mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r13069) -Codechange: it is no longer needed to pass a void *data pointer with the WE_CREATE message because nothing uses it anymore.
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@ -249,7 +249,7 @@ class ReplaceVehicleWindow : public Window {
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}
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public:
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ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, NULL, window_number)
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ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, window_number)
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{
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this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool)
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new (&this->list[0]) EngineList();
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@ -807,7 +807,7 @@ struct BuildVehicleWindow : Window {
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EngineID rename_engine;
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EngineList eng_list;
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BuildVehicleWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, NULL, tile == 0 ? (int)type : tile)
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BuildVehicleWindow(const WindowDesc *desc, TileIndex tile, VehicleType type) : Window(desc, tile == 0 ? (int)type : tile)
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{
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this->vehicle_type = type;
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int vlh = GetVehicleListHeight(this->vehicle_type);
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@ -252,7 +252,7 @@ struct DepotWindow : Window {
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Vehicle **vehicle_list;
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Vehicle **wagon_list;
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DepotWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
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DepotWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->sel = INVALID_VEHICLE;
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this->vehicle_list = NULL;
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@ -253,7 +253,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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char name[64];
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glwp_modes mode;
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GenerateLandscapeWindow(const WindowDesc *desc, void *data = NULL, WindowNumber number = 0) : QueryStringBaseWindow(desc, NULL, number)
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GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(desc, number)
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{
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this->LowerWidget(_opt_newgame.landscape + GLAND_TEMPERATE);
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@ -644,7 +644,7 @@ struct CreateScenarioWindow : public Window
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{
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uint widget_id;
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CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, NULL, window_number)
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CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->LowerWidget(_opt_newgame.landscape + CSCEN_TEMPERATE);
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}
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@ -187,7 +187,7 @@ struct VehicleGroupWindow : public Window, public VehicleListBase {
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VehicleID vehicle_sel;
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GUIGroupList groups;
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VehicleGroupWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, NULL, window_number)
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VehicleGroupWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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const PlayerID owner = (PlayerID)GB(this->window_number, 0, 8);
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@ -462,7 +462,7 @@ class IndustryViewWindow : public Window
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byte production_offset_y; ///< The offset of the production texts/buttons
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public:
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IndustryViewWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
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IndustryViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->flags4 |= WF_DISABLE_VP_SCROLL;
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this->editbox_line = 0;
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@ -769,12 +769,12 @@ class SelectPlayerFaceWindow : public Window
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}
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public:
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SelectPlayerFaceWindow(const WindowDesc *desc, void *data, WindowNumber number) : Window(desc, data, number)
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SelectPlayerFaceWindow(const WindowDesc *desc, bool advanced) : Window(desc, 0)
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{
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this->FindWindowPlacementAndResize(desc);
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this->caption_color = this->window_number;
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this->face = GetPlayer((PlayerID)this->window_number)->face;
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this->advanced = *(bool*)data;
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this->advanced = advanced;
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this->UpdateData();
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@ -1045,7 +1045,8 @@ static void DoSelectPlayerFace(PlayerID player, bool adv, int top, int left)
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{
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if (!IsValidPlayer(player)) return;
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AllocateWindowDescFront<SelectPlayerFaceWindow>(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, &adv); // simple or advanced window
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if (BringWindowToFrontById(WC_PLAYER_FACE, 0)) return;
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return SelectPlayerFaceWindow(adv ? &_select_player_face_adv_desc : &_select_player_face_desc, player, adv); // simple or advanced window
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}
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@ -24,7 +24,7 @@ struct QueryStringBaseWindow : public Window, public QueryString {
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char edit_str_buf[64];
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char orig_str_buf[64];
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QueryStringBaseWindow(const WindowDesc *desc, void *data = NULL, WindowNumber window_number = 0) : Window(desc, data, window_number)
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QueryStringBaseWindow(const WindowDesc *desc, WindowNumber window_number = 0) : Window(desc, window_number)
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{
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}
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@ -800,7 +800,7 @@ public:
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this->SetDirty();
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}
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SmallMapWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
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SmallMapWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number)
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{
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/* Resize the window to fit industries list */
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if (_industries_per_column > BASE_NB_PER_COLUMN) {
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@ -1121,7 +1121,7 @@ class ExtraViewportWindow : public Window
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};
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public:
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ExtraViewportWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
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ExtraViewportWindow(const WindowDesc *desc, int window_number, TileIndex tile) : Window(desc, window_number)
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{
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/* New viewport start at (zero,zero) */
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InitializeWindowViewport(this, 3, 17, this->widget[EVW_VIEWPORT].right - this->widget[EVW_VIEWPORT].left - 1, this->widget[EVW_VIEWPORT].bottom - this->widget[EVW_VIEWPORT].top - 1, 0, ZOOM_LVL_VIEWPORT);
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@ -1130,7 +1130,6 @@ public:
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this->FindWindowPlacementAndResize(desc);
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Point pt;
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TileIndex tile = *(TileIndex*)data;
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if (tile == INVALID_TILE) {
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/* the main window with the main view */
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const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
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@ -1235,7 +1234,7 @@ void ShowExtraViewPortWindow(TileIndex tile)
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/* find next free window number for extra viewport */
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while (FindWindowById(WC_EXTRA_VIEW_PORT, i) != NULL) i++;
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AllocateWindowDescFront<ExtraViewportWindow>(&_extra_view_port_desc, i, &tile);
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new ExtraViewportWindow(&_extra_view_port_desc, i, tile);
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}
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bool ScrollMainWindowTo(int x, int y, bool instant)
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@ -287,7 +287,7 @@ struct PlayerStationsWindow : public Window, public GUIStationList
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static byte facilities;
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static bool include_empty;
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PlayerStationsWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
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PlayerStationsWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->caption_color = (byte)this->window_number;
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this->vscroll.cap = 12;
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@ -737,7 +737,7 @@ struct StationViewWindow : public Window {
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uint32 cargo; ///< Bitmask of cargo types to expand
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uint16 cargo_rows[NUM_CARGO]; ///< Header row for each cargo type
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StationViewWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
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StationViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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PlayerID owner = GetStation(window_number)->owner;
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if (owner != OWNER_NONE) this->caption_color = owner;
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@ -36,7 +36,7 @@ class TransparenciesWindow : public Window
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};
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public:
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TransparenciesWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
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TransparenciesWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number)
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{
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this->FindWindowPlacementAndResize(desc);
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}
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@ -45,7 +45,7 @@ class BuildTreesWindow : public Window
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};
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public:
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BuildTreesWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
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BuildTreesWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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if (_game_mode != GM_EDITOR) {
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this->HideWidget(BTW_MANY_RANDOM);
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@ -841,7 +841,7 @@ void DrawSmallOrderList(const Vehicle *v, int x, int y)
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*/
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struct VehicleListWindow : public Window, public VehicleListBase {
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VehicleListWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
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VehicleListWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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uint16 window_type = this->window_number & VLW_MASK;
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PlayerID player = (PlayerID)GB(this->window_number, 0, 8);
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@ -891,10 +891,10 @@ static void AssignWidgetToWindow(Window *w, const Widget *widget)
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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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* @param window_number number being assigned to the new window
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* @param data the data to be given during the WE_CREATE message
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* @return Window pointer of the newly created window */
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* @return Window pointer of the newly created window
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*/
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void Window::Initialize(int x, int y, int min_width, int min_height,
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WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data)
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WindowProc *proc, WindowClass cls, const Widget *widget, int window_number)
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{
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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 (_last_z_window == endof(_z_windows)) {
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@ -943,7 +943,6 @@ void Window::Initialize(int x, int y, int min_width, int min_height,
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WindowEvent e;
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e.event = WE_CREATE;
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e.we.create.data = data;
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this->HandleWindowEvent(&e);
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}
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@ -1025,9 +1024,9 @@ void Window::FindWindowPlacementAndResize(const WindowDesc *desc)
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* @param *widget see Widget pointer to the window layout and various elements
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* @return Window pointer of the newly created window
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*/
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Window::Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget, void *data)
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Window::Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget)
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{
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this->Initialize(x, y, width, height, proc, cls, widget, 0, data);
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this->Initialize(x, y, width, height, proc, cls, widget, 0);
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if (proc != NULL) this->FindWindowPlacementAndResize(width, height);
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}
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@ -1215,14 +1214,13 @@ static Point LocalGetWindowPlacement(const WindowDesc *desc, int window_number)
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*
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* @param *desc The pointer to the WindowDesc to be created
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* @param window_number the window number of the new window
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* @param data arbitrary data that is send with the WE_CREATE message
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*
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* @return Window pointer of the newly created window
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*/
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Window::Window(const WindowDesc *desc, void *data, WindowNumber window_number)
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Window::Window(const WindowDesc *desc, WindowNumber window_number)
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{
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Point pt = LocalGetWindowPlacement(desc, window_number);
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this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->proc, desc->cls, desc->widgets, window_number, data);
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this->Initialize(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->proc, desc->cls, desc->widgets, window_number);
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this->desc_flags = desc->flags;
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if (desc->proc != NULL) this->FindWindowPlacementAndResize(desc->default_width, desc->default_height);
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@ -143,10 +143,6 @@ enum WindowEventCodes {
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struct WindowEvent {
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byte event;
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union {
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struct {
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void *data;
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} create;
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struct {
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Point pt;
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int widget;
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@ -291,13 +287,13 @@ private:
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protected:
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void Initialize(int x, int y, int min_width, int min_height,
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WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data);
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WindowProc *proc, WindowClass cls, const Widget *widget, int window_number);
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void FindWindowPlacementAndResize(int def_width, int def_height);
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void FindWindowPlacementAndResize(const WindowDesc *desc);
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public:
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Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget, void *data = NULL);
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Window(const WindowDesc *desc, void *data = NULL, WindowNumber number = 0);
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Window(int x, int y, int width, int height, WindowProc *proc, WindowClass cls, const Widget *widget);
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Window(const WindowDesc *desc, WindowNumber number = 0);
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virtual ~Window();
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@ -642,10 +638,10 @@ bool IsWindowOfPrototype(const Window *w, const Widget *widget);
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* @return see Window pointer of the newly created window
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*/
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template <typename Wcls>
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Wcls *AllocateWindowDescFront(const WindowDesc *desc, int window_number, void *data = NULL)
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Wcls *AllocateWindowDescFront(const WindowDesc *desc, int window_number)
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{
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if (BringWindowToFrontById(desc->cls, window_number)) return NULL;
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return new Wcls(desc, data, window_number);
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return new Wcls(desc, window_number);
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}
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void DrawWindowViewport(const Window *w);
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