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vcmi/client/gui/CGuiHandler.cpp

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#include "StdInc.h"
#include "CGuiHandler.h"
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#include "../lib/CondSh.h"
#include <SDL.h>
#include "CIntObject.h"
#include "CCursorHandler.h"
#include "../CGameInfo.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/CConfigHandler.h"
#include "../CMT.h"
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#include "../CPlayerInterface.h"
extern std::queue<SDL_Event> events;
extern boost::mutex eventsM;
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CondSh<bool> CGuiHandler::terminate_cond;
boost::thread_specific_ptr<bool> inGuiThread;
SObjectConstruction::SObjectConstruction(CIntObject *obj)
:myObj(obj)
{
GH.createdObj.push_front(obj);
GH.captureChildren = true;
}
SObjectConstruction::~SObjectConstruction()
{
assert(GH.createdObj.size());
assert(GH.createdObj.front() == myObj);
GH.createdObj.pop_front();
GH.captureChildren = GH.createdObj.size();
}
SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
{
previousCapture = GH.captureChildren;
GH.captureChildren = false;
prevActions = GH.defActionsDef;
GH.defActionsDef = actions;
}
SSetCaptureState::~SSetCaptureState()
{
GH.captureChildren = previousCapture;
GH.defActionsDef = prevActions;
}
static inline void
processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
{
if (mask & flag)
cb(lst);
}
void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
{
processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
}
void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
{
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processLists(activityFlag,[&](std::list<CIntObject*> * lst){
lst->push_front(elem);
});
elem->active_m |= activityFlag;
}
void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
{
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processLists(activityFlag,[&](std::list<CIntObject*> * lst){
auto hlp = std::find(lst->begin(),lst->end(),elem);
assert(hlp != lst->end());
lst->erase(hlp);
});
elem->active_m &= ~activityFlag;
}
void CGuiHandler::popInt(IShowActivatable *top)
{
assert(listInt.front() == top);
top->deactivate();
listInt.pop_front();
objsToBlit -= top;
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if(!listInt.empty())
listInt.front()->activate();
totalRedraw();
}
void CGuiHandler::popIntTotally(IShowActivatable *top)
{
assert(listInt.front() == top);
popInt(top);
delete top;
fakeMouseMove();
}
void CGuiHandler::pushInt(IShowActivatable *newInt)
{
assert(newInt);
assert(boost::range::find(listInt, newInt) == listInt.end()); // do not add same object twice
//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
screenBuf = screen2;
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if(!listInt.empty())
listInt.front()->deactivate();
listInt.push_front(newInt);
newInt->activate();
objsToBlit.push_back(newInt);
totalRedraw();
}
void CGuiHandler::popInts(int howMany)
{
if(!howMany) return; //senseless but who knows...
assert(listInt.size() >= howMany);
listInt.front()->deactivate();
for(int i=0; i < howMany; i++)
{
objsToBlit -= listInt.front();
delete listInt.front();
listInt.pop_front();
}
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if(!listInt.empty())
{
listInt.front()->activate();
totalRedraw();
}
fakeMouseMove();
}
IShowActivatable * CGuiHandler::topInt()
{
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if(listInt.empty())
return nullptr;
else
return listInt.front();
}
void CGuiHandler::totalRedraw()
{
for(auto & elem : objsToBlit)
elem->showAll(screen2);
blitAt(screen2,0,0,screen);
}
void CGuiHandler::updateTime()
{
int ms = mainFPSmng->getElapsedMilliseconds();
std::list<CIntObject*> hlp = timeinterested;
for (auto & elem : hlp)
{
if(!vstd::contains(timeinterested,elem)) continue;
(elem)->onTimer(ms);
}
}
void CGuiHandler::handleEvents()
{
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//player interface may want special event handling
if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
return;
boost::unique_lock<boost::mutex> lock(eventsM);
while(!events.empty())
{
SDL_Event ev = events.front();
events.pop();
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this->handleEvent(&ev);
}
}
void CGuiHandler::handleEvent(SDL_Event *sEvent)
{
current = sEvent;
bool prev;
if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
{
SDL_KeyboardEvent key = sEvent->key;
//translate numpad keys
if(key.keysym.sym == SDLK_KP_ENTER)
{
key.keysym.sym = SDLK_RETURN;
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key.keysym.scancode = SDL_SCANCODE_RETURN;
}
bool keysCaptured = false;
for(auto i=keyinterested.begin(); i != keyinterested.end() && current; i++)
{
if((*i)->captureThisEvent(key))
{
keysCaptured = true;
break;
}
}
std::list<CIntObject*> miCopy = keyinterested;
for(auto i=miCopy.begin(); i != miCopy.end() && current; i++)
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
(**i).keyPressed(key);
}
else if(sEvent->type==SDL_MOUSEMOTION)
{
CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
handleMouseMotion(sEvent);
}
else if (sEvent->type==SDL_MOUSEBUTTONDOWN)
{
if(sEvent->button.button == SDL_BUTTON_LEFT)
{
if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
{
std::list<CIntObject*> hlp = doubleClickInterested;
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(doubleClickInterested,*i)) continue;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
{
(*i)->onDoubleClick();
}
}
}
lastClick = sEvent->motion;
lastClickTime = SDL_GetTicks();
std::list<CIntObject*> hlp = lclickable;
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(lclickable,*i)) continue;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
{
prev = (*i)->pressedL;
(*i)->pressedL = true;
(*i)->clickLeft(true, prev);
}
}
}
else if (sEvent->button.button == SDL_BUTTON_RIGHT)
{
std::list<CIntObject*> hlp = rclickable;
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(rclickable,*i)) continue;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
{
prev = (*i)->pressedR;
(*i)->pressedR = true;
(*i)->clickRight(true, prev);
}
}
}
}
else if (sEvent->type == SDL_MOUSEWHEEL)
{
std::list<CIntObject*> hlp = wheelInterested;
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(wheelInterested,*i)) continue;
// SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
int x = 0, y = 0;
SDL_GetMouseState(&x, &y);
(*i)->wheelScrolled(sEvent->wheel.y < 0, isItIn(&(*i)->pos, x, y));
}
}
else if(sEvent->type == SDL_TEXTINPUT)
{
for(auto it : textInterested)
{
it->textInputed(sEvent->text);
}
}
else if(sEvent->type == SDL_TEXTEDITING)
{
for(auto it : textInterested)
{
it->textEdited(sEvent->edit);
}
}
//todo: muiltitouch
else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
{
std::list<CIntObject*> hlp = lclickable;
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(lclickable,*i)) continue;
prev = (*i)->pressedL;
(*i)->pressedL = false;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
{
(*i)->clickLeft(false, prev);
}
else
(*i)->clickLeft(boost::logic::indeterminate, prev);
}
}
else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_RIGHT))
{
std::list<CIntObject*> hlp = rclickable;
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(rclickable,*i)) continue;
prev = (*i)->pressedR;
(*i)->pressedR = false;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
{
(*i)->clickRight(false, prev);
}
else
(*i)->clickRight(boost::logic::indeterminate, prev);
}
}
current = nullptr;
} //event end
void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
{
//sending active, hovered hoverable objects hover() call
std::vector<CIntObject*> hlp;
for(auto & elem : hoverable)
{
if (isItIn(&(elem)->pos,sEvent->motion.x,sEvent->motion.y))
{
if (!(elem)->hovered)
hlp.push_back((elem));
}
else if ((elem)->hovered)
{
(elem)->hover(false);
(elem)->hovered = false;
}
}
for(auto & elem : hlp)
{
elem->hover(true);
elem->hovered = true;
}
handleMoveInterested(sEvent->motion);
}
void CGuiHandler::simpleRedraw()
{
//update only top interface and draw background
if(objsToBlit.size() > 1)
blitAt(screen2,0,0,screen); //blit background
objsToBlit.back()->show(screen); //blit active interface/window
}
void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
{
//sending active, MotionInterested objects mouseMoved() call
std::list<CIntObject*> miCopy = motioninterested;
for(auto & elem : miCopy)
{
if ((elem)->strongInterest || isItIn(&(elem)->pos, motion.x, motion.y))
{
(elem)->mouseMoved(motion);
}
}
}
void CGuiHandler::fakeMouseMove()
{
SDL_Event evnt;
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SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
int x, y;
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sme.state = SDL_GetMouseState(&x, &y);
sme.x = x;
sme.y = y;
evnt.motion = sme;
current = &evnt;
handleMouseMotion(&evnt);
}
void CGuiHandler::renderFrame()
{
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
// During game:
// When ending the game, the pim mutex might be hold by other thread,
// that will notify us about the ending game by setting terminate_cond flag.
//in PreGame terminate_cond stay false
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
while(!terminate_cond.get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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if(acquiredTheLockOnPim)
{
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// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
if(nullptr != curInt)
curInt->update();
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if (settings["general"]["showfps"].Bool())
drawFPSCounter();
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// draw the mouse cursor and update the screen
CCS->curh->render();
if(0 != SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr))
logGlobal->errorStream() << __FUNCTION__ << " SDL_RenderCopy " << SDL_GetError();
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SDL_RenderPresent(mainRenderer);
}
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mainFPSmng->framerateDelay(); // holds a constant FPS
}
CGuiHandler::CGuiHandler()
:lastClick(-500, -500)
{
curInt = nullptr;
current = nullptr;
statusbar = nullptr;
// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
mainFPSmng = new CFramerateManager(48);
//do not init CFramerateManager here --AVS
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terminate_cond.set(false);
}
CGuiHandler::~CGuiHandler()
{
delete mainFPSmng;
}
void CGuiHandler::breakEventHandling()
{
current = nullptr;
}
void CGuiHandler::drawFPSCounter()
{
const static SDL_Color yellow = {255, 255, 0, 0};
static SDL_Rect overlay = { 0, 0, 64, 32};
Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
SDL_FillRect(screen, &overlay, black);
std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
}
SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
{
switch(key)
{
case SDLK_DOWN:
return SDLK_KP_2;
case SDLK_UP:
return SDLK_KP_8;
case SDLK_LEFT:
return SDLK_KP_4;
case SDLK_RIGHT:
return SDLK_KP_6;
default:
throw std::runtime_error("Wrong key!");
}
}
SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
{
#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
switch(key)
{
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REMOVE_KP(0)
REMOVE_KP(1)
REMOVE_KP(2)
REMOVE_KP(3)
REMOVE_KP(4)
REMOVE_KP(5)
REMOVE_KP(6)
REMOVE_KP(7)
REMOVE_KP(8)
REMOVE_KP(9)
REMOVE_KP(PERIOD)
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REMOVE_KP(MINUS)
REMOVE_KP(PLUS)
REMOVE_KP(EQUALS)
case SDLK_KP_MULTIPLY:
return SDLK_ASTERISK;
case SDLK_KP_DIVIDE:
return SDLK_SLASH;
case SDLK_KP_ENTER:
return SDLK_RETURN;
default:
return SDLK_UNKNOWN;
}
#undef REMOVE_KP
}
bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
{
if(number)
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return key >= SDLK_KP_1 && key <= SDLK_KP_0;
else
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return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
}
bool CGuiHandler::isArrowKey(SDL_Keycode key)
{
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return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
}
bool CGuiHandler::amIGuiThread()
{
return inGuiThread.get() && *inGuiThread;
}
void CGuiHandler::pushSDLEvent(int type, int usercode)
{
SDL_Event event;
event.type = type;
event.user.code = usercode; // not necessarily used
SDL_PushEvent(&event);
}
CFramerateManager::CFramerateManager(int rate)
{
this->rate = rate;
this->rateticks = (1000.0 / rate);
this->fps = 0;
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this->accumulatedFrames = 0;
this->accumulatedTime = 0;
}
void CFramerateManager::init()
{
this->lastticks = SDL_GetTicks();
}
void CFramerateManager::framerateDelay()
{
ui32 currentTicks = SDL_GetTicks();
timeElapsed = currentTicks - lastticks;
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// FPS is higher than it should be, then wait some time
if (timeElapsed < rateticks)
{
SDL_Delay(ceil(this->rateticks) - timeElapsed);
}
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accumulatedTime += timeElapsed;
accumulatedFrames++;
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if(accumulatedFrames >= 100)
{
//about 2 second should be passed
fps = ceil(1000.0 / (accumulatedTime/accumulatedFrames));
accumulatedTime = 0;
accumulatedFrames = 0;
};
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currentTicks = SDL_GetTicks();
// recalculate timeElapsed for external calls via getElapsed()
// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
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lastticks = SDL_GetTicks();
}