother to process the event.
*/
if (key == 0 && keycode == 0) return;
/* Check if the focused window has a focused editbox */
if (EditBoxInGlobalFocus()) {
/* All input will in this case go to the focused window */
if (_focused_window->OnKeyPress(key, keycode) == Window::ES_HANDLED) return;
}
/* Call the event, start with the uppermost window, but ignore the toolbar. */
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->window_class == WC_MAIN_TOOLBAR) continue;
if (w->OnKeyPress(key, keycode) == Window::ES_HANDLED) return;
}
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
/* When there is no toolbar w is null, check for that */
if (w != NULL) w->OnKeyPress(key, keycode);
}
/**
* State of CONTROL key has changed
*/
void HandleCtrlChanged()
{
/* Call the event, start with the uppermost window. */
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->OnCTRLStateChange() == Window::ES_HANDLED) return;
}
}
/**
* Local counter that is incremented each time an mouse input event is detected.
* The counter is used to stop auto-scrolling.
* @see HandleAutoscroll()
* @see HandleMouseEvents()
*/
static int _input_events_this_tick = 0;
/**
* If needed and switched on, perform auto scrolling (automatically
* moving window contents when mouse is near edge of the window).
*/
static void HandleAutoscroll()
{
if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
ViewPort *vp = IsPtInWindowViewport(w, x, y);
if (vp != NULL) {
x -= vp->left;
y -= vp->top;
/* here allows scrolling in both x and y axis */
#define scrollspeed 3
if (x - 15 < 0) {
w->viewport->dest_scrollpos_x += ScaleByZoom((x - 15) * scrollspeed, vp->zoom);
} else if (15 - (vp->width - x) > 0) {
w->viewport->dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * scrollspeed, vp->zoom);
}
if (y - 15 < 0) {
w->viewport->dest_scrollpos_y += ScaleByZoom((y - 15) * scrollspeed, vp->zoom);
} else if (15 - (vp->height - y) > 0) {
w->viewport->dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * scrollspeed, vp->zoom);
}
#undef scrollspeed
}
}
}
enum MouseClick {
MC_NONE = 0,
MC_LEFT,
MC_RIGHT,
MC_DOUBLE_LEFT,
MAX_OFFSET_DOUBLE_CLICK = 5, ///< How much the mouse is allowed to move to call it a double click
TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
};
extern bool VpHandlePlaceSizingDrag();
static void ScrollMainViewport(int x, int y)
{
if (_game_mode != GM_MENU) {
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
assert(w);
w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
}
}
/**
* Describes all the different arrow key combinations the game allows
* when it is in scrolling mode.
* The real arrow keys are bitwise numbered as
* 1 = left
* 2 = up
* 4 = right
* 8 = down
*/
static const int8 scrollamt[16][2] = {
{ 0, 0}, ///< no key specified
{-2, 0}, ///< 1 : left
{ 0, -2}, ///< 2 : up
{-2, -1}, ///< 3 : left + up
{ 2, 0}, ///< 4 : right
{ 0, 0}, ///< 5 : left + right = nothing
{ 2, -1}, ///< 6 : right + up
{ 0, -2}, ///< 7 : right + left + up = up
{ 0, 2}, ///< 8 : down
{-2, 1}, ///< 9 : down + left
{ 0, 0}, ///< 10 : down + up = nothing
{-2, 0}, ///< 11 : left + up + down = left
{ 2, 1}, ///< 12 : down + right
{ 0, 2}, ///< 13 : left + right + down = down
{ 2, 0}, ///< 14 : right + up + down = right
{ 0, 0}, ///< 15 : left + up + right + down = nothing
};
static void HandleKeyScrolling()
{
/*
* Check that any of the dirkeys is pressed and that the focused window
* dont has an edit-box as focused widget.
*/
if (_dirkeys && !EditBoxInGlobalFocus()) {
int factor = _shift_pressed ? 50 : 10;
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
}
}
static void MouseLoop(MouseClick click, int mousewheel)
{
HandlePlacePresize();
UpdateTileSelection();
if (!VpHandlePlaceSizingDrag()) return;
if (!HandleDragDrop()) return;
if (!HandleWindowDragging()) return;
if (!HandleScrollbarScrolling()) return;
if (!HandleViewportScroll()) return;
if (!HandleMouseOver()) return;
bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == NULL) return;
if (!MaybeBringWindowToFront(w)) return;
ViewPort *vp = IsPtInWindowViewport(w, x, y);
/* Don't allow any action in a viewport if either in menu of in generating world */
if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
if (mousewheel != 0) {
if (_settings_client.gui.scrollwheel_scrolling == 0) {
/* Send mousewheel event to window */
w->OnMouseWheel(mousewheel);
}
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
if (vp == NULL) DispatchMouseWheelEvent(w, w->nested_root->GetWidgetFromPos(x - w->left, y - w->top), mousewheel);
}
if (vp != NULL) {
if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button
switch (click) {
case MC_DOUBLE_LEFT:
case MC_LEFT:
DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
if (_thd.place_mode != HT_NONE &&
/* query button and place sign button work in pause mode */
_cursor.sprite != SPR_CURSOR_QUERY &&
_cursor.sprite != SPR_CURSOR_SIGN &&
_pause_mode != PM_UNPAUSED &&
!_cheats.build_in_pause.value) {
return;
}
if (_thd.place_mode == HT_NONE) {
if (!HandleViewportClicked(vp, x, y) &&
!(w->flags4 & WF_DISABLE_VP_SCROLL) &&
_settings_client.gui.left_mouse_btn_scrolling) {
_scrolling_viewport = true;
_cursor.fix_at = false;
}
} else {
PlaceObject();
}
break;
case MC_RIGHT:
if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
_scrolling_viewport = true;
_cursor.fix_at = true;
/* clear 2D scrolling caches before we start a 2D scroll */
_cursor.h_wheel = 0;
_cursor.v_wheel = 0;
}
break;
default:
break;
}
} else {
switch (click) {
case MC_LEFT:
case MC_DOUBLE_LEFT:
DispatchLeftClickEvent(w, x - w->left, y - w->top, click == MC_DOUBLE_LEFT ? 2 : 1);
break;
default:
if (!scrollwheel_scrolling || w == NULL || w->window_class != WC_SMALLMAP) break;
/* We try to use the scrollwheel to scroll since we didn't touch any of the buttons.
* Simulate a right button click so we can get started. */
/* fallthough */
case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
}
}
}
/**
* Handle a mouse event from the video driver
*/
void HandleMouseEvents()
{
static int double_click_time = 0;
static int double_click_x = 0;
static int double_click_y = 0;
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
/* Mouse event? */
MouseClick click = MC_NONE;
if (_left_button_down && !_left_button_clicked) {
click = MC_LEFT;
if (double_click_time != 0 && _realtime_tick - double_click_time < TIME_BETWEEN_DOUBLE_CLICK &&
double_click_x != 0 && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK &&
double_click_y != 0 && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
click = MC_DOUBLE_LEFT;
}
double_click_time = _realtime_tick;
double_click_x = _cursor.pos.x;
double_click_y = _cursor.pos.y;
_left_button_clicked = true;
_input_events_this_tick++;
} else if (_right_button_clicked) {
_right_button_clicked = false;
click = MC_RIGHT;
_input_events_this_tick++;
}
int mousewheel = 0;
if (_cursor.wheel) {
mousewheel = _cursor.wheel;
_cursor.wheel = 0;
_input_events_this_tick++;
}
MouseLoop(click, mousewheel);
/* We have moved the mouse the required distance,
* no need to move it at any later time. */
_cursor.delta.x = 0;
_cursor.delta.y = 0;
}
/**
* Check the soft limit of deletable (non vital, non sticky) windows.
*/
static void CheckSoftLimit()
{
if (_settings_client.gui.window_soft_limit == 0) return;
for (;;) {
uint deletable_count = 0;
Window *w, *last_deletable = NULL;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) || (w->flags4 & WF_STICKY)) continue;
last_deletable = w;
deletable_count++;
}
/* We've ot reached the soft limit yet */
if (deletable_count <= _settings_client.gui.window_soft_limit) break;
assert(last_deletable != NULL);
delete last_deletable;
}
}
/**
* Regular call from the global game loop
*/
void InputLoop()
{
/*
* During the generation of the world, there might be
* another thread that is currently building for example
* a road. To not interfere with those tasks, we should
* NOT change the _current_company here.
*
* This is not necessary either, as the only events that
* can be handled are the 'close application' events
*/
if (!IsGeneratingWorld()) _current_company = _local_company;
CheckSoftLimit();
HandleKeyScrolling();
/* Do the actual free of the deleted windows. */
for (Window *v = _z_front_window; v != NULL; /* nothing */) {
Window *w = v;
v = v->z_back;
if (w->window_class != WC_INVALID) continue;
/* Find the window in the z-array, and effectively remove it
* by moving all windows after it one to the left. This must be
* done before removing the child so we cannot cause recursion
* between the deletion of the parent and the child. */
if (w->z_front == NULL) {
_z_front_window = w->z_back;
} else {
w->z_front->z_back = w->z_back;
}
if (w->z_back == NULL) {
_z_back_window = w->z_front;
} else {
w->z_back->z_front = w->z_front;
}
free(w);
}
DecreaseWindowCounters();
if (_input_events_this_tick != 0) {
/* The input loop is called only once per GameLoop() - so we can clear the counter here */
_input_events_this_tick = 0;
/* there were some inputs this tick, don't scroll ??? */
return;
}
/* HandleMouseEvents was already called for this tick */
HandleMouseEvents();
HandleAutoscroll();
}
/**
* Update the continuously changing contents of the windows, such as the viewports
*/
void UpdateWindows()
{
Window *w;
static int we4_timer = 0;
int t = we4_timer + 1;
if (t >= 100) {
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->OnHundredthTick();
}
t = 0;
}
we4_timer = t;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (w->flags4 & WF_WHITE_BORDER_MASK) {
w->flags4 -= WF_WHITE_BORDER_ONE;
if (!(w->flags4 & WF_WHITE_BORDER_MASK)) w->SetDirty();
}
}
DrawDirtyBlocks();
FOR_ALL_WINDOWS_FROM_BACK(w) {
/* Update viewport only if window is not shaded. */
if (w->viewport != NULL && !w->IsShaded()) UpdateViewportPosition(w);
}
NetworkDrawChatMessage();
/* Redraw mouse cursor in case it was hidden */
DrawMouseCursor();
}
/**
* Mark window as dirty (in need of repainting)
* @param cls Window class
* @param number Window number in that class
*/
void SetWindowDirty(WindowClass cls, WindowNumber number)
{
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) w->SetDirty();
}
}
/**
* Mark a particular widget in a particular window as dirty (in need of repainting)
* @param cls Window class
* @param number Window number in that class
* @param widget_index Index number of the widget that needs repainting
*/
void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, byte widget_index)
{
const Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) {
w->SetWidgetDirty(widget_index);
}
}
}
/**
* Mark all windows of a particular class as dirty (in need of repainting)
* @param cls Window class
*/
void SetWindowClassesDirty(WindowClass cls)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) w->SetDirty();
}
}
/**
* Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
* @param cls Window class
* @param number Window number within the class
* @param data The data to invalidate with
*/
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls && w->window_number == number) w->InvalidateData(data);
}
}
/**
* Mark window data of all windows of a given class as invalid (in need of re-computing)
* @param cls Window class
* @param data The data to invalidate with
*/
void InvalidateWindowClassesData(WindowClass cls, int data)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class == cls) w->InvalidateData(data);
}
}
/**
* Dispatch WE_TICK event over all windows
*/
void CallWindowTickEvent()
{
if (_scroller_click_timeout != 0) _scroller_click_timeout--;
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->OnTick();
}
}
/**
* Try to delete a non-vital window.
* Non-vital windows are windows other than the game selection, main toolbar,
* status bar, toolbar menu, and tooltip windows. Stickied windows are also
* considered vital.
*/
void DeleteNonVitalWindows()
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->window_class != WC_MAIN_WINDOW &&
w->window_class != WC_SELECT_GAME &&
w->window_class != WC_MAIN_TOOLBAR &&
w->window_class != WC_STATUS_BAR &&
w->window_class != WC_TOOLBAR_MENU &&
w->window_class != WC_TOOLTIPS &&
(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
delete w;
goto restart_search;
}
}
}
/** It is possible that a stickied window gets to a position where the
* 'close' button is outside the gaming area. You cannot close it then; except
* with this function. It closes all windows calling the standard function,
* then, does a little hacked loop of closing all stickied windows. Note
* that standard windows (status bar, etc.) are not stickied, so these aren't affected */
void DeleteAllNonVitalWindows()
{
Window *w;
/* Delete every window except for stickied ones, then sticky ones as well */
DeleteNonVitalWindows();
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->flags4 & WF_STICKY) {
delete w;
goto restart_search;
}
}
}
/**
* Delete all windows that are used for construction of vehicle etc.
* Once done with that invalidate the others to ensure they get refreshed too.
*/
void DeleteConstructionWindows()
{
Window *w;
restart_search:
/* When we find the window to delete, we need to restart the search
* as deleting this window could cascade in deleting (many) others
* anywhere in the z-array */
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->desc_flags & WDF_CONSTRUCTION) {
delete w;
goto restart_search;
}
}
FOR_ALL_WINDOWS_FROM_BACK(w) w->SetDirty();
}
/** Delete all always on-top windows to get an empty screen */
void HideVitalWindows()
{
DeleteWindowById(WC_TOOLBAR_MENU, 0);
DeleteWindowById(WC_MAIN_TOOLBAR, 0);
DeleteWindowById(WC_STATUS_BAR, 0);
}
/** Re-initialize all windows. */
void ReInitAllWindows()
{
NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
w->ReInit();
}
#ifdef ENABLE_NETWORK
void NetworkReInitChatBoxSize();
NetworkReInitChatBoxSize();
#endif
/* Make sure essential parts of all windows are visible */
RelocateAllWindows(_cur_resolution.width, _cur_resolution.height);
MarkWholeScreenDirty();
}
/**
* (Re)position main toolbar window at the screen
* @param w Window structure of the main toolbar window, may also be \c NULL
* @return X coordinate of left edge of the repositioned toolbar window
*/
int PositionMainToolbar(Window *w)
{
DEBUG(misc, 5, "Repositioning Main Toolbar...");
if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
w = FindWindowById(WC_MAIN_TOOLBAR, 0);
}
switch (_settings_client.gui.toolbar_pos) {
case 1: w->left = (_screen.width - w->width) / 2; break;
case 2: w->left = _screen.width - w->width; break;
default: w->left = 0;
}
SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part
return w->left;
}
/**
* Switches viewports following vehicles, which get autoreplaced
* @param from_index the old vehicle ID
* @param to_index the new vehicle ID
*/
void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
if (w->viewport != NULL && w->viewport->follow_vehicle == from_index) {
w->viewport->follow_vehicle = to_index;
w->SetDirty();
}
}
}
/**
* Relocate all windows to fit the new size of the game application screen
* @param neww New width of the game application screen
* @param newh New height of the game appliction screen
*/
void RelocateAllWindows(int neww, int newh)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
int left, top;
if (w->window_class == WC_MAIN_WINDOW) {
ViewPort *vp = w->viewport;
vp->width = w->width = neww;
vp->height = w->height = newh;
vp->virtual_width = ScaleByZoom(neww, vp->zoom);
vp->virtual_height = ScaleByZoom(newh, vp->zoom);
continue; // don't modify top,left
}
/* XXX - this probably needs something more sane. For example specying
* in a 'backup'-desc that the window should always be centred. */
switch (w->window_class) {
case WC_MAIN_TOOLBAR:
if (neww - w->width != 0) ResizeWindow(w, min(neww, 640) - w->width, 0);
top = w->top;
left = PositionMainToolbar(w); // changes toolbar orientation
break;
case WC_NEWS_WINDOW:
top = newh - w->height;
left = (neww - w->width) >> 1;
break;
case WC_STATUS_BAR:
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
top = newh - w->height;
left = (neww - w->width) >> 1;
break;
case WC_SEND_NETWORK_MSG:
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
top = newh - w->height - FindWindowById(WC_STATUS_BAR, 0)->height;
left = (neww - w->width) >> 1;
break;
case WC_CONSOLE:
IConsoleResize(w);
continue;
default: {
if (w->flags4 & 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;
const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
if (wt != NULL) {
if (top < wt->height && wt->left < (w->left + w->width) && (wt->left + wt->width) > w->left) top = wt->height;
if (top >= newh) top = newh - 1;
} else {
if (top < 0) top = 0;
}
} break;
}
if (w->viewport != NULL) {
w->viewport->left += left - w->left;
w->viewport->top += top - w->top;
}
w->left = left;
w->top = top;
}
}
/** Destructor of the base class PickerWindowBase
* Main utility is to stop the base Window destructor from triggering
* a free while the child will already be free, in this case by the ResetObjectToPlace().
*/
PickerWindowBase::~PickerWindowBase()
{
this->window_class = WC_INVALID; // stop the ancestor from freeing the already (to be) child
ResetObjectToPlace();
}