2853 lines
		
	
	
		
			90 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2853 lines
		
	
	
		
			90 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
 | |
| 
 | |
| /*
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|  * This file is part of OpenTTD.
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|  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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|  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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|  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 | |
|  */
 | |
| 
 | |
| /** @file window.cpp Windowing system, widgets and events */
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| 
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| #include "stdafx.h"
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| #include <stdarg.h>
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| #include "company_func.h"
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| #include "gfx_func.h"
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| #include "console_func.h"
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| #include "console_gui.h"
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| #include "viewport_func.h"
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| #include "genworld.h"
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| #include "progress.h"
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| #include "blitter/factory.hpp"
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| #include "zoom_func.h"
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| #include "vehicle_base.h"
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| #include "window_func.h"
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| #include "tilehighlight_func.h"
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| #include "network/network.h"
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| #include "querystring_gui.h"
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| #include "widgets/dropdown_func.h"
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| #include "strings_func.h"
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| #include "settings_type.h"
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| #include "newgrf_debug.h"
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| #include "hotkeys.h"
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| #include "toolbar_gui.h"
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| #include "statusbar_gui.h"
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| 
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| 
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| static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
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| static Window *_mouseover_last_w = NULL; ///< Window of the last #MOUSEOVER event.
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| static Window *_last_scroll_window = NULL; ///< Window of the last scroll event.
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| 
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| /** List of windows opened at the screen sorted from the front. */
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| Window *_z_front_window = NULL;
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| /** List of windows opened at the screen sorted from the back. */
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| Window *_z_back_window  = NULL;
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| 
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| /*
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|  * Window that currently has focus. - The main purpose is to generate
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|  * #FocusLost events, not to give next window in z-order focus when a
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|  * window is closed.
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|  */
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| Window *_focused_window;
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| 
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| Point _cursorpos_drag_start;
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| 
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| int _scrollbar_start_pos;
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| int _scrollbar_size;
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| byte _scroller_click_timeout = 0;
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| 
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| bool _scrolling_viewport;  ///< A viewport is being scrolled with the mouse.
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| bool _mouse_hovering;      ///< The mouse is hovering over the same point.
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| 
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| SpecialMouseMode _special_mouse_mode; ///< Mode of the mouse.
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| 
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| /** Window description constructor. */
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| WindowDesc::WindowDesc(WindowPosition def_pos, int16 def_width, int16 def_height,
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| 			WindowClass window_class, WindowClass parent_class, uint32 flags,
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| 			const NWidgetPart *nwid_parts, int16 nwid_length) :
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| 	default_pos(def_pos),
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| 	default_width(def_width),
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| 	default_height(def_height),
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| 	cls(window_class),
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| 	parent_cls(parent_class),
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| 	flags(flags),
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| 	nwid_parts(nwid_parts),
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| 	nwid_length(nwid_length)
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| {
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| }
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| 
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| WindowDesc::~WindowDesc()
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| {
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| }
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| 
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| /**
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|  * Compute the row of a widget that a user clicked in.
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|  * @param clickpos    Vertical position of the mouse click.
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|  * @param widget      Widget number of the widget clicked in.
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|  * @param padding     Amount of empty space between the widget edge and the top of the first row.
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|  * @param line_height Height of a single row. A negative value means using the vertical resize step of the widget.
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|  * @return Row number clicked at. If clicked at a wrong position, #INT_MAX is returned.
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|  * @note The widget does not know where a list printed at the widget ends, so below a list is not a wrong position.
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|  */
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| int Window::GetRowFromWidget(int clickpos, int widget, int padding, int line_height) const
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| {
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| 	const NWidgetBase *wid = this->GetWidget<NWidgetBase>(widget);
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| 	if (line_height < 0) line_height = wid->resize_y;
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| 	if (clickpos < (int)wid->pos_y + padding) return INT_MAX;
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| 	return (clickpos - (int)wid->pos_y - padding) / line_height;
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| }
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| 
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| /**
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|  * Return the Scrollbar to a widget index.
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|  * @param widnum Scrollbar widget index
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|  * @return Scrollbar to the widget
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|  */
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| const Scrollbar *Window::GetScrollbar(uint widnum) const
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| {
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| 	return this->GetWidget<NWidgetScrollbar>(widnum);
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| }
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| 
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| /**
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|  * Return the Scrollbar to a widget index.
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|  * @param widnum Scrollbar widget index
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|  * @return Scrollbar to the widget
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|  */
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| Scrollbar *Window::GetScrollbar(uint widnum)
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| {
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| 	return this->GetWidget<NWidgetScrollbar>(widnum);
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| }
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| 
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| 
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| /**
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|  * Set the window that has the focus
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|  * @param w The window to set the focus on
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|  */
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| void SetFocusedWindow(Window *w)
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| {
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| 	if (_focused_window == w) return;
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| 
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| 	/* Invalidate focused widget */
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| 	if (_focused_window != NULL) {
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| 		if (_focused_window->nested_focus != NULL) _focused_window->nested_focus->SetDirty(_focused_window);
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| 	}
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| 
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| 	/* Remember which window was previously focused */
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| 	Window *old_focused = _focused_window;
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| 	_focused_window = w;
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| 
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| 	/* So we can inform it that it lost focus */
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| 	if (old_focused != NULL) old_focused->OnFocusLost();
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| 	if (_focused_window != NULL) _focused_window->OnFocus();
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| }
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| 
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| /**
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|  * Check if an edit box is in global focus. That is if focused window
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|  * has a edit box as focused widget, or if a console is focused.
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|  * @return returns true if an edit box is in global focus or if the focused window is a console, else false
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|  */
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| static bool EditBoxInGlobalFocus()
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| {
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| 	if (_focused_window == NULL) return false;
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| 
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| 	/* The console does not have an edit box so a special case is needed. */
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| 	if (_focused_window->window_class == WC_CONSOLE) return true;
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| 
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| 	return _focused_window->nested_focus != NULL && _focused_window->nested_focus->type == WWT_EDITBOX;
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| }
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| 
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| /**
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|  * Makes no widget on this window have focus. The function however doesn't change which window has focus.
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|  */
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| void Window::UnfocusFocusedWidget()
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| {
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| 	if (this->nested_focus != NULL) {
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| 		/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
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| 		this->nested_focus->SetDirty(this);
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| 		this->nested_focus = NULL;
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| 	}
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| }
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| 
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| /**
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|  * Set focus within this window to the given widget. The function however doesn't change which window has focus.
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|  * @param widget_index Index of the widget in the window to set the focus to.
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|  * @return Focus has changed.
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|  */
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| bool Window::SetFocusedWidget(byte widget_index)
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| {
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| 	/* Do nothing if widget_index is already focused, or if it wasn't a valid widget. */
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| 	if (widget_index >= this->nested_array_size) return false;
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| 
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| 	assert(this->nested_array[widget_index] != NULL); // Setting focus to a non-existing widget is a bad idea.
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| 	if (this->nested_focus != NULL) {
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| 		if (this->GetWidget<NWidgetCore>(widget_index) == this->nested_focus) return false;
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| 
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| 		/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
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| 		this->nested_focus->SetDirty(this);
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| 	}
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| 	this->nested_focus = this->GetWidget<NWidgetCore>(widget_index);
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| 	return true;
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| }
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| 
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| /**
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|  * Sets the enabled/disabled status of a list of widgets.
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|  * By default, widgets are enabled.
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|  * On certain conditions, they have to be disabled.
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|  * @param disab_stat status to use ie: disabled = true, enabled = false
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|  * @param widgets list of widgets ended by WIDGET_LIST_END
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|  */
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| void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
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| {
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| 	va_list wdg_list;
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| 
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| 	va_start(wdg_list, widgets);
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| 
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| 	while (widgets != WIDGET_LIST_END) {
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| 		SetWidgetDisabledState(widgets, disab_stat);
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| 		widgets = va_arg(wdg_list, int);
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| 	}
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| 
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| 	va_end(wdg_list);
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| }
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| 
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| /**
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|  * Sets the lowered/raised status of a list of widgets.
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|  * @param lowered_stat status to use ie: lowered = true, raised = false
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|  * @param widgets list of widgets ended by WIDGET_LIST_END
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|  */
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| void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
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| {
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| 	va_list wdg_list;
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| 
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| 	va_start(wdg_list, widgets);
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| 
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| 	while (widgets != WIDGET_LIST_END) {
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| 		SetWidgetLoweredState(widgets, lowered_stat);
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| 		widgets = va_arg(wdg_list, int);
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| 	}
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| 
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| 	va_end(wdg_list);
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| }
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| 
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| /**
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|  * Raise the buttons of the window.
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|  * @param autoraise Raise only the push buttons of the window.
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|  */
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| void Window::RaiseButtons(bool autoraise)
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| {
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| 	for (uint i = 0; i < this->nested_array_size; i++) {
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| 		if (this->nested_array[i] != NULL && (this->nested_array[i]->type & ~WWB_PUSHBUTTON) < WWT_LAST &&
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| 				(!autoraise || (this->nested_array[i]->type & WWB_PUSHBUTTON)) && this->IsWidgetLowered(i)) {
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| 			this->RaiseWidget(i);
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| 			this->SetWidgetDirty(i);
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| 		}
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| 	}
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| }
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| 
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| /**
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|  * Invalidate a widget, i.e. mark it as being changed and in need of redraw.
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|  * @param widget_index the widget to redraw.
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|  */
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| void Window::SetWidgetDirty(byte widget_index) const
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| {
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| 	/* Sometimes this function is called before the window is even fully initialized */
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| 	if (this->nested_array == NULL) return;
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| 
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| 	this->nested_array[widget_index]->SetDirty(this);
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| }
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| 
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| /**
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|  * Do all things to make a button look clicked and mark it to be
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|  * unclicked in a few ticks.
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|  * @param widget the widget to "click"
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|  */
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| void Window::HandleButtonClick(byte widget)
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| {
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| 	this->LowerWidget(widget);
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| 	this->flags4 |= WF_TIMEOUT_BEGIN;
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| 	this->SetWidgetDirty(widget);
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| }
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| 
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| static void StartWindowDrag(Window *w);
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| static void StartWindowSizing(Window *w, bool to_left);
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| 
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| /**
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|  * Dispatch left mouse-button (possibly double) click in window.
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|  * @param w Window to dispatch event in
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|  * @param x X coordinate of the click
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|  * @param y Y coordinate of the click
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|  * @param click_count Number of fast consecutive clicks at same position
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|  */
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| static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
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| {
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| 	NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
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| 	WidgetType widget_type = (nw != NULL) ? nw->type : WWT_EMPTY;
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| 
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| 	bool focused_widget_changed = false;
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| 	/* If clicked on a window that previously did dot have focus */
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| 	if (_focused_window != w &&                 // We already have focus, right?
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| 			(w->desc_flags & WDF_NO_FOCUS) == 0 &&  // Don't lose focus to toolbars
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| 			widget_type != WWT_CLOSEBOX) {          // Don't change focused window if 'X' (close button) was clicked
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| 		focused_widget_changed = true;
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| 		if (_focused_window != NULL) {
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| 			_focused_window->OnFocusLost();
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| 
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| 			/* The window that lost focus may have had opened a OSK, window so close it, unless the user has clicked on the OSK window. */
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| 			if (w->window_class != WC_OSK) DeleteWindowById(WC_OSK, 0);
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| 		}
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| 		SetFocusedWindow(w);
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| 		w->OnFocus();
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| 	}
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| 
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| 	if (nw == NULL) return; // exit if clicked outside of widgets
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| 
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| 	/* don't allow any interaction if the button has been disabled */
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| 	if (nw->IsDisabled()) return;
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| 
 | |
| 	int widget_index = nw->index; ///< Index of the widget
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| 
 | |
| 	/* Clicked on a widget that is not disabled.
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| 	 * So unless the clicked widget is the caption bar, change focus to this widget */
 | |
| 	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) {
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| 			DeleteWindowById(WC_OSK, 0);
 | |
| 		}
 | |
| 
 | |
| 		/* focused_widget_changed is 'now' only true if the window this widget
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| 		 * is in gained focus. In that case it must remain true, also if the
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| 		 * local widget focus did not change. As such it's the logical-or of
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| 		 * both changed states.
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| 		 *
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| 		 * If this is not preserved, then the OSK window would be opened when
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| 		 * a user has the edit box focused and then click on another window and
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| 		 * then back again on the edit box (to type some text).
 | |
| 		 */
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| 		focused_widget_changed |= w->SetFocusedWidget(widget_index);
 | |
| 	}
 | |
| 
 | |
| 	/* Close any child drop down menus. If the button pressed was the drop down
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| 	 * list's own button, then we should not process the click any further. */
 | |
| 	if (HideDropDownMenu(w) == widget_index && widget_index >= 0) return;
 | |
| 
 | |
| 	if ((widget_type & ~WWB_PUSHBUTTON) < WWT_LAST && (widget_type & WWB_PUSHBUTTON)) w->HandleButtonClick(widget_index);
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| 
 | |
| 	switch (widget_type) {
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| 		case NWID_VSCROLLBAR:
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| 		case NWID_HSCROLLBAR:
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| 			ScrollbarClickHandler(w, nw, x, y);
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| 			break;
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| 
 | |
| 		case WWT_EDITBOX:
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| 			if (!focused_widget_changed) { // Only open the OSK window if clicking on an already focused edit box
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| 				/* Open the OSK window if clicked on an edit box */
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| 				QueryStringBaseWindow *qs = dynamic_cast<QueryStringBaseWindow *>(w);
 | |
| 				if (qs != NULL) {
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| 					qs->OnOpenOSKWindow(widget_index);
 | |
| 				}
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| 			}
 | |
| 			break;
 | |
| 
 | |
| 		case WWT_CLOSEBOX: // 'X'
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| 			delete w;
 | |
| 			return;
 | |
| 
 | |
| 		case WWT_CAPTION: // 'Title bar'
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| 			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. */
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| 			StartWindowSizing(w, (int)nw->pos_x < (w->width / 2));
 | |
| 			nw->SetDirty(w);
 | |
| 			return;
 | |
| 
 | |
| 		case WWT_DEBUGBOX:
 | |
| 			w->ShowNewGRFInspectWindow();
 | |
| 			break;
 | |
| 
 | |
| 		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);
 | |
| 	if (wid == NULL) return;
 | |
| 
 | |
| 	/* No widget to handle, or the window is not interested in it. */
 | |
| 	if (wid->index >= 0) {
 | |
| 		Point pt = { x, y };
 | |
| 		if (w->OnRightClick(pt, wid->index)) return;
 | |
| 	}
 | |
| 
 | |
| 	if (_settings_client.gui.hover_delay == 0 && wid->tool_tip != 0) GuiShowTooltips(w, wid->tool_tip, 0, NULL, 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 == NULL) return;
 | |
| 
 | |
| 	/* Show the tooltip if there is any */
 | |
| 	if (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;
 | |
| 
 | |
| 	Point pt = { x, y };
 | |
| 	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 == NULL) return;
 | |
| 
 | |
| 	/* Using wheel on caption/shade-box shades or unshades the window. */
 | |
| 	if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) {
 | |
| 		w->SetShaded(wheel < 0);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	/* Wheeling a vertical scrollbar. */
 | |
| 	if (nwid->type == NWID_VSCROLLBAR) {
 | |
| 		NWidgetScrollbar *sb = static_cast<NWidgetScrollbar *>(nwid);
 | |
| 		if (sb->GetCount() > sb->GetCapacity()) {
 | |
| 			sb->UpdatePosition(wheel);
 | |
| 			w->SetDirty();
 | |
| 		}
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	/* Scroll the widget attached to the scrollbar. */
 | |
| 	Scrollbar *sb = (nwid->scrollbar_index >= 0 ? w->GetScrollbar(nwid->scrollbar_index) : NULL);
 | |
| 	if (sb != NULL && sb->GetCount() > sb->GetCapacity()) {
 | |
| 		sb->UpdatePosition(wheel);
 | |
| 		w->SetDirty();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Returns whether a window may be shown or not.
 | |
|  * @param w The window to consider.
 | |
|  * @return True iff it may be shown, otherwise false.
 | |
|  */
 | |
| static bool MayBeShown(const Window *w)
 | |
| {
 | |
| 	/* If we're not modal, everything is okay. */
 | |
| 	if (!HasModalProgress()) return true;
 | |
| 
 | |
| 	switch (w->window_class) {
 | |
| 		case WC_MAIN_WINDOW:    ///< The background, i.e. the game.
 | |
| 		case WC_MODAL_PROGRESS: ///< The actual progress window.
 | |
| 		case WC_QUERY_STRING:   ///< The abort window.
 | |
| 			return true;
 | |
| 
 | |
| 		default:
 | |
| 			return false;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Generate repaint events for the visible part of window w within the rectangle.
 | |
|  *
 | |
|  * The function goes recursively upwards in the window stack, and splits the rectangle
 | |
|  * into multiple pieces at the window edges, so obscured parts are not redrawn.
 | |
|  *
 | |
|  * @param w Window that needs to be repainted
 | |
|  * @param left Left edge of the rectangle that should be repainted
 | |
|  * @param top Top edge of the rectangle that should be repainted
 | |
|  * @param right Right edge of the rectangle that should be repainted
 | |
|  * @param bottom Bottom edge of the rectangle that should be repainted
 | |
|  */
 | |
| static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
 | |
| {
 | |
| 	const Window *v;
 | |
| 	FOR_ALL_WINDOWS_FROM_BACK_FROM(v, w->z_front) {
 | |
| 		if (MayBeShown(v) &&
 | |
| 				right > v->left &&
 | |
| 				bottom > v->top &&
 | |
| 				left < v->left + v->width &&
 | |
| 				top < v->top + v->height) {
 | |
| 			/* v and rectangle intersect with each other */
 | |
| 			int x;
 | |
| 
 | |
| 			if (left < (x = v->left)) {
 | |
| 				DrawOverlappedWindow(w, left, top, x, bottom);
 | |
| 				DrawOverlappedWindow(w, x, top, right, bottom);
 | |
| 				return;
 | |
| 			}
 | |
| 
 | |
| 			if (right > (x = v->left + v->width)) {
 | |
| 				DrawOverlappedWindow(w, left, top, x, bottom);
 | |
| 				DrawOverlappedWindow(w, x, top, right, bottom);
 | |
| 				return;
 | |
| 			}
 | |
| 
 | |
| 			if (top < (x = v->top)) {
 | |
| 				DrawOverlappedWindow(w, left, top, right, x);
 | |
| 				DrawOverlappedWindow(w, left, x, right, bottom);
 | |
| 				return;
 | |
| 			}
 | |
| 
 | |
| 			if (bottom > (x = v->top + v->height)) {
 | |
| 				DrawOverlappedWindow(w, left, top, right, x);
 | |
| 				DrawOverlappedWindow(w, left, x, right, bottom);
 | |
| 				return;
 | |
| 			}
 | |
| 
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Setup blitter, and dispatch a repaint event to window *wz */
 | |
| 	DrawPixelInfo *dp = _cur_dpi;
 | |
| 	dp->width = right - left;
 | |
| 	dp->height = bottom - top;
 | |
| 	dp->left = left - w->left;
 | |
| 	dp->top = top - w->top;
 | |
| 	dp->pitch = _screen.pitch;
 | |
| 	dp->dst_ptr = 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 (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, 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, _current_text_dir == TD_RTL);
 | |
| 	this->width  = this->nested_root->smallest_x;
 | |
| 	this->height = this->nested_root->smallest_y;
 | |
| 	this->resize.step_width  = this->nested_root->resize_x;
 | |
| 	this->resize.step_height = this->nested_root->resize_y;
 | |
| 
 | |
| 	/* Resize as close to the original size + requested resize as possible. */
 | |
| 	window_width  = max(window_width  + rx, this->width);
 | |
| 	window_height = max(window_height + ry, this->height);
 | |
| 	int dx = (this->resize.step_width  == 0) ? 0 : window_width  - this->width;
 | |
| 	int dy = (this->resize.step_height == 0) ? 0 : window_height - this->height;
 | |
| 	/* dx and dy has to go by step.. calculate it.
 | |
| 	 * The cast to int is necessary else dx/dy are implicitly casted to unsigned int, which won't work. */
 | |
| 	if (this->resize.step_width  > 1) dx -= dx % (int)this->resize.step_width;
 | |
| 	if (this->resize.step_height > 1) dy -= dy % (int)this->resize.step_height;
 | |
| 
 | |
| 	ResizeWindow(this, dx, dy);
 | |
| 	/* ResizeWindow() does this->SetDirty() already, no need to do it again here. */
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Set the shaded state of the window to \a make_shaded.
 | |
|  * @param make_shaded If \c true, shade the window (roll up until just the title bar is visible), else unshade/unroll the window to its original size.
 | |
|  * @note The method uses #Window::ReInit(), thus after the call, the whole window should be considered changed.
 | |
|  */
 | |
| void Window::SetShaded(bool make_shaded)
 | |
| {
 | |
| 	if (this->shade_select == 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.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;
 | |
| 
 | |
| 	/* We can't scroll the window when it's closed. */
 | |
| 	if (_last_scroll_window == this) _last_scroll_window = 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, _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 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;
 | |
| 
 | |
| 	const Window *main_toolbar = FindWindowByClass(WC_MAIN_TOOLBAR);
 | |
| 	if (left < 0 || (main_toolbar != NULL && top < main_toolbar->height) || 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 */
 | |
| 	const Window *main_toolbar = FindWindowByClass(WC_MAIN_TOOLBAR);
 | |
| 	if (IsGoodAutoPlace1(0, main_toolbar != NULL ? main_toolbar->height + 2 : 2, 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 = { _current_text_dir == TD_RTL ? w->left : (w->left + w->width) - window_width, w->top + w->height };
 | |
| 	return pt;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Compute the position of the top-left corner of a new window that is opened.
 | |
|  *
 | |
|  * By default position a child window at an offset of 10/10 of its parent.
 | |
|  * With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports)
 | |
|  * and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/toolbar-height of
 | |
|  * its parent. So it's exactly under the parent toolbar and no buttons will be covered.
 | |
|  * However if it falls too extremely outside window positions, reposition
 | |
|  * it to an automatic place.
 | |
|  *
 | |
|  * @param *desc         The pointer to the WindowDesc to be created.
 | |
|  * @param sm_width      Smallest width of the window.
 | |
|  * @param sm_height     Smallest height of the window.
 | |
|  * @param window_number The window number of the new window.
 | |
|  *
 | |
|  * @return Coordinate of the top-left corner of the new window.
 | |
|  */
 | |
| static Point LocalGetWindowPlacement(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number)
 | |
| {
 | |
| 	Point pt;
 | |
| 	const Window *w;
 | |
| 
 | |
| 	int16 default_width  = max(desc->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() : scrolling_scrollbar(-1)
 | |
| {
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Do a search for a window at specific coordinates. For this we start
 | |
|  * at the topmost window, obviously and work our way down to the bottom
 | |
|  * @param x position x to query
 | |
|  * @param y position y to query
 | |
|  * @return a pointer to the found window if any, NULL otherwise
 | |
|  */
 | |
| Window *FindWindowFromPt(int x, int y)
 | |
| {
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_FRONT(w) {
 | |
| 		if (MayBeShown(w) && IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
 | |
| 			return w;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * (re)initialize the windowing system
 | |
|  */
 | |
| void InitWindowSystem()
 | |
| {
 | |
| 	IConsoleClose();
 | |
| 
 | |
| 	_z_back_window = NULL;
 | |
| 	_z_front_window = NULL;
 | |
| 	_focused_window = NULL;
 | |
| 	_mouseover_last_w = NULL;
 | |
| 	_last_scroll_window = NULL;
 | |
| 	_scrolling_viewport = false;
 | |
| 	_mouse_hovering = false;
 | |
| 
 | |
| 	NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
 | |
| 	NWidgetScrollbar::InvalidateDimensionCache();
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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.Reset();
 | |
| }
 | |
| 
 | |
| static void DecreaseWindowCounters()
 | |
| {
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_FRONT(w) {
 | |
| 		if (_scroller_click_timeout == 0) {
 | |
| 			/* Unclick scrollbar buttons if they are pressed. */
 | |
| 			for (uint i = 0; i < w->nested_array_size; i++) {
 | |
| 				NWidgetBase *nwid = w->nested_array[i];
 | |
| 				if (nwid != NULL && (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->scrolling_scrollbar = -1;
 | |
| 						sb->SetDirty(w);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		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);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void HandlePlacePresize()
 | |
| {
 | |
| 	if (_special_mouse_mode != WSM_PRESIZE) return;
 | |
| 
 | |
| 	Window *w = _thd.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));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 != NULL) {
 | |
| 		/* 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 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);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /** 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;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 != 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;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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, _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 == 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;
 | |
| }
 | |
| 
 | |
| static bool _dragging_window; ///< A window is being dragged or resized.
 | |
| 
 | |
| /**
 | |
|  * Handle dragging/resizing of a window.
 | |
|  * @return State of handling the event.
 | |
|  */
 | |
| static EventState HandleWindowDragging()
 | |
| {
 | |
| 	/* Get out immediately if no window is being dragged at all. */
 | |
| 	if (!_dragging_window) return ES_NOT_HANDLED;
 | |
| 
 | |
| 	/* If button still down, but cursor hasn't moved, there is nothing to do. */
 | |
| 	if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return ES_HANDLED;
 | |
| 
 | |
| 	/* Otherwise find the window... */
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_BACK(w) {
 | |
| 		if (w->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;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			EnsureVisibleCaption(w, nx, ny);
 | |
| 
 | |
| 			w->SetDirty();
 | |
| 			return ES_HANDLED;
 | |
| 		} 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 ES_HANDLED;
 | |
| 
 | |
| 			/* 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 ES_HANDLED;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	_dragging_window = false;
 | |
| 	return ES_HANDLED;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * handle scrollbar scrolling with the mouse.
 | |
|  * @return State of handling the event.
 | |
|  */
 | |
| static EventState HandleScrollbarScrolling()
 | |
| {
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_BACK(w) {
 | |
| 		if (w->scrolling_scrollbar >= 0) {
 | |
| 			/* Abort if no button is clicked any more. */
 | |
| 			if (!_left_button_down) {
 | |
| 				w->scrolling_scrollbar = -1;
 | |
| 				w->SetDirty();
 | |
| 				return ES_HANDLED;
 | |
| 			}
 | |
| 
 | |
| 			int i;
 | |
| 			NWidgetScrollbar *sb = w->GetWidget<NWidgetScrollbar>(w->scrolling_scrollbar);
 | |
| 			bool rtl = false;
 | |
| 
 | |
| 			if (sb->type == NWID_HSCROLLBAR) {
 | |
| 				i = _cursor.pos.x - _cursorpos_drag_start.x;
 | |
| 				rtl = _current_text_dir == TD_RTL;
 | |
| 			} else {
 | |
| 				i = _cursor.pos.y - _cursorpos_drag_start.y;
 | |
| 			}
 | |
| 
 | |
| 			if (sb->disp_flags & ND_SCROLLBAR_BTN) {
 | |
| 				if (_scroller_click_timeout == 1) {
 | |
| 					_scroller_click_timeout = 3;
 | |
| 					sb->UpdatePosition(rtl == HasBit(sb->disp_flags, NDB_SCROLLBAR_UP) ? 1 : -1);
 | |
| 					w->SetDirty();
 | |
| 				}
 | |
| 				return ES_HANDLED;
 | |
| 			}
 | |
| 
 | |
| 			/* 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 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 == NULL) _last_scroll_window = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
 | |
| 
 | |
| 	if (_last_scroll_window == NULL || !(_right_button_down || scrollwheel_scrolling || (_settings_client.gui.left_mouse_btn_scrolling && _left_button_down))) {
 | |
| 		_cursor.fix_at = false;
 | |
| 		_scrolling_viewport = false;
 | |
| 		_last_scroll_window = NULL;
 | |
| 		return ES_NOT_HANDLED;
 | |
| 	}
 | |
| 
 | |
| 	if (_last_scroll_window == FindWindowById(WC_MAIN_WINDOW, 0) && _last_scroll_window->viewport->follow_vehicle != INVALID_VEHICLE) {
 | |
| 		/* If the main window is following a vehicle, then first let go of it! */
 | |
| 		const Vehicle *veh = Vehicle::Get(_last_scroll_window->viewport->follow_vehicle);
 | |
| 		ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
 | |
| 		return ES_NOT_HANDLED;
 | |
| 	}
 | |
| 
 | |
| 	Point delta;
 | |
| 	if (_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) _last_scroll_window->OnScroll(delta);
 | |
| 
 | |
| 	_cursor.delta.x = 0;
 | |
| 	_cursor.delta.y = 0;
 | |
| 	return ES_HANDLED;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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)
 | |
| {
 | |
| 	/* 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());
 | |
| 
 | |
| 	/* 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) == 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) == 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) == ES_HANDLED) return;
 | |
| 
 | |
| 	HandleGlobalHotkeys(key, keycode);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * State of CONTROL key has changed
 | |
|  */
 | |
| void HandleCtrlChanged()
 | |
| {
 | |
| 	/* Call the event, start with the uppermost window. */
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_FRONT(w) {
 | |
| 		if (w->OnCTRLStateChange() == ES_HANDLED) return;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 && !HasModalProgress()) {
 | |
| 		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,
 | |
| 	MC_HOVER,
 | |
| 
 | |
| 	MAX_OFFSET_DOUBLE_CLICK = 5,     ///< How much the mouse is allowed to move to call it a double click
 | |
| 	TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
 | |
| 	MAX_OFFSET_HOVER = 5,            ///< Maximum mouse movement before stopping a hover event.
 | |
| };
 | |
| extern EventState VpHandlePlaceSizingDrag();
 | |
| 
 | |
| static void ScrollMainViewport(int x, int y)
 | |
| {
 | |
| 	if (_game_mode != GM_MENU) {
 | |
| 		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)
 | |
| {
 | |
| 	/* 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 (HandleScrollbarScrolling() == 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 == NULL) 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 != NULL && (_game_mode == GM_MENU || HasModalProgress())) return;
 | |
| 
 | |
| 	if (mousewheel != 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 (!HandleViewportClicked(vp, x, y) &&
 | |
| 						!(w->flags4 & WF_DISABLE_VP_SCROLL) &&
 | |
| 						_settings_client.gui.left_mouse_btn_scrolling) {
 | |
| 					_scrolling_viewport = true;
 | |
| 					_cursor.fix_at = false;
 | |
| 				}
 | |
| 				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. */
 | |
| 				/* FALL THROUGH */
 | |
| 
 | |
| 			case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
 | |
| 
 | |
| 			case MC_HOVER: DispatchHoverEvent(w, x - w->left, y - w->top); break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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());
 | |
| 
 | |
| 	static int double_click_time = 0;
 | |
| 	static Point double_click_pos = {0, 0};
 | |
| 
 | |
| 	/* Mouse event? */
 | |
| 	MouseClick click = MC_NONE;
 | |
| 	if (_left_button_down && !_left_button_clicked) {
 | |
| 		click = MC_LEFT;
 | |
| 		if (double_click_time != 0 && _realtime_tick - double_click_time   < TIME_BETWEEN_DOUBLE_CLICK &&
 | |
| 				double_click_pos.x != 0 && abs(_cursor.pos.x - double_click_pos.x) < MAX_OFFSET_DOUBLE_CLICK  &&
 | |
| 				double_click_pos.y != 0 && abs(_cursor.pos.y - double_click_pos.y) < MAX_OFFSET_DOUBLE_CLICK) {
 | |
| 			click = MC_DOUBLE_LEFT;
 | |
| 		}
 | |
| 		double_click_time = _realtime_tick;
 | |
| 		double_click_pos = _cursor.pos;
 | |
| 		_left_button_clicked = true;
 | |
| 		_input_events_this_tick++;
 | |
| 	} else if (_right_button_clicked) {
 | |
| 		_right_button_clicked = false;
 | |
| 		click = MC_RIGHT;
 | |
| 		_input_events_this_tick++;
 | |
| 	}
 | |
| 
 | |
| 	int mousewheel = 0;
 | |
| 	if (_cursor.wheel) {
 | |
| 		mousewheel = _cursor.wheel;
 | |
| 		_cursor.wheel = 0;
 | |
| 		_input_events_this_tick++;
 | |
| 	}
 | |
| 
 | |
| 	static uint32 hover_time = 0;
 | |
| 	static Point hover_pos = {0, 0};
 | |
| 
 | |
| 	if (_settings_client.gui.hover_delay > 0) {
 | |
| 		if (!_cursor.in_window || click != MC_NONE || mousewheel != 0 || _left_button_down || _right_button_down ||
 | |
| 				hover_pos.x == 0 || abs(_cursor.pos.x - hover_pos.x) >= MAX_OFFSET_HOVER  ||
 | |
| 				hover_pos.y == 0 || abs(_cursor.pos.y - hover_pos.y) >= MAX_OFFSET_HOVER) {
 | |
| 			hover_pos = _cursor.pos;
 | |
| 			hover_time = _realtime_tick;
 | |
| 			_mouse_hovering = false;
 | |
| 		} else {
 | |
| 			if (hover_time != 0 && _realtime_tick > hover_time + _settings_client.gui.hover_delay * 1000) {
 | |
| 				click = MC_HOVER;
 | |
| 				_input_events_this_tick++;
 | |
| 				_mouse_hovering = true;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Handle sprite picker before any GUI interaction */
 | |
| 	if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && _newgrf_debug_sprite_picker.click_time != _realtime_tick) {
 | |
| 		/* Next realtime tick? Then redraw has finished */
 | |
| 		_newgrf_debug_sprite_picker.mode = SPM_NONE;
 | |
| 		InvalidateWindowData(WC_SPRITE_ALIGNER, 0, 1);
 | |
| 	}
 | |
| 
 | |
| 	if (click == MC_LEFT && _newgrf_debug_sprite_picker.mode == SPM_WAIT_CLICK) {
 | |
| 		/* Mark whole screen dirty, and wait for the next realtime tick, when drawing is finished. */
 | |
| 		Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
 | |
| 		_newgrf_debug_sprite_picker.clicked_pixel = blitter->MoveTo(_screen.dst_ptr, _cursor.pos.x, _cursor.pos.y);
 | |
| 		_newgrf_debug_sprite_picker.click_time = _realtime_tick;
 | |
| 		_newgrf_debug_sprite_picker.sprites.Clear();
 | |
| 		_newgrf_debug_sprite_picker.mode = SPM_REDRAW;
 | |
| 		MarkWholeScreenDirty();
 | |
| 	} else {
 | |
| 		MouseLoop(click, mousewheel);
 | |
| 	}
 | |
| 
 | |
| 	/* We have moved the mouse the required distance,
 | |
| 	 * no need to move it at any later time. */
 | |
| 	_cursor.delta.x = 0;
 | |
| 	_cursor.delta.y = 0;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Check the soft limit of deletable (non vital, non sticky) windows.
 | |
|  */
 | |
| static void CheckSoftLimit()
 | |
| {
 | |
| 	if (_settings_client.gui.window_soft_limit == 0) return;
 | |
| 
 | |
| 	for (;;) {
 | |
| 		uint deletable_count = 0;
 | |
| 		Window *w, *last_deletable = 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()
 | |
| {
 | |
| 	/* 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();
 | |
| 	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);
 | |
| 	}
 | |
| 
 | |
| 	if (_scroller_click_timeout != 0) _scroller_click_timeout--;
 | |
| 	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;
 | |
| 
 | |
| 	FOR_ALL_WINDOWS_FROM_FRONT(w) {
 | |
| 		w->ProcessScheduledInvalidations();
 | |
| 	}
 | |
| 
 | |
| 	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)
 | |
|  *
 | |
|  * Note that by default the invalidation is not considered to be called from GUI scope.
 | |
|  * That means only a part of invalidation is executed immediately. The rest is scheduled for the next redraw.
 | |
|  * The asynchronous execution is important to prevent GUI code being executed from command scope.
 | |
|  * When not in GUI-scope:
 | |
|  *  - OnInvalidateData() may not do test-runs on commands, as they might affect the execution of
 | |
|  *    the command which triggered the invalidation. (town rating and such)
 | |
|  *  - OnInvalidateData() may not rely on _current_company == _local_company.
 | |
|  *    This implies that no NewGRF callbacks may be run.
 | |
|  *
 | |
|  * However, when invalidations are scheduled, then multiple calls may be scheduled before execution starts. Earlier scheduled
 | |
|  * invalidations may be called with invalidation-data, which is already invalid at the point of execution.
 | |
|  * That means some stuff requires to be executed immediately in command scope, while not everything may be executed in command
 | |
|  * scope. While GUI-scope calls have no restrictions on what they may do, they cannot assume the game to still be in the state
 | |
|  * when the invalidation was scheduled; passed IDs may have got invalid in the mean time.
 | |
|  *
 | |
|  * Finally, note that invalidations triggered from commands or the game loop result in OnInvalidateData() being called twice.
 | |
|  * Once in command-scope, once in GUI-scope. So make sure to not process differential-changes twice.
 | |
|  *
 | |
|  * @param cls Window class
 | |
|  * @param number Window number within the class
 | |
|  * @param data The data to invalidate with
 | |
|  * @param gui_scope Whether the call is done from GUI scope
 | |
|  */
 | |
| void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
 | |
| {
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_BACK(w) {
 | |
| 		if (w->window_class == cls && w->window_number == number) {
 | |
| 			w->InvalidateData(data, gui_scope);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Mark window data of all windows of a given class as invalid (in need of re-computing)
 | |
|  * Note that by default the invalidation is not considered to be called from GUI scope.
 | |
|  * See InvalidateWindowData() for details on GUI-scope vs. command-scope.
 | |
|  * @param cls Window class
 | |
|  * @param data The data to invalidate with
 | |
|  * @param gui_scope Whether the call is done from GUI scope
 | |
|  */
 | |
| void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
 | |
| {
 | |
| 	Window *w;
 | |
| 
 | |
| 	FOR_ALL_WINDOWS_FROM_BACK(w) {
 | |
| 		if (w->window_class == cls) {
 | |
| 			w->InvalidateData(data, gui_scope);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Dispatch WE_TICK event over all windows
 | |
|  */
 | |
| void CallWindowTickEvent()
 | |
| {
 | |
| 	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_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_MAIN_TOOLBAR, 0);
 | |
| 	DeleteWindowById(WC_STATUS_BAR, 0);
 | |
| }
 | |
| 
 | |
| /** Re-initialize all windows. */
 | |
| void ReInitAllWindows()
 | |
| {
 | |
| 	NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
 | |
| 	NWidgetScrollbar::InvalidateDimensionCache();
 | |
| 
 | |
| 	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 a window at the screen.
 | |
|  * @param w       Window structure of the window, may also be \c NULL.
 | |
|  * @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 == NULL || w->window_class != clss) {
 | |
| 		w = FindWindowById(clss, 0);
 | |
| 	}
 | |
| 	if (w == NULL) 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 != NULL) w->viewport->left += w->left - old_left;
 | |
| 	SetDirtyBlocks(0, w->top, _screen.width, w->top + w->height); // invalidate the whole row
 | |
| 	return w->left;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * (Re)position main toolbar window at the screen.
 | |
|  * @param w Window structure of the main toolbar window, may also be \c NULL.
 | |
|  * @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 NULL.
 | |
|  * @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 NULL.
 | |
|  * @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 NULL.
 | |
|  * @return X coordinate of left edge of the repositioned network chat winodw.
 | |
|  */
 | |
| int PositionNetworkChatWindow(Window *w)
 | |
| {
 | |
| 	DEBUG(misc, 5, "Repositioning network chat window...");
 | |
| 	return PositionWindow(w, WC_SEND_NETWORK_MSG, _settings_client.gui.statusbar_pos);
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Switches viewports following vehicles, which get autoreplaced
 | |
|  * @param from_index the old vehicle ID
 | |
|  * @param to_index the new vehicle ID
 | |
|  */
 | |
| void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index)
 | |
| {
 | |
| 	Window *w;
 | |
| 	FOR_ALL_WINDOWS_FROM_BACK(w) {
 | |
| 		if (w->viewport != 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 application 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 specifying
 | |
| 		 * in a 'backup'-desc that the window should always be centered. */
 | |
| 		switch (w->window_class) {
 | |
| 			case WC_BOOTSTRAP:
 | |
| 				ResizeWindow(w, neww, newh);
 | |
| 				continue;
 | |
| 
 | |
| 			case WC_MAIN_TOOLBAR:
 | |
| 				ResizeWindow(w, min(neww, *_preferred_toolbar_size) - w->width, 0);
 | |
| 
 | |
| 				top = w->top;
 | |
| 				left = PositionMainToolbar(w); // changes toolbar orientation
 | |
| 				break;
 | |
| 
 | |
| 			case WC_NEWS_WINDOW:
 | |
| 				top = newh - w->height;
 | |
| 				left = PositionNewsMessage(w);
 | |
| 				break;
 | |
| 
 | |
| 			case WC_STATUS_BAR:
 | |
| 				ResizeWindow(w, min(neww, *_preferred_statusbar_size) - w->width, 0);
 | |
| 
 | |
| 				top = newh - w->height;
 | |
| 				left = PositionStatusbar(w);
 | |
| 				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 = PositionNetworkChatWindow(w);
 | |
| 				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;
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		EnsureVisibleCaption(w, left, top);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Destructor of the base class PickerWindowBase
 | |
|  * Main utility is to stop the base Window destructor from triggering
 | |
|  * a free while the child will already be free, in this case by the ResetObjectToPlace().
 | |
|  */
 | |
| PickerWindowBase::~PickerWindowBase()
 | |
| {
 | |
| 	this->window_class = WC_INVALID; // stop the ancestor from freeing the already (to be) child
 | |
| 	ResetObjectToPlace();
 | |
| }
 | 
