Changeset - r1648:720d51a7e71e
[Not reviewed]
master
0 4 0
darkvater - 20 years ago 2005-04-05 21:03:30
darkvater@openttd.org
(svn r2152) - Fix: Chatbar in MP games is now on-top of the news window.
- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer.
- CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
4 files changed with 159 insertions and 68 deletions:
0 comments (0 inline, 0 general)
network_gui.c
Show inline comments
 
@@ -1362,13 +1362,16 @@ void ShowJoinStatusWindowAfterJoin(void)
 
static void ChatWindowWndProc(Window *w, WindowEvent *e)
 
{
 
	static bool closed = false;
 
	switch(e->event) {
 
	case WE_PAINT: {
 
	switch (e->event) {
 
	case WE_CREATE:
 
		SendWindowMessage(WC_NEWS_WINDOW, 0, WE_CREATE, w->height, 0);
 
		closed = false;
 
		break;
 

	
 
	case WE_PAINT:
 
		DrawWindowWidgets(w);
 

	
 
		DrawEditBox(w, 1);
 
	} break;
 
		break;
 

	
 
	case WE_CLICK:
 
		switch(e->click.widget) {
 
@@ -1418,11 +1421,8 @@ press_ok:;
 
		}
 
	} break;
 

	
 
	case WE_CREATE:
 
		closed = false;
 
		break;
 

	
 
	case WE_DESTROY:
 
		SendWindowMessage(WC_NEWS_WINDOW, 0, WE_DESTROY, 0, 0);
 
		// If the window is not closed yet, it means it still needs to send a CANCEL
 
		if (!closed) {
 
			Window *parent = FindWindowById(WP(w,querystr_d).wnd_class, WP(w,querystr_d).wnd_num);
news_gui.c
Show inline comments
 
@@ -98,6 +98,11 @@ void DrawNewsBorder(const Window *w)
 
static void NewsWindowProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
	case WE_CREATE: { /* If chatbar is open at creation time, we need to go above it */
 
		const Window *w1 = FindWindowById(WC_SEND_NETWORK_MSG, 0);
 
		w->message.msg = (w1 != NULL) ? w1->height : 0;
 
	} break;
 

	
 
	case WE_PAINT: {
 
		const NewsItem *ni = WP(w, news_d).ni;
 
		ViewPort *vp;
 
@@ -184,17 +189,26 @@ static void NewsWindowProc(Window *w, Wi
 
		}
 
		break;
 

	
 
	case WE_TICK: {
 
		int y = max(w->top - 4, _screen.height - w->height);
 
		if (y == w->top)
 
			return;
 
	case WE_MESSAGE: /* The chatbar has notified us that is was either created or closed */
 
		switch (e->message.msg) {
 
			case WE_CREATE: w->message.msg = e->message.wparam; break;
 
			case WE_DESTROY: w->message.msg = 0; break;
 
			break;
 
		}
 
		break;
 

	
 
	case WE_TICK: { /* Scroll up newsmessages from the bottom in steps of 4 pixels */
 
		int diff;
 
		int y = max(w->top - 4, _screen.height - w->height - 12 - w->message.msg);
 
		if (y == w->top) return;
 

	
 
		if (w->viewport != NULL)
 
			w->viewport->top += y - w->top;
 

	
 
		diff = abs(w->top - y);
 
		w->top = y;
 

	
 
		SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height + 4);
 
		SetDirtyBlocks(w->left, w->top - diff, w->left + w->width, w->top + w->height);
 
	} break;
 
	}
 
}
 
@@ -339,7 +353,7 @@ static void ShowNewspaper(NewsItem *ni)
 
	if (sound != 0)
 
		SndPlayFx(sound);
 

	
 
	top = _screen.height - 4;
 
	top = _screen.height;
 
	switch (ni->display_mode) {
 
		case NM_NORMAL:
 
		case NM_CALLBACK: {
window.c
Show inline comments
 
@@ -289,6 +289,18 @@ Window *BringWindowToFrontById(WindowCla
 
	return w;
 
}
 

	
 
static inline bool IsVitalWindow(const Window *w)
 
{
 
	WindowClass wc = w->window_class;
 
	return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
 
}
 

	
 
/** On clicking on a window, make it the frontmost window of all. However
 
 * there are certain windows that always need to be on-top; these include
 
 * - Toolbar, Statusbar (always on)
 
 * - New window, Chatbar (only if open)
 
 * @param w window that is put into the foreground
 
 */
 
Window *BringWindowToFront(Window *w)
 
{
 
	Window *v;
 
@@ -298,7 +310,7 @@ Window *BringWindowToFront(Window *w)
 
	do {
 
		if (--v < _windows)
 
			return w;
 
	} while (v->window_class == WC_MAIN_TOOLBAR || v->window_class == WC_STATUS_BAR || v->window_class == WC_NEWS_WINDOW);
 
	} while (IsVitalWindow(v));
 

	
 
	if (w == v)
 
		return w;
 
@@ -314,30 +326,36 @@ Window *BringWindowToFront(Window *w)
 
	return v;
 
}
 

	
 
/* We have run out of windows, so find a suitable candidate for replacement.
 
 * Keep all important windows intact */
 
/** We have run out of windows, so find a suitable candidate for replacement.
 
 * Keep all important windows intact. These are
 
 * - Main window (gamefield), Toolbar, Statusbar (always on)
 
 * - News window, Chatbar (when on)
 
 * - Any sticked windows since we wanted to keep these
 
 * @return w pointer to the window that is going to be deleted
 
 */
 
static Window *FindDeletableWindow(void)
 
{
 
	Window *w;
 
	for (w = _windows; w < endof(_windows); w++) {
 
		if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
 
			  w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW &&
 
				!(w->flags4 & WF_STICKY) )
 
		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY) )
 
				return w;
 
	}
 
	return NULL;
 
}
 

	
 
/* A window must be freed, and all are marked as important windows. Ease the
 
 * restriction a bit by allowing to delete sticky windows */
 
/** A window must be freed, and all are marked as important windows. Ease the
 
 * restriction a bit by allowing to delete sticky windows. Keep important/vital
 
 * windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar)
 
 * @see FindDeletableWindow()
 
 * @return w Pointer to the window that is being deleted
 
 */
 
static Window *ForceFindDeletableWindow(void)
 
{
 
	Window *w;
 
	for (w = _windows;; w++) {
 
		assert(w < _last_window);
 

	
 
		if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
 
			  w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW)
 
		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w))
 
				return w;
 
	}
 
}
 
@@ -347,7 +365,7 @@ bool IsWindowOfPrototype(Window *w, cons
 
	return (w->original_widget == widget);
 
}
 

	
 
/* Copies 'widget' to 'w->widget' */
 
/* Copies 'widget' to 'w->widget' to allow for resizable windows */
 
void AssignWidgetToWindow(Window *w, const Widget *widget)
 
{
 
	w->original_widget = widget;
 
@@ -366,19 +384,26 @@ void AssignWidgetToWindow(Window *w, con
 
		w->widget = NULL;
 
}
 

	
 
/** Open a new window. If there is no space for a new window, close an open
 
 * window. Try to avoid stickied windows, but if there is no else, close one of
 
 * those as well. Then make sure all created windows are below some always-on-top
 
 * ones. Finally set all variables and call the WE_CREATE event
 
 * @param x offset in pixels from the left of the screen
 
 * @param y offset in pixels from the top of the screen
 
 * @param width width in pixels of the window
 
 * @param height height in pixels of the window
 
 * @param *proc @see WindowProc function to call when any messages/updates happen to the window
 
 * @param cls @see WindowClass class of the window, used for identification and grouping
 
 * @param *widget @see Widget pointer to the window layout and various elements
 
 * @return @see Window pointer of the newly created window
 
 */
 
Window *AllocateWindow(
 
							int x,
 
							int y,
 
							int width,
 
							int height,
 
							WindowProc *proc,
 
							WindowClass cls,
 
							const Widget *widget)
 
							int x, int y, int width, int height,
 
							WindowProc *proc, WindowClass cls, const Widget *widget)
 
{
 
	Window *w;
 
	Window *w = _last_window; // last window keeps track of the highest open window
 

	
 
	w = _last_window;
 

	
 
	// We have run out of windows, close one and use that as the place for our new one
 
	if (w >= endof(_windows)) {
 
		w = FindDeletableWindow();
 

	
 
@@ -389,56 +414,53 @@ Window *AllocateWindow(
 
		w = _last_window;
 
	}
 

	
 
	if (w != _windows && cls != WC_NEWS_WINDOW) {
 
	/* XXX - This very strange construction makes sure that the chatbar is always
 
	 * on top of other windows. Why? It is created as last_window (so, on top).
 
	 * Any other window will go below toolbar/statusbar/news window, which implicitely
 
	 * also means it is below the chatbar. Very likely needs heavy improvement
 
	 * to de-braindeadize */
 
	if (w != _windows && cls != WC_SEND_NETWORK_MSG) {
 
		Window *v;
 

	
 
		/* XXX - if not this order (toolbar/statusbar and then news), game would
 
		 * crash because it will try to copy a negative size for the news-window.
 
		 * Eg. window was already moved BELOW news (which is below toolbar/statusbar)
 
		 * and now needs to move below those too. That is a negative move. */
 
		v = FindWindowById(WC_MAIN_TOOLBAR, 0);
 
		if (v) {
 
		if (v != NULL) {
 
			memmove(v+1, v, (byte*)w - (byte*)v);
 
			w = v;
 
		}
 

	
 
		v = FindWindowById(WC_STATUS_BAR, 0);
 
		if (v) {
 
		if (v != NULL) {
 
			memmove(v+1, v, (byte*)w - (byte*)v);
 
			w = v;
 
		}
 

	
 
		v = FindWindowById(WC_NEWS_WINDOW, 0);
 
		if (v != NULL) {
 
			memmove(v+1, v, (byte*)w - (byte*)v);
 
			w = v;
 
		}
 
	}
 

	
 
	/* XXX: some more code here */
 
	// Set up window properties
 
	memset(w, 0, sizeof(Window));
 
	w->window_class = cls;
 
	w->flags4 = WF_WHITE_BORDER_MASK;
 
	w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
 
	w->caption_color = 0xFF;
 
	w->window_number = 0;
 
	w->left = x;
 
	w->top = y;
 
	w->width = width;
 
	w->height = height;
 
	w->viewport = NULL;
 
	w->desc_flags = 0;
 
//	w->landscape_assoc = 0xFFFF;
 
	w->wndproc = proc;
 
	w->click_state = 0;
 
	w->disabled_state = 0;
 
	w->hidden_state = 0;
 
//	w->unk22 = 0xFFFF;
 
	w->vscroll.pos = 0;
 
	w->vscroll.count = 0;
 
	w->hscroll.pos = 0;
 
	w->hscroll.count = 0;
 
	w->widget = NULL;
 
	AssignWidgetToWindow(w, widget);
 
	w->resize.width = width;
 
	w->resize.height = height;
 
	w->resize.step_width = 1;
 
	w->resize.step_height = 1;
 

	
 
	{
 
		uint i;
 
		for (i=0;i<lengthof(w->custom);i++)
 
			w->custom[i] = 0;
 
	}
 

	
 
	_last_window++;
 

	
 
	SetWindowDirty(w);
 
@@ -1225,17 +1247,13 @@ static Window *MaybeBringWindowToFront(W
 
{
 
	Window *u;
 

	
 
	if (w->window_class == WC_MAIN_WINDOW ||
 
			w->window_class == WC_MAIN_TOOLBAR ||
 
			w->window_class == WC_STATUS_BAR ||
 
			w->window_class == WC_NEWS_WINDOW ||
 
			w->window_class == WC_TOOLTIPS ||
 
			w->window_class == WC_DROPDOWN_MENU)
 
	if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) ||
 
			w->window_class == WC_TOOLTIPS    || w->window_class == WC_DROPDOWN_MENU)
 
				return w;
 

	
 
	for(u=w; ++u != _last_window;) {
 
		if (u->window_class == WC_MAIN_WINDOW || u->window_class==WC_MAIN_TOOLBAR || u->window_class==WC_STATUS_BAR ||
 
				u->window_class == WC_NEWS_WINDOW || u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU)
 
	for (u = w; ++u != _last_window;) {
 
		if (u->window_class == WC_MAIN_WINDOW || IsVitalWindow(u) ||
 
			  u->window_class == WC_TOOLTIPS    || u->window_class == WC_DROPDOWN_MENU)
 
				continue;
 

	
 
		if (w->left + w->width <= u->left ||
 
@@ -1250,6 +1268,37 @@ static Window *MaybeBringWindowToFront(W
 
	return w;
 
}
 

	
 
/** Send a message from one window to another. The receiving window is found by
 
 * @param w @see Window pointer pointing to the other window
 
 * @param msg Specifies the message to be sent
 
 * @param wparam Specifies additional message-specific information
 
 * @param lparam Specifies additional message-specific information
 
 */
 
void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam)
 
{
 
	WindowEvent e;
 

	
 
	e.message.event  = WE_MESSAGE;
 
	e.message.msg    = msg;
 
	e.message.wparam = wparam;
 
	e.message.lparam = lparam;
 

	
 
	w->wndproc(w, &e);
 
}
 

	
 
/** Send a message from one window to another. The receiving window is found by
 
 * @param wnd_class @see WindowClass class AND
 
 * @param wnd_num @see WindowNumber number, mostly 0
 
 * @param msg Specifies the message to be sent
 
 * @param wparam Specifies additional message-specific information
 
 * @param lparam Specifies additional message-specific information
 
 */
 
void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam)
 
{
 
	Window *w = FindWindowById(wnd_class, wnd_num);
 
	if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam);
 
}
 

	
 
static void HandleKeypress(uint32 key)
 
{
 
	Window *w;
window.h
Show inline comments
 
@@ -61,6 +61,10 @@ typedef struct Widget {
 
	uint16 tooltips;
 
} Widget;
 

	
 
/* XXX - outside "byte event" so you can set event directly without going into
 
 * the union elements at first. Because of this every first element of the union
 
 * MUST BE 'byte event'. Whoever did this must get shot! Scheduled for immediate
 
 * rewrite after 0.4.0 */
 
union WindowEvent {
 
	byte event;
 
	struct {
 
@@ -117,6 +121,13 @@ union WindowEvent {
 
		byte ascii;  // 8-bit ASCII-value of the key
 
		uint16 keycode;// untranslated key (including shift-state)
 
	} keypress;
 

	
 
	struct {
 
		byte event;
 
		uint msg;    // message to be sent
 
		uint wparam; // additional message-specific information
 
		uint lparam; // additional message-specific information
 
	} message;
 
};
 

	
 
enum WindowKeyCodes {
 
@@ -259,6 +270,12 @@ typedef struct {
 
	uint step_height;
 
} ResizeInfo;
 

	
 
typedef struct {
 
		int msg;
 
		int wparam;
 
		int lparam;
 
} Message;
 

	
 
struct Window {
 
	uint16 flags4;
 
	WindowClass window_class;
 
@@ -280,6 +297,7 @@ struct Window {
 
	//const WindowDesc *desc;
 
	uint32 desc_flags;
 

	
 
	Message message;
 
	byte custom[WINDOW_CUSTOM_SIZE];
 
};
 

	
 
@@ -425,6 +443,13 @@ typedef struct vehiclelist_d {
 
} vehiclelist_d;
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
 

	
 
typedef struct message_d {
 
	int msg;
 
	int wparam;
 
	int lparam;
 
} message_d;
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(message_d));
 

	
 
enum WindowEvents {
 
	WE_CLICK = 0,
 
	WE_PAINT = 1,
 
@@ -449,6 +474,7 @@ enum WindowEvents {
 
	WE_MOUSEOVER = 20,
 
	WE_ON_EDIT_TEXT_CANCEL = 21,
 
	WE_RESIZE = 22,
 
	WE_MESSAGE = 23
 
};
 

	
 

	
 
@@ -519,6 +545,8 @@ void DrawOverlappedWindow(Window *w, int
 
void CallWindowEventNP(Window *w, int event);
 
void CallWindowTickEvent(void);
 
void SetWindowDirty(Window *w);
 
void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam);
 
void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam);
 

	
 
Window *FindWindowById(WindowClass cls, WindowNumber number);
 
void DeleteWindow(Window *w);
0 comments (0 inline, 0 general)