/* $Id$ */
/** @file window.cpp windowing system, widgets and events */
#include "stdafx.h"
#include <stdarg.h>
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "map.h"
#include "player.h"
#include "window.h"
#include "gfx.h"
#include "viewport.h"
#include "console.h"
#include "variables.h"
#include "table/sprites.h"
#include "genworld.h"
#include "helpers.hpp"
#include "widget/window_events.hpp"
#include "widget/widget_types.h"
/* delta between mouse cursor and upper left corner of dragged window */
static Point _drag_delta;
/*static*/ WindowList BaseWindow::s_list;
//static BaseWindow _windows[25];
//BaseWindow *_z_windows[lengthof(_windows)];
//BaseWindow **_last_z_window; ///< always points to the next free space in the z-array
void WindowList::Add(BaseWindow *w)
{
/* we will add the new window before first vital window or at the end */
Iterator it = w->IsVital() ? m_list.end() : FindFirstVitalWindow();
/* it should be now at the proper position where new window should be added */
m_list.insert(it, w);
}
void WindowList::Remove(BaseWindow *w)
{
Iterator it = Find(w);
if (it != m_list.end()) {
assert(it != m_list.end());
Item &item = (*it);
assert(item.w == w);
// w->Close();
m_list.erase(it);
}
}
void WindowList::CloseAll()
{
BaseWindow *w_prev = NULL;
while (!m_list.empty()) {
Iterator it = m_list.begin();
Item &item = (*it);
BaseWindow *w = item.w;
assert(w != w_prev);
w_prev = w;
w->Close();
}
}
static bool MatchWindow(WindowList::Iterator it, BaseWindow *w)
{
return (*it).w == w;
}
WindowList::Iterator WindowList::Find(BaseWindow *w)
{
Iterator it = EnumT(&MatchWindow, w);
if (it == m_list.end()) {
DEBUG(misc, 3, "BaseWindow (cls %d, number %d) is not open, probably removed by recursive calls",
w->window_class, w->window_number);
}
return it;
}
static bool MatchNonVitalWindow(WindowList::Iterator it)
{
return !(*it).w->IsVital();
}
WindowList::Iterator WindowList::FindFirstVitalWindow()
{
Iterator it = ReverseEnumT(&MatchNonVitalWindow);
/* we have stopped on last non-vital window. Move one step forward to locate first vital window. */
if (it != m_list.end()) ++it;
return it;
}
static bool MatchClass(WindowList::Iterator it, WindowClass cls)
{
return (*it).w->window_class == cls;
}
WindowList::Iterator WindowList::FindByClass(WindowClass cls)
{
return EnumT(&MatchClass, cls);
}
static bool MatchClassAndId(WindowList::Iterator it, WindowClass cls, WindowNumber num)
{
return (*it).w->window_class == cls && (*it).w->window_number == num;
}
WindowList::Iterator WindowList::FindById(WindowClass cls, WindowNumber num)
{
return EnumT(&MatchClassAndId, cls, num);
}
static bool MatchXY(WindowList::Iterator it, int x, int y)
{
BaseWindow *w = (*it).w;
return IS_INSIDE_1D(x, w->Left(), w->Width()) && IS_INSIDE_1D(y, w->Top(), w->Height());
}
/** 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
* @return a pointer to the found window if any, NULL otherwise */
WindowList::Iterator WindowList::FindFromPt(int x, int y)
{
return ReverseEnumT(&MatchXY, x, y);
}
int16 BaseWindow::Left() const
{
assert(super::TopLeft() == Point16(0, 0));
return m_wnd_pos.x;
}
int16 BaseWindow::Top() const
{
assert(super::TopLeft() == Point16(0, 0));
return m_wnd_pos.y;
}
int16 BaseWindow::Right() const
{
assert(super::TopLeft() == Point16(0, 0));
return m_wnd_pos.x + super::Right();
}
int16 BaseWindow::Bottom() const
{
assert(super::TopLeft() == Point16(0, 0));
return m_wnd_pos.y + super::Bottom();
}
const Point16& BaseWindow::TopLeft() const
{
assert(super::TopLeft() == Point16(0, 0));
return m_wnd_pos;
}
Point16 BaseWindow::BottomRight() const
{
assert(super::TopLeft() == Point16(0, 0));
return m_wnd_pos + super::BottomRight();
}
Rect16 BaseWindow::GetRect() const
{
assert(super::TopLeft() == Point16(0, 0));
return super::GetRect() + m_wnd_pos;
}
void BaseWindow::SetLeft(int16 val)
{
assert(super::TopLeft() == Point16(0, 0));
m_wnd_pos.x = val;
}
void BaseWindow::SetTop(int16 val)
{
assert(super::TopLeft() == Point16(0, 0));
m_wnd_pos.y = val;
}
void BaseWindow::SetRight(int16 val)
{
assert(super::TopLeft() == Point16(0, 0));
assert(val >= m_wnd_pos.x);
super::SetRight(val - m_wnd_pos.x);
}
void BaseWindow::SetBottom(int16 val)
{
assert(super::TopLeft() == Point16(0, 0));
assert(val >= m_wnd_pos.y);
super::SetBottom(val - m_wnd_pos.y);
}
void BaseWindow::SetTopLeft(const Point16 &pt)
{
assert(super::TopLeft() == Point16(0, 0));
m_wnd_pos = pt;
}
void BaseWindow::SetBottomRight(const Point16 &pt)
{
assert(super::TopLeft() == Point16(0, 0));
super::SetBottomRight(pt - m_wnd_pos);
}
void BaseWindow::SetSize(const Point16 &pt)
{
assert(super::TopLeft() == Point16(0, 0));
super::SetSize(pt);
}
void BaseWindow::SetRect(const Rect16 &rect)
{
assert(super::TopLeft() == Point16(0, 0));
m_wnd_pos = rect.top_left;
super::SetBottomRight(rect.Size());
}
/*virtual*/ bool BaseWindow::Create(WindowNumber num)
{
window_number = num;
flash_timeout = 3; // just opened windows have a white border
caption_color = 0xFF;
wndproc = &BaseWindow::DefaultWndProc;
/* add our new window into z-order list */
BaseWindow::s_list.Add(this);
/* Finalize the creation process */
CallEventNP(WE_CREATE);
/* window should have some widgets now */
assert(widget != NULL || m_widgets.size() > 0);
SetDirty();
return true;
}
/*virtual*/ bool BaseWindow::Create(const WindowDesc *desc, WindowNumber num)
{
window_class = desc->cls;
flash_timeout = 3; // just opened windows have a white border
caption_color = 0xFF;
SetTopLeft(Point16(desc->left, desc->top));
SetSize(Point16(desc->width, desc->height));
wndproc = desc->proc != NULL ? desc->proc : &BaseWindow::DefaultWndProc;
desc_flags = desc->flags;
AssignWidget(desc->widgets);
resize.width = Width();
resize.height = Height();
resize.step_width = 1;
resize.step_height = 1;
window_number = num;
/* add our new window into z-order list */
BaseWindow::s_list.Add(this);
/* Finalize the creation process */
CallEventNP(WE_CREATE);
SetDirty();
return true;
}
/*virtual*/ void BaseWindow::CreateNcWidgets()
{
super::CreateNcWidgets();
if ((m_feature_flags & gui::FF_NO_CAPTION_BAR) == gui::FF_NONE) {
/* add caption bar */
gui::FeatureFlags feature_flags = m_feature_flags & (gui::FF_NO_CLOSE_BOX | gui::FF_NO_STICKY_BOX);
feature_flags |= gui::FF_SAME_HEIGHT | gui::FF_MAX_WIDTH;
gui::CaptionBar *capt_bar = new gui::CaptionBar(this, feature_flags);
AddWidget(capt_bar, gui::Panel::TOP);
}
if ((m_feature_flags & gui::FF_NO_RESIZE_BOX) == gui::FF_NONE) {
/* add resize box */
gui::ResizeBox *resize_box = new gui::ResizeBox(this);
AddWidget(resize_box, gui::Panel::CENTER);
}
}
/*virtual*/ void BaseWindow::CreateWidgets()
{
/* only old windows are allowed to use this fake 'CreateWidgets()' method << new gui must have its own */
assert(widget != NULL);
}
/*virtual*/ void BaseWindow::OnCreate(gui::EvtCreate &ev)
{
super::OnCreate(ev);
QuerySizes();
DoLayout();
}
/*virtual*/ void BaseWindow::OnPaint(gui::EvtPaint &ev)
{
ClipDrawContext ctx(0, 0, Width(), Height());
if (!ctx.IsEmpty()) super::OnPaint(ev);
}
/*virtual*/ void BaseWindow::OnResize(gui::EvtResize &ev)
{
if (ev.m_change == Point16(0, 0)) return;
super::OnResize(ev);
QuerySizes();
DoLayout();
}
/**
* Open a new window. If there is no space for a new window, close an open
* window. Try to avoid stickied windows, but if there is no else, close one of
* those as well. Then make sure all created windows are below some always-on-top
* ones. Finally set all variables and call the WE_CREATE event
* @param x offset in pixels from the left of the screen
* @param y offset in pixels from the top of the screen
* @param width width in pixels of the window
* @param height height in pixels of the window
* @param *proc @see WindowProc function to call when any messages/updates happen to the window
* @param cls @see WindowClass class of the window, used for identification and grouping
* @param *widget @see OldWidget pointer to the window layout and various elements
* @return @see BaseWindow pointer of the newly created window
*/
/*static*/ BaseWindow* BaseWindow::Allocate(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const OldWidget *widget)
{
WindowDesc desc = {x, y, width, height, cls, WC_NONE, 0, widget, proc};
return new BaseWindow(&desc, 0);
}
/**
* Open a new window.
* @param *desc The pointer to the WindowDesc to be created
* @param window_number the window number of the new window
* @return @see BaseWindow pointer of the newly created window
*/
BaseWindow *BaseWindow::AllocateFront(const WindowDesc *desc, int window_number)
{
if (BaseWindow::BringToFrontById(desc->cls, window_number) != NULL) return NULL;
BaseWindow *w = Allocate(desc, window_number);
return w;
}
static Point GetAutoPlacePosition(int width, int height);
/*static*/ BaseWindow* BaseWindow::Allocate(const WindowDesc *desc, int window_number)
{
Point pt;
BaseWindow *w;
/* By default position a child window at an offset of 10/10 of its parent.
* However if it falls too extremely outside window positions, reposition
* it to an automatic place */
if (desc->parent_cls != WC_MAIN_WINDOW &&
(w = BaseWindow::FindById(desc->parent_cls, window_number)) != NULL &&
w->Left() < _screen.width - 20 && w->Left() > -60 && w->Top() < _screen.height - 20) {
pt.x = w->Left() + 10;
if (pt.x > _screen.width + 10 - desc->width) {
pt.x = (_screen.width + 10 - desc->width) - 20;
}
pt.y = w->Top() + 10;
} else {
switch (desc->left) {
case WDP_ALIGN_TBR: { /* Align the right side with the top toolbar */
w = BaseWindow::FindById(WC_MAIN_TOOLBAR, 0);
pt.x = (w->Left() + w->Width()) - desc->width;
} break;
case WDP_ALIGN_TBL: /* Align the left side with the top toolbar */
pt.x = BaseWindow::FindById(WC_MAIN_TOOLBAR, 0)->Left();
break;
case WDP_AUTO: /* Find a good automatic position for the window */
pt = GetAutoPlacePosition(desc->width, desc->height);
goto allocate_window;
case WDP_CENTER: /* Centre the window horizontally */
pt.x = (_screen.width - desc->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->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;
}
}
allocate_window:
WindowDesc d2 = *desc;
d2.left = pt.x;
d2.top = pt.y;
w = new BaseWindow(&d2, window_number);
return w;
}
/* Open a new window.
* This function is called from AllocateWindow() or AllocateWindowDesc()
* See descriptions for those functions for usage
* See AllocateWindow() for description of arguments.
* Only addition here is window_number, which is the window_number being assigned to the new window
*/
//BaseWindow::BaseWindow(
// int x, int y, int w, int h,
// WindowProc *proc, WindowClass cls, const OldWidget *widget, int wnd_number)
//{
// ZeroInit();
//
// window_class = cls;
// flash_timeout = 3; // just opened windows have a white border
// caption_color = 0xFF;
// left = x;
// top = y;
// width = w;
// height = h;
// wndproc = proc;
// this->AssignWidget(widget);
// resize.width = width;
// resize.height = height;
// resize.step_width = 1;
// resize.step_height = 1;
// window_number = wnd_number;
//
// /* add our new window into z-order list */
// BaseWindow::s_list.Add(this);
//
// SetDirty();
// CallEventNP(WE_CREATE);
//}
/*virtual*/ BaseWindow* BaseWindow::GetWindow()
{
return this;
}
/** Find the BaseWindow whose parent pointer points to this window
* @return return a BaseWindow pointer that is the child of w, or NULL otherwise */
BaseWindow* BaseWindow::FindChild() const
{
BaseWindow *v;
FOR_ALL_WINDOWS(v) {
if (v->parent == this) return v;
}
return NULL;
}
void BaseWindow::SetDirty() const
{
if (this == NULL) return;
SetDirtyBlocks(Left(), Top(), Left() + Width(), Top() + Height());
}
/*virtual*/ void BaseWindow::FinalRelease()
{
assert(m_is_closing); // should be closed already
/* Delete any children a window might have in a head-recursive manner */
BaseWindow *v = FindChild();
if (v != NULL) v->Close();
if (_thd.place_mode != VHM_NONE &&
_thd.window_class == window_class &&
_thd.window_number == window_number) {
ResetObjectToPlace();
}
if (viewport != NULL) DeleteWindowViewport(this);
SetDirty();
free(widget);
widget = NULL;
widget_count = 0;
parent = NULL;
}
/*virtual*/ void BaseWindow::Close()
{
super::Close();
CallEventNP(WE_DESTROY);
s_list.Remove(this);
}
/*virtual*/ bool BaseWindow::IsVital()
{
WindowClass wc = window_class;
return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
}
/*static*/ BaseWindow* BaseWindow::Get(WindowList::Iterator it)
{
return (it != s_list.m_list.end()) ? (*it).w : NULL;
}
/** 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
* @return a pointer to the found window if any, NULL otherwise */
/*static*/ BaseWindow *BaseWindow::FindFromPt(int x, int y)
{
return Get(s_list.FindFromPt(x, y));
}
/*static*/ BaseWindow* BaseWindow::FindById(WindowClass cls, WindowNumber num)
{
return Get(s_list.FindById(cls, num));
}
/*static*/ void BaseWindow::SetDirtyById(WindowClass cls, WindowNumber num)
{
BaseWindow *w = FindById(cls, num);
if (w != NULL) w->SetDirty();
}
void CDECL BaseWindow::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 BaseWindow::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 BaseWindow::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 BaseWindow::RaiseButtons()
{
uint i;
for (i = 0; i < widget_count; i++) {
if (IsWidgetLowered(i)) {
RaiseWidget(i);
this->InvalidateWidget(i);
}
}
}
void BaseWindow::HandleButtonClick(byte widget)
{
LowerWidget(widget);
autorepeat_timeout = 5;
InvalidateWidget(widget);
}
/** 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
*/
void BaseWindow::BringToFront()
{
WindowPtr wp = this;
WindowList::Iterator it = BaseWindow::s_list.Find(this);
BaseWindow::s_list.Remove(this);
BaseWindow::s_list.Add(this);
SetDirty();
}
/** 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 num WindowNumber of the window to activate
* @return a pointer to the window thus activated */
/*static*/ BaseWindow* BaseWindow::BringToFrontById(WindowClass cls, WindowNumber num)
{
BaseWindow *w = FindById(cls, num);
if (w != NULL) {
w->flash_timeout = 3;
w->BringToFront();
}
return w;
}
static bool _dragging_window;
void BaseWindow::StartDrag()
{
flags4 |= WF_DRAGGING;
_dragging_window = true;
_drag_delta.x = Left() - _cursor.pos.x;
_drag_delta.y = Top() - _cursor.pos.y;
BringToFront();
DeleteWindowById(WC_DROPDOWN_MENU, 0);
}
bool BaseWindow::ContinueDrag()
{
const OldWidget *t = &widget[1]; // the title bar ... ugh
const BaseWindow *v;
int x;
int y;
int nx;
int ny;
// Stop the dragging if the left mouse button was released
if (!_left_button_down) {
flags4 &= ~WF_DRAGGING;
_dragging_window = false;
return false;
}
SetDirty();
x = _cursor.pos.x + _drag_delta.x;
y = _cursor.pos.y + _drag_delta.y;
nx = x;
ny = y;
if (_patches.window_snap_radius != 0) {
BaseWindow *v;
int hsnap = _patches.window_snap_radius;
int vsnap = _patches.window_snap_radius;
int delta;
FOR_ALL_WINDOWS(v) {
if (v == this) continue; // Don't snap at yourself
if (y + 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 - Width());
if (delta <= hsnap) {
nx = v->Left() - Width();
hsnap = delta;
}
}
if (Top() + Height() >= v->Top() && 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 - Width());
if (delta <= hsnap) {
nx = v->Left() + v->Width() - Width();
hsnap = delta;
}
}
if (x + 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 - Height());
if (delta <= vsnap) {
ny = v->Top() - Height();
vsnap = delta;
}
}
if (Left() + Width() >= v->Left() && 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 - Height());
if (delta <= vsnap) {
ny = v->Top() + v->Height() - 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
v = BaseWindow::FindById(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 (Top() >= v_bottom) {
ny = v_bottom;
} else if (Left() < nx) {
nx = v->Left() - 13 - t->left;
} else {
nx = v_right + 13 - t->right;
}
}
}
}
}
if (viewport != NULL) {
viewport->left += nx - Left();
viewport->top += ny - Top();
}
SetTopLeft(Point16(nx, ny));
SetDirty();
return false;
}
void BaseWindow::StartSizing()
{
flags4 |= WF_SIZING;
_dragging_window = true;
_drag_delta.x = _cursor.pos.x;
_drag_delta.y = _cursor.pos.y;
BringToFront();
DeleteWindowById(WC_DROPDOWN_MENU, 0);
}
bool BaseWindow::ContinueSizing()
{
WindowEvent e;
int x, y;
/* Stop the sizing if the left mouse button was released */
if (!_left_button_down) {
flags4 &= ~WF_SIZING;
SetDirty();
_dragging_window = false;
return false;
}
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 (resize.step_width > 1) x -= x % (int)resize.step_width;
if (resize.step_height > 1) y -= y % (int)resize.step_height;
/* Check if we don't go below the minimum set size */
if (Width() + x < (int)resize.width)
x = resize.width - Width();
if (Height() + y < (int)resize.height)
y = resize.height - Height();
/* BaseWindow 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;
/* Resize sets both pre- and after-size to dirty for redrawal */
this->Resize(x, y);
e.event = WE_RESIZE;
e.we.sizing.size.x = x + Width();
e.we.sizing.size.y = y + Height();
e.we.sizing.diff.x = x;
e.we.sizing.diff.y = y;
wndproc(this, &e);
return false;
}
/*static*/ bool BaseWindow::HandleWindowDragging(void)
{
// Get out immediately if no window is being dragged at all.
if (!_dragging_window) return true;
// Otherwise find the window...
BaseWindow *w;
FOR_ALL_WINDOWS(w) {
if (w->flags4 & WF_DRAGGING) {
return w->ContinueDrag();
} else if (w->flags4 & WF_SIZING) {
return w->ContinueSizing();
}
}
_dragging_window = false;
return false;
}
void BaseWindow::DispatchLeftClickEvent(int x, int y)
{
WindowEvent e;
const OldWidget *wi;
e.we.click.pt.x = x;
e.we.click.pt.y = y;
e.event = WE_CLICK;
if (desc_flags & WDF_DEF_WIDGET) {
e.we.click.widget = GetWidgetFromPos(x, y);
if (e.we.click.widget < 0) {
OldWndProc(&e); // try to handle it by new window infrastructure
return; // exit if clicked outside of widgets
}
/* don't allow any interaction if the button has been disabled */
if (IsWidgetDisabled(e.we.click.widget)) return;
wi = &widget[e.we.click.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 */
HandleButtonClick(e.we.click.widget);
break;
default:
break;
}
} else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) {
ScrollbarClickHandler(wi, e.we.click.pt.x, e.we.click.pt.y);
}
if (desc_flags & WDF_STD_BTN) {
if (e.we.click.widget == 0) { /* 'X' */
Close();
return;
}
if (e.we.click.widget == 1) { /* 'Title bar' */
StartDrag();
return;
}
}
if (desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) {
StartSizing();
InvalidateWidget(e.we.click.widget);
return;
}
if (desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) {
flags4 ^= WF_STICKY;
InvalidateWidget(e.we.click.widget);
return;
}
}
wndproc(this, &e);
}
void BaseWindow::DispatchRightClickEvent(int x, int y)
{
WindowEvent e;
e.event = WE_RCLICK;
e.we.click.pt.x = x;
e.we.click.pt.y = y;
/* default tooltips handler? */
if (desc_flags & WDF_STD_TOOLTIPS) {
e.we.click.widget = GetWidgetFromPos(x, y);
if (e.we.click.widget < 0) {
OldWndProc(&e); // try to handle it by new window infrastructure
return; // exit if clicked outside of widgets
}
if (widget[e.we.click.widget].tooltips != 0) {
GuiShowTooltips(widget[e.we.click.widget].tooltips);
return;
}
}
wndproc(this, &e);
}
/** Dispatch the mousewheel-action to the window which will scroll any
* compatible scrollbars if the mouse is pointed over the bar or its contents
* @param *w BaseWindow
* @param widget the widget where the scrollwheel was used
* @param wheel scroll up or down
*/
void BaseWindow::DispatchMouseWheelEvent(int widget_idx, int wheel)
{
const OldWidget *wi1, *wi2;
Scrollbar *sb;
if (widget_idx < 0) return;
wi1 = &widget[widget_idx];
wi2 = &widget[widget_idx + 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 */
if ((sb = &vscroll, wi1->type == WWT_SCROLLBAR) || (sb = &vscroll2, wi1->type == WWT_SCROLL2BAR) ||
(sb = &vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &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;
SetDirty();
}
}
}
}
static void DrawOverlappedWindow(WindowList::Iterator wit, int left, int top, int right, int bottom)
{
BaseWindow *w = (*wit).w;
for (WindowList::Iterator vit = wit; ++vit != BaseWindow::s_list.m_list.end(); ) {
const BaseWindow *v = (*vit).w;
int x;
if (right > v->Left() &&
bottom > v->Top() &&
left < v->Left() + v->Width() &&
top < v->Top() + v->Height()) {
if (left < (x = v->Left())) {
DrawOverlappedWindow(wit, left, top, x, bottom);
DrawOverlappedWindow(wit, x, top, right, bottom);
return;
}
if (right > (x = v->Left() + v->Width())) {
DrawOverlappedWindow(wit, left, top, x, bottom);
DrawOverlappedWindow(wit, x, top, right, bottom);
return;
}
if (top < (x = v->Top())) {
DrawOverlappedWindow(wit, left, top, right, x);
DrawOverlappedWindow(wit, left, x, right, bottom);
return;
}
if (bottom > (x = v->Top() + v->Height())) {
DrawOverlappedWindow(wit, left, top, right, x);
DrawOverlappedWindow(wit, left, x, right, bottom);
return;
}
return;
}
}
{
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 = _screen.dst_ptr + top * _screen.pitch + left;
dp->zoom = 0;
w->CallEventNP(WE_PAINT);
}
}
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
{
DrawPixelInfo bk;
_cur_dpi = &bk;
const BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (right > w->Left() &&
bottom > w->Top() &&
left < w->Left() + w->Width() &&
top < w->Top() + w->Height()) {
DrawOverlappedWindow(it, left, top, right, bottom);
}
}
}
void BaseWindow::CallEventNP(int event)
{
WindowEvent e;
e.event = event;
wndproc(this, &e);
}
void BaseWindow::OldWndProc(WindowEvent *e)
{
gui::EventBase *evt = NULL;
switch(e->event) {
case WE_CREATE:
evt = new gui::EventT<gui::EVT_CREATE>();
break;
case WE_DESTROY:
evt = new gui::EventT<gui::EVT_DESTROY>();
break;
case WE_PAINT:
evt = new gui::EventT<gui::EVT_PAINT>();
break;
case WE_KEYPRESS:
evt = new gui::EventT<gui::EVT_KEYPRESS>(e->we.keypress.cont, e->we.keypress.key, e->we.keypress.keycode);
break;
case WE_CLICK:
evt = new gui::EventT<gui::EVT_LBUTTON_DOWN>(e->we.click.pt);
break;
case WE_RCLICK:
evt = new gui::EventT<gui::EVT_RBUTTON_DOWN>(e->we.click.pt);
break;
default:
break;
}
if (evt == NULL) return;
DispatchEvent(*evt);
delete evt;
}
/*static*/ void BaseWindow::DefaultWndProc(BaseWindow *w, WindowEvent *e)
{
w->OldWndProc(e);
}
/** Find the z-value of a window. A window must already be open
* or the behavior is undefined but function should never fail
* @return the window that matches it */
//WindowList::Iterator FindWindowZPosition(const BaseWindow *w)
//{
// BaseWindow *wz;
// FOR_ALL_WINDOWS(wz) {
// if (wz == w) return it;
// }
//
// DEBUG(misc, 3, "BaseWindow (cls %d, number %d) is not open, probably removed by recursive calls",
// w->window_class, w->window_number);
// return BaseWindow::s_list.m_list.end();
//}
//BaseWindow *FindWindowById(WindowClass cls, WindowNumber number)
//{
// BaseWindow *w;
//
// FOR_ALL_WINDOWS(w) {
// if (w->window_class == cls && w->window_number == number) return w;
// }
//
// return NULL;
//}
void DeleteWindowById(WindowClass cls, WindowNumber number)
{
BaseWindow *w = BaseWindow::FindById(cls, number);
if (w != NULL) w->Close();
}
void DeleteWindowByClass(WindowClass cls)
{
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 */
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == cls) {
w->Close();
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)
{
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 */
BaseWindow *w;
FOR_ALL_WINDOWS(w) {
if (w->caption_color == id) {
w->Close();
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)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->caption_color != old_player) continue;
if (w->window_class == WC_PLAYER_COLOR) continue;
if (w->window_class == WC_FINANCES) continue;
if (w->window_class == WC_STATION_LIST) continue;
if (w->window_class == WC_TRAINS_LIST) continue;
if (w->window_class == WC_ROADVEH_LIST) continue;
if (w->window_class == WC_SHIPS_LIST) continue;
if (w->window_class == WC_AIRCRAFT_LIST) continue;
if (w->window_class == WC_BUY_COMPANY) continue;
if (w->window_class == WC_COMPANY) continue;
w->caption_color = new_player;
}
}
/** 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 BaseWindow *FindDeletableWindow(void)
//{
// BaseWindow *w;
// FOR_ALL_WINDOWS(w) {
// if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) {
// return w;
// }
// }
// FOR_ALL_WINDOWS(w) {
// if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) {
// 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 BaseWindow, 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 BaseWindow *ForceFindDeletableWindow(void)
//{
// BaseWindow* const *wz;
//
// for (wz = _z_windows;; wz++) {
// BaseWindow *w = *wz;
// assert(wz < _last_z_window);
// if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w;
// }
//}
bool BaseWindow::IsOfPrototype(const OldWidget *widgets) const
{
return (original_widget == widgets);
}
/** Copies 'widget' to '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 */
void BaseWindow::AssignWidget(const OldWidget *widget_array)
{
original_widget = widget_array;
if (widget_array != NULL) {
uint index = 1;
const OldWidget *wi;
for (wi = widget_array; wi->type != WWT_LAST; wi++) index++;
widget = ReallocT(widget, index);
memcpy(widget, widget_array, sizeof(*widget) * index);
widget_count = index - 1;
} else {
widget = NULL;
widget_count = 0;
}
}
//static BaseWindow *FindFreeWindow(void)
//{
// BaseWindow *w;
//
// for (w = _windows; w < endof(_windows); w++) {
// BaseWindow* const *wz;
// bool window_in_use = false;
//
// FOR_ALL_WINDOWS(wz) {
// if (*wz == w) {
// window_in_use = true;
// break;
// }
// }
//
// if (!window_in_use) return w;
// }
//
// assert(_last_z_window == endof(_z_windows));
// return NULL;
//}
struct SizeRect {
int left,top,width,height;
};
static SizeRect _awap_r;
static bool IsGoodAutoPlace1(int left, int top)
{
int right,bottom;
_awap_r.left= left;
_awap_r.top = top;
right = _awap_r.width + left;
bottom = _awap_r.height + top;
if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height)
return false;
/* Make sure it is not obscured by any window. */
BaseWindow *w;
FOR_ALL_WINDOWS(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;
}
}
return true;
}
static bool IsGoodAutoPlace2(int left, int top)
{
int width,height;
_awap_r.left= left;
_awap_r.top = top;
width = _awap_r.width;
height = _awap_r.height;
if (left < -(width>>2) || left > _screen.width - (width>>1)) return false;
if (top < 22 || top > _screen.height - (height>>2)) return false;
/* Make sure it is not obscured by any window. */
BaseWindow *w;
FOR_ALL_WINDOWS(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;
}
}
return true;
}
static Point GetAutoPlacePosition(int width, int height)
{
Point pt;
BaseWindow *w = NULL;
_awap_r.width = width;
_awap_r.height = height;
if (IsGoodAutoPlace1(0, 24)) goto ok_pos;
FOR_ALL_WINDOWS(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace1(w->Left() + w->Width() + 2, w->Top())) goto ok_pos;
if (IsGoodAutoPlace1(w->Left() - width - 2, w->Top())) goto ok_pos;
if (IsGoodAutoPlace1(w->Left(), w->Top() + w->Height() + 2)) goto ok_pos;
if (IsGoodAutoPlace1(w->Left(), w->Top() - height - 2)) goto ok_pos;
if (IsGoodAutoPlace1(w->Left() + w->Width() + 2, w->Top() + w->Height() - height)) goto ok_pos;
if (IsGoodAutoPlace1(w->Left() - width - 2, w->Top() + w->Height() - height)) goto ok_pos;
if (IsGoodAutoPlace1(w->Left() + w->Width() - width, w->Top() + w->Height() + 2)) goto ok_pos;
if (IsGoodAutoPlace1(w->Left() + w->Width() - width, w->Top() - height - 2)) goto ok_pos;
}
FOR_ALL_WINDOWS(w) {
if (w->window_class == WC_MAIN_WINDOW) continue;
if (IsGoodAutoPlace2(w->Left() + w->Width() + 2, w->Top())) goto ok_pos;
if (IsGoodAutoPlace2(w->Left() - width - 2, w->Top())) goto ok_pos;
if (IsGoodAutoPlace2(w->Left(), w->Top() + w->Height() + 2)) goto ok_pos;
if (IsGoodAutoPlace2(w->Left(), w->Top() - height - 2)) goto ok_pos;
}
{
int left=0,top=24;
restart:;
FOR_ALL_WINDOWS(w) {
if (w->Left() == left && w->Top() == top) {
left += 5;
top += 5;
goto restart;
}
}
pt.x = left;
pt.y = top;
return pt;
}
ok_pos:;
pt.x = _awap_r.left;
pt.y = _awap_r.top;
return pt;
}
///**
// * Open a new window.
// * @param *desc The pointer to the WindowDesc to be created
// * @return @see BaseWindow pointer of the newly created window
// */
//BaseWindow *AllocateWindowDesc(const WindowDesc *desc)
//{
// return LocalAllocateWindowDesc(desc, 0);
//}
void InitWindowSystem()
{
IConsoleClose();
//memset(&_windows, 0, sizeof(_windows));
//_last_z_window = _z_windows;
InitViewports();
_no_scroll = 0;
}
void UnInitWindowSystem()
{
BaseWindow::s_list.CloseAll();
// BaseWindow **wz;
//
//restart_search:
// /* Delete all windows, reset z-array.
// *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. We call DeleteWindow() so that it can properly
// * release own alloc'd memory, which otherwise could result in memleaks */
// FOR_ALL_WINDOWS(wz) {
// DeleteWindow(*wz);
// goto restart_search;
// }
//
// assert(_last_z_window == _z_windows);
}
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()
{
BaseWindow *w = NULL;
REVERSED_FOR_ALL_WINDOWS(w) {
/* 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->CallEventNP(WE_MOUSELOOP);
}
REVERSED_FOR_ALL_WINDOWS(w) {
if (w->autorepeat_timeout > 0 && (--w->autorepeat_timeout) == 0) {
w->CallEventNP(WE_TIMEOUT);
if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons();
}
}
}
BaseWindow *GetCallbackWnd()
{
return BaseWindow::FindById(_thd.window_class, _thd.window_number);
}
static void HandlePlacePresize()
{
BaseWindow *w;
WindowEvent e;
if (_special_mouse_mode != WSM_PRESIZE) return;
w = GetCallbackWnd();
if (w == NULL) return;
e.we.place.pt = GetTileBelowCursor();
if (e.we.place.pt.x == -1) {
_thd.selend.x = -1;
return;
}
e.we.place.tile = TileVirtXY(e.we.place.pt.x, e.we.place.pt.y);
e.event = WE_PLACE_PRESIZE;
w->wndproc(w, &e);
}
static bool HandleDragDrop()
{
BaseWindow *w;
WindowEvent e;
if (_special_mouse_mode != WSM_DRAGDROP) return true;
if (_left_button_down) return false;
w = GetCallbackWnd();
ResetObjectToPlace();
if (w != NULL) {
/* send an event in client coordinates. */
e.event = WE_DRAGDROP;
e.we.dragdrop.pt.x = _cursor.pos.x - w->Left();
e.we.dragdrop.pt.y = _cursor.pos.y - w->Top();
e.we.dragdrop.widget = w->GetWidgetFromPos(e.we.dragdrop.pt.x, e.we.dragdrop.pt.y);
w->wndproc(w, &e);
}
return false;
}
static bool HandlePopupMenu()
{
BaseWindow *w;
WindowEvent e;
if (!_popup_menu_active) return true;
w = BaseWindow::FindById(WC_TOOLBAR_MENU, 0);
if (w == NULL) {
_popup_menu_active = false;
return false;
}
if (_left_button_down) {
e.event = WE_POPUPMENU_OVER;
e.we.popupmenu.pt = _cursor.pos;
} else {
_popup_menu_active = false;
e.event = WE_POPUPMENU_SELECT;
e.we.popupmenu.pt = _cursor.pos;
}
w->wndproc(w, &e);
return false;
}
static bool HandleMouseOver()
{
Point ptGlobal(_cursor.pos.x, _cursor.pos.y);
/* try if the event is being captured */
gui::EvtMouseOver evt_capture(ptGlobal);
if (gui::EventCaptureStack::HandleEvent(evt_capture)) {
return true;
}
static WindowClass last_cls;
static WindowNumber last_num;
BaseWindow *w;
WindowEvent e;
BaseWindow *last_w = BaseWindow::FindById(last_cls, last_num);
w = BaseWindow::FindFromPt(_cursor.pos.x, _cursor.pos.y);
/* We changed window, put a MOUSEOVER event to the last window */
if (last_w != NULL && last_w != w) {
e.event = WE_MOUSEOVER;
e.we.mouseover.pt.x = -1;
e.we.mouseover.pt.y = -1;
if (last_w->wndproc) last_w->wndproc(last_w, &e);
}
if (w == NULL) {
last_cls = WC_NONE;
last_num = -1;
return false;
}
last_cls = w->window_class;
last_num = w->window_number;
if (w != NULL) {
/* send an event in client coordinates. */
e.event = WE_MOUSEOVER;
e.we.mouseover.pt.x = _cursor.pos.x - w->Left();
e.we.mouseover.pt.y = _cursor.pos.y - w->Top();
if (w->widget != NULL) {
e.we.mouseover.widget = w->GetWidgetFromPos(e.we.mouseover.pt.x, e.we.mouseover.pt.y);
}
w->wndproc(w, &e);
}
/* Mouseover never stops execution */
return true;
}
/** 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 x delta x-size of changed window (positive if larger, etc.)
* @param y delta y-size of changed window */
void BaseWindow::Resize(int x, int y)
{
OldWidget *wi;
bool resize_height = false;
bool resize_width = false;
if (x == 0 && y == 0) return;
this->SetDirty();
for (wi = widget; wi->type != WWT_LAST; wi++) {
/* Isolate the resizing flags */
byte rsizeflag = GB(wi->m_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) SetWidth(Width() + x);
if (resize_height) SetHeight(Height() + y);
SetDirty();
}
static bool HandleScrollbarScrolling()
{
int i;
int pos;
Scrollbar *sb;
/* Get out quickly if no item is being scrolled */
if (!_scrolling_scrollbar) return true;
/* Find the scrolling window */
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
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;
}
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. */
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()
{
WindowEvent e;
BaseWindow *w;
bool scrollwheel_scrolling = _patches.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
if (!_scrolling_viewport) return true;
w = BaseWindow::FindFromPt(_cursor.pos.x, _cursor.pos.y);
if (!(_right_button_down || scrollwheel_scrolling) || w == NULL) {
_cursor.fix_at = false;
_scrolling_viewport = false;
return true;
}
if (_patches.reverse_scroll) {
e.we.scroll.delta.x = -_cursor.delta.x;
e.we.scroll.delta.y = -_cursor.delta.y;
} else {
e.we.scroll.delta.x = _cursor.delta.x;
e.we.scroll.delta.y = _cursor.delta.y;
}
if (scrollwheel_scrolling) {
/* We are using scrollwheels for scrolling */
e.we.scroll.delta.x = _cursor.h_wheel;
e.we.scroll.delta.y = _cursor.v_wheel;
_cursor.v_wheel = 0;
_cursor.h_wheel = 0;
}
/* Create a scroll-event and send it to the window */
e.event = WE_SCROLL;
w->wndproc(w, &e);
_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 BaseWindow to bring on-top
* @return false if the window has an active modal child, true otherwise */
static bool MaybeBringWindowToFront(BaseWindow *w)
{
bool bring_to_front = false;
if (w->window_class == WC_MAIN_WINDOW ||
w->IsVital() ||
w->window_class == WC_TOOLTIPS ||
w->window_class == WC_DROPDOWN_MENU) {
return true;
}
WindowList::Iterator wit = BaseWindow::s_list.Find(w);
for (WindowList::Iterator it = wit; it != BaseWindow::s_list.m_list.end(); it++) {
BaseWindow *u = (*it).w;
/* A modal child will prevent the activation of the parent window */
if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
u->flash_timeout = 3;
u->SetDirty();
return false;
}
if (u->window_class == WC_MAIN_WINDOW ||
u->IsVital() ||
u->window_class == WC_TOOLTIPS ||
u->window_class == WC_DROPDOWN_MENU) {
continue;
}
/* BaseWindow 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) w->BringToFront();
return true;
}
/** Send a message from one window to another. The receiving window is found by
* @param w BaseWindow pointer pointing to the other window
* @param msg Specifies the message to be sent
* @param wparam Specifies additional message-specific information
* @param lparam Specifies additional message-specific information
*/
static void SendWindowMessageW(BaseWindow *w, uint msg, uint wparam, uint lparam)
{
WindowEvent e;
e.event = WE_MESSAGE;
e.we.message.msg = msg;
e.we.message.wparam = wparam;
e.we.message.lparam = lparam;
w->wndproc(w, &e);
}
/** Send a message from one window to another. The receiving window is found by
* @param wnd_class see WindowClass class AND
* @param wnd_num see WindowNumber number, mostly 0
* @param msg Specifies the message to be sent
* @param wparam Specifies additional message-specific information
* @param lparam Specifies additional message-specific information
*/
void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam)
{
BaseWindow *w = BaseWindow::FindById(wnd_class, wnd_num);
if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam);
}
/** Send a message from one window to another. The message will be sent
* to ALL windows of the windowclass specified in the first parameter
* @param wnd_class see WindowClass class
* @param msg Specifies the message to be sent
* @param wparam Specifies additional message-specific information
* @param lparam Specifies additional message-specific information
*/
void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == wnd_class) SendWindowMessageW(w, msg, wparam, lparam);
}
}
/** Handle keyboard input.
* @param key Lower 8 bits contain the ASCII character, the higher
* 16 bits the keycode */
void HandleKeypress(uint32 key)
{
WindowEvent e;
/* 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 */
e.event = WE_KEYPRESS;
e.we.keypress.key = GB(key, 0, 16);
e.we.keypress.keycode = GB(key, 16, 16);
e.we.keypress.cont = true;
/* check if we have a query string window open before allowing hotkeys */
if (BaseWindow::FindById(WC_QUERY_STRING, 0) != NULL ||
BaseWindow::FindById(WC_SEND_NETWORK_MSG, 0) != NULL ||
BaseWindow::FindById(WC_GENERATE_LANDSCAPE, 0) != NULL ||
BaseWindow::FindById(WC_CONSOLE, 0) != NULL ||
BaseWindow::FindById(WC_SAVELOAD, 0) != NULL) {
query_open = true;
}
/* Call the event, start with the uppermost window. */
BaseWindow *w;
REVERSED_FOR_ALL_WINDOWS(w) {
/* 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) {
continue;
}
w->wndproc(w, &e);
if (!e.we.keypress.cont) break;
}
if (e.we.keypress.cont) {
BaseWindow *w = BaseWindow::FindById(WC_MAIN_TOOLBAR, 0);
/* When there is no toolbar w is null, check for that */
if (w != NULL) w->wndproc(w, &e);
}
}
extern void UpdateTileSelection();
extern bool VpHandlePlaceSizingDrag();
static int _input_events_this_tick = 0;
static void HandleAutoscroll()
{
BaseWindow *w;
ViewPort *vp;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
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 (_patches.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
w = BaseWindow::FindFromPt(x, y);
if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
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) {
WP(w, vp_d).scrollpos_x += (x - 15) * scrollspeed << vp->zoom;
} else if (15 - (vp->width - x) > 0) {
WP(w, vp_d).scrollpos_x += (15 - (vp->width - x)) * scrollspeed << vp->zoom;
}
if (y - 15 < 0) {
WP(w, vp_d).scrollpos_y += (y - 15) * scrollspeed << vp->zoom;
} else if (15 - (vp->height - y) > 0) {
WP(w,vp_d).scrollpos_y += (15 - (vp->height - y)) * scrollspeed << vp->zoom;
}
#undef scrollspeed
}
}
}
void MouseLoop(int click, int mousewheel)
{
int x,y;
BaseWindow *w;
ViewPort *vp;
bool scrollwheel_scrolling = _patches.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
DecreaseWindowCounters();
HandlePlacePresize();
UpdateTileSelection();
if (!VpHandlePlaceSizingDrag()) return;
if (!HandleDragDrop()) return;
if (!HandlePopupMenu()) return;
if (!BaseWindow::HandleWindowDragging()) return;
if (!HandleScrollbarScrolling()) return;
if (!HandleViewportScroll()) return;
if (!HandleMouseOver()) return;
x = _cursor.pos.x;
y = _cursor.pos.y;
if (click == 0 && mousewheel == 0 && !scrollwheel_scrolling) return;
w = BaseWindow::FindFromPt(x, y);
if (w == NULL) return;
if (!MaybeBringWindowToFront(w)) return;
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 (_patches.scrollwheel_scrolling == 0) {
/* Scrollwheel is in zoom mode. Make the zoom event. */
WindowEvent e;
/* Send WE_MOUSEWHEEL event to window */
e.event = WE_MOUSEWHEEL;
e.we.wheel.wheel = mousewheel;
w->wndproc(w, &e);
}
/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
if (vp == NULL) w->DispatchMouseWheelEvent(w->GetWidgetFromPos(x - w->Left(), y - w->Top()), mousewheel);
}
if (vp != NULL) {
if (scrollwheel_scrolling) click = 2; // we are using the scrollwheel in a viewport, so we emulate right mouse button
switch (click) {
case 1:
DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
if (_thd.place_mode != 0 &&
/* 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 == 0) {
HandleViewportClicked(vp, x, y);
} else {
PlaceObject();
}
break;
case 2:
if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
_scrolling_viewport = true;
_cursor.fix_at = true;
}
break;
}
} else {
switch (click) {
case 1: w->DispatchLeftClickEvent(x - w->Left(), y - w->Top()); 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 2: w->DispatchRightClickEvent(x - w->Left(), y - w->Top()); break;
}
}
}
void HandleMouseEvents()
{
int click;
int mousewheel;
/*
* 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? */
click = 0;
if (_left_button_down && !_left_button_clicked) {
_left_button_clicked = true;
click = 1;
_input_events_this_tick++;
} else if (_right_button_clicked) {
_right_button_clicked = false;
click = 2;
_input_events_this_tick++;
}
mousewheel = 0;
if (_cursor.wheel) {
mousewheel = _cursor.wheel;
_cursor.wheel = 0;
_input_events_this_tick++;
}
MouseLoop(click, mousewheel);
}
void InputLoop()
{
HandleMouseEvents();
HandleAutoscroll();
}
void UpdateWindows()
{
static int we4_timer = 0;
int t = we4_timer + 1;
BaseWindow *w;
if (t >= 100) {
REVERSED_FOR_ALL_WINDOWS(w) {
w->CallEventNP(WE_4);
}
t = 0;
}
we4_timer = t;
REVERSED_FOR_ALL_WINDOWS(w) {
if (w->flash_timeout > 0 && (--w->flash_timeout) == 0) w->SetDirty();
w->SetDirty();
}
DrawDirtyBlocks();
FOR_ALL_WINDOWS(w) {
if (w->viewport != NULL) UpdateViewportPosition(w);
}
DrawTextMessage();
/* Redraw mouse cursor in case it was hidden */
DrawMouseCursor();
}
int BaseWindow::GetMenuItemIndex(int x, int y) const
{
if ((x -= Left()) >= 0 && x < Width() && (y -= Top() + 1) >= 0) {
y /= 10;
if (y < WP(this, const menu_d).item_count &&
!HASBIT(WP(this, const menu_d).disabled_items, y)) {
return y;
}
}
return -1;
}
void InvalidateWindow(WindowClass cls, WindowNumber number)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == cls && w->window_number == number) w->SetDirty();
}
}
void BaseWindow::InvalidateWidget(byte widget_index) const
{
const OldWidget *wi = &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(Left() + wi->left, Top() + wi->top, Left() + wi->right + 1, Top() + wi->bottom + 1);
}
void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == cls && w->window_number == number) {
w->InvalidateWidget(widget_index);
}
}
}
void InvalidateWindowClasses(WindowClass cls)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == cls) w->SetDirty();
}
}
void BaseWindow::InvalidateData()
{
this->CallEventNP(WE_INVALIDATE_DATA);
this->SetDirty();
}
void InvalidateWindowData(WindowClass cls, WindowNumber number)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == cls && w->window_number == number) w->InvalidateData();
}
}
void InvalidateWindowClassesData(WindowClass cls)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->window_class == cls) w->InvalidateData();
}
}
void CallWindowTickEvent()
{
BaseWindow *w = NULL;
REVERSED_FOR_ALL_WINDOWS(w) {
w->CallEventNP(WE_TICK);
}
}
void BaseWindow::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 */
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(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_TOOLBAR_MENU &&
w->window_class != WC_TOOLTIPS &&
(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
w->Close();
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 BaseWindow::DeleteAllNonVitalWindows()
{
/* 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 */
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
if (w->flags4 & WF_STICKY) {
w->Close();
goto restart_search;
}
}
}
/** Delete all always on-top windows to get an empty screen */
void BaseWindow::HideVitalWindows()
{
DeleteWindowById(WC_TOOLBAR_MENU, 0);
DeleteWindowById(WC_MAIN_TOOLBAR, 0);
DeleteWindowById(WC_STATUS_BAR, 0);
}
int PositionMainToolbar(BaseWindow *w)
{
DEBUG(misc, 5, "Repositioning Main Toolbar...");
if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
w = BaseWindow::FindById(WC_MAIN_TOOLBAR, 0);
}
switch (_patches.toolbar_pos) {
case 1: w->SetLeft((_screen.width - w->Width()) / 2); break;
case 2: w->SetLeft(_screen.width - w->Width()); break;
default: w->SetLeft(0);
}
SetDirtyBlocks(0, 0, _screen.width, w->Height()); // invalidate the whole top part
return w->Left();
}
void RelocateAllWindows(int neww, int newh)
{
BaseWindow *w = NULL;
FOR_ALL_WINDOWS(w) {
int left, top;
if (w->window_class == WC_MAIN_WINDOW) {
ViewPort *vp = w->viewport;
w->SetSize(Point(neww, newh));
vp->width = neww;
vp->height = newh;
vp->virtual_width = neww << vp->zoom;
vp->virtual_height = 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:
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:
top = newh - w->Height();
left = (neww - w->Width()) >> 1;
break;
case WC_SEND_NETWORK_MSG:
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();
top = w->Top();
if (top + (w->Height() >> 1) >= newh) top = newh - w->Height();
break;
}
if (w->viewport != NULL) {
w->viewport->left += left - w->Left();
w->viewport->top += top - w->Top();
}
w->SetTopLeft(Point(left, top));
}
}