/* * CGuiHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once VCMI_LIB_NAMESPACE_BEGIN template struct CondSh; class Point; class Rect; VCMI_LIB_NAMESPACE_END enum class MouseButton; class ShortcutHandler; class FramerateManager; class IStatusBar; class CIntObject; class IUpdateable; class IShowActivatable; class IRenderHandler; class IScreenHandler; class WindowHandler; class EventDispatcher; class InputHandler; // Handles GUI logic and drawing class CGuiHandler { private: /// Fake no-op version status bar, for use in windows that have no status bar std::shared_ptr fakeStatusBar; /// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted std::weak_ptr currentStatusBar; std::unique_ptr shortcutsHandlerInstance; std::unique_ptr windowHandlerInstance; std::unique_ptr screenHandlerInstance; std::unique_ptr renderHandlerInstance; std::unique_ptr framerateManagerInstance; std::unique_ptr eventDispatcherInstance; std::unique_ptr inputHandlerInstance; public: boost::mutex interfaceMutex; /// returns current position of mouse cursor, relative to vcmi window const Point & getCursorPosition() const; ShortcutHandler & shortcuts(); FramerateManager & framerate(); EventDispatcher & events(); InputHandler & input(); /// Returns current logical screen dimensions /// May not match size of window if user has UI scaling different from 100% Point screenDimensions() const; /// returns true if chosen keyboard key is currently pressed down bool isKeyboardAltDown() const; bool isKeyboardCtrlDown() const; bool isKeyboardShiftDown() const; void startTextInput(const Rect & where); void stopTextInput(); IScreenHandler & screenHandler(); IRenderHandler & renderHandler(); WindowHandler & windows(); /// Returns currently active status bar. Guaranteed to be non-null std::shared_ptr statusbar(); /// Set currently active status bar void setStatusbar(std::shared_ptr); IUpdateable *curInt; ui8 defActionsDef; //default auto actions bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list std::list createdObj; //stack of objs being created CGuiHandler(); ~CGuiHandler(); void init(); void renderFrame(); /// called whenever SDL_WINDOWEVENT_RESTORED is reported or the user selects a different resolution, requiring to center/resize all windows void onScreenResize(bool resolutionChanged); void handleEvents(); //takes events from queue and calls interested objects void fakeMouseMove(); void drawFPSCounter(); // draws the FPS to the upper left corner of the screen bool amIGuiThread(); /// Calls provided functor in main thread on next execution frame void dispatchMainThread(const std::function & functor); }; extern CGuiHandler GH; //global gui handler struct SObjectConstruction { CIntObject *myObj; SObjectConstruction(CIntObject *obj); ~SObjectConstruction(); }; struct SSetCaptureState { bool previousCapture; ui8 prevActions; SSetCaptureState(bool allow, ui8 actions); ~SSetCaptureState(); }; #define OBJ_CONSTRUCTION SObjectConstruction obj__i(this) #define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj) #define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this) #define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this) #define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)