Merge branch upstream/master while introducing compile errors and reverting parts of Android changes, video BPP options are gone
This commit is contained in:
121
src/window_gui.h
121
src/window_gui.h
@@ -10,6 +10,8 @@
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#ifndef WINDOW_GUI_H
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#define WINDOW_GUI_H
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#include <list>
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#include "vehicle_type.h"
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#include "viewport_type.h"
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#include "company_type.h"
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@@ -143,8 +145,8 @@ void DrawFrameRect(int left, int top, int right, int bottom, Colours colour, Fra
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void DrawCaption(const Rect &r, Colours colour, Owner owner, TextColour text_colour, StringID str, StringAlignment align, const NWidgetCore *widget, const Window *window);
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/* window.cpp */
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extern Window *_z_front_window;
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extern Window *_z_back_window;
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using WindowList = std::list<Window *>;
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extern WindowList _z_windows;
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extern Window *_focused_window;
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@@ -275,6 +277,9 @@ enum TooltipCloseCondition {
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* Data structure for an opened window
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*/
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struct Window : ZeroedMemoryAllocator {
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private:
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static std::vector<Window *> closed_windows;
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protected:
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void InitializeData(WindowNumber window_number);
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void InitializePositionSize(int x, int y, int min_width, int min_height);
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@@ -282,30 +287,19 @@ protected:
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std::vector<int> scheduled_invalidation_data; ///< Data of scheduled OnInvalidateData() calls.
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/* Protected to prevent deletion anywhere outside Window::DeleteClosedWindows(). */
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virtual ~Window();
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public:
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Window(WindowDesc *desc);
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virtual ~Window();
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/**
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* Helper allocation function to disallow something.
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* Don't allow arrays; arrays of Windows are pointless as you need
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* to destruct them all at the same time too, which is kinda hard.
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* @param size the amount of space not to allocate
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*/
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inline void *operator new[](size_t size)
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{
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NOT_REACHED();
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}
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/**
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* Helper allocation function to disallow something.
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* Don't free the window directly; it corrupts the linked list when iterating
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* @param ptr the pointer not to free
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*/
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inline void operator delete(void *ptr)
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{
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}
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inline void *operator new[](size_t size) = delete;
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WindowDesc *window_desc; ///< Window description
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WindowFlags flags; ///< Window flags
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@@ -336,8 +330,7 @@ public:
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int mouse_capture_widget; ///< Widgetindex of current mouse capture widget (e.g. dragged scrollbar). -1 if no widget has mouse capture.
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Window *parent; ///< Parent window.
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Window *z_front; ///< The window in front of us in z-order.
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Window *z_back; ///< The window behind us in z-order.
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WindowList::iterator z_position;
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template <class NWID>
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inline const NWID *GetWidget(uint widnum) const;
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@@ -516,7 +509,9 @@ public:
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void DrawSortButtonState(int widget, SortButtonState state) const;
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static int SortButtonWidth();
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void DeleteChildWindows(WindowClass wc = WC_INVALID) const;
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void CloseChildWindows(WindowClass wc = WC_INVALID) const;
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virtual void Close();
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static void DeleteClosedWindows();
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void SetDirty() const;
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void ReInit(int rx = 0, int ry = 0);
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@@ -817,65 +812,71 @@ public:
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/**
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* Iterator to iterate all valid Windows
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* @tparam T Type of the class/struct that is going to be iterated
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* @tparam Tfront Wether we iterate from front
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* @tparam TtoBack whether we iterate towards the back.
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*/
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template <class T, bool Tfront>
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template <bool TtoBack>
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struct WindowIterator {
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typedef T value_type;
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typedef T *pointer;
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typedef T &reference;
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typedef Window *value_type;
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typedef value_type *pointer;
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typedef value_type &reference;
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typedef size_t difference_type;
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typedef std::forward_iterator_tag iterator_category;
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explicit WindowIterator(T *start) : w(start)
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explicit WindowIterator(WindowList::iterator start) : it(start)
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{
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this->Validate();
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}
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explicit WindowIterator(const Window *w) : it(w->z_position) {}
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bool operator==(const WindowIterator &other) const { return this->w == other.w; }
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bool operator==(const WindowIterator &other) const { return this->it == other.it; }
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bool operator!=(const WindowIterator &other) const { return !(*this == other); }
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T * operator*() const { return this->w; }
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Window * operator*() const { return *this->it; }
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WindowIterator & operator++() { this->Next(); this->Validate(); return *this; }
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bool IsEnd() const { return this->it == _z_windows.end(); }
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private:
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T *w;
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void Validate() { while (this->w != nullptr && this->w->window_class == WC_INVALID) this->Next(); }
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void Next() { if (this->w != nullptr) this->w = Tfront ? this->w->z_back : this->w->z_front; }
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WindowList::iterator it;
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void Validate()
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{
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while (!this->IsEnd() && *this->it == nullptr) this->Next();
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}
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void Next()
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{
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if constexpr (!TtoBack) {
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++this->it;
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} else if (this->it == _z_windows.begin()) {
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this->it = _z_windows.end();
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} else {
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--this->it;
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}
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}
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};
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using IteratorToFront = WindowIterator<false>; //!< Iterate in Z order towards front.
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using IteratorToBack = WindowIterator<true>; //!< Iterate in Z order towards back.
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/**
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* Iterable ensemble of all valid Windows
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* @tparam T Type of the class/struct that is going to be iterated
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* @tparam Tfront Wether we iterate from front
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*/
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template <class T, bool Tfront>
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struct Iterate {
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Iterate(T *from) : from(from) {}
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WindowIterator<T, Tfront> begin() { return WindowIterator<T, Tfront>(this->from); }
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WindowIterator<T, Tfront> end() { return WindowIterator<T, Tfront>(nullptr); }
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bool empty() { return this->begin() == this->end(); }
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private:
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T *from;
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template <bool Tfront>
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struct AllWindows {
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AllWindows() {}
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WindowIterator<Tfront> begin()
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{
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if constexpr (Tfront) {
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auto back = _z_windows.end();
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if (back != _z_windows.begin()) --back;
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return WindowIterator<Tfront>(back);
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} else {
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return WindowIterator<Tfront>(_z_windows.begin());
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}
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}
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WindowIterator<Tfront> end() { return WindowIterator<Tfront>(_z_windows.end()); }
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};
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/**
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* Returns an iterable ensemble of all valid Window from back to front
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* @tparam T Type of the class/struct that is going to be iterated
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* @param from index of the first Window to consider
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* @return an iterable ensemble of all valid Window
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*/
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template <class T = Window>
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static Iterate<T, false> IterateFromBack(T *from = _z_back_window) { return Iterate<T, false>(from); }
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/**
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* Returns an iterable ensemble of all valid Window from front to back
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* @tparam T Type of the class/struct that is going to be iterated
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* @param from index of the first Window to consider
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* @return an iterable ensemble of all valid Window
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*/
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template <class T = Window>
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static Iterate<T, true> IterateFromFront(T *from = _z_front_window) { return Iterate<T, true>(from); }
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using Iterate = AllWindows<false>; //!< Iterate all windows in whatever order is easiest.
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using IterateFromBack = AllWindows<false>; //!< Iterate all windows in Z order from back to front.
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using IterateFromFront = AllWindows<true>; //!< Iterate all windows in Z order from front to back.
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};
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/**
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@@ -925,7 +926,7 @@ public:
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this->parent = parent;
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}
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virtual ~PickerWindowBase();
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void Close() override;
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};
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Window *BringWindowToFrontById(WindowClass cls, WindowNumber number);
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