/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
 */

/** @file window.cpp Windowing system, widgets and events. */

#include "stdafx.h"
#include "company_func.h"
#include "gfx_func.h"
#include "console_func.h"
#include "console_gui.h"
#include "viewport_func.h"
#include "progress.h"
#include "blitter/factory.hpp"
#include "zoom_func.h"
#include "vehicle_base.h"
#include "depot_func.h"
#include "window_func.h"
#include "tilehighlight_func.h"
#include "network/network.h"
#include "querystring_gui.h"
#include "strings_func.h"
#include "settings_type.h"
#include "settings_func.h"
#include "ini_type.h"
#include "newgrf_debug.h"
#include "hotkeys.h"
#include "toolbar_gui.h"
#include "statusbar_gui.h"
#include "error.h"
#include "game/game.hpp"
#include "video/video_driver.hpp"
#include "framerate_type.h"
#include "network/network_func.h"
#include "news_func.h"
#include "sound_func.h"
#include "timer/timer.h"
#include "timer/timer_window.h"

#include "table/strings.h"

#include "safeguards.h"

static Point _drag_delta; ///< delta between mouse cursor and upper left corner of dragged window
static Window *_mouseover_last_w = nullptr; ///< Window of the last OnMouseOver event.
static Window *_last_scroll_window = nullptr; ///< Window of the last scroll event.

/** List of windows opened at the screen sorted from the front to back. */
WindowList _z_windows;

/** List of closed windows to delete. */
/* static */ std::vector<Window *> Window::closed_windows;

/**
 * Delete all closed windows.
 */
/* static */ void Window::DeleteClosedWindows()
{
	for (Window *w : Window::closed_windows) delete w;
	Window::closed_windows.clear();

	/* Remove dead entries from the window list */
	_z_windows.remove(nullptr);
}

/** If false, highlight is white, otherwise the by the widget defined colour. */
bool _window_highlight_colour = false;

/**
 * Window that currently has focus. - The main purpose is to generate
 * #Window::OnFocusLost events, not to give next window in z-order focus when a
 * window is closed.
 */
Window *_focused_window;

Point _cursorpos_drag_start;

int _scrollbar_start_pos;
int _scrollbar_size;
uint8_t _scroller_click_timeout = 0;

bool _scrolling_viewport;  ///< A viewport is being scrolled with the mouse.
bool _mouse_hovering;      ///< The mouse is hovering over the same point.

SpecialMouseMode _special_mouse_mode; ///< Mode of the mouse.

/**
 * List of all WindowDescs.
 * This is a pointer to ensure initialisation order with the various static WindowDesc instances.
 */
std::vector<WindowDesc*> *_window_descs = nullptr;

/** Config file to store WindowDesc */
std::string _windows_file;

/**
 * Window description constructor.
 * @param def_pos The default location to open the window.
 * @param ini_key The key for storing settings of this window in the savegame.
 * @param def_width_trad The default width without scaling.
 * @param def_height_trad The default height without scaling.
 * @param window_class The class of windows.
 * @param parent_class The window class of our parents.
 * @param flags Arbitrary flags to describe certain behaviour of the window.
 * @param nwid_parts The widgets of the window.
 * @param hotkeys The optional hotkeys.
 * @param location The source code location where the window is instantiated.
 */
WindowDesc::WindowDesc(WindowPosition def_pos, std::string_view ini_key, int16_t def_width_trad, int16_t def_height_trad,
			WindowClass window_class, WindowClass parent_class, WindowDefaultFlags flags,
			const std::span<const NWidgetPart> nwid_parts, HotkeyList *hotkeys,
			const std::source_location location) :
	source_location(location),
	default_pos(def_pos),
	cls(window_class),
	parent_cls(parent_class),
	ini_key(ini_key),
	flags(flags),
	nwid_parts(nwid_parts),
	hotkeys(hotkeys),
	default_width_trad(def_width_trad),
	default_height_trad(def_height_trad)
{
	if (_window_descs == nullptr) _window_descs = new std::vector<WindowDesc*>();
	_window_descs->push_back(this);
}

/** Remove ourselves from the global list of window descs. */
WindowDesc::~WindowDesc()
{
	_window_descs->erase(std::ranges::find(*_window_descs, this));
}

/**
 * Determine default width of window.
 * This is either a stored user preferred size, or the built-in default.
 * @return Width in pixels.
 */
int16_t WindowDesc::GetDefaultWidth() const
{
	return this->pref_width != 0 ? this->pref_width : ScaleGUITrad(this->default_width_trad);
}

/**
 * Determine default height of window.
 * This is either a stored user preferred size, or the built-in default.
 * @return Height in pixels.
 */
int16_t WindowDesc::GetDefaultHeight() const
{
	return this->pref_height != 0 ? this->pref_height : ScaleGUITrad(this->default_height_trad);
}

/**
 * Load all WindowDesc settings from _windows_file.
 */
void WindowDesc::LoadFromConfig()
{
	IniFile ini;
	ini.LoadFromDisk(_windows_file, Subdirectory::None);
	for (WindowDesc *wd : *_window_descs) {
		if (wd->ini_key.empty()) continue;
		IniLoadWindowSettings(ini, wd->ini_key, wd);
	}
}

/** Sort WindowDesc by ini_key. @copydoc GUIList::Sorter */
static bool DescSorter(WindowDesc * const &a, WindowDesc * const &b)
{
	return a->ini_key < b->ini_key;
}

/**
 * Save all WindowDesc settings to _windows_file.
 */
void WindowDesc::SaveToConfig()
{
	/* Sort the stuff to get a nice ini file on first write */
	std::sort(_window_descs->begin(), _window_descs->end(), DescSorter);

	IniFile ini;
	ini.LoadFromDisk(_windows_file, Subdirectory::None);
	for (WindowDesc *wd : *_window_descs) {
		if (wd->ini_key.empty()) continue;
		IniSaveWindowSettings(ini, wd->ini_key, wd);
	}
	ini.SaveToDisk(_windows_file);
}

/**
 * Read default values from WindowDesc configuration an apply them to the window.
 */
void Window::ApplyDefaults()
{
	if (this->nested_root != nullptr && this->nested_root->GetWidgetOfType(WWT_STICKYBOX) != nullptr) {
		if (this->window_desc.pref_sticky) this->flags.Set(WindowFlag::Sticky);
	} else {
		/* There is no stickybox; clear the preference in case someone tried to be funny */
		this->window_desc.pref_sticky = false;
	}
}

/**
 * Compute the row of a widget that a user clicked in.
 * @param clickpos    Vertical position of the mouse click.
 * @param widget      Widget number of the widget clicked in.
 * @param padding     Amount of empty space between the widget edge and the top of the first row.
 * @param line_height Height of a single row. A negative value means using the vertical resize step of the widget.
 * @return Row number clicked at. If clicked at a wrong position, #INT_MAX is returned.
 * @note The widget does not know where a list printed at the widget ends, so below a list is not a wrong position.
 */
int Window::GetRowFromWidget(int clickpos, WidgetID widget, int padding, int line_height) const
{
	const NWidgetBase *wid = this->GetWidget<NWidgetBase>(widget);
	if (line_height < 0) line_height = wid->resize_y;
	if (clickpos < wid->pos_y + padding) return INT_MAX;
	return (clickpos - wid->pos_y - padding) / line_height;
}

/**
 * Disable the highlighted status of all widgets.
 */
void Window::DisableAllWidgetHighlight()
{
	for (auto &pair : this->widget_lookup) {
		NWidgetBase *nwid = pair.second;
		if (nwid->IsHighlighted()) {
			nwid->SetHighlighted(TextColour::Invalid);
			nwid->SetDirty(this);
		}
	}

	this->flags.Reset(WindowFlag::Highlighted);
}

/**
 * Sets the highlighted status of a widget.
 * @param widget_index index of this widget in the window
 * @param highlighted_colour Colour of highlight, or TextColour::Invalid to disable.
 */
void Window::SetWidgetHighlight(WidgetID widget_index, TextColour highlighted_colour)
{
	NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
	if (nwid == nullptr) return;

	nwid->SetHighlighted(highlighted_colour);
	nwid->SetDirty(this);

	if (highlighted_colour != TextColour::Invalid) {
		/* If we set a highlight, the window has a highlight */
		this->flags.Set(WindowFlag::Highlighted);
	} else {
		/* If we disable a highlight, check all widgets if anyone still has a highlight */
		bool valid = false;
		for (const auto &pair : this->widget_lookup) {
			nwid = pair.second;
			if (!nwid->IsHighlighted()) continue;

			valid = true;
		}
		/* If nobody has a highlight, disable the flag on the window */
		if (!valid) this->flags.Reset(WindowFlag::Highlighted);
	}
}

/**
 * Gets the highlighted status of a widget.
 * @param widget_index index of this widget in the window
 * @return status of the widget ie: highlighted = true, not highlighted = false
 */
bool Window::IsWidgetHighlighted(WidgetID widget_index) const
{
	const NWidgetBase *nwid = this->GetWidget<NWidgetBase>(widget_index);
	if (nwid == nullptr) return false;

	return nwid->IsHighlighted();
}

/**
 * A dropdown window associated to this window has been closed.
 * @param pt the point inside the window the mouse resides on after closure.
 * @param widget the widget (button) that the dropdown is associated with.
 * @param index the element in the dropdown that is selected.
 * @param click_result The result of the OnClick call.
 * @param instant_close whether the dropdown was configured to close on mouse up.
 */
void Window::OnDropdownClose(Point pt, WidgetID widget, int index, int click_result, bool instant_close)
{
	if (widget < 0) return;

	/* Many dropdown selections depend on the position of the main toolbar,
	 * so if it doesn't exist (e.g. the end screen has appeared), just skip the instant close behaviour. */
	if (instant_close && FindWindowById(WindowClass::MainToolbar, 0) != nullptr) {
		/* Send event for selected option if we're still
		 * on the parent button of the dropdown (behaviour of the dropdowns in the main toolbar). */
		if (GetWidgetFromPos(this, pt.x, pt.y) == widget) {
			this->OnDropdownSelect(widget, index, click_result);
		}
	}

	/* Raise the dropdown button */
	NWidgetCore *nwi2 = this->GetWidget<NWidgetCore>(widget);
	if ((nwi2->type & WWT_MASK) == NWID_BUTTON_DROPDOWN) {
		nwi2->disp_flags.Reset(NWidgetDisplayFlag::DropdownActive);
	} else {
		this->RaiseWidget(widget);
	}
	this->SetWidgetDirty(widget);
}

/**
 * Return the Scrollbar to a widget index.
 * @param widnum Scrollbar widget index
 * @return Scrollbar to the widget
 */
const Scrollbar *Window::GetScrollbar(WidgetID widnum) const
{
	return this->GetWidget<NWidgetScrollbar>(widnum);
}

/**
 * Return the Scrollbar to a widget index.
 * @param widnum Scrollbar widget index
 * @return Scrollbar to the widget
 */
Scrollbar *Window::GetScrollbar(WidgetID widnum)
{
	return this->GetWidget<NWidgetScrollbar>(widnum);
}

/**
 * Return the querystring associated to a editbox.
 * @param widnum Editbox widget index
 * @return QueryString or nullptr.
 */
const QueryString *Window::GetQueryString(WidgetID widnum) const
{
	auto query = this->querystrings.find(widnum);
	return query != this->querystrings.end() ? query->second : nullptr;
}

/**
 * Return the querystring associated to a editbox.
 * @param widnum Editbox widget index
 * @return QueryString or nullptr.
 */
QueryString *Window::GetQueryString(WidgetID widnum)
{
	auto query = this->querystrings.find(widnum);
	return query != this->querystrings.end() ? query->second : nullptr;
}

/**
 * Update size of all QueryStrings of this window.
 */
void Window::UpdateQueryStringSize()
{
	for (auto &qs : this->querystrings) {
		qs.second->text.UpdateSize();
	}
}

/**
 * Get the current input text buffer.
 * @return The currently focused input text buffer or nullptr if no input focused.
 */
/* virtual */ const Textbuf *Window::GetFocusedTextbuf() const
{
	if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
		return &this->GetQueryString(this->nested_focus->GetIndex())->text;
	}

	return nullptr;
}

/**
 * Get the current caret position if an edit box has the focus.
 * @return Top-left location of the caret, relative to the window.
 */
/* virtual */ Point Window::GetCaretPosition() const
{
	if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX && !this->querystrings.empty()) {
		return this->GetQueryString(this->nested_focus->GetIndex())->GetCaretPosition(this, this->nested_focus->GetIndex());
	}

	Point pt = {0, 0};
	return pt;
}

/**
 * Get the bounding rectangle for a text range if an edit box has the focus.
 * @param from Start of the string range.
 * @param to End of the string range.
 * @return Rectangle encompassing the string range, relative to the window.
 */
/* virtual */ Rect Window::GetTextBoundingRect(size_t from, size_t to) const
{
	if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
		return this->GetQueryString(this->nested_focus->GetIndex())->GetBoundingRect(this, this->nested_focus->GetIndex(), from, to);
	}

	Rect r = {0, 0, 0, 0};
	return r;
}

/**
 * Get the character that is rendered at a position by the focused edit box.
 * @param pt The position to test.
 * @return Index of the character position or -1 if no character is at the position.
 */
/* virtual */ ptrdiff_t Window::GetTextCharacterAtPosition(const Point &pt) const
{
	if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) {
		return this->GetQueryString(this->nested_focus->GetIndex())->GetCharAtPosition(this, this->nested_focus->GetIndex(), pt);
	}

	return -1;
}

/**
 * Set the window that has the focus
 * @param w The window to set the focus on
 */
void SetFocusedWindow(Window *w)
{
	if (_focused_window == w) return;

	/* Don't focus a tooltip */
	if (w != nullptr && w->window_class == WindowClass::ToolTips) return;

	/* Invalidate focused widget */
	if (_focused_window != nullptr) {
		if (_focused_window->nested_focus != nullptr) _focused_window->nested_focus->SetDirty(_focused_window);
	}

	/* Remember which window was previously focused */
	Window *old_focused = _focused_window;
	_focused_window = w;

	/* So we can inform it that it lost focus */
	if (old_focused != nullptr) old_focused->OnFocusLost(false);
	if (_focused_window != nullptr) _focused_window->OnFocus();
}

/**
 * Check if an edit box is in global focus. That is if focused window
 * has a edit box as focused widget, or if a console is focused.
 * @return returns true if an edit box is in global focus or if the focused window is a console, else false
 */
bool EditBoxInGlobalFocus()
{
	if (_focused_window == nullptr) return false;

	/* The console does not have an edit box so a special case is needed. */
	if (_focused_window->window_class == WindowClass::Console) return true;

	return _focused_window->nested_focus != nullptr && _focused_window->nested_focus->type == WWT_EDITBOX;
}

/**
 * Check if a console is focused.
 * @return returns true if the focused window is a console, else false
 */
bool FocusedWindowIsConsole()
{
	return _focused_window && _focused_window->window_class == WindowClass::Console;
}

/**
 * Makes no widget on this window have focus. The function however doesn't change which window has focus.
 */
void Window::UnfocusFocusedWidget()
{
	if (this->nested_focus != nullptr) {
		if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();

		/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
		this->nested_focus->SetDirty(this);
		this->nested_focus = nullptr;
	}
}

/**
 * Set focus within this window to the given widget. The function however doesn't change which window has focus.
 * @param widget_index Index of the widget in the window to set the focus to.
 * @return Focus has changed.
 */
bool Window::SetFocusedWidget(WidgetID widget_index)
{
	NWidgetCore *widget = this->GetWidget<NWidgetCore>(widget_index);
	assert(widget != nullptr); /* Setting focus to a non-existing widget is a bad idea. */

	if (this->nested_focus != nullptr) {
		/* Do nothing if widget_index is already focused. */
		if (widget == this->nested_focus) return false;

		/* Repaint the widget that lost focus. A focused edit box may else leave the caret on the screen. */
		this->nested_focus->SetDirty(this);
		if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
	}

	this->nested_focus = widget;
	if (this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxGainedFocus();
	return true;
}

std::string Window::GetWidgetString([[maybe_unused]] WidgetID widget, StringID stringid) const
{
	if (stringid == STR_NULL) return {};
	return GetString(stringid);
}

/**
 * Called when window gains focus
 */
void Window::OnFocus()
{
	if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxGainedFocus();
}

/**
 * Called when window loses focus
 */
void Window::OnFocusLost(bool)
{
	if (this->nested_focus != nullptr && this->nested_focus->type == WWT_EDITBOX) VideoDriver::GetInstance()->EditBoxLostFocus();
}

/**
 * Raise the buttons of the window.
 * @param autoraise Raise only the push buttons of the window.
 */
void Window::RaiseButtons(bool autoraise)
{
	for (auto &pair : this->widget_lookup) {
		WidgetType type = pair.second->type;
		NWidgetCore *wid = dynamic_cast<NWidgetCore *>(pair.second);
		if (wid != nullptr && ((type & ~WWB_PUSHBUTTON) < WWT_LAST || type == NWID_PUSHBUTTON_DROPDOWN) &&
				(!autoraise || (type & WWB_PUSHBUTTON) || type == WWT_EDITBOX) && wid->IsLowered()) {
			wid->SetLowered(false);
			wid->SetDirty(this);
		}
	}

	/* Special widgets without widget index */
	{
		NWidgetCore *wid = this->nested_root != nullptr ? dynamic_cast<NWidgetCore *>(this->nested_root->GetWidgetOfType(WWT_DEFSIZEBOX)) : nullptr;
		if (wid != nullptr) {
			wid->SetLowered(false);
			wid->SetDirty(this);
		}
	}
}

/**
 * Invalidate a widget, i.e. mark it as being changed and in need of redraw.
 * @param widget_index the widget to redraw.
 */
void Window::SetWidgetDirty(WidgetID widget_index) const
{
	/* Sometimes this function is called before the window is even fully initialized */
	auto it = this->widget_lookup.find(widget_index);
	if (it == std::end(this->widget_lookup)) return;

	it->second->SetDirty(this);
}

/**
 * A hotkey has been pressed.
 * @param hotkey  Hotkey index, by default a widget index of a button or editbox.
 * @return #EventState::Handled if the key press has been handled, and the hotkey is not unavailable for some reason.
 */
EventState Window::OnHotkey(int hotkey)
{
	if (hotkey < 0) return EventState::NotHandled;

	NWidgetCore *nw = this->GetWidget<NWidgetCore>(hotkey);
	if (nw == nullptr || nw->IsDisabled()) return EventState::NotHandled;

	if (nw->type == WWT_EDITBOX) {
		if (this->IsShaded()) return EventState::NotHandled;

		/* Focus editbox */
		this->SetFocusedWidget(hotkey);
		SetFocusedWindow(this);
	} else {
		/* Click button */
		this->OnClick(Point(), hotkey, 1);
	}
	return EventState::Handled;
}

/**
 * Do all things to make a button look clicked and mark it to be
 * unclicked in a few ticks.
 * @param widget the widget to "click"
 */
void Window::HandleButtonClick(WidgetID widget)
{
	/* Button click for this widget may already have been handled. */
	if (this->IsWidgetLowered(widget) && this->timeout_timer == TIMEOUT_DURATION) return;

	this->LowerWidget(widget);
	this->SetTimeout();
	this->SetWidgetDirty(widget);
	SndClickBeep();
}

static void StartWindowDrag(Window *w);
static void StartWindowSizing(Window *w, bool to_left);

/**
 * Dispatch left mouse-button (possibly double) click in window.
 * @param w Window to dispatch event in
 * @param x X coordinate of the click
 * @param y Y coordinate of the click
 * @param click_count Number of fast consecutive clicks at same position
 */
static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
{
	NWidgetCore *nw = w->nested_root->GetWidgetFromPos(x, y);
	WidgetType widget_type = (nw != nullptr) ? nw->type : WWT_EMPTY;

	/* Allow dropdown close flag detection to work. */
	if (nw != nullptr) nw->disp_flags.Reset(NWidgetDisplayFlag::DropdownClosed);

	bool focused_widget_changed = false;

	/* If clicked on a window that previously did not have focus */
	if (_focused_window != w) {
		/* Don't switch focus to an unfocusable window, or if the 'X' (close button) was clicked. */
		if (!w->window_desc.flags.Test(WindowDefaultFlag::NoFocus) && widget_type != WWT_CLOSEBOX) {
			focused_widget_changed = true;
			SetFocusedWindow(w);
		} else if (_focused_window != nullptr && _focused_window->window_class == WindowClass::DropdownMenu) {
			/* The previously focused window was a dropdown menu, but the user clicked on another window that
			 * isn't focusable. Close the dropdown menu anyway. */
			SetFocusedWindow(nullptr);
		}
	}

	if (nw == nullptr) return; // exit if clicked outside of widgets

	/* don't allow any interaction if the button has been disabled */
	if (nw->IsDisabled()) return;

	WidgetID widget_index = nw->GetIndex(); ///< Index of the widget

	/* Clicked on a widget that is not disabled.
	 * So unless the clicked widget is the caption bar, change focus to this widget.
	 * Exception: In the OSK we always want the editbox to stay focused. */
	if (widget_index >= 0 && widget_type != WWT_CAPTION && w->window_class != WindowClass::OnScreenKeyboard) {
		/* focused_widget_changed is 'now' only true if the window this widget
		 * is in gained focus. In that case it must remain true, also if the
		 * local widget focus did not change. As such it's the logical-or of
		 * both changed states.
		 *
		 * If this is not preserved, then the OSK window would be opened when
		 * a user has the edit box focused and then click on another window and
		 * then back again on the edit box (to type some text).
		 */
		focused_widget_changed |= w->SetFocusedWidget(widget_index);
	}

	/* Dropdown window of this widget was closed so don't process click this time. */
	if (nw->disp_flags.Test(NWidgetDisplayFlag::DropdownClosed)) return;

	if ((widget_type & ~WWB_PUSHBUTTON) < WWT_LAST && (widget_type & WWB_PUSHBUTTON)) w->HandleButtonClick(widget_index);

	Point pt = { x, y };

	switch (widget_type) {
		case NWID_VSCROLLBAR:
		case NWID_HSCROLLBAR:
			ScrollbarClickHandler(w, nw, x, y);
			break;

		case WWT_EDITBOX: {
			QueryString *query = w->GetQueryString(widget_index);
			if (query != nullptr) query->ClickEditBox(w, pt, widget_index, click_count, focused_widget_changed);
			break;
		}

		case WWT_CLOSEBOX: // 'X'
			w->Close();
			return;

		case WWT_CAPTION: // 'Title bar'
			StartWindowDrag(w);
			return;

		case WWT_RESIZEBOX:
			/* When the resize widget is on the left size of the window
			 * we assume that that button is used to resize to the left. */
			StartWindowSizing(w, nw->pos_x < (w->width / 2));
			nw->SetDirty(w);
			return;

		case WWT_DEFSIZEBOX: {
			if (_ctrl_pressed) {
				if (click_count > 1) {
					w->window_desc.pref_width = 0;
					w->window_desc.pref_height = 0;
				} else {
					w->window_desc.pref_width = w->width;
					w->window_desc.pref_height = w->height;
				}
			} else {
				int16_t def_width = std::max<int16_t>(std::min<int16_t>(w->window_desc.GetDefaultWidth(), _screen.width), w->nested_root->smallest_x);
				int16_t def_height = std::max<int16_t>(std::min<int16_t>(w->window_desc.GetDefaultHeight(), _screen.height - 50), w->nested_root->smallest_y);

				int dx = (w->resize.step_width  == 0) ? 0 : def_width  - w->width;
				int dy = (w->resize.step_height == 0) ? 0 : def_height - w->height;
				/* dx and dy has to go by step.. calculate it.
				 * The cast to int is necessary else dx/dy are implicitly cast to unsigned int, which won't work. */
				if (w->resize.step_width  > 1) dx -= dx % (int)w->resize.step_width;
				if (w->resize.step_height > 1) dy -= dy % (int)w->resize.step_height;
				ResizeWindow(w, dx, dy, false);
			}

			nw->SetLowered(true);
			nw->SetDirty(w);
			w->SetTimeout();
			break;
		}

		case WWT_DEBUGBOX:
			w->ShowNewGRFInspectWindow();
			break;

		case WWT_SHADEBOX:
			nw->SetDirty(w);
			w->SetShaded(!w->IsShaded());
			return;

		case WWT_STICKYBOX:
			w->flags.Flip(WindowFlag::Sticky);
			nw->SetDirty(w);
			if (_ctrl_pressed) w->window_desc.pref_sticky = w->flags.Test(WindowFlag::Sticky);
			return;

		default:
			break;
	}

	/* Widget has no index, so the window is not interested in it. */
	if (widget_index < 0) return;

	/* Check if the widget is highlighted; if so, disable highlight and dispatch an event to the GameScript */
	if (w->IsWidgetHighlighted(widget_index)) {
		w->SetWidgetHighlight(widget_index, TextColour::Invalid);
		Game::NewEvent(new ScriptEventWindowWidgetClick((ScriptWindow::WindowClass)w->window_class, w->window_number, widget_index));
	}

	w->OnClick(pt, widget_index, click_count);
}

/**
 * Dispatch right mouse-button click in window.
 * @param w Window to dispatch event in
 * @param x X coordinate of the click
 * @param y Y coordinate of the click
 */
static void DispatchRightClickEvent(Window *w, int x, int y)
{
	NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);
	if (wid == nullptr) return;

	Point pt = { x, y };

	/* No widget to handle, or the window is not interested in it. */
	if (wid->GetIndex() >= 0) {
		if (w->OnRightClick(pt, wid->GetIndex())) return;
	}

	/* Right-click close is enabled and there is a closebox. */
	if (_settings_client.gui.right_click_wnd_close == RightClickClose::Yes && !w->window_desc.flags.Test(WindowDefaultFlag::NoClose)) {
		w->Close();
	} else if (_settings_client.gui.right_click_wnd_close == RightClickClose::YesExceptSticky && !w->flags.Test(WindowFlag::Sticky) && !w->window_desc.flags.Test(WindowDefaultFlag::NoClose)) {
		/* Right-click close is enabled, but excluding sticky windows. */
		w->Close();
	} else if (_settings_client.gui.hover_delay_ms == 0 && !w->OnTooltip(pt, wid->GetIndex(), TooltipCloseCondition::RightClick) && wid->GetToolTip() != STR_NULL) {
		GuiShowTooltips(w, GetEncodedString(wid->GetToolTip()), TooltipCloseCondition::RightClick);
	}
}

/**
 * Dispatch hover of the mouse over a window.
 * @param w Window to dispatch event in.
 * @param x X coordinate of the click.
 * @param y Y coordinate of the click.
 */
static void DispatchHoverEvent(Window *w, int x, int y)
{
	NWidgetCore *wid = w->nested_root->GetWidgetFromPos(x, y);

	/* No widget to handle */
	if (wid == nullptr) return;

	Point pt = { x, y };

	/* Show the tooltip if there is any */
	if (!w->OnTooltip(pt, wid->GetIndex(), TooltipCloseCondition::Hover) && wid->GetToolTip() != STR_NULL) {
		GuiShowTooltips(w, GetEncodedString(wid->GetToolTip()), TooltipCloseCondition::Hover);
		return;
	}

	/* Widget has no index, so the window is not interested in it. */
	if (wid->GetIndex() < 0) return;

	w->OnHover(pt, wid->GetIndex());
}

/**
 * Dispatch the mousewheel-action to the window.
 * The window will scroll any compatible scrollbars if the mouse is pointed over the bar or its contents
 * @param w Window
 * @param nwid the widget where the scrollwheel was used
 * @param wheel scroll up or down
 */
static void DispatchMouseWheelEvent(Window *w, NWidgetCore *nwid, int wheel)
{
	if (nwid == nullptr) return;

	/* Using wheel on caption/shade-box shades or unshades the window. */
	if (nwid->type == WWT_CAPTION || nwid->type == WWT_SHADEBOX) {
		w->SetShaded(wheel < 0);
		return;
	}

	/* Wheeling a vertical scrollbar. */
	if (nwid->type == NWID_VSCROLLBAR) {
		NWidgetScrollbar *sb = static_cast<NWidgetScrollbar *>(nwid);
		if (sb->GetCount() > sb->GetCapacity()) {
			if (sb->UpdatePosition(wheel)) {
				w->OnScrollbarScroll(nwid->GetIndex());
				w->SetDirty();
			}
		}
		return;
	}

	/* Scroll the widget attached to the scrollbar. */
	Scrollbar *sb = (nwid->GetScrollbarIndex() >= 0 ? w->GetScrollbar(nwid->GetScrollbarIndex()) : nullptr);
	if (sb != nullptr && sb->GetCount() > sb->GetCapacity()) {
		if (sb->UpdatePosition(wheel)) {
			w->OnScrollbarScroll(nwid->GetScrollbarIndex());
			w->SetDirty();
		}
	}
}

/**
 * Returns whether a window may be shown or not.
 * @param w The window to consider.
 * @return True iff it may be shown, otherwise false.
 */
static bool MayBeShown(const Window *w)
{
	/* If we're not modal, everything is okay. */
	if (!HasModalProgress()) return true;

	switch (w->window_class) {
		case WindowClass::MainWindow: ///< The background, i.e. the game.
		case WindowClass::ModalProgress: ///< The actual progress window.
		case WindowClass::ConfirmPopupQuery: ///< The abort window.
			return true;

		default:
			return false;
	}
}

/**
 * Generate repaint events for the visible part of window w within the rectangle.
 *
 * The function goes recursively upwards in the window stack, and splits the rectangle
 * into multiple pieces at the window edges, so obscured parts are not redrawn.
 *
 * @param w Window that needs to be repainted
 * @param left Left edge of the rectangle that should be repainted
 * @param top Top edge of the rectangle that should be repainted
 * @param right Right edge of the rectangle that should be repainted
 * @param bottom Bottom edge of the rectangle that should be repainted
 */
static void DrawOverlappedWindow(Window *w, int left, int top, int right, int bottom)
{
	Window::IteratorToFront it(w);
	++it;
	for (; !it.IsEnd(); ++it) {
		const Window *v = *it;
		if (MayBeShown(v) &&
				right > v->left &&
				bottom > v->top &&
				left < v->left + v->width &&
				top < v->top + v->height) {
			/* v and rectangle intersect with each other */
			int x;

			if (left < (x = v->left)) {
				DrawOverlappedWindow(w, left, top, x, bottom);
				DrawOverlappedWindow(w, x, top, right, bottom);
				return;
			}

			if (right > (x = v->left + v->width)) {
				DrawOverlappedWindow(w, left, top, x, bottom);
				DrawOverlappedWindow(w, x, top, right, bottom);
				return;
			}

			if (top < (x = v->top)) {
				DrawOverlappedWindow(w, left, top, right, x);
				DrawOverlappedWindow(w, left, x, right, bottom);
				return;
			}

			if (bottom > (x = v->top + v->height)) {
				DrawOverlappedWindow(w, left, top, right, x);
				DrawOverlappedWindow(w, left, x, right, bottom);
				return;
			}

			return;
		}
	}

	/* Setup blitter, and dispatch a repaint event to window *wz */
	DrawPixelInfo *dp = _cur_dpi;
	dp->width = right - left;
	dp->height = bottom - top;
	dp->left = left - w->left;
	dp->top = top - w->top;
	dp->pitch = _screen.pitch;
	dp->dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
	dp->zoom = ZoomLevel::Min;
	w->OnPaint();
}

/**
 * From a rectangle that needs redrawing, find the windows that intersect with the rectangle.
 * These windows should be re-painted.
 * @param left Left edge of the rectangle that should be repainted
 * @param top Top edge of the rectangle that should be repainted
 * @param right Right edge of the rectangle that should be repainted
 * @param bottom Bottom edge of the rectangle that should be repainted
 */
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
{
	DrawPixelInfo bk;
	AutoRestoreBackup dpi_backup(_cur_dpi, &bk);

	for (Window *w : Window::IterateFromBack()) {
		if (MayBeShown(w) &&
				right > w->left &&
				bottom > w->top &&
				left < w->left + w->width &&
				top < w->top + w->height) {
			/* Window w intersects with the rectangle => needs repaint */
			DrawOverlappedWindow(w, std::max(left, w->left), std::max(top, w->top), std::min(right, w->left + w->width), std::min(bottom, w->top + w->height));
		}
	}
}

/**
 * Mark entire window as dirty (in need of re-paint)
 * @ingroup dirty
 */
void Window::SetDirty() const
{
	AddDirtyBlock(this->left, this->top, this->left + this->width, this->top + this->height);
}

/**
 * Re-initialize a window, and optionally change its size.
 * @param rx Horizontal resize of the window.
 * @param ry Vertical resize of the window.
 * @param reposition If set, reposition the window to default location.
 * @note For just resizing the window, use #ResizeWindow instead.
 */
void Window::ReInit(int rx, int ry, bool reposition)
{
	this->SetDirty(); // Mark whole current window as dirty.

	/* Save current size. */
	int window_width  = this->width * _gui_scale / this->scale;
	int window_height = this->height * _gui_scale / this->scale;
	this->scale = _gui_scale;

	this->OnInit();
	/* Re-initialize window smallest size. */
	this->nested_root->SetupSmallestSize(this);
	this->nested_root->AssignSizePosition(SizingType::Smallest, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _current_text_dir == TD_RTL);
	this->width  = this->nested_root->smallest_x;
	this->height = this->nested_root->smallest_y;
	this->resize.step_width  = this->nested_root->resize_x;
	this->resize.step_height = this->nested_root->resize_y;

	/* Resize as close to the original size + requested resize as possible. */
	window_width  = std::max(window_width  + rx, this->width);
	window_height = std::max(window_height + ry, this->height);
	int dx = (this->resize.step_width  == 0) ? 0 : window_width  - this->width;
	int dy = (this->resize.step_height == 0) ? 0 : window_height - this->height;
	/* dx and dy has to go by step.. calculate it.
	 * The cast to int is necessary else dx/dy are implicitly cast to unsigned int, which won't work. */
	if (this->resize.step_width  > 1) dx -= dx % (int)this->resize.step_width;
	if (this->resize.step_height > 1) dy -= dy % (int)this->resize.step_height;

	if (reposition) {
		Point pt = this->OnInitialPosition(this->nested_root->smallest_x, this->nested_root->smallest_y, window_number);
		this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y);
		this->FindWindowPlacementAndResize(this->window_desc.GetDefaultWidth(), this->window_desc.GetDefaultHeight(), false);
	}

	ResizeWindow(this, dx, dy, true, false);
	/* ResizeWindow() does this->SetDirty() already, no need to do it again here. */
}

/**
 * Set the shaded state of the window to \a make_shaded.
 * @param make_shaded If \c true, shade the window (roll up until just the title bar is visible), else unshade/unroll the window to its original size.
 * @note The method uses #Window::ReInit(), thus after the call, the whole window should be considered changed.
 */
void Window::SetShaded(bool make_shaded)
{
	if (this->shade_select == nullptr) return;

	int desired = make_shaded ? SZSP_HORIZONTAL : 0;
	if (this->shade_select->shown_plane != desired) {
		if (make_shaded) {
			if (this->nested_focus != nullptr) this->UnfocusFocusedWidget();
			this->unshaded_size.width  = this->width;
			this->unshaded_size.height = this->height;
			this->shade_select->SetDisplayedPlane(desired);
			this->ReInit(0, -this->height);
		} else {
			this->shade_select->SetDisplayedPlane(desired);
			int dx = ((int)this->unshaded_size.width  > this->width)  ? (int)this->unshaded_size.width  - this->width  : 0;
			int dy = ((int)this->unshaded_size.height > this->height) ? (int)this->unshaded_size.height - this->height : 0;
			this->ReInit(dx, dy);
		}
	}
}

/**
 * Find the Window whose parent pointer points to this window
 * @param wc Window class of the window to find; ::WindowClass::Invalid if class does not matter
 * @return a Window pointer that is the child of this window, or \c nullptr otherwise
 */
Window *Window::FindChildWindow(WindowClass wc) const
{
	for (Window *v : Window::Iterate()) {
		if ((wc == WindowClass::Invalid || wc == v->window_class) && v->parent == this) return v;
	}

	return nullptr;
}

/**
 * Find the Window whose parent pointer points to this window
 * @param wc Window class of the window to find.
 * @param number Window number of the window to find.
 * @return a Window pointer that is the child of this window, or \c nullptr otherwise
 */
Window *Window::FindChildWindowById(WindowClass wc, WindowNumber number) const
{
	for (Window *v : Window::Iterate()) {
		if (wc == v->window_class && number == v->window_number && v->parent == this) return v;
	}

	return nullptr;
}

/**
 * Close all children a window might have in a head-recursive manner
 * @param wc Window class of the window to remove; ::WindowClass::Invalid if class does not matter
 */
void Window::CloseChildWindows(WindowClass wc) const
{
	Window *child = this->FindChildWindow(wc);
	while (child != nullptr) {
		child->Close();
		child = this->FindChildWindow(wc);
	}
}


/**
 * Close all children a window might have in a head-recursive manner
 * @param wc Window class of the window to remove.
 * @param number Window number of the window to remove.
 */
void Window::CloseChildWindowById(WindowClass wc, WindowNumber number) const
{
	Window *child = this->FindChildWindowById(wc, number);
	while (child != nullptr) {
		child->Close();
		child = this->FindChildWindowById(wc, number);
	}
}

/**
 * Hide the window and all its child windows, and mark them for a later deletion.
 * @param data Window specific data to be passed through the window close functions.
 */
void Window::Close([[maybe_unused]] int data)
{
	/* Don't close twice. */
	if (*this->z_position == nullptr) return;

	*this->z_position = nullptr;

	if (_thd.window_class == this->window_class &&
			_thd.window_number == this->window_number) {
		ResetObjectToPlace();
	}

	/* Prevent Mouseover() from resetting mouse-over coordinates on a non-existing window */
	if (_mouseover_last_w == this) _mouseover_last_w = nullptr;

	/* We can't scroll the window when it's closed. */
	if (_last_scroll_window == this) _last_scroll_window = nullptr;

	/* Make sure we don't try to access non-existing query strings. */
	this->querystrings.clear();

	/* Make sure we don't try to access this window as the focused window when it doesn't exist anymore. */
	if (_focused_window == this) {
		this->OnFocusLost(true);
		_focused_window = nullptr;
	}

	this->CloseChildWindows();

	this->SetDirty();

	Window::closed_windows.push_back(this);
}

/**
 * Remove window and all its child windows from the window stack.
 */
Window::~Window()
{
	/* Make sure the window is closed, deletion is allowed only in Window::DeleteClosedWindows(). */
	assert(*this->z_position == nullptr);
}

/**
 * Find a window by its class and window number
 * @param cls Window class
 * @param number Number of the window within the window class
 * @return Pointer to the found window, or \c nullptr if not available
 */
Window *FindWindowById(WindowClass cls, WindowNumber number)
{
	for (Window *w : Window::Iterate()) {
		if (w->window_class == cls && w->window_number == number) return w;
	}

	return nullptr;
}

/**
 * Find any window by its class. Useful when searching for a window that uses
 * the window number as a #WindowClass, like ::WindowClass::NetworkChat.
 * @param cls Window class
 * @return Pointer to the found window, or \c nullptr if not available
 */
Window *FindWindowByClass(WindowClass cls)
{
	for (Window *w : Window::Iterate()) {
		if (w->window_class == cls) return w;
	}

	return nullptr;
}

/**
 * Get the main window, i.e. FindWindowById(WindowClass::MainWindow, 0).
 * If the main window is not available, this function will trigger an assert.
 * @return Pointer to the main window.
 */
Window *GetMainWindow()
{
	Window *w = FindWindowById(WindowClass::MainWindow, 0);
	assert(w != nullptr);
	return w;
}

/**
 * Close a window by its class and window number (if it is open).
 * @param cls Window class
 * @param number Number of the window within the window class
 * @param force force closing; if false don't close when stickied
 * @param data Arbitrary data to pass to the Close function.
 */
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
{
	Window *w = FindWindowById(cls, number);
	if (w != nullptr && (force || !w->flags.Test(WindowFlag::Sticky))) {
		w->Close(data);
	}
}

/**
 * Close all windows of a given class
 * @param cls Window class of windows to delete
 * @param data Arbitrary data to pass to the Close function.
 */
void CloseWindowByClass(WindowClass cls, int data)
{
	/* Note: the container remains stable, even when deleting windows. */
	for (Window *w : Window::Iterate()) {
		if (w->window_class == cls) {
			w->Close(data);
		}
	}
}

/**
 * Close all windows of a company. We identify windows of a company
 * by looking at the caption colour. If it is equal to the company ID
 * then we say the window belongs to the company and should be closed
 * @param id company identifier
 */
void CloseCompanyWindows(CompanyID id)
{
	/* Note: the container remains stable, even when deleting windows. */
	for (Window *w : Window::Iterate()) {
		if (w->owner == id) {
			w->Close();
		}
	}

	/* Also delete the company specific windows that don't have a company-colour. */
	CloseWindowById(WindowClass::BuyCompany, id);
}

/**
 * Change the owner of all the windows one company can take over from another
 * company in the case of a company merger. Do not change ownership of windows
 * that need to be deleted once takeover is complete
 * @param old_owner original owner of the window
 * @param new_owner the new owner of the window
 */
void ChangeWindowOwner(Owner old_owner, Owner new_owner)
{
	for (Window *w : Window::Iterate()) {
		if (w->owner != old_owner) continue;

		switch (w->window_class) {
			case WindowClass::CompanyLivery:
			case WindowClass::Finances:
			case WindowClass::StationList:
			case WindowClass::TrainList:
			case WindowClass::RoadVehicleList:
			case WindowClass::ShipList:
			case WindowClass::AircraftList:
			case WindowClass::BuyCompany:
			case WindowClass::Company:
			case WindowClass::CompanyInfrastructure:
			case WindowClass::VehicleOrders: // Changing owner would also require changing WindowDesc, which is not possible; however keeping the old one crashes because of missing widgets etc.. See ShowOrdersWindow().
				continue;

			default:
				w->owner = new_owner;
				break;
		}
	}
}

static void BringWindowToFront(Window *w, bool dirty = true);

/**
 * Find a window and make it the relative top-window on the screen.
 * The window gets unshaded if it was shaded, and a white border is drawn at its edges for a brief period of time to visualize its "activation".
 * @param cls WindowClass of the window to activate
 * @param number WindowNumber of the window to activate
 * @return a pointer to the window thus activated
 */
Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
{
	Window *w = FindWindowById(cls, number);

	if (w != nullptr) {
		if (w->IsShaded()) w->SetShaded(false); // Restore original window size if it was shaded.

		w->SetWhiteBorder();
		BringWindowToFront(w);
		w->SetDirty();
	}

	return w;
}

static inline bool IsVitalWindow(const Window *w)
{
	switch (w->window_class) {
		case WindowClass::MainToolbar:
		case WindowClass::Statusbar:
		case WindowClass::News:
		case WindowClass::NetworkChat:
			return true;

		default:
			return false;
	}
}

/**
 * Get the z-priority for a given window. This is used in comparison with other z-priority values;
 * a window with a given z-priority will appear above other windows with a lower value, and below
 * those with a higher one (the ordering within z-priorities is arbitrary).
 * @param wc The window class of window to get the z-priority for
 * @pre wc != WindowClass::Invalid
 * @return The window's z-priority
 */
static uint GetWindowZPriority(WindowClass wc)
{
	assert(wc != WindowClass::Invalid);

	uint z_priority = 0;

	switch (wc) {
		case WindowClass::ToolTips:
			++z_priority;
			[[fallthrough]];

		case WindowClass::ErrorMessage:
		case WindowClass::ConfirmPopupQuery:
			++z_priority;
			[[fallthrough]];

		case WindowClass::Endscreen:
			++z_priority;
			[[fallthrough]];

		case WindowClass::Highscore:
			++z_priority;
			[[fallthrough]];

		case WindowClass::DropdownMenu:
			++z_priority;
			[[fallthrough]];

		case WindowClass::MainToolbar:
		case WindowClass::Statusbar:
			++z_priority;
			[[fallthrough]];

		case WindowClass::OnScreenKeyboard:
			++z_priority;
			[[fallthrough]];

		case WindowClass::QueryString:
		case WindowClass::NetworkChat:
			++z_priority;
			[[fallthrough]];

		case WindowClass::NetworkAskRelay:
		case WindowClass::ModalProgress:
		case WindowClass::NetworkStatus:
		case WindowClass::SavePreset:
			++z_priority;
			[[fallthrough]];

		case WindowClass::GenerateLandscape:
		case WindowClass::SaveLoad:
		case WindowClass::GameOptions:
		case WindowClass::CustomCurrenty:
		case WindowClass::Network:
		case WindowClass::NewGRFParameters:
		case WindowClass::ScriptList:
		case WindowClass::ScriptSettings:
		case WindowClass::Textfile:
			++z_priority;
			[[fallthrough]];

		case WindowClass::Console:
			++z_priority;
			[[fallthrough]];

		case WindowClass::News:
			++z_priority;
			[[fallthrough]];

		default:
			++z_priority;
			[[fallthrough]];

		case WindowClass::MainWindow:
			return z_priority;
	}
}

/**
 * On clicking on a window, make it the frontmost window of all windows with an equal
 * or lower z-priority. The window is marked dirty for a repaint
 * @param w window that is put into the relative foreground
 * @param dirty whether to mark the window dirty
 */
static void BringWindowToFront(Window *w, bool dirty)
{
	auto priority = GetWindowZPriority(w->window_class);
	WindowList::iterator dest = _z_windows.begin();
	while (dest != _z_windows.end() && (*dest == nullptr || GetWindowZPriority((*dest)->window_class) <= priority)) ++dest;

	if (dest != w->z_position) {
		_z_windows.splice(dest, _z_windows, w->z_position);
	}

	if (dirty) w->SetDirty();
}

/**
 * Initializes the data (except the position and initial size) of a new Window.
 * @param window_number Number being assigned to the new window
 * @pre If nested widgets are used (\a widget is \c nullptr), #nested_root and #nested_array_size must be initialized.
 *      In addition, #widget_lookup is either \c nullptr, or already initialized.
 */
void Window::InitializeData(WindowNumber window_number)
{
	/* Set up window properties; some of them are needed to set up smallest size below */
	this->window_class = this->window_desc.cls;
	this->SetWhiteBorder();
	if (this->window_desc.default_pos == WindowPosition::Center) this->flags.Set(WindowFlag::Centred);
	this->owner = INVALID_OWNER;
	this->nested_focus = nullptr;
	this->window_number = window_number;

	this->OnInit();
	/* Initialize smallest size. */
	this->nested_root->SetupSmallestSize(this);
	/* Initialize to smallest size. */
	this->nested_root->AssignSizePosition(SizingType::Smallest, 0, 0, this->nested_root->smallest_x, this->nested_root->smallest_y, _current_text_dir == TD_RTL);

	/* Further set up window properties,
	 * this->left, this->top, this->width, this->height, this->resize.width, and this->resize.height are initialized later. */
	this->resize.step_width  = this->nested_root->resize_x;
	this->resize.step_height = this->nested_root->resize_y;

	/* Give focus to the opened window unless a dropdown menu has focus or a text box of the focused window has focus
	 * (so we don't interrupt typing) unless the new window has a text box. */
	bool dropdown_active = _focused_window != nullptr && _focused_window->window_class == WindowClass::DropdownMenu;
	bool editbox_active = EditBoxInGlobalFocus() && this->nested_root->GetWidgetOfType(WWT_EDITBOX) == nullptr;
	if (!dropdown_active && !editbox_active) SetFocusedWindow(this);

	/* Insert the window into the correct location in the z-ordering. */
	BringWindowToFront(this, false);
}

/**
 * Set the position and smallest size of the window.
 * @param x          Offset in pixels from the left of the screen of the new window.
 * @param y          Offset in pixels from the top of the screen of the new window.
 * @param sm_width   Smallest width in pixels of the window.
 * @param sm_height  Smallest height in pixels of the window.
 */
void Window::InitializePositionSize(int x, int y, int sm_width, int sm_height)
{
	this->left = x;
	this->top = y;
	this->width = sm_width;
	this->height = sm_height;
}

/**
 * Resize window towards the default size.
 * Prior to construction, a position for the new window (for its default size)
 * has been found with LocalGetWindowPlacement(). Initially, the window is
 * constructed with minimal size. Resizing the window to its default size is
 * done here.
 * @param def_width default width in pixels of the window
 * @param def_height default height in pixels of the window
 * @param allow_resize Set if resizing is permitted.
 * @see Window::Window(), Window::InitializeData(), Window::InitializePositionSize()
 */
void Window::FindWindowPlacementAndResize(int def_width, int def_height, bool allow_resize)
{
	if (allow_resize) {
		def_width  = std::max(def_width,  this->width); // Don't allow default size to be smaller than smallest size
		def_height = std::max(def_height, this->height);
		/* Try to make windows smaller when our window is too small.
		 * w->(width|height) is normally the same as min_(width|height),
		 * but this way the GUIs can be made a little more dynamic;
		 * one can use the same spec for multiple windows and those
		 * can then determine the real minimum size of the window. */
		if (this->width != def_width || this->height != def_height) {
			/* Think about the overlapping toolbars when determining the minimum window size */
			int free_height = _screen.height;
			const Window *wt = FindWindowById(WindowClass::Statusbar, 0);
			if (wt != nullptr) free_height -= wt->height;
			wt = FindWindowById(WindowClass::MainToolbar, 0);
			if (wt != nullptr) free_height -= wt->height;

			int enlarge_x = std::max(std::min(def_width  - this->width,  _screen.width - this->width),  0);
			int enlarge_y = std::max(std::min(def_height - this->height, free_height   - this->height), 0);

			/* X and Y has to go by step.. calculate it.
			 * The cast to int is necessary else x/y are implicitly cast to
			 * unsigned int, which won't work. */
			if (this->resize.step_width  > 1) enlarge_x -= enlarge_x % (int)this->resize.step_width;
			if (this->resize.step_height > 1) enlarge_y -= enlarge_y % (int)this->resize.step_height;

			ResizeWindow(this, enlarge_x, enlarge_y, true, false);
			/* ResizeWindow() calls this->OnResize(). */
		} else {
			/* Always call OnResize; that way the scrollbars and matrices get initialized. */
			this->OnResize();
		}
	}

	int nx = this->left;
	int ny = this->top;

	if (nx + this->width > _screen.width) nx -= (nx + this->width - _screen.width);

	const Window *wt = FindWindowById(WindowClass::MainToolbar, 0);
	ny = std::max(ny, (wt == nullptr || this == wt || this->top == 0) ? 0 : wt->height);
	nx = std::max(nx, 0);

	if (this->viewport != nullptr) {
		this->viewport->left += nx - this->left;
		this->viewport->top  += ny - this->top;
	}
	this->left = nx;
	this->top = ny;

	this->SetDirty();
}

/**
 * Decide whether a given rectangle is a good place to open a completely visible new window.
 * The new window should be within screen borders, and not overlap with another already
 * existing window (except for the main window in the background).
 * @param left    Left edge of the rectangle
 * @param top     Top edge of the rectangle
 * @param width   Width of the rectangle
 * @param height  Height of the rectangle
 * @param toolbar_y Height of main toolbar
 * @param pos     If rectangle is good, use this parameter to return the top-left corner of the new window
 * @return Boolean indication that the rectangle is a good place for the new window
 */
static bool IsGoodAutoPlace1(int left, int top, int width, int height, int toolbar_y, Point &pos)
{
	int right  = width + left;
	int bottom = height + top;

	if (left < 0 || top < toolbar_y || right > _screen.width || bottom > _screen.height) return false;

	/* Make sure it is not obscured by any window. */
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == WindowClass::MainWindow) continue;

		if (right > w->left &&
				w->left + w->width > left &&
				bottom > w->top &&
				w->top + w->height > top) {
			return false;
		}
	}

	pos.x = left;
	pos.y = top;
	return true;
}

/**
 * Decide whether a given rectangle is a good place to open a mostly visible new window.
 * The new window should be mostly within screen borders, and not overlap with another already
 * existing window (except for the main window in the background).
 * @param left    Left edge of the rectangle
 * @param top     Top edge of the rectangle
 * @param width   Width of the rectangle
 * @param height  Height of the rectangle
 * @param toolbar_y Height of main toolbar
 * @param pos     If rectangle is good, use this parameter to return the top-left corner of the new window
 * @return Boolean indication that the rectangle is a good place for the new window
 */
static bool IsGoodAutoPlace2(int left, int top, int width, int height, int toolbar_y, Point &pos)
{
	bool rtl = _current_text_dir == TD_RTL;

	/* Left part of the rectangle may be at most 1/4 off-screen,
	 * right part of the rectangle may be at most 1/2 off-screen
	 */
	if (rtl) {
		if (left < -(width >> 1) || left > _screen.width - (width >> 2)) return false;
	} else {
		if (left < -(width >> 2) || left > _screen.width - (width >> 1)) return false;
	}

	/* Bottom part of the rectangle may be at most 1/4 off-screen */
	if (top < toolbar_y || top > _screen.height - (height >> 2)) return false;

	/* Make sure it is not obscured by any window. */
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == WindowClass::MainWindow) continue;

		if (left + width > w->left &&
				w->left + w->width > left &&
				top + height > w->top &&
				w->top + w->height > top) {
			return false;
		}
	}

	pos.x = left;
	pos.y = top;
	return true;
}

/**
 * Find a good place for opening a new window of a given width and height.
 * @param width  Width of the new window
 * @param height Height of the new window
 * @return Top-left coordinate of the new window
 */
static Point GetAutoPlacePosition(int width, int height)
{
	Point pt;

	bool rtl = _current_text_dir == TD_RTL;

	/* First attempt, try top-left of the screen */
	const Window *main_toolbar = FindWindowByClass(WindowClass::MainToolbar);
	const int toolbar_y =  main_toolbar != nullptr ? main_toolbar->height : 0;
	if (IsGoodAutoPlace1(rtl ? _screen.width - width : 0, toolbar_y, width, height, toolbar_y, pt)) return pt;

	/* Second attempt, try around all existing windows.
	 * The new window must be entirely on-screen, and not overlap with an existing window.
	 * Eight starting points are tried, two at each corner.
	 */
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == WindowClass::MainWindow) continue;

		if (IsGoodAutoPlace1(w->left + w->width,         w->top,                      width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left            - width, w->top,                      width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left,                    w->top + w->height,          width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left,                    w->top             - height, width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left + w->width,         w->top + w->height - height, width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left            - width, w->top + w->height - height, width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height,          width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace1(w->left + w->width - width, w->top             - height, width, height, toolbar_y, pt)) return pt;
	}

	/* Third attempt, try around all existing windows.
	 * The new window may be partly off-screen, and must not overlap with an existing window.
	 * Only four starting points are tried.
	 */
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == WindowClass::MainWindow) continue;

		if (IsGoodAutoPlace2(w->left + w->width, w->top,             width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace2(w->left    - width, w->top,             width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace2(w->left,            w->top + w->height, width, height, toolbar_y, pt)) return pt;
		if (IsGoodAutoPlace2(w->left,            w->top - height,    width, height, toolbar_y, pt)) return pt;
	}

	/* Fourth and final attempt, put window at diagonal starting from (0, toolbar_y), try multiples
	 * of the closebox
	 */
	int left = rtl ? _screen.width - width : 0, top = toolbar_y;
	int offset_x = rtl ? -(int)NWidgetLeaf::closebox_dimension.width : (int)NWidgetLeaf::closebox_dimension.width;
	int offset_y = std::max<int>(NWidgetLeaf::closebox_dimension.height, GetCharacterHeight(FontSize::Normal) + WidgetDimensions::scaled.captiontext.Vertical());

restart:
	for (const Window *w : Window::Iterate()) {
		if (w->left == left && w->top == top) {
			left += offset_x;
			top += offset_y;
			goto restart;
		}
	}

	pt.x = left;
	pt.y = top;
	return pt;
}

/**
 * Computer the position of the top-left corner of a window to be opened right
 * under the toolbar.
 * @param window_width the width of the window to get the position for.
 * @return Coordinate of the top-left corner of the new window.
 */
Point GetToolbarAlignedWindowPosition(int window_width)
{
	const Window *w = FindWindowById(WindowClass::MainToolbar, 0);
	assert(w != nullptr);
	Point pt = { _current_text_dir == TD_RTL ? w->left : (w->left + w->width) - window_width, w->top + w->height };
	return pt;
}

/**
 * Compute the position of the construction toolbars.
 *
 * If the terraform toolbar is open place them to the right/left of it,
 * otherwise use default toolbar aligned position.
 * @param window_width the width of the toolbar to get the position for.
 * @return Coordinate of the top-left corner of the new toolbar.
 */
Point AlignInitialConstructionToolbar(int window_width)
{
	Point pt = GetToolbarAlignedWindowPosition(window_width);
	const Window *w = FindWindowByClass(WindowClass::ScenarioGenerateLandscape);
	if (w != nullptr && w->top == pt.y && !_settings_client.gui.link_terraform_toolbar) {
		pt.x = w->left + (_current_text_dir == TD_RTL ? w->width : - window_width);
	}
	return pt;
}

/**
 * Compute the position of the top-left corner of a new window that is opened.
 *
 * By default position a child window at an offset of 10/10 of its parent.
 * With the exception of WindowClass::BuildToolbar (build railway/roads/ship docks/airports)
 * and WindowClass::ScenarioGenerateLandscape (landscaping). Whose child window has an offset of 0/toolbar-height of
 * its parent. So it's exactly under the parent toolbar and no buttons will be covered.
 * However if it falls too extremely outside window positions, reposition
 * it to an automatic place.
 *
 * @param *desc         The pointer to the WindowDesc to be created.
 * @param sm_width      Smallest width of the window.
 * @param sm_height     Smallest height of the window.
 * @param window_number The window number of the new window.
 *
 * @return Coordinate of the top-left corner of the new window.
 */
static Point LocalGetWindowPlacement(const WindowDesc &desc, int16_t sm_width, int16_t sm_height, int window_number)
{
	Point pt;
	const Window *w;

	int16_t default_width  = std::max(desc.GetDefaultWidth(),  sm_width);
	int16_t default_height = std::max(desc.GetDefaultHeight(), sm_height);

	if (desc.parent_cls != WindowClass::None && (w = FindWindowById(desc.parent_cls, window_number)) != nullptr) {
		bool rtl = _current_text_dir == TD_RTL;
		if (desc.parent_cls == WindowClass::BuildToolbar || desc.parent_cls == WindowClass::ScenarioGenerateLandscape) {
			pt.x = w->left + (rtl ? w->width - default_width : 0);
			pt.y = w->top + w->height;
			return pt;
		} else {
			/* Position child window with offset of closebox, but make sure that either closebox or resizebox is visible
			 *  - Y position: closebox of parent + closebox of child + statusbar
			 *  - X position: closebox on left/right, resizebox on right/left (depending on ltr/rtl)
			 */
			int indent_y = std::max<int>(NWidgetLeaf::closebox_dimension.height, GetCharacterHeight(FontSize::Normal) + WidgetDimensions::scaled.captiontext.Vertical());
			if (w->top + 3 * indent_y < _screen.height) {
				pt.y = w->top + indent_y;
				int indent_close = NWidgetLeaf::closebox_dimension.width;
				int indent_resize = NWidgetLeaf::resizebox_dimension.width;
				if (_current_text_dir == TD_RTL) {
					pt.x = std::max(w->left + w->width - default_width - indent_close, 0);
					if (pt.x + default_width >= indent_close && pt.x + indent_resize <= _screen.width) return pt;
				} else {
					pt.x = std::min(w->left + indent_close, _screen.width - default_width);
					if (pt.x + default_width >= indent_resize && pt.x + indent_close <= _screen.width) return pt;
				}
			}
		}
	}

	switch (desc.default_pos) {
		case WindowPosition::AlignToolbar: // Align to the toolbar
			return GetToolbarAlignedWindowPosition(default_width);

		case WindowPosition::Automatic: // Find a good automatic position for the window
			return GetAutoPlacePosition(default_width, default_height);

		case WindowPosition::Center: // Centre the window horizontally
			pt.x = (_screen.width - default_width) / 2;
			pt.y = (_screen.height - default_height) / 2;
			break;

		case WindowPosition::Manual:
			pt.x = 0;
			pt.y = 0;
			break;

		default:
			NOT_REACHED();
	}

	return pt;
}

/* virtual */ Point Window::OnInitialPosition([[maybe_unused]]int16_t sm_width, [[maybe_unused]]int16_t sm_height, [[maybe_unused]]int window_number)
{
	return LocalGetWindowPlacement(this->window_desc, sm_width, sm_height, window_number);
}

/**
 * Perform the first part of the initialization of a nested widget tree.
 * Construct a nested widget tree in #nested_root, and optionally fill the #widget_lookup array to provide quick access to the uninitialized widgets.
 * This is mainly useful for setting very basic properties.
 * @note Filling the nested array requires an additional traversal through the nested widget tree, and is best performed by #FinishInitNested rather than here.
 */
void Window::CreateNestedTree()
{
	this->nested_root = MakeWindowNWidgetTree(this->window_desc.nwid_parts, &this->shade_select);
	this->nested_root->FillWidgetLookup(this->widget_lookup);
}

/**
 * Perform the second part of the initialization of a nested widget tree.
 * @param window_number Number of the new window.
 */
void Window::FinishInitNested(WindowNumber window_number)
{
	this->nested_root->AdjustPaddingForZoom();
	this->InitializeData(window_number);
	this->ApplyDefaults();
	Point pt = this->OnInitialPosition(this->nested_root->smallest_x, this->nested_root->smallest_y, window_number);
	this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y);
	this->FindWindowPlacementAndResize(this->window_desc.GetDefaultWidth(), this->window_desc.GetDefaultHeight(), true);
}

/**
 * Perform complete initialization of the #Window with nested widgets, to allow use.
 * @param window_number Number of the new window.
 */
void Window::InitNested(WindowNumber window_number)
{
	this->CreateNestedTree();
	this->FinishInitNested(window_number);
}

/**
 * Empty constructor, initialization has been moved to #InitNested() called from the constructor of the derived class.
 * @param desc The description of the window.
 */
Window::Window(WindowDesc &desc) : window_desc(desc), scale(_gui_scale), mouse_capture_widget(INVALID_WIDGET)
{
	this->z_position = _z_windows.insert(_z_windows.end(), this);
}

/**
 * Do a search for a window at specific coordinates. For this we start
 * at the topmost window, obviously and work our way down to the bottom
 * @param x position x to query
 * @param y position y to query
 * @return a pointer to the found window if any, nullptr otherwise
 */
Window *FindWindowFromPt(int x, int y)
{
	for (Window *w : Window::IterateFromFront()) {
		if (MayBeShown(w) && IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
			return w;
		}
	}

	return nullptr;
}

/**
 * (re)initialize the windowing system
 */
void InitWindowSystem()
{
	IConsoleClose();

	_focused_window = nullptr;
	_mouseover_last_w = nullptr;
	_last_scroll_window = nullptr;
	_scrolling_viewport = false;
	_mouse_hovering = false;

	SetupWidgetDimensions();
	NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
	NWidgetScrollbar::InvalidateDimensionCache();

	InitDepotWindowBlockSizes();

	ShowFirstError();
}

/**
 * Close down the windowing system
 */
void UnInitWindowSystem()
{
	UnshowCriticalError();

	for (Window *w : Window::Iterate()) w->Close();

	Window::DeleteClosedWindows();

	assert(_z_windows.empty());
}

/**
 * Reset the windowing system, by means of shutting it down followed by re-initialization
 */
void ResetWindowSystem()
{
	UnInitWindowSystem();
	InitWindowSystem();
	_thd.Reset();
}

static void DecreaseWindowCounters()
{
	if (_scroller_click_timeout != 0) _scroller_click_timeout--;

	for (Window *w : Window::Iterate()) {
		if (_scroller_click_timeout == 0) {
			/* Unclick scrollbar buttons if they are pressed. */
			for (auto &pair : w->widget_lookup) {
				NWidgetBase *nwid = pair.second;
				if (nwid->type == NWID_HSCROLLBAR || nwid->type == NWID_VSCROLLBAR) {
					NWidgetScrollbar *sb = static_cast<NWidgetScrollbar*>(nwid);
					if (sb->disp_flags.Any({NWidgetDisplayFlag::ScrollbarUp, NWidgetDisplayFlag::ScrollbarDown})) {
						sb->disp_flags.Reset({NWidgetDisplayFlag::ScrollbarUp, NWidgetDisplayFlag::ScrollbarDown});
						w->mouse_capture_widget = INVALID_WIDGET;
						sb->SetDirty(w);
					}
				}
			}
		}

		/* Handle editboxes */
		for (auto &pair : w->querystrings) {
			pair.second->HandleEditBox(w, pair.first);
		}

		w->OnMouseLoop();
	}

	for (Window *w : Window::Iterate()) {
		if (w->flags.Test(WindowFlag::Timeout) && --w->timeout_timer == 0) {
			w->flags.Reset(WindowFlag::Timeout);

			w->OnTimeout();
			w->RaiseButtons(true);
		}
	}
}

static void HandlePlacePresize()
{
	if (_special_mouse_mode != SpecialMouseMode::Presize) return;

	Window *w = _thd.GetCallbackWnd();
	if (w == nullptr) return;

	Point pt = GetTileBelowCursor();
	if (pt.x == -1) {
		_thd.selend.x = -1;
		return;
	}

	w->OnPlacePresize(pt, TileVirtXY(pt.x, pt.y));
}

/**
 * Handle dragging and dropping in mouse dragging mode (#SpecialMouseMode::DragDrop).
 * @return State of handling the event.
 */
static EventState HandleMouseDragDrop()
{
	if (_special_mouse_mode != SpecialMouseMode::DragDrop) return EventState::NotHandled;

	if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return EventState::Handled; // Dragging, but the mouse did not move.

	Window *w = _thd.GetCallbackWnd();
	if (w != nullptr) {
		/* Send an event in client coordinates. */
		Point pt;
		pt.x = _cursor.pos.x - w->left;
		pt.y = _cursor.pos.y - w->top;
		if (_left_button_down) {
			w->OnMouseDrag(pt, GetWidgetFromPos(w, pt.x, pt.y));
		} else {
			w->OnDragDrop(pt, GetWidgetFromPos(w, pt.x, pt.y));
		}
	}

	if (!_left_button_down) ResetObjectToPlace(); // Button released, finished dragging.
	return EventState::Handled;
}

/** Report position of the mouse to the underlying window. */
static void HandleMouseOver()
{
	Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);

	/* We changed window, put an OnMouseOver event to the last window */
	if (_mouseover_last_w != nullptr && _mouseover_last_w != w) {
		/* Reset mouse-over coordinates of previous window */
		Point pt = { -1, -1 };
		_mouseover_last_w->OnMouseOver(pt, 0);
	}

	/* _mouseover_last_w will get reset when the window is deleted, see DeleteWindow() */
	_mouseover_last_w = w;

	if (w != nullptr) {
		/* send an event in client coordinates. */
		Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
		const NWidgetCore *widget = w->nested_root->GetWidgetFromPos(pt.x, pt.y);
		if (widget != nullptr) w->OnMouseOver(pt, widget->GetIndex());
	}
}

/** Direction for moving the window. */
enum class PreventHideDirection : uint8_t {
	Up, ///< Above v is a safe position.
	Down, ///< Below v is a safe position.
};

/**
 * Do not allow hiding of the rectangle with base coordinates \a nx and \a ny behind window \a v.
 * If needed, move the window base coordinates to keep it visible.
 * @param nx   Base horizontal coordinate of the rectangle.
 * @param ny   Base vertical coordinate of the rectangle.
 * @param rect Rectangle that must stay visible (horizontally, vertically, or both)
 * @param v    Window lying in front of the rectangle.
 * @param px   Previous horizontal base coordinate.
 * @param dir  If no room horizontally, move the rectangle to the indicated position.
 */
static void PreventHiding(int *nx, int *ny, const Rect &rect, const Window *v, int px, PreventHideDirection dir)
{
	if (v == nullptr) return;

	const int min_visible = rect.Height();

	int v_bottom = v->top + v->height - 1;
	int v_right = v->left + v->width - 1;
	int safe_y = (dir == PreventHideDirection::Up) ? (v->top - min_visible - rect.top) : (v_bottom + min_visible - rect.bottom); // Compute safe vertical position.

	if (*ny + rect.top <= v->top - min_visible) return; // Above v is enough space
	if (*ny + rect.bottom >= v_bottom + min_visible) return; // Below v is enough space

	/* Vertically, the rectangle is hidden behind v. */
	if (*nx + rect.left + min_visible < v->left) { // At left of v.
		if (v->left < min_visible) *ny = safe_y; // But enough room, force it to a safe position.
		return;
	}
	if (*nx + rect.right - min_visible > v_right) { // At right of v.
		if (v_right > _screen.width - min_visible) *ny = safe_y; // Not enough room, force it to a safe position.
		return;
	}

	/* Horizontally also hidden, force movement to a safe area. */
	if (px + rect.left < v->left && v->left >= min_visible) { // Coming from the left, and enough room there.
		*nx = v->left - min_visible - rect.left;
	} else if (px + rect.right > v_right && v_right <= _screen.width - min_visible) { // Coming from the right, and enough room there.
		*nx = v_right + min_visible - rect.right;
	} else {
		*ny = safe_y;
	}
}

/**
 * Make sure at least a part of the caption bar is still visible by moving
 * the window if necessary.
 * @param w The window to check.
 * @param nx The proposed new x-location of the window.
 * @param ny The proposed new y-location of the window.
 */
static void EnsureVisibleCaption(Window *w, int nx, int ny)
{
	/* Search for the title bar rectangle. */
	const NWidgetBase *caption = w->nested_root->GetWidgetOfType(WWT_CAPTION);
	if (caption != nullptr) {
		const Rect caption_rect = caption->GetCurrentRect();

		const int min_visible = caption_rect.Height();

		/* Make sure the window doesn't leave the screen */
		nx = Clamp(nx, min_visible - caption_rect.right, _screen.width - min_visible - caption_rect.left);
		ny = Clamp(ny, 0, _screen.height - min_visible);

		/* Make sure the title bar isn't hidden behind the main tool bar or the status bar. */
		PreventHiding(&nx, &ny, caption_rect, FindWindowById(WindowClass::MainToolbar, 0), w->left, PreventHideDirection::Down);
		PreventHiding(&nx, &ny, caption_rect, FindWindowById(WindowClass::Statusbar, 0), w->left, PreventHideDirection::Up);
	}

	if (w->viewport != nullptr) {
		w->viewport->left += nx - w->left;
		w->viewport->top  += ny - w->top;
	}

	w->left = nx;
	w->top  = ny;
}

/**
 * Resize the window.
 * Update all the widgets of a window based on their resize flags
 * Both the areas of the old window and the new sized window are set dirty
 * ensuring proper redrawing.
 * @param w       Window to resize
 * @param delta_x Delta x-size of changed window (positive if larger, etc.)
 * @param delta_y Delta y-size of changed window
 * @param clamp_to_screen Whether to make sure the whole window stays visible
 * @param schedule_resize Whether to schedule for resizing (when a Window isn't fully initialised yet), or resize immediately.
 */
void ResizeWindow(Window *w, int delta_x, int delta_y, bool clamp_to_screen, bool schedule_resize)
{
	if (delta_x != 0 || delta_y != 0) {
		if (clamp_to_screen) {
			/* Determine the new right/bottom position. If that is outside of the bounds of
			 * the resolution clamp it in such a manner that it stays within the bounds. */
			int new_right  = w->left + w->width  + delta_x;
			int new_bottom = w->top  + w->height + delta_y;
			if (new_right  >= (int)_screen.width)  delta_x -= Ceil(new_right  - _screen.width,  std::max(1U, w->nested_root->resize_x));
			if (new_bottom >= (int)_screen.height) delta_y -= Ceil(new_bottom - _screen.height, std::max(1U, w->nested_root->resize_y));
		}

		w->SetDirty();

		uint new_xinc = std::max(0, (w->nested_root->resize_x == 0) ? 0 : (int)(w->nested_root->current_x - w->nested_root->smallest_x) + delta_x);
		uint new_yinc = std::max(0, (w->nested_root->resize_y == 0) ? 0 : (int)(w->nested_root->current_y - w->nested_root->smallest_y) + delta_y);
		assert(w->nested_root->resize_x == 0 || new_xinc % w->nested_root->resize_x == 0);
		assert(w->nested_root->resize_y == 0 || new_yinc % w->nested_root->resize_y == 0);

		w->nested_root->AssignSizePosition(SizingType::Resize, 0, 0, w->nested_root->smallest_x + new_xinc, w->nested_root->smallest_y + new_yinc, _current_text_dir == TD_RTL);
		w->width  = w->nested_root->current_x;
		w->height = w->nested_root->current_y;
	}

	EnsureVisibleCaption(w, w->left, w->top);

	/* Schedule OnResize to make sure everything is initialised correctly if it needs to be. */
	if (schedule_resize) {
		w->ScheduleResize();
	} else {
		w->OnResize();
	}
	w->SetDirty();
}

/**
 * Return the top of the main view available for general use.
 * @return Uppermost vertical coordinate available.
 * @note Above the upper y coordinate is often the main toolbar.
 */
int GetMainViewTop()
{
	Window *w = FindWindowById(WindowClass::MainToolbar, 0);
	return (w == nullptr) ? 0 : w->top + w->height;
}

/**
 * Return the bottom of the main view available for general use.
 * @return The vertical coordinate of the first unusable row, so 'top + height <= bottom' gives the correct result.
 * @note At and below the bottom y coordinate is often the status bar.
 */
int GetMainViewBottom()
{
	Window *w = FindWindowById(WindowClass::Statusbar, 0);
	return (w == nullptr) ? _screen.height : w->top;
}

static bool _dragging_window; ///< A window is being dragged or resized.

/**
 * Handle dragging/resizing of a window.
 * @return State of handling the event.
 */
static EventState HandleWindowDragging()
{
	/* Get out immediately if no window is being dragged at all. */
	if (!_dragging_window) return EventState::NotHandled;

	/* If button still down, but cursor hasn't moved, there is nothing to do. */
	if (_left_button_down && _cursor.delta.x == 0 && _cursor.delta.y == 0) return EventState::Handled;

	/* Otherwise find the window... */
	for (Window *w : Window::Iterate()) {
		if (w->flags.Test(WindowFlag::Dragging)) {
			/* Stop the dragging if the left mouse button was released */
			if (!_left_button_down) {
				w->flags.Reset(WindowFlag::Dragging);
				break;
			}

			w->SetDirty();

			int x = _cursor.pos.x + _drag_delta.x;
			int y = _cursor.pos.y + _drag_delta.y;
			int nx = x;
			int ny = y;

			if (_settings_client.gui.window_snap_radius != 0) {
				int hsnap = ScaleGUITrad(_settings_client.gui.window_snap_radius);
				int vsnap = ScaleGUITrad(_settings_client.gui.window_snap_radius);
				int delta;

				for (const Window *v : Window::Iterate()) {
					if (v == w) continue; // Don't snap at yourself

					if (y + w->height > v->top && y < v->top + v->height) {
						/* Your left border <-> other right border */
						delta = abs(v->left + v->width - x);
						if (delta <= hsnap) {
							nx = v->left + v->width;
							hsnap = delta;
						}

						/* Your right border <-> other left border */
						delta = abs(v->left - x - w->width);
						if (delta <= hsnap) {
							nx = v->left - w->width;
							hsnap = delta;
						}
					}

					if (w->top + w->height >= v->top && w->top <= v->top + v->height) {
						/* Your left border <-> other left border */
						delta = abs(v->left - x);
						if (delta <= hsnap) {
							nx = v->left;
							hsnap = delta;
						}

						/* Your right border <-> other right border */
						delta = abs(v->left + v->width - x - w->width);
						if (delta <= hsnap) {
							nx = v->left + v->width - w->width;
							hsnap = delta;
						}
					}

					if (x + w->width > v->left && x < v->left + v->width) {
						/* Your top border <-> other bottom border */
						delta = abs(v->top + v->height - y);
						if (delta <= vsnap) {
							ny = v->top + v->height;
							vsnap = delta;
						}

						/* Your bottom border <-> other top border */
						delta = abs(v->top - y - w->height);
						if (delta <= vsnap) {
							ny = v->top - w->height;
							vsnap = delta;
						}
					}

					if (w->left + w->width >= v->left && w->left <= v->left + v->width) {
						/* Your top border <-> other top border */
						delta = abs(v->top - y);
						if (delta <= vsnap) {
							ny = v->top;
							vsnap = delta;
						}

						/* Your bottom border <-> other bottom border */
						delta = abs(v->top + v->height - y - w->height);
						if (delta <= vsnap) {
							ny = v->top + v->height - w->height;
							vsnap = delta;
						}
					}
				}
			}

			EnsureVisibleCaption(w, nx, ny);

			w->SetDirty();
			return EventState::Handled;
		} else if (w->flags.Test(WindowFlag::SizingLeft) || w->flags.Test(WindowFlag::SizingRight)) {
			/* Stop the sizing if the left mouse button was released */
			if (!_left_button_down) {
				w->flags.Reset(WindowFlag::SizingLeft);
				w->flags.Reset(WindowFlag::SizingRight);
				w->SetDirty();
				break;
			}

			/* Compute difference in pixels between cursor position and reference point in the window.
			 * If resizing the left edge of the window, moving to the left makes the window bigger not smaller.
			 */
			int x, y = _cursor.pos.y - _drag_delta.y;
			if (w->flags.Test(WindowFlag::SizingLeft)) {
				x = _drag_delta.x - _cursor.pos.x;
			} else {
				x = _cursor.pos.x - _drag_delta.x;
			}

			/* resize.step_width and/or resize.step_height may be 0, which means no resize is possible. */
			if (w->resize.step_width  == 0) x = 0;
			if (w->resize.step_height == 0) y = 0;

			/* Check the resize button won't go past the bottom of the screen */
			if (w->top + w->height + y > _screen.height) {
				y = _screen.height - w->height - w->top;
			}

			/* X and Y has to go by step.. calculate it.
			 * The cast to int is necessary else x/y are implicitly cast to
			 * unsigned int, which won't work. */
			if (w->resize.step_width  > 1) x -= x % (int)w->resize.step_width;
			if (w->resize.step_height > 1) y -= y % (int)w->resize.step_height;

			/* Check that we don't go below the minimum set size */
			if ((int)w->width + x < (int)w->nested_root->smallest_x) {
				x = w->nested_root->smallest_x - w->width;
			}
			if ((int)w->height + y < (int)w->nested_root->smallest_y) {
				y = w->nested_root->smallest_y - w->height;
			}

			/* Window already on size */
			if (x == 0 && y == 0) return EventState::Handled;

			/* Now find the new cursor pos.. this is NOT _cursor, because we move in steps. */
			_drag_delta.y += y;
			if (w->flags.Test(WindowFlag::SizingLeft) && x != 0) {
				_drag_delta.x -= x; // x > 0 -> window gets longer -> left-edge moves to left -> subtract x to get new position.
				w->SetDirty();
				w->left -= x;  // If dragging left edge, move left window edge in opposite direction by the same amount.
				/* ResizeWindow() below ensures marking new position as dirty. */
			} else {
				_drag_delta.x += x;
			}

			/* ResizeWindow sets both pre- and after-size to dirty for redrawing */
			ResizeWindow(w, x, y);
			return EventState::Handled;
		}
	}

	_dragging_window = false;
	return EventState::Handled;
}

/**
 * Start window dragging
 * @param w Window to start dragging
 */
static void StartWindowDrag(Window *w)
{
	w->flags.Set(WindowFlag::Dragging);
	w->flags.Reset(WindowFlag::Centred);
	_dragging_window = true;

	_drag_delta.x = w->left - _cursor.pos.x;
	_drag_delta.y = w->top  - _cursor.pos.y;

	BringWindowToFront(w);
}

/**
 * Start resizing a window.
 * @param w       Window to start resizing.
 * @param to_left Whether to drag towards the left or not
 */
static void StartWindowSizing(Window *w, bool to_left)
{
	w->flags.Set(to_left ? WindowFlag::SizingLeft : WindowFlag::SizingRight);
	w->flags.Reset(WindowFlag::Centred);
	_dragging_window = true;

	_drag_delta.x = _cursor.pos.x;
	_drag_delta.y = _cursor.pos.y;

	BringWindowToFront(w);
}

/**
 * Handle scrollbar scrolling with the mouse.
 * @param w window with active scrollbar.
 */
static void HandleScrollbarScrolling(Window *w)
{
	int i;
	NWidgetScrollbar *sb = w->GetWidget<NWidgetScrollbar>(w->mouse_capture_widget);
	bool rtl = false;

	if (sb->type == NWID_HSCROLLBAR) {
		i = _cursor.pos.x - _cursorpos_drag_start.x;
		rtl = _current_text_dir == TD_RTL;
	} else {
		i = _cursor.pos.y - _cursorpos_drag_start.y;
	}

	if (sb->disp_flags.Any({NWidgetDisplayFlag::ScrollbarUp, NWidgetDisplayFlag::ScrollbarDown})) {
		if (_scroller_click_timeout == 1) {
			_scroller_click_timeout = 3;
			if (sb->UpdatePosition(rtl == sb->disp_flags.Test(NWidgetDisplayFlag::ScrollbarUp) ? 1 : -1)) {
				w->OnScrollbarScroll(w->mouse_capture_widget);
				w->SetDirty();
			}
		}
		return;
	}

	/* Find the item we want to move to. SetPosition will make sure it's inside bounds. */
	int range = sb->GetCount() - sb->GetCapacity();
	if (range <= 0) return;

	int pos = RoundDivSU((i + _scrollbar_start_pos) * range, std::max(1, _scrollbar_size));
	if (rtl) pos = range - pos;
	if (sb->SetPosition(pos)) {
		w->OnScrollbarScroll(w->mouse_capture_widget);
		w->SetDirty();
	}
}

/**
 * Handle active widget (mouse dragging on widget) with the mouse.
 * @return State of handling the event.
 */
static EventState HandleActiveWidget()
{
	for (Window *w : Window::Iterate()) {
		if (w->mouse_capture_widget >= 0) {
			/* Abort if no button is clicked any more. */
			if (!_left_button_down) {
				w->SetWidgetDirty(w->mouse_capture_widget);
				w->mouse_capture_widget = INVALID_WIDGET;
				return EventState::Handled;
			}

			/* Handle scrollbar internally, or dispatch click event */
			WidgetType type = w->GetWidget<NWidgetBase>(w->mouse_capture_widget)->type;
			if (type == NWID_VSCROLLBAR || type == NWID_HSCROLLBAR) {
				HandleScrollbarScrolling(w);
			} else {
				/* If cursor hasn't moved, there is nothing to do. */
				if (_cursor.delta.x == 0 && _cursor.delta.y == 0) return EventState::Handled;

				Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
				w->OnClick(pt, w->mouse_capture_widget, 0);
			}
			return EventState::Handled;
		}
	}

	return EventState::NotHandled;
}

/**
 * Handle viewport scrolling with the mouse.
 * @return State of handling the event.
 */
static EventState HandleViewportScroll()
{
	bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == ScrollWheelScrolling::ScrollMap && _cursor.wheel_moved;

	if (!_scrolling_viewport) return EventState::NotHandled;

	/* When we don't have a last scroll window we are starting to scroll.
	 * When the last scroll window and this are not the same we went
	 * outside of the window and should not left-mouse scroll anymore. */
	if (_last_scroll_window == nullptr) _last_scroll_window = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);

	if (_last_scroll_window == nullptr || !((_settings_client.gui.scroll_mode != ViewportScrollMode::MapLMB && _right_button_down) || scrollwheel_scrolling || (_settings_client.gui.scroll_mode == ViewportScrollMode::MapLMB && _left_button_down))) {
		_cursor.fix_at = false;
		_scrolling_viewport = false;
		_last_scroll_window = nullptr;
		return EventState::NotHandled;
	}

	if (_last_scroll_window == GetMainWindow() && _last_scroll_window->viewport->follow_vehicle != VehicleID::Invalid()) {
		/* If the main window is following a vehicle, then first let go of it! */
		const Vehicle *veh = Vehicle::Get(_last_scroll_window->viewport->follow_vehicle)->GetMovingFront();
		ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
		return EventState::NotHandled;
	}

	Point delta;
	if (scrollwheel_scrolling) {
		/* We are using scrollwheels for scrolling */
		/* Use the integer part for movement */
		delta.x = static_cast<int>(_cursor.h_wheel);
		delta.y = static_cast<int>(_cursor.v_wheel);
		/* Keep the fractional part so that subtle movement is accumulated */
		float temp;
		_cursor.v_wheel = std::modf(_cursor.v_wheel, &temp);
		_cursor.h_wheel = std::modf(_cursor.h_wheel, &temp);
	} else {
		if (_settings_client.gui.scroll_mode != ViewportScrollMode::ViewportRMBFixed) {
			delta.x = -_cursor.delta.x;
			delta.y = -_cursor.delta.y;
		} else {
			delta.x = _cursor.delta.x;
			delta.y = _cursor.delta.y;
		}
	}

	/* Create a scroll-event and send it to the window */
	if (delta.x != 0 || delta.y != 0) _last_scroll_window->OnScroll(delta);

	_cursor.delta.x = 0;
	_cursor.delta.y = 0;
	_cursor.wheel_moved = false;
	return EventState::Handled;
}

/**
 * Check if a window can be made relative top-most window, and if so do
 * it. If a window does not obscure any other windows, it will not
 * be brought to the foreground. Also if the only obscuring windows
 * are so-called system-windows, the window will not be moved.
 * The function will return false when a child window of this window is a
 * modal-popup; function returns a false and child window gets a white border
 * @param w Window to bring relatively on-top
 * @return false if the window has an active modal child, true otherwise
 */
static bool MaybeBringWindowToFront(Window *w)
{
	bool bring_to_front = false;

	if (w->window_class == WindowClass::MainWindow ||
			IsVitalWindow(w) ||
			w->window_class == WindowClass::ToolTips ||
			w->window_class == WindowClass::DropdownMenu) {
		return true;
	}

	/* Use unshaded window size rather than current size for shaded windows. */
	int w_width  = w->width;
	int w_height = w->height;
	if (w->IsShaded()) {
		w_width  = w->unshaded_size.width;
		w_height = w->unshaded_size.height;
	}

	Window::IteratorToFront it(w);
	++it;
	for (; !it.IsEnd(); ++it) {
		Window *u = *it;
		/* A modal child will prevent the activation of the parent window */
		if (u->parent == w && u->window_desc.flags.Test(WindowDefaultFlag::Modal)) {
			u->SetWhiteBorder();
			u->SetDirty();
			return false;
		}

		if (u->window_class == WindowClass::MainWindow ||
				IsVitalWindow(u) ||
				u->window_class == WindowClass::ToolTips ||
				u->window_class == WindowClass::DropdownMenu) {
			continue;
		}

		/* Window sizes don't interfere, leave z-order alone */
		if (w->left + w_width <= u->left ||
				u->left + u->width <= w->left ||
				w->top  + w_height <= u->top ||
				u->top + u->height <= w->top) {
			continue;
		}

		bring_to_front = true;
	}

	if (bring_to_front) BringWindowToFront(w);
	return true;
}

/**
 * Process keypress for editbox widget.
 * @param wid Editbox widget.
 * @param key     the Unicode value of the key.
 * @param keycode the untranslated key code including shift state.
 * @return #EventState::Handled if the key press has been handled and no other
 *         window should receive the event.
 */
EventState Window::HandleEditBoxKey(WidgetID wid, char32_t key, uint16_t keycode)
{
	QueryString *query = this->GetQueryString(wid);
	if (query == nullptr) return EventState::NotHandled;

	int action = QueryString::ACTION_NOTHING;

	switch (query->text.HandleKeyPress(key, keycode)) {
		case HKPR_EDITING:
			this->SetWidgetDirty(wid);
			this->OnEditboxChanged(wid);
			break;

		case HKPR_CURSOR:
			this->SetWidgetDirty(wid);
			/* For the OSK also invalidate the parent window */
			if (this->window_class == WindowClass::OnScreenKeyboard) this->InvalidateData();
			break;

		case HKPR_CONFIRM:
			if (this->window_class == WindowClass::OnScreenKeyboard) {
				this->OnClick(Point(), WID_OSK_OK, 1);
			} else if (query->ok_button >= 0) {
				this->OnClick(Point(), query->ok_button, 1);
			} else {
				action = query->ok_button;
			}
			break;

		case HKPR_CANCEL:
			if (this->window_class == WindowClass::OnScreenKeyboard) {
				this->OnClick(Point(), WID_OSK_CANCEL, 1);
			} else if (query->cancel_button >= 0) {
				this->OnClick(Point(), query->cancel_button, 1);
			} else {
				action = query->cancel_button;
			}
			break;

		case HKPR_NOT_HANDLED:
			return EventState::NotHandled;

		default: break;
	}

	switch (action) {
		case QueryString::ACTION_DESELECT:
			this->UnfocusFocusedWidget();
			break;

		case QueryString::ACTION_CLEAR:
			if (query->text.GetText().empty()) {
				/* If already empty, unfocus instead */
				this->UnfocusFocusedWidget();
			} else {
				query->text.DeleteAll();
				this->SetWidgetDirty(wid);
				this->OnEditboxChanged(wid);
			}
			break;

		default:
			break;
	}

	return EventState::Handled;
}

/**
 * Handle Toolbar hotkey events - can come from a source like the MacBook Touch Bar.
 * @param hotkey Hotkey code
 */
void HandleToolbarHotkey(int hotkey)
{
	assert(HasModalProgress() || IsLocalCompany());

	Window *w = FindWindowById(WindowClass::MainToolbar, 0);
	if (w != nullptr) {
		if (w->window_desc.hotkeys != nullptr) {
			if (hotkey >= 0 && w->OnHotkey(hotkey) == EventState::Handled) return;
		}
	}
}

/**
 * Handle keyboard input.
 * @param keycode Virtual keycode of the key.
 * @param key Unicode character of the key.
 */
void HandleKeypress(uint keycode, char32_t key)
{
	/* World generation is multithreaded and messes with companies.
	 * But there is no company related window open anyway, so _current_company is not used. */
	assert(HasModalProgress() || IsLocalCompany());

	/*
	 * The Unicode standard defines an area called the private use area. Code points in this
	 * area are reserved for private use and thus not portable between systems. For instance,
	 * Apple defines code points for the arrow keys in this area, but these are only printable
	 * on a system running OS X. We don't want these keys to show up in text fields and such,
	 * and thus we have to clear the unicode character when we encounter such a key.
	 */
	if (key >= 0xE000 && key <= 0xF8FF) key = 0;

	/*
	 * If both key and keycode is zero, we don't bother to process the event.
	 */
	if (key == 0 && keycode == 0) return;

	/* Check if the focused window has a focused editbox */
	if (EditBoxInGlobalFocus()) {
		/* All input will in this case go to the focused editbox */
		if (_focused_window->window_class == WindowClass::Console) {
			if (_focused_window->OnKeyPress(key, keycode) == EventState::Handled) return;
		} else {
			if (_focused_window->HandleEditBoxKey(_focused_window->nested_focus->GetIndex(), key, keycode) == EventState::Handled) return;
		}
	}

	/* Call the event, start with the uppermost window, but ignore the toolbar. */
	for (Window *w : Window::IterateFromFront()) {
		if (w->window_class == WindowClass::MainToolbar) continue;
		if (w->window_desc.hotkeys != nullptr) {
			int hotkey = w->window_desc.hotkeys->CheckMatch(keycode);
			if (hotkey >= 0 && w->OnHotkey(hotkey) == EventState::Handled) return;
		}
		if (w->OnKeyPress(key, keycode) == EventState::Handled) return;
	}

	Window *w = FindWindowById(WindowClass::MainToolbar, 0);
	/* When there is no toolbar w is null, check for that */
	if (w != nullptr) {
		if (w->window_desc.hotkeys != nullptr) {
			int hotkey = w->window_desc.hotkeys->CheckMatch(keycode);
			if (hotkey >= 0 && w->OnHotkey(hotkey) == EventState::Handled) return;
		}
		if (w->OnKeyPress(key, keycode) == EventState::Handled) return;
	}

	HandleGlobalHotkeys(key, keycode);
}

/**
 * State of CONTROL key has changed
 */
void HandleCtrlChanged()
{
	/* Call the event, start with the uppermost window. */
	for (Window *w : Window::IterateFromFront()) {
		if (w->OnCTRLStateChange() == EventState::Handled) return;
	}
}

/**
 * Insert a text string at the cursor position into the edit box widget.
 * @param wid Edit box widget.
 * @param str Text string to insert.
 * @param marked Replace the currently marked text with the new text.
 * @param caret Move the caret to this point in the insertion string.
 * @param insert_location Position at which to insert the string.
 * @param replacement_end Replace all characters from insert_location up to this location with the new string.
 */
/* virtual */ void Window::InsertTextString(WidgetID wid, std::string_view str, bool marked, std::optional<size_t> caret, std::optional<size_t> insert_location, std::optional<size_t> replacement_end)
{
	QueryString *query = this->GetQueryString(wid);
	if (query == nullptr) return;

	if (query->text.InsertString(str, marked, caret, insert_location, replacement_end) || marked) {
		this->SetWidgetDirty(wid);
		this->OnEditboxChanged(wid);
	}
}

/**
 * Handle text input.
 * @param str Text string to input.
 * @param marked Replace the currently marked text with the new text.
 * @param caret Move the caret to this point in the insertion string.
 * @param insert_location Position at which to insert the string.
 * @param replacement_end Replace all characters from insert_location up to this location with the new string.
 */
void HandleTextInput(std::string_view str, bool marked, std::optional<size_t> caret, std::optional<size_t> insert_location, std::optional<size_t> replacement_end)
{
	if (!EditBoxInGlobalFocus()) return;

	_focused_window->InsertTextString(_focused_window->window_class == WindowClass::Console ? 0 : _focused_window->nested_focus->GetIndex(), str, marked, caret, insert_location, replacement_end);
}

/**
 * If needed and switched on, perform auto scrolling (automatically
 * moving window contents when mouse is near edge of the window).
 */
static void HandleAutoscroll()
{
	if (_game_mode == GameMode::Menu || HasModalProgress()) return;
	if (_settings_client.gui.auto_scrolling == ViewportAutoscrolling::Disabled) return;
	if (_settings_client.gui.auto_scrolling == ViewportAutoscrolling::MainViewportFullscreen && !_fullscreen) return;

	int x = _cursor.pos.x;
	int y = _cursor.pos.y;
	Window *w = FindWindowFromPt(x, y);
	if (w == nullptr || w->flags.Test(WindowFlag::DisableVpScroll)) return;
	if (_settings_client.gui.auto_scrolling != ViewportAutoscrolling::EveryViewport && w->window_class != WindowClass::MainWindow) return;

	Viewport *vp = IsPtInWindowViewport(w, x, y);
	if (vp == nullptr) return;

	x -= vp->left;
	y -= vp->top;

	/* here allows scrolling in both x and y axis */
	/* If we succeed at scrolling in any direction, stop following a vehicle. */
	static const int SCROLLSPEED = 3;
	if (x - 15 < 0) {
		w->viewport->CancelFollow(*w);
		w->viewport->dest_scrollpos_x += ScaleByZoom((x - 15) * SCROLLSPEED, vp->zoom);
	} else if (15 - (vp->width - x) > 0) {
		w->viewport->CancelFollow(*w);
		w->viewport->dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * SCROLLSPEED, vp->zoom);
	}
	if (y - 15 < 0) {
		w->viewport->CancelFollow(*w);
		w->viewport->dest_scrollpos_y += ScaleByZoom((y - 15) * SCROLLSPEED, vp->zoom);
	} else if (15 - (vp->height - y) > 0) {
		w->viewport->CancelFollow(*w);
		w->viewport->dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * SCROLLSPEED, vp->zoom);
	}
}

/** Mouse states during the \c MouseLoop. */
enum class MouseClick : uint8_t {
	None = 0, ///< No action to process.
	Left, ///< A click with the left mouse button.
	Right, ///< A click with the right mouse button.
	DoubleLeft, ///< A double click with the left mouse button.
	Hover, ///< The mouse started hovering.
};

static constexpr int MAX_OFFSET_DOUBLE_CLICK = 5; ///< How much the mouse is allowed to move to call it a double click
static constexpr int MAX_OFFSET_HOVER = 5; ///< Maximum mouse movement before stopping a hover event.

extern EventState VpHandlePlaceSizingDrag();

const std::chrono::milliseconds TIME_BETWEEN_DOUBLE_CLICK{500}; ///< Time between 2 left clicks before it becoming a double click.

static void ScrollMainViewport(int x, int y)
{
	if (_game_mode != GameMode::Menu && _game_mode != GameMode::Bootstrap) {
		Window *w = GetMainWindow();
		w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
		w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
	}
}

/**
 * Describes all the different arrow key combinations the game allows
 * when it is in scrolling mode.
 * The real arrow keys are bitwise numbered as
 * 1 = left
 * 2 = up
 * 4 = right
 * 8 = down
 */
static const int8_t scrollamt[16][2] = {
	{ 0,  0}, ///<  no key specified
	{-2,  0}, ///<  1 : left
	{ 0, -2}, ///<  2 : up
	{-2, -1}, ///<  3 : left  + up
	{ 2,  0}, ///<  4 : right
	{ 0,  0}, ///<  5 : left  + right = nothing
	{ 2, -1}, ///<  6 : right + up
	{ 0, -2}, ///<  7 : right + left  + up = up
	{ 0,  2}, ///<  8 : down
	{-2,  1}, ///<  9 : down  + left
	{ 0,  0}, ///< 10 : down  + up    = nothing
	{-2,  0}, ///< 11 : left  + up    +  down = left
	{ 2,  1}, ///< 12 : down  + right
	{ 0,  2}, ///< 13 : left  + right +  down = down
	{ 2,  0}, ///< 14 : right + up    +  down = right
	{ 0,  0}, ///< 15 : left  + up    +  right + down  = nothing
};

static void HandleKeyScrolling()
{
	/*
	 * Check that any of the dirkeys is pressed and that the focused window
	 * doesn't have an edit-box as focused widget.
	 */
	if (_dirkeys.Any() && !EditBoxInGlobalFocus()) {
		int factor = _shift_pressed ? 50 : 10;

		if (_game_mode != GameMode::Menu && _game_mode != GameMode::Bootstrap) {
			/* Key scrolling stops following a vehicle. */
			Window *main_window = GetMainWindow();
			main_window->viewport->CancelFollow(*main_window);
		}

		ScrollMainViewport(scrollamt[_dirkeys.base()][0] * factor, scrollamt[_dirkeys.base()][1] * factor);
	}
}

static void MouseLoop(MouseClick click, int mousewheel)
{
	/* World generation is multithreaded and messes with companies.
	 * But there is no company related window open anyway, so _current_company is not used. */
	assert(HasModalProgress() || IsLocalCompany());

	HandlePlacePresize();
	UpdateTileSelection();

	if (VpHandlePlaceSizingDrag()  == EventState::Handled) return;
	if (HandleMouseDragDrop()      == EventState::Handled) return;
	if (HandleWindowDragging()     == EventState::Handled) return;
	if (HandleActiveWidget()       == EventState::Handled) return;
	if (HandleViewportScroll()     == EventState::Handled) return;

	HandleMouseOver();

	bool scrollwheel_scrolling = _settings_client.gui.scrollwheel_scrolling == ScrollWheelScrolling::ScrollMap && _cursor.wheel_moved;
	if (click == MouseClick::None && mousewheel == 0 && !scrollwheel_scrolling) return;

	int x = _cursor.pos.x;
	int y = _cursor.pos.y;
	Window *w = FindWindowFromPt(x, y);
	if (w == nullptr) return;

	if (click != MouseClick::Hover && !MaybeBringWindowToFront(w)) return;
	Viewport *vp = IsPtInWindowViewport(w, x, y);

	/* Don't allow any action in a viewport if either in menu or when having a modal progress window */
	if (vp != nullptr && (_game_mode == GameMode::Menu || HasModalProgress())) return;

	if (mousewheel != 0) {
		/* Send mousewheel event to window, unless we're scrolling a viewport or the map */
		if (!scrollwheel_scrolling || (vp == nullptr && w->window_class != WindowClass::SmallMap)) {
			if (NWidgetCore *nwid = w->nested_root->GetWidgetFromPos(x - w->left, y - w->top); nwid != nullptr) {
				w->OnMouseWheel(mousewheel, nwid->GetIndex());
			}
		}

		/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
		if (vp == nullptr) DispatchMouseWheelEvent(w, w->nested_root->GetWidgetFromPos(x - w->left, y - w->top), mousewheel);
	}

	if (vp != nullptr) {
		if (scrollwheel_scrolling && !w->flags.Test(WindowFlag::DisableVpScroll)) {
			_scrolling_viewport = true;
			_cursor.fix_at = true;
			return;
		}

		switch (click) {
			case MouseClick::DoubleLeft:
			case MouseClick::Left:
				if (HandleViewportClicked(*vp, x, y)) return;
				if (!w->flags.Test(WindowFlag::DisableVpScroll) &&
						_settings_client.gui.scroll_mode == ViewportScrollMode::MapLMB) {
					_scrolling_viewport = true;
					_cursor.fix_at = false;
					return;
				}
				break;

			case MouseClick::Right:
				if (!w->flags.Test(WindowFlag::DisableVpScroll) &&
						_settings_client.gui.scroll_mode != ViewportScrollMode::MapLMB) {
					_scrolling_viewport = true;
					_cursor.fix_at = (_settings_client.gui.scroll_mode == ViewportScrollMode::ViewportRMBFixed ||
							_settings_client.gui.scroll_mode == ViewportScrollMode::MapRMBFixed);
					DispatchRightClickEvent(w, x - w->left, y - w->top);
					return;
				}
				break;

			default:
				break;
		}
	}

	switch (click) {
		case MouseClick::Left:
		case MouseClick::DoubleLeft:
			DispatchLeftClickEvent(w, x - w->left, y - w->top, click == MouseClick::DoubleLeft ? 2 : 1);
			return;

		default:
			if (!scrollwheel_scrolling || w == nullptr || w->window_class != WindowClass::SmallMap) break;
			/* We try to use the scrollwheel to scroll since we didn't touch any of the buttons.
			 * Simulate a right button click so we can get started. */
			[[fallthrough]];

		case MouseClick::Right:
			DispatchRightClickEvent(w, x - w->left, y - w->top);
			return;

		case MouseClick::Hover:
			DispatchHoverEvent(w, x - w->left, y - w->top);
			break;
	}

	/* We're not doing anything with 2D scrolling, so reset the value.  */
	_cursor.h_wheel = 0.0f;
	_cursor.v_wheel = 0.0f;
	_cursor.wheel_moved = false;
}

/**
 * Handle a mouse event from the video driver
 */
void HandleMouseEvents()
{
	/* World generation is multithreaded and messes with companies.
	 * But there is no company related window open anyway, so _current_company is not used. */
	assert(HasModalProgress() || IsLocalCompany());

	static std::chrono::steady_clock::time_point double_click_time = {};
	static Point double_click_pos = {0, 0};

	/* Mouse event? */
	MouseClick click = MouseClick::None;
	if (_left_button_down && !_left_button_clicked) {
		click = MouseClick::Left;
		if (std::chrono::steady_clock::now() <= double_click_time + TIME_BETWEEN_DOUBLE_CLICK &&
				double_click_pos.x != 0 && abs(_cursor.pos.x - double_click_pos.x) < MAX_OFFSET_DOUBLE_CLICK  &&
				double_click_pos.y != 0 && abs(_cursor.pos.y - double_click_pos.y) < MAX_OFFSET_DOUBLE_CLICK) {
			click = MouseClick::DoubleLeft;
		}
		double_click_time = std::chrono::steady_clock::now();
		double_click_pos = _cursor.pos;
		_left_button_clicked = true;
	} else if (_right_button_clicked) {
		_right_button_clicked = false;
		click = MouseClick::Right;
	}

	int mousewheel = 0;
	if (_cursor.wheel) {
		mousewheel = _cursor.wheel;
		_cursor.wheel = 0;
	}

	static std::chrono::steady_clock::time_point hover_time = {};
	static Point hover_pos = {0, 0};

	if (_settings_client.gui.hover_delay_ms > 0) {
		if (!_cursor.in_window || click != MouseClick::None || mousewheel != 0 || _left_button_down || _right_button_down ||
				hover_pos.x == 0 || abs(_cursor.pos.x - hover_pos.x) >= MAX_OFFSET_HOVER  ||
				hover_pos.y == 0 || abs(_cursor.pos.y - hover_pos.y) >= MAX_OFFSET_HOVER) {
			hover_pos = _cursor.pos;
			hover_time = std::chrono::steady_clock::now();
			_mouse_hovering = false;
		} else if (!_mouse_hovering) {
			if (std::chrono::steady_clock::now() > hover_time + std::chrono::milliseconds(_settings_client.gui.hover_delay_ms)) {
				click = MouseClick::Hover;
				_mouse_hovering = true;
				hover_time = std::chrono::steady_clock::now();
			}
		}
	}

	if (click == MouseClick::Left && _newgrf_debug_sprite_picker.mode == SPM_WAIT_CLICK) {
		/* Mark whole screen dirty, and wait for the next realtime tick, when drawing is finished. */
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();
		_newgrf_debug_sprite_picker.clicked_pixel = blitter->MoveTo(_screen.dst_ptr, _cursor.pos.x, _cursor.pos.y);
		_newgrf_debug_sprite_picker.sprites.clear();
		_newgrf_debug_sprite_picker.mode = SPM_REDRAW;
		MarkWholeScreenDirty();
	} else {
		MouseLoop(click, mousewheel);
	}

	/* We have moved the mouse the required distance,
	 * no need to move it at any later time. */
	_cursor.delta.x = 0;
	_cursor.delta.y = 0;
}

/**
 * Check the soft limit of deletable (non vital, non sticky) windows.
 */
static void CheckSoftLimit()
{
	if (_settings_client.gui.window_soft_limit == 0) return;

	for (;;) {
		uint deletable_count = 0;
		Window *last_deletable = nullptr;
		for (Window *w : Window::IterateFromFront()) {
			if (w->window_class == WindowClass::MainWindow || IsVitalWindow(w) || w->flags.Test(WindowFlag::Sticky)) continue;

			last_deletable = w;
			deletable_count++;
		}

		/* We've not reached the soft limit yet. */
		if (deletable_count <= _settings_client.gui.window_soft_limit) break;

		assert(last_deletable != nullptr);
		last_deletable->Close();
	}
}

/**
 * Regular call from the global game loop
 */
void InputLoop()
{
	/* World generation is multithreaded and messes with companies.
	 * But there is no company related window open anyway, so _current_company is not used. */
	assert(HasModalProgress() || IsLocalCompany());

	CheckSoftLimit();

	/* Process scheduled window deletion. */
	Window::DeleteClosedWindows();

	/* HandleMouseEvents was already called for this tick */
	HandleMouseEvents();
}

static std::chrono::time_point<std::chrono::steady_clock> _realtime_tick_start;

bool CanContinueRealtimeTick()
{
	auto now = std::chrono::steady_clock::now();
	return std::chrono::duration_cast<std::chrono::milliseconds>(now - _realtime_tick_start).count() < (MILLISECONDS_PER_TICK * 3 / 4);
}

/**
 * Dispatch OnRealtimeTick event over all windows
 * @param delta_ms The number of milliseconds since the last call.
 */
void CallWindowRealtimeTickEvent(uint delta_ms)
{
	_realtime_tick_start = std::chrono::steady_clock::now();
	for (Window *w : Window::Iterate()) {
		w->OnRealtimeTick(delta_ms);
	}
}

/** Update various of window-related information on a regular interval. */
static const IntervalTimer<TimerWindow> window_interval(std::chrono::milliseconds(30), [](auto) {
	extern int _caret_timer;
	_caret_timer += 3;
	CursorTick();

	HandleKeyScrolling();
	HandleAutoscroll();
	DecreaseWindowCounters();
});

/** Blink the window highlight colour constantly. */
static const IntervalTimer<TimerWindow> highlight_interval(TIMER_BLINK_INTERVAL, [](auto) {
	_window_highlight_colour = !_window_highlight_colour;
});

/** Blink all windows marked with a white border. */
static const IntervalTimer<TimerWindow> white_border_interval(std::chrono::milliseconds(30), [](auto) {
	if (_network_dedicated) return;

	for (Window *w : Window::Iterate()) {
		if (w->flags.Test(WindowFlag::WhiteBorder) && --w->white_border_timer == 0) {
			w->flags.Reset(WindowFlag::WhiteBorder);
			w->SetDirty();
		}
	}
});

/**
 * Update the continuously changing contents of the windows, such as the viewports
 */
void UpdateWindows()
{
	static auto last_time = std::chrono::steady_clock::now();
	auto now = std::chrono::steady_clock::now();
	auto delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_time);

	if (delta_ms.count() == 0) return;

	last_time = now;

	PerformanceMeasurer framerate(PFE_DRAWING);
	PerformanceAccumulator::Reset(PFE_DRAWWORLD);

	ProcessPendingPerformanceMeasurements();

	TimerManager<TimerWindow>::Elapsed(delta_ms);
	CallWindowRealtimeTickEvent(delta_ms.count());

	/* Process invalidations before anything else. */
	for (Window *w : Window::Iterate()) {
		w->ProcessScheduledResize();
		w->ProcessScheduledInvalidations();
		w->ProcessHighlightedInvalidations();
	}

	/* Skip the actual drawing on dedicated servers without screen.
	 * But still empty the invalidation queues above. */
	if (_network_dedicated) return;

	DrawDirtyBlocks();

	for (Window *w : Window::Iterate()) {
		/* Update viewport only if window is not shaded. */
		if (w->viewport != nullptr && !w->IsShaded()) UpdateViewportPosition(w, delta_ms.count());
	}
	NetworkDrawChatMessage();
	/* Redraw mouse cursor in case it was hidden */
	DrawMouseCursor();

	if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW) {
		/* We are done with the last draw-frame, so we know what sprites we
		 * clicked on. Reset the picker mode and invalidate the window. */
		_newgrf_debug_sprite_picker.mode = SPM_NONE;
		InvalidateWindowData(WindowClass::SpriteAligner, 0, 1);
	}
}

/**
 * Mark window as dirty (in need of repainting)
 * @param cls Window class
 * @param number Window number in that class
 */
void SetWindowDirty(WindowClass cls, WindowNumber number)
{
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == cls && w->window_number == number) {
			w->SetDirty();
			return;
		}
	}
}

/**
 * Mark a particular widget in a particular window as dirty (in need of repainting)
 * @param cls Window class
 * @param number Window number in that class
 * @param widget_index Index number of the widget that needs repainting
 */
void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, WidgetID widget_index)
{
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == cls && w->window_number == number) {
			w->SetWidgetDirty(widget_index);
			return;
		}
	}
}

/**
 * Mark all windows of a particular class as dirty (in need of repainting)
 * @param cls Window class
 */
void SetWindowClassesDirty(WindowClass cls)
{
	for (const Window *w : Window::Iterate()) {
		if (w->window_class == cls) w->SetDirty();
	}
}

/**
 * Mark this window as resized and in need of OnResize() event.
 */
void Window::ScheduleResize()
{
	this->scheduled_resize = true;
}

/**
 * Process scheduled OnResize() event.
 */
void Window::ProcessScheduledResize()
{
	/* Sometimes OnResize() resizes the window again, in which case we can reprocess immediately. */
	while (this->scheduled_resize) {
		this->scheduled_resize = false;
		this->OnResize();
	}
}

/**
 * Mark this window's data as invalid (in need of re-computing)
 * @param data The data to invalidate with
 * @param gui_scope Whether the function is called from GUI scope.
 */
void Window::InvalidateData(int data, bool gui_scope)
{
	this->SetDirty();
	if (!gui_scope) {
		/* Schedule GUI-scope invalidation for next redraw. */
		this->scheduled_invalidation_data.push_back(data);
	}
	this->OnInvalidateData(data, gui_scope);
}

/**
 * Process all scheduled invalidations.
 */
void Window::ProcessScheduledInvalidations()
{
	for (int data : this->scheduled_invalidation_data) {
		if (this->window_class == WindowClass::Invalid) break;
		this->OnInvalidateData(data, true);
	}
	this->scheduled_invalidation_data.clear();
}

/**
 * Process all invalidation of highlighted widgets.
 */
void Window::ProcessHighlightedInvalidations()
{
	if (!this->flags.Test(WindowFlag::Highlighted)) return;

	for (const auto &pair : this->widget_lookup) {
		if (pair.second->IsHighlighted()) pair.second->SetDirty(this);
	}
}

/**
 * Mark window data of the window of a given class and specific window number as invalid (in need of re-computing)
 *
 * Note that by default the invalidation is not considered to be called from GUI scope.
 * That means only a part of invalidation is executed immediately. The rest is scheduled for the next redraw.
 * The asynchronous execution is important to prevent GUI code being executed from command scope.
 * When not in GUI-scope:
 *  - OnInvalidateData() may not do test-runs on commands, as they might affect the execution of
 *    the command which triggered the invalidation. (town rating and such)
 *  - OnInvalidateData() may not rely on _current_company == _local_company.
 *    This implies that no NewGRF callbacks may be run.
 *
 * However, when invalidations are scheduled, then multiple calls may be scheduled before execution starts. Earlier scheduled
 * invalidations may be called with invalidation-data, which is already invalid at the point of execution.
 * That means some stuff requires to be executed immediately in command scope, while not everything may be executed in command
 * scope. While GUI-scope calls have no restrictions on what they may do, they cannot assume the game to still be in the state
 * when the invalidation was scheduled; passed IDs may have got invalid in the mean time.
 *
 * Finally, note that invalidations triggered from commands or the game loop result in OnInvalidateData() being called twice.
 * Once in command-scope, once in GUI-scope. So make sure to not process differential-changes twice.
 *
 * @param cls Window class
 * @param number Window number within the class
 * @param data The data to invalidate with
 * @param gui_scope Whether the call is done from GUI scope
 */
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
{
	for (Window *w : Window::Iterate()) {
		if (w->window_class == cls && w->window_number == number) {
			w->InvalidateData(data, gui_scope);
			return;
		}
	}
}

/**
 * Mark window data of all windows of a given class as invalid (in need of re-computing)
 * Note that by default the invalidation is not considered to be called from GUI scope.
 * See InvalidateWindowData() for details on GUI-scope vs. command-scope.
 * @param cls Window class
 * @param data The data to invalidate with
 * @param gui_scope Whether the call is done from GUI scope
 */
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
{
	for (Window *w : Window::Iterate()) {
		if (w->window_class == cls) {
			w->InvalidateData(data, gui_scope);
		}
	}
}

/**
 * Dispatch OnGameTick event over all windows
 */
void CallWindowGameTickEvent()
{
	for (Window *w : Window::Iterate()) {
		w->OnGameTick();
	}
}

/**
 * Try to close a non-vital window.
 * Non-vital windows are windows other than the game selection, main toolbar,
 * status bar, toolbar menu, and tooltip windows. Stickied windows are also
 * considered vital.
 */
void CloseNonVitalWindows()
{
	/* Note: the container remains stable, even when deleting windows. */
	for (Window *w : Window::Iterate()) {
		if (!w->window_desc.flags.Test(WindowDefaultFlag::NoClose) &&
				!w->flags.Test(WindowFlag::Sticky)) { // do not delete windows which are 'pinned'

			w->Close();
		}
	}
}

/**
 * It is possible that a stickied window gets to a position where the
 * 'close' button is outside the gaming area. You cannot close it then; except
 * with this function. It closes all windows calling the standard function,
 * then, does a little hacked loop of closing all stickied windows. Note
 * that standard windows (status bar, etc.) are not stickied, so these aren't affected
 */
void CloseAllNonVitalWindows()
{
	/* Note: the container remains stable, even when closing windows. */
	for (Window *w : Window::Iterate()) {
		if (!w->window_desc.flags.Test(WindowDefaultFlag::NoClose)) {
			w->Close();
		}
	}
}

/**
 * Delete all messages and close their corresponding window (if any).
 */
void DeleteAllMessages()
{
	InitNewsItemStructs();
	InvalidateWindowData(WindowClass::Statusbar, 0, SBI_NEWS_DELETED); // invalidate the statusbar
	InvalidateWindowData(WindowClass::MessageHistory, 0); // invalidate the message history
	CloseWindowById(WindowClass::News, 0); // close newspaper or general message window if shown
}

/**
 * Close all windows that are used for construction of vehicle etc.
 * Once done with that invalidate the others to ensure they get refreshed too.
 */
void CloseConstructionWindows()
{
	/* Note: the container remains stable, even when deleting windows. */
	for (Window *w : Window::Iterate()) {
		if (w->window_desc.flags.Test(WindowDefaultFlag::Construction)) {
			w->Close();
		}
	}

	for (const Window *w : Window::Iterate()) w->SetDirty();
}

/** Close all always on-top windows to get an empty screen */
void HideVitalWindows()
{
	CloseWindowById(WindowClass::MainToolbar, 0);
	CloseWindowById(WindowClass::Statusbar, 0);
}

void ReInitWindow(Window *w, bool zoom_changed)
{
	if (w == nullptr) return;
	if (zoom_changed) {
		w->nested_root->AdjustPaddingForZoom();
		w->UpdateQueryStringSize();
	}
	w->ReInit();
}

/** Re-initialize all windows. */
void ReInitAllWindows(bool zoom_changed)
{
	SetupWidgetDimensions();
	NWidgetLeaf::InvalidateDimensionCache(); // Reset cached sizes of several widgets.
	NWidgetScrollbar::InvalidateDimensionCache();

	InitDepotWindowBlockSizes();

	/* When _gui_zoom has changed, we need to resize toolbar and statusbar first,
	 * so EnsureVisibleCaption uses the updated size information. */
	ReInitWindow(FindWindowById(WindowClass::MainToolbar, 0), zoom_changed);
	ReInitWindow(FindWindowById(WindowClass::Statusbar, 0), zoom_changed);
	for (Window *w : Window::Iterate()) {
		if (w->window_class == WindowClass::MainToolbar || w->window_class == WindowClass::Statusbar) continue;
		ReInitWindow(w, zoom_changed);
	}

	if (_networking) NetworkUndrawChatMessage();
	NetworkReInitChatBoxSize();

	/* Make sure essential parts of all windows are visible */
	RelocateAllWindows(_screen.width, _screen.height);
	MarkWholeScreenDirty();
}

/**
 * (Re)position a window at the screen.
 * @param w       Window structure of the window, may also be \c nullptr.
 * @param clss    The class of the window to position.
 * @param setting The actual setting used for the window's position.
 * @return X coordinate of left edge of the repositioned window.
 */
static int PositionWindow(Window *w, WindowClass clss, int setting)
{
	if (w == nullptr || w->window_class != clss) {
		w = FindWindowById(clss, 0);
	}
	if (w == nullptr) return 0;

	int old_left = w->left;
	switch (setting) {
		case 1:  w->left = (_screen.width - w->width) / 2; break;
		case 2:  w->left = _screen.width - w->width; break;
		default: w->left = 0; break;
	}
	if (w->viewport != nullptr) w->viewport->left += w->left - old_left;
	AddDirtyBlock(0, w->top, _screen.width, w->top + w->height); // invalidate the whole row
	return w->left;
}

/**
 * (Re)position main toolbar window at the screen.
 * @param w Window structure of the main toolbar window, may also be \c nullptr.
 * @return X coordinate of left edge of the repositioned toolbar window.
 */
int PositionMainToolbar(Window *w)
{
	Debug(misc, 5, "Repositioning Main Toolbar...");
	return PositionWindow(w, WindowClass::MainToolbar, _settings_client.gui.toolbar_pos);
}

/**
 * (Re)position statusbar window at the screen.
 * @param w Window structure of the statusbar window, may also be \c nullptr.
 * @return X coordinate of left edge of the repositioned statusbar.
 */
int PositionStatusbar(Window *w)
{
	Debug(misc, 5, "Repositioning statusbar...");
	return PositionWindow(w, WindowClass::Statusbar, _settings_client.gui.statusbar_pos);
}

/**
 * (Re)position news message window at the screen.
 * @param w Window structure of the news message window, may also be \c nullptr.
 * @return X coordinate of left edge of the repositioned news message.
 */
int PositionNewsMessage(Window *w)
{
	Debug(misc, 5, "Repositioning news message...");
	return PositionWindow(w, WindowClass::News, _settings_client.gui.statusbar_pos);
}

/**
 * (Re)position network chat window at the screen.
 * @param w Window structure of the network chat window, may also be \c nullptr.
 * @return X coordinate of left edge of the repositioned network chat window.
 */
int PositionNetworkChatWindow(Window *w)
{
	Debug(misc, 5, "Repositioning network chat window...");
	return PositionWindow(w, WindowClass::NetworkChat, _settings_client.gui.statusbar_pos);
}


/**
 * Switches viewports following vehicles, which get autoreplaced
 * @param from_index the old vehicle ID
 * @param to_index the new vehicle ID
 */
void ChangeVehicleViewports(VehicleID from_index, VehicleID to_index)
{
	for (const Window *w : Window::Iterate()) {
		if (w->viewport != nullptr && w->viewport->follow_vehicle == from_index) {
			w->viewport->follow_vehicle = to_index;
			w->SetDirty();
		}
	}
}


/**
 * Relocate all windows to fit the new size of the game application screen
 * @param neww New width of the game application screen
 * @param newh New height of the game application screen.
 */
void RelocateAllWindows(int neww, int newh)
{
	CloseWindowByClass(WindowClass::DropdownMenu);

	/* Reposition toolbar then status bar before other all windows. */
	if (Window *wt = FindWindowById(WindowClass::MainToolbar, 0); wt != nullptr) {
		ResizeWindow(wt, std::min<uint>(neww, _toolbar_width) - wt->width, 0, false);
		wt->left = PositionMainToolbar(wt);
	}

	if (Window *ws = FindWindowById(WindowClass::Statusbar, 0); ws != nullptr) {
		ResizeWindow(ws, std::min<uint>(neww, _toolbar_width) - ws->width, 0, false);
		ws->top = newh - ws->height;
		ws->left = PositionStatusbar(ws);
	}

	for (Window *w : Window::Iterate()) {
		int left, top;
		/* XXX - this probably needs something more sane. For example specifying
		 * in a 'backup'-desc that the window should always be centered. */
		switch (w->window_class) {
			case WindowClass::MainWindow:
			case WindowClass::Bootstrap:
			case WindowClass::Highscore:
			case WindowClass::Endscreen:
				ResizeWindow(w, neww, newh);
				continue;

			case WindowClass::MainToolbar:
			case WindowClass::Statusbar:
				continue;

			case WindowClass::News:
				top = newh - w->height;
				left = PositionNewsMessage(w);
				break;

			case WindowClass::NetworkChat:
				ResizeWindow(w, std::min<uint>(neww, _toolbar_width) - w->width, 0, false);

				top = newh - w->height - FindWindowById(WindowClass::Statusbar, 0)->height;
				left = PositionNetworkChatWindow(w);
				break;

			case WindowClass::Console:
				IConsoleResize(w);
				continue;

			default: {
				if (w->flags.Test(WindowFlag::Centred)) {
					top = (newh - w->height) >> 1;
					left = (neww - w->width) >> 1;
					break;
				}

				left = w->left;
				if (left + (w->width >> 1) >= neww) left = neww - w->width;
				if (left < 0) left = 0;

				top = w->top;
				if (top + (w->height >> 1) >= newh) top = newh - w->height;
				break;
			}
		}

		EnsureVisibleCaption(w, left, top);
	}
}

/**
 * Hide the window and all its child windows, and mark them for a later deletion.
 * Always call ResetObjectToPlace() when closing a PickerWindow.
 * @copydoc Window::Close
 */
void PickerWindowBase::Close([[maybe_unused]] int data)
{
	ResetObjectToPlace();
	this->Window::Close();
}
