src/window.cpp
author rubidium
Thu, 19 Jun 2008 11:45:52 +0000
changeset 11023 583f32658248
parent 10941 4b627487aac9
permissions -rw-r--r--
(svn r13579) -Fix [FS#2088]: process the order coming after a conditional order, otherwise the vehicle would already leaving the station before it knows where the next destination is, making it leave in the wrong way. However, after processing as many conditional orders as there are in the order list it will stop processing them in order to not create an infinite loop.
/* $Id$ */

/** @file window.cpp Windowing system, widgets and events */

#include "stdafx.h"
#include <stdarg.h>
#include "openttd.h"
#include "debug.h"
#include "player_func.h"
#include "gfx_func.h"
#include "console_func.h"
#include "console_gui.h"
#include "viewport_func.h"
#include "variables.h"
#include "genworld.h"
#include "blitter/factory.hpp"
#include "window_gui.h"
#include "zoom_func.h"
#include "core/alloc_func.hpp"
#include "map_func.h"
#include "vehicle_base.h"
#include "settings_type.h"
#include "cheat_func.h"
#include "window_func.h"
#include "tilehighlight_func.h"

#include "table/sprites.h"

static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
static Window *_mouseover_last_w = NULL; ///< Window of the last MOUSEOVER event

/**
 * List of windows opened at the screen.
 * Uppermost window is at  _z_windows[_last_z_window - 1],
 * bottom window is at _z_windows[0]
 */
Window *_z_windows[MAX_NUMBER_OF_WINDOWS];
Window **_last_z_window; ///< always points to the next free space in the z-array

byte _no_scroll;
Point _cursorpos_drag_start;

int _scrollbar_start_pos;
int _scrollbar_size;
byte _scroller_click_timeout;

bool _scrolling_scrollbar;
bool _scrolling_viewport;

byte _special_mouse_mode;


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);
}

void CDECL Window::SetWidgetsHiddenState(bool hidden_stat, int widgets, ...)
{
	va_list wdg_list;

	va_start(wdg_list, widgets);

	while (widgets != WIDGET_LIST_END) {
		SetWidgetHiddenState(widgets, hidden_stat);
		widgets = va_arg(wdg_list, int);
	}

	va_end(wdg_list);
}

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);
}

void Window::RaiseButtons()
{
	for (uint i = 0; i < this->widget_count; i++) {
		if (this->IsWidgetLowered(i)) {
			this->RaiseWidget(i);
			this->InvalidateWidget(i);
		}
	}
}

void Window::InvalidateWidget(byte widget_index) const
{
	const Widget *wi = &this->widget[widget_index];

	/* Don't redraw the window if the widget is invisible or of no-type */
	if (wi->type == WWT_EMPTY || IsWidgetHidden(widget_index)) return;

	SetDirtyBlocks(this->left + wi->left, this->top + wi->top, this->left + wi->right + 1, this->top + wi->bottom + 1);
}

void Window::HandleButtonClick(byte widget)
{
	this->LowerWidget(widget);
	this->flags4 |= 5 << WF_TIMEOUT_SHL;
	this->InvalidateWidget(widget);
}

static void StartWindowDrag(Window *w);
static void StartWindowSizing(Window *w);

/**
 * 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 double_click Was it a double click?
 */
static void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click)
{
	int widget = 0;
	if (w->desc_flags & WDF_DEF_WIDGET) {
		widget = GetWidgetFromPos(w, x, y);
		if (widget < 0) return; // exit if clicked outside of widgets

		/* don't allow any interaction if the button has been disabled */
		if (w->IsWidgetDisabled(widget)) return;

		const Widget *wi = &w->widget[widget];

		if (wi->type & WWB_MASK) {
			/* special widget handling for buttons*/
			switch (wi->type) {
				case WWT_PANEL   | WWB_PUSHBUTTON: /* WWT_PUSHBTN */
				case WWT_IMGBTN  | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */
				case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */
					w->HandleButtonClick(widget);
					break;
			}
		} else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) {
			ScrollbarClickHandler(w, wi, x, y);
		}

		if (w->desc_flags & WDF_STD_BTN) {
			if (widget == 0) { /* 'X' */
				delete w;
				return;
			}

			if (widget == 1) { /* 'Title bar' */
				StartWindowDrag(w);
				return;
			}
		}

		if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) {
			StartWindowSizing(w);
			w->InvalidateWidget(widget);
			return;
		}

		if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) {
			w->flags4 ^= WF_STICKY;
			w->InvalidateWidget(widget);
			return;
		}
	}

	Point pt = { x, y };

	if (double_click) {
		w->OnDoubleClick(pt, widget);
	} else {
		w->OnClick(pt, widget);
	}
}

/**
 * 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)
{
	int widget = 0;

	/* default tooltips handler? */
	if (w->desc_flags & WDF_STD_TOOLTIPS) {
		widget = GetWidgetFromPos(w, x, y);
		if (widget < 0) return; // exit if clicked outside of widgets

		if (w->widget[widget].tooltips != 0) {
			GuiShowTooltips(w->widget[widget].tooltips);
			return;
		}
	}

	Point pt = { x, y };
	w->OnRightClick(pt, widget);
}

/**
 * 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 widget the widget where the scrollwheel was used
 * @param wheel scroll up or down
 */
static void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
{
	if (widget < 0) return;

	const Widget *wi1 = &w->widget[widget];
	const Widget *wi2 = &w->widget[widget + 1];

	/* The listbox can only scroll if scrolling was done on the scrollbar itself,
	 * or on the listbox (and the next item is (must be) the scrollbar)
	 * XXX - should be rewritten as a widget-dependent scroller but that's
	 * not happening until someone rewrites the whole widget-code */
	Scrollbar *sb;
	if ((sb = &w->vscroll,  wi1->type == WWT_SCROLLBAR)  || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR)  ||
			(sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) {

		if (sb->count > sb->cap) {
			int pos = Clamp(sb->pos + wheel, 0, sb->count - sb->cap);
			if (pos != sb->pos) {
				sb->pos = pos;
				w->SetDirty();
			}
		}
	}
}

/**
 * Generate repaint events for the visible part of window *wz 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 wz Pointer into window stack, pointing at the 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* const *wz, int left, int top, int right, int bottom)
{
	Window* const *vz = wz;

	while (++vz != _last_z_window) {
		const Window *v = *vz;

		if (right > v->left &&
				bottom > v->top &&
				left < v->left + v->width &&
				top < v->top + v->height) {
			/* v and rectangle intersect with eeach other */
			int x;

			if (left < (x = v->left)) {
				DrawOverlappedWindow(wz, left, top, x, bottom);
				DrawOverlappedWindow(wz, x, top, right, bottom);
				return;
			}

			if (right > (x = v->left + v->width)) {
				DrawOverlappedWindow(wz, left, top, x, bottom);
				DrawOverlappedWindow(wz, x, top, right, bottom);
				return;
			}

			if (top < (x = v->top)) {
				DrawOverlappedWindow(wz, left, top, right, x);
				DrawOverlappedWindow(wz, left, x, right, bottom);
				return;
			}

			if (bottom > (x = v->top + v->height)) {
				DrawOverlappedWindow(wz, left, top, right, x);
				DrawOverlappedWindow(wz, 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 - (*wz)->left;
	dp->top = top - (*wz)->top;
	dp->pitch = _screen.pitch;
	dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
	dp->zoom = ZOOM_LVL_NORMAL;
	(*wz)->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* const *wz;
	DrawPixelInfo bk;
	_cur_dpi = &bk;

	FOR_ALL_WINDOWS(wz) {
		const Window *w = *wz;
		if (right > w->left &&
				bottom > w->top &&
				left < w->left + w->width &&
				top < w->top + w->height) {
			/* Window w intersects with the rectangle => needs repaint */
			DrawOverlappedWindow(wz, left, top, right, bottom);
		}
	}
}

/**
 * Mark entire window as dirty (in need of re-paint)
 * @param w Window to redraw
 * @ingroup dirty
 */
void Window::SetDirty() const
{
	SetDirtyBlocks(this->left, this->top, this->left + this->width, this->top + this->height);
}

/**
 * Mark entire window as dirty (in need of re-paint)
 * @param w Window to redraw
 * @ingroup dirty
 */
void SetWindowDirty(const Window *w)
{
	if (w != NULL) w->SetDirty();
}

/** Find the Window whose parent pointer points to this window
 * @param w parent Window to find child of
 * @return a Window pointer that is the child of w, or NULL otherwise */
static Window *FindChildWindow(const Window *w)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *v = *wz;
		if (v->parent == w) return v;
	}

	return NULL;
}

/** Find the z-value of a window. A window must already be open
 * or the behaviour is undefined but function should never fail
 * @param w window to query Z Position
 * @return Pointer into the window-list at the position of \a w
 */
Window **FindWindowZPosition(const Window *w)
{
	Window **wz;

	FOR_ALL_WINDOWS(wz) {
		if (*wz == w) return wz;
	}

	DEBUG(misc, 3, "Window (cls %d, number %d) is not open, probably removed by recursive calls",
		w->window_class, w->window_number);
	return NULL;
}

/**
 * Remove window and all its child windows from the window stack.
 */
Window::~Window()
{
	if (_thd.place_mode != VHM_NONE &&
			_thd.window_class == this->window_class &&
			_thd.window_number == this->window_number) {
		ResetObjectToPlace();
	}

	/* Prevent Mouseover() from resetting mouse-over coordinates on a non-existing window */
	if (_mouseover_last_w == this) _mouseover_last_w = NULL;

	/* Find the window in the z-array, and effectively remove it
	 * by moving all windows after it one to the left. This must be
	 * done before removing the child so we cannot cause recursion
	 * between the deletion of the parent and the child. */
	Window **wz = FindWindowZPosition(this);
	if (wz == NULL) return;
	memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz);
	_last_z_window--;

	/* Delete all children a window might have in a head-recursive manner */
	Window *child = FindChildWindow(this);
	while (child != NULL) {
		delete child;
		child = FindChildWindow(this);
	}

	if (this->viewport != NULL) DeleteWindowViewport(this);

	this->SetDirty();
	free(this->widget);
}

/**
 * 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* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;
		if (w->window_class == cls && w->window_number == number) 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
 */
void DeleteWindowById(WindowClass cls, WindowNumber number)
{
	delete FindWindowById(cls, number);
}

/**
 * Delete all windows of a given class
 * @param cls Window class of windows to delete
 */
void DeleteWindowByClass(WindowClass cls)
{
	Window* const *wz;

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(wz) {
		Window *w = *wz;
		if (w->window_class == cls) {
			delete w;
			goto restart_search;
		}
	}
}

/** Delete all windows of a player. We identify windows of a player
 * by looking at the caption colour. If it is equal to the player ID
 * then we say the window belongs to the player and should be deleted
 * @param id PlayerID player identifier */
void DeletePlayerWindows(PlayerID id)
{
	Window* const *wz;

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(wz) {
		Window *w = *wz;
		if (w->caption_color == id) {
			delete w;
			goto restart_search;
		}
	}

	/* Also delete the player specific windows, that don't have a player-colour */
	DeleteWindowById(WC_BUY_COMPANY, id);
}

/** Change the owner of all the windows one player can take over from another
 * player in the case of a company merger. Do not change ownership of windows
 * that need to be deleted once takeover is complete
 * @param old_player PlayerID of original owner of the window
 * @param new_player PlayerID of the new owner of the window */
void ChangeWindowOwner(PlayerID old_player, PlayerID new_player)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;

		if (w->caption_color != old_player) continue;

		switch (w->window_class) {
			case WC_PLAYER_COLOR:
			case WC_FINANCES:
			case WC_STATION_LIST:
			case WC_TRAINS_LIST:
			case WC_ROADVEH_LIST:
			case WC_SHIPS_LIST:
			case WC_AIRCRAFT_LIST:
			case WC_BUY_COMPANY:
			case WC_COMPANY:
				continue;

			default:
				w->caption_color = new_player;
				break;
		}
	}
}

static void BringWindowToFront(const Window *w);

/** Find a window and make it the top-window on the screen. The window
 * gets a white border 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) {
		w->flags4 |= WF_WHITE_BORDER_MASK;
		BringWindowToFront(w);
		w->SetDirty();
	}

	return w;
}

static inline bool IsVitalWindow(const Window *w)
{
	switch (w->window_class) {
		case WC_MAIN_TOOLBAR:
		case WC_STATUS_BAR:
		case WC_NEWS_WINDOW:
		case WC_SEND_NETWORK_MSG:
			return true;

		default:
			return false;
	}
}

/** On clicking on a window, make it the frontmost window of all. However
 * there are certain windows that always need to be on-top; these include
 * - Toolbar, Statusbar (always on)
 * - New window, Chatbar (only if open)
 * The window is marked dirty for a repaint if the window is actually moved
 * @param w window that is put into the foreground
 * @return pointer to the window, the same as the input pointer
 */
static void BringWindowToFront(const Window *w)
{
	Window **wz = FindWindowZPosition(w);
	Window **vz = _last_z_window;

	/* Bring the window just below the vital windows */
	do {
		if (--vz < _z_windows) return;
	} while (IsVitalWindow(*vz));

	if (wz == vz) return; // window is already in the right position
	assert(wz < vz);

	Window *tempz = *wz;
	memmove(wz, wz + 1, (byte*)vz - (byte*)wz);
	*vz = tempz;

	w->SetDirty();
}

/** We have run out of windows, so find a suitable candidate for replacement.
 * Keep all important windows intact. These are
 * - Main window (gamefield), Toolbar, Statusbar (always on)
 * - News window, Chatbar (when on)
 * - Any sticked windows since we wanted to keep these
 * @return w pointer to the window that is going to be deleted
 */
static Window *FindDeletableWindow()
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;
		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) {
			return w;
		}
	}
	return NULL;
}

/** A window must be freed, and all are marked as important windows. Ease the
 * restriction a bit by allowing to delete sticky windows. Keep important/vital
 * windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar)
 * Start finding an appropiate candidate from the lowest z-values (bottom)
 * @see FindDeletableWindow()
 * @return w Pointer to the window that is being deleted
 */
static Window *ForceFindDeletableWindow()
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;
		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w;
	}
	NOT_REACHED();
}

/**
 * Assign widgets to a new window by initialising its widget pointers, and by
 * copying the widget array \a widget to \c w->widget to allow for resizable
 * windows.
 * @param w Window on which to attach the widget array
 * @param widget pointer of widget array to fill the window with
 *
 * @post \c w->widget points to allocated memory and contains the copied widget array except for the terminating widget,
 *       \c w->widget_count contains number of widgets in the allocated memory.
 */
static void AssignWidgetToWindow(Window *w, const Widget *widget)
{
	if (widget != NULL) {
		uint index = 1;

		for (const Widget *wi = widget; wi->type != WWT_LAST; wi++) index++;

		w->widget = MallocT<Widget>(index);
		memcpy(w->widget, widget, sizeof(*w->widget) * index);
		w->widget_count = index - 1;
	} else {
		w->widget = NULL;
		w->widget_count = 0;
	}
}

/**
 * Initializes a new Window.
 * This function is called the constructors.
 * See descriptions for those functions for usage
 * Only addition here is window_number, which is the window_number being assigned to the new window
 * @param x offset in pixels from the left of the screen
 * @param y offset in pixels from the top of the screen
 * @param min_width minimum width in pixels of the window
 * @param min_height minimum height in pixels of the window
 * @param cls see WindowClass class of the window, used for identification and grouping
 * @param *widget see Widget pointer to the window layout and various elements
 * @param window_number number being assigned to the new window
 * @return Window pointer of the newly created window
 */
void Window::Initialize(int x, int y, int min_width, int min_height,
				WindowClass cls, const Widget *widget, int window_number)
{
	/* We have run out of windows, close one and use that as the place for our new one */
	if (_last_z_window == endof(_z_windows)) {
		Window *w = FindDeletableWindow();
		if (w == NULL) w = ForceFindDeletableWindow();
		delete w;
	}

	/* Set up window properties */
	this->window_class = cls;
	this->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
	this->caption_color = 0xFF;
	this->left = x;
	this->top = y;
	this->width = min_width;
	this->height = min_height;
	AssignWidgetToWindow(this, widget);
	this->resize.width = min_width;
	this->resize.height = min_height;
	this->resize.step_width = 1;
	this->resize.step_height = 1;
	this->window_number = window_number;

	/* Hacky way of specifying always-on-top windows. These windows are
		* always above other windows because they are moved below them.
		* status-bar is above news-window because it has been created earlier.
		* Also, as the chat-window is excluded from this, it will always be
		* the last window, thus always on top.
		* XXX - Yes, ugly, probably needs something like w->always_on_top flag
		* to implement correctly, but even then you need some kind of distinction
		* between on-top of chat/news and status windows, because these conflict */
	Window **wz = _last_z_window;
	if (wz != _z_windows && this->window_class != WC_SEND_NETWORK_MSG && this->window_class != WC_HIGHSCORE && this->window_class != WC_ENDSCREEN) {
		if (FindWindowById(WC_MAIN_TOOLBAR, 0)     != NULL) wz--;
		if (FindWindowById(WC_STATUS_BAR, 0)       != NULL) wz--;
		if (FindWindowById(WC_NEWS_WINDOW, 0)      != NULL) wz--;
		if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--;

		assert(wz >= _z_windows);
		if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz);
	}

	*wz = this;
	_last_z_window++;
}

/**
 * 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::Initialize()
 */
void Window::FindWindowPlacementAndResize(int def_width, int def_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);

		Point size;
		Point diff;
		size.x = this->width;
		size.y = this->height;
		diff.x = enlarge_x;
		diff.y = enlarge_y;
		this->OnResize(size, diff);
	}

	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();
}

void Window::FindWindowPlacementAndResize(const WindowDesc *desc)
{
	this->FindWindowPlacementAndResize(desc->default_width, desc->default_height);
}

/**
 * Open a new window. If there is no space for a new window, close an open
 * window. Try to avoid stickied windows, but if there is no else, close one of
 * those as well. Then make sure all created windows are below some always-on-top
 * ones. Finally set all variables and call the WE_CREATE event
 * @param x offset in pixels from the left of the screen
 * @param y offset in pixels from the top of the screen
 * @param width width in pixels of the window
 * @param height height in pixels of the window
 * @param cls see WindowClass class of the window, used for identification and grouping
 * @param *widget see Widget pointer to the window layout and various elements
 * @return Window pointer of the newly created window
 */
Window::Window(int x, int y, int width, int height, WindowClass cls, const Widget *widget)
{
	this->Initialize(x, y, width, height, cls, widget, 0);
}

/**
 * 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)
{
	Window* const *wz;

	int right  = width + left;
	int bottom = height + top;

	if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height) return false;

	/* Make sure it is not obscured by any window. */
	FOR_ALL_WINDOWS(wz) {
		const Window *w = *wz;
		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)
{
	Window* const *wz;

	/* 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. */
	FOR_ALL_WINDOWS(wz) {
		const Window *w = *wz;
		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)
{
	Window* const *wz;
	Point pt;

	/* First attempt, try top-left of the screen */
	if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt;

	/* Second attempt, try around all existing windows with a distance of 2 pixels.
	 * The new window must be entirely on-screen, and not overlap with an existing window.
	 * Eight starting points are tried, two at each corner.
	 */
	FOR_ALL_WINDOWS(wz) {
		const Window *w = *wz;
		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(wz) {
		const Window *w = *wz;
		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(wz) {
			const Window *w = *wz;

			if (w->left == left && w->top == top) {
				left += 5;
				top += 5;
				goto restart;
			}
		}

		pt.x = left;
		pt.y = top;
		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 0/36 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 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, int window_number)
{
	Point pt;
	Window *w;

	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 - desc->default_width) {
			pt.x = (_screen.width + 10 - desc->default_width) - 20;
		}
		pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 36 : 10);
	} else {
		switch (desc->left) {
			case WDP_ALIGN_TBR: // Align the right side with the top toolbar
				w = FindWindowById(WC_MAIN_TOOLBAR, 0);
				pt.x = (w->left + w->width) - desc->default_width;
				break;

			case WDP_ALIGN_TBL: // Align the left side with the top toolbar
				pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left;
				break;

			case WDP_AUTO: // Find a good automatic position for the window
				return GetAutoPlacePosition(desc->default_width, desc->default_height);

			case WDP_CENTER: // Centre the window horizontally
				pt.x = (_screen.width - desc->default_width) / 2;
				break;

			default:
				pt.x = desc->left;
				if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen
		}

		switch (desc->top) {
			case WDP_CENTER: // Centre the window vertically
				pt.y = (_screen.height - desc->default_height) / 2;
				break;

			/* WDP_AUTO sets the position at once and is controlled by desc->left.
			 * Both left and top must be set to WDP_AUTO */
			case WDP_AUTO:
				NOT_REACHED();
				assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO);
				/* fallthrough */

			default:
				pt.y = desc->top;
				if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen
				break;
		}
	}

	return pt;
}

/**
 * Set the positions of a new window from a WindowDesc and open it.
 *
 * @param *desc         The pointer to the WindowDesc to be created
 * @param window_number the window number of the new window
 *
 * @return Window pointer of the newly created window
 */
Window::Window(const WindowDesc *desc, WindowNumber window_number)
{
	Point pt = LocalGetWindowPlacement(desc, window_number);
	this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->cls, desc->widgets, window_number);
	this->desc_flags = desc->flags;
}

/** 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)
{
	for (Window * const *wz = _last_z_window; wz != _z_windows;) {
		Window *w = *--wz;
		if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
			return w;
		}
	}

	return NULL;
}

/**
 * (re)initialize the windowing system
 */
void InitWindowSystem()
{
	IConsoleClose();

	_last_z_window = _z_windows;
	_mouseover_last_w = NULL;
	_no_scroll = 0;
	_scrolling_viewport = 0;
}

/**
 * Close down the windowing system
 */
void UnInitWindowSystem()
{
	while (_last_z_window != _z_windows) delete _z_windows[0];
}

/**
 * Reset the windowing system, by means of shutting it down followed by re-initialization
 */
void ResetWindowSystem()
{
	UnInitWindowSystem();
	InitWindowSystem();
	_thd.pos.x = 0;
	_thd.pos.y = 0;
	_thd.new_pos.x = 0;
	_thd.new_pos.y = 0;
}

static void DecreaseWindowCounters()
{
	Window* const *wz;

	for (wz = _last_z_window; wz != _z_windows;) {
		Window *w = *--wz;
		/* Unclick scrollbar buttons if they are pressed. */
		if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
			w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
			w->SetDirty();
		}
		w->OnMouseLoop();
	}

	for (wz = _last_z_window; wz != _z_windows;) {
		Window *w = *--wz;

		if (w->flags4 & WF_TIMEOUT_MASK && !(--w->flags4 & WF_TIMEOUT_MASK)) {
			w->OnTimeout();
			if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons();
		}
	}
}

Window *GetCallbackWnd()
{
	return FindWindowById(_thd.window_class, _thd.window_number);
}

static void HandlePlacePresize()
{
	if (_special_mouse_mode != WSM_PRESIZE) return;

	Window *w = GetCallbackWnd();
	if (w == NULL) return;

	Point pt = GetTileBelowCursor();
	if (pt.x == -1) {
		_thd.selend.x = -1;
		return;
	}

	w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
}

static bool HandleDragDrop()
{
	if (_special_mouse_mode != WSM_DRAGDROP) return true;
	if (_left_button_down) return false;

	Window *w = GetCallbackWnd();

	if (w != NULL) {
		/* send an event in client coordinates. */
		Point pt;
		pt.x = _cursor.pos.x - w->left;
		pt.y = _cursor.pos.y - w->top;
		w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
	}

	ResetObjectToPlace();

	return false;
}

static bool HandleMouseOver()
{
	Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);

	/* We changed window, put a MOUSEOVER event to the last window */
	if (_mouseover_last_w != NULL && _mouseover_last_w != w) {
		/* Reset mouse-over coordinates of previous window */
		Point pt = { -1, -1 };
		_mouseover_last_w->OnMouseOver(pt, 0);
	}

	/* _mouseover_last_w will get reset when the window is deleted, see DeleteWindow() */
	_mouseover_last_w = w;

	if (w != NULL) {
		/* send an event in client coordinates. */
		Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
		int widget = 0;
		if (w->widget != NULL) {
			widget = GetWidgetFromPos(w, pt.x, pt.y);
		}
		w->OnMouseOver(pt, widget);
	}

	/* Mouseover never stops execution */
	return true;
}

/**
 * Resize the window.
 * Update all the widgets of a window based on their resize flags
 * Both the areas of the old window and the new sized window are set dirty
 * ensuring proper redrawal.
 * @param w Window to resize
 * @param x delta x-size of changed window (positive if larger, etc.)
 * @param y delta y-size of changed window
 */
void ResizeWindow(Window *w, int x, int y)
{
	bool resize_height = false;
	bool resize_width = false;

	if (x == 0 && y == 0) return;

	w->SetDirty();
	for (Widget *wi = w->widget; wi->type != WWT_LAST; wi++) {
		/* Isolate the resizing flags */
		byte rsizeflag = GB(wi->display_flags, 0, 4);

		if (rsizeflag == RESIZE_NONE) continue;

		/* Resize the widget based on its resize-flag */
		if (rsizeflag & RESIZE_LEFT) {
			wi->left += x;
			resize_width = true;
		}

		if (rsizeflag & RESIZE_RIGHT) {
			wi->right += x;
			resize_width = true;
		}

		if (rsizeflag & RESIZE_TOP) {
			wi->top += y;
			resize_height = true;
		}

		if (rsizeflag & RESIZE_BOTTOM) {
			wi->bottom += y;
			resize_height = true;
		}
	}

	/* We resized at least 1 widget, so let's resize the window totally */
	if (resize_width)  w->width  += x;
	if (resize_height) w->height += y;

	w->SetDirty();
}

static bool _dragging_window;

static bool HandleWindowDragging()
{
	Window* const *wz;
	/* Get out immediately if no window is being dragged at all. */
	if (!_dragging_window) return true;

	/* Otherwise find the window... */
	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;

		if (w->flags4 & WF_DRAGGING) {
			const Widget *t = &w->widget[1]; // the title bar ... ugh

			/* Stop the dragging if the left mouse button was released */
			if (!_left_button_down) {
				w->flags4 &= ~WF_DRAGGING;
				break;
			}

			w->SetDirty();

			int x = _cursor.pos.x + _drag_delta.x;
			int y = _cursor.pos.y + _drag_delta.y;
			int nx = x;
			int ny = y;

			if (_settings_client.gui.window_snap_radius != 0) {
				Window* const *vz;

				int hsnap = _settings_client.gui.window_snap_radius;
				int vsnap = _settings_client.gui.window_snap_radius;
				int delta;

				FOR_ALL_WINDOWS(vz) {
					const Window *v = *vz;

					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;
						}
					}
				}
			}

			/* Make sure the window doesn't leave the screen
			 * 13 is the height of the title bar */
			nx = Clamp(nx, 13 - t->right, _screen.width - 13 - t->left);
			ny = Clamp(ny, 0, _screen.height - 13);

			/* Make sure the title bar isn't hidden by behind the main tool bar */
			Window *v = FindWindowById(WC_MAIN_TOOLBAR, 0);
			if (v != NULL) {
				int v_bottom = v->top + v->height;
				int v_right = v->left + v->width;
				if (ny + t->top >= v->top && ny + t->top < v_bottom) {
					if ((v->left < 13 && nx + t->left < v->left) ||
							(v_right > _screen.width - 13 && nx + t->right > v_right)) {
						ny = v_bottom;
					} else {
						if (nx + t->left > v->left - 13 &&
								nx + t->right < v_right + 13) {
							if (w->top >= v_bottom) {
								ny = v_bottom;
							} else if (w->left < nx) {
								nx = v->left - 13 - t->left;
							} else {
								nx = v_right + 13 - t->right;
							}
						}
					}
				}
			}

			if (w->viewport != NULL) {
				w->viewport->left += nx - w->left;
				w->viewport->top  += ny - w->top;
			}
			w->left = nx;
			w->top  = ny;

			w->SetDirty();
			return false;
		} else if (w->flags4 & WF_SIZING) {
			int x, y;

			/* Stop the sizing if the left mouse button was released */
			if (!_left_button_down) {
				w->flags4 &= ~WF_SIZING;
				w->SetDirty();
				break;
			}

			x = _cursor.pos.x - _drag_delta.x;
			y = _cursor.pos.y - _drag_delta.y;

			/* 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 if we don't go below the minimum set size */
			if ((int)w->width + x < (int)w->resize.width)
				x = w->resize.width - w->width;
			if ((int)w->height + y < (int)w->resize.height)
				y = w->resize.height - w->height;

			/* Window already on size */
			if (x == 0 && y == 0) return false;

			/* Now find the new cursor pos.. this is NOT _cursor, because
			    we move in steps. */
			_drag_delta.x += x;
			_drag_delta.y += y;

			/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
			ResizeWindow(w, x, y);

			Point size;
			Point diff;
			size.x = x + w->width;
			size.y = y + w->height;
			diff.x = x;
			diff.y = y;
			w->OnResize(size, diff);
			return false;
		}
	}

	_dragging_window = false;
	return false;
}

/**
 * Start window dragging
 * @param w Window to start dragging
 */
static void StartWindowDrag(Window *w)
{
	w->flags4 |= WF_DRAGGING;
	_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
 */
static void StartWindowSizing(Window *w)
{
	w->flags4 |= WF_SIZING;
	_dragging_window = true;

	_drag_delta.x = _cursor.pos.x;
	_drag_delta.y = _cursor.pos.y;

	BringWindowToFront(w);
	DeleteWindowById(WC_DROPDOWN_MENU, 0);
}


static bool HandleScrollbarScrolling()
{
	Window* const *wz;

	/* Get out quickly if no item is being scrolled */
	if (!_scrolling_scrollbar) return true;

	/* Find the scrolling window */
	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;

		if (w->flags4 & WF_SCROLL_MIDDLE) {
			/* Abort if no button is clicked any more. */
			if (!_left_button_down) {
				w->flags4 &= ~WF_SCROLL_MIDDLE;
				w->SetDirty();
				break;
			}

			int i;
			Scrollbar *sb;

			if (w->flags4 & WF_HSCROLL) {
				sb = &w->hscroll;
				i = _cursor.pos.x - _cursorpos_drag_start.x;
			} else if (w->flags4 & WF_SCROLL2){
				sb = &w->vscroll2;
				i = _cursor.pos.y - _cursorpos_drag_start.y;
			} else {
				sb = &w->vscroll;
				i = _cursor.pos.y - _cursorpos_drag_start.y;
			}

			/* Find the item we want to move to and make sure it's inside bounds. */
			int pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap));
			if (pos != sb->pos) {
				sb->pos = pos;
				w->SetDirty();
			}
			return false;
		}
	}

	_scrolling_scrollbar = false;
	return false;
}

static bool HandleViewportScroll()
{
	bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);

	if (!_scrolling_viewport) return true;

	Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);

	if (!(_right_button_down || scrollwheel_scrolling) || w == NULL) {
		_cursor.fix_at = false;
		_scrolling_viewport = false;
		return true;
	}

	if (w == FindWindowById(WC_MAIN_WINDOW, 0) && w->viewport->follow_vehicle != INVALID_VEHICLE) {
		/* If the main window is following a vehicle, then first let go of it! */
		const Vehicle *veh = GetVehicle(w->viewport->follow_vehicle);
		ScrollMainWindowTo(veh->x_pos, veh->y_pos, true); /* This also resets follow_vehicle */
		return true;
	}

	Point delta;
	if (_settings_client.gui.reverse_scroll) {
		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 */
	w->OnScroll(delta);

	_cursor.delta.x = 0;
	_cursor.delta.y = 0;
	return false;
}

/** Check if a window can be made top-most window, and if so do
 * it. If a window does not obscure any other windows, it will not
 * be brought to the foreground. Also if the only obscuring windows
 * are so-called system-windows, the window will not be moved.
 * The function will return false when a child window of this window is a
 * modal-popup; function returns a false and child window gets a white border
 * @param w Window to bring on-top
 * @return false if the window has an active modal child, true otherwise */
static bool MaybeBringWindowToFront(const 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;
	}

	Window * const *wz = FindWindowZPosition(w);
	for (Window * const *uz = wz; ++uz != _last_z_window;) {
		Window *u = *uz;

		/* A modal child will prevent the activation of the parent window */
		if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
			u->flags4 |= WF_WHITE_BORDER_MASK;
			u->SetDirty();
			return false;
		}

		if (u->window_class == WC_MAIN_WINDOW ||
				IsVitalWindow(u) ||
				u->window_class == WC_TOOLTIPS ||
				u->window_class == WC_DROPDOWN_MENU) {
			continue;
		}

		/* Window sizes don't interfere, leave z-order alone */
		if (w->left + w->width <= u->left ||
				u->left + u->width <= w->left ||
				w->top  + w->height <= u->top ||
				u->top + u->height <= w->top) {
			continue;
		}

		bring_to_front = true;
	}

	if (bring_to_front) BringWindowToFront(w);
	return true;
}

/** Handle keyboard input.
 * @param raw_key Lower 8 bits contain the ASCII character, the higher 16 bits the keycode
 */
void HandleKeypress(uint32 raw_key)
{
	/* Stores if a window with a textfield for typing is open
	 * If this is the case, keypress events are only passed to windows with text fields and
	 * to thein this main toolbar. */
	bool query_open = false;

	/*
	* During the generation of the world, there might be
	* another thread that is currently building for example
	* a road. To not interfere with those tasks, we should
	* NOT change the _current_player here.
	*
	* This is not necessary either, as the only events that
	* can be handled are the 'close application' events
	*/
	if (!IsGeneratingWorld()) _current_player = _local_player;

	/* 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 we have a query string window open before allowing hotkeys */
	if (FindWindowById(WC_QUERY_STRING,            0) != NULL ||
			FindWindowById(WC_SEND_NETWORK_MSG,        0) != NULL ||
			FindWindowById(WC_GENERATE_LANDSCAPE,      0) != NULL ||
			FindWindowById(WC_CONSOLE,                 0) != NULL ||
			FindWindowById(WC_SAVELOAD,                0) != NULL ||
			FindWindowById(WC_COMPANY_PASSWORD_WINDOW, 0) != NULL) {
		query_open = true;
	}

	/* Call the event, start with the uppermost window. */
	for (Window* const *wz = _last_z_window; wz != _z_windows;) {
		Window *w = *--wz;

		/* if a query window is open, only call the event for certain window types */
		if (query_open &&
				w->window_class != WC_QUERY_STRING &&
				w->window_class != WC_SEND_NETWORK_MSG &&
				w->window_class != WC_GENERATE_LANDSCAPE &&
				w->window_class != WC_CONSOLE &&
				w->window_class != WC_SAVELOAD &&
				w->window_class != WC_COMPANY_PASSWORD_WINDOW) {
			continue;
		}
		if (w->OnKeyPress(key, keycode) == Window::ES_HANDLED) return;
	}

	Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
	/* When there is no toolbar w is null, check for that */
	if (w != NULL) w->OnKeyPress(key, keycode);
}

/**
 * State of CONTROL key has changed
 */
void HandleCtrlChanged()
{
	/* Call the event, start with the uppermost window. */
	for (Window* const *wz = _last_z_window; wz != _z_windows;) {
		Window *w = *--wz;
		if (w->OnCTRLStateChange() == Window::ES_HANDLED) return;
	}
}

/**
 * Local counter that is incremented each time an mouse input event is detected.
 * The counter is used to stop auto-scrolling.
 * @see HandleAutoscroll()
 * @see HandleMouseEvents()
 */
static int _input_events_this_tick = 0;

/**
 * If needed and switched on, perform auto scrolling (automatically
 * moving window contents when mouse is near edge of the window).
 */
static void HandleAutoscroll()
{
	if (_input_events_this_tick != 0) {
		/* HandleAutoscroll 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;
	}

	if (_settings_client.gui.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
		int x = _cursor.pos.x;
		int y = _cursor.pos.y;
		Window *w = FindWindowFromPt(x, y);
		if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
		ViewPort *vp = IsPtInWindowViewport(w, x, y);
		if (vp != NULL) {
			x -= vp->left;
			y -= vp->top;

			/* here allows scrolling in both x and y axis */
#define scrollspeed 3
			if (x - 15 < 0) {
				w->viewport->dest_scrollpos_x += ScaleByZoom((x - 15) * scrollspeed, vp->zoom);
			} else if (15 - (vp->width - x) > 0) {
				w->viewport->dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * scrollspeed, vp->zoom);
			}
			if (y - 15 < 0) {
				w->viewport->dest_scrollpos_y += ScaleByZoom((y - 15) * scrollspeed, vp->zoom);
			} else if (15 - (vp->height - y) > 0) {
				w->viewport->dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * scrollspeed, vp->zoom);
			}
#undef scrollspeed
		}
	}
}

enum MouseClick {
	MC_NONE = 0,
	MC_LEFT,
	MC_RIGHT,
	MC_DOUBLE_LEFT,

	MAX_OFFSET_DOUBLE_CLICK = 5,     ///< How much the mouse is allowed to move to call it a double click
	TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
};

extern void UpdateTileSelection();
extern bool VpHandlePlaceSizingDrag();

static void ScrollMainViewport(int x, int y)
{
	if (_game_mode != GM_MENU) {
		Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
		assert(w);

		w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
		w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
	}
}

/**
 * Describes all the different arrow key combinations the game allows
 * when it is in scrolling mode.
 * The real arrow keys are bitwise numbered as
 * 1 = left
 * 2 = up
 * 4 = right
 * 8 = down
 */
static const int8 scrollamt[16][2] = {
	{ 0,  0}, ///<  no key specified
	{-2,  0}, ///<  1 : left
	{ 0, -2}, ///<  2 : up
	{-2, -1}, ///<  3 : left  + up
	{ 2,  0}, ///<  4 : right
	{ 0,  0}, ///<  5 : left  + right = nothing
	{ 2, -1}, ///<  6 : right + up
	{ 0, -2}, ///<  7 : right + left  + up = up
	{ 0  ,2}, ///<  8 : down
	{-2  ,1}, ///<  9 : down  + left
	{ 0,  0}, ///< 10 : down  + up    = nothing
	{-2,  0}, ///< 11 : left  + up    +  down = left
	{ 2,  1}, ///< 12 : down  + right
	{ 0,  2}, ///< 13 : left  + right +  down = down
	{ 2,  0}, ///< 14 : right + up    +  down = right
	{ 0,  0}, ///< 15 : left  + up    +  right + down  = nothing
};

static void HandleKeyScrolling()
{
	if (_dirkeys && !_no_scroll) {
		int factor = _shift_pressed ? 50 : 10;
		ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
	}
}

void MouseLoop(MouseClick click, int mousewheel)
{
	DecreaseWindowCounters();
	HandlePlacePresize();
	UpdateTileSelection();

	if (!VpHandlePlaceSizingDrag())  return;
	if (!HandleDragDrop())           return;
	if (!HandleWindowDragging())     return;
	if (!HandleScrollbarScrolling()) return;
	if (!HandleViewportScroll())     return;
	if (!HandleMouseOver())          return;

	bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
	if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;

	int x = _cursor.pos.x;
	int y = _cursor.pos.y;
	Window *w = FindWindowFromPt(x, y);
	if (w == NULL) return;

	if (!MaybeBringWindowToFront(w)) return;
	ViewPort *vp = IsPtInWindowViewport(w, x, y);

	/* Don't allow any action in a viewport if either in menu of in generating world */
	if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;

	if (mousewheel != 0) {
		if (_settings_client.gui.scrollwheel_scrolling == 0) {
			/* Send mousewheel event to window */
			w->OnMouseWheel(mousewheel);
		}

		/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
		if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel);
	}

	if (vp != NULL) {
		if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button
		switch (click) {
			case MC_DOUBLE_LEFT:
			case MC_LEFT:
				DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
				if (_thd.place_mode != VHM_NONE &&
						/* query button and place sign button work in pause mode */
						_cursor.sprite != SPR_CURSOR_QUERY &&
						_cursor.sprite != SPR_CURSOR_SIGN &&
						_pause_game != 0 &&
						!_cheats.build_in_pause.value) {
					return;
				}

				if (_thd.place_mode == VHM_NONE) {
					HandleViewportClicked(vp, x, y);
				} else {
					PlaceObject();
				}
				break;

			case MC_RIGHT:
				if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
					_scrolling_viewport = true;
					_cursor.fix_at = true;
				}
				break;

			default:
				break;
		}
	} else {
		switch (click) {
			case MC_DOUBLE_LEFT:
				DispatchLeftClickEvent(w, x - w->left, y - w->top, true);
				if (_mouseover_last_w == NULL) break; // The window got removed.
				/* fallthough, and also give a single-click for backwards compatibility */
			case MC_LEFT:
				DispatchLeftClickEvent(w, x - w->left, y - w->top, false);
				break;

			default:
				if (!scrollwheel_scrolling || w == NULL || w->window_class != WC_SMALLMAP) break;
				/* We try to use the scrollwheel to scroll since we didn't touch any of the buttons.
				* Simulate a right button click so we can get started. */
				/* fallthough */
			case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
		}
	}
}

/**
 * Handle a mouse event from the video driver
 */
void HandleMouseEvents()
{
	static int double_click_time = 0;
	static int double_click_x = 0;
	static int double_click_y = 0;

	/*
	 * During the generation of the world, there might be
	 * another thread that is currently building for example
	 * a road. To not interfere with those tasks, we should
	 * NOT change the _current_player here.
	 *
	 * This is not necessary either, as the only events that
	 * can be handled are the 'close application' events
	 */
	if (!IsGeneratingWorld()) _current_player = _local_player;

	/* Mouse event? */
	MouseClick click = MC_NONE;
	if (_left_button_down && !_left_button_clicked) {
		click = MC_LEFT;
		if (double_click_time != 0 && _realtime_tick - double_click_time   < TIME_BETWEEN_DOUBLE_CLICK &&
			  double_click_x != 0    && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK  &&
			  double_click_y != 0    && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
			click = MC_DOUBLE_LEFT;
		}
		double_click_time = _realtime_tick;
		double_click_x = _cursor.pos.x;
		double_click_y = _cursor.pos.y;
		_left_button_clicked = true;
		_input_events_this_tick++;
	} else if (_right_button_clicked) {
		_right_button_clicked = false;
		click = MC_RIGHT;
		_input_events_this_tick++;
	}

	int mousewheel = 0;
	if (_cursor.wheel) {
		mousewheel = _cursor.wheel;
		_cursor.wheel = 0;
		_input_events_this_tick++;
	}

	MouseLoop(click, mousewheel);
}

/**
 * Regular call from the global game loop
 */
void InputLoop()
{
	HandleKeyScrolling();
	HandleMouseEvents();
	HandleAutoscroll();
}

/**
 * Update the continuously changing contents of the windows, such as the viewports
 */
void UpdateWindows()
{
	Window* const *wz;
	static int we4_timer = 0;
	int t = we4_timer + 1;

	if (t >= 100) {
		for (wz = _last_z_window; wz != _z_windows;) {
			(*--wz)->OnHundredthTick();
		}
		t = 0;
	}
	we4_timer = t;

	for (wz = _last_z_window; wz != _z_windows;) {
		Window *w = *--wz;
		if (w->flags4 & WF_WHITE_BORDER_MASK) {
			w->flags4 -= WF_WHITE_BORDER_ONE;

			if (!(w->flags4 & WF_WHITE_BORDER_MASK)) w->SetDirty();
		}
	}

	DrawDirtyBlocks();

	FOR_ALL_WINDOWS(wz) {
		if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz);
	}
	DrawChatMessage();
	/* 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 InvalidateWindow(WindowClass cls, WindowNumber number)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		const Window *w = *wz;
		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 InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		const Window *w = *wz;
		if (w->window_class == cls && w->window_number == number) {
			w->InvalidateWidget(widget_index);
		}
	}
}

/**
 * Mark all windows of a particular class as dirty (in need of repainting)
 * @param cls Window class
 */
void InvalidateWindowClasses(WindowClass cls)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		if ((*wz)->window_class == cls) (*wz)->SetDirty();
	}
}

/**
 * Mark window data as invalid (in need of re-computing)
 * @param w Window with invalid data
 */
void InvalidateThisWindowData(Window *w, int data)
{
	w->OnInvalidateData(data);
	w->SetDirty();
}

/**
 * Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
 * @param cls Window class
 * @param number Window number within the class
 */
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;
		if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w, data);
	}
}

/**
 * Mark window data of all windows of a given class as invalid (in need of re-computing)
 * @param cls Window class
 */
void InvalidateWindowClassesData(WindowClass cls, int data)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz, data);
	}
}

/**
 * Dispatch WE_TICK event over all windows
 */
void CallWindowTickEvent()
{
	if (_scroller_click_timeout > 3) {
		_scroller_click_timeout -= 3;
	} else {
		_scroller_click_timeout = 0;
	}

	for (Window * const *wz = _last_z_window; wz != _z_windows;) {
		(*--wz)->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* const *wz;

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(wz) {
		Window *w = *wz;
		if (w->window_class != WC_MAIN_WINDOW &&
				w->window_class != WC_SELECT_GAME &&
				w->window_class != WC_MAIN_TOOLBAR &&
				w->window_class != WC_STATUS_BAR &&
				w->window_class != WC_TOOLBAR_MENU &&
				w->window_class != WC_TOOLTIPS &&
				(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'

			delete w;
			goto restart_search;
		}
	}
}

/** It is possible that a stickied window gets to a position where the
 * 'close' button is outside the gaming area. You cannot close it then; except
 * with this function. It closes all windows calling the standard function,
 * then, does a little hacked loop of closing all stickied windows. Note
 * that standard windows (status bar, etc.) are not stickied, so these aren't affected */
void DeleteAllNonVitalWindows()
{
	Window* const *wz;

	/* 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(wz) {
		if ((*wz)->flags4 & WF_STICKY) {
			delete *wz;
			goto restart_search;
		}
	}
}

/** Delete all always on-top windows to get an empty screen */
void HideVitalWindows()
{
	DeleteWindowById(WC_TOOLBAR_MENU, 0);
	DeleteWindowById(WC_MAIN_TOOLBAR, 0);
	DeleteWindowById(WC_STATUS_BAR, 0);
}

/**
 * (Re)position main toolbar window at the screen
 * @param w Window structure of the main toolbar window, may also be \c NULL
 * @return X coordinate of left edge of the repositioned toolbar window
 */
int PositionMainToolbar(Window *w)
{
	DEBUG(misc, 5, "Repositioning Main Toolbar...");

	if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
		w = FindWindowById(WC_MAIN_TOOLBAR, 0);
	}

	switch (_settings_client.gui.toolbar_pos) {
		case 1:  w->left = (_screen.width - w->width) / 2; break;
		case 2:  w->left = _screen.width - w->width; break;
		default: w->left = 0;
	}
	SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part
	return w->left;
}

void SetVScrollCount(Window *w, int num)
{
	w->vscroll.count = num;
	num -= w->vscroll.cap;
	if (num < 0) num = 0;
	if (num < w->vscroll.pos) w->vscroll.pos = num;
}

void SetVScroll2Count(Window *w, int num)
{
	w->vscroll2.count = num;
	num -= w->vscroll2.cap;
	if (num < 0) num = 0;
	if (num < w->vscroll2.pos) w->vscroll2.pos = num;
}

void SetHScrollCount(Window *w, int num)
{
	w->hscroll.count = num;
	num -= w->hscroll.cap;
	if (num < 0) num = 0;
	if (num < w->hscroll.pos) w->hscroll.pos = num;
}

/**
 * Relocate all windows to fit the new size of the game application screen
 * @param neww New width of the game application screen
 * @param newh New height of the game appliction screen
 */
void RelocateAllWindows(int neww, int newh)
{
	Window* const *wz;

	FOR_ALL_WINDOWS(wz) {
		Window *w = *wz;
		int left, top;

		if (w->window_class == WC_MAIN_WINDOW) {
			ViewPort *vp = w->viewport;
			vp->width = w->width = neww;
			vp->height = w->height = newh;
			vp->virtual_width = ScaleByZoom(neww, vp->zoom);
			vp->virtual_height = ScaleByZoom(newh, vp->zoom);
			continue; // don't modify top,left
		}

		/* XXX - this probably needs something more sane. For example specying
		 * in a 'backup'-desc that the window should always be centred. */
		switch (w->window_class) {
			case WC_MAIN_TOOLBAR:
				if (neww - w->width != 0) {
					ResizeWindow(w, min(neww, 640) - w->width, 0);

					Point size;
					Point delta;
					size.x = w->width;
					size.y = w->height;
					delta.x = neww - w->width;
					delta.y = 0;
					w->OnResize(size, delta);
				}

				top = w->top;
				left = PositionMainToolbar(w); // changes toolbar orientation
				break;

			case WC_SELECT_GAME:
			case WC_GAME_OPTIONS:
			case WC_NETWORK_WINDOW:
				top = (newh - w->height) >> 1;
				left = (neww - w->width) >> 1;
				break;

			case WC_NEWS_WINDOW:
				top = newh - w->height;
				left = (neww - w->width) >> 1;
				break;

			case WC_STATUS_BAR:
				ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
				top = newh - w->height;
				left = (neww - w->width) >> 1;
				break;

			case WC_SEND_NETWORK_MSG:
				ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
				top = (newh - 26); // 26 = height of status bar + height of chat bar
				left = (neww - w->width) >> 1;
				break;

			case WC_CONSOLE:
				IConsoleResize(w);
				continue;

			default: {
				left = w->left;
				if (left + (w->width >> 1) >= neww) left = neww - w->width;
				if (left < 0) left = 0;

				top = w->top;
				if (top + (w->height >> 1) >= newh) top = newh - w->height;

				const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
				if (wt != NULL) {
					if (top < wt->height && wt->left < (w->left + w->width) && (wt->left + wt->width) > w->left) top = wt->height;
					if (top >= newh) top = newh - 1;
				} else {
					if (top < 0) top = 0;
				}
			} break;
		}

		if (w->viewport != NULL) {
			w->viewport->left += left - w->left;
			w->viewport->top += top - w->top;
		}

		w->left = left;
		w->top = top;
	}
}

/** Destructor of the base class PickerWindowBase
 * Main utility is to stop the base Window destructor from triggering
 * a free while the child will already be free, in this case by the ResetObjectToPlace().
 */
PickerWindowBase::~PickerWindowBase()
{
	this->window_class = WC_INVALID; // stop the ancestor from freeing the already (to be) child
	ResetObjectToPlace();
}