2017-07-13 10:26:03 +02:00
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/*
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* CGuiHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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2011-12-17 21:59:59 +03:00
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#pragma once
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2023-02-02 16:22:19 +02:00
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#include "MouseButton.h"
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2023-01-18 15:50:52 +02:00
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#include "../../lib/Point.h"
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2023-02-02 16:22:19 +02:00
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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template <typename T> struct CondSh;
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2023-02-02 16:15:39 +02:00
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class Rect;
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_END
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2023-01-17 22:01:35 +02:00
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union SDL_Event;
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2023-01-30 19:55:32 +02:00
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struct SDL_MouseMotionEvent;
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2023-01-17 22:01:35 +02:00
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2023-04-27 19:21:06 +02:00
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class ShortcutHandler;
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2023-05-12 23:15:48 +02:00
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class FramerateManager;
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class IStatusBar;
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2011-12-17 21:59:59 +03:00
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class CIntObject;
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class IUpdateable;
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class IShowActivatable;
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class IScreenHandler;
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class WindowHandler;
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class EventDispatcher;
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2011-12-17 21:59:59 +03:00
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2018-01-05 19:21:07 +02:00
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// TODO: event handling need refactoring
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2023-02-02 18:15:05 +02:00
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enum class EUserEvent
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2018-01-05 19:21:07 +02:00
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{
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/*CHANGE_SCREEN_RESOLUTION = 1,*/
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RETURN_TO_MAIN_MENU = 2,
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//STOP_CLIENT = 3,
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RESTART_GAME = 4,
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RETURN_TO_MENU_LOAD,
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FULLSCREEN_TOGGLED,
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CAMPAIGN_START_SCENARIO,
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FORCE_QUIT, //quit client without question
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};
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2011-12-17 21:59:59 +03:00
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// Handles GUI logic and drawing
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class CGuiHandler
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{
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private:
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/// Fake no-op version status bar, for use in windows that have no status bar
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std::shared_ptr<IStatusBar> fakeStatusBar;
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/// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted
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std::weak_ptr<IStatusBar> currentStatusBar;
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2023-01-27 00:27:06 +02:00
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Point cursorPosition;
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2023-02-02 15:49:23 +02:00
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uint32_t mouseButtonsMask;
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2023-04-28 13:22:03 +02:00
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std::unique_ptr<ShortcutHandler> shortcutsHandlerInstance;
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std::unique_ptr<WindowHandler> windowHandlerInstance;
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2023-05-08 12:22:01 +02:00
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std::unique_ptr<IScreenHandler> screenHandlerInstance;
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std::unique_ptr<FramerateManager> framerateManagerInstance;
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std::unique_ptr<EventDispatcher> eventDispatcherInstance;
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2016-11-27 16:48:18 +02:00
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2023-01-29 18:21:55 +02:00
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void handleCurrentEvent(SDL_Event ¤t);
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2023-01-16 12:26:43 +02:00
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void convertTouchToMouse(SDL_Event * current);
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void fakeMoveCursor(float dx, float dy);
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void fakeMouseButtonEventRelativeMode(bool down, bool right);
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2023-05-17 16:16:09 +02:00
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void handleEventKeyDown(SDL_Event & current);
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void handleEventKeyUp(SDL_Event & current);
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void handleEventMouseMotion(SDL_Event & current);
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void handleEventMouseButtonDown(SDL_Event & current);
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void handleEventMouseWheel(SDL_Event & current);
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void handleEventTextInput(SDL_Event & current);
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void handleEventTextEditing(SDL_Event & current);
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void handleEventMouseButtonUp(SDL_Event & current);
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void handleEventFingerMotion(SDL_Event & current);
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void handleEventFingerDown(SDL_Event & current);
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void handleEventFingerUp(SDL_Event & current);
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2012-10-06 23:35:04 +03:00
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public:
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/// returns current position of mouse cursor, relative to vcmi window
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const Point & getCursorPosition() const;
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ShortcutHandler & shortcutsHandler();
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FramerateManager & framerateManager();
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EventDispatcher & eventDispatcher();
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/// Returns current logical screen dimensions
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/// May not match size of window if user has UI scaling different from 100%
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Point screenDimensions() const;
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2023-02-02 15:49:23 +02:00
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/// returns true if at least one mouse button is pressed
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bool isMouseButtonPressed() const;
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/// returns true if specified mouse button is pressed
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bool isMouseButtonPressed(MouseButton button) const;
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2023-02-02 16:15:39 +02:00
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/// returns true if chosen keyboard key is currently pressed down
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bool isKeyboardAltDown() const;
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bool isKeyboardCtrlDown() const;
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bool isKeyboardShiftDown() const;
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void startTextInput(const Rect & where);
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void stopTextInput();
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/// moves mouse pointer into specified position inside vcmi window
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void moveCursorToPosition(const Point & position);
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IScreenHandler & screenHandler();
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WindowHandler & windows();
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/// Returns currently active status bar. Guaranteed to be non-null
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std::shared_ptr<IStatusBar> statusbar();
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/// Set currently active status bar
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void setStatusbar(std::shared_ptr<IStatusBar>);
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2015-06-22 20:53:47 +02:00
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IUpdateable *curInt;
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2011-12-17 21:59:59 +03:00
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2023-01-17 12:04:57 +02:00
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bool multifinger;
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bool isPointerRelativeMode;
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float pointerSpeedMultiplier;
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2011-12-17 21:59:59 +03:00
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2016-11-27 16:48:18 +02:00
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ui8 defActionsDef; //default auto actions
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bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
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std::list<CIntObject *> createdObj; //stack of objs being created
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2011-12-17 21:59:59 +03:00
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CGuiHandler();
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~CGuiHandler();
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2016-11-27 16:48:18 +02:00
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2023-01-16 12:26:43 +02:00
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void init();
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2014-06-01 18:31:37 +03:00
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void renderFrame();
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2011-12-17 21:59:59 +03:00
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2023-05-04 21:33:25 +02:00
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/// called whenever user selects different resolution, requiring to center/resize all windows
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void onScreenResize();
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2011-12-17 21:59:59 +03:00
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void handleEvents(); //takes events from queue and calls interested objects
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void fakeMouseMove();
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void breakEventHandling(); //current event won't be propagated anymore
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void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
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2012-09-15 22:16:16 +03:00
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2012-04-08 04:15:18 +03:00
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static bool amIGuiThread();
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static void pushUserEvent(EUserEvent usercode);
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static void pushUserEvent(EUserEvent usercode, void * userdata);
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2016-11-27 16:48:18 +02:00
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2017-08-13 16:44:41 +02:00
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CondSh<bool> * terminate_cond; // confirm termination
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2011-12-17 21:59:59 +03:00
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};
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extern CGuiHandler GH; //global gui handler
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struct SObjectConstruction
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{
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CIntObject *myObj;
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SObjectConstruction(CIntObject *obj);
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~SObjectConstruction();
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};
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struct SSetCaptureState
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{
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bool previousCapture;
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ui8 prevActions;
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SSetCaptureState(bool allow, ui8 actions);
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~SSetCaptureState();
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};
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#define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
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#define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj)
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#define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
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#define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
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2018-01-05 19:21:07 +02:00
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#define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)
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