mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-01-31 11:23:21 +00:00
(svn r2152) - Fix: Chatbar in MP games is now on-top of the news window.
- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer. - CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
This commit is contained in:
parent
4aa7cf8e9f
commit
22d36985cd
@ -1362,13 +1362,16 @@ void ShowJoinStatusWindowAfterJoin(void)
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static void ChatWindowWndProc(Window *w, WindowEvent *e)
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{
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static bool closed = false;
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switch(e->event) {
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case WE_PAINT: {
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switch (e->event) {
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case WE_CREATE:
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SendWindowMessage(WC_NEWS_WINDOW, 0, WE_CREATE, w->height, 0);
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closed = false;
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break;
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case WE_PAINT:
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DrawWindowWidgets(w);
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DrawEditBox(w, 1);
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} break;
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break;
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case WE_CLICK:
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switch(e->click.widget) {
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@ -1418,11 +1421,8 @@ press_ok:;
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}
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} break;
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case WE_CREATE:
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closed = false;
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break;
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case WE_DESTROY:
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SendWindowMessage(WC_NEWS_WINDOW, 0, WE_DESTROY, 0, 0);
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// If the window is not closed yet, it means it still needs to send a CANCEL
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if (!closed) {
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Window *parent = FindWindowById(WP(w,querystr_d).wnd_class, WP(w,querystr_d).wnd_num);
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26
news_gui.c
26
news_gui.c
@ -98,6 +98,11 @@ void DrawNewsBorder(const Window *w)
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static void NewsWindowProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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case WE_CREATE: { /* If chatbar is open at creation time, we need to go above it */
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const Window *w1 = FindWindowById(WC_SEND_NETWORK_MSG, 0);
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w->message.msg = (w1 != NULL) ? w1->height : 0;
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} break;
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case WE_PAINT: {
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const NewsItem *ni = WP(w, news_d).ni;
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ViewPort *vp;
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@ -184,17 +189,26 @@ static void NewsWindowProc(Window *w, WindowEvent *e)
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}
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break;
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case WE_TICK: {
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int y = max(w->top - 4, _screen.height - w->height);
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if (y == w->top)
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return;
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case WE_MESSAGE: /* The chatbar has notified us that is was either created or closed */
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switch (e->message.msg) {
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case WE_CREATE: w->message.msg = e->message.wparam; break;
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case WE_DESTROY: w->message.msg = 0; break;
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break;
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}
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break;
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case WE_TICK: { /* Scroll up newsmessages from the bottom in steps of 4 pixels */
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int diff;
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int y = max(w->top - 4, _screen.height - w->height - 12 - w->message.msg);
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if (y == w->top) return;
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if (w->viewport != NULL)
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w->viewport->top += y - w->top;
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diff = abs(w->top - y);
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w->top = y;
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SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height + 4);
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SetDirtyBlocks(w->left, w->top - diff, w->left + w->width, w->top + w->height);
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} break;
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}
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}
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@ -339,7 +353,7 @@ static void ShowNewspaper(NewsItem *ni)
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if (sound != 0)
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SndPlayFx(sound);
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top = _screen.height - 4;
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top = _screen.height;
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switch (ni->display_mode) {
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case NM_NORMAL:
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case NM_CALLBACK: {
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157
window.c
157
window.c
@ -289,6 +289,18 @@ Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
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return w;
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}
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static inline bool IsVitalWindow(const Window *w)
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{
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WindowClass wc = w->window_class;
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return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
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}
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/** On clicking on a window, make it the frontmost window of all. However
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* there are certain windows that always need to be on-top; these include
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* - Toolbar, Statusbar (always on)
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* - New window, Chatbar (only if open)
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* @param w window that is put into the foreground
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*/
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Window *BringWindowToFront(Window *w)
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{
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Window *v;
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@ -298,7 +310,7 @@ Window *BringWindowToFront(Window *w)
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do {
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if (--v < _windows)
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return w;
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} while (v->window_class == WC_MAIN_TOOLBAR || v->window_class == WC_STATUS_BAR || v->window_class == WC_NEWS_WINDOW);
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} while (IsVitalWindow(v));
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if (w == v)
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return w;
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@ -314,30 +326,36 @@ Window *BringWindowToFront(Window *w)
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return v;
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}
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/* We have run out of windows, so find a suitable candidate for replacement.
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* Keep all important windows intact */
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/** We have run out of windows, so find a suitable candidate for replacement.
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* Keep all important windows intact. These are
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* - Main window (gamefield), Toolbar, Statusbar (always on)
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* - News window, Chatbar (when on)
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* - Any sticked windows since we wanted to keep these
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* @return w pointer to the window that is going to be deleted
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*/
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static Window *FindDeletableWindow(void)
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{
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Window *w;
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for (w = _windows; w < endof(_windows); w++) {
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if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
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w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW &&
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!(w->flags4 & WF_STICKY) )
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if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY) )
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return w;
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}
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return NULL;
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}
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/* A window must be freed, and all are marked as important windows. Ease the
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* restriction a bit by allowing to delete sticky windows */
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/** A window must be freed, and all are marked as important windows. Ease the
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* restriction a bit by allowing to delete sticky windows. Keep important/vital
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* windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar)
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* @see FindDeletableWindow()
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* @return w Pointer to the window that is being deleted
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*/
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static Window *ForceFindDeletableWindow(void)
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{
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Window *w;
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for (w = _windows;; w++) {
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assert(w < _last_window);
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if (w->window_class != WC_MAIN_WINDOW && w->window_class != WC_MAIN_TOOLBAR &&
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w->window_class != WC_STATUS_BAR && w->window_class != WC_NEWS_WINDOW)
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if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w))
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return w;
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}
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}
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@ -347,7 +365,7 @@ bool IsWindowOfPrototype(Window *w, const Widget *widget)
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return (w->original_widget == widget);
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}
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/* Copies 'widget' to 'w->widget' */
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/* Copies 'widget' to 'w->widget' to allow for resizable windows */
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void AssignWidgetToWindow(Window *w, const Widget *widget)
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{
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w->original_widget = widget;
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@ -366,19 +384,26 @@ void AssignWidgetToWindow(Window *w, const Widget *widget)
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w->widget = NULL;
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}
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/** Open a new window. If there is no space for a new window, close an open
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* window. Try to avoid stickied windows, but if there is no else, close one of
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* those as well. Then make sure all created windows are below some always-on-top
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* ones. Finally set all variables and call the WE_CREATE event
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* @param x offset in pixels from the left of the screen
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* @param y offset in pixels from the top of the screen
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* @param width width in pixels of the window
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* @param height height in pixels of the window
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* @param *proc @see WindowProc function to call when any messages/updates happen to the window
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* @param cls @see WindowClass class of the window, used for identification and grouping
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* @param *widget @see Widget pointer to the window layout and various elements
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* @return @see Window pointer of the newly created window
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*/
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Window *AllocateWindow(
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int x,
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int y,
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int width,
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int height,
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WindowProc *proc,
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WindowClass cls,
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const Widget *widget)
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int x, int y, int width, int height,
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WindowProc *proc, WindowClass cls, const Widget *widget)
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{
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Window *w;
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w = _last_window;
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Window *w = _last_window; // last window keeps track of the highest open window
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// We have run out of windows, close one and use that as the place for our new one
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if (w >= endof(_windows)) {
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w = FindDeletableWindow();
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@ -389,56 +414,53 @@ Window *AllocateWindow(
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w = _last_window;
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}
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if (w != _windows && cls != WC_NEWS_WINDOW) {
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/* XXX - This very strange construction makes sure that the chatbar is always
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* on top of other windows. Why? It is created as last_window (so, on top).
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* Any other window will go below toolbar/statusbar/news window, which implicitely
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* also means it is below the chatbar. Very likely needs heavy improvement
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* to de-braindeadize */
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if (w != _windows && cls != WC_SEND_NETWORK_MSG) {
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Window *v;
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/* XXX - if not this order (toolbar/statusbar and then news), game would
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* crash because it will try to copy a negative size for the news-window.
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* Eg. window was already moved BELOW news (which is below toolbar/statusbar)
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* and now needs to move below those too. That is a negative move. */
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v = FindWindowById(WC_MAIN_TOOLBAR, 0);
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if (v) {
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if (v != NULL) {
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memmove(v+1, v, (byte*)w - (byte*)v);
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w = v;
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}
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v = FindWindowById(WC_STATUS_BAR, 0);
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if (v) {
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if (v != NULL) {
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memmove(v+1, v, (byte*)w - (byte*)v);
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w = v;
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}
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v = FindWindowById(WC_NEWS_WINDOW, 0);
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if (v != NULL) {
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memmove(v+1, v, (byte*)w - (byte*)v);
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w = v;
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}
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}
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/* XXX: some more code here */
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// Set up window properties
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memset(w, 0, sizeof(Window));
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w->window_class = cls;
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w->flags4 = WF_WHITE_BORDER_MASK;
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w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
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w->caption_color = 0xFF;
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w->window_number = 0;
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w->left = x;
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w->top = y;
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w->width = width;
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w->height = height;
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w->viewport = NULL;
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w->desc_flags = 0;
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// w->landscape_assoc = 0xFFFF;
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w->wndproc = proc;
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w->click_state = 0;
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w->disabled_state = 0;
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w->hidden_state = 0;
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// w->unk22 = 0xFFFF;
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w->vscroll.pos = 0;
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w->vscroll.count = 0;
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w->hscroll.pos = 0;
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w->hscroll.count = 0;
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w->widget = NULL;
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AssignWidgetToWindow(w, widget);
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w->resize.width = width;
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w->resize.height = height;
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w->resize.step_width = 1;
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w->resize.step_height = 1;
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{
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uint i;
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for (i=0;i<lengthof(w->custom);i++)
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w->custom[i] = 0;
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}
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_last_window++;
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SetWindowDirty(w);
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@ -1225,17 +1247,13 @@ static Window *MaybeBringWindowToFront(Window *w)
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{
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Window *u;
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if (w->window_class == WC_MAIN_WINDOW ||
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w->window_class == WC_MAIN_TOOLBAR ||
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w->window_class == WC_STATUS_BAR ||
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w->window_class == WC_NEWS_WINDOW ||
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w->window_class == WC_TOOLTIPS ||
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w->window_class == WC_DROPDOWN_MENU)
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if (w->window_class == WC_MAIN_WINDOW || IsVitalWindow(w) ||
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w->window_class == WC_TOOLTIPS || w->window_class == WC_DROPDOWN_MENU)
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return w;
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for(u=w; ++u != _last_window;) {
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if (u->window_class == WC_MAIN_WINDOW || u->window_class==WC_MAIN_TOOLBAR || u->window_class==WC_STATUS_BAR ||
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u->window_class == WC_NEWS_WINDOW || u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU)
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for (u = w; ++u != _last_window;) {
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if (u->window_class == WC_MAIN_WINDOW || IsVitalWindow(u) ||
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u->window_class == WC_TOOLTIPS || u->window_class == WC_DROPDOWN_MENU)
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continue;
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if (w->left + w->width <= u->left ||
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@ -1250,6 +1268,37 @@ static Window *MaybeBringWindowToFront(Window *w)
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return w;
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}
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/** Send a message from one window to another. The receiving window is found by
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* @param w @see Window pointer pointing to the other window
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* @param msg Specifies the message to be sent
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* @param wparam Specifies additional message-specific information
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* @param lparam Specifies additional message-specific information
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*/
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void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam)
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{
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WindowEvent e;
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e.message.event = WE_MESSAGE;
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e.message.msg = msg;
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e.message.wparam = wparam;
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e.message.lparam = lparam;
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w->wndproc(w, &e);
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}
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/** Send a message from one window to another. The receiving window is found by
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* @param wnd_class @see WindowClass class AND
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* @param wnd_num @see WindowNumber number, mostly 0
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* @param msg Specifies the message to be sent
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* @param wparam Specifies additional message-specific information
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* @param lparam Specifies additional message-specific information
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*/
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void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam)
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{
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Window *w = FindWindowById(wnd_class, wnd_num);
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if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam);
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}
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static void HandleKeypress(uint32 key)
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{
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Window *w;
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28
window.h
28
window.h
@ -61,6 +61,10 @@ typedef struct Widget {
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uint16 tooltips;
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} Widget;
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/* XXX - outside "byte event" so you can set event directly without going into
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* the union elements at first. Because of this every first element of the union
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* MUST BE 'byte event'. Whoever did this must get shot! Scheduled for immediate
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* rewrite after 0.4.0 */
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union WindowEvent {
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byte event;
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struct {
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@ -117,6 +121,13 @@ union WindowEvent {
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byte ascii; // 8-bit ASCII-value of the key
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uint16 keycode;// untranslated key (including shift-state)
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} keypress;
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struct {
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byte event;
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uint msg; // message to be sent
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uint wparam; // additional message-specific information
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uint lparam; // additional message-specific information
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} message;
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};
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enum WindowKeyCodes {
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@ -259,6 +270,12 @@ typedef struct {
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uint step_height;
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} ResizeInfo;
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typedef struct {
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int msg;
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int wparam;
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int lparam;
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} Message;
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struct Window {
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uint16 flags4;
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WindowClass window_class;
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@ -280,6 +297,7 @@ struct Window {
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//const WindowDesc *desc;
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uint32 desc_flags;
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Message message;
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byte custom[WINDOW_CUSTOM_SIZE];
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};
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@ -425,6 +443,13 @@ typedef struct vehiclelist_d {
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} vehiclelist_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(vehiclelist_d));
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typedef struct message_d {
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int msg;
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int wparam;
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int lparam;
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} message_d;
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(message_d));
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enum WindowEvents {
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WE_CLICK = 0,
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WE_PAINT = 1,
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@ -449,6 +474,7 @@ enum WindowEvents {
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WE_MOUSEOVER = 20,
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WE_ON_EDIT_TEXT_CANCEL = 21,
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WE_RESIZE = 22,
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WE_MESSAGE = 23
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};
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@ -519,6 +545,8 @@ void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom);
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void CallWindowEventNP(Window *w, int event);
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void CallWindowTickEvent(void);
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void SetWindowDirty(Window *w);
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void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam);
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void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, uint msg, uint wparam, uint lparam);
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Window *FindWindowById(WindowClass cls, WindowNumber number);
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void DeleteWindow(Window *w);
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