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(svn r538) -Feature: Windows snap at each other
This is inspired by [1063636].
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603618a75b
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@ -1040,6 +1040,8 @@ STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STR
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STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Left
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STR_CONFIG_PATCHES_TOOLBAR_POS_CENTER :Centre
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STR_CONFIG_PATCHES_TOOLBAR_POS_RIGHT :Right
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STR_CONFIG_PATCHES_SNAP_RADIUS :{LTBLUE}Window snap radius: {ORANGE}{STRING} px
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STR_CONFIG_PATCHES_SNAP_RADIUS_DISABLED :{LTBLUE}Window snap radius: {ORANGE}disabled
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STR_CONFIG_PATCHES_GUI :{BLACK}Interface
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STR_CONFIG_PATCHES_CONSTRUCTION :{BLACK}Construction
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@ -1040,6 +1040,8 @@ STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position der Haupttoolbar: {ORANGE}{
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STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Links
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STR_CONFIG_PATCHES_TOOLBAR_POS_CENTER :Mitte
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STR_CONFIG_PATCHES_TOOLBAR_POS_RIGHT :Rechts
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STR_CONFIG_PATCHES_SNAP_RADIUS :{LTBLUE}Fenster schnappen aneinander, wenn näher als: {ORANGE}{STRING} px
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STR_CONFIG_PATCHES_SNAP_RADIUS_DISABLED :{LTBLUE}Fenster schnappen aneinander, wenn näher als: {ORANGE}ausgeschaltet
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STR_CONFIG_PATCHES_GUI :{BLACK}Oberfläche
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STR_CONFIG_PATCHES_CONSTRUCTION :{BLACK}Konstruktion
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@ -829,6 +829,7 @@ static const SettingDesc patch_settings[] = {
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{"realistic_acceleration",SDT_BOOL, (void*)false, (void*)offsetof(Patches, realistic_acceleration), NULL},
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{"toolbar_pos", SDT_UINT8, (void*)0, (void*)offsetof(Patches, toolbar_pos), NULL},
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{"window_snap_radius", SDT_UINT8, (void*)10, (void*)offsetof(Patches, window_snap_radius), NULL},
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{"max_trains", SDT_UINT8, (void*)80, (void*)offsetof(Patches, max_trains), NULL},
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{"max_roadveh", SDT_UINT8, (void*)80, (void*)offsetof(Patches, max_roadveh), NULL},
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@ -572,6 +572,7 @@ static const PatchEntry _patches_ui[] = {
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{PE_UINT8, 0, STR_CONFIG_PATCHES_ERRMSG_DURATION, &_patches.errmsg_duration, 0, 20, 1, NULL},
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{PE_UINT8, PF_MULTISTRING, STR_CONFIG_PATCHES_TOOLBAR_POS, &_patches.toolbar_pos, 0, 2, 1, &v_PositionMainToolbar},
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{PE_UINT8, PF_0ISDIS, STR_CONFIG_PATCHES_SNAP_RADIUS, &_patches.window_snap_radius, 1, 32, 1, NULL},
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{PE_BOOL, 0, STR_CONFIG_PATCHES_INVISIBLE_TREES, &_patches.invisible_trees, 0, 1, 1, &InvisibleTreesActive},
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};
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@ -114,6 +114,7 @@ typedef struct Patches {
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bool invisible_trees; // don't show trees when buildings are transparent
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uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
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uint8 window_snap_radius; // Windows snap at each other if closer than this
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byte max_trains; //max trains in game per player (these are 8bit because the unitnumber field can't hold more)
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byte max_roadveh; //max trucks in game per player
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128
window.c
128
window.c
@ -5,6 +5,9 @@
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#include "viewport.h"
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#include "console.h"
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// delta between mouse cursor and upper left corner of dragged window
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static Point _drag_delta;
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void HandleButtonClick(Window *w, byte widget)
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{
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w->click_state |= (1 << widget);
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@ -691,50 +694,116 @@ bool HandlePopupMenu()
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bool HandleWindowDragging()
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{
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Window *w;
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int x, y, t;
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// Get out immediately if no window is being dragged at all.
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if (!_dragging_window)
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return true;
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// Otherwise find the window...
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for(w=_windows; w != _last_window; w++) {
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if (w->flags4&(WF_DRAGGING|WF_SIZING)) {
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for (w = _windows; w != _last_window; w++) {
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if (w->flags4 & WF_DRAGGING) {
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const Window *v;
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int x;
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int y;
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int nx;
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int ny;
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// Stop the dragging if the left mouse button was released
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if (!_left_button_down) {
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w->flags4 &= ~(WF_DRAGGING | WF_SIZING);
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w->flags4 &= ~WF_DRAGGING;
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break;
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}
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// Otherwise calculate the delta position.
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x = _cursor.pos.x;
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y = clamp2(_cursor.pos.y, 23, _screen.height-12);
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t = _cursorpos_drag_start.x; _cursorpos_drag_start.x = x; x-=t;
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t = _cursorpos_drag_start.y; _cursorpos_drag_start.y = y; y-=t;
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// No movement?
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if (x == 0 && y == 0)
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return false;
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// Mark the old position dirty
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SetWindowDirty(w);
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if (w->flags4 & WF_SIZING) {
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// Size the window
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w->width += x;
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w->height += y;
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} else {
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// Move the window and viewport
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w->left += x;
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w->top += y;
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if (w->viewport) {
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w->viewport->left += x;
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w->viewport->top += y;
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x = _cursor.pos.x + _drag_delta.x;
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y = _cursor.pos.y + _drag_delta.y;
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nx = x;
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ny = y;
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if (_patches.window_snap_radius != 0) {
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uint hsnap = _patches.window_snap_radius;
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uint vsnap = _patches.window_snap_radius;
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uint delta;
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// Snap at screen borders
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// Left screen border
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delta = abs(x);
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if (delta <= hsnap) {
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nx = 0;
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hsnap = delta;
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}
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// Right screen border
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delta = abs(_screen.width - x - w->width);
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if (delta <= hsnap) {
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nx = _screen.width - w->width;
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hsnap = delta;
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}
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// Top of screen
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delta = abs(y);
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if (delta <= vsnap) {
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ny = 0;
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vsnap = delta;
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}
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// Bottom of screen
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delta = abs(_screen.height - y - w->height);
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if (delta <= vsnap) {
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ny = _screen.height - w->height;
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vsnap = delta;
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}
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// Snap at other windows
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for (v = _windows; v != _last_window; ++v) {
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if (v == w) continue; // Don't snap at yourself
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if (y + w->height > v->top && y < v->top + v->height) {
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// Your left border <-> other right border
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delta = abs(v->left + v->width - x);
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if (delta <= hsnap) {
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nx = v->left + v->width;
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hsnap = delta;
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}
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// Your right border <-> other left border
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delta = abs(v->left - x - w->width);
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if (delta <= hsnap) {
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nx = v->left - w->width;
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hsnap = delta;
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}
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}
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if (x + w->width > v->left && x < v->left + v->width) {
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// Your top border <-> other bottom border
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delta = abs(v->top + v->height - y);
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if (delta <= vsnap) {
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ny = v->top + v->height;
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vsnap = delta;
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}
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// Your bottom border <-> other top border
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delta = abs(v->top - y - w->height);
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if (delta <= vsnap) {
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ny = v->top - w->height;
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vsnap = delta;
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}
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}
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}
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}
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// And also mark the new position dirty.
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// Make sure the window doesn't leave the screen
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// 13 is the height of the title bar
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nx = clamp(nx, 13 - w->width, _screen.width - 13);
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ny = clamp(ny, 0, _screen.height - 13);
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if (w->viewport != NULL) {
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w->viewport->left += nx - w->left;
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w->viewport->top += ny - w->top;
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}
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w->left = nx;
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w->top = ny;
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SetWindowDirty(w);
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return false;
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}
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@ -748,7 +817,8 @@ Window *StartWindowDrag(Window *w)
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{
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w->flags4 |= WF_DRAGGING;
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_dragging_window = true;
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_cursorpos_drag_start = _cursor.pos;
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_drag_delta.x = w->left - _cursor.pos.x;
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_drag_delta.y = w->top - _cursor.pos.y;
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w = BringWindowToFront(w);
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DeleteWindowById(WC_DROPDOWN_MENU, 0);
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return w;
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