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https://github.com/vcmi/vcmi.git
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Moved window stack management from GuiHandler to new class
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115
client/gui/WindowHandler.cpp
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115
client/gui/WindowHandler.cpp
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/*
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* WindowHandler.cpp, 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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#include "StdInc.h"
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#include "WindowHandler.h"
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#include "CGuiHandler.h"
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#include "CIntObject.h"
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#include "CursorHandler.h"
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#include "../CMT.h"
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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#include "../renderSDL/SDL_Extensions.h"
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void WindowHandler::popInt(std::shared_ptr<IShowActivatable> top)
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{
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assert(listInt.front() == top);
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top->deactivate();
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disposed.push_back(top);
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listInt.pop_front();
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objsToBlit -= top;
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if(!listInt.empty())
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listInt.front()->activate();
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totalRedraw();
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}
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void WindowHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
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{
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assert(newInt);
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assert(!vstd::contains(listInt, newInt)); // do not add same object twice
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//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
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screenBuf = screen2;
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if(!listInt.empty())
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listInt.front()->deactivate();
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listInt.push_front(newInt);
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CCS->curh->set(Cursor::Map::POINTER);
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newInt->activate();
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objsToBlit.push_back(newInt);
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totalRedraw();
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}
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void WindowHandler::popInts(int howMany)
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{
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if(!howMany)
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return; //senseless but who knows...
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assert(listInt.size() >= howMany);
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listInt.front()->deactivate();
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for(int i = 0; i < howMany; i++)
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{
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objsToBlit -= listInt.front();
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disposed.push_back(listInt.front());
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listInt.pop_front();
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}
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if(!listInt.empty())
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{
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listInt.front()->activate();
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totalRedraw();
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}
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GH.fakeMouseMove();
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}
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std::shared_ptr<IShowActivatable> WindowHandler::topInt()
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{
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if(listInt.empty())
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return std::shared_ptr<IShowActivatable>();
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else
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return listInt.front();
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}
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void WindowHandler::totalRedraw()
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{
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CSDL_Ext::fillSurface(screen2, Colors::BLACK);
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for(auto & elem : objsToBlit)
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elem->showAll(screen2);
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CSDL_Ext::blitAt(screen2, 0, 0, screen);
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}
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void WindowHandler::simpleRedraw()
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{
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//update only top interface and draw background
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if(objsToBlit.size() > 1)
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CSDL_Ext::blitAt(screen2, 0, 0, screen); //blit background
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if(!objsToBlit.empty())
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objsToBlit.back()->show(screen); //blit active interface/window
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}
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void WindowHandler::onScreenResize()
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{
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for(const auto & entry : listInt)
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{
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auto intObject = std::dynamic_pointer_cast<CIntObject>(entry);
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if(intObject)
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intObject->onScreenResize();
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}
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totalRedraw();
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}
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void WindowHandler::onFrameRendered()
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{
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disposed.clear();
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}
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