/* * 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 #include "MouseButton.h" #include "../../lib/Point.h" VCMI_LIB_NAMESPACE_BEGIN template struct CondSh; class Rect; VCMI_LIB_NAMESPACE_END union SDL_Event; struct SDL_MouseMotionEvent; class ShortcutHandler; class CFramerateManager; class IStatusBar; class CIntObject; class IUpdateable; class IShowActivatable; class IShowable; // TODO: event handling need refactoring enum class EUserEvent { /*CHANGE_SCREEN_RESOLUTION = 1,*/ RETURN_TO_MAIN_MENU = 2, //STOP_CLIENT = 3, RESTART_GAME = 4, RETURN_TO_MENU_LOAD, FULLSCREEN_TOGGLED, CAMPAIGN_START_SCENARIO, FORCE_QUIT, //quit client without question }; // A fps manager which holds game updates at a constant rate class CFramerateManager { private: double rateticks; ui32 lastticks; ui32 timeElapsed; int rate; int fps; // the actual fps value ui32 accumulatedTime; ui32 accumulatedFrames; public: CFramerateManager(); // initializes the manager with a given fps rate void init(int newRate); // needs to be called directly before the main game loop to reset the internal timer void framerateDelay(); // needs to be called every game update cycle ui32 getElapsedMilliseconds() const {return this->timeElapsed;} ui32 getFrameNumber() const { return accumulatedFrames; } ui32 getFramerate() const { return fps; }; }; // Handles GUI logic and drawing class CGuiHandler { public: CFramerateManager * mainFPSmng; //to keep const framerate std::list> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on) std::shared_ptr statusbar; private: Point cursorPosition; uint32_t mouseButtonsMask; std::vector> disposed; std::unique_ptr shortcutsHandlerInstance; std::atomic continueEventHandling; using CIntObjectList = std::list; //active GUI elements (listening for events CIntObjectList lclickable; CIntObjectList rclickable; CIntObjectList mclickable; CIntObjectList hoverable; CIntObjectList keyinterested; CIntObjectList motioninterested; CIntObjectList timeinterested; CIntObjectList wheelInterested; CIntObjectList doubleClickInterested; CIntObjectList textInterested; void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed); void processLists(const ui16 activityFlag, std::function *)> cb); void handleCurrentEvent(SDL_Event ¤t); void handleMouseMotion(const SDL_Event & current); void handleMoveInterested( const SDL_MouseMotionEvent & motion ); void convertTouchToMouse(SDL_Event * current); void fakeMoveCursor(float dx, float dy); void fakeMouseButtonEventRelativeMode(bool down, bool right); public: void handleElementActivate(CIntObject * elem, ui16 activityFlag); void handleElementDeActivate(CIntObject * elem, ui16 activityFlag); public: //objs to blit std::vector> objsToBlit; /// returns current position of mouse cursor, relative to vcmi window const Point & getCursorPosition() const; ShortcutHandler & shortcutsHandler(); Point screenDimensions() const; /// returns true if at least one mouse button is pressed bool isMouseButtonPressed() const; /// returns true if specified mouse button is pressed bool isMouseButtonPressed(MouseButton button) 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(); /// moves mouse pointer into specified position inside vcmi window void moveCursorToPosition(const Point & position); IUpdateable *curInt; Point lastClick; unsigned lastClickTime; bool multifinger; bool isPointerRelativeMode; float pointerSpeedMultiplier; 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(); void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering void pushInt(std::shared_ptr newInt); //deactivate old top interface, activates this one and pushes to the top template void pushIntT(Args && ... args) { auto newInt = std::make_shared(std::forward(args)...); pushInt(newInt); } void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front void popInt(std::shared_ptr top); //removes given interface from the top and activates next std::shared_ptr topInt(); //returns top interface void updateTime(); //handles timeInterested void handleEvents(); //takes events from queue and calls interested objects void fakeMouseMove(); void breakEventHandling(); //current event won't be propagated anymore void drawFPSCounter(); // draws the FPS to the upper left corner of the screen static bool amIGuiThread(); static void pushUserEvent(EUserEvent usercode); static void pushUserEvent(EUserEvent usercode, void * userdata); CondSh * terminate_cond; // confirm termination }; 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)