mirror of https://github.com/OpenTTD/OpenTTD
(svn r22152) [1.1] -Backport from trunk:
- Fix: Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149) - Fix: Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146) - Fix: Some valid keycodes were ignored along with the invalid ones (r22142) - Fix: When commands need to invalidate windows, process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command [FS#4523] (r22141, r22140, r22135, r22134) - Fix: [NewGRF] Skipping only the invalid part of an action14 failed, the rest of the action was skipped instead (r22138)release/1.1
parent
f2d2713f05
commit
5552c0a7e9
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@ -75,7 +75,7 @@
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/* Also still print to debug window */
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DEBUG(ai, level, "[%d] [%c] %s", (uint)_current_company, logc, log->lines[log->pos]);
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InvalidateWindowData(WC_AI_DEBUG, 0, _current_company);
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InvalidateWindowData(WC_AI_DEBUG, 0, _current_company, true); // breakpoint handling needs calling Invalidate immediately.
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}
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/* static */ void AILog::FreeLogPointer()
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@ -74,7 +74,8 @@ static uint16 ParseCode(const char *start, const char *end)
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}
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if (end - start == 1) {
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if (*start >= 'a' && *start <= 'z') return *start - ('a'-'A');
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return *start;
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/* Ignore invalid keycodes */
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if (*(uint8*)start < 128) return *start;
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}
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return 0;
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}
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@ -99,10 +100,6 @@ static uint16 ParseKeycode(const char *start, const char *end)
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if (code & ~WKC_SPECIAL_KEYS) return 0;
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keycode |= code;
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} else {
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/* Ignore invalid keycodes */
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if (code >= 128) {
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return 0;
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}
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/* Ignore the code if it has more then 1 letter. */
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if (keycode & ~WKC_SPECIAL_KEYS) return 0;
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keycode |= code;
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@ -435,7 +435,7 @@ struct MainWindow : Window
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virtual void OnInvalidateData(int data)
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{
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/* Forward the message to the appropiate toolbar (ingame or scenario editor) */
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InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data);
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InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true);
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}
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static Hotkey<MainWindow> global_hotkeys[];
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@ -198,6 +198,7 @@ public:
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if (c != NULL) {
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Money old_money = c->money;
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c->money = INT64_MAX;
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assert(_current_company == _local_company);
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CommandCost costclear = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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c->money = old_money;
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if (costclear.Succeeded()) {
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@ -329,6 +330,16 @@ public:
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{
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::ShowNewGRFInspectWindow(GetGrfSpecFeature(this->tile), this->tile);
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}
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virtual void OnInvalidateData(int data)
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{
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switch (data) {
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case 1:
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/* ReInit, "debug" sprite might have changed */
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this->ReInit();
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break;
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}
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}
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};
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/**
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@ -6727,6 +6727,8 @@ static bool ChangeGRFParamValueNames(ByteReader *buf)
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if (type != 'T' || id > _cur_parameter->max_value) {
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grfmsg(2, "StaticGRFInfo: all child nodes of 'INFO'->'PARA'->param_num->'VALU' should have type 't' and the value/bit number as id");
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if (!SkipUnknownInfo(buf, type)) return false;
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type = buf->ReadByte();
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continue;
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}
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byte langid = buf->ReadByte();
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@ -6770,7 +6772,9 @@ static bool HandleParameterInfo(ByteReader *buf)
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uint32 id = buf->ReadDWord();
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if (type != 'C' || id >= _cur_grfconfig->num_valid_params) {
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grfmsg(2, "StaticGRFInfo: all child nodes of 'INFO'->'PARA' should have type 'C' and their parameter number as id");
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return SkipUnknownInfo(buf, type);
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if (!SkipUnknownInfo(buf, type)) return false;
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type = buf->ReadByte();
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continue;
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}
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if (id >= _cur_grfconfig->param_info.Length()) {
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@ -518,9 +518,10 @@ void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
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WindowNumber wno = GetInspectWindowNumber(feature, index);
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DeleteWindowById(WC_NEWGRF_INSPECT, wno);
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/* Reinitialise the land information window to remove the "debug" sprite if needed. */
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Window *w = FindWindowById(WC_LAND_INFO, 0);
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if (w != NULL) w->ReInit();
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/* Reinitialise the land information window to remove the "debug" sprite if needed.
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* Note: Since we might be called from a command here, it is important to not execute
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* the invalidation immediately. The landinfo window tests commands itself. */
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InvalidateWindowData(WC_LAND_INFO, 0, 1);
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}
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/**
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@ -450,6 +450,11 @@ static void SlNullPointers()
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{
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_sl.action = SLA_NULL;
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/* We don't want any savegame conversion code to run
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* during NULLing; especially those that try to get
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* pointers from other pools. */
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_sl_version = SAVEGAME_VERSION;
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DEBUG(sl, 1, "Nulling pointers");
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FOR_ALL_CHUNK_HANDLERS(ch) {
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@ -264,7 +264,7 @@ void Train::ConsistChanged(bool same_length)
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if (this->IsFrontEngine()) {
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this->UpdateAcceleration();
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SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
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InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
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InvalidateWindowData(WC_VEHICLE_REFIT, this->index); // Important, do not invalidate immediately. The refit window tests commands.
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}
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}
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@ -1089,7 +1089,7 @@ static void NormaliseTrainHead(Train *head)
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if (!head->IsFrontEngine()) return;
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/* Update the refit button and window */
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InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
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InvalidateWindowData(WC_VEHICLE_REFIT, head->index); // Important, do not invalidate immediately. The refit window tests commands.
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
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/* If we don't have a unit number yet, set one. */
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@ -2270,7 +2270,7 @@ void Vehicle::RemoveFromShared()
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} else if (were_first) {
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/* If we were the first one, update to the new first one.
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* Note: FirstShared() is already the new first */
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InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
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InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31), true);
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}
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this->next_shared = NULL;
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@ -585,6 +585,7 @@ struct RefitWindow : public Window {
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*/
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StringID GetCapacityString(RefitOption *option) const
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{
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assert(_current_company == _local_company);
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Vehicle *v = Vehicle::Get(this->window_number);
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CommandCost cost = DoCommand(v->tile, this->selected_vehicle, option->cargo | option->subtype << 8 |
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this->num_vehicles << 16, DC_QUERY_COST, GetCmdRefitVeh(v->type));
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@ -1119,7 +1120,7 @@ static inline void ChangeVehicleWindow(WindowClass window_class, VehicleID from_
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_thd.window_number = to_index;
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}
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/* Notify the window */
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/* Notify the window immediately, without scheduling. */
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w->InvalidateData();
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}
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}
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@ -224,7 +224,7 @@ static void CALLBACK TrackMouseTimerProc(HWND hwnd, UINT msg, UINT event, DWORD
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}
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}
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static bool MakeWindow(bool full_screen)
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bool VideoDriver_Win32::MakeWindow(bool full_screen)
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{
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_fullscreen = full_screen;
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if (ChangeDisplaySettings(&settings, CDS_FULLSCREEN | CDS_TEST) != DISP_CHANGE_SUCCESSFUL) {
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RECT r;
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GetWindowRect(GetDesktopWindow(), &r);
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return _video_driver->ChangeResolution(r.right - r.left, r.bottom - r.top);
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return this->ChangeResolution(r.right - r.left, r.bottom - r.top);
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}
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if (ChangeDisplaySettings(&settings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
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MakeWindow(false); // don't care about the result
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this->MakeWindow(false); // don't care about the result
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return false; // the request failed
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}
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} else if (_wnd.fullscreen) {
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@ -646,7 +646,7 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
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if (active && minimized) {
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/* Restore the game window */
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ShowWindow(hwnd, SW_RESTORE);
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MakeWindow(true);
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static_cast<VideoDriver_Win32 *>(_video_driver)->MakeWindow(true);
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} else if (!active && !minimized) {
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/* Minimise the window and restore desktop */
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ShowWindow(hwnd, SW_MINIMIZE);
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_wnd.height_org = _cur_resolution.height;
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AllocateDibSection(_cur_resolution.width, _cur_resolution.height);
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MakeWindow(_fullscreen);
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this->MakeWindow(_fullscreen);
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MarkWholeScreenDirty();
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_wnd.width = _wnd.width_org = w;
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_wnd.height = _wnd.height_org = h;
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return MakeWindow(_fullscreen); // _wnd.fullscreen screws up ingame resolution switching
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return this->MakeWindow(_fullscreen); // _wnd.fullscreen screws up ingame resolution switching
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}
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bool VideoDriver_Win32::ToggleFullscreen(bool full_screen)
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{
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return MakeWindow(full_screen);
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return this->MakeWindow(full_screen);
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}
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@ -28,6 +28,8 @@ public:
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/* virtual */ bool ToggleFullscreen(bool fullscreen);
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/* virtual */ const char *GetName() const { return "win32"; }
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bool MakeWindow(bool full_screen);
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};
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class FVideoDriver_Win32: public VideoDriverFactory<FVideoDriver_Win32> {
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@ -2420,6 +2420,7 @@ void UpdateWindows()
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if (!(w->flags4 & WF_WHITE_BORDER_MASK)) w->SetDirty();
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}
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w->ProcessScheduledInvalidations();
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}
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DrawDirtyBlocks();
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/**
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* Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
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* Note that by default the invalidation is not executed immediately but is scheduled till the next redraw.
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* The asynchronous execution is important to prevent GUI code being executed from command scope.
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* @param cls Window class
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* @param number Window number within the class
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* @param data The data to invalidate with
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* @param immediately If true then do not schedule the event, but execute immediately.
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*/
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void InvalidateWindowData(WindowClass cls, WindowNumber number, int data)
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void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool immediately)
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{
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Window *w;
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FOR_ALL_WINDOWS_FROM_BACK(w) {
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if (w->window_class == cls && w->window_number == number) w->InvalidateData(data);
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if (w->window_class == cls && w->window_number == number) {
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if (immediately) {
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w->InvalidateData(data);
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} else {
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w->ScheduleInvalidateData(data);
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}
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}
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}
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}
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/**
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* Mark window data of all windows of a given class as invalid (in need of re-computing)
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* Note that by default the invalidation is not executed immediately but is scheduled till the next redraw.
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* The asynchronous execution is important to prevent GUI code being executed from command scope.
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* @param cls Window class
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* @param data The data to invalidate with
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* @param immediately If true then do not schedule the event, but execute immediately.
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*/
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void InvalidateWindowClassesData(WindowClass cls, int data)
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void InvalidateWindowClassesData(WindowClass cls, int data, bool immediately)
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{
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Window *w;
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FOR_ALL_WINDOWS_FROM_BACK(w) {
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if (w->window_class == cls) w->InvalidateData(data);
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if (w->window_class == cls) {
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if (immediately) {
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w->InvalidateData(data);
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} else {
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w->ScheduleInvalidateData(data);
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}
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}
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}
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}
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@ -34,8 +34,8 @@ void ResetWindowSystem();
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void SetupColoursAndInitialWindow();
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void InputLoop();
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void InvalidateWindowData(WindowClass cls, WindowNumber number, int data = 0);
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void InvalidateWindowClassesData(WindowClass cls, int data = 0);
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void InvalidateWindowData(WindowClass cls, WindowNumber number, int data = 0, bool immediately = false);
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void InvalidateWindowClassesData(WindowClass cls, int data = 0, bool immediately = false);
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void DeleteNonVitalWindows();
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void DeleteAllNonVitalWindows();
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@ -17,6 +17,7 @@
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#include "company_type.h"
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#include "tile_type.h"
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#include "widget_type.h"
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#include "core/smallvec_type.hpp"
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/** State of handling an event. */
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enum EventState {
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void InitializePositionSize(int x, int y, int min_width, int min_height);
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void FindWindowPlacementAndResize(int def_width, int def_height);
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SmallVector<int, 4> scheduled_invalidation_data; ///< Data of scheduled OnInvalidateData() calls.
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public:
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Window();
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this->OnInvalidateData(data);
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}
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/**
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* Schedule a invalidation call for next redraw.
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* Important for asynchronous invalidation from commands.
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* @param data The data to invalidate with
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*/
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void ScheduleInvalidateData(int data = 0)
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{
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this->SetDirty();
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*this->scheduled_invalidation_data.Append() = data;
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}
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/**
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* Process all scheduled invalidations.
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*/
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void ProcessScheduledInvalidations()
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{
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for (int *data = this->scheduled_invalidation_data.Begin(); this->window_class != WC_INVALID && data != this->scheduled_invalidation_data.End(); data++) {
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this->OnInvalidateData(*data);
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}
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this->scheduled_invalidation_data.Clear();
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}
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/*** Event handling ***/
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/**
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