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Location: cpp/openttd-patchpack/source/src/window.cpp
r19736:e9409fb52532
96.4 KiB
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(svn r24691) -Codechange: Add resolver classes for vehicles.
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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.cpp Windowing system, widgets and events */
#include "stdafx.h"
#include <stdarg.h>
#include "company_func.h"
#include "gfx_func.h"
#include "console_func.h"
#include "console_gui.h"
#include "viewport_func.h"
#include "progress.h"
#include "blitter/factory.hpp"
#include "zoom_func.h"
#include "vehicle_base.h"
#include "window_func.h"
#include "tilehighlight_func.h"
#include "network/network.h"
#include "querystring_gui.h"
#include "widgets/dropdown_func.h"
#include "strings_func.h"
#include "settings_type.h"
#include "newgrf_debug.h"
#include "hotkeys.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "error.h"
#include "game/game.hpp"
/** Values for _settings_client.gui.auto_scrolling */
enum ViewportAutoscrolling {
VA_DISABLED, //!< Do not autoscroll when mouse is at edge of viewport.
VA_MAIN_VIEWPORT_FULLSCREEN, //!< Scroll main viewport at edge when using fullscreen.
VA_MAIN_VIEWPORT, //!< Scroll main viewport at edge.
VA_EVERY_VIEWPORT, //!< Scroll all viewports at their edges.
};
static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
static Window *_mouseover_last_w = NULL; ///< Window of the last #MOUSEOVER event.
static Window *_last_scroll_window = NULL; ///< Window of the last scroll event.
/** List of windows opened at the screen sorted from the front. */
Window *_z_front_window = NULL;
/** List of windows opened at the screen sorted from the back. */
Window *_z_back_window = NULL;
/** If false, highlight is white, otherwise the by the widget defined colour. */
bool _window_highlight_colour = false;
/*
* Window that currently has focus. - The main purpose is to generate
* #FocusLost events, not to give next window in z-order focus when a
* window is closed.
*/
Window *_focused_window;
Point _cursorpos_drag_start;
int _scrollbar_start_pos;
int _scrollbar_size;
byte _scroller_click_timeout = 0;
bool _scrolling_viewport; ///< A viewport is being scrolled with the mouse.
bool _mouse_hovering; ///< The mouse is hovering over the same point.
SpecialMouseMode _special_mouse_mode; ///< Mode of the mouse.
/** Window description constructor. */
WindowDesc::WindowDesc(WindowPosition def_pos, int16 def_width, int16 def_height,
WindowClass window_class, WindowClass parent_class, uint32 flags,
const NWidgetPart *nwid_parts, int16 nwid_length) :
default_pos(def_pos),
default_width(def_width),
default_height(def_height),
cls(window_class),
parent_cls(parent_class),
flags(flags),
nwid_parts(nwid_parts),
nwid_length(nwid_length)
{
}
WindowDesc::~WindowDesc()
{
}
/**
* Compute the row of a widget that a user clicked in.
* @param clickpos Vertical position of the mouse click.
* @param widget Widget number of the widget clicked in.
* @param padding Amount of empty space between the widget edge and the top of the first row.
* @param line_height Height of a single row. A negative value means using the vertical resize step of the widget.
* @return Row number clicked at. If clicked at a wrong position, #INT_MAX is returned.
* @note The widget does not know where a list printed at the widget ends, so below a list is not a wrong position.
*/
int Window::GetRowFromWidget(int clickpos, int widget, int padding, int line_height) const
{
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(widget);
if (line_height < 0) line_height = wid->resize_y;
if (clickpos < (int)wid->pos_y + padding) return INT_MAX;
return (clickpos - (int)wid->pos_y - padding) / line_height;
}
/**
* Disable the highlighted status of all widgets.
*/
void Window::DisableAllWidgetHighlight()
{
for (uint i = 0; i < this->nested_array_size; i++) {
NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
if (nwid == NULL) continue;
if (nwid->IsHighlighted()) {
nwid->SetHighlighted(TC_INVALID);
this->SetWidgetDirty(i);
}
}
CLRBITS(this->flags, WF_HIGHLIGHTED);
}
/**
* Sets the highlighted status of a widget.
* @param widget_index index of this widget in the window
* @param highlighted_colour Colour of highlight, or TC_INVALID to disable.
*/
void Window::SetWidgetHighlight(byte widget_index, TextColour highlighted_colour)
{
assert(widget_index < this->nested_array_size);
NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
if (nwid == NULL) return;
nwid->SetHighlighted(highlighted_colour);
this->SetWidgetDirty(widget_index);
if (highlighted_colour != TC_INVALID) {
/* If we set a highlight, the window has a highlight */
this->flags |= WF_HIGHLIGHTED;
} else {
/* If we disable a highlight, check all widgets if anyone still has a highlight */
bool valid = false;
for (uint i = 0; i < this->nested_array_size; i++) {
NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i);
if (nwid == NULL) continue;
if (!nwid->IsHighlighted()) continue;
valid = true;
}
/* If nobody has a highlight, disable the flag on the window */
if (!valid) CLRBITS(this->flags, WF_HIGHLIGHTED);
}
}
/**
* Gets the highlighted status of a widget.
* @param widget_index index of this widget in the window
* @return status of the widget ie: highlighted = true, not highlighted = false
*/
bool Window::IsWidgetHighlighted(byte widget_index) const
{
assert(widget_index < this->nested_array_size);
const NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
if (nwid == NULL) return false;
return nwid->IsHighlighted();
}
/**
* A dropdown window associated to this window has been closed.
* @param pt the point inside the window the mouse resides on after closure.
* @param widget the widget (button) that the dropdown is associated with.
* @param index the element in the dropdown that is selected.
* @param instant_close whether the dropdown was configured to close on mouse up.
*/
void Window::OnDropdownClose(Point pt, int widget, int index, bool instant_close)
{
if (widget < 0) return;
if (instant_close) {
/* Send event for selected option if we're still
* on the parent button of the dropdown (behaviour of the dropdowns in the main toolbar). */
if (GetWidgetFromPos(this, pt.x, pt.y) == widget) {
this->OnDropdownSelect(widget, index);
}
}
/* Raise the dropdown button */
if (this->nested_array != NULL) {
NWidgetCore *nwi2 = this->GetWidget<NWidgetCore>(widget);
if ((nwi2->type & WWT_MASK) == NWID_BUTTON_DROPDOWN) {
nwi2->disp_flags &= ~ND_DROPDOWN_ACTIVE;
} else {
this->RaiseWidget(widget);
}
} else {
this->RaiseWidget(widget);
}
this->SetWidgetDirty(widget);
}
/**
* Return the Scrollbar to a widget index.
* @param widnum Scrollbar widget index
* @return Scrollbar to the widget
*/
const Scrollbar *Window::GetScrollbar(uint widnum) const
{
return this->GetWidget<NWidgetScrollbar>(widnum);
}
/**
* Return the Scrollbar to a widget index.
* @param widnum Scrollbar widget index
* @return Scrollbar to the widget
*/
Scrollbar *Window::GetScrollbar(uint widnum)
{
return this->GetWidget<NWidgetScrollbar>(widnum);
}
/**
* Set the window that has the focus
* @param w The window to set the focus on
*/
void SetFocusedWindow(Window *w)
{
if (_focused_window == w) return;
/* Invalidate focused widget */
if (_focused_window != NULL) {
if (_focused_window->nested_focus != NULL) _focused_window->nested_focus->SetDirty(_focused_window);
}
/* Remember which window was previously focused */
Window *old_focused = _focused_window;
_focused_window = w;
/* So we can inform it that it lost focus */
if (old_focused != NULL) old_focused->OnFocusLost();
if (_focused_window != NULL) _focused_window->OnFocus();
}
/**
* Check if an edit box is in global focus. That is if focused window
* has a edit box as focused widget, or if a console is focused.
* @return returns true if an edit box is in global focus or if the focused window is a console, else false
*/
static bool EditBoxInGlobalFocus()
{
if (_focused_window == NULL) return false;
/* The console does not have an edit box so a special case is needed. */
if (_focused_window->window_class == WC_CONSOLE) return true;
return _focused_window->nested_focus != NULL && _focused_window->nested_focus->type == WWT_EDITBOX;
}
/**
* Makes no widget on this window have focus. The function however doesn't change which window has focus.
*/
void Window::UnfocusFocusedWidget()
{
if (this->nested_focus != NULL) {
/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
this->nested_focus->SetDirty(this);
this->nested_focus = NULL;
}
}
/**
* Set focus within this window to the given widget. The function however doesn't change which window has focus.
* @param widget_index Index of the widget in the window to set the focus to.
* @return Focus has changed.
*/
bool Window::SetFocusedWidget(byte widget_index)
{
/* Do nothing if widget_index is already focused, or if it wasn't a valid widget. */
if (widget_index >= this->nested_array_size) return false;
assert(this->nested_array[widget_index] != NULL); // Setting focus to a non-existing widget is a bad idea.
if (this->nested_focus != NULL) {
if (this->GetWidget<NWidgetCore>(widget_index) == this->nested_focus) return false;
/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
this->nested_focus->SetDirty(this);
}
this->nested_focus = this->GetWidget<NWidgetCore>(widget_index);
return true;
}
/**
* Sets the enabled/disabled status of a list of widgets.
* By default, widgets are enabled.
* On certain conditions, they have to be disabled.
* @param disab_stat status to use ie: disabled = true, enabled = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetDisabledState(widgets, disab_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Sets the lowered/raised status of a list of widgets.
* @param lowered_stat status to use ie: lowered = true, raised = false
* @param widgets list of widgets ended by WIDGET_LIST_END
*/
void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
{
va_list wdg_list;
va_start(wdg_list, widgets);
while (widgets != WIDGET_LIST_END) {
SetWidgetLoweredState(widgets, lowered_stat);
widgets = va_arg(wdg_list, int);
}
va_end(wdg_list);
}
/**
* Raise the buttons of the window.
* @param autoraise Raise only the push buttons of the window.
*/
void Window::RaiseButtons(bool autoraise)
{
for (uint i = 0; i < this->nested_array_size; i++) {
if (this->nested_array[i] != NULL && ((this->nested_array[i]->type & ~WWB_PUSHBUTTON) < WWT_LAST || this->nested_array[i]->type == NWID_PUSHBUTTON_DROPDOWN) &&
(!autoraise || (this->nested_array[i]->type & WWB_PUSHBUTTON)) && this->IsWidgetLowered(i)) {
this->RaiseWidget(i);
this->SetWidgetDirty(i);
}
}
}
/**
* Invalidate a widget, i.e. mark it as being changed and in need of redraw.
* @param widget_index the widget to redraw.
*/
void Window::SetWidgetDirty(byte widget_index) const
{
/* Sometimes this function is called before the window is even fully initialized */
if (this->nested_array == NULL) return;
this->nested_array[widget_index]->SetDirty(this);
}
/**
* Do all things to make a button look clicked and mark it to be
* unclicked in a few ticks.
* @param widget the widget to "click"
*/
void Window::HandleButtonClick(byte widget)
{
this->LowerWidget(widget);
this->SetTimeout();
this->SetWidgetDirty(widget);
}
static void StartWindowDrag(Window *w);
static void StartWindowSizing(Window *w, bool to_left);
/**
* Dispatch left mouse-button (possibly double) click in window.
* @param w Window to dispatch event in
* @param x X coordinate of the click
* @param y Y coordinate of the click
* @param click_count Number of fast consecutive clicks at same position
*/
static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
{
NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
WidgetType widget_type = (nw != NULL) ? nw->type : WWT_EMPTY;
bool focused_widget_changed = false;
/* If clicked on a window that previously did dot have focus */
if (_focused_window != w && // We already have focus, right?
(w->desc_flags & WDF_NO_FOCUS) == 0 && // Don't lose focus to toolbars
widget_type != WWT_CLOSEBOX) { // Don't change focused window if 'X' (close button) was clicked
focused_widget_changed = true;
if (_focused_window != NULL) {
_focused_window->OnFocusLost();
/* The window that lost focus may have had opened a OSK, window so close it, unless the user has clicked on the OSK window. */
if (w->window_class != WC_OSK) DeleteWindowById(WC_OSK, 0);
}
SetFocusedWindow(w);
w->OnFocus();
}
if (nw == NULL) return; // exit if clicked outside of widgets
/* don't allow any interaction if the button has been disabled */
if (nw->IsDisabled()) return;
int widget_index = nw->index; ///< Index of the widget
/* Clicked on a widget that is not disabled.
* So unless the clicked widget is the caption bar, change focus to this widget */
if (widget_type != WWT_CAPTION) {
/* Close the OSK window if a edit box loses focus */
if (w->nested_focus != NULL && w->nested_focus->type == WWT_EDITBOX && w->nested_focus != nw && w->window_class != WC_OSK) {
DeleteWindowById(WC_OSK, 0);
}
/* focused_widget_changed is 'now' only true if the window this widget
* is in gained focus. In that case it must remain true, also if the
* local widget focus did not change. As such it's the logical-or of
* both changed states.
*
* If this is not preserved, then the OSK window would be opened when
* a user has the edit box focused and then click on another window and
* then back again on the edit box (to type some text).
*/
focused_widget_changed |= w->SetFocusedWidget(widget_index);
}
/* Close any child drop down menus. If the button pressed was the drop down
* list's own button, then we should not process the click any further. */
if (HideDropDownMenu(w) == widget_index && widget_index >= 0) return;
if ((widget_type & ~WWB_PUSHBUTTON) < WWT_LAST && (widget_type & WWB_PUSHBUTTON)) w->HandleButtonClick(widget_index);
switch (widget_type) {
case NWID_VSCROLLBAR:
case NWID_HSCROLLBAR:
ScrollbarClickHandler(w, nw, x, y);
break;
case WWT_EDITBOX:
if (!focused_widget_changed) { // Only open the OSK window if clicking on an already focused edit box
/* Open the OSK window if clicked on an edit box */
QueryStringBaseWindow *qs = dynamic_cast<QueryStringBaseWindow *>(w);
if (qs != NULL) {
qs->OnOpenOSKWindow(widget_index);
}
}
break;
case WWT_CLOSEBOX: // 'X'
delete w;
return;
case WWT_CAPTION: // 'Title bar'
StartWindowDrag(w);
return;
case WWT_RESIZEBOX:
/* When the resize widget is on the left size of the window
* we assume that that button is used to resize to the left. */
StartWindowSizing(w, (int)nw->pos_x < (w->width / 2));
nw->SetDirty(w);
return;
case WWT_DEBUGBOX:
w->ShowNewGRFInspectWindow();
break;
case WWT_SHADEBOX:
nw->SetDirty(w);
w->SetShaded(!w->IsShaded());
return;
case WWT_STICKYBOX:
w->flags ^= WF_STICKY;
nw->SetDirty(w);
return;
default:
break;
}
/* Widget has no index, so the window is not interested in it. */
if (widget_index < 0) return;
/* Check if the widget is highlighted; if so, disable highlight and dispatch an event to the GameScript */
if (w->IsWidgetHighlighted(widget_index)) {
w->SetWidgetHighlight(widget_index, TC_INVALID);
Game::NewEvent(new ScriptEventWindowWidgetClick((ScriptWindow::WindowClass)w->window_class, w->window_number, widget_index));
}
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_CONFIRM_POPUP_QUERY: ///< The abort window.
return true;
default:
return false;
}
}
/**
* Generate repaint events for the visible part of window w within the rectangle.
*
* The function goes recursively upwards in the window stack, and splits the rectangle
* into multiple pieces at the window edges, so obscured parts are not redrawn.
*
* @param w Window that needs to be repainted
* @param left Left edge of the rectangle that should be repainted
* @param top Top edge of the rectangle that should be repainted
* @param right Right edge of the rectangle that should be repainted
* @param bottom Bottom edge of the rectangle that should be repainted
*/
static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
{
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 \a w, or \c 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->flags & 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:
case WC_COMPANY_INFRASTRUCTURE:
continue;
default:
w->owner = new_owner;
break;
}
}
}
static void BringWindowToFront(Window *w);
/**
* Find a window and make it the relative top-window on the screen.
* The window gets unshaded if it was shaded, and a white border is drawn at its edges for a brief period of time to visualize its "activation".
* @param cls WindowClass of the window to activate
* @param number WindowNumber of the window to activate
* @return a pointer to the window thus activated
*/
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
{
Window *w = FindWindowById(cls, number);
if (w != NULL) {
if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded.
w->SetWhiteBorder();
BringWindowToFront(w);
w->SetDirty();
}
return w;
}
static inline bool IsVitalWindow(const Window *w)
{
switch (w->window_class) {
case WC_MAIN_TOOLBAR:
case WC_STATUS_BAR:
case WC_NEWS_WINDOW:
case WC_SEND_NETWORK_MSG:
return true;
default:
return false;
}
}
/**
* Get the z-priority for a given window. This is used in comparison with other z-priority values;
* a window with a given z-priority will appear above other windows with a lower value, and below
* those with a higher one (the ordering within z-priorities is arbitrary).
* @param w The window to get the z-priority for
* @pre w->window_class != WC_INVALID
* @return The window's z-priority
*/
static uint GetWindowZPriority(const Window *w)
{
assert(w->window_class != WC_INVALID);
uint z_priority = 0;
switch (w->window_class) {
case WC_ENDSCREEN:
++z_priority;
case WC_HIGHSCORE:
++z_priority;
case WC_TOOLTIPS:
++z_priority;
case WC_DROPDOWN_MENU:
++z_priority;
case WC_MAIN_TOOLBAR:
case WC_STATUS_BAR:
++z_priority;
case WC_OSK:
++z_priority;
case WC_QUERY_STRING:
case WC_SEND_NETWORK_MSG:
++z_priority;
case WC_ERRMSG:
case WC_CONFIRM_POPUP_QUERY:
case WC_MODAL_PROGRESS:
case WC_NETWORK_STATUS_WINDOW:
++z_priority;
case WC_GENERATE_LANDSCAPE:
case WC_SAVELOAD:
case WC_GAME_OPTIONS:
case WC_CUSTOM_CURRENCY:
case WC_NETWORK_WINDOW:
case WC_GRF_PARAMETERS:
case WC_AI_LIST:
case WC_AI_SETTINGS:
case WC_TEXTFILE:
++z_priority;
case WC_CONSOLE:
++z_priority;
case WC_NEWS_WINDOW:
++z_priority;
default:
++z_priority;
case WC_MAIN_WINDOW:
return z_priority;
}
}
/**
* Adds a window to the z-ordering, according to its z-priority.
* @param w Window to add
*/
static void AddWindowToZOrdering(Window *w)
{
assert(w->z_front == NULL && w->z_back == NULL);
if (_z_front_window == NULL) {
/* It's the only window. */
_z_front_window = _z_back_window = w;
w->z_front = w->z_back = NULL;
} else {
/* Search down the z-ordering for its location. */
Window *v = _z_front_window;
uint last_z_priority = UINT_MAX;
while (v != NULL && (v->window_class == WC_INVALID || GetWindowZPriority(v) > GetWindowZPriority(w))) {
if (v->window_class != WC_INVALID) {
/* Sanity check z-ordering, while we're at it. */
assert(last_z_priority >= GetWindowZPriority(v));
last_z_priority = GetWindowZPriority(v);
}
v = v->z_back;
}
if (v == NULL) {
/* It's the new back window. */
w->z_front = _z_back_window;
w->z_back = NULL;
_z_back_window->z_back = w;
_z_back_window = w;
} else if (v == _z_front_window) {
/* It's the new front window. */
w->z_front = NULL;
w->z_back = _z_front_window;
_z_front_window->z_front = w;
_z_front_window = w;
} else {
/* It's somewhere else in the z-ordering. */
w->z_front = v->z_front;
w->z_back = v;
v->z_front->z_back = w;
v->z_front = w;
}
}
}
/**
* Removes a window from the z-ordering.
* @param w Window to remove
*/
static void RemoveWindowFromZOrdering(Window *w)
{
if (w->z_front == NULL) {
assert(_z_front_window == w);
_z_front_window = w->z_back;
} else {
w->z_front->z_back = w->z_back;
}
if (w->z_back == NULL) {
assert(_z_back_window == w);
_z_back_window = w->z_front;
} else {
w->z_back->z_front = w->z_front;
}
w->z_front = w->z_back = NULL;
}
/**
* On clicking on a window, make it the frontmost window of all windows with an equal
* or lower z-priority. The window is marked dirty for a repaint
* @param w window that is put into the relative foreground
*/
static void BringWindowToFront(Window *w)
{
RemoveWindowFromZOrdering(w);
AddWindowToZOrdering(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->SetWhiteBorder();
if (desc->default_pos == WDP_CENTER) this->flags |= 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);
/* Insert the window into the correct location in the z-ordering. */
AddWindowToZOrdering(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();
ShowFirstError();
}
/**
* Close down the windowing system
*/
void UnInitWindowSystem()
{
UnshowCriticalError();
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->flags & WF_TIMEOUT) && --w->timeout_timer == 0) {
CLRBITS(w->flags, WF_TIMEOUT);
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
* @param clamp_to_screen Whether to make sure the whole window stays visible
*/
void ResizeWindow(Window *w, int delta_x, int delta_y, bool clamp_to_screen)
{
if (delta_x != 0 || delta_y != 0) {
if (clamp_to_screen) {
/* Determine the new right/bottom position. If that is outside of the bounds of
* the resolution clamp it in such a manner that it stays within the bounds. */
int new_right = w->left + w->width + delta_x;
int new_bottom = w->top + w->height + delta_y;
if (new_right >= (int)_cur_resolution.width) delta_x -= Ceil(new_right - _cur_resolution.width, max(1U, w->nested_root->resize_x));
if (new_bottom >= (int)_cur_resolution.height) delta_y -= Ceil(new_bottom - _cur_resolution.height, max(1U, w->nested_root->resize_y));
}
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->flags & WF_DRAGGING) {
/* Stop the dragging if the left mouse button was released */
if (!_left_button_down) {
w->flags &= ~WF_DRAGGING;
break;
}
w->SetDirty();
int x = _cursor.pos.x + _drag_delta.x;
int y = _cursor.pos.y + _drag_delta.y;
int nx = x;
int ny = y;
if (_settings_client.gui.window_snap_radius != 0) {
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->flags & WF_SIZING) {
/* Stop the sizing if the left mouse button was released */
if (!_left_button_down) {
w->flags &= ~WF_SIZING;
w->SetDirty();
break;
}
/* Compute difference in pixels between cursor position and reference point in the window.
* If resizing the left edge of the window, moving to the left makes the window bigger not smaller.
*/
int x, y = _cursor.pos.y - _drag_delta.y;
if (w->flags & WF_SIZING_LEFT) {
x = _drag_delta.x - _cursor.pos.x;
} else {
x = _cursor.pos.x - _drag_delta.x;
}
/* resize.step_width and/or resize.step_height may be 0, which means no resize is possible. */
if (w->resize.step_width == 0) x = 0;
if (w->resize.step_height == 0) y = 0;
/* Check the resize button won't go past the bottom of the screen */
if (w->top + w->height + y > _screen.height) {
y = _screen.height - w->height - w->top;
}
/* X and Y has to go by step.. calculate it.
* The cast to int is necessary else x/y are implicitly casted to
* unsigned int, which won't work. */
if (w->resize.step_width > 1) x -= x % (int)w->resize.step_width;
if (w->resize.step_height > 1) y -= y % (int)w->resize.step_height;
/* Check that we don't go below the minimum set size */
if ((int)w->width + x < (int)w->nested_root->smallest_x) {
x = w->nested_root->smallest_x - w->width;
}
if ((int)w->height + y < (int)w->nested_root->smallest_y) {
y = w->nested_root->smallest_y - w->height;
}
/* Window already on size */
if (x == 0 && y == 0) return ES_HANDLED;
/* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */
_drag_delta.y += y;
if ((w->flags & WF_SIZING_LEFT) && x != 0) {
_drag_delta.x -= x; // x > 0 -> window gets longer -> left-edge moves to left -> subtract x to get new position.
w->SetDirty();
w->left -= x; // If dragging left edge, move left window edge in opposite direction by the same amount.
/* ResizeWindow() below ensures marking new position as dirty. */
} else {
_drag_delta.x += x;
}
/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
ResizeWindow(w, x, y);
return ES_HANDLED;
}
}
_dragging_window = false;
return ES_HANDLED;
}
/**
* Start window dragging
* @param w Window to start dragging
*/
static void StartWindowDrag(Window *w)
{
w->flags |= WF_DRAGGING;
w->flags &= ~WF_CENTERED;
_dragging_window = true;
_drag_delta.x = w->left - _cursor.pos.x;
_drag_delta.y = w->top - _cursor.pos.y;
BringWindowToFront(w);
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->flags |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
w->flags &= ~WF_CENTERED;
_dragging_window = true;
_drag_delta.x = _cursor.pos.x;
_drag_delta.y = _cursor.pos.y;
BringWindowToFront(w);
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 relative top-most window, and if so do
* it. If a window does not obscure any other windows, it will not
* be brought to the foreground. Also if the only obscuring windows
* are so-called system-windows, the window will not be moved.
* The function will return false when a child window of this window is a
* modal-popup; function returns a false and child window gets a white border
* @param w Window to bring relatively on-top
* @return false if the window has an active modal child, true otherwise
*/
static bool MaybeBringWindowToFront(Window *w)
{
bool bring_to_front = false;
if (w->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(w) ||
w->window_class == WC_TOOLTIPS ||
w->window_class == WC_DROPDOWN_MENU) {
return true;
}
/* Use unshaded window size rather than current size for shaded windows. */
int w_width = w->width;
int w_height = w->height;
if (w->IsShaded()) {
w_width = w->unshaded_size.width;
w_height = w->unshaded_size.height;
}
Window *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->SetWhiteBorder();
u->SetDirty();
return false;
}
if (u->window_class == WC_MAIN_WINDOW ||
IsVitalWindow(u) ||
u->window_class == WC_TOOLTIPS ||
u->window_class == WC_DROPDOWN_MENU) {
continue;
}
/* Window sizes don't interfere, leave z-order alone */
if (w->left + w_width <= u->left ||
u->left + u->width <= w->left ||
w->top + w_height <= u->top ||
u->top + u->height <= w->top) {
continue;
}
bring_to_front = true;
}
if (bring_to_front) BringWindowToFront(w);
return true;
}
/**
* 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 (_game_mode == GM_MENU || HasModalProgress()) return;
if (_settings_client.gui.auto_scrolling == VA_DISABLED) return;
if (_settings_client.gui.auto_scrolling == VA_MAIN_VIEWPORT_FULLSCREEN && !_fullscreen) return;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
Window *w = FindWindowFromPt(x, y);
if (w == NULL || w->flags & WF_DISABLE_VP_SCROLL) return;
if (_settings_client.gui.auto_scrolling != VA_EVERY_VIEWPORT && w->window_class != WC_MAIN_WINDOW) return;
ViewPort *vp = IsPtInWindowViewport(w, x, y);
if (vp == NULL) return;
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->flags & WF_DISABLE_VP_SCROLL) &&
_settings_client.gui.left_mouse_btn_scrolling) {
_scrolling_viewport = true;
_cursor.fix_at = false;
}
break;
case MC_RIGHT:
if (!(w->flags & 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->flags & WF_STICKY)) continue;
last_deletable = w;
deletable_count++;
}
/* We've not reached the soft limit yet. */
if (deletable_count <= _settings_client.gui.window_soft_limit) break;
assert(last_deletable != 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;
RemoveWindowFromZOrdering(w);
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;
static int highlight_timer = 1;
if (--highlight_timer == 0) {
highlight_timer = 15;
_window_highlight_colour = !_window_highlight_colour;
}
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->ProcessScheduledInvalidations();
w->ProcessHighlightedInvalidations();
}
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->flags & WF_WHITE_BORDER) && --w->white_border_timer == 0) {
CLRBITS(w->flags, WF_WHITE_BORDER);
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 this window's data as invalid (in need of re-computing)
* @param data The data to invalidate with
* @param gui_scope Whether the funtion is called from GUI scope.
*/
void Window::InvalidateData(int data, bool gui_scope)
{
this->SetDirty();
if (!gui_scope) {
/* Schedule GUI-scope invalidation for next redraw. */
*this->scheduled_invalidation_data.Append() = data;
}
this->OnInvalidateData(data, gui_scope);
}
/**
* Process all scheduled invalidations.
*/
void Window::ProcessScheduledInvalidations()
{
for (int *data = this->scheduled_invalidation_data.Begin(); this->window_class != WC_INVALID && data != this->scheduled_invalidation_data.End(); data++) {
this->OnInvalidateData(*data, true);
}
this->scheduled_invalidation_data.Clear();
}
/**
* Process all invalidation of highlighted widgets.
*/
void Window::ProcessHighlightedInvalidations()
{
if ((this->flags & WF_HIGHLIGHTED) == 0) return;
for (uint i = 0; i < this->nested_array_size; i++) {
if (this->IsWidgetHighlighted(i)) this->SetWidgetDirty(i);
}
}
/**
* Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
*
* Note that by default the invalidation is not considered to be called from GUI scope.
* That means only a part of invalidation is executed immediately. The rest is scheduled for the next redraw.
* The asynchronous execution is important to prevent GUI code being executed from command scope.
* When not in GUI-scope:
* - OnInvalidateData() may not do test-runs on commands, as they might affect the execution of
* the command which triggered the invalidation. (town rating and such)
* - OnInvalidateData() may not rely on _current_company == _local_company.
* This implies that no NewGRF callbacks may be run.
*
* However, when invalidations are scheduled, then multiple calls may be scheduled before execution starts. Earlier scheduled
* invalidations may be called with invalidation-data, which is already invalid at the point of execution.
* That means some stuff requires to be executed immediately in command scope, while not everything may be executed in command
* scope. While GUI-scope calls have no restrictions on what they may do, they cannot assume the game to still be in the state
* when the invalidation was scheduled; passed IDs may have got invalid in the mean time.
*
* Finally, note that invalidations triggered from commands or the game loop result in OnInvalidateData() being called twice.
* Once in command-scope, once in GUI-scope. So make sure to not process differential-changes twice.
*
* @param cls Window class
* @param number Window number within the class
* @param data The data to invalidate with
* @param gui_scope Whether the call is done from GUI scope
*/
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
{
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->flags & 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->flags & 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, false);
top = w->top;
left = PositionMainToolbar(w); // changes toolbar orientation
break;
case WC_NEWS_WINDOW:
top = newh - w->height;
left = PositionNewsMessage(w);
break;
case WC_STATUS_BAR:
ResizeWindow(w, min(neww, *_preferred_statusbar_size) - w->width, 0, false);
top = newh - w->height;
left = PositionStatusbar(w);
break;
case WC_SEND_NETWORK_MSG:
ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0, false);
top = newh - w->height - FindWindowById(WC_STATUS_BAR, 0)->height;
left = PositionNetworkChatWindow(w);
break;
case WC_CONSOLE:
IConsoleResize(w);
continue;
default: {
if (w->flags & WF_CENTERED) {
top = (newh - w->height) >> 1;
left = (neww - w->width) >> 1;
break;
}
left = w->left;
if (left + (w->width >> 1) >= neww) left = neww - w->width;
if (left < 0) left = 0;
top = w->top;
if (top + (w->height >> 1) >= newh) top = newh - w->height;
break;
}
}
EnsureVisibleCaption(w, left, top);
}
}
/**
* 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();
}
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