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(svn r19309) -Update: base set translations for Arabic, Catalan and Norwegian (Nynorsk)
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file window_gui.h Functions, definitions and such used only by the GUI. */
#ifndef WINDOW_GUI_H
#define WINDOW_GUI_H
#include "core/math_func.hpp"
#include "vehicle_type.h"
#include "viewport_type.h"
#include "company_type.h"
#include "tile_type.h"
#include "widget_type.h"
/**
* Flags to describe the look of the frame
*/
enum FrameFlags {
FR_NONE = 0,
FR_TRANSPARENT = 1 << 0, ///< Makes the background transparent if set
FR_BORDERONLY = 1 << 4, ///< Draw border only, no background
FR_LOWERED = 1 << 5, ///< If set the frame is lowered and the background colour brighter (ie. buttons when pressed)
FR_DARKENED = 1 << 6, ///< If set the background is darker, allows for lowered frames with normal background colour when used with FR_LOWERED (ie. dropdown boxes)
};
DECLARE_ENUM_AS_BIT_SET(FrameFlags);
/** Distances used in drawing widgets. */
enum WidgetDrawDistances {
/* WWT_IMGBTN(_2) */
WD_IMGBTN_LEFT = 1, ///< Left offset of the image in the button.
WD_IMGBTN_RIGHT = 2, ///< Right offset of the image in the button.
WD_IMGBTN_TOP = 1, ///< Top offset of image in the button.
WD_IMGBTN_BOTTOM = 2, ///< Bottom offset of image in the button.
/* WWT_INSET */
WD_INSET_LEFT = 2, ///< Left offset of string.
WD_INSET_RIGHT = 2, ///< Right offset of string.
WD_INSET_TOP = 1, ///< Top offset of string.
WD_VSCROLLBAR_WIDTH = 12, ///< Width of a vertical scrollbar.
WD_HSCROLLBAR_HEIGHT = 12, ///< Height of a horizontal scrollbar.
/* FrameRect widgets, all text buttons, panel, editbox */
WD_FRAMERECT_LEFT = 2, ///< Offset at left to draw the frame rectangular area
WD_FRAMERECT_RIGHT = 2, ///< Offset at right to draw the frame rectangular area
WD_FRAMERECT_TOP = 1, ///< Offset at top to draw the frame rectangular area
WD_FRAMERECT_BOTTOM = 1, ///< Offset at bottom to draw the frame rectangular area
/* Extra space at top/bottom of text panels */
WD_TEXTPANEL_TOP = 6, ///< Offset at top to draw above the text
WD_TEXTPANEL_BOTTOM = 6, ///< Offset at bottom to draw below the text
/* WWT_FRAME */
WD_FRAMETEXT_LEFT = 6, ///< Left offset of the text of the frame.
WD_FRAMETEXT_RIGHT = 6, ///< Right offset of the text of the frame.
WD_FRAMETEXT_TOP = 6, ///< Top offset of the text of the frame
WD_FRAMETEXT_BOTTOM = 6, ///< Bottom offset of the text of the frame
/* WWT_MATRIX */
WD_MATRIX_LEFT = 2, ///< Offset at left of a matrix cell.
WD_MATRIX_RIGHT = 2, ///< Offset at right of a matrix cell.
WD_MATRIX_TOP = 3, ///< Offset at top of a matrix cell.
WD_MATRIX_BOTTOM = 1, ///< Offset at bottom of a matrix cell.
/* WWT_SHADEBOX */
WD_SHADEBOX_WIDTH = 12, ///< Width of a standard shade box widget.
WD_SHADEBOX_LEFT = 2, ///< Left offset of shade sprite.
WD_SHADEBOX_RIGHT = 2, ///< Right offset of shade sprite.
WD_SHADEBOX_TOP = 3, ///< Top offset of shade sprite.
WD_SHADEBOX_BOTTOM = 3, ///< Bottom offset of shade sprite.
/* WWT_STICKYBOX */
WD_STICKYBOX_WIDTH = 12, ///< Width of a standard sticky box widget.
WD_STICKYBOX_LEFT = 2, ///< Left offset of sticky sprite.
WD_STICKYBOX_RIGHT = 2, ///< Right offset of sticky sprite.
WD_STICKYBOX_TOP = 3, ///< Top offset of sticky sprite.
WD_STICKYBOX_BOTTOM = 3, ///< Bottom offset of sticky sprite.
/* WWT_RESIZEBOX */
WD_RESIZEBOX_WIDTH = 12, ///< Width of a resize box widget.
WD_RESIZEBOX_LEFT = 3, ///< Left offset of resize sprite.
WD_RESIZEBOX_RIGHT = 2, ///< Right offset of resize sprite.
WD_RESIZEBOX_TOP = 3, ///< Top offset of resize sprite.
WD_RESIZEBOX_BOTTOM = 2, ///< Bottom offset of resize sprite.
/* WWT_CLOSEBOX */
WD_CLOSEBOX_WIDTH = 11, ///< Width of a close box widget.
WD_CLOSEBOX_LEFT = 2, ///< Left offset of closebox string.
WD_CLOSEBOX_RIGHT = 1, ///< Right offset of closebox string.
WD_CLOSEBOX_TOP = 2, ///< Top offset of closebox string.
WD_CLOSEBOX_BOTTOM = 2, ///< Bottom offset of closebox string.
/* WWT_CAPTION */
WD_CAPTION_HEIGHT = 14, ///< Height of a title bar.
WD_CAPTIONTEXT_LEFT = 2, ///< Offset of the caption text at the left.
WD_CAPTIONTEXT_RIGHT = 2, ///< Offset of the caption text at the right.
WD_CAPTIONTEXT_TOP = 2, ///< Offset of the caption text at the top.
WD_CAPTIONTEXT_BOTTOM = 2, ///< Offset of the caption text at the bottom.
/* Dropdown widget. */
WD_DROPDOWN_HEIGHT = 12, ///< Height of a drop down widget.
WD_DROPDOWNTEXT_LEFT = 2, ///< Left offset of the dropdown widget string.
WD_DROPDOWNTEXT_RIGHT = 14, ///< Right offset of the dropdown widget string.
WD_DROPDOWNTEXT_TOP = 1, ///< Top offset of the dropdown widget string.
WD_DROPDOWNTEXT_BOTTOM = 1, ///< Bottom offset of the dropdown widget string.
WD_SORTBUTTON_ARROW_WIDTH = 11, ///< Width of up/down arrow of sort button state.
WD_PAR_VSEP_NORMAL = 2, ///< Normal amount of vertical space between two paragraphs of text.
WD_PAR_VSEP_WIDE = 8, ///< Large amount of vertical space between two paragraphs of text.
};
/* wiget.cpp */
void DrawFrameRect(int left, int top, int right, int bottom, Colours colour, FrameFlags flags);
/* window.cpp */
extern Window *_z_front_window;
extern Window *_z_back_window;
extern Window *_focused_window;
/** How do we the window to be placed? */
enum WindowPosition {
WDP_MANUAL, ///< Manually align the window (so no automatic location finding)
WDP_AUTO, ///< Find a place automatically
WDP_CENTER, ///< Center the window
WDP_ALIGN_TOOLBAR, ///< Align toward the toolbar
};
Point GetToolbarAlignedWindowPosition(int window_width);
/**
* High level window description
*/
struct WindowDesc : ZeroedMemoryAllocator {
WindowDesc(WindowPosition default_pos, int16 def_width, int16 def_height,
WindowClass window_class, WindowClass parent_class, uint32 flags,
const NWidgetPart *nwid_parts, int16 nwid_length);
~WindowDesc();
WindowPosition default_pos; ///< Prefered position of the window. @see WindowPosition()
int16 default_width; ///< Prefered initial width of the window.
int16 default_height; ///< Prefered initial height of the window.
WindowClass cls; ///< Class of the window, @see WindowClass.
WindowClass parent_cls; ///< Class of the parent window. @see WindowClass
uint32 flags; ///< Flags. @see WindowDefaultFlags
const NWidgetPart *nwid_parts; ///< Nested widget parts describing the window.
int16 nwid_length; ///< Length of the #nwid_parts array.
};
/**
* Window default widget/window handling flags
*/
enum WindowDefaultFlag {
WDF_CONSTRUCTION = 1 << 0, ///< This window is used for construction; close it whenever changing company.
WDF_UNCLICK_BUTTONS = 1 << 1, ///< Unclick buttons when the window event times out
WDF_MODAL = 1 << 2, ///< The window is a modal child of some other window, meaning the parent is 'inactive'
WDF_NO_FOCUS = 1 << 3, ///< This window won't get focus/make any other window lose focus when click
};
/**
* Scrollbar data structure
*/
class Scrollbar {
private:
const bool is_vertical; ///< Scrollbar has vertical orientation.
uint16 count; ///< Number of elements in the list.
uint16 cap; ///< Number of visible elements of the scroll bar.
uint16 pos; ///< Index of first visible item of the list.
public:
Scrollbar(bool is_vertical) : is_vertical(is_vertical)
{
}
/**
* Gets the number of elements in the list
* @return the number of elements
*/
FORCEINLINE uint16 GetCount() const
{
return this->count;
}
/**
* Gets the number of visible elements of the scrollbar
* @return the number of visible elements
*/
FORCEINLINE uint16 GetCapacity() const
{
return this->cap;
}
/**
* Gets the position of the first visible element in the list
* @return the position of the element
*/
FORCEINLINE uint16 GetPosition() const
{
return this->pos;
}
/**
* Checks whether given current item is visible in the list
* @param item to check
* @return true iff the item is visible
*/
FORCEINLINE bool IsVisible(uint16 item) const
{
return IsInsideBS(item, this->GetPosition(), this->GetCapacity());
}
/**
* Sets the number of elements in the list
* @param num the number of elements in the list
* @note updates the position if needed
*/
void SetCount(int num)
{
assert(num >= 0);
assert(num <= MAX_UVALUE(uint16));
this->count = num;
num -= this->cap;
if (num < 0) num = 0;
if (num < this->pos) this->pos = num;
}
/**
* Set the capacity of visible elements.
* @param capacity the new capacity
* @note updates the position if needed
*/
void SetCapacity(int capacity)
{
assert(capacity > 0);
assert(capacity <= MAX_UVALUE(uint16));
this->cap = capacity;
if (this->cap + this->pos > this->count) this->pos = max(0, this->count - this->cap);
}
void SetCapacityFromWidget(Window *w, int widget, int padding = 0);
/**
* Sets the position of the first visible element
* @param position the position of the element
*/
void SetPosition(int position)
{
assert(position >= 0);
assert(this->count <= this->cap ? (position == 0) : (position + this->cap <= this->count));
this->pos = position;
}
/**
* Updates the position of the first visible element by the given amount.
* If the position would be too low or high it will be clamped appropriately
* @param difference the amount of change requested
*/
void UpdatePosition(int difference)
{
if (difference == 0) return;
this->SetPosition(Clamp(this->pos + difference, 0, max(this->count - this->cap, 0)));
}
/**
* Scroll towards the given position; if the item is visible nothing
* happens, otherwise it will be shown either at the bottom or top of
* the window depending on where in the list it was.
* @param position the position to scroll towards.
*/
void ScrollTowards(int position)
{
if (position < this->GetPosition()) {
/* scroll up to the item */
this->SetPosition(position);
} else if (position >= this->GetPosition() + this->GetCapacity()) {
/* scroll down so that the item is at the bottom */
this->SetPosition(position - this->GetCapacity() + 1);
}
}
};
/**
* Data structure for resizing a window
*/
struct ResizeInfo {
uint step_width; ///< Step-size of width resize changes
uint step_height; ///< Step-size of height resize changes
};
/** State of a sort direction button. */
enum SortButtonState {
SBS_OFF, ///< Do not sort (with this button).
SBS_DOWN, ///< Sort ascending.
SBS_UP, ///< Sort descending.
};
/**
* Data structure for a window viewport.
* A viewport is either following a vehicle (its id in then in #follow_vehicle), or it aims to display a specific
* location #dest_scrollpos_x, #dest_scrollpos_y (#follow_vehicle is then #INVALID_VEHICLE).
* The actual location being shown is #scrollpos_x, #scrollpos_y.
* @see InitializeViewport(), UpdateViewportPosition(), UpdateViewportCoordinates().
*/
struct ViewportData : ViewPort {
VehicleID follow_vehicle; ///< VehicleID to follow if following a vehicle, #INVALID_VEHICLE otherwise.
int32 scrollpos_x; ///< Currently shown x coordinate (virtual screen coordinate of topleft corner of the viewport).
int32 scrollpos_y; ///< Currently shown y coordinate (virtual screen coordinate of topleft corner of the viewport).
int32 dest_scrollpos_x; ///< Current destination x coordinate to display (virtual screen coordinate of topleft corner of the viewport).
int32 dest_scrollpos_y; ///< Current destination y coordinate to display (virtual screen coordinate of topleft corner of the viewport).
};
/**
* Data structure for an opened window
*/
struct Window : ZeroedMemoryAllocator {
/** State whether an event is handled or not */
enum EventState {
ES_HANDLED, ///< The passed event is handled
ES_NOT_HANDLED, ///< The passed event is not handled
};
protected:
void InitializeData(WindowClass cls, int window_number, uint32 desc_flags);
void InitializePositionSize(int x, int y, int min_width, int min_height);
void FindWindowPlacementAndResize(int def_width, int def_height);
public:
Window();
virtual ~Window();
/**
* Helper allocation function to disallow something.
* Don't allow arrays; arrays of Windows are pointless as you need
* to destruct them all at the same time too, which is kinda hard.
* @param size the amount of space not to allocate
*/
FORCEINLINE void *operator new[](size_t size)
{
NOT_REACHED();
}
/**
* Helper allocation function to disallow something.
* Don't free the window directly; it corrupts the linked list when iterating
* @param ptr the pointer not to free
*/
FORCEINLINE void operator delete(void *ptr)
{
}
uint16 flags4; ///< Window flags, @see WindowFlags
WindowClass window_class; ///< Window class
WindowNumber window_number; ///< Window number within the window class
int left; ///< x position of left edge of the window
int top; ///< y position of top edge of the window
int width; ///< width of the window (number of pixels to the right in x direction)
int height; ///< Height of the window (number of pixels down in y direction)
Scrollbar hscroll; ///< Horizontal scroll bar
Scrollbar vscroll; ///< First vertical scroll bar
Scrollbar vscroll2; ///< Second vertical scroll bar
ResizeInfo resize; ///< Resize information
Owner owner; ///< The owner of the content shown in this window. Company colour is acquired from this variable.
ViewportData *viewport; ///< Pointer to viewport data, if present.
uint32 desc_flags; ///< Window/widgets default flags setting. @see WindowDefaultFlag
const NWidgetCore *nested_focus; ///< Currently focused nested widget, or \c NULL if no nested widget has focus.
NWidgetBase *nested_root; ///< Root of the nested tree.
NWidgetBase **nested_array; ///< Array of pointers into the tree. Do not access directly, use #Window::GetWidget() instead.
uint nested_array_size; ///< Size of the nested array.
NWidgetStacked *shade_select; ///< Selection widget (#NWID_SELECTION) to use for shading the window. If \c NULL, window cannot shade.
Dimension unshaded_size; ///< Last known unshaded size (only valid while shaded).
Window *parent; ///< Parent window.
Window *z_front; ///< The window in front of us in z-order.
Window *z_back; ///< The window behind us in z-order.
template <class NWID>
inline const NWID *GetWidget(uint widnum) const;
template <class NWID>
inline NWID *GetWidget(uint widnum);
void InitNested(const WindowDesc *desc, WindowNumber number = 0);
void CreateNestedTree(const WindowDesc *desc, bool fill_nested = true);
void FinishInitNested(const WindowDesc *desc, WindowNumber window_number);
/**
* Sets the enabled/disabled status of a widget.
* By default, widgets are enabled.
* On certain conditions, they have to be disabled.
* @param widget_index index of this widget in the window
* @param disab_stat status to use ie: disabled = true, enabled = false
*/
inline void SetWidgetDisabledState(byte widget_index, bool disab_stat)
{
assert(widget_index < this->nested_array_size);
if (this->nested_array[widget_index] != NULL) this->GetWidget<NWidgetCore>(widget_index)->SetDisabled(disab_stat);
}
/**
* Sets a widget to disabled.
* @param widget_index index of this widget in the window
*/
inline void DisableWidget(byte widget_index)
{
SetWidgetDisabledState(widget_index, true);
}
/**
* Sets a widget to Enabled.
* @param widget_index index of this widget in the window
*/
inline void EnableWidget(byte widget_index)
{
SetWidgetDisabledState(widget_index, false);
}
/**
* Gets the enabled/disabled status of a widget.
* @param widget_index index of this widget in the window
* @return status of the widget ie: disabled = true, enabled = false
*/
inline bool IsWidgetDisabled(byte widget_index) const
{
assert(widget_index < this->nested_array_size);
return this->GetWidget<NWidgetCore>(widget_index)->IsDisabled();
}
/**
* Check if given widget is focused within this window
* @param widget_index : index of the widget in the window to check
* @return true if given widget is the focused window in this window
*/
inline bool IsWidgetFocused(byte widget_index) const
{
return this->nested_focus != NULL && this->nested_focus->index == widget_index;
}
/**
* Check if given widget has user input focus. This means that both the window
* has focus and that the given widget has focus within the window.
* @param widget_index : index of the widget in the window to check
* @return true if given widget is the focused window in this window and this window has focus
*/
inline bool IsWidgetGloballyFocused(byte widget_index) const
{
return _focused_window == this && IsWidgetFocused(widget_index);
}
/**
* Sets the lowered/raised status of a widget.
* @param widget_index index of this widget in the window
* @param lowered_stat status to use ie: lowered = true, raised = false
*/
inline void SetWidgetLoweredState(byte widget_index, bool lowered_stat)
{
assert(widget_index < this->nested_array_size);
this->GetWidget<NWidgetCore>(widget_index)->SetLowered(lowered_stat);
}
/**
* Invert the lowered/raised status of a widget.
* @param widget_index index of this widget in the window
*/
inline void ToggleWidgetLoweredState(byte widget_index)
{
assert(widget_index < this->nested_array_size);
bool lowered_state = this->GetWidget<NWidgetCore>(widget_index)->IsLowered();
this->GetWidget<NWidgetCore>(widget_index)->SetLowered(!lowered_state);
}
/**
* Marks a widget as lowered.
* @param widget_index index of this widget in the window
*/
inline void LowerWidget(byte widget_index)
{
SetWidgetLoweredState(widget_index, true);
}
/**
* Marks a widget as raised.
* @param widget_index index of this widget in the window
*/
inline void RaiseWidget(byte widget_index)
{
SetWidgetLoweredState(widget_index, false);
}
/**
* Gets the lowered state of a widget.
* @param widget_index index of this widget in the window
* @return status of the widget ie: lowered = true, raised= false
*/
inline bool IsWidgetLowered(byte widget_index) const
{
assert(widget_index < this->nested_array_size);
return this->GetWidget<NWidgetCore>(widget_index)->IsLowered();
}
void UnfocusFocusedWidget();
bool SetFocusedWidget(byte widget_index);
void HandleButtonClick(byte widget);
void RaiseButtons(bool autoraise = false);
void CDECL SetWidgetsDisabledState(bool disab_stat, int widgets, ...);
void CDECL SetWidgetsLoweredState(bool lowered_stat, int widgets, ...);
void SetWidgetDirty(byte widget_index) const;
void DrawWidgets() const;
void DrawViewport() const;
void DrawSortButtonState(int widget, SortButtonState state) const;
void DeleteChildWindows(WindowClass wc = WC_INVALID) const;
void SetDirty() const;
void ReInit(int rx = 0, int ry = 0);
/** Is window shaded currently? */
inline bool IsShaded() const
{
return this->shade_select != NULL && this->shade_select->shown_plane == SZSP_HORIZONTAL;
}
void SetShaded(bool make_shaded);
/**
* Mark this window's data as invalid (in need of re-computing)
* @param data The data to invalidate with
*/
void InvalidateData(int data = 0)
{
this->SetDirty();
this->OnInvalidateData(data);
}
/*** Event handling ***/
/**
* Notification that the nested widget tree gets initialized. The event can be used to perform general computations.
* @note #nested_root and/or #nested_array (normally accessed via #GetWidget()) may not exist during this call.
*/
virtual void OnInit() { }
/**
* Compute the initial position of the window.
* @param *desc The pointer to the WindowDesc of the window to create.
* @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 Initial position of the top-left corner of the window.
*/
virtual Point OnInitialPosition(const WindowDesc *desc, int16 sm_width, int16 sm_height, int window_number);
/**
* The window must be repainted.
* @note This method should not change any state, it should only use drawing functions.
*/
virtual void OnPaint() {}
/**
* Draw the contents of a nested widget.
* @param r Rectangle occupied by the widget.
* @param widget Number of the widget to draw.
* @note This method may not change any state, it may only use drawing functions.
*/
virtual void DrawWidget(const Rect &r, int widget) const {}
/**
* Update size and resize step of a widget in the window.
* After retrieval of the minimal size and the resize-steps of a widget, this function is called to allow further refinement,
* typically by computing the real maximal size of the content. Afterwards, \a size is taken to be the minimal size of the widget
* and \a resize is taken to contain the resize steps. For the convenience of the callee, \a padding contains the amount of
* padding between the content and the edge of the widget. This should be added to the returned size.
* @param widget Widget number.
* @param size Size of the widget.
* @param padding Recommended amount of space between the widget content and the widget edge.
* @param fill Fill step of the widget.
* @param resize Resize step of the widget.
*/
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) {}
/**
* Initialize string parameters for a widget.
* Calls to this function are made during initialization to measure the size (that is as part of #InitNested()), during drawing,
* and while re-initializing the window. Only for widgets that render text initializing is requested.
* @param widget Widget number.
*/
virtual void SetStringParameters(int widget) const {}
/**
* Called when window gains focus
*/
virtual void OnFocus() {}
/**
* Called when window looses focus
*/
virtual void OnFocusLost() {}
/**
* A key has been pressed.
* @param key the Unicode value of the key.
* @param keycode the untranslated key code including shift state.
* @return #ES_HANDLED if the key press has been handled and no other
* window should receive the event.
*/
virtual EventState OnKeyPress(uint16 key, uint16 keycode) { return ES_NOT_HANDLED; }
/**
* The state of the control key has changed
* @return #ES_HANDLED if the change has been handled and no other
* window should receive the event.
*/
virtual EventState OnCTRLStateChange() { return ES_NOT_HANDLED; }
/**
* A click with the left mouse button has been made on the window.
* @param pt the point inside the window that has been clicked.
* @param widget the clicked widget.
* @param click_count Number of fast consecutive clicks at same position
*/
virtual void OnClick(Point pt, int widget, int click_count) {}
/**
* A click with the right mouse button has been made on the window.
* @param pt the point inside the window that has been clicked.
* @param widget the clicked widget.
*/
virtual void OnRightClick(Point pt, int widget) {}
/**
* A dragged 'object' has been released.
* @param pt the point inside the window where the release took place.
* @param widget the widget where the release took place.
*/
virtual void OnDragDrop(Point pt, int widget) {}
/**
* Handle the request for (viewport) scrolling.
* @param delta the amount the viewport must be scrolled.
*/
virtual void OnScroll(Point delta) {}
/**
* The mouse is currently moving over the window or has just moved outside
* of the window. In the latter case pt is (-1, -1).
* @param pt the point inside the window that the mouse hovers over.
* @param widget the widget the mouse hovers over.
*/
virtual void OnMouseOver(Point pt, int widget) {}
/**
* The mouse wheel has been turned.
* @param wheel the amount of movement of the mouse wheel.
*/
virtual void OnMouseWheel(int wheel) {}
/**
* Called for every mouse loop run, which is at least once per (game) tick.
*/
virtual void OnMouseLoop() {}
/**
* Called once per (game) tick.
*/
virtual void OnTick() {}
/**
* Called once every 100 (game) ticks.
*/
virtual void OnHundredthTick() {}
/**
* Called when this window's timeout has been reached.
*/
virtual void OnTimeout() {}
/**
* Called after the window got resized.
* For nested windows with a viewport, call NWidgetViewport::UpdateViewportCoordinates.
*/
virtual void OnResize() {}
/**
* A dropdown option associated to this window has been selected.
* @param widget the widget (button) that the dropdown is associated with.
* @param index the element in the dropdown that is selected.
*/
virtual void OnDropdownSelect(int widget, int index) {}
/**
* The query window opened from this window has closed.
* @param str the new value of the string, NULL if the window
* was cancelled or an empty string when the default
* button was pressed, i.e. StrEmpty(str).
*/
virtual void OnQueryTextFinished(char *str) {}
/**
* Some data on this window has become invalid.
* @param data information about the changed data.
*/
virtual void OnInvalidateData(int data = 0) {}
/**
* The user clicked some place on the map when a tile highlight mode
* has been set.
* @param pt the exact point on the map that has been clicked.
* @param tile the tile on the map that has been clicked.
*/
virtual void OnPlaceObject(Point pt, TileIndex tile) {}
/**
* The user cancelled a tile highlight mode that has been set.
*/
virtual void OnPlaceObjectAbort() {}
/**
* The user is dragging over the map when the tile highlight mode
* has been set.
* @param select_method the method of selection (allowed directions)
* @param select_proc what will be created when the drag is over.
* @param pt the exact point on the map where the mouse is.
*/
virtual void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) {}
/**
* The user has dragged over the map when the tile highlight mode
* has been set.
* @param select_method the method of selection (allowed directions)
* @param select_proc what should be created.
* @param pt the exact point on the map where the mouse was released.
* @param start_tile the begin tile of the drag.
* @param end_tile the end tile of the drag.
*/
virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) {}
/**
* The user moves over the map when a tile highlight mode has been set
* when the special mouse mode has been set to 'PRESIZE' mode. An
* example of this is the tile highlight for dock building.
* @param pt the exact point on the map where the mouse is.
* @param tile the tile on the map where the mouse is.
*/
virtual void OnPlacePresize(Point pt, TileIndex tile) {}
/*** End of the event handling ***/
};
/** Get the nested widget with number \a widnum from the nested widget tree.
* @tparam NWID Type of the nested widget.
* @param widnum Widget number of the widget to retrieve.
* @return The requested widget if it is instantiated, \c NULL otherwise.
*/
template <class NWID>
inline NWID *Window::GetWidget(uint widnum)
{
if (widnum >= this->nested_array_size || this->nested_array[widnum] == NULL) return NULL;
NWID *nwid = dynamic_cast<NWID *>(this->nested_array[widnum]);
assert(nwid != NULL);
return nwid;
}
/** Specialized case of #Window::GetWidget for the nested widget base class. */
template <>
inline const NWidgetBase *Window::GetWidget<NWidgetBase>(uint widnum) const
{
if (widnum >= this->nested_array_size) return NULL;
return this->nested_array[widnum];
}
/** Get the nested widget with number \a widnum from the nested widget tree.
* @tparam NWID Type of the nested widget.
* @param widnum Widget number of the widget to retrieve.
* @return The requested widget if it is instantiated, \c NULL otherwise.
*/
template <class NWID>
inline const NWID *Window::GetWidget(uint widnum) const
{
return const_cast<Window *>(this)->GetWidget<NWID>(widnum);
}
/**
* Base class for windows opened from a toolbar.
*/
class PickerWindowBase : public Window {
public:
PickerWindowBase(Window *parent) : Window()
{
this->parent = parent;
};
virtual ~PickerWindowBase();
};
/**
* Window flags
*/
enum WindowFlags {
WF_TIMEOUT_TRIGGER = 1, ///< When the timeout should start triggering
WF_TIMEOUT_BEGIN = 7, ///< The initial value for the timeout
WF_TIMEOUT_MASK = 7, ///< Window timeout counter bit mask (3 bits)
WF_DRAGGING = 1 << 3, ///< Window is being dragged
WF_SCROLL_UP = 1 << 4, ///< Upper scroll button has been pressed, @see ScrollbarClickHandler()
WF_SCROLL_DOWN = 1 << 5, ///< Lower scroll button has been pressed, @see ScrollbarClickHandler()
WF_SCROLL_MIDDLE = 1 << 6, ///< Scrollbar scrolling, @see ScrollbarClickHandler()
WF_SCROLL2 = 1 << 7,
WF_HSCROLL = 1 << 8,
WF_SIZING_RIGHT = 1 << 9, ///< Window is being resized towards the right.
WF_SIZING_LEFT = 1 << 10, ///< Window is being resized towards the left.
WF_SIZING = WF_SIZING_RIGHT | WF_SIZING_LEFT, ///< Window is being resized.
WF_STICKY = 1 << 11, ///< Window is made sticky by user
WF_DISABLE_VP_SCROLL = 1 << 12, ///< Window does not do autoscroll, @see HandleAutoscroll()
WF_WHITE_BORDER_ONE = 1 << 13,
WF_WHITE_BORDER_MASK = 1 << 14 | WF_WHITE_BORDER_ONE,
};
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number);
Window *FindWindowFromPt(int x, int y);
/**
* Open a new window.
* @param desc The pointer to the WindowDesc to be created
* @param window_number the window number of the new window
* @return see Window pointer of the newly created window
*/
template <typename Wcls>
Wcls *AllocateWindowDescFront(const WindowDesc *desc, int window_number)
{
if (BringWindowToFrontById(desc->cls, window_number)) return NULL;
return new Wcls(desc, window_number);
}
void RelocateAllWindows(int neww, int newh);
/* misc_gui.cpp */
void GuiShowTooltips(StringID str, uint paramcount = 0, const uint64 params[] = NULL, bool use_left_mouse_button = false);
/* widget.cpp */
int GetWidgetFromPos(const Window *w, int x, int y);
/** Iterate over all windows */
#define FOR_ALL_WINDOWS_FROM_BACK_FROM(w, start) for (w = start; w != NULL; w = w->z_front) if (w->window_class != WC_INVALID)
#define FOR_ALL_WINDOWS_FROM_FRONT_FROM(w, start) for (w = start; w != NULL; w = w->z_back) if (w->window_class != WC_INVALID)
#define FOR_ALL_WINDOWS_FROM_BACK(w) FOR_ALL_WINDOWS_FROM_BACK_FROM(w, _z_back_window)
#define FOR_ALL_WINDOWS_FROM_FRONT(w) FOR_ALL_WINDOWS_FROM_FRONT_FROM(w, _z_front_window)
extern Point _cursorpos_drag_start;
extern int _scrollbar_start_pos;
extern int _scrollbar_size;
extern byte _scroller_click_timeout;
extern bool _scrolling_scrollbar;
extern bool _scrolling_viewport;
extern byte _special_mouse_mode;
enum SpecialMouseMode {
WSM_NONE = 0,
WSM_DRAGDROP = 1,
WSM_SIZING = 2,
WSM_PRESIZE = 3,
};
Window *GetCallbackWnd();
void SetFocusedWindow(Window *w);
bool EditBoxInGlobalFocus();
void ScrollbarClickHandler(Window *w, const NWidgetCore *nw, int x, int y);
#endif /* WINDOW_GUI_H */
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