/* * WindowHandler.cpp, 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 * */ #include "StdInc.h" #include "WindowHandler.h" #include "CGuiHandler.h" #include "CIntObject.h" #include "CursorHandler.h" #include "../CMT.h" #include "../CGameInfo.h" #include "../render/Canvas.h" #include "../render/Colors.h" #include "../renderSDL/SDL_Extensions.h" void WindowHandler::popWindow(std::shared_ptr top) { assert(windowsStack.back() == top); top->deactivate(); disposed.push_back(top); windowsStack.pop_back(); if(!windowsStack.empty()) windowsStack.back()->activate(); totalRedraw(); } void WindowHandler::pushWindow(std::shared_ptr newInt) { assert(newInt); assert(!vstd::contains(windowsStack, newInt)); // 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; if(!windowsStack.empty()) windowsStack.back()->deactivate(); windowsStack.push_back(newInt); CCS->curh->set(Cursor::Map::POINTER); newInt->activate(); totalRedraw(); } bool WindowHandler::isTopWindowPopup() const { if (windowsStack.empty()) return false; return windowsStack.back()->isPopupWindow(); } void WindowHandler::popWindows(int howMany) { if(!howMany) return; //senseless but who knows... assert(windowsStack.size() >= howMany); windowsStack.back()->deactivate(); for(int i = 0; i < howMany; i++) { disposed.push_back(windowsStack.back()); windowsStack.pop_back(); } if(!windowsStack.empty()) { windowsStack.back()->activate(); totalRedraw(); } GH.fakeMouseMove(); } std::shared_ptr WindowHandler::topWindowImpl() const { if(windowsStack.empty()) return nullptr; return windowsStack.back(); } bool WindowHandler::isTopWindow(std::shared_ptr window) const { assert(window != nullptr); return !windowsStack.empty() && windowsStack.back() == window; } bool WindowHandler::isTopWindow(IShowActivatable * window) const { assert(window != nullptr); return !windowsStack.empty() && windowsStack.back().get() == window; } void WindowHandler::totalRedraw() { totalRedrawRequested = true; } void WindowHandler::totalRedrawImpl() { logGlobal->debug("totalRedraw requested!"); Canvas target = Canvas::createFromSurface(screen2); for(auto & elem : windowsStack) elem->showAll(target); CSDL_Ext::blitAt(screen2, 0, 0, screen); } void WindowHandler::simpleRedraw() { if (totalRedrawRequested) totalRedrawImpl(); else simpleRedrawImpl(); totalRedrawRequested = false; } void WindowHandler::simpleRedrawImpl() { //update only top interface and draw background if(windowsStack.size() > 1) CSDL_Ext::blitAt(screen2, 0, 0, screen); //blit background Canvas target = Canvas::createFromSurface(screen); if(!windowsStack.empty()) windowsStack.back()->show(target); //blit active interface/window } void WindowHandler::onScreenResize() { for(const auto & entry : windowsStack) entry->onScreenResize(); totalRedraw(); } void WindowHandler::onFrameRendered() { disposed.clear(); } size_t WindowHandler::count() const { return windowsStack.size(); } void WindowHandler::clear() { if(!windowsStack.empty()) windowsStack.back()->deactivate(); windowsStack.clear(); disposed.clear(); }