diff -Naur play/src/gfx.cpp windows_split/src/gfx.cpp
--- play/src/gfx.cpp	2008-03-29 15:26:50.000000000 +0100
+++ windows_split/src/gfx.cpp	2008-03-29 09:30:34.000000000 +0100
@@ -28,10 +28,10 @@
 bool _ctrl_pressed;   ///< Is Ctrl pressed?
 bool _shift_pressed;  ///< Is Shift pressed?
 byte _fast_forward;
-bool _left_button_down;
-bool _left_button_clicked;
-bool _right_button_down;
-bool _right_button_clicked;
+bool _left_button_down;		///< Is left mouse button pressed?
+bool _left_button_clicked;	///< Is left mouse button clicked?
+bool _right_button_down;	///< Is right mouse button pressed?
+bool _right_button_clicked;	///< Is right mouse button clicked?
 DrawPixelInfo _screen;
 bool _screen_disable_anim = false;   ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
 bool _exit_game;
diff -Naur play/src/main_gui.cpp windows_split/src/main_gui.cpp
--- play/src/main_gui.cpp	2008-04-04 21:21:55.000000000 +0200
+++ windows_split/src/main_gui.cpp	2008-04-04 20:01:11.000000000 +0200
@@ -1214,6 +1214,10 @@
 	WP(w, def_d).data_1 = -1280;
 }
 
+/**
+ * Size of the application screen changed.
+ * Adapt the game screen-size, re-allocate the open windows, and repaint everything
+ */
 void GameSizeChanged()
 {
 	_cur_resolution[0] = _screen.width;
diff -Naur play/src/settings.cpp windows_split/src/settings.cpp
--- play/src/settings.cpp	2008-04-04 21:21:55.000000000 +0200
+++ windows_split/src/settings.cpp	2008-04-05 09:21:59.000000000 +0200
@@ -38,6 +38,7 @@
 #include "rail.h"
 #include "train.h"
 #include "news_func.h"
+#include "window_gui.h"
 #include "window_func.h"
 #include "strings_func.h"
 #include "vehicle_func.h"
diff -Naur play/src/sound.cpp windows_split/src/sound.cpp
--- play/src/sound.cpp	2008-02-22 17:10:53.000000000 +0100
+++ windows_split/src/sound.cpp	2008-04-04 21:18:02.000000000 +0200
@@ -11,6 +11,7 @@
 #include "newgrf_sound.h"
 #include "fios.h"
 #include "window_gui.h"
+#include "window_func.h"
 #include "core/alloc_func.hpp"
 #include "map_func.h"
 #include "vehicle_base.h"
diff -Naur play/src/.svn/entries windows_split/src/.svn/entries
--- play/src/.svn/entries	2008-04-05 17:50:25.000000000 +0200
+++ windows_split/src/.svn/entries	2008-04-05 17:43:55.000000000 +0200
@@ -711,6 +711,29 @@
 frosch
 has-props
 
+window_list.cpp
+file
+
+
+
+add
+
+067267b03c9c682a36344b663c7f5031
+
+
+
+has-props
+
+
+
+
+
+
+
+copied
+svn://svn.openttd.org/trunk/src/window.cpp
+12482
+
 sound
 dir
 
@@ -2363,7 +2386,7 @@
 
 
 
-2008-03-16T08:59:50.000000Z
+2008-03-30T16:17:40.000000Z
 067267b03c9c682a36344b663c7f5031
 2008-03-15T20:32:42.837626Z
 12371
diff -Naur play/src/.svn/prop-base/window_list.cpp.svn-base windows_split/src/.svn/prop-base/window_list.cpp.svn-base
--- play/src/.svn/prop-base/window_list.cpp.svn-base	1970-01-01 01:00:00.000000000 +0100
+++ windows_split/src/.svn/prop-base/window_list.cpp.svn-base	2008-03-30 18:23:28.000000000 +0200
@@ -0,0 +1,9 @@
+K 13
+svn:eol-style
+V 6
+native
+K 12
+svn:keywords
+V 2
+Id
+END
diff -Naur play/src/.svn/text-base/window_list.cpp.svn-base windows_split/src/.svn/text-base/window_list.cpp.svn-base
--- play/src/.svn/text-base/window_list.cpp.svn-base	1970-01-01 01:00:00.000000000 +0100
+++ windows_split/src/.svn/text-base/window_list.cpp.svn-base	2008-03-30 18:23:28.000000000 +0200
@@ -0,0 +1,2204 @@
+/* $Id$ */
+
+/** @file window.cpp windowing system, widgets and events */
+
+#include "stdafx.h"
+#include <stdarg.h>
+#include "openttd.h"
+#include "debug.h"
+#include "player_func.h"
+#include "gfx_func.h"
+#include "console.h"
+#include "viewport_func.h"
+#include "variables.h"
+#include "genworld.h"
+#include "blitter/factory.hpp"
+#include "window_gui.h"
+#include "zoom_func.h"
+#include "core/alloc_func.hpp"
+#include "map_func.h"
+#include "vehicle_base.h"
+#include "settings_type.h"
+
+#include "table/sprites.h"
+
+/* delta between mouse cursor and upper left corner of dragged window */
+static Point _drag_delta;
+
+static Window _windows[MAX_NUMBER_OF_WINDOWS];
+Window *_z_windows[lengthof(_windows)];
+Window **_last_z_window; ///< always points to the next free space in the z-array
+
+Point _cursorpos_drag_start;
+
+int _scrollbar_start_pos;
+int _scrollbar_size;
+byte _scroller_click_timeout;
+
+bool _scrolling_scrollbar;
+bool _scrolling_viewport;
+bool _popup_menu_active;
+
+byte _special_mouse_mode;
+
+
+void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
+{
+	va_list wdg_list;
+
+	va_start(wdg_list, widgets);
+
+	while (widgets != WIDGET_LIST_END) {
+		SetWidgetDisabledState(widgets, disab_stat);
+		widgets = va_arg(wdg_list, int);
+	}
+
+	va_end(wdg_list);
+}
+
+void CDECL Window::SetWidgetsHiddenState(bool hidden_stat, int widgets, ...)
+{
+	va_list wdg_list;
+
+	va_start(wdg_list, widgets);
+
+	while (widgets != WIDGET_LIST_END) {
+		SetWidgetHiddenState(widgets, hidden_stat);
+		widgets = va_arg(wdg_list, int);
+	}
+
+	va_end(wdg_list);
+}
+
+void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
+{
+	va_list wdg_list;
+
+	va_start(wdg_list, widgets);
+
+	while (widgets != WIDGET_LIST_END) {
+		SetWidgetLoweredState(widgets, lowered_stat);
+		widgets = va_arg(wdg_list, int);
+	}
+
+	va_end(wdg_list);
+}
+
+void Window::RaiseButtons()
+{
+	uint i;
+
+	for (i = 0; i < this->widget_count; i++) {
+		if (this->IsWidgetLowered(i)) {
+			this->RaiseWidget(i);
+			this->InvalidateWidget(i);
+		}
+	}
+}
+
+void Window::InvalidateWidget(byte widget_index) const
+{
+	const Widget *wi = &this->widget[widget_index];
+
+	/* Don't redraw the window if the widget is invisible or of no-type */
+	if (wi->type == WWT_EMPTY || IsWidgetHidden(widget_index)) return;
+
+	SetDirtyBlocks(this->left + wi->left, this->top + wi->top, this->left + wi->right + 1, this->top + wi->bottom + 1);
+}
+
+void Window::HandleButtonClick(byte widget)
+{
+	this->LowerWidget(widget);
+	this->flags4 |= 5 << WF_TIMEOUT_SHL;
+	this->InvalidateWidget(widget);
+}
+
+static void StartWindowDrag(Window *w);
+static void StartWindowSizing(Window *w);
+
+static void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click)
+{
+	WindowEvent e;
+	const Widget *wi;
+
+	e.we.click.pt.x = x;
+	e.we.click.pt.y = y;
+	e.event = double_click ? WE_DOUBLE_CLICK : WE_CLICK;
+
+	if (w->desc_flags & WDF_DEF_WIDGET) {
+		e.we.click.widget = GetWidgetFromPos(w, x, y);
+		if (e.we.click.widget < 0) return; // exit if clicked outside of widgets
+
+		/* don't allow any interaction if the button has been disabled */
+		if (w->IsWidgetDisabled(e.we.click.widget)) return;
+
+		wi = &w->widget[e.we.click.widget];
+
+		if (wi->type & WWB_MASK) {
+			/* special widget handling for buttons*/
+			switch (wi->type) {
+				case WWT_PANEL   | WWB_PUSHBUTTON: /* WWT_PUSHBTN */
+				case WWT_IMGBTN  | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */
+				case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */
+					w->HandleButtonClick(e.we.click.widget);
+					break;
+			}
+		} else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) {
+			ScrollbarClickHandler(w, wi, e.we.click.pt.x, e.we.click.pt.y);
+		}
+
+		if (w->desc_flags & WDF_STD_BTN) {
+			if (e.we.click.widget == 0) { /* 'X' */
+				DeleteWindow(w);
+				return;
+			}
+
+			if (e.we.click.widget == 1) { /* 'Title bar' */
+				StartWindowDrag(w);
+				return;
+			}
+		}
+
+		if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) {
+			StartWindowSizing(w);
+			w->InvalidateWidget(e.we.click.widget);
+			return;
+		}
+
+		if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) {
+			w->flags4 ^= WF_STICKY;
+			w->InvalidateWidget(e.we.click.widget);
+			return;
+		}
+	}
+
+	w->wndproc(w, &e);
+}
+
+static void DispatchRightClickEvent(Window *w, int x, int y)
+{
+	WindowEvent e;
+
+	/* default tooltips handler? */
+	if (w->desc_flags & WDF_STD_TOOLTIPS) {
+		e.we.click.widget = GetWidgetFromPos(w, x, y);
+		if (e.we.click.widget < 0)
+			return; // exit if clicked outside of widgets
+
+		if (w->widget[e.we.click.widget].tooltips != 0) {
+			GuiShowTooltips(w->widget[e.we.click.widget].tooltips);
+			return;
+		}
+	}
+
+	e.event = WE_RCLICK;
+	e.we.click.pt.x = x;
+	e.we.click.pt.y = y;
+	w->wndproc(w, &e);
+}
+
+/** Dispatch the mousewheel-action to the window which will scroll any
+ * compatible scrollbars if the mouse is pointed over the bar or its contents
+ * @param *w Window
+ * @param widget the widget where the scrollwheel was used
+ * @param wheel scroll up or down
+ */
+static void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
+{
+	const Widget *wi1, *wi2;
+	Scrollbar *sb;
+
+	if (widget < 0) return;
+
+	wi1 = &w->widget[widget];
+	wi2 = &w->widget[widget + 1];
+
+	/* The listbox can only scroll if scrolling was done on the scrollbar itself,
+	 * or on the listbox (and the next item is (must be) the scrollbar)
+	 * XXX - should be rewritten as a widget-dependent scroller but that's
+	 * not happening until someone rewrites the whole widget-code */
+	if ((sb = &w->vscroll,  wi1->type == WWT_SCROLLBAR)  || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR)  ||
+			(sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) {
+
+		if (sb->count > sb->cap) {
+			int pos = Clamp(sb->pos + wheel, 0, sb->count - sb->cap);
+			if (pos != sb->pos) {
+				sb->pos = pos;
+				SetWindowDirty(w);
+			}
+		}
+	}
+}
+
+static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom);
+
+void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
+{
+	Window* const *wz;
+	DrawPixelInfo bk;
+	_cur_dpi = &bk;
+
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (right > w->left &&
+				bottom > w->top &&
+				left < w->left + w->width &&
+				top < w->top + w->height) {
+			DrawOverlappedWindow(wz, left, top, right, bottom);
+		}
+	}
+}
+
+static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom)
+{
+	Window* const *vz = wz;
+	int x;
+
+	while (++vz != _last_z_window) {
+		const Window *v = *vz;
+
+		if (right > v->left &&
+				bottom > v->top &&
+				left < v->left + v->width &&
+				top < v->top + v->height) {
+			if (left < (x = v->left)) {
+				DrawOverlappedWindow(wz, left, top, x, bottom);
+				DrawOverlappedWindow(wz, x, top, right, bottom);
+				return;
+			}
+
+			if (right > (x = v->left + v->width)) {
+				DrawOverlappedWindow(wz, left, top, x, bottom);
+				DrawOverlappedWindow(wz, x, top, right, bottom);
+				return;
+			}
+
+			if (top < (x = v->top)) {
+				DrawOverlappedWindow(wz, left, top, right, x);
+				DrawOverlappedWindow(wz, left, x, right, bottom);
+				return;
+			}
+
+			if (bottom > (x = v->top + v->height)) {
+				DrawOverlappedWindow(wz, left, top, right, x);
+				DrawOverlappedWindow(wz, left, x, right, bottom);
+				return;
+			}
+
+			return;
+		}
+	}
+
+	{
+		DrawPixelInfo *dp = _cur_dpi;
+		dp->width = right - left;
+		dp->height = bottom - top;
+		dp->left = left - (*wz)->left;
+		dp->top = top - (*wz)->top;
+		dp->pitch = _screen.pitch;
+		dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
+		dp->zoom = ZOOM_LVL_NORMAL;
+		CallWindowEventNP(*wz, WE_PAINT);
+	}
+}
+
+void CallWindowEventNP(Window *w, int event)
+{
+	WindowEvent e;
+
+	e.event = event;
+	w->wndproc(w, &e);
+}
+
+void SetWindowDirty(const Window *w)
+{
+	if (w == NULL) return;
+	SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height);
+}
+
+/** Find the Window whose parent pointer points to this window
+ * @param w parent Window to find child of
+ * @return a Window pointer that is the child of w, or NULL otherwise */
+static Window *FindChildWindow(const Window *w)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		Window *v = *wz;
+		if (v->parent == w) return v;
+	}
+
+	return NULL;
+}
+
+/** Find the z-value of a window. A window must already be open
+ * or the behaviour is undefined but function should never fail
+ * @param w window to query Z Position
+ * @return the window that matches it */
+Window **FindWindowZPosition(const Window *w)
+{
+	Window **wz;
+
+	for (wz = _z_windows; wz != _last_z_window; wz++) {
+		if (*wz == w) return wz;
+	}
+
+	DEBUG(misc, 3, "Window (cls %d, number %d) is not open, probably removed by recursive calls",
+		w->window_class, w->window_number);
+	return NULL;
+}
+
+void DeleteWindow(Window *w)
+{
+	Window *v;
+	Window **wz;
+	if (w == NULL) return;
+
+	/* Delete any children a window might have in a head-recursive manner */
+	v = FindChildWindow(w);
+	if (v != NULL) DeleteWindow(v);
+
+	if (_thd.place_mode != VHM_NONE &&
+			_thd.window_class == w->window_class &&
+			_thd.window_number == w->window_number) {
+		ResetObjectToPlace();
+	}
+
+	CallWindowEventNP(w, WE_DESTROY);
+	if (w->viewport != NULL) DeleteWindowViewport(w);
+
+	SetWindowDirty(w);
+	free(w->widget);
+	w->widget = NULL;
+	w->widget_count = 0;
+	w->parent = NULL;
+
+	/* Find the window in the z-array, and effectively remove it
+	 * by moving all windows after it one to the left */
+	wz = FindWindowZPosition(w);
+	if (wz == NULL) return;
+	memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz);
+	_last_z_window--;
+}
+
+Window *FindWindowById(WindowClass cls, WindowNumber number)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		if (w->window_class == cls && w->window_number == number) return w;
+	}
+
+	return NULL;
+}
+
+void DeleteWindowById(WindowClass cls, WindowNumber number)
+{
+	DeleteWindow(FindWindowById(cls, number));
+}
+
+void DeleteWindowByClass(WindowClass cls)
+{
+	Window* const *wz;
+
+restart_search:
+	/* When we find the window to delete, we need to restart the search
+	 * as deleting this window could cascade in deleting (many) others
+	 * anywhere in the z-array */
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		if (w->window_class == cls) {
+			DeleteWindow(w);
+			goto restart_search;
+		}
+	}
+}
+
+/** Delete all windows of a player. We identify windows of a player
+ * by looking at the caption colour. If it is equal to the player ID
+ * then we say the window belongs to the player and should be deleted
+ * @param id PlayerID player identifier */
+void DeletePlayerWindows(PlayerID id)
+{
+	Window* const *wz;
+
+restart_search:
+	/* When we find the window to delete, we need to restart the search
+	 * as deleting this window could cascade in deleting (many) others
+	 * anywhere in the z-array */
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		if (w->caption_color == id) {
+			DeleteWindow(w);
+			goto restart_search;
+		}
+	}
+
+	/* Also delete the player specific windows, that don't have a player-colour */
+	DeleteWindowById(WC_BUY_COMPANY, id);
+}
+
+/** Change the owner of all the windows one player can take over from another
+ * player in the case of a company merger. Do not change ownership of windows
+ * that need to be deleted once takeover is complete
+ * @param old_player PlayerID of original owner of the window
+ * @param new_player PlayerID of the new owner of the window */
+void ChangeWindowOwner(PlayerID old_player, PlayerID new_player)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+
+		if (w->caption_color != old_player)      continue;
+		if (w->window_class == WC_PLAYER_COLOR)  continue;
+		if (w->window_class == WC_FINANCES)      continue;
+		if (w->window_class == WC_STATION_LIST)  continue;
+		if (w->window_class == WC_TRAINS_LIST)   continue;
+		if (w->window_class == WC_ROADVEH_LIST)  continue;
+		if (w->window_class == WC_SHIPS_LIST)    continue;
+		if (w->window_class == WC_AIRCRAFT_LIST) continue;
+		if (w->window_class == WC_BUY_COMPANY)   continue;
+		if (w->window_class == WC_COMPANY)       continue;
+
+		w->caption_color = new_player;
+	}
+}
+
+static void BringWindowToFront(const Window *w);
+
+/** Find a window and make it the top-window on the screen. The window
+ * gets a white border 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 != NULL) {
+		w->flags4 |= WF_WHITE_BORDER_MASK;
+		BringWindowToFront(w);
+		SetWindowDirty(w);
+	}
+
+	return w;
+}
+
+static inline bool IsVitalWindow(const Window *w)
+{
+	WindowClass wc = w->window_class;
+	return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
+}
+
+/** On clicking on a window, make it the frontmost window of all. However
+ * there are certain windows that always need to be on-top; these include
+ * - Toolbar, Statusbar (always on)
+ * - New window, Chatbar (only if open)
+ * The window is marked dirty for a repaint if the window is actually moved
+ * @param w window that is put into the foreground
+ * @return pointer to the window, the same as the input pointer
+ */
+static void BringWindowToFront(const Window *w)
+{
+	Window *tempz;
+	Window **wz = FindWindowZPosition(w);
+	Window **vz = _last_z_window;
+
+	/* Bring the window just below the vital windows */
+	do {
+		if (--vz < _z_windows) return;
+	} while (IsVitalWindow(*vz));
+
+	if (wz == vz) return; // window is already in the right position
+	assert(wz < vz);
+
+	tempz = *wz;
+	memmove(wz, wz + 1, (byte*)vz - (byte*)wz);
+	*vz = tempz;
+
+	SetWindowDirty(w);
+}
+
+/** We have run out of windows, so find a suitable candidate for replacement.
+ * Keep all important windows intact. These are
+ * - Main window (gamefield), Toolbar, Statusbar (always on)
+ * - News window, Chatbar (when on)
+ * - Any sticked windows since we wanted to keep these
+ * @return w pointer to the window that is going to be deleted
+ */
+static Window *FindDeletableWindow()
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) {
+			return w;
+		}
+	}
+	return NULL;
+}
+
+/** A window must be freed, and all are marked as important windows. Ease the
+ * restriction a bit by allowing to delete sticky windows. Keep important/vital
+ * windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar)
+ * Start finding an appropiate candidate from the lowest z-values (bottom)
+ * @see FindDeletableWindow()
+ * @return w Pointer to the window that is being deleted
+ */
+static Window *ForceFindDeletableWindow()
+{
+	Window* const *wz;
+
+	for (wz = _z_windows;; wz++) {
+		Window *w = *wz;
+		assert(wz < _last_z_window);
+		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w;
+	}
+}
+
+bool IsWindowOfPrototype(const Window *w, const Widget *widget)
+{
+	return (w->original_widget == widget);
+}
+
+/** Copies 'widget' to 'w->widget' to allow for resizable windows
+ * @param w Window on which to attach the widget array
+ * @param widget pointer of widget array to fill the window with */
+void AssignWidgetToWindow(Window *w, const Widget *widget)
+{
+	w->original_widget = widget;
+
+	if (widget != NULL) {
+		uint index = 1;
+		const Widget *wi;
+
+		for (wi = widget; wi->type != WWT_LAST; wi++) index++;
+
+		w->widget = ReallocT(w->widget, index);
+		memcpy(w->widget, widget, sizeof(*w->widget) * index);
+		w->widget_count = index - 1;
+	} else {
+		w->widget = NULL;
+		w->widget_count = 0;
+	}
+}
+
+static Window *FindFreeWindow()
+{
+	Window *w;
+
+	for (w = _windows; w < endof(_windows); w++) {
+		Window* const *wz;
+		bool window_in_use = false;
+
+		FOR_ALL_WINDOWS(wz) {
+			if (*wz == w) {
+				window_in_use = true;
+				break;
+			}
+		}
+
+		if (!window_in_use) return w;
+	}
+
+	assert(_last_z_window == endof(_z_windows));
+	return NULL;
+}
+
+/** Open a new window.
+ * This function is called from AllocateWindow() or AllocateWindowDesc()
+ * See descriptions for those functions for usage
+ * See AllocateWindow() for description of arguments.
+ * Only addition here is window_number, which is the window_number being assigned to the new window
+ * @param x offset in pixels from the left of the screen
+ * @param y offset in pixels from the top of the screen
+ * @param min_width minimum width in pixels of the window
+ * @param min_height minimum height in pixels of the window
+ * @param def_width default width in pixels of the window
+ * @param def_height default height in pixels of the window
+ * @param *proc see WindowProc function to call when any messages/updates happen to the window
+ * @param cls see WindowClass class of the window, used for identification and grouping
+ * @param *widget see Widget pointer to the window layout and various elements
+ * @param window_number number being assigned to the new window
+ * @param data the data to be given during the WE_CREATE message
+ * @return Window pointer of the newly created window */
+static Window *LocalAllocateWindow(
+							int x, int y, int min_width, int min_height, int def_width, int def_height,
+							WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data)
+{
+	Window *w = FindFreeWindow();
+
+	/* We have run out of windows, close one and use that as the place for our new one */
+	if (w == NULL) {
+		w = FindDeletableWindow();
+		if (w == NULL) w = ForceFindDeletableWindow();
+		DeleteWindow(w);
+	}
+
+	/* Set up window properties */
+	memset(w, 0, sizeof(*w));
+	w->window_class = cls;
+	w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
+	w->caption_color = 0xFF;
+	w->left = x;
+	w->top = y;
+	w->width = min_width;
+	w->height = min_height;
+	w->wndproc = proc;
+	AssignWidgetToWindow(w, widget);
+	w->resize.width = min_width;
+	w->resize.height = min_height;
+	w->resize.step_width = 1;
+	w->resize.step_height = 1;
+	w->window_number = window_number;
+
+	{
+		Window **wz = _last_z_window;
+
+		/* Hacky way of specifying always-on-top windows. These windows are
+		 * always above other windows because they are moved below them.
+		 * status-bar is above news-window because it has been created earlier.
+		 * Also, as the chat-window is excluded from this, it will always be
+		 * the last window, thus always on top.
+		 * XXX - Yes, ugly, probably needs something like w->always_on_top flag
+		 * to implement correctly, but even then you need some kind of distinction
+		 * between on-top of chat/news and status windows, because these conflict */
+		if (wz != _z_windows && w->window_class != WC_SEND_NETWORK_MSG && w->window_class != WC_HIGHSCORE && w->window_class != WC_ENDSCREEN) {
+			if (FindWindowById(WC_MAIN_TOOLBAR, 0)     != NULL) wz--;
+			if (FindWindowById(WC_STATUS_BAR, 0)       != NULL) wz--;
+			if (FindWindowById(WC_NEWS_WINDOW, 0)      != NULL) wz--;
+			if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--;
+
+			assert(wz >= _z_windows);
+			if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz);
+		}
+
+		*wz = w;
+		_last_z_window++;
+	}
+
+	WindowEvent e;
+	e.event = WE_CREATE;
+	e.we.create.data = data;
+	w->wndproc(w, &e);
+
+	/* 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 (w->width != def_width || w->height != def_height) {
+		/* Think about the overlapping toolbars when determining the minimum window size */
+		int free_height = _screen.height;
+		const Window *wt = FindWindowById(WC_STATUS_BAR, 0);
+		if (wt != NULL) free_height -= wt->height;
+		wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
+		if (wt != NULL) free_height -= wt->height;
+
+		int enlarge_x = max(min(def_width  - w->width,  _screen.width - w->width),  0);
+		int enlarge_y = max(min(def_height - w->height, free_height   - w->height), 0);
+
+		/* X and Y has to go by step.. calculate it.
+		 * The cast to int is necessary else x/y are implicitly casted to
+		 * unsigned int, which won't work. */
+		if (w->resize.step_width  > 1) enlarge_x -= enlarge_x % (int)w->resize.step_width;
+		if (w->resize.step_height > 1) enlarge_y -= enlarge_y % (int)w->resize.step_height;
+
+		ResizeWindow(w, enlarge_x, enlarge_y);
+
+		WindowEvent e;
+		e.event = WE_RESIZE;
+		e.we.sizing.size.x = w->width;
+		e.we.sizing.size.y = w->height;
+		e.we.sizing.diff.x = enlarge_x;
+		e.we.sizing.diff.y = enlarge_y;
+		w->wndproc(w, &e);
+	}
+
+	int nx = w->left;
+	int ny = w->top;
+
+	if (nx + w->width > _screen.width) nx -= (nx + w->width - _screen.width);
+
+	const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
+	ny = max(ny, (wt == NULL || w == wt || y == 0) ? 0 : wt->height);
+	nx = max(nx, 0);
+
+	if (w->viewport != NULL) {
+		w->viewport->left += nx - w->left;
+		w->viewport->top  += ny - w->top;
+	}
+	w->left = nx;
+	w->top = ny;
+
+	SetWindowDirty(w);
+
+	return w;
+}
+
+/**
+ * Open a new window. If there is no space for a new window, close an open
+ * window. Try to avoid stickied windows, but if there is no else, close one of
+ * those as well. Then make sure all created windows are below some always-on-top
+ * ones. Finally set all variables and call the WE_CREATE event
+ * @param x offset in pixels from the left of the screen
+ * @param y offset in pixels from the top of the screen
+ * @param width width in pixels of the window
+ * @param height height in pixels of the window
+ * @param *proc see WindowProc function to call when any messages/updates happen to the window
+ * @param cls see WindowClass class of the window, used for identification and grouping
+ * @param *widget see Widget pointer to the window layout and various elements
+ * @return Window pointer of the newly created window */
+Window *AllocateWindow(
+							int x, int y, int width, int height,
+							WindowProc *proc, WindowClass cls, const Widget *widget, void *data)
+{
+	return LocalAllocateWindow(x, y, width, height, width, height, proc, cls, widget, 0, data);
+}
+
+struct SizeRect {
+	int left,top,width,height;
+};
+
+
+static bool IsGoodAutoPlace1(int left, int top, int width, int height, Point &pos)
+{
+	Window* const *wz;
+
+	int right  = width + left;
+	int bottom = height + top;
+
+	if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height)
+		return false;
+
+	/* Make sure it is not obscured by any window. */
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (w->window_class == WC_MAIN_WINDOW) 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;
+}
+
+static bool IsGoodAutoPlace2(int left, int top, int width, int height, Point &pos)
+{
+	Window* const *wz;
+
+	if (left < -(width>>2) || left > _screen.width - (width>>1)) return false;
+	if (top < 22 || top > _screen.height - (height>>2)) return false;
+
+	/* Make sure it is not obscured by any window. */
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (w->window_class == WC_MAIN_WINDOW) 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;
+}
+
+static Point GetAutoPlacePosition(int width, int height)
+{
+	Window* const *wz;
+	Point pt;
+
+	if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt;
+
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (w->window_class == WC_MAIN_WINDOW) continue;
+
+		if (IsGoodAutoPlace1(w->left + w->width + 2, w->top, width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left - width - 2,    w->top, width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left, w->top + w->height + 2, width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left, w->top - height - 2,    width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left + w->width + 2, w->top + w->height - height, width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left - width - 2,    w->top + w->height - height, width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height + 2, width, height, pt)) return pt;
+		if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height - 2,    width, height, pt)) return pt;
+	}
+
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (w->window_class == WC_MAIN_WINDOW) continue;
+
+		if (IsGoodAutoPlace2(w->left + w->width + 2, w->top, width, height, pt)) return pt;
+		if (IsGoodAutoPlace2(w->left - width - 2,    w->top, width, height, pt)) return pt;
+		if (IsGoodAutoPlace2(w->left, w->top + w->height + 2, width, height, pt)) return pt;
+		if (IsGoodAutoPlace2(w->left, w->top - height - 2,    width, height, pt)) return pt;
+	}
+
+	{
+		int left = 0, top = 24;
+
+restart:
+		FOR_ALL_WINDOWS(wz) {
+			const Window *w = *wz;
+
+			if (w->left == left && w->top == top) {
+				left += 5;
+				top += 5;
+				goto restart;
+			}
+		}
+
+		pt.x = left;
+		pt.y = top;
+		return pt;
+	}
+}
+
+/**
+ * Set the x and y coordinates of a new window.
+ *
+ * @param *desc         The pointer to the WindowDesc to be created
+ * @param window_number the window number of the new window
+ * @param data          arbitrary data that is send with the WE_CREATE message
+ *
+ * @return see Window pointer of the newly created window
+ */
+static Window *LocalAllocateWindowDesc(const WindowDesc *desc, int window_number, void *data)
+{
+	Point pt;
+	Window *w;
+
+	/* By default position a child window at an offset of 10/10 of its parent.
+	 * With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports)
+	 * and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/36 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 */
+	if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ &&
+			(w = FindWindowById(desc->parent_cls, window_number)) != NULL &&
+			w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) {
+
+		pt.x = w->left + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 0 : 10);
+		if (pt.x > _screen.width + 10 - desc->default_width) {
+			pt.x = (_screen.width + 10 - desc->default_width) - 20;
+		}
+		pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 36 : 10);
+	} else {
+		switch (desc->left) {
+			case WDP_ALIGN_TBR: { /* Align the right side with the top toolbar */
+				w = FindWindowById(WC_MAIN_TOOLBAR, 0);
+				pt.x = (w->left + w->width) - desc->default_width;
+			} break;
+			case WDP_ALIGN_TBL: /* Align the left side with the top toolbar */
+				pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left;
+				break;
+			case WDP_AUTO: /* Find a good automatic position for the window */
+				pt = GetAutoPlacePosition(desc->default_width, desc->default_height);
+				goto allocate_window;
+			case WDP_CENTER: /* Centre the window horizontally */
+				pt.x = (_screen.width - desc->default_width) / 2;
+				break;
+			default:
+				pt.x = desc->left;
+				if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen
+		}
+
+		switch (desc->top) {
+			case WDP_CENTER: /* Centre the window vertically */
+				pt.y = (_screen.height - desc->default_height) / 2;
+				break;
+			/* WDP_AUTO sets the position at once and is controlled by desc->left.
+			 * Both left and top must be set to WDP_AUTO */
+			case WDP_AUTO:
+				NOT_REACHED();
+				assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO);
+				/* fallthrough */
+			default:
+				pt.y = desc->top;
+				if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen
+				break;
+		}
+	}
+
+allocate_window:
+	w = LocalAllocateWindow(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->default_width, desc->default_height, desc->proc, desc->cls, desc->widgets, window_number, data);
+	w->desc_flags = desc->flags;
+	return w;
+}
+
+/**
+ * Open a new window.
+ * @param *desc The pointer to the WindowDesc to be created
+ * @param data arbitrary data that is send with the WE_CREATE message
+ * @return Window pointer of the newly created window
+ */
+Window *AllocateWindowDesc(const WindowDesc *desc, void *data)
+{
+	return LocalAllocateWindowDesc(desc, 0, data);
+}
+
+/**
+ * Open a new window.
+ * @param *desc The pointer to the WindowDesc to be created
+ * @param window_number the window number of the new window
+ * @param data arbitrary data that is send with the WE_CREATE message
+ * @return see Window pointer of the newly created window
+ */
+Window *AllocateWindowDescFront(const WindowDesc *desc, int window_number, void *data)
+{
+	Window *w;
+
+	if (BringWindowToFrontById(desc->cls, window_number)) return NULL;
+	w = LocalAllocateWindowDesc(desc, window_number, data);
+	return w;
+}
+
+/** 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, NULL otherwise */
+Window *FindWindowFromPt(int x, int y)
+{
+	Window* const *wz;
+
+	for (wz = _last_z_window; wz != _z_windows;) {
+		Window *w = *--wz;
+		if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
+			return w;
+		}
+	}
+
+	return NULL;
+}
+
+void InitWindowSystem()
+{
+	IConsoleClose();
+
+	memset(&_windows, 0, sizeof(_windows));
+	_last_z_window = _z_windows;
+	InitViewports();
+	_no_scroll = 0;
+}
+
+void UnInitWindowSystem()
+{
+	Window **wz;
+
+restart_search:
+	/* Delete all windows, reset z-array.
+	 *When we find the window to delete, we need to restart the search
+	 * as deleting this window could cascade in deleting (many) others
+	 * anywhere in the z-array. We call DeleteWindow() so that it can properly
+	 * release own alloc'd memory, which otherwise could result in memleaks */
+	FOR_ALL_WINDOWS(wz) {
+		DeleteWindow(*wz);
+		goto restart_search;
+	}
+
+	assert(_last_z_window == _z_windows);
+}
+
+void ResetWindowSystem()
+{
+	UnInitWindowSystem();
+	InitWindowSystem();
+	_thd.pos.x = 0;
+	_thd.pos.y = 0;
+	_thd.new_pos.x = 0;
+	_thd.new_pos.y = 0;
+}
+
+static void DecreaseWindowCounters()
+{
+	Window *w;
+	Window* const *wz;
+
+	for (wz = _last_z_window; wz != _z_windows;) {
+		w = *--wz;
+		/* Unclick scrollbar buttons if they are pressed. */
+		if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
+			w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
+			SetWindowDirty(w);
+		}
+		CallWindowEventNP(w, WE_MOUSELOOP);
+	}
+
+	for (wz = _last_z_window; wz != _z_windows;) {
+		w = *--wz;
+
+		if (w->flags4&WF_TIMEOUT_MASK && !(--w->flags4&WF_TIMEOUT_MASK)) {
+			CallWindowEventNP(w, WE_TIMEOUT);
+			if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons();
+		}
+	}
+}
+
+Window *GetCallbackWnd()
+{
+	return FindWindowById(_thd.window_class, _thd.window_number);
+}
+
+static void HandlePlacePresize()
+{
+	Window *w;
+	WindowEvent e;
+
+	if (_special_mouse_mode != WSM_PRESIZE) return;
+
+	w = GetCallbackWnd();
+	if (w == NULL) return;
+
+	e.we.place.pt = GetTileBelowCursor();
+	if (e.we.place.pt.x == -1) {
+		_thd.selend.x = -1;
+		return;
+	}
+	e.we.place.tile = TileVirtXY(e.we.place.pt.x, e.we.place.pt.y);
+	e.event = WE_PLACE_PRESIZE;
+	w->wndproc(w, &e);
+}
+
+static bool HandleDragDrop()
+{
+	Window *w;
+	WindowEvent e;
+
+	if (_special_mouse_mode != WSM_DRAGDROP) return true;
+
+	if (_left_button_down) return false;
+
+	w = GetCallbackWnd();
+
+	if (w != NULL) {
+		/* send an event in client coordinates. */
+		e.event = WE_DRAGDROP;
+		e.we.dragdrop.pt.x = _cursor.pos.x - w->left;
+		e.we.dragdrop.pt.y = _cursor.pos.y - w->top;
+		e.we.dragdrop.widget = GetWidgetFromPos(w, e.we.dragdrop.pt.x, e.we.dragdrop.pt.y);
+		w->wndproc(w, &e);
+	}
+
+	ResetObjectToPlace();
+
+	return false;
+}
+
+static bool HandlePopupMenu()
+{
+	Window *w;
+	WindowEvent e;
+
+	if (!_popup_menu_active) return true;
+
+	w = FindWindowById(WC_TOOLBAR_MENU, 0);
+	if (w == NULL) {
+		_popup_menu_active = false;
+		return false;
+	}
+
+	if (_left_button_down) {
+		e.event = WE_POPUPMENU_OVER;
+		e.we.popupmenu.pt = _cursor.pos;
+	} else {
+		_popup_menu_active = false;
+		e.event = WE_POPUPMENU_SELECT;
+		e.we.popupmenu.pt = _cursor.pos;
+	}
+
+	w->wndproc(w, &e);
+
+	return false;
+}
+
+static bool HandleMouseOver()
+{
+	Window *w;
+	WindowEvent e;
+	static Window *last_w = NULL;
+
+	w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
+
+	/* We changed window, put a MOUSEOVER event to the last window */
+	if (last_w != NULL && last_w != w) {
+		e.event = WE_MOUSEOVER;
+		e.we.mouseover.pt.x = -1;
+		e.we.mouseover.pt.y = -1;
+		if (last_w->wndproc) last_w->wndproc(last_w, &e);
+	}
+	last_w = w;
+
+	if (w != NULL) {
+		/* send an event in client coordinates. */
+		e.event = WE_MOUSEOVER;
+		e.we.mouseover.pt.x = _cursor.pos.x - w->left;
+		e.we.mouseover.pt.y = _cursor.pos.y - w->top;
+		if (w->widget != NULL) {
+			e.we.mouseover.widget = GetWidgetFromPos(w, e.we.mouseover.pt.x, e.we.mouseover.pt.y);
+		}
+		w->wndproc(w, &e);
+	}
+
+	/* Mouseover never stops execution */
+	return true;
+}
+
+/** 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 redrawal.
+ * @param w Window to resize
+ * @param x delta x-size of changed window (positive if larger, etc.)
+ * @param y delta y-size of changed window */
+void ResizeWindow(Window *w, int x, int y)
+{
+	Widget *wi;
+	bool resize_height = false;
+	bool resize_width = false;
+
+	if (x == 0 && y == 0) return;
+
+	SetWindowDirty(w);
+	for (wi = w->widget; wi->type != WWT_LAST; wi++) {
+		/* Isolate the resizing flags */
+		byte rsizeflag = GB(wi->display_flags, 0, 4);
+
+		if (rsizeflag == RESIZE_NONE) continue;
+
+		/* Resize the widget based on its resize-flag */
+		if (rsizeflag & RESIZE_LEFT) {
+			wi->left += x;
+			resize_width = true;
+		}
+
+		if (rsizeflag & RESIZE_RIGHT) {
+			wi->right += x;
+			resize_width = true;
+		}
+
+		if (rsizeflag & RESIZE_TOP) {
+			wi->top += y;
+			resize_height = true;
+		}
+
+		if (rsizeflag & RESIZE_BOTTOM) {
+			wi->bottom += y;
+			resize_height = true;
+		}
+	}
+
+	/* We resized at least 1 widget, so let's resize the window totally */
+	if (resize_width)  w->width  += x;
+	if (resize_height) w->height += y;
+
+	SetWindowDirty(w);
+}
+
+static bool _dragging_window;
+
+static bool HandleWindowDragging()
+{
+	Window* const *wz;
+	/* Get out immediately if no window is being dragged at all. */
+	if (!_dragging_window) return true;
+
+	/* Otherwise find the window... */
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+
+		if (w->flags4 & WF_DRAGGING) {
+			const Widget *t = &w->widget[1]; // the title bar ... ugh
+			const Window *v;
+			int x;
+			int y;
+			int nx;
+			int ny;
+
+			/* Stop the dragging if the left mouse button was released */
+			if (!_left_button_down) {
+				w->flags4 &= ~WF_DRAGGING;
+				break;
+			}
+
+			SetWindowDirty(w);
+
+			x = _cursor.pos.x + _drag_delta.x;
+			y = _cursor.pos.y + _drag_delta.y;
+			nx = x;
+			ny = y;
+
+			if (_patches.window_snap_radius != 0) {
+				Window* const *vz;
+
+				int hsnap = _patches.window_snap_radius;
+				int vsnap = _patches.window_snap_radius;
+				int delta;
+
+				FOR_ALL_WINDOWS(vz) {
+					const Window *v = *vz;
+
+					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;
+						}
+					}
+				}
+			}
+
+			/* Make sure the window doesn't leave the screen
+			 * 13 is the height of the title bar */
+			nx = Clamp(nx, 13 - t->right, _screen.width - 13 - t->left);
+			ny = Clamp(ny, 0, _screen.height - 13);
+
+			/* Make sure the title bar isn't hidden by behind the main tool bar */
+			v = FindWindowById(WC_MAIN_TOOLBAR, 0);
+			if (v != NULL) {
+				int v_bottom = v->top + v->height;
+				int v_right = v->left + v->width;
+				if (ny + t->top >= v->top && ny + t->top < v_bottom) {
+					if ((v->left < 13 && nx + t->left < v->left) ||
+							(v_right > _screen.width - 13 && nx + t->right > v_right)) {
+						ny = v_bottom;
+					} else {
+						if (nx + t->left > v->left - 13 &&
+								nx + t->right < v_right + 13) {
+							if (w->top >= v_bottom) {
+								ny = v_bottom;
+							} else if (w->left < nx) {
+								nx = v->left - 13 - t->left;
+							} else {
+								nx = v_right + 13 - t->right;
+							}
+						}
+					}
+				}
+			}
+
+			if (w->viewport != NULL) {
+				w->viewport->left += nx - w->left;
+				w->viewport->top  += ny - w->top;
+			}
+			w->left = nx;
+			w->top  = ny;
+
+			SetWindowDirty(w);
+			return false;
+		} else if (w->flags4 & WF_SIZING) {
+			WindowEvent e;
+			int x, y;
+
+			/* Stop the sizing if the left mouse button was released */
+			if (!_left_button_down) {
+				w->flags4 &= ~WF_SIZING;
+				SetWindowDirty(w);
+				break;
+			}
+
+			x = _cursor.pos.x - _drag_delta.x;
+			y = _cursor.pos.y - _drag_delta.y;
+
+			/* X and Y has to go by step.. calculate it.
+			 * The cast to int is necessary else x/y are implicitly casted 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 if we don't go below the minimum set size */
+			if ((int)w->width + x < (int)w->resize.width)
+				x = w->resize.width - w->width;
+			if ((int)w->height + y < (int)w->resize.height)
+				y = w->resize.height - w->height;
+
+			/* Window already on size */
+			if (x == 0 && y == 0) return false;
+
+			/* Now find the new cursor pos.. this is NOT _cursor, because
+			    we move in steps. */
+			_drag_delta.x += x;
+			_drag_delta.y += y;
+
+			/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
+			ResizeWindow(w, x, y);
+
+			e.event = WE_RESIZE;
+			e.we.sizing.size.x = x + w->width;
+			e.we.sizing.size.y = y + w->height;
+			e.we.sizing.diff.x = x;
+			e.we.sizing.diff.y = y;
+			w->wndproc(w, &e);
+			return false;
+		}
+	}
+
+	_dragging_window = false;
+	return false;
+}
+
+static void StartWindowDrag(Window *w)
+{
+	w->flags4 |= WF_DRAGGING;
+	_dragging_window = true;
+
+	_drag_delta.x = w->left - _cursor.pos.x;
+	_drag_delta.y = w->top  - _cursor.pos.y;
+
+	BringWindowToFront(w);
+	DeleteWindowById(WC_DROPDOWN_MENU, 0);
+}
+
+static void StartWindowSizing(Window *w)
+{
+	w->flags4 |= WF_SIZING;
+	_dragging_window = true;
+
+	_drag_delta.x = _cursor.pos.x;
+	_drag_delta.y = _cursor.pos.y;
+
+	BringWindowToFront(w);
+	DeleteWindowById(WC_DROPDOWN_MENU, 0);
+}
+
+
+static bool HandleScrollbarScrolling()
+{
+	Window* const *wz;
+	int i;
+	int pos;
+	Scrollbar *sb;
+
+	/* Get out quickly if no item is being scrolled */
+	if (!_scrolling_scrollbar) return true;
+
+	/* Find the scrolling window */
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+
+		if (w->flags4 & WF_SCROLL_MIDDLE) {
+			/* Abort if no button is clicked any more. */
+			if (!_left_button_down) {
+				w->flags4 &= ~WF_SCROLL_MIDDLE;
+				SetWindowDirty(w);
+				break;
+			}
+
+			if (w->flags4 & WF_HSCROLL) {
+				sb = &w->hscroll;
+				i = _cursor.pos.x - _cursorpos_drag_start.x;
+			} else if (w->flags4 & WF_SCROLL2){
+				sb = &w->vscroll2;
+				i = _cursor.pos.y - _cursorpos_drag_start.y;
+			} else {
+				sb = &w->vscroll;
+				i = _cursor.pos.y - _cursorpos_drag_start.y;
+			}
+
+			/* Find the item we want to move to and make sure it's inside bounds. */
+			pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap));
+			if (pos != sb->pos) {
+				sb->pos = pos;
+				SetWindowDirty(w);
+			}
+			return false;
+		}
+	}
+
+	_scrolling_scrollbar = false;
+	return false;
+}
+
+static bool HandleViewportScroll()
+{
+	WindowEvent e;
+	Window *w;
+
+	bool scrollwheel_scrolling = _patches.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
+
+	if (!_scrolling_viewport) return true;
+
+	w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
+
+	if (!(_right_button_down || scrollwheel_scrolling) || w == NULL) {
+		_cursor.fix_at = false;
+		_scrolling_viewport = false;
+		return true;
+	}
+
+	if (WP(w, vp_d).follow_vehicle != INVALID_VEHICLE && w == FindWindowById(WC_MAIN_WINDOW, 0)) {
+		/* If the main window is following a vehicle, then first let go of it! */
+		const Vehicle *veh = GetVehicle(WP(w, vp_d).follow_vehicle);
+		ScrollMainWindowTo(veh->x_pos, veh->y_pos, true); /* This also resets follow_vehicle */
+		return true;
+	}
+
+	if (_patches.reverse_scroll) {
+		e.we.scroll.delta.x = -_cursor.delta.x;
+		e.we.scroll.delta.y = -_cursor.delta.y;
+	} else {
+		e.we.scroll.delta.x = _cursor.delta.x;
+		e.we.scroll.delta.y = _cursor.delta.y;
+	}
+
+	if (scrollwheel_scrolling) {
+		/* We are using scrollwheels for scrolling */
+		e.we.scroll.delta.x = _cursor.h_wheel;
+		e.we.scroll.delta.y = _cursor.v_wheel;
+		_cursor.v_wheel = 0;
+		_cursor.h_wheel = 0;
+	}
+
+	/* Create a scroll-event and send it to the window */
+	e.event = WE_SCROLL;
+	w->wndproc(w, &e);
+
+	_cursor.delta.x = 0;
+	_cursor.delta.y = 0;
+	return false;
+}
+
+/** Check if a window can be made 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 on-top
+ * @return false if the window has an active modal child, true otherwise */
+static bool MaybeBringWindowToFront(const Window *w)
+{
+	bool bring_to_front = false;
+	Window* const *wz;
+	Window* const *uz;
+
+	if (w->window_class == WC_MAIN_WINDOW ||
+			IsVitalWindow(w) ||
+			w->window_class == WC_TOOLTIPS ||
+			w->window_class == WC_DROPDOWN_MENU) {
+		return true;
+	}
+
+	wz = FindWindowZPosition(w);
+	for (uz = wz; ++uz != _last_z_window;) {
+		Window *u = *uz;
+
+		/* A modal child will prevent the activation of the parent window */
+		if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
+			u->flags4 |= WF_WHITE_BORDER_MASK;
+			SetWindowDirty(u);
+			return false;
+		}
+
+		if (u->window_class == WC_MAIN_WINDOW ||
+				IsVitalWindow(u) ||
+				u->window_class == WC_TOOLTIPS ||
+				u->window_class == WC_DROPDOWN_MENU) {
+			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;
+}
+
+/** Send a message from one window to another. The receiving window is found by
+ * @param w Window pointer pointing to the other window
+ * @param msg Specifies the message to be sent
+ * @param wparam Specifies additional message-specific information
+ * @param lparam Specifies additional message-specific information
+ */
+static void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam)
+{
+	WindowEvent e;
+
+	e.event             = WE_MESSAGE;
+	e.we.message.msg    = msg;
+	e.we.message.wparam = wparam;
+	e.we.message.lparam = lparam;
+
+	w->wndproc(w, &e);
+}
+
+/** Send a message from one window to another. The receiving window is found by
+ * @param wnd_class see WindowClass class AND
+ * @param wnd_num see WindowNumber number, mostly 0
+ * @param msg Specifies the message to be sent
+ * @param wparam Specifies additional message-specific information
+ * @param lparam Specifies additional message-specific information
+ */
+void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam)
+{
+	Window *w = FindWindowById(wnd_class, wnd_num);
+	if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam);
+}
+
+/** Send a message from one window to another. The message will be sent
+ * to ALL windows of the windowclass specified in the first parameter
+ * @param wnd_class see WindowClass class
+ * @param msg Specifies the message to be sent
+ * @param wparam Specifies additional message-specific information
+ * @param lparam Specifies additional message-specific information
+ */
+void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		if ((*wz)->window_class == wnd_class) SendWindowMessageW(*wz, msg, wparam, lparam);
+	}
+}
+
+/** Handle keyboard input.
+ * @param key Lower 8 bits contain the ASCII character, the higher
+ * 16 bits the keycode */
+void HandleKeypress(uint32 key)
+{
+	Window* const *wz;
+	WindowEvent e;
+	/* Stores if a window with a textfield for typing is open
+	 * If this is the case, keypress events are only passed to windows with text fields and
+	 * to thein this main toolbar. */
+	bool query_open = false;
+
+	/*
+	* During the generation of the world, there might be
+	* another thread that is currently building for example
+	* a road. To not interfere with those tasks, we should
+	* NOT change the _current_player here.
+	*
+	* This is not necessary either, as the only events that
+	* can be handled are the 'close application' events
+	*/
+	if (!IsGeneratingWorld()) _current_player = _local_player;
+
+	/* Setup event */
+	e.event = WE_KEYPRESS;
+	e.we.keypress.key     = GB(key,  0, 16);
+	e.we.keypress.keycode = GB(key, 16, 16);
+	e.we.keypress.cont = true;
+
+	/*
+	 * 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 (e.we.keypress.key >= 0xE000 && e.we.keypress.key <= 0xF8FF) e.we.keypress.key = 0;
+
+	/*
+	 * If both key and keycode is zero, we don't bother to process the event.
+	 */
+	if (e.we.keypress.key == 0 && e.we.keypress.keycode == 0) return;
+
+	/* check if we have a query string window open before allowing hotkeys */
+	if (FindWindowById(WC_QUERY_STRING,            0) != NULL ||
+			FindWindowById(WC_SEND_NETWORK_MSG,        0) != NULL ||
+			FindWindowById(WC_GENERATE_LANDSCAPE,      0) != NULL ||
+			FindWindowById(WC_CONSOLE,                 0) != NULL ||
+			FindWindowById(WC_SAVELOAD,                0) != NULL ||
+			FindWindowById(WC_COMPANY_PASSWORD_WINDOW, 0) != NULL) {
+		query_open = true;
+	}
+
+	/* Call the event, start with the uppermost window. */
+	for (wz = _last_z_window; wz != _z_windows;) {
+		Window *w = *--wz;
+
+		/* if a query window is open, only call the event for certain window types */
+		if (query_open &&
+				w->window_class != WC_QUERY_STRING &&
+				w->window_class != WC_SEND_NETWORK_MSG &&
+				w->window_class != WC_GENERATE_LANDSCAPE &&
+				w->window_class != WC_CONSOLE &&
+				w->window_class != WC_SAVELOAD &&
+				w->window_class != WC_COMPANY_PASSWORD_WINDOW) {
+			continue;
+		}
+		w->wndproc(w, &e);
+		if (!e.we.keypress.cont) break;
+	}
+
+	if (e.we.keypress.cont) {
+		Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
+		/* When there is no toolbar w is null, check for that */
+		if (w != NULL) w->wndproc(w, &e);
+	}
+}
+
+void HandleCtrlChanged()
+{
+	WindowEvent e;
+
+	e.event = WE_CTRL_CHANGED;
+	e.we.ctrl.cont = true;
+
+	/* Call the event, start with the uppermost window. */
+	for (Window* const *wz = _last_z_window; wz != _z_windows;) {
+		Window *w = *--wz;
+		w->wndproc(w, &e);
+		if (!e.we.ctrl.cont) break;
+	}
+}
+
+extern void UpdateTileSelection();
+extern bool VpHandlePlaceSizingDrag();
+
+static int _input_events_this_tick = 0;
+
+static void HandleAutoscroll()
+{
+	Window *w;
+	ViewPort *vp;
+	int x = _cursor.pos.x;
+	int y = _cursor.pos.y;
+
+	if (_input_events_this_tick != 0) {
+		/* HandleAutoscroll is called only once per GameLoop() - so we can clear the counter here */
+		_input_events_this_tick = 0;
+		/* there were some inputs this tick, don't scroll ??? */
+		return;
+	}
+
+	if (_patches.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
+		w = FindWindowFromPt(x, y);
+		if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
+		vp = IsPtInWindowViewport(w, x, y);
+		if (vp != NULL) {
+			x -= vp->left;
+			y -= vp->top;
+			/* here allows scrolling in both x and y axis */
+#define scrollspeed 3
+			if (x - 15 < 0) {
+				WP(w, vp_d).dest_scrollpos_x += ScaleByZoom((x - 15) * scrollspeed, vp->zoom);
+			} else if (15 - (vp->width - x) > 0) {
+				WP(w, vp_d).dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * scrollspeed, vp->zoom);
+			}
+			if (y - 15 < 0) {
+				WP(w, vp_d).dest_scrollpos_y += ScaleByZoom((y - 15) * scrollspeed, vp->zoom);
+			} else if (15 - (vp->height - y) > 0) {
+				WP(w, vp_d).dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * scrollspeed, vp->zoom);
+			}
+#undef scrollspeed
+		}
+	}
+}
+
+enum MouseClick {
+	MC_NONE = 0,
+	MC_LEFT,
+	MC_RIGHT,
+	MC_DOUBLE_LEFT,
+
+	MAX_OFFSET_DOUBLE_CLICK = 5,     ///< How much the mouse is allowed to move to call it a double click
+	TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
+};
+
+void MouseLoop(MouseClick click, int mousewheel)
+{
+	int x,y;
+	Window *w;
+	ViewPort *vp;
+	bool scrollwheel_scrolling = _patches.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
+
+	DecreaseWindowCounters();
+	HandlePlacePresize();
+	UpdateTileSelection();
+	if (!VpHandlePlaceSizingDrag())  return;
+	if (!HandleDragDrop())           return;
+	if (!HandlePopupMenu())          return;
+	if (!HandleWindowDragging())     return;
+	if (!HandleScrollbarScrolling()) return;
+	if (!HandleViewportScroll())     return;
+	if (!HandleMouseOver())          return;
+
+	x = _cursor.pos.x;
+	y = _cursor.pos.y;
+
+	if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;
+
+	w = FindWindowFromPt(x, y);
+	if (w == NULL) return;
+	if (!MaybeBringWindowToFront(w)) return;
+	vp = IsPtInWindowViewport(w, x, y);
+
+	/* Don't allow any action in a viewport if either in menu of in generating world */
+	if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
+
+	if (mousewheel != 0) {
+		if (_patches.scrollwheel_scrolling == 0) {
+			/* Scrollwheel is in zoom mode. Make the zoom event. */
+			WindowEvent e;
+
+			/* Send WE_MOUSEWHEEL event to window */
+			e.event = WE_MOUSEWHEEL;
+			e.we.wheel.wheel = mousewheel;
+			w->wndproc(w, &e);
+		}
+
+		/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
+		if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel);
+	}
+
+	if (vp != NULL) {
+		if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button
+		switch (click) {
+			case MC_DOUBLE_LEFT:
+			case MC_LEFT:
+				DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
+				if (_thd.place_mode != VHM_NONE &&
+						/* query button and place sign button work in pause mode */
+						_cursor.sprite != SPR_CURSOR_QUERY &&
+						_cursor.sprite != SPR_CURSOR_SIGN &&
+						_pause_game != 0 &&
+						!_cheats.build_in_pause.value) {
+					return;
+				}
+
+				if (_thd.place_mode == VHM_NONE) {
+					HandleViewportClicked(vp, x, y);
+				} else {
+					PlaceObject();
+				}
+				break;
+
+			case MC_RIGHT:
+				if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
+					_scrolling_viewport = true;
+					_cursor.fix_at = true;
+				}
+				break;
+
+			default:
+				break;
+		}
+	} else {
+		switch (click) {
+			case MC_DOUBLE_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, true);
+				/* fallthough, and also give a single-click for backwards compatible */
+			case MC_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, false); break;
+			default:
+				if (!scrollwheel_scrolling || w == NULL || w->window_class != WC_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. */
+				/* fallthough */
+			case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
+		}
+	}
+}
+
+void HandleMouseEvents()
+{
+	static int double_click_time = 0;
+	static int double_click_x = 0;
+	static int double_click_y = 0;
+	MouseClick click;
+	int mousewheel;
+
+	/*
+	 * During the generation of the world, there might be
+	 * another thread that is currently building for example
+	 * a road. To not interfere with those tasks, we should
+	 * NOT change the _current_player here.
+	 *
+	 * This is not necessary either, as the only events that
+	 * can be handled are the 'close application' events
+	 */
+	if (!IsGeneratingWorld()) _current_player = _local_player;
+
+	/* Mouse event? */
+	click = MC_NONE;
+	if (_left_button_down && !_left_button_clicked) {
+		click = MC_LEFT;
+		if (double_click_time != 0 && _realtime_tick - double_click_time   < TIME_BETWEEN_DOUBLE_CLICK &&
+			  double_click_x != 0    && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK  &&
+			  double_click_y != 0    && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
+			click = MC_DOUBLE_LEFT;
+		}
+		double_click_time = _realtime_tick;
+		double_click_x = _cursor.pos.x;
+		double_click_y = _cursor.pos.y;
+		_left_button_clicked = true;
+		_input_events_this_tick++;
+	} else if (_right_button_clicked) {
+		_right_button_clicked = false;
+		click = MC_RIGHT;
+		_input_events_this_tick++;
+	}
+
+	mousewheel = 0;
+	if (_cursor.wheel) {
+		mousewheel = _cursor.wheel;
+		_cursor.wheel = 0;
+		_input_events_this_tick++;
+	}
+
+	MouseLoop(click, mousewheel);
+}
+
+void InputLoop()
+{
+	HandleMouseEvents();
+	HandleAutoscroll();
+}
+
+void UpdateWindows()
+{
+	Window* const *wz;
+	static int we4_timer = 0;
+	int t = we4_timer + 1;
+
+	if (t >= 100) {
+		for (wz = _last_z_window; wz != _z_windows;) {
+			CallWindowEventNP(*--wz, WE_4);
+		}
+		t = 0;
+	}
+	we4_timer = t;
+
+	for (wz = _last_z_window; wz != _z_windows;) {
+		Window *w = *--wz;
+		if (w->flags4 & WF_WHITE_BORDER_MASK) {
+			w->flags4 -= WF_WHITE_BORDER_ONE;
+
+			if (!(w->flags4 & WF_WHITE_BORDER_MASK)) SetWindowDirty(w);
+		}
+	}
+
+	DrawDirtyBlocks();
+
+	FOR_ALL_WINDOWS(wz) {
+		if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz);
+	}
+	DrawChatMessage();
+	/* Redraw mouse cursor in case it was hidden */
+	DrawMouseCursor();
+}
+
+
+int GetMenuItemIndex(const Window *w, int x, int y)
+{
+	if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) {
+		y /= 10;
+
+		if (y < WP(w, const menu_d).item_count &&
+				!HasBit(WP(w, const menu_d).disabled_items, y)) {
+			return y;
+		}
+	}
+	return -1;
+}
+
+void InvalidateWindow(WindowClass cls, WindowNumber number)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (w->window_class == cls && w->window_number == number) SetWindowDirty(w);
+	}
+}
+
+void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (w->window_class == cls && w->window_number == number) {
+			w->InvalidateWidget(widget_index);
+		}
+	}
+}
+
+void InvalidateWindowClasses(WindowClass cls)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		if ((*wz)->window_class == cls) SetWindowDirty(*wz);
+	}
+}
+
+void InvalidateThisWindowData(Window *w)
+{
+	CallWindowEventNP(w, WE_INVALIDATE_DATA);
+	SetWindowDirty(w);
+}
+
+void InvalidateWindowData(WindowClass cls, WindowNumber number)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w);
+	}
+}
+
+void InvalidateWindowClassesData(WindowClass cls)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz);
+	}
+}
+
+void CallWindowTickEvent()
+{
+	Window* const *wz;
+
+	for (wz = _last_z_window; wz != _z_windows;) {
+		CallWindowEventNP(*--wz, WE_TICK);
+	}
+}
+
+void DeleteNonVitalWindows()
+{
+	Window* const *wz;
+
+restart_search:
+	/* When we find the window to delete, we need to restart the search
+	 * as deleting this window could cascade in deleting (many) others
+	 * anywhere in the z-array */
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		if (w->window_class != WC_MAIN_WINDOW &&
+				w->window_class != WC_SELECT_GAME &&
+				w->window_class != WC_MAIN_TOOLBAR &&
+				w->window_class != WC_STATUS_BAR &&
+				w->window_class != WC_TOOLBAR_MENU &&
+				w->window_class != WC_TOOLTIPS &&
+				(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
+
+			DeleteWindow(w);
+			goto restart_search;
+		}
+	}
+}
+
+/** 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 DeleteAllNonVitalWindows()
+{
+	Window* const *wz;
+
+	/* Delete every window except for stickied ones, then sticky ones as well */
+	DeleteNonVitalWindows();
+
+restart_search:
+	/* When we find the window to delete, we need to restart the search
+	 * as deleting this window could cascade in deleting (many) others
+	 * anywhere in the z-array */
+	FOR_ALL_WINDOWS(wz) {
+		if ((*wz)->flags4 & WF_STICKY) {
+			DeleteWindow(*wz);
+			goto restart_search;
+		}
+	}
+}
+
+/** Delete all always on-top windows to get an empty screen */
+void HideVitalWindows()
+{
+	DeleteWindowById(WC_TOOLBAR_MENU, 0);
+	DeleteWindowById(WC_MAIN_TOOLBAR, 0);
+	DeleteWindowById(WC_STATUS_BAR, 0);
+}
+
+int PositionMainToolbar(Window *w)
+{
+	DEBUG(misc, 5, "Repositioning Main Toolbar...");
+
+	if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
+		w = FindWindowById(WC_MAIN_TOOLBAR, 0);
+	}
+
+	switch (_patches.toolbar_pos) {
+		case 1:  w->left = (_screen.width - w->width) / 2; break;
+		case 2:  w->left = _screen.width - w->width; break;
+		default: w->left = 0;
+	}
+	SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part
+	return w->left;
+}
+
+void RelocateAllWindows(int neww, int newh)
+{
+	Window* const *wz;
+
+	FOR_ALL_WINDOWS(wz) {
+		Window *w = *wz;
+		int left, top;
+
+		if (w->window_class == WC_MAIN_WINDOW) {
+			ViewPort *vp = w->viewport;
+			vp->width = w->width = neww;
+			vp->height = w->height = newh;
+			vp->virtual_width = ScaleByZoom(neww, vp->zoom);
+			vp->virtual_height = ScaleByZoom(newh, vp->zoom);
+			continue; // don't modify top,left
+		}
+
+		/* XXX - this probably needs something more sane. For example specying
+		 * in a 'backup'-desc that the window should always be centred. */
+		switch (w->window_class) {
+			case WC_MAIN_TOOLBAR:
+				if (neww - w->width != 0) {
+					ResizeWindow(w, min(neww, 640) - w->width, 0);
+
+					WindowEvent e;
+					e.event = WE_RESIZE;
+					e.we.sizing.size.x = w->width;
+					e.we.sizing.size.y = w->height;
+					e.we.sizing.diff.x = neww - w->width;
+					e.we.sizing.diff.y = 0;
+					w->wndproc(w, &e);
+				}
+
+				top = w->top;
+				left = PositionMainToolbar(w); // changes toolbar orientation
+				break;
+
+			case WC_SELECT_GAME:
+			case WC_GAME_OPTIONS:
+			case WC_NETWORK_WINDOW:
+				top = (newh - w->height) >> 1;
+				left = (neww - w->width) >> 1;
+				break;
+
+			case WC_NEWS_WINDOW:
+				top = newh - w->height;
+				left = (neww - w->width) >> 1;
+				break;
+
+			case WC_STATUS_BAR:
+				ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
+				top = newh - w->height;
+				left = (neww - w->width) >> 1;
+				break;
+
+			case WC_SEND_NETWORK_MSG:
+				ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
+				top = (newh - 26); // 26 = height of status bar + height of chat bar
+				left = (neww - w->width) >> 1;
+				break;
+
+			case WC_CONSOLE:
+				IConsoleResize(w);
+				continue;
+
+			default: {
+				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;
+
+				const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
+				if (wt != NULL) {
+					if (top < wt->height) top = wt->height;
+					if (top >= newh) top = newh - 1;
+				} else {
+					if (top < 0) top = 0;
+				}
+			} break;
+		}
+
+		if (w->viewport != NULL) {
+			w->viewport->left += left - w->left;
+			w->viewport->top += top - w->top;
+		}
+
+		w->left = left;
+		w->top = top;
+	}
+}
diff -Naur play/src/viewport.cpp windows_split/src/viewport.cpp
--- play/src/viewport.cpp	2008-04-04 21:21:56.000000000 +0200
+++ windows_split/src/viewport.cpp	2008-04-04 21:18:03.000000000 +0200
@@ -26,6 +26,7 @@
 #include "vehicle_func.h"
 #include "player_func.h"
 #include "settings_type.h"
+#include "window_func.h"
 #include "station_func.h"
 #include "core/alloc_func.hpp"
 
@@ -2258,7 +2259,7 @@
  * Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
  * Once for the old and once for the new selection.
  * _thd is TileHighlightData, found in viewport.h
- * Called by MouseLoop() in windows.cpp
+ * Called by MouseLoop() in window_list.cpp
  */
 void UpdateTileSelection()
 {
diff -Naur play/src/viewport_type.h windows_split/src/viewport_type.h
--- play/src/viewport_type.h	2008-01-19 10:18:10.000000000 +0100
+++ windows_split/src/viewport_type.h	2008-04-04 21:18:03.000000000 +0200
@@ -10,12 +10,15 @@
 #include "window_type.h"
 #include "tile_type.h"
 
+/**
+ * Data structure for viewport, a continuously moving part of the world
+ */
 struct ViewPort {
-	int left,top;                       // screen coordinates for the viewport
-	int width, height;                  // screen width/height for the viewport
+	int left,top;                       ///< screen coordinates for the viewport
+	int width, height;                  ///< screen width/height for the viewport
 
-	int virtual_left, virtual_top;      // virtual coordinates
-	int virtual_width, virtual_height;  // these are just width << zoom, height << zoom
+	int virtual_left, virtual_top;      ///< virtual coordinates
+	int virtual_width, virtual_height;  ///< these are just width << zoom, height << zoom
 
 	ZoomLevel zoom;
 };
diff -Naur play/src/widget.cpp windows_split/src/widget.cpp
--- play/src/widget.cpp	2008-03-29 15:26:51.000000000 +0100
+++ windows_split/src/widget.cpp	2008-04-05 17:48:27.000000000 +0200
@@ -186,6 +186,11 @@
 }
 
 
+/**
+ * Paint all widgets of a window.
+ * @param w Window
+ * @todo Add a wrapper call to the Window structure for this function
+ */
 void DrawWindowWidgets(const Window *w)
 {
 	const DrawPixelInfo* dpi = _cur_dpi;
@@ -569,6 +574,8 @@
 	}
 }
 
+/** Resize a widget and shuffle other widgets around to fit.
+ */
 void ResizeWindowForWidget(Window *w, int widget, int delta_x, int delta_y)
 {
 	int right  = w->widget[widget].right;
diff -Naur play/src/window.cpp windows_split/src/window.cpp
--- play/src/window.cpp	2008-03-20 20:56:11.000000000 +0100
+++ windows_split/src/window.cpp	2008-04-03 20:40:09.000000000 +0200
@@ -1,6 +1,8 @@
 /* $Id: window.cpp 12371 2008-03-15 20:32:42Z smatz $ */
 
-/** @file window.cpp windowing system, widgets and events */
+/** @file window.cpp
+ * Window 'methods' of the windowing system, widgets, and events
+ */
 
 #include "stdafx.h"
 #include <stdarg.h>
@@ -14,6 +16,7 @@
 #include "genworld.h"
 #include "blitter/factory.hpp"
 #include "window_gui.h"
+#include "window_func.h"
 #include "zoom_func.h"
 #include "core/alloc_func.hpp"
 #include "map_func.h"
@@ -22,25 +25,6 @@
 
 #include "table/sprites.h"
 
-/* delta between mouse cursor and upper left corner of dragged window */
-static Point _drag_delta;
-
-static Window _windows[MAX_NUMBER_OF_WINDOWS];
-Window *_z_windows[lengthof(_windows)];
-Window **_last_z_window; ///< always points to the next free space in the z-array
-
-Point _cursorpos_drag_start;
-
-int _scrollbar_start_pos;
-int _scrollbar_size;
-byte _scroller_click_timeout;
-
-bool _scrolling_scrollbar;
-bool _scrolling_viewport;
-bool _popup_menu_active;
-
-byte _special_mouse_mode;
-
 
 void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
 {
@@ -113,10 +97,16 @@
 	this->InvalidateWidget(widget);
 }
 
-static void StartWindowDrag(Window *w);
-static void StartWindowSizing(Window *w);
 
-static void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click)
+
+/**
+ * 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 double_click Was it a double click?
+ */
+void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click)
 {
 	WindowEvent e;
 	const Widget *wi;
@@ -175,7 +165,13 @@
 	w->wndproc(w, &e);
 }
 
-static void DispatchRightClickEvent(Window *w, int x, int y)
+/**
+ * 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
+ */
+void DispatchRightClickEvent(Window *w, int x, int y)
 {
 	WindowEvent e;
 
@@ -197,13 +193,14 @@
 	w->wndproc(w, &e);
 }
 
-/** Dispatch the mousewheel-action to the window which will scroll any
- * compatible scrollbars if the mouse is pointed over the bar or its contents
- * @param *w Window
+/**
+ * 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 widget the widget where the scrollwheel was used
  * @param wheel scroll up or down
  */
-static void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
+void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
 {
 	const Widget *wi1, *wi2;
 	Scrollbar *sb;
@@ -230,334 +227,13 @@
 	}
 }
 
-static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom);
-
-void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
-{
-	Window* const *wz;
-	DrawPixelInfo bk;
-	_cur_dpi = &bk;
-
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (right > w->left &&
-				bottom > w->top &&
-				left < w->left + w->width &&
-				top < w->top + w->height) {
-			DrawOverlappedWindow(wz, left, top, right, bottom);
-		}
-	}
-}
-
-static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom)
-{
-	Window* const *vz = wz;
-	int x;
-
-	while (++vz != _last_z_window) {
-		const Window *v = *vz;
-
-		if (right > v->left &&
-				bottom > v->top &&
-				left < v->left + v->width &&
-				top < v->top + v->height) {
-			if (left < (x = v->left)) {
-				DrawOverlappedWindow(wz, left, top, x, bottom);
-				DrawOverlappedWindow(wz, x, top, right, bottom);
-				return;
-			}
-
-			if (right > (x = v->left + v->width)) {
-				DrawOverlappedWindow(wz, left, top, x, bottom);
-				DrawOverlappedWindow(wz, x, top, right, bottom);
-				return;
-			}
-
-			if (top < (x = v->top)) {
-				DrawOverlappedWindow(wz, left, top, right, x);
-				DrawOverlappedWindow(wz, left, x, right, bottom);
-				return;
-			}
-
-			if (bottom > (x = v->top + v->height)) {
-				DrawOverlappedWindow(wz, left, top, right, x);
-				DrawOverlappedWindow(wz, left, x, right, bottom);
-				return;
-			}
-
-			return;
-		}
-	}
-
-	{
-		DrawPixelInfo *dp = _cur_dpi;
-		dp->width = right - left;
-		dp->height = bottom - top;
-		dp->left = left - (*wz)->left;
-		dp->top = top - (*wz)->top;
-		dp->pitch = _screen.pitch;
-		dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
-		dp->zoom = ZOOM_LVL_NORMAL;
-		CallWindowEventNP(*wz, WE_PAINT);
-	}
-}
-
-void CallWindowEventNP(Window *w, int event)
-{
-	WindowEvent e;
-
-	e.event = event;
-	w->wndproc(w, &e);
-}
-
-void SetWindowDirty(const Window *w)
-{
-	if (w == NULL) return;
-	SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height);
-}
-
-/** Find the Window whose parent pointer points to this window
- * @param w parent Window to find child of
- * @return a Window pointer that is the child of w, or NULL otherwise */
-static Window *FindChildWindow(const Window *w)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		Window *v = *wz;
-		if (v->parent == w) return v;
-	}
-
-	return NULL;
-}
-
-/** Find the z-value of a window. A window must already be open
- * or the behaviour is undefined but function should never fail
- * @param w window to query Z Position
- * @return the window that matches it */
-Window **FindWindowZPosition(const Window *w)
-{
-	Window **wz;
-
-	for (wz = _z_windows; wz != _last_z_window; wz++) {
-		if (*wz == w) return wz;
-	}
-
-	DEBUG(misc, 3, "Window (cls %d, number %d) is not open, probably removed by recursive calls",
-		w->window_class, w->window_number);
-	return NULL;
-}
-
-void DeleteWindow(Window *w)
-{
-	Window *v;
-	Window **wz;
-	if (w == NULL) return;
-
-	/* Delete any children a window might have in a head-recursive manner */
-	v = FindChildWindow(w);
-	if (v != NULL) DeleteWindow(v);
-
-	if (_thd.place_mode != VHM_NONE &&
-			_thd.window_class == w->window_class &&
-			_thd.window_number == w->window_number) {
-		ResetObjectToPlace();
-	}
-
-	CallWindowEventNP(w, WE_DESTROY);
-	if (w->viewport != NULL) DeleteWindowViewport(w);
-
-	SetWindowDirty(w);
-	free(w->widget);
-	w->widget = NULL;
-	w->widget_count = 0;
-	w->parent = NULL;
-
-	/* Find the window in the z-array, and effectively remove it
-	 * by moving all windows after it one to the left */
-	wz = FindWindowZPosition(w);
-	if (wz == NULL) return;
-	memmove(wz, wz + 1, (byte*)_last_z_window - (byte*)wz);
-	_last_z_window--;
-}
-
-Window *FindWindowById(WindowClass cls, WindowNumber number)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		if (w->window_class == cls && w->window_number == number) return w;
-	}
-
-	return NULL;
-}
-
-void DeleteWindowById(WindowClass cls, WindowNumber number)
-{
-	DeleteWindow(FindWindowById(cls, number));
-}
-
-void DeleteWindowByClass(WindowClass cls)
-{
-	Window* const *wz;
-
-restart_search:
-	/* When we find the window to delete, we need to restart the search
-	 * as deleting this window could cascade in deleting (many) others
-	 * anywhere in the z-array */
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		if (w->window_class == cls) {
-			DeleteWindow(w);
-			goto restart_search;
-		}
-	}
-}
-
-/** Delete all windows of a player. We identify windows of a player
- * by looking at the caption colour. If it is equal to the player ID
- * then we say the window belongs to the player and should be deleted
- * @param id PlayerID player identifier */
-void DeletePlayerWindows(PlayerID id)
-{
-	Window* const *wz;
-
-restart_search:
-	/* When we find the window to delete, we need to restart the search
-	 * as deleting this window could cascade in deleting (many) others
-	 * anywhere in the z-array */
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		if (w->caption_color == id) {
-			DeleteWindow(w);
-			goto restart_search;
-		}
-	}
-
-	/* Also delete the player specific windows, that don't have a player-colour */
-	DeleteWindowById(WC_BUY_COMPANY, id);
-}
-
-/** Change the owner of all the windows one player can take over from another
- * player in the case of a company merger. Do not change ownership of windows
- * that need to be deleted once takeover is complete
- * @param old_player PlayerID of original owner of the window
- * @param new_player PlayerID of the new owner of the window */
-void ChangeWindowOwner(PlayerID old_player, PlayerID new_player)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-
-		if (w->caption_color != old_player)      continue;
-		if (w->window_class == WC_PLAYER_COLOR)  continue;
-		if (w->window_class == WC_FINANCES)      continue;
-		if (w->window_class == WC_STATION_LIST)  continue;
-		if (w->window_class == WC_TRAINS_LIST)   continue;
-		if (w->window_class == WC_ROADVEH_LIST)  continue;
-		if (w->window_class == WC_SHIPS_LIST)    continue;
-		if (w->window_class == WC_AIRCRAFT_LIST) continue;
-		if (w->window_class == WC_BUY_COMPANY)   continue;
-		if (w->window_class == WC_COMPANY)       continue;
-
-		w->caption_color = new_player;
-	}
-}
-
-static void BringWindowToFront(const Window *w);
-
-/** Find a window and make it the top-window on the screen. The window
- * gets a white border 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 != NULL) {
-		w->flags4 |= WF_WHITE_BORDER_MASK;
-		BringWindowToFront(w);
-		SetWindowDirty(w);
-	}
-
-	return w;
-}
 
-static inline bool IsVitalWindow(const Window *w)
+bool IsVitalWindow(const Window *w)
 {
 	WindowClass wc = w->window_class;
 	return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
 }
 
-/** On clicking on a window, make it the frontmost window of all. However
- * there are certain windows that always need to be on-top; these include
- * - Toolbar, Statusbar (always on)
- * - New window, Chatbar (only if open)
- * The window is marked dirty for a repaint if the window is actually moved
- * @param w window that is put into the foreground
- * @return pointer to the window, the same as the input pointer
- */
-static void BringWindowToFront(const Window *w)
-{
-	Window *tempz;
-	Window **wz = FindWindowZPosition(w);
-	Window **vz = _last_z_window;
-
-	/* Bring the window just below the vital windows */
-	do {
-		if (--vz < _z_windows) return;
-	} while (IsVitalWindow(*vz));
-
-	if (wz == vz) return; // window is already in the right position
-	assert(wz < vz);
-
-	tempz = *wz;
-	memmove(wz, wz + 1, (byte*)vz - (byte*)wz);
-	*vz = tempz;
-
-	SetWindowDirty(w);
-}
-
-/** We have run out of windows, so find a suitable candidate for replacement.
- * Keep all important windows intact. These are
- * - Main window (gamefield), Toolbar, Statusbar (always on)
- * - News window, Chatbar (when on)
- * - Any sticked windows since we wanted to keep these
- * @return w pointer to the window that is going to be deleted
- */
-static Window *FindDeletableWindow()
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w) && !(w->flags4 & WF_STICKY)) {
-			return w;
-		}
-	}
-	return NULL;
-}
-
-/** A window must be freed, and all are marked as important windows. Ease the
- * restriction a bit by allowing to delete sticky windows. Keep important/vital
- * windows intact (Main window, Toolbar, Statusbar, News Window, Chatbar)
- * Start finding an appropiate candidate from the lowest z-values (bottom)
- * @see FindDeletableWindow()
- * @return w Pointer to the window that is being deleted
- */
-static Window *ForceFindDeletableWindow()
-{
-	Window* const *wz;
-
-	for (wz = _z_windows;; wz++) {
-		Window *w = *wz;
-		assert(wz < _last_z_window);
-		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w;
-	}
-}
 
 bool IsWindowOfPrototype(const Window *w, const Widget *widget)
 {
@@ -586,1619 +262,99 @@
 	}
 }
 
-static Window *FindFreeWindow()
-{
-	Window *w;
-
-	for (w = _windows; w < endof(_windows); w++) {
-		Window* const *wz;
-		bool window_in_use = false;
-
-		FOR_ALL_WINDOWS(wz) {
-			if (*wz == w) {
-				window_in_use = true;
-				break;
-			}
-		}
-
-		if (!window_in_use) return w;
-	}
-
-	assert(_last_z_window == endof(_z_windows));
-	return NULL;
-}
-
-/** Open a new window.
- * This function is called from AllocateWindow() or AllocateWindowDesc()
- * See descriptions for those functions for usage
- * See AllocateWindow() for description of arguments.
- * Only addition here is window_number, which is the window_number being assigned to the new window
- * @param x offset in pixels from the left of the screen
- * @param y offset in pixels from the top of the screen
- * @param min_width minimum width in pixels of the window
- * @param min_height minimum height in pixels of the window
- * @param def_width default width in pixels of the window
- * @param def_height default height in pixels of the window
- * @param *proc see WindowProc function to call when any messages/updates happen to the window
- * @param cls see WindowClass class of the window, used for identification and grouping
- * @param *widget see Widget pointer to the window layout and various elements
- * @param window_number number being assigned to the new window
- * @param data the data to be given during the WE_CREATE message
- * @return Window pointer of the newly created window */
-static Window *LocalAllocateWindow(
-							int x, int y, int min_width, int min_height, int def_width, int def_height,
-							WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data)
-{
-	Window *w = FindFreeWindow();
-
-	/* We have run out of windows, close one and use that as the place for our new one */
-	if (w == NULL) {
-		w = FindDeletableWindow();
-		if (w == NULL) w = ForceFindDeletableWindow();
-		DeleteWindow(w);
-	}
-
-	/* Set up window properties */
-	memset(w, 0, sizeof(*w));
-	w->window_class = cls;
-	w->flags4 = WF_WHITE_BORDER_MASK; // just opened windows have a white border
-	w->caption_color = 0xFF;
-	w->left = x;
-	w->top = y;
-	w->width = min_width;
-	w->height = min_height;
-	w->wndproc = proc;
-	AssignWidgetToWindow(w, widget);
-	w->resize.width = min_width;
-	w->resize.height = min_height;
-	w->resize.step_width = 1;
-	w->resize.step_height = 1;
-	w->window_number = window_number;
-
-	{
-		Window **wz = _last_z_window;
-
-		/* Hacky way of specifying always-on-top windows. These windows are
-		 * always above other windows because they are moved below them.
-		 * status-bar is above news-window because it has been created earlier.
-		 * Also, as the chat-window is excluded from this, it will always be
-		 * the last window, thus always on top.
-		 * XXX - Yes, ugly, probably needs something like w->always_on_top flag
-		 * to implement correctly, but even then you need some kind of distinction
-		 * between on-top of chat/news and status windows, because these conflict */
-		if (wz != _z_windows && w->window_class != WC_SEND_NETWORK_MSG && w->window_class != WC_HIGHSCORE && w->window_class != WC_ENDSCREEN) {
-			if (FindWindowById(WC_MAIN_TOOLBAR, 0)     != NULL) wz--;
-			if (FindWindowById(WC_STATUS_BAR, 0)       != NULL) wz--;
-			if (FindWindowById(WC_NEWS_WINDOW, 0)      != NULL) wz--;
-			if (FindWindowById(WC_SEND_NETWORK_MSG, 0) != NULL) wz--;
-
-			assert(wz >= _z_windows);
-			if (wz != _last_z_window) memmove(wz + 1, wz, (byte*)_last_z_window - (byte*)wz);
-		}
-
-		*wz = w;
-		_last_z_window++;
-	}
-
-	WindowEvent e;
-	e.event = WE_CREATE;
-	e.we.create.data = data;
-	w->wndproc(w, &e);
-
-	/* 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 (w->width != def_width || w->height != def_height) {
-		/* Think about the overlapping toolbars when determining the minimum window size */
-		int free_height = _screen.height;
-		const Window *wt = FindWindowById(WC_STATUS_BAR, 0);
-		if (wt != NULL) free_height -= wt->height;
-		wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
-		if (wt != NULL) free_height -= wt->height;
-
-		int enlarge_x = max(min(def_width  - w->width,  _screen.width - w->width),  0);
-		int enlarge_y = max(min(def_height - w->height, free_height   - w->height), 0);
-
-		/* X and Y has to go by step.. calculate it.
-		 * The cast to int is necessary else x/y are implicitly casted to
-		 * unsigned int, which won't work. */
-		if (w->resize.step_width  > 1) enlarge_x -= enlarge_x % (int)w->resize.step_width;
-		if (w->resize.step_height > 1) enlarge_y -= enlarge_y % (int)w->resize.step_height;
-
-		ResizeWindow(w, enlarge_x, enlarge_y);
-
-		WindowEvent e;
-		e.event = WE_RESIZE;
-		e.we.sizing.size.x = w->width;
-		e.we.sizing.size.y = w->height;
-		e.we.sizing.diff.x = enlarge_x;
-		e.we.sizing.diff.y = enlarge_y;
-		w->wndproc(w, &e);
-	}
-
-	int nx = w->left;
-	int ny = w->top;
-
-	if (nx + w->width > _screen.width) nx -= (nx + w->width - _screen.width);
-
-	const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
-	ny = max(ny, (wt == NULL || w == wt || y == 0) ? 0 : wt->height);
-	nx = max(nx, 0);
-
-	if (w->viewport != NULL) {
-		w->viewport->left += nx - w->left;
-		w->viewport->top  += ny - w->top;
-	}
-	w->left = nx;
-	w->top = ny;
-
-	SetWindowDirty(w);
-
-	return w;
-}
 
 /**
- * Open a new window. If there is no space for a new window, close an open
- * window. Try to avoid stickied windows, but if there is no else, close one of
- * those as well. Then make sure all created windows are below some always-on-top
- * ones. Finally set all variables and call the WE_CREATE event
- * @param x offset in pixels from the left of the screen
- * @param y offset in pixels from the top of the screen
- * @param width width in pixels of the window
- * @param height height in pixels of the window
- * @param *proc see WindowProc function to call when any messages/updates happen to the window
- * @param cls see WindowClass class of the window, used for identification and grouping
- * @param *widget see Widget pointer to the window layout and various elements
- * @return Window pointer of the newly created window */
-Window *AllocateWindow(
-							int x, int y, int width, int height,
-							WindowProc *proc, WindowClass cls, const Widget *widget, void *data)
+ * 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 redrawal.
+ * @param w Window to resize
+ * @param x delta x-size of changed window (positive if larger, etc.)
+ * @param y delta y-size of changed window
+ */
+void ResizeWindow(Window *w, int x, int y)
 {
-	return LocalAllocateWindow(x, y, width, height, width, height, proc, cls, widget, 0, data);
-}
-
-struct SizeRect {
-	int left,top,width,height;
-};
-
+	Widget *wi;
+	bool resize_height = false;
+	bool resize_width = false;
 
-static bool IsGoodAutoPlace1(int left, int top, int width, int height, Point &pos)
-{
-	Window* const *wz;
+	if (x == 0 && y == 0) return;
 
-	int right  = width + left;
-	int bottom = height + top;
+	SetWindowDirty(w);
+	for (wi = w->widget; wi->type != WWT_LAST; wi++) {
+		/* Isolate the resizing flags */
+		byte rsizeflag = GB(wi->display_flags, 0, 4);
 
-	if (left < 0 || top < 22 || right > _screen.width || bottom > _screen.height)
-		return false;
+		if (rsizeflag == RESIZE_NONE) continue;
 
-	/* Make sure it is not obscured by any window. */
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (w->window_class == WC_MAIN_WINDOW) continue;
-
-		if (right > w->left &&
-				w->left + w->width > left &&
-				bottom > w->top &&
-				w->top + w->height > top) {
-			return false;
+		/* Resize the widget based on its resize-flag */
+		if (rsizeflag & RESIZE_LEFT) {
+			wi->left += x;
+			resize_width = true;
 		}
-	}
-
-	pos.x = left;
-	pos.y = top;
-	return true;
-}
-
-static bool IsGoodAutoPlace2(int left, int top, int width, int height, Point &pos)
-{
-	Window* const *wz;
-
-	if (left < -(width>>2) || left > _screen.width - (width>>1)) return false;
-	if (top < 22 || top > _screen.height - (height>>2)) return false;
 
-	/* Make sure it is not obscured by any window. */
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (w->window_class == WC_MAIN_WINDOW) continue;
-
-		if (left + width > w->left &&
-				w->left + w->width > left &&
-				top + height > w->top &&
-				w->top + w->height > top) {
-			return false;
+		if (rsizeflag & RESIZE_RIGHT) {
+			wi->right += x;
+			resize_width = true;
 		}
-	}
-
-	pos.x = left;
-	pos.y = top;
-	return true;
-}
 
-static Point GetAutoPlacePosition(int width, int height)
-{
-	Window* const *wz;
-	Point pt;
-
-	if (IsGoodAutoPlace1(0, 24, width, height, pt)) return pt;
-
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (w->window_class == WC_MAIN_WINDOW) continue;
-
-		if (IsGoodAutoPlace1(w->left + w->width + 2, w->top, width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left - width - 2,    w->top, width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left, w->top + w->height + 2, width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left, w->top - height - 2,    width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left + w->width + 2, w->top + w->height - height, width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left - width - 2,    w->top + w->height - height, width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left + w->width - width, w->top + w->height + 2, width, height, pt)) return pt;
-		if (IsGoodAutoPlace1(w->left + w->width - width, w->top - height - 2,    width, height, pt)) return pt;
-	}
+		if (rsizeflag & RESIZE_TOP) {
+			wi->top += y;
+			resize_height = true;
+		}
 
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (w->window_class == WC_MAIN_WINDOW) continue;
-
-		if (IsGoodAutoPlace2(w->left + w->width + 2, w->top, width, height, pt)) return pt;
-		if (IsGoodAutoPlace2(w->left - width - 2,    w->top, width, height, pt)) return pt;
-		if (IsGoodAutoPlace2(w->left, w->top + w->height + 2, width, height, pt)) return pt;
-		if (IsGoodAutoPlace2(w->left, w->top - height - 2,    width, height, pt)) return pt;
+		if (rsizeflag & RESIZE_BOTTOM) {
+			wi->bottom += y;
+			resize_height = true;
+		}
 	}
 
-	{
-		int left = 0, top = 24;
-
-restart:
-		FOR_ALL_WINDOWS(wz) {
-			const Window *w = *wz;
-
-			if (w->left == left && w->top == top) {
-				left += 5;
-				top += 5;
-				goto restart;
-			}
-		}
+	/* We resized at least 1 widget, so let's resize the window totally */
+	if (resize_width)  w->width  += x;
+	if (resize_height) w->height += y;
 
-		pt.x = left;
-		pt.y = top;
-		return pt;
-	}
+	SetWindowDirty(w);
 }
 
 /**
- * Set the x and y coordinates of a new window.
- *
- * @param *desc         The pointer to the WindowDesc to be created
- * @param window_number the window number of the new window
- * @param data          arbitrary data that is send with the WE_CREATE message
- *
- * @return see Window pointer of the newly created window
+ * In a window with menu_d custom extension, retrieve the menu item number from a position
+ * @param w Window holding the menu items
+ * @param x X coordinate of the position
+ * @param y Y coordinate of the position
+ * @return Index number of the menu item, or \c -1 if no valid selection under position
  */
-static Window *LocalAllocateWindowDesc(const WindowDesc *desc, int window_number, void *data)
+int GetMenuItemIndex(const Window *w, int x, int y)
 {
-	Point pt;
-	Window *w;
-
-	/* By default position a child window at an offset of 10/10 of its parent.
-	 * With the exception of WC_BUILD_TOOLBAR (build railway/roads/ship docks/airports)
-	 * and WC_SCEN_LAND_GEN (landscaping). Whose child window has an offset of 0/36 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 */
-	if (desc->parent_cls != 0 /* WC_MAIN_WINDOW */ &&
-			(w = FindWindowById(desc->parent_cls, window_number)) != NULL &&
-			w->left < _screen.width - 20 && w->left > -60 && w->top < _screen.height - 20) {
-
-		pt.x = w->left + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 0 : 10);
-		if (pt.x > _screen.width + 10 - desc->default_width) {
-			pt.x = (_screen.width + 10 - desc->default_width) - 20;
-		}
-		pt.y = w->top + ((desc->parent_cls == WC_BUILD_TOOLBAR || desc->parent_cls == WC_SCEN_LAND_GEN) ? 36 : 10);
-	} else {
-		switch (desc->left) {
-			case WDP_ALIGN_TBR: { /* Align the right side with the top toolbar */
-				w = FindWindowById(WC_MAIN_TOOLBAR, 0);
-				pt.x = (w->left + w->width) - desc->default_width;
-			} break;
-			case WDP_ALIGN_TBL: /* Align the left side with the top toolbar */
-				pt.x = FindWindowById(WC_MAIN_TOOLBAR, 0)->left;
-				break;
-			case WDP_AUTO: /* Find a good automatic position for the window */
-				pt = GetAutoPlacePosition(desc->default_width, desc->default_height);
-				goto allocate_window;
-			case WDP_CENTER: /* Centre the window horizontally */
-				pt.x = (_screen.width - desc->default_width) / 2;
-				break;
-			default:
-				pt.x = desc->left;
-				if (pt.x < 0) pt.x += _screen.width; // negative is from right of the screen
-		}
+	if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) {
+		y /= 10;
 
-		switch (desc->top) {
-			case WDP_CENTER: /* Centre the window vertically */
-				pt.y = (_screen.height - desc->default_height) / 2;
-				break;
-			/* WDP_AUTO sets the position at once and is controlled by desc->left.
-			 * Both left and top must be set to WDP_AUTO */
-			case WDP_AUTO:
-				NOT_REACHED();
-				assert(desc->left == WDP_AUTO && desc->top != WDP_AUTO);
-				/* fallthrough */
-			default:
-				pt.y = desc->top;
-				if (pt.y < 0) pt.y += _screen.height; // negative is from bottom of the screen
-				break;
+		if (y < WP(w, const menu_d).item_count &&
+				!HasBit(WP(w, const menu_d).disabled_items, y)) {
+			return y;
 		}
 	}
-
-allocate_window:
-	w = LocalAllocateWindow(pt.x, pt.y, desc->minimum_width, desc->minimum_height, desc->default_width, desc->default_height, desc->proc, desc->cls, desc->widgets, window_number, data);
-	w->desc_flags = desc->flags;
-	return w;
+	return -1;
 }
 
 /**
- * Open a new window.
- * @param *desc The pointer to the WindowDesc to be created
- * @param data arbitrary data that is send with the WE_CREATE message
- * @return Window pointer of the newly created window
+ * Mark window data as invalid (in need of re-computing)
+ * @param w Window with invalid data
  */
-Window *AllocateWindowDesc(const WindowDesc *desc, void *data)
+void InvalidateThisWindowData(Window *w)
 {
-	return LocalAllocateWindowDesc(desc, 0, data);
+	CallWindowEventNP(w, WE_INVALIDATE_DATA);
+	SetWindowDirty(w);
 }
 
 /**
- * Open a new window.
- * @param *desc The pointer to the WindowDesc to be created
- * @param window_number the window number of the new window
- * @param data arbitrary data that is send with the WE_CREATE message
- * @return see Window pointer of the newly created window
+ * Mark the whole window dirty (in need of repainting).
+ * @param w Window to repaint, may be \c NULL
+ *
+ * @ingroup dirty
  */
-Window *AllocateWindowDescFront(const WindowDesc *desc, int window_number, void *data)
-{
-	Window *w;
-
-	if (BringWindowToFrontById(desc->cls, window_number)) return NULL;
-	w = LocalAllocateWindowDesc(desc, window_number, data);
-	return w;
-}
-
-/** 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, NULL otherwise */
-Window *FindWindowFromPt(int x, int y)
-{
-	Window* const *wz;
-
-	for (wz = _last_z_window; wz != _z_windows;) {
-		Window *w = *--wz;
-		if (IsInsideBS(x, w->left, w->width) && IsInsideBS(y, w->top, w->height)) {
-			return w;
-		}
-	}
-
-	return NULL;
-}
-
-void InitWindowSystem()
-{
-	IConsoleClose();
-
-	memset(&_windows, 0, sizeof(_windows));
-	_last_z_window = _z_windows;
-	InitViewports();
-	_no_scroll = 0;
-}
-
-void UnInitWindowSystem()
-{
-	Window **wz;
-
-restart_search:
-	/* Delete all windows, reset z-array.
-	 *When we find the window to delete, we need to restart the search
-	 * as deleting this window could cascade in deleting (many) others
-	 * anywhere in the z-array. We call DeleteWindow() so that it can properly
-	 * release own alloc'd memory, which otherwise could result in memleaks */
-	FOR_ALL_WINDOWS(wz) {
-		DeleteWindow(*wz);
-		goto restart_search;
-	}
-
-	assert(_last_z_window == _z_windows);
-}
-
-void ResetWindowSystem()
+void SetWindowDirty(const Window *w)
 {
-	UnInitWindowSystem();
-	InitWindowSystem();
-	_thd.pos.x = 0;
-	_thd.pos.y = 0;
-	_thd.new_pos.x = 0;
-	_thd.new_pos.y = 0;
+	if (w == NULL) return;
+	SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height);
 }
 
-static void DecreaseWindowCounters()
-{
-	Window *w;
-	Window* const *wz;
-
-	for (wz = _last_z_window; wz != _z_windows;) {
-		w = *--wz;
-		/* Unclick scrollbar buttons if they are pressed. */
-		if (w->flags4 & (WF_SCROLL_DOWN | WF_SCROLL_UP)) {
-			w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
-			SetWindowDirty(w);
-		}
-		CallWindowEventNP(w, WE_MOUSELOOP);
-	}
-
-	for (wz = _last_z_window; wz != _z_windows;) {
-		w = *--wz;
-
-		if (w->flags4&WF_TIMEOUT_MASK && !(--w->flags4&WF_TIMEOUT_MASK)) {
-			CallWindowEventNP(w, WE_TIMEOUT);
-			if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons();
-		}
-	}
-}
-
-Window *GetCallbackWnd()
-{
-	return FindWindowById(_thd.window_class, _thd.window_number);
-}
-
-static void HandlePlacePresize()
-{
-	Window *w;
-	WindowEvent e;
-
-	if (_special_mouse_mode != WSM_PRESIZE) return;
-
-	w = GetCallbackWnd();
-	if (w == NULL) return;
-
-	e.we.place.pt = GetTileBelowCursor();
-	if (e.we.place.pt.x == -1) {
-		_thd.selend.x = -1;
-		return;
-	}
-	e.we.place.tile = TileVirtXY(e.we.place.pt.x, e.we.place.pt.y);
-	e.event = WE_PLACE_PRESIZE;
-	w->wndproc(w, &e);
-}
-
-static bool HandleDragDrop()
-{
-	Window *w;
-	WindowEvent e;
-
-	if (_special_mouse_mode != WSM_DRAGDROP) return true;
-
-	if (_left_button_down) return false;
-
-	w = GetCallbackWnd();
-
-	if (w != NULL) {
-		/* send an event in client coordinates. */
-		e.event = WE_DRAGDROP;
-		e.we.dragdrop.pt.x = _cursor.pos.x - w->left;
-		e.we.dragdrop.pt.y = _cursor.pos.y - w->top;
-		e.we.dragdrop.widget = GetWidgetFromPos(w, e.we.dragdrop.pt.x, e.we.dragdrop.pt.y);
-		w->wndproc(w, &e);
-	}
-
-	ResetObjectToPlace();
-
-	return false;
-}
-
-static bool HandlePopupMenu()
-{
-	Window *w;
-	WindowEvent e;
-
-	if (!_popup_menu_active) return true;
-
-	w = FindWindowById(WC_TOOLBAR_MENU, 0);
-	if (w == NULL) {
-		_popup_menu_active = false;
-		return false;
-	}
-
-	if (_left_button_down) {
-		e.event = WE_POPUPMENU_OVER;
-		e.we.popupmenu.pt = _cursor.pos;
-	} else {
-		_popup_menu_active = false;
-		e.event = WE_POPUPMENU_SELECT;
-		e.we.popupmenu.pt = _cursor.pos;
-	}
-
-	w->wndproc(w, &e);
-
-	return false;
-}
-
-static bool HandleMouseOver()
-{
-	Window *w;
-	WindowEvent e;
-	static Window *last_w = NULL;
-
-	w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
-
-	/* We changed window, put a MOUSEOVER event to the last window */
-	if (last_w != NULL && last_w != w) {
-		e.event = WE_MOUSEOVER;
-		e.we.mouseover.pt.x = -1;
-		e.we.mouseover.pt.y = -1;
-		if (last_w->wndproc) last_w->wndproc(last_w, &e);
-	}
-	last_w = w;
-
-	if (w != NULL) {
-		/* send an event in client coordinates. */
-		e.event = WE_MOUSEOVER;
-		e.we.mouseover.pt.x = _cursor.pos.x - w->left;
-		e.we.mouseover.pt.y = _cursor.pos.y - w->top;
-		if (w->widget != NULL) {
-			e.we.mouseover.widget = GetWidgetFromPos(w, e.we.mouseover.pt.x, e.we.mouseover.pt.y);
-		}
-		w->wndproc(w, &e);
-	}
-
-	/* Mouseover never stops execution */
-	return true;
-}
-
-/** 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 redrawal.
- * @param w Window to resize
- * @param x delta x-size of changed window (positive if larger, etc.)
- * @param y delta y-size of changed window */
-void ResizeWindow(Window *w, int x, int y)
-{
-	Widget *wi;
-	bool resize_height = false;
-	bool resize_width = false;
-
-	if (x == 0 && y == 0) return;
-
-	SetWindowDirty(w);
-	for (wi = w->widget; wi->type != WWT_LAST; wi++) {
-		/* Isolate the resizing flags */
-		byte rsizeflag = GB(wi->display_flags, 0, 4);
-
-		if (rsizeflag == RESIZE_NONE) continue;
-
-		/* Resize the widget based on its resize-flag */
-		if (rsizeflag & RESIZE_LEFT) {
-			wi->left += x;
-			resize_width = true;
-		}
-
-		if (rsizeflag & RESIZE_RIGHT) {
-			wi->right += x;
-			resize_width = true;
-		}
-
-		if (rsizeflag & RESIZE_TOP) {
-			wi->top += y;
-			resize_height = true;
-		}
-
-		if (rsizeflag & RESIZE_BOTTOM) {
-			wi->bottom += y;
-			resize_height = true;
-		}
-	}
-
-	/* We resized at least 1 widget, so let's resize the window totally */
-	if (resize_width)  w->width  += x;
-	if (resize_height) w->height += y;
-
-	SetWindowDirty(w);
-}
-
-static bool _dragging_window;
-
-static bool HandleWindowDragging()
-{
-	Window* const *wz;
-	/* Get out immediately if no window is being dragged at all. */
-	if (!_dragging_window) return true;
-
-	/* Otherwise find the window... */
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-
-		if (w->flags4 & WF_DRAGGING) {
-			const Widget *t = &w->widget[1]; // the title bar ... ugh
-			const Window *v;
-			int x;
-			int y;
-			int nx;
-			int ny;
-
-			/* Stop the dragging if the left mouse button was released */
-			if (!_left_button_down) {
-				w->flags4 &= ~WF_DRAGGING;
-				break;
-			}
-
-			SetWindowDirty(w);
-
-			x = _cursor.pos.x + _drag_delta.x;
-			y = _cursor.pos.y + _drag_delta.y;
-			nx = x;
-			ny = y;
-
-			if (_patches.window_snap_radius != 0) {
-				Window* const *vz;
-
-				int hsnap = _patches.window_snap_radius;
-				int vsnap = _patches.window_snap_radius;
-				int delta;
-
-				FOR_ALL_WINDOWS(vz) {
-					const Window *v = *vz;
-
-					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;
-						}
-					}
-				}
-			}
-
-			/* Make sure the window doesn't leave the screen
-			 * 13 is the height of the title bar */
-			nx = Clamp(nx, 13 - t->right, _screen.width - 13 - t->left);
-			ny = Clamp(ny, 0, _screen.height - 13);
-
-			/* Make sure the title bar isn't hidden by behind the main tool bar */
-			v = FindWindowById(WC_MAIN_TOOLBAR, 0);
-			if (v != NULL) {
-				int v_bottom = v->top + v->height;
-				int v_right = v->left + v->width;
-				if (ny + t->top >= v->top && ny + t->top < v_bottom) {
-					if ((v->left < 13 && nx + t->left < v->left) ||
-							(v_right > _screen.width - 13 && nx + t->right > v_right)) {
-						ny = v_bottom;
-					} else {
-						if (nx + t->left > v->left - 13 &&
-								nx + t->right < v_right + 13) {
-							if (w->top >= v_bottom) {
-								ny = v_bottom;
-							} else if (w->left < nx) {
-								nx = v->left - 13 - t->left;
-							} else {
-								nx = v_right + 13 - t->right;
-							}
-						}
-					}
-				}
-			}
-
-			if (w->viewport != NULL) {
-				w->viewport->left += nx - w->left;
-				w->viewport->top  += ny - w->top;
-			}
-			w->left = nx;
-			w->top  = ny;
-
-			SetWindowDirty(w);
-			return false;
-		} else if (w->flags4 & WF_SIZING) {
-			WindowEvent e;
-			int x, y;
-
-			/* Stop the sizing if the left mouse button was released */
-			if (!_left_button_down) {
-				w->flags4 &= ~WF_SIZING;
-				SetWindowDirty(w);
-				break;
-			}
-
-			x = _cursor.pos.x - _drag_delta.x;
-			y = _cursor.pos.y - _drag_delta.y;
-
-			/* X and Y has to go by step.. calculate it.
-			 * The cast to int is necessary else x/y are implicitly casted 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 if we don't go below the minimum set size */
-			if ((int)w->width + x < (int)w->resize.width)
-				x = w->resize.width - w->width;
-			if ((int)w->height + y < (int)w->resize.height)
-				y = w->resize.height - w->height;
-
-			/* Window already on size */
-			if (x == 0 && y == 0) return false;
-
-			/* Now find the new cursor pos.. this is NOT _cursor, because
-			    we move in steps. */
-			_drag_delta.x += x;
-			_drag_delta.y += y;
-
-			/* ResizeWindow sets both pre- and after-size to dirty for redrawal */
-			ResizeWindow(w, x, y);
-
-			e.event = WE_RESIZE;
-			e.we.sizing.size.x = x + w->width;
-			e.we.sizing.size.y = y + w->height;
-			e.we.sizing.diff.x = x;
-			e.we.sizing.diff.y = y;
-			w->wndproc(w, &e);
-			return false;
-		}
-	}
-
-	_dragging_window = false;
-	return false;
-}
-
-static void StartWindowDrag(Window *w)
-{
-	w->flags4 |= WF_DRAGGING;
-	_dragging_window = true;
-
-	_drag_delta.x = w->left - _cursor.pos.x;
-	_drag_delta.y = w->top  - _cursor.pos.y;
-
-	BringWindowToFront(w);
-	DeleteWindowById(WC_DROPDOWN_MENU, 0);
-}
-
-static void StartWindowSizing(Window *w)
-{
-	w->flags4 |= WF_SIZING;
-	_dragging_window = true;
-
-	_drag_delta.x = _cursor.pos.x;
-	_drag_delta.y = _cursor.pos.y;
-
-	BringWindowToFront(w);
-	DeleteWindowById(WC_DROPDOWN_MENU, 0);
-}
-
-
-static bool HandleScrollbarScrolling()
-{
-	Window* const *wz;
-	int i;
-	int pos;
-	Scrollbar *sb;
-
-	/* Get out quickly if no item is being scrolled */
-	if (!_scrolling_scrollbar) return true;
-
-	/* Find the scrolling window */
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-
-		if (w->flags4 & WF_SCROLL_MIDDLE) {
-			/* Abort if no button is clicked any more. */
-			if (!_left_button_down) {
-				w->flags4 &= ~WF_SCROLL_MIDDLE;
-				SetWindowDirty(w);
-				break;
-			}
-
-			if (w->flags4 & WF_HSCROLL) {
-				sb = &w->hscroll;
-				i = _cursor.pos.x - _cursorpos_drag_start.x;
-			} else if (w->flags4 & WF_SCROLL2){
-				sb = &w->vscroll2;
-				i = _cursor.pos.y - _cursorpos_drag_start.y;
-			} else {
-				sb = &w->vscroll;
-				i = _cursor.pos.y - _cursorpos_drag_start.y;
-			}
-
-			/* Find the item we want to move to and make sure it's inside bounds. */
-			pos = min(max(0, i + _scrollbar_start_pos) * sb->count / _scrollbar_size, max(0, sb->count - sb->cap));
-			if (pos != sb->pos) {
-				sb->pos = pos;
-				SetWindowDirty(w);
-			}
-			return false;
-		}
-	}
-
-	_scrolling_scrollbar = false;
-	return false;
-}
-
-static bool HandleViewportScroll()
-{
-	WindowEvent e;
-	Window *w;
-
-	bool scrollwheel_scrolling = _patches.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
-
-	if (!_scrolling_viewport) return true;
-
-	w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
-
-	if (!(_right_button_down || scrollwheel_scrolling) || w == NULL) {
-		_cursor.fix_at = false;
-		_scrolling_viewport = false;
-		return true;
-	}
-
-	if (WP(w, vp_d).follow_vehicle != INVALID_VEHICLE && w == FindWindowById(WC_MAIN_WINDOW, 0)) {
-		/* If the main window is following a vehicle, then first let go of it! */
-		const Vehicle *veh = GetVehicle(WP(w, vp_d).follow_vehicle);
-		ScrollMainWindowTo(veh->x_pos, veh->y_pos, true); /* This also resets follow_vehicle */
-		return true;
-	}
-
-	if (_patches.reverse_scroll) {
-		e.we.scroll.delta.x = -_cursor.delta.x;
-		e.we.scroll.delta.y = -_cursor.delta.y;
-	} else {
-		e.we.scroll.delta.x = _cursor.delta.x;
-		e.we.scroll.delta.y = _cursor.delta.y;
-	}
-
-	if (scrollwheel_scrolling) {
-		/* We are using scrollwheels for scrolling */
-		e.we.scroll.delta.x = _cursor.h_wheel;
-		e.we.scroll.delta.y = _cursor.v_wheel;
-		_cursor.v_wheel = 0;
-		_cursor.h_wheel = 0;
-	}
-
-	/* Create a scroll-event and send it to the window */
-	e.event = WE_SCROLL;
-	w->wndproc(w, &e);
-
-	_cursor.delta.x = 0;
-	_cursor.delta.y = 0;
-	return false;
-}
-
-/** Check if a window can be made 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 on-top
- * @return false if the window has an active modal child, true otherwise */
-static bool MaybeBringWindowToFront(const Window *w)
-{
-	bool bring_to_front = false;
-	Window* const *wz;
-	Window* const *uz;
-
-	if (w->window_class == WC_MAIN_WINDOW ||
-			IsVitalWindow(w) ||
-			w->window_class == WC_TOOLTIPS ||
-			w->window_class == WC_DROPDOWN_MENU) {
-		return true;
-	}
-
-	wz = FindWindowZPosition(w);
-	for (uz = wz; ++uz != _last_z_window;) {
-		Window *u = *uz;
-
-		/* A modal child will prevent the activation of the parent window */
-		if (u->parent == w && (u->desc_flags & WDF_MODAL)) {
-			u->flags4 |= WF_WHITE_BORDER_MASK;
-			SetWindowDirty(u);
-			return false;
-		}
-
-		if (u->window_class == WC_MAIN_WINDOW ||
-				IsVitalWindow(u) ||
-				u->window_class == WC_TOOLTIPS ||
-				u->window_class == WC_DROPDOWN_MENU) {
-			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;
-}
-
-/** Send a message from one window to another. The receiving window is found by
- * @param w Window pointer pointing to the other window
- * @param msg Specifies the message to be sent
- * @param wparam Specifies additional message-specific information
- * @param lparam Specifies additional message-specific information
- */
-static void SendWindowMessageW(Window *w, uint msg, uint wparam, uint lparam)
-{
-	WindowEvent e;
-
-	e.event             = WE_MESSAGE;
-	e.we.message.msg    = msg;
-	e.we.message.wparam = wparam;
-	e.we.message.lparam = lparam;
-
-	w->wndproc(w, &e);
-}
-
-/** Send a message from one window to another. The receiving window is found by
- * @param wnd_class see WindowClass class AND
- * @param wnd_num see WindowNumber number, mostly 0
- * @param msg Specifies the message to be sent
- * @param wparam Specifies additional message-specific information
- * @param lparam Specifies additional message-specific information
- */
-void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam)
-{
-	Window *w = FindWindowById(wnd_class, wnd_num);
-	if (w != NULL) SendWindowMessageW(w, msg, wparam, lparam);
-}
-
-/** Send a message from one window to another. The message will be sent
- * to ALL windows of the windowclass specified in the first parameter
- * @param wnd_class see WindowClass class
- * @param msg Specifies the message to be sent
- * @param wparam Specifies additional message-specific information
- * @param lparam Specifies additional message-specific information
- */
-void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		if ((*wz)->window_class == wnd_class) SendWindowMessageW(*wz, msg, wparam, lparam);
-	}
-}
-
-/** Handle keyboard input.
- * @param key Lower 8 bits contain the ASCII character, the higher
- * 16 bits the keycode */
-void HandleKeypress(uint32 key)
-{
-	Window* const *wz;
-	WindowEvent e;
-	/* Stores if a window with a textfield for typing is open
-	 * If this is the case, keypress events are only passed to windows with text fields and
-	 * to thein this main toolbar. */
-	bool query_open = false;
-
-	/*
-	* During the generation of the world, there might be
-	* another thread that is currently building for example
-	* a road. To not interfere with those tasks, we should
-	* NOT change the _current_player here.
-	*
-	* This is not necessary either, as the only events that
-	* can be handled are the 'close application' events
-	*/
-	if (!IsGeneratingWorld()) _current_player = _local_player;
-
-	/* Setup event */
-	e.event = WE_KEYPRESS;
-	e.we.keypress.key     = GB(key,  0, 16);
-	e.we.keypress.keycode = GB(key, 16, 16);
-	e.we.keypress.cont = true;
-
-	/*
-	 * 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 (e.we.keypress.key >= 0xE000 && e.we.keypress.key <= 0xF8FF) e.we.keypress.key = 0;
-
-	/*
-	 * If both key and keycode is zero, we don't bother to process the event.
-	 */
-	if (e.we.keypress.key == 0 && e.we.keypress.keycode == 0) return;
-
-	/* check if we have a query string window open before allowing hotkeys */
-	if (FindWindowById(WC_QUERY_STRING,            0) != NULL ||
-			FindWindowById(WC_SEND_NETWORK_MSG,        0) != NULL ||
-			FindWindowById(WC_GENERATE_LANDSCAPE,      0) != NULL ||
-			FindWindowById(WC_CONSOLE,                 0) != NULL ||
-			FindWindowById(WC_SAVELOAD,                0) != NULL ||
-			FindWindowById(WC_COMPANY_PASSWORD_WINDOW, 0) != NULL) {
-		query_open = true;
-	}
-
-	/* Call the event, start with the uppermost window. */
-	for (wz = _last_z_window; wz != _z_windows;) {
-		Window *w = *--wz;
-
-		/* if a query window is open, only call the event for certain window types */
-		if (query_open &&
-				w->window_class != WC_QUERY_STRING &&
-				w->window_class != WC_SEND_NETWORK_MSG &&
-				w->window_class != WC_GENERATE_LANDSCAPE &&
-				w->window_class != WC_CONSOLE &&
-				w->window_class != WC_SAVELOAD &&
-				w->window_class != WC_COMPANY_PASSWORD_WINDOW) {
-			continue;
-		}
-		w->wndproc(w, &e);
-		if (!e.we.keypress.cont) break;
-	}
-
-	if (e.we.keypress.cont) {
-		Window *w = FindWindowById(WC_MAIN_TOOLBAR, 0);
-		/* When there is no toolbar w is null, check for that */
-		if (w != NULL) w->wndproc(w, &e);
-	}
-}
-
-void HandleCtrlChanged()
-{
-	WindowEvent e;
-
-	e.event = WE_CTRL_CHANGED;
-	e.we.ctrl.cont = true;
-
-	/* Call the event, start with the uppermost window. */
-	for (Window* const *wz = _last_z_window; wz != _z_windows;) {
-		Window *w = *--wz;
-		w->wndproc(w, &e);
-		if (!e.we.ctrl.cont) break;
-	}
-}
-
-extern void UpdateTileSelection();
-extern bool VpHandlePlaceSizingDrag();
-
-static int _input_events_this_tick = 0;
-
-static void HandleAutoscroll()
-{
-	Window *w;
-	ViewPort *vp;
-	int x = _cursor.pos.x;
-	int y = _cursor.pos.y;
-
-	if (_input_events_this_tick != 0) {
-		/* HandleAutoscroll is called only once per GameLoop() - so we can clear the counter here */
-		_input_events_this_tick = 0;
-		/* there were some inputs this tick, don't scroll ??? */
-		return;
-	}
-
-	if (_patches.autoscroll && _game_mode != GM_MENU && !IsGeneratingWorld()) {
-		w = FindWindowFromPt(x, y);
-		if (w == NULL || w->flags4 & WF_DISABLE_VP_SCROLL) return;
-		vp = IsPtInWindowViewport(w, x, y);
-		if (vp != NULL) {
-			x -= vp->left;
-			y -= vp->top;
-			/* here allows scrolling in both x and y axis */
-#define scrollspeed 3
-			if (x - 15 < 0) {
-				WP(w, vp_d).dest_scrollpos_x += ScaleByZoom((x - 15) * scrollspeed, vp->zoom);
-			} else if (15 - (vp->width - x) > 0) {
-				WP(w, vp_d).dest_scrollpos_x += ScaleByZoom((15 - (vp->width - x)) * scrollspeed, vp->zoom);
-			}
-			if (y - 15 < 0) {
-				WP(w, vp_d).dest_scrollpos_y += ScaleByZoom((y - 15) * scrollspeed, vp->zoom);
-			} else if (15 - (vp->height - y) > 0) {
-				WP(w, vp_d).dest_scrollpos_y += ScaleByZoom((15 - (vp->height - y)) * scrollspeed, vp->zoom);
-			}
-#undef scrollspeed
-		}
-	}
-}
-
-enum MouseClick {
-	MC_NONE = 0,
-	MC_LEFT,
-	MC_RIGHT,
-	MC_DOUBLE_LEFT,
-
-	MAX_OFFSET_DOUBLE_CLICK = 5,     ///< How much the mouse is allowed to move to call it a double click
-	TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
-};
-
-void MouseLoop(MouseClick click, int mousewheel)
-{
-	int x,y;
-	Window *w;
-	ViewPort *vp;
-	bool scrollwheel_scrolling = _patches.scrollwheel_scrolling == 1 && (_cursor.v_wheel != 0 || _cursor.h_wheel != 0);
-
-	DecreaseWindowCounters();
-	HandlePlacePresize();
-	UpdateTileSelection();
-	if (!VpHandlePlaceSizingDrag())  return;
-	if (!HandleDragDrop())           return;
-	if (!HandlePopupMenu())          return;
-	if (!HandleWindowDragging())     return;
-	if (!HandleScrollbarScrolling()) return;
-	if (!HandleViewportScroll())     return;
-	if (!HandleMouseOver())          return;
-
-	x = _cursor.pos.x;
-	y = _cursor.pos.y;
-
-	if (click == MC_NONE && mousewheel == 0 && !scrollwheel_scrolling) return;
-
-	w = FindWindowFromPt(x, y);
-	if (w == NULL) return;
-	if (!MaybeBringWindowToFront(w)) return;
-	vp = IsPtInWindowViewport(w, x, y);
-
-	/* Don't allow any action in a viewport if either in menu of in generating world */
-	if (vp != NULL && (_game_mode == GM_MENU || IsGeneratingWorld())) return;
-
-	if (mousewheel != 0) {
-		if (_patches.scrollwheel_scrolling == 0) {
-			/* Scrollwheel is in zoom mode. Make the zoom event. */
-			WindowEvent e;
-
-			/* Send WE_MOUSEWHEEL event to window */
-			e.event = WE_MOUSEWHEEL;
-			e.we.wheel.wheel = mousewheel;
-			w->wndproc(w, &e);
-		}
-
-		/* Dispatch a MouseWheelEvent for widgets if it is not a viewport */
-		if (vp == NULL) DispatchMouseWheelEvent(w, GetWidgetFromPos(w, x - w->left, y - w->top), mousewheel);
-	}
-
-	if (vp != NULL) {
-		if (scrollwheel_scrolling) click = MC_RIGHT; // we are using the scrollwheel in a viewport, so we emulate right mouse button
-		switch (click) {
-			case MC_DOUBLE_LEFT:
-			case MC_LEFT:
-				DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
-				if (_thd.place_mode != VHM_NONE &&
-						/* query button and place sign button work in pause mode */
-						_cursor.sprite != SPR_CURSOR_QUERY &&
-						_cursor.sprite != SPR_CURSOR_SIGN &&
-						_pause_game != 0 &&
-						!_cheats.build_in_pause.value) {
-					return;
-				}
-
-				if (_thd.place_mode == VHM_NONE) {
-					HandleViewportClicked(vp, x, y);
-				} else {
-					PlaceObject();
-				}
-				break;
-
-			case MC_RIGHT:
-				if (!(w->flags4 & WF_DISABLE_VP_SCROLL)) {
-					_scrolling_viewport = true;
-					_cursor.fix_at = true;
-				}
-				break;
-
-			default:
-				break;
-		}
-	} else {
-		switch (click) {
-			case MC_DOUBLE_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, true);
-				/* fallthough, and also give a single-click for backwards compatible */
-			case MC_LEFT: DispatchLeftClickEvent(w, x - w->left, y - w->top, false); break;
-			default:
-				if (!scrollwheel_scrolling || w == NULL || w->window_class != WC_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. */
-				/* fallthough */
-			case MC_RIGHT: DispatchRightClickEvent(w, x - w->left, y - w->top); break;
-		}
-	}
-}
-
-void HandleMouseEvents()
-{
-	static int double_click_time = 0;
-	static int double_click_x = 0;
-	static int double_click_y = 0;
-	MouseClick click;
-	int mousewheel;
-
-	/*
-	 * During the generation of the world, there might be
-	 * another thread that is currently building for example
-	 * a road. To not interfere with those tasks, we should
-	 * NOT change the _current_player here.
-	 *
-	 * This is not necessary either, as the only events that
-	 * can be handled are the 'close application' events
-	 */
-	if (!IsGeneratingWorld()) _current_player = _local_player;
-
-	/* Mouse event? */
-	click = MC_NONE;
-	if (_left_button_down && !_left_button_clicked) {
-		click = MC_LEFT;
-		if (double_click_time != 0 && _realtime_tick - double_click_time   < TIME_BETWEEN_DOUBLE_CLICK &&
-			  double_click_x != 0    && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK  &&
-			  double_click_y != 0    && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
-			click = MC_DOUBLE_LEFT;
-		}
-		double_click_time = _realtime_tick;
-		double_click_x = _cursor.pos.x;
-		double_click_y = _cursor.pos.y;
-		_left_button_clicked = true;
-		_input_events_this_tick++;
-	} else if (_right_button_clicked) {
-		_right_button_clicked = false;
-		click = MC_RIGHT;
-		_input_events_this_tick++;
-	}
-
-	mousewheel = 0;
-	if (_cursor.wheel) {
-		mousewheel = _cursor.wheel;
-		_cursor.wheel = 0;
-		_input_events_this_tick++;
-	}
-
-	MouseLoop(click, mousewheel);
-}
-
-void InputLoop()
-{
-	HandleMouseEvents();
-	HandleAutoscroll();
-}
-
-void UpdateWindows()
-{
-	Window* const *wz;
-	static int we4_timer = 0;
-	int t = we4_timer + 1;
-
-	if (t >= 100) {
-		for (wz = _last_z_window; wz != _z_windows;) {
-			CallWindowEventNP(*--wz, WE_4);
-		}
-		t = 0;
-	}
-	we4_timer = t;
-
-	for (wz = _last_z_window; wz != _z_windows;) {
-		Window *w = *--wz;
-		if (w->flags4 & WF_WHITE_BORDER_MASK) {
-			w->flags4 -= WF_WHITE_BORDER_ONE;
-
-			if (!(w->flags4 & WF_WHITE_BORDER_MASK)) SetWindowDirty(w);
-		}
-	}
-
-	DrawDirtyBlocks();
-
-	FOR_ALL_WINDOWS(wz) {
-		if ((*wz)->viewport != NULL) UpdateViewportPosition(*wz);
-	}
-	DrawChatMessage();
-	/* Redraw mouse cursor in case it was hidden */
-	DrawMouseCursor();
-}
-
-
-int GetMenuItemIndex(const Window *w, int x, int y)
-{
-	if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) {
-		y /= 10;
-
-		if (y < WP(w, const menu_d).item_count &&
-				!HasBit(WP(w, const menu_d).disabled_items, y)) {
-			return y;
-		}
-	}
-	return -1;
-}
-
-void InvalidateWindow(WindowClass cls, WindowNumber number)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (w->window_class == cls && w->window_number == number) SetWindowDirty(w);
-	}
-}
-
-void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (w->window_class == cls && w->window_number == number) {
-			w->InvalidateWidget(widget_index);
-		}
-	}
-}
-
-void InvalidateWindowClasses(WindowClass cls)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		if ((*wz)->window_class == cls) SetWindowDirty(*wz);
-	}
-}
-
-void InvalidateThisWindowData(Window *w)
-{
-	CallWindowEventNP(w, WE_INVALIDATE_DATA);
-	SetWindowDirty(w);
-}
-
-void InvalidateWindowData(WindowClass cls, WindowNumber number)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		if (w->window_class == cls && w->window_number == number) InvalidateThisWindowData(w);
-	}
-}
-
-void InvalidateWindowClassesData(WindowClass cls)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		if ((*wz)->window_class == cls) InvalidateThisWindowData(*wz);
-	}
-}
-
-void CallWindowTickEvent()
-{
-	Window* const *wz;
-
-	for (wz = _last_z_window; wz != _z_windows;) {
-		CallWindowEventNP(*--wz, WE_TICK);
-	}
-}
-
-void DeleteNonVitalWindows()
-{
-	Window* const *wz;
-
-restart_search:
-	/* When we find the window to delete, we need to restart the search
-	 * as deleting this window could cascade in deleting (many) others
-	 * anywhere in the z-array */
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		if (w->window_class != WC_MAIN_WINDOW &&
-				w->window_class != WC_SELECT_GAME &&
-				w->window_class != WC_MAIN_TOOLBAR &&
-				w->window_class != WC_STATUS_BAR &&
-				w->window_class != WC_TOOLBAR_MENU &&
-				w->window_class != WC_TOOLTIPS &&
-				(w->flags4 & WF_STICKY) == 0) { // do not delete windows which are 'pinned'
-
-			DeleteWindow(w);
-			goto restart_search;
-		}
-	}
-}
-
-/** 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 DeleteAllNonVitalWindows()
-{
-	Window* const *wz;
-
-	/* Delete every window except for stickied ones, then sticky ones as well */
-	DeleteNonVitalWindows();
-
-restart_search:
-	/* When we find the window to delete, we need to restart the search
-	 * as deleting this window could cascade in deleting (many) others
-	 * anywhere in the z-array */
-	FOR_ALL_WINDOWS(wz) {
-		if ((*wz)->flags4 & WF_STICKY) {
-			DeleteWindow(*wz);
-			goto restart_search;
-		}
-	}
-}
-
-/** Delete all always on-top windows to get an empty screen */
-void HideVitalWindows()
-{
-	DeleteWindowById(WC_TOOLBAR_MENU, 0);
-	DeleteWindowById(WC_MAIN_TOOLBAR, 0);
-	DeleteWindowById(WC_STATUS_BAR, 0);
-}
-
-int PositionMainToolbar(Window *w)
-{
-	DEBUG(misc, 5, "Repositioning Main Toolbar...");
-
-	if (w == NULL || w->window_class != WC_MAIN_TOOLBAR) {
-		w = FindWindowById(WC_MAIN_TOOLBAR, 0);
-	}
-
-	switch (_patches.toolbar_pos) {
-		case 1:  w->left = (_screen.width - w->width) / 2; break;
-		case 2:  w->left = _screen.width - w->width; break;
-		default: w->left = 0;
-	}
-	SetDirtyBlocks(0, 0, _screen.width, w->height); // invalidate the whole top part
-	return w->left;
-}
-
-void RelocateAllWindows(int neww, int newh)
-{
-	Window* const *wz;
-
-	FOR_ALL_WINDOWS(wz) {
-		Window *w = *wz;
-		int left, top;
-
-		if (w->window_class == WC_MAIN_WINDOW) {
-			ViewPort *vp = w->viewport;
-			vp->width = w->width = neww;
-			vp->height = w->height = newh;
-			vp->virtual_width = ScaleByZoom(neww, vp->zoom);
-			vp->virtual_height = ScaleByZoom(newh, vp->zoom);
-			continue; // don't modify top,left
-		}
-
-		/* XXX - this probably needs something more sane. For example specying
-		 * in a 'backup'-desc that the window should always be centred. */
-		switch (w->window_class) {
-			case WC_MAIN_TOOLBAR:
-				if (neww - w->width != 0) {
-					ResizeWindow(w, min(neww, 640) - w->width, 0);
-
-					WindowEvent e;
-					e.event = WE_RESIZE;
-					e.we.sizing.size.x = w->width;
-					e.we.sizing.size.y = w->height;
-					e.we.sizing.diff.x = neww - w->width;
-					e.we.sizing.diff.y = 0;
-					w->wndproc(w, &e);
-				}
-
-				top = w->top;
-				left = PositionMainToolbar(w); // changes toolbar orientation
-				break;
-
-			case WC_SELECT_GAME:
-			case WC_GAME_OPTIONS:
-			case WC_NETWORK_WINDOW:
-				top = (newh - w->height) >> 1;
-				left = (neww - w->width) >> 1;
-				break;
-
-			case WC_NEWS_WINDOW:
-				top = newh - w->height;
-				left = (neww - w->width) >> 1;
-				break;
-
-			case WC_STATUS_BAR:
-				ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
-				top = newh - w->height;
-				left = (neww - w->width) >> 1;
-				break;
-
-			case WC_SEND_NETWORK_MSG:
-				ResizeWindow(w, Clamp(neww, 320, 640) - w->width, 0);
-				top = (newh - 26); // 26 = height of status bar + height of chat bar
-				left = (neww - w->width) >> 1;
-				break;
-
-			case WC_CONSOLE:
-				IConsoleResize(w);
-				continue;
-
-			default: {
-				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;
-
-				const Window *wt = FindWindowById(WC_MAIN_TOOLBAR, 0);
-				if (wt != NULL) {
-					if (top < wt->height) top = wt->height;
-					if (top >= newh) top = newh - 1;
-				} else {
-					if (top < 0) top = 0;
-				}
-			} break;
-		}
-
-		if (w->viewport != NULL) {
-			w->viewport->left += left - w->left;
-			w->viewport->top += top - w->top;
-		}
-
-		w->left = left;
-		w->top = top;
-	}
-}
diff -Naur play/src/window_func.h windows_split/src/window_func.h
--- play/src/window_func.h	2008-01-19 10:18:10.000000000 +0100
+++ windows_split/src/window_func.h	2008-04-04 21:18:03.000000000 +0200
@@ -5,45 +5,114 @@
 #ifndef WINDOW_FUNC_H
 #define WINDOW_FUNC_H
 
+#include "core/geometry_type.hpp"
 #include "window_type.h"
 #include "player_type.h"
 
-/**
- * Marks the window as dirty for repaint.
- *
- * @ingroup dirty
- */
-void SetWindowDirty(const Window *w);
-void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam);
-void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam);
 
-Window *FindWindowById(WindowClass cls, WindowNumber number);
-void DeleteWindow(Window *w);
-void ChangeWindowOwner(PlayerID old_player, PlayerID new_player);
+extern Window *_z_windows[];	///< Window stack, lowest window (behind all others) is at index 0
+extern Window **_last_z_window; ///< always points to the next free space in the z-array
+#define FOR_ALL_WINDOWS(wz) for (wz = _z_windows; wz != _last_z_window; wz++)
 
-void ResizeWindow(Window *w, int x, int y);
-int PositionMainToolbar(Window *w);
 
+extern Point _cursorpos_drag_start;
+
+extern int _scrollbar_start_pos;
+extern int _scrollbar_size;
+extern byte _scroller_click_timeout;
+
+extern bool _scrolling_scrollbar;
+extern bool _scrolling_viewport;
+extern bool _popup_menu_active;
+
+extern byte _special_mouse_mode;
+enum SpecialMouseMode {
+	WSM_NONE     = 0,
+	WSM_DRAGDROP = 1,
+	WSM_SIZING   = 2,
+	WSM_PRESIZE  = 3,
+};
+
+
+/* =============================================
+ * Handling of external input
+ */
 void InitWindowSystem();
 void UnInitWindowSystem();
 void ResetWindowSystem();
-void SetupColorsAndInitialWindow();
+
 void InputLoop();
-void InvalidateThisWindowData(Window *w);
-void InvalidateWindowData(WindowClass cls, WindowNumber number);
-void RelocateAllWindows(int neww, int newh);
+void HandleMouseEvents();
 
-void DeleteNonVitalWindows();
-void DeleteAllNonVitalWindows();
-void HideVitalWindows();
-void ShowVitalWindows();
+void HandleCtrlChanged();
+void HandleKeypress(uint32 key);
+
+void UpdateWindows();
+void CallWindowTickEvent();
+
+void DrawOverlappedWindowForAll(int left, int top, int right, int bottom);
+
+Window *FindWindowFromPt(int x, int y);
+
+/* -------------------------------------
+ * Window scrollbars and window dragging/sizing handling
+ */
+void StartWindowSizing(Window *w);
+void StartWindowDrag(Window *w);
+
+/* -------------------------------------
+ * Event dispatching
+ */
+Window *GetCallbackWnd();
+
+/* -------------------------------------
+ * Special window functions for GUI users
+ */
+Window *FindWindowById(WindowClass cls, WindowNumber number);
 Window **FindWindowZPosition(const Window *w);
 
+void DeleteWindowById(WindowClass cls, WindowNumber number);
+void DeleteWindowByClass(WindowClass cls);
+void DeletePlayerWindows(PlayerID id);
+void ChangeWindowOwner(PlayerID old_player, PlayerID new_player);
+
+/* -------------------------------------
+ * Invalidating windows or window contents
+ */
 void InvalidateWindow(WindowClass cls, WindowNumber number);
 void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index);
 void InvalidateWindowClasses(WindowClass cls);
+void InvalidateWindowData(WindowClass cls, WindowNumber number);
 void InvalidateWindowClassesData(WindowClass cls);
-void DeleteWindowById(WindowClass cls, WindowNumber number);
-void DeleteWindowByClass(WindowClass cls);
+
+/* -------------------------------------
+ * Window deletion
+ */
+void DeleteNonVitalWindows();
+void DeleteAllNonVitalWindows();
+void HideVitalWindows();
+
+/* -------------------------------------
+ * Resizing the game application screen
+ */
+void RelocateAllWindows(int neww, int newh);
+
+/* -------------------------------------
+ * Sending/broadcasting messages to other windows
+ */
+void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam);
+void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam);
+int PositionMainToolbar(Window *w);
+
+/* -------------------------------------
+ * Window event dispatching
+ */
+void CallWindowEventNP(Window *w, int event);
+
+
+/* main_gui.cpp */
+void ShowVitalWindows();
+void SetupColorsAndInitialWindow();
 
 #endif /* WINDOW_FUNC_H */
+
diff -Naur play/src/window_gui.h windows_split/src/window_gui.h
--- play/src/window_gui.h	2008-03-29 15:26:51.000000000 +0100
+++ windows_split/src/window_gui.h	2008-04-01 22:36:34.000000000 +0200
@@ -73,6 +73,9 @@
 	WIDGET_LIST_END = -1, ///< indicate the end of widgets' list for vararg functions
 };
 
+/**
+ * Window widget data structure
+ */
 struct Widget {
 	byte type;                        ///< Widget type, see WindowWidgetTypes
 	byte display_flags;               ///< Resize direction, alignment, etc. during resizing, see ResizeFlags
@@ -82,6 +85,9 @@
 	StringID tooltips;                ///< Tooltips that are shown when rightclicking on a widget
 };
 
+/**
+ * Flags to describe the look of the frame
+ */
 enum FrameFlags {
 	FR_NONE         =  0,
 	FR_TRANSPARENT  =  1 << 0,  ///< Makes the background transparent if set
@@ -92,21 +98,25 @@
 
 DECLARE_ENUM_AS_BIT_SET(FrameFlags);
 
+/* wiget.cpp */
 void DrawFrameRect(int left, int top, int right, int bottom, int color, FrameFlags flags);
 
+/**
+ * Available window events
+ */
 enum WindowEventCodes {
-	WE_CREATE,
-	WE_DESTROY,
-	WE_PAINT,
-	WE_KEYPRESS,
-	WE_CLICK,
-	WE_DOUBLE_CLICK,
-	WE_RCLICK,
+	WE_CREATE,		///< Initialize the Window
+	WE_DESTROY,		///< Prepare for deletion of the window
+	WE_PAINT,		///< Repaint the window contents
+	WE_KEYPRESS,		///< Key pressed
+	WE_CLICK,		///< Left mouse button click
+	WE_DOUBLE_CLICK,	///< Left mouse button double click
+	WE_RCLICK,		///< Right mouse button click
 	WE_MOUSEOVER,
 	WE_MOUSELOOP,
 	WE_MOUSEWHEEL,
-	WE_TICK,
-	WE_4,
+	WE_TICK,		///< Regularly occurring event (about once every 20 seconds orso, 10 days) for slowly changing content (typically list sorting)
+	WE_4,			///< Regularly occurring event for updating continuously changing window content (other than view ports), or timer expiring
 	WE_TIMEOUT,
 	WE_PLACE_OBJ,
 	WE_ABORT_PLACE_OBJ,
@@ -119,13 +129,17 @@
 	WE_PLACE_MOUSEUP,
 	WE_PLACE_PRESIZE,
 	WE_DROPDOWN_SELECT,
-	WE_RESIZE,
-	WE_MESSAGE,
+	WE_RESIZE,		///< Request to resize the window, @see WindowEvent.we.resize
+	WE_MESSAGE,		///< Receipt of a message from another window. @see WindowEvent.we.message, SendWindowMessage(), SendWindowMessageClass()
 	WE_SCROLL,
-	WE_INVALIDATE_DATA,
-	WE_CTRL_CHANGED,
+	WE_INVALIDATE_DATA,	///< Notification that data displayed by the window is obsolete
+	WE_CTRL_CHANGED,	///< CTRL key has changed state
 };
 
+/**
+ * Data structures for additional data associated with a window event
+ * @see WindowEventCodes
+ */
 struct WindowEvent {
 	byte event;
 	union {
@@ -200,27 +214,40 @@
 	} we;
 };
 
+/**
+ * High level window description
+ */
 struct WindowDesc {
-	int16 left, top, minimum_width, minimum_height, default_width, default_height;
-	WindowClass cls;
-	WindowClass parent_cls;
-	uint32 flags;
-	const Widget *widgets;
-	WindowProc *proc;
+	int16 left,		///< Prefered x position of left edge of the window, @see WindowDefaultPosition()
+	      top,		///< Prefered y position of the top of the window, @see WindowDefaultPosition()
+	      minimum_width,	///< Minimal width of the window
+	      minimum_height,	///< Minimal height of the window
+	      default_width,	///< Prefered initial width of the window
+	      default_height;	///< Prefered initial height of the window
+	WindowClass cls;	///< Class of the window, @see WindowClass
+	WindowClass parent_cls;	///< Class of the parent window, @see WindowClass
+	uint32 flags;		///< Flags, @see WindowDefaultFlags
+	const Widget *widgets;	///< List of widgets with their position and size for the window
+	WindowProc *proc;	///< Window event handler function for the window
 };
 
+/**
+ * Window default widget/window handling flags
+ */
 enum WindowDefaultFlag {
 	WDF_STD_TOOLTIPS    =   1 << 0, ///< use standard routine when displaying tooltips
-	WDF_DEF_WIDGET      =   1 << 1, ///< default widget control for some widgets in the on click event
-	WDF_STD_BTN         =   1 << 2, ///< default handling for close and drag widgets (widget no 0 and 1)
+	WDF_DEF_WIDGET      =   1 << 1, ///< Default widget control for some widgets in the on click event, @see DispatchLeftClickEvent()
+	WDF_STD_BTN         =   1 << 2, ///< Default handling for close and titlebar widgets (widget no 0 and 1)
 
-	WDF_UNCLICK_BUTTONS =   1 << 4, ///< Unclick buttons when the window event times out */
+	WDF_UNCLICK_BUTTONS =   1 << 4, ///< Unclick buttons when the window event times out
 	WDF_STICKY_BUTTON   =   1 << 5, ///< Set window to sticky mode; they are not closed unless closed with 'X' (widget 2)
-	WDF_RESIZABLE       =   1 << 6, ///< A window can be resized
+	WDF_RESIZABLE       =   1 << 6, ///< Window can be resized
 	WDF_MODAL           =   1 << 7, ///< The window is a modal child of some other window, meaning the parent is 'inactive'
 };
 
-/* can be used as x or y coordinates to cause a specific placement */
+/**
+ * Special values for 'left' and 'top' to cause a specific placement
+ */
 enum WindowDefaultPosition {
 	WDP_AUTO      = -1, ///< Find a place automatically
 	WDP_CENTER    = -2, ///< Center the window (left/right or top/bottom)
@@ -230,46 +257,65 @@
 
 #define WP(ptr, str) (*(str*)(ptr)->custom)
 
+/**
+ * Scrollbar data structure
+ */
 struct Scrollbar {
-	uint16 count, cap, pos;
+	uint16 count,	///< Number of elements in the list
+	       cap,	///< Number of visible elements of the scroll bar
+	       pos;
 };
 
+/**
+ * Data structure for resizing a window
+ */
 struct ResizeInfo {
-	uint width; ///< Minimum width and height
-	uint height;
-	uint step_width; ///< In how big steps the width and height go
-	uint step_height;
+	uint width;		///< Minimum allowed width of the window
+	uint height;		///< Minimum allowed height of the window
+	uint step_width;	///< Step-size of width resize changes
+	uint step_height;	///< Step-size of height resize changes
 };
 
+/**
+ * Message data structure for messages sent between winodows
+ * @see SendWindowMessageW()
+ */
 struct WindowMessage {
 	int msg;
 	int wparam;
 	int lparam;
 };
 
+/**
+ * Data structure for an opened window
+ */
 struct Window {
-	uint16 flags4;
-	WindowClass window_class;
+	uint16 flags4;			///< Window flags, @see WindowFlags
+	WindowClass window_class;	///< Window class
 	WindowNumber window_number;
 
-	int left, top;
-	int width, height;
-
-	Scrollbar hscroll, vscroll, vscroll2;
-	ResizeInfo resize;
-
-	byte caption_color;
-
-	WindowProc *wndproc;
-	ViewPort *viewport;
-	const Widget *original_widget;
-	Widget *widget;
-	uint widget_count;
-	uint32 desc_flags;
-
-	WindowMessage message;
-	Window *parent;
-	byte custom[WINDOW_CUSTOM_SIZE];
+	int left,	///< x position of left edge of the window
+	    top,	///< y position of top edge of the window
+	    width,	///< width of the window (number of pixels to the right in x direction)
+	    height;	///< Height of the window (number of pixels down in y direction)
+
+	Scrollbar hscroll,	///< Horizontal scroll bar
+	          vscroll,	///< First vertical scroll bar
+	          vscroll2;	///< Second vertical scroll bar
+	ResizeInfo resize;	///< Resize information
+
+	byte caption_color;	///< Background color of the window caption, contains PlayerID
+
+	WindowProc *wndproc;	///< Event handler function for the window
+	ViewPort *viewport;	///< Pointer to viewport, if present
+	const Widget *original_widget;	///< Original widget layout, copied from WindowDesc
+	Widget *widget;		///< Widgets of the window
+	uint widget_count;	///< Number of widgets of the window
+	uint32 desc_flags;	///< Window/widgets default flags setting, @see WindowDefaultFlag
+
+	WindowMessage message;	///< Buffer for storing received messages (for communication between different window events)
+	Window *parent;		///< Parent window
+	byte custom[WINDOW_CUSTOM_SIZE];	///< Additional data depending on window type
 
 	void HandleButtonClick(byte widget);
 
@@ -429,28 +475,31 @@
 };
 
 
+/**
+ * Window widget types
+ */
 enum WindowWidgetTypes {
-	WWT_EMPTY,
+	WWT_EMPTY,	///< Empty widget, place holder to reserve space in widget array
 
-	WWT_PANEL,      ///< simple depressed panel
-	WWT_INSET,      ///< pressed (inset) panel, most commonly used as combo box _text_ area
-	WWT_IMGBTN,     ///< button with image
-	WWT_IMGBTN_2,   ///< button with diff image when clicked
-
-	WWT_TEXTBTN,    ///< button with text
-	WWT_TEXTBTN_2,  ///< button with diff text when clicked
-	WWT_LABEL,      ///< centered label
-	WWT_TEXT,       ///< pure simple text
-	WWT_MATRIX,
-	WWT_SCROLLBAR,
-	WWT_FRAME,      ///< frame
-	WWT_CAPTION,
+	WWT_PANEL,      ///< Simple depressed panel
+	WWT_INSET,      ///< Pressed (inset) panel, most commonly used as combo box _text_ area
+	WWT_IMGBTN,     ///< Button with image
+	WWT_IMGBTN_2,   ///< Button with diff image when clicked
+
+	WWT_TEXTBTN,    ///< Button with text
+	WWT_TEXTBTN_2,  ///< Button with diff text when clicked
+	WWT_LABEL,      ///< Centered label
+	WWT_TEXT,       ///< Pure simple text
+	WWT_MATRIX,	///< List items underneath each other
+	WWT_SCROLLBAR,	///< Vertical scrollbar
+	WWT_FRAME,      ///< Frame
+	WWT_CAPTION,	///< Window caption (window title between closebox and stickybox)
 
-	WWT_HSCROLLBAR,
-	WWT_STICKYBOX,
+	WWT_HSCROLLBAR,	///< Horizontal scrollbar
+	WWT_STICKYBOX,	///< Sticky box (normally at top-right of a window)
 	WWT_SCROLL2BAR, ///< 2nd vertical scrollbar
-	WWT_RESIZEBOX,
-	WWT_CLOSEBOX,
+	WWT_RESIZEBOX,	///< Resize box (normally at bottom-right of a window)
+	WWT_CLOSEBOX,	///< Close box (at top-left of a window)
 	WWT_DROPDOWN,   ///< Raised drop down list (regular)
 	WWT_DROPDOWNIN, ///< Inset drop down list (used on game options only)
 	WWT_EDITBOX,    ///< a textbox for typing (don't forget to call ShowOnScreenKeyboard() when clicked)
@@ -465,18 +514,21 @@
 
 #define WIDGETS_END WWT_LAST,   RESIZE_NONE,     0,     0,     0,     0,     0, 0, STR_NULL
 
+/**
+ * Window flags
+ */
 enum WindowFlags {
-	WF_TIMEOUT_SHL       = 0,
-	WF_TIMEOUT_MASK      = 7,
-	WF_DRAGGING          = 1 <<  3,
-	WF_SCROLL_UP         = 1 <<  4,
-	WF_SCROLL_DOWN       = 1 <<  5,
-	WF_SCROLL_MIDDLE     = 1 <<  6,
+	WF_TIMEOUT_SHL       = 0,	///< Window timeout counter shift
+	WF_TIMEOUT_MASK      = 7,	///< Window timeout counter bit mask (3 bits), @see WF_TIMEOUT_SHL
+	WF_DRAGGING          = 1 <<  3,	///< Window is being dragged
+	WF_SCROLL_UP         = 1 <<  4,	///< Upper scroll button has been pressed, @see ScrollbarClickHandler()
+	WF_SCROLL_DOWN       = 1 <<  5,	///< Lower scroll button has been pressed, @see ScrollbarClickHandler()
+	WF_SCROLL_MIDDLE     = 1 <<  6,	///< Scrollbar scrolling, @see ScrollbarClickHandler()
 	WF_HSCROLL           = 1 <<  7,
 	WF_SIZING            = 1 <<  8,
-	WF_STICKY            = 1 <<  9,
+	WF_STICKY            = 1 <<  9,	///< Window is made sticky by user
 
-	WF_DISABLE_VP_SCROLL = 1 << 10,
+	WF_DISABLE_VP_SCROLL = 1 << 10,	///< Window does not do autoscroll, @see HandleAutoscroll()
 
 	WF_WHITE_BORDER_ONE  = 1 << 11,
 	WF_WHITE_BORDER_MASK = 1 << 12 | WF_WHITE_BORDER_ONE,
@@ -484,51 +536,37 @@
 };
 
 /* window.cpp */
-void CallWindowEventNP(Window *w, int event);
-void CallWindowTickEvent();
-
-/**
- * Marks the window as dirty for repaint.
- *
- * @ingroup dirty
- */
-void SetWindowDirty(const Window *w);
-void SendWindowMessage(WindowClass wnd_class, WindowNumber wnd_num, int msg, int wparam, int lparam);
-void SendWindowMessageClass(WindowClass wnd_class, int msg, int wparam, int lparam);
-
-Window *FindWindowById(WindowClass cls, WindowNumber number);
-void DeleteWindow(Window *w);
-void DeletePlayerWindows(PlayerID pi);
-void ChangeWindowOwner(PlayerID old_player, PlayerID new_player);
-Window *BringWindowToFrontById(WindowClass cls, WindowNumber number);
-Window *FindWindowFromPt(int x, int y);
+void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click);
+void DispatchRightClickEvent(Window *w, int x, int y);
+void DispatchMouseWheelEvent(Window *w, int widget, int wheel);
 
+bool IsVitalWindow(const Window *w);
 bool IsWindowOfPrototype(const Window *w, const Widget *widget);
 void AssignWidgetToWindow(Window *w, const Widget *widget);
-Window *AllocateWindow(
-							int x,
-							int y,
-							int width,
-							int height,
-							WindowProc *proc,
-							WindowClass cls,
-							const Widget *widget,
-							void *data = NULL);
+void ResizeWindow(Window *w, int x, int y);
+int GetWidgetFromPos(const Window *w, int x, int y);
+void DrawWindowWidgets(const Window *w);
+int GetMenuItemIndex(const Window *w, int x, int y);
+void InvalidateThisWindowData(Window *w);
+void SetWindowDirty(const Window *w);
+
+void CallWindowEventNP(Window *w, int event);
+void CallWindowTickEvent();
 
+/* window_list.cpp */
+Window *AllocateWindow(	int x, int y, int width, int height,
+			WindowProc *proc, WindowClass cls,
+			const Widget *widget, void *data = NULL);
 Window *AllocateWindowDesc(const WindowDesc *desc, void *data = NULL);
 Window *AllocateWindowDescFront(const WindowDesc *desc, int window_number, void *data = NULL);
 
-void DrawWindowViewport(const Window *w);
-void ResizeWindow(Window *w, int x, int y);
+void DeleteWindow(Window *w);
+Window *FindWindowById(WindowClass cls, WindowNumber number);
 
-void InitWindowSystem();
-void UnInitWindowSystem();
-void ResetWindowSystem();
-int GetMenuItemIndex(const Window *w, int x, int y);
-void InputLoop();
-void InvalidateThisWindowData(Window *w);
-void InvalidateWindowData(WindowClass cls, WindowNumber number);
-void RelocateAllWindows(int neww, int newh);
+extern bool _scrolling_viewport;
+
+/* viewport.cpp */
+void DrawWindowViewport(const Window *w);
 
 /* misc_gui.cpp */
 void GuiShowTooltipsWithArgs(StringID str, uint paramcount, const uint64 params[]);
@@ -538,9 +576,6 @@
 }
 
 /* widget.cpp */
-int GetWidgetFromPos(const Window *w, int x, int y);
-void DrawWindowWidgets(const Window *w);
-
 enum SortButtonState {
 	SBS_OFF,
 	SBS_DOWN,
@@ -549,49 +584,9 @@
 
 void DrawSortButtonState(const Window *w, int widget, SortButtonState state);
 
-
-Window *GetCallbackWnd();
-void DeleteNonVitalWindows();
-void DeleteAllNonVitalWindows();
-void HideVitalWindows();
-void ShowVitalWindows();
-Window **FindWindowZPosition(const Window *w);
-
-/* window.cpp */
-extern Window *_z_windows[];
-extern Window **_last_z_window;
-#define FOR_ALL_WINDOWS(wz) for (wz = _z_windows; wz != _last_z_window; wz++)
-
-extern Point _cursorpos_drag_start;
-
-extern int _scrollbar_start_pos;
-extern int _scrollbar_size;
-extern byte _scroller_click_timeout;
-
-extern bool _scrolling_scrollbar;
-extern bool _scrolling_viewport;
-extern bool _popup_menu_active;
-
-extern byte _special_mouse_mode;
-enum SpecialMouseMode {
-	WSM_NONE     = 0,
-	WSM_DRAGDROP = 1,
-	WSM_SIZING   = 2,
-	WSM_PRESIZE  = 3,
-};
-
+/* widget.cpp */
 void ScrollbarClickHandler(Window *w, const Widget *wi, int x, int y);
-
-/** Evenly distribute some widgets when resizing horizontally (often a button row)
- *  The widgets are presumed to be in a line and numberef from left to right (without gaps)
- * @param w widow to modify
- * @param left The leftmost widget to resize
- * @param right The rightmost widget to resize. Since right side of it is used, remember to set it to RESIZE_RIGHT
- */
 void ResizeButtons(Window *w, byte left, byte right);
-
-/** Resize a widget an shuffle other widgets around to fit.
- */
 void ResizeWindowForWidget(Window *w, int widget, int delta_x, int delta_y);
 
 
diff -Naur play/src/window.cpp windows_split/src/window_list.cpp
--- play/src/window.cpp	2008-03-20 20:56:11.000000000 +0100
+++ windows_split/src/window_list.cpp	2008-04-03 21:36:11.000000000 +0200
@@ -1,6 +1,10 @@
-/* $Id: window.cpp 12371 2008-03-15 20:32:42Z smatz $ */
+/* $Id$ */
 
-/** @file window.cpp windowing system, widgets and events */
+/** @file window_list.cpp
+ * Outermost file of the windowing system.
+ * Handles dispatching of events from the video drivers (mouse, keys, timer),
+ * and manages the stack of opened windows at the screen.
+ */
 
 #include "stdafx.h"
 #include <stdarg.h>
@@ -14,6 +18,7 @@
 #include "genworld.h"
 #include "blitter/factory.hpp"
 #include "window_gui.h"
+#include "window_func.h"
 #include "zoom_func.h"
 #include "core/alloc_func.hpp"
 #include "map_func.h"
@@ -22,11 +27,10 @@
 
 #include "table/sprites.h"
 
-/* delta between mouse cursor and upper left corner of dragged window */
-static Point _drag_delta;
+static Point _drag_delta; //< delta between mouse cursor and upper left corner of dragged window
 
-static Window _windows[MAX_NUMBER_OF_WINDOWS];
-Window *_z_windows[lengthof(_windows)];
+static Window _windows[MAX_NUMBER_OF_WINDOWS];	// @todo: Move this to window.cpp
+Window *_z_windows[lengthof(_windows)];	///< Window stack, lowest window (behind all others) is at index 0
 Window **_last_z_window; ///< always points to the next free space in the z-array
 
 Point _cursorpos_drag_start;
@@ -41,226 +45,37 @@
 
 byte _special_mouse_mode;
 
-
-void CDECL Window::SetWidgetsDisabledState(bool disab_stat, int widgets, ...)
-{
-	va_list wdg_list;
-
-	va_start(wdg_list, widgets);
-
-	while (widgets != WIDGET_LIST_END) {
-		SetWidgetDisabledState(widgets, disab_stat);
-		widgets = va_arg(wdg_list, int);
-	}
-
-	va_end(wdg_list);
-}
-
-void CDECL Window::SetWidgetsHiddenState(bool hidden_stat, int widgets, ...)
-{
-	va_list wdg_list;
-
-	va_start(wdg_list, widgets);
-
-	while (widgets != WIDGET_LIST_END) {
-		SetWidgetHiddenState(widgets, hidden_stat);
-		widgets = va_arg(wdg_list, int);
-	}
-
-	va_end(wdg_list);
-}
-
-void CDECL Window::SetWidgetsLoweredState(bool lowered_stat, int widgets, ...)
-{
-	va_list wdg_list;
-
-	va_start(wdg_list, widgets);
-
-	while (widgets != WIDGET_LIST_END) {
-		SetWidgetLoweredState(widgets, lowered_stat);
-		widgets = va_arg(wdg_list, int);
-	}
-
-	va_end(wdg_list);
-}
-
-void Window::RaiseButtons()
-{
-	uint i;
-
-	for (i = 0; i < this->widget_count; i++) {
-		if (this->IsWidgetLowered(i)) {
-			this->RaiseWidget(i);
-			this->InvalidateWidget(i);
-		}
-	}
-}
-
-void Window::InvalidateWidget(byte widget_index) const
-{
-	const Widget *wi = &this->widget[widget_index];
-
-	/* Don't redraw the window if the widget is invisible or of no-type */
-	if (wi->type == WWT_EMPTY || IsWidgetHidden(widget_index)) return;
-
-	SetDirtyBlocks(this->left + wi->left, this->top + wi->top, this->left + wi->right + 1, this->top + wi->bottom + 1);
-}
-
-void Window::HandleButtonClick(byte widget)
-{
-	this->LowerWidget(widget);
-	this->flags4 |= 5 << WF_TIMEOUT_SHL;
-	this->InvalidateWidget(widget);
-}
-
-static void StartWindowDrag(Window *w);
-static void StartWindowSizing(Window *w);
-
-static void DispatchLeftClickEvent(Window *w, int x, int y, bool double_click)
-{
-	WindowEvent e;
-	const Widget *wi;
-
-	e.we.click.pt.x = x;
-	e.we.click.pt.y = y;
-	e.event = double_click ? WE_DOUBLE_CLICK : WE_CLICK;
-
-	if (w->desc_flags & WDF_DEF_WIDGET) {
-		e.we.click.widget = GetWidgetFromPos(w, x, y);
-		if (e.we.click.widget < 0) return; // exit if clicked outside of widgets
-
-		/* don't allow any interaction if the button has been disabled */
-		if (w->IsWidgetDisabled(e.we.click.widget)) return;
-
-		wi = &w->widget[e.we.click.widget];
-
-		if (wi->type & WWB_MASK) {
-			/* special widget handling for buttons*/
-			switch (wi->type) {
-				case WWT_PANEL   | WWB_PUSHBUTTON: /* WWT_PUSHBTN */
-				case WWT_IMGBTN  | WWB_PUSHBUTTON: /* WWT_PUSHIMGBTN */
-				case WWT_TEXTBTN | WWB_PUSHBUTTON: /* WWT_PUSHTXTBTN */
-					w->HandleButtonClick(e.we.click.widget);
-					break;
-			}
-		} else if (wi->type == WWT_SCROLLBAR || wi->type == WWT_SCROLL2BAR || wi->type == WWT_HSCROLLBAR) {
-			ScrollbarClickHandler(w, wi, e.we.click.pt.x, e.we.click.pt.y);
-		}
-
-		if (w->desc_flags & WDF_STD_BTN) {
-			if (e.we.click.widget == 0) { /* 'X' */
-				DeleteWindow(w);
-				return;
-			}
-
-			if (e.we.click.widget == 1) { /* 'Title bar' */
-				StartWindowDrag(w);
-				return;
-			}
-		}
-
-		if (w->desc_flags & WDF_RESIZABLE && wi->type == WWT_RESIZEBOX) {
-			StartWindowSizing(w);
-			w->InvalidateWidget(e.we.click.widget);
-			return;
-		}
-
-		if (w->desc_flags & WDF_STICKY_BUTTON && wi->type == WWT_STICKYBOX) {
-			w->flags4 ^= WF_STICKY;
-			w->InvalidateWidget(e.we.click.widget);
-			return;
-		}
-	}
-
-	w->wndproc(w, &e);
-}
-
-static void DispatchRightClickEvent(Window *w, int x, int y)
-{
-	WindowEvent e;
-
-	/* default tooltips handler? */
-	if (w->desc_flags & WDF_STD_TOOLTIPS) {
-		e.we.click.widget = GetWidgetFromPos(w, x, y);
-		if (e.we.click.widget < 0)
-			return; // exit if clicked outside of widgets
-
-		if (w->widget[e.we.click.widget].tooltips != 0) {
-			GuiShowTooltips(w->widget[e.we.click.widget].tooltips);
-			return;
-		}
-	}
-
-	e.event = WE_RCLICK;
-	e.we.click.pt.x = x;
-	e.we.click.pt.y = y;
-	w->wndproc(w, &e);
-}
-
-/** Dispatch the mousewheel-action to the window which will scroll any
- * compatible scrollbars if the mouse is pointed over the bar or its contents
- * @param *w Window
- * @param widget the widget where the scrollwheel was used
- * @param wheel scroll up or down
+/* -------------------------------------
+ * Window stack redrawing.
+ * Generate WE_REPAINT events for several windows from a rectangle that needs redrawing
  */
-static void DispatchMouseWheelEvent(Window *w, int widget, int wheel)
-{
-	const Widget *wi1, *wi2;
-	Scrollbar *sb;
-
-	if (widget < 0) return;
-
-	wi1 = &w->widget[widget];
-	wi2 = &w->widget[widget + 1];
-
-	/* The listbox can only scroll if scrolling was done on the scrollbar itself,
-	 * or on the listbox (and the next item is (must be) the scrollbar)
-	 * XXX - should be rewritten as a widget-dependent scroller but that's
-	 * not happening until someone rewrites the whole widget-code */
-	if ((sb = &w->vscroll,  wi1->type == WWT_SCROLLBAR)  || (sb = &w->vscroll2, wi1->type == WWT_SCROLL2BAR)  ||
-			(sb = &w->vscroll2, wi2->type == WWT_SCROLL2BAR) || (sb = &w->vscroll, wi2->type == WWT_SCROLLBAR) ) {
-
-		if (sb->count > sb->cap) {
-			int pos = Clamp(sb->pos + wheel, 0, sb->count - sb->cap);
-			if (pos != sb->pos) {
-				sb->pos = pos;
-				SetWindowDirty(w);
-			}
-		}
-	}
-}
-
-static void DrawOverlappedWindow(Window* const *wz, int left, int top, int right, int bottom);
-
-void DrawOverlappedWindowForAll(int left, int top, int right, int bottom)
-{
-	Window* const *wz;
-	DrawPixelInfo bk;
-	_cur_dpi = &bk;
-
-	FOR_ALL_WINDOWS(wz) {
-		const Window *w = *wz;
-		if (right > w->left &&
-				bottom > w->top &&
-				left < w->left + w->width &&
-				top < w->top + w->height) {
-			DrawOverlappedWindow(wz, left, top, right, bottom);
-		}
-	}
-}
 
+/**
+ * Generate repaint events for the visible part of window *wz 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 wz Pointer into window stack, pointing at the 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* const *wz, int left, int top, int right, int bottom)
 {
 	Window* const *vz = wz;
 	int x;
 
 	while (++vz != _last_z_window) {
-		const Window *v = *vz;
+		const Window *v = *vz; // Window v is more to front in stack than window *wz
 
 		if (right > v->left &&
 				bottom > v->top &&
 				left < v->left + v->width &&
 				top < v->top + v->height) {
+			/* v and rectangle intersect with eeach other */
+
 			if (left < (x = v->left)) {
 				DrawOverlappedWindow(wz, left, top, x, bottom);
 				DrawOverlappedWindow(wz, x, top, right, bottom);
@@ -289,6 +104,7 @@
 		}
 	}
 
+	/* Setup blitter, and dispatch a repaint event to window *wz */
 	{
 		DrawPixelInfo *dp = _cur_dpi;
 		dp->width = right - left;
@@ -298,10 +114,46 @@
 		dp->pitch = _screen.pitch;
 		dp->dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(_screen.dst_ptr, left, top);
 		dp->zoom = ZOOM_LVL_NORMAL;
-		CallWindowEventNP(*wz, WE_PAINT);
+		CallWindowEventNP(*wz, WE_PAINT);	// @todo: *wz is never NULL, so dispatch directly
 	}
 }
 
+/**
+ * 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)
+{
+	Window* const *wz;
+	DrawPixelInfo bk;
+	_cur_dpi = &bk;
+
+	FOR_ALL_WINDOWS(wz) {
+		const Window *w = *wz;
+		if (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(wz, left, top, right, bottom);
+		}
+	}
+}
+
+/* -------------------------------------
+ * Window event dispatching
+ */
+
+/**
+ * Dispatch an event to a possibly non-existing window.
+ * If the window pointer w is \c NULL, the event is not dispatched
+ * @param w Window to dispatch the event to, may be \c NULL
+ * @param event Event to dispatch
+ */
 void CallWindowEventNP(Window *w, int event)
 {
 	WindowEvent e;
@@ -310,12 +162,6 @@
 	w->wndproc(w, &e);
 }
 
-void SetWindowDirty(const Window *w)
-{
-	if (w == NULL) return;
-	SetDirtyBlocks(w->left, w->top, w->left + w->width, w->top + w->height);
-}
-
 /** Find the Window whose parent pointer points to this window
  * @param w parent Window to find child of
  * @return a Window pointer that is the child of w, or NULL otherwise */
@@ -348,6 +194,9 @@
 	return NULL;
 }
 
+/**
+ * Remove window and all its child windows from the window stack
+ */
 void DeleteWindow(Window *w)
 {
 	Window *v;
@@ -381,6 +230,12 @@
 	_last_z_window--;
 }
 
+/**
+ * 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 NULL if not available
+ */
 Window *FindWindowById(WindowClass cls, WindowNumber number)
 {
 	Window* const *wz;
@@ -393,11 +248,20 @@
 	return NULL;
 }
 
+/**
+ * Delete 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
+ */
 void DeleteWindowById(WindowClass cls, WindowNumber number)
 {
 	DeleteWindow(FindWindowById(cls, number));
 }
 
+/**
+ * Delete all windows of a given class
+ * @param cls Window class of windows to delete
+ */
 void DeleteWindowByClass(WindowClass cls)
 {
 	Window* const *wz;
@@ -415,9 +279,10 @@
 	}
 }
 
-/** Delete all windows of a player. We identify windows of a player
- * by looking at the caption colour. If it is equal to the player ID
- * then we say the window belongs to the player and should be deleted
+/**
+ * Delete all windows of a player.
+ * We identify windows of a player by looking at the caption colour.
+ * If it is equal to the player ID then we say the window belongs to the player and should be deleted.
  * @param id PlayerID player identifier */
 void DeletePlayerWindows(PlayerID id)
 {
@@ -439,7 +304,8 @@
 	DeleteWindowById(WC_BUY_COMPANY, id);
 }
 
-/** Change the owner of all the windows one player can take over from another
+/**
+ * Change the owner of all the windows one player can take over from another
  * player in the case of a company merger. Do not change ownership of windows
  * that need to be deleted once takeover is complete
  * @param old_player PlayerID of original owner of the window
@@ -466,32 +332,6 @@
 	}
 }
 
-static void BringWindowToFront(const Window *w);
-
-/** Find a window and make it the top-window on the screen. The window
- * gets a white border 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 != NULL) {
-		w->flags4 |= WF_WHITE_BORDER_MASK;
-		BringWindowToFront(w);
-		SetWindowDirty(w);
-	}
-
-	return w;
-}
-
-static inline bool IsVitalWindow(const Window *w)
-{
-	WindowClass wc = w->window_class;
-	return (wc == WC_MAIN_TOOLBAR || wc == WC_STATUS_BAR || wc == WC_NEWS_WINDOW || wc == WC_SEND_NETWORK_MSG);
-}
-
 /** On clicking on a window, make it the frontmost window of all. However
  * there are certain windows that always need to be on-top; these include
  * - Toolbar, Statusbar (always on)
@@ -521,6 +361,30 @@
 	SetWindowDirty(w);
 }
 
+/**
+ * Find a window and make it the top-window on the screen.
+ * The window gets a white border 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 (if available)
+ */
+static Window *BringWindowToFrontById(WindowClass cls, WindowNumber number)
+{
+	Window *w = FindWindowById(cls, number);
+
+	if (w != NULL) {
+		w->flags4 |= WF_WHITE_BORDER_MASK;
+		BringWindowToFront(w);
+		SetWindowDirty(w);
+	}
+
+	return w;
+}
+
+/* -------------------------------------
+ * New window creation
+ */
+
 /** We have run out of windows, so find a suitable candidate for replacement.
  * Keep all important windows intact. These are
  * - Main window (gamefield), Toolbar, Statusbar (always on)
@@ -557,35 +421,13 @@
 		assert(wz < _last_z_window);
 		if (w->window_class != WC_MAIN_WINDOW && !IsVitalWindow(w)) return w;
 	}
+	NOT_REACHED();
 }
 
-bool IsWindowOfPrototype(const Window *w, const Widget *widget)
-{
-	return (w->original_widget == widget);
-}
-
-/** Copies 'widget' to 'w->widget' to allow for resizable windows
- * @param w Window on which to attach the widget array
- * @param widget pointer of widget array to fill the window with */
-void AssignWidgetToWindow(Window *w, const Widget *widget)
-{
-	w->original_widget = widget;
-
-	if (widget != NULL) {
-		uint index = 1;
-		const Widget *wi;
-
-		for (wi = widget; wi->type != WWT_LAST; wi++) index++;
-
-		w->widget = ReallocT(w->widget, index);
-		memcpy(w->widget, widget, sizeof(*w->widget) * index);
-		w->widget_count = index - 1;
-	} else {
-		w->widget = NULL;
-		w->widget_count = 0;
-	}
-}
-
+/**
+ * Find a free window in the global _window Window data structures.
+ * @return A window data structure not currently in use, or \c NULL if all windows are being used
+ */
 static Window *FindFreeWindow()
 {
 	Window *w;
@@ -608,7 +450,8 @@
 	return NULL;
 }
 
-/** Open a new window.
+/**
+ * Open a new window.
  * This function is called from AllocateWindow() or AllocateWindowDesc()
  * See descriptions for those functions for usage
  * See AllocateWindow() for description of arguments.
@@ -625,9 +468,8 @@
  * @param window_number number being assigned to the new window
  * @param data the data to be given during the WE_CREATE message
  * @return Window pointer of the newly created window */
-static Window *LocalAllocateWindow(
-							int x, int y, int min_width, int min_height, int def_width, int def_height,
-							WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data)
+static Window *LocalAllocateWindow(int x, int y, int min_width, int min_height, int def_width, int def_height,
+				WindowProc *proc, WindowClass cls, const Widget *widget, int window_number, void *data)
 {
 	Window *w = FindFreeWindow();
 
@@ -752,17 +594,12 @@
  * @param cls see WindowClass class of the window, used for identification and grouping
  * @param *widget see Widget pointer to the window layout and various elements
  * @return Window pointer of the newly created window */
-Window *AllocateWindow(
-							int x, int y, int width, int height,
-							WindowProc *proc, WindowClass cls, const Widget *widget, void *data)
+Window *AllocateWindow(int x, int y, int width, int height,
+			WindowProc *proc, WindowClass cls, const Widget *widget, void *data)
 {
 	return LocalAllocateWindow(x, y, width, height, width, height, proc, cls, widget, 0, data);
 }
 
-struct SizeRect {
-	int left,top,width,height;
-};
-
 
 static bool IsGoodAutoPlace1(int left, int top, int width, int height, Point &pos)
 {
@@ -967,8 +804,9 @@
 	return w;
 }
 
-/** 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
+/**
+ * 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, NULL otherwise */
@@ -986,6 +824,11 @@
 	return NULL;
 }
 
+
+/* =============================================
+ * Startup/shutdown
+ */
+
 void InitWindowSystem()
 {
 	IConsoleClose();
@@ -1002,7 +845,7 @@
 
 restart_search:
 	/* Delete all windows, reset z-array.
-	 *When we find the window to delete, we need to restart the search
+	 * When we find the window to delete, we need to restart the search
 	 * as deleting this window could cascade in deleting (many) others
 	 * anywhere in the z-array. We call DeleteWindow() so that it can properly
 	 * release own alloc'd memory, which otherwise could result in memleaks */
@@ -1024,6 +867,10 @@
 	_thd.new_pos.y = 0;
 }
 
+/* -------------------------------------
+ * Window timer events
+ */
+
 static void DecreaseWindowCounters()
 {
 	Window *w;
@@ -1036,14 +883,14 @@
 			w->flags4 &= ~(WF_SCROLL_DOWN | WF_SCROLL_UP);
 			SetWindowDirty(w);
 		}
-		CallWindowEventNP(w, WE_MOUSELOOP);
+		CallWindowEventNP(w, WE_MOUSELOOP);	// @todo: w is never NULL, so call directly
 	}
 
 	for (wz = _last_z_window; wz != _z_windows;) {
 		w = *--wz;
 
 		if (w->flags4&WF_TIMEOUT_MASK && !(--w->flags4&WF_TIMEOUT_MASK)) {
-			CallWindowEventNP(w, WE_TIMEOUT);
+			CallWindowEventNP(w, WE_TIMEOUT);	// @todo: w is never NULL, so call directly
 			if (w->desc_flags & WDF_UNCLICK_BUTTONS) w->RaiseButtons();
 		}
 	}
@@ -1158,56 +1005,6 @@
 	return true;
 }
 
-/** 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 redrawal.
- * @param w Window to resize
- * @param x delta x-size of changed window (positive if larger, etc.)
- * @param y delta y-size of changed window */
-void ResizeWindow(Window *w, int x, int y)
-{
-	Widget *wi;
-	bool resize_height = false;
-	bool resize_width = false;
-
-	if (x == 0 && y == 0) return;
-
-	SetWindowDirty(w);
-	for (wi = w->widget; wi->type != WWT_LAST; wi++) {
-		/* Isolate the resizing flags */
-		byte rsizeflag = GB(wi->display_flags, 0, 4);
-
-		if (rsizeflag == RESIZE_NONE) continue;
-
-		/* Resize the widget based on its resize-flag */
-		if (rsizeflag & RESIZE_LEFT) {
-			wi->left += x;
-			resize_width = true;
-		}
-
-		if (rsizeflag & RESIZE_RIGHT) {
-			wi->right += x;
-			resize_width = true;
-		}
-
-		if (rsizeflag & RESIZE_TOP) {
-			wi->top += y;
-			resize_height = true;
-		}
-
-		if (rsizeflag & RESIZE_BOTTOM) {
-			wi->bottom += y;
-			resize_height = true;
-		}
-	}
-
-	/* We resized at least 1 widget, so let's resize the window totally */
-	if (resize_width)  w->width  += x;
-	if (resize_height) w->height += y;
-
-	SetWindowDirty(w);
-}
-
 static bool _dragging_window;
 
 static bool HandleWindowDragging()
@@ -1409,7 +1206,11 @@
 	return false;
 }
 
-static void StartWindowDrag(Window *w)
+/**
+ * Start window dragging
+ * @param w Window to start dragging
+ */
+void StartWindowDrag(Window *w)
 {
 	w->flags4 |= WF_DRAGGING;
 	_dragging_window = true;
@@ -1421,7 +1222,11 @@
 	DeleteWindowById(WC_DROPDOWN_MENU, 0);
 }
 
-static void StartWindowSizing(Window *w)
+/**
+ * Start resizing a window
+ * @param w Window to start resizing
+ */
+void StartWindowSizing(Window *w)
 {
 	w->flags4 |= WF_SIZING;
 	_dragging_window = true;
@@ -1530,12 +1335,16 @@
 	return false;
 }
 
-/** Check if a window can be made top-most window, and if so do
- * it. If a window does not obscure any other windows, it will not
+
+/**
+ * Check if a window can be made top-most window, and if so do it.
+ *
+ * If a window is not obscured by 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
+ * are so-called system-windows, the window will not be moved up.
+ * When the window has a modal-popup child window, the window will not be moved up.
+ * Instead, the child window gets a white border to catch the attention of the user.
+ *
  * @param w Window to bring on-top
  * @return false if the window has an active modal child, true otherwise */
 static bool MaybeBringWindowToFront(const Window *w)
@@ -1584,8 +1393,12 @@
 	return true;
 }
 
-/** Send a message from one window to another. The receiving window is found by
- * @param w Window pointer pointing to the other window
+/* -------------------------------------
+ * Sending/broadcasting messages to other windows
+ */
+
+/** Receive a message from another window.
+ * @param w Window receiving the message
  * @param msg Specifies the message to be sent
  * @param wparam Specifies additional message-specific information
  * @param lparam Specifies additional message-specific information
@@ -1631,9 +1444,14 @@
 	}
 }
 
-/** Handle keyboard input.
- * @param key Lower 8 bits contain the ASCII character, the higher
- * 16 bits the keycode */
+/* -------------------------------------
+ * Keyboard event handling
+ */
+
+/**
+ * Handle keyboard input.
+ * @param key Lower 8 bits contain the ASCII character, the higher 16 bits the keycode
+ */
 void HandleKeypress(uint32 key)
 {
 	Window* const *wz;
@@ -1709,6 +1527,9 @@
 	}
 }
 
+/**
+ * State of CONTROL key has changed
+ */
 void HandleCtrlChanged()
 {
 	WindowEvent e;
@@ -1724,11 +1545,22 @@
 	}
 }
 
-extern void UpdateTileSelection();
-extern bool VpHandlePlaceSizingDrag();
-
+/**
+ * Local counter that is incremented each time an mouse input event is detected.
+ * The counter is used to stop auto-scrolling.
+ * @see HandleAutoscroll()
+ * @see HandleMouseEvents()
+ */
 static int _input_events_this_tick = 0;
 
+/* -------------------------------------
+ * Mouse handling
+ */
+
+/**
+ * If needed and switched on, perform auto scrolling (automatically
+ * moving window contents when mouse is near edge of the window).
+ */
 static void HandleAutoscroll()
 {
 	Window *w;
@@ -1777,7 +1609,11 @@
 	TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
 };
 
-void MouseLoop(MouseClick click, int mousewheel)
+/* viewport.cpp */
+extern void UpdateTileSelection();
+extern bool VpHandlePlaceSizingDrag();
+
+static void MouseLoop(MouseClick click, int mousewheel)
 {
 	int x,y;
 	Window *w;
@@ -1870,6 +1706,10 @@
 	}
 }
 
+
+/**
+ * Handle a mouse event from the video driver
+ */
 void HandleMouseEvents()
 {
 	static int double_click_time = 0;
@@ -1919,12 +1759,20 @@
 	MouseLoop(click, mousewheel);
 }
 
+
+/**
+ * Regular call from the global game loop
+ */
 void InputLoop()
 {
 	HandleMouseEvents();
 	HandleAutoscroll();
 }
 
+
+/**
+ * Update the continuously changing contents of the windows, such as the viewports
+ */
 void UpdateWindows()
 {
 	Window* const *wz;
@@ -1959,19 +1807,17 @@
 }
 
 
-int GetMenuItemIndex(const Window *w, int x, int y)
-{
-	if ((x -= w->left) >= 0 && x < w->width && (y -= w->top + 1) >= 0) {
-		y /= 10;
 
-		if (y < WP(w, const menu_d).item_count &&
-				!HasBit(WP(w, const menu_d).disabled_items, y)) {
-			return y;
-		}
-	}
-	return -1;
-}
+/* -------------------------------------
+ * Invalidating windows or window contents
+ */
+
 
+/*
+ * Mark a particular window as dirty (in need of repainting)
+ * @param cls Window class
+ * @param number Window number in that class
+ */
 void InvalidateWindow(WindowClass cls, WindowNumber number)
 {
 	Window* const *wz;
@@ -1982,6 +1828,12 @@
 	}
 }
 
+/*
+ * 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 InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index)
 {
 	Window* const *wz;
@@ -1994,6 +1846,10 @@
 	}
 }
 
+/*
+ * Mark all windows of a particular class as dirty (in need of repainting)
+ * @param cls Window class
+ */
 void InvalidateWindowClasses(WindowClass cls)
 {
 	Window* const *wz;
@@ -2002,13 +1858,11 @@
 		if ((*wz)->window_class == cls) SetWindowDirty(*wz);
 	}
 }
-
-void InvalidateThisWindowData(Window *w)
-{
-	CallWindowEventNP(w, WE_INVALIDATE_DATA);
-	SetWindowDirty(w);
-}
-
+/**
+ * Mark window data the window of a given class and specific number as invalid (in need of re-computing)
+ * @param cls Window class
+ * @param number Window number within the class
+ */
 void InvalidateWindowData(WindowClass cls, WindowNumber number)
 {
 	Window* const *wz;
@@ -2019,6 +1873,10 @@
 	}
 }
 
+/**
+ * Mark window data of all windows of a given class as invalid (in need of re-computing)
+ * @param cls Window class
+ */
 void InvalidateWindowClassesData(WindowClass cls)
 {
 	Window* const *wz;
@@ -2028,6 +1886,13 @@
 	}
 }
 
+/* -------------------------------------
+ * Window timer handling
+ */
+
+/**
+ * Dispatch WE_TICK event over all windows
+ */
 void CallWindowTickEvent()
 {
 	Window* const *wz;
@@ -2037,6 +1902,10 @@
 	}
 }
 
+/* -------------------------------------
+ * Window deletion
+ */
+
 void DeleteNonVitalWindows()
 {
 	Window* const *wz;
@@ -2093,6 +1962,15 @@
 	DeleteWindowById(WC_STATUS_BAR, 0);
 }
 
+/* -------------------------------------
+ * Game application functions
+ */
+
+/**
+ * (Re)position main toolbar window at the screen
+ * @param w Window structure of the main toolbar window, may also be \c NULL
+ * @return X coordinate of left edge of the repositioned toolbar window
+ */
 int PositionMainToolbar(Window *w)
 {
 	DEBUG(misc, 5, "Repositioning Main Toolbar...");
@@ -2110,6 +1988,11 @@
 	return w->left;
 }
 
+/**
+ * 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 appliction screen
+ */
 void RelocateAllWindows(int neww, int newh)
 {
 	Window* const *wz;
@@ -2202,3 +2085,4 @@
 		w->top = top;
 	}
 }
+
