#ifndef __GUIBASE_H__ #define __GUIBASE_H__ #include "../global.h" #include "SDL.h" #include #include #include "../timeHandler.h" #include "FontBase.h" #include "SDL_framerate.h" #ifdef max #undef max #endif #ifdef min #undef min #endif /* * GUIBase.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 * */ class CDefEssential; class AdventureMapButton; class CHighlightableButtonsGroup; class CDefHandler; struct HeroMoveDetails; class CDefEssential; class CGHeroInstance; class CAdvMapInt; class CCastleInterface; class CBattleInterface; class CStack; class SComponent; class CCreature; struct SDL_Surface; struct CPath; class CCreatureAnimation; class CSelectableComponent; class CCreatureSet; class CGObjectInstance; class CSlider; struct UpgradeInfo; template struct CondSh; class CInGameConsole; class CGarrisonInt; class CInGameConsole; struct Component; class CArmedInstance; class CGTownInstance; class StackState; class CPlayerInterface; /// A point with x/y coordinate, used mostly for graphic rendering struct Point { int x, y; //constructors Point() { x = y = 0; }; Point(int X, int Y) :x(X),y(Y) {}; Point(const int3 &a) :x(a.x),y(a.y) {} Point(const SDL_MouseMotionEvent &a) :x(a.x),y(a.y) {} template Point operator+(const T &b) const { return Point(x+b.x,y+b.y); } template Point operator*(const T &mul) const { return Point(x*mul, y*mul); } template Point& operator+=(const T &b) { x += b.x; y += b.y; return *this; } template Point operator-(const T &b) const { return Point(x - b.x, y - b.y); } template Point& operator-=(const T &b) { x -= b.x; y -= b.y; return *this; } bool operator<(const Point &b) const //product order { return x < b.x && y < b.y; } template Point& operator=(const T &t) { x = t.x; y = t.y; return *this; } template bool operator==(const T &t) const { return x == t.x && y == t.y; } template bool operator!=(const T &t) const { return !(*this == t); } }; /// Rectangle class, which have a position and a size struct Rect : public SDL_Rect { Rect()//default c-tor { x = y = w = h = -1; } Rect(int X, int Y, int W, int H) //c-tor { x = X; y = Y; w = W; h = H; } Rect(const Point &position, const Point &size) //c-tor { x = position.x; y = position.y; w = size.x; h = size.y; } Rect(const SDL_Rect & r) //c-tor { x = r.x; y = r.y; w = r.w; h = r.h; } explicit Rect(const SDL_Surface * const &surf) { x = y = 0; w = surf->w; h = surf->h; } Rect centerIn(const Rect &r); static Rect createCentered(int w, int h); static Rect around(const Rect &r, int width = 1); //creates rect around another bool isIn(int qx, int qy) const //determines if given point lies inside rect { if (qx > x && qxy && qy Rect operator-(const T &t) { return Rect(x - t.x, y - t.y, w, h); } Rect operator&(const Rect &p) const //rect intersection { bool intersect = true; if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this { intersect = false; } else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this { intersect = false; } else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this { intersect = false; } else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this { intersect = false; } if(intersect) { Rect ret; ret.x = std::max(this->x, p.x); ret.y = std::max(this->y, p.y); Point bR; //bottomRight point of returned rect bR.x = std::min(this->w+this->x, p.w+p.x); bR.y = std::min(this->h+this->y, p.h+p.y); ret.w = bR.x - ret.x; ret.h = bR.y - ret.y; return ret; } else { return Rect(); } } Rect operator|(const Rect &p) const //union of two rects { Rect ret; ret.x = std::min(p.x, this->x); ret.y = std::min(p.y, this->y); int x2 = std::max(p.x+p.w, this->x+this->w); int y2 = std::max(p.y+p.h, this->y+this->h); ret.w = x2 -ret.x; ret.h = y2 -ret.y; return ret; } }; /// Defines a show method class IShowable { public: void redraw(); virtual void show(SDL_Surface * to)=0; virtual void showAll(SDL_Surface * to) { show(to); } virtual ~IShowable(){}; //d-tor }; /// Status bar interface class IStatusBar { public: virtual ~IStatusBar(){}; //d-tor virtual void print(const std::string & text)=0; //prints text and refreshes statusbar virtual void clear()=0;//clears statusbar and refreshes virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text) virtual std::string getCurrent()=0; //returns currently displayed text }; /// Defines a activate/deactive method class IActivable { public: virtual void activate()=0; virtual void deactivate()=0; virtual ~IActivable(){}; //d-tor }; class IShowActivable : public IShowable, public IActivable { public: enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4}; int type; //bin flags using etype IShowActivable(); virtual ~IShowActivable(){}; //d-tor }; class IUpdateable { public: virtual void update()=0; virtual ~IUpdateable(){}; //d-tor }; /// Base UI element class CIntObject : public IShowActivable //interface object { public: CIntObject *parent; //parent object std::vector children; Rect pos, //position of object on the screen posRelative; //position of object in the parent (not used if no parent) CIntObject(); virtual ~CIntObject(); //d-tor //l-clicks handling bool pressedL; //for determining if object is L-pressed void activateLClick(); void deactivateLClick(); virtual void clickLeft(tribool down, bool previousState); //r-clicks handling bool pressedR; //for determining if object is R-pressed void activateRClick(); void deactivateRClick(); virtual void clickRight(tribool down, bool previousState); //hover handling bool hovered; //for determining if object is hovered void activateHover(); void deactivateHover(); virtual void hover (bool on); //keyboard handling bool captureAllKeys; //if true, only this object should get info about pressed keys void activateKeys(); void deactivateKeys(); virtual void keyPressed(const SDL_KeyboardEvent & key); //mouse movement handling bool strongInterest; //if true - report all mouse movements, if not - only when hovered void activateMouseMove(); void deactivateMouseMove(); virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent); //time handling int toNextTick; void activateTimer(); void deactivateTimer(); virtual void tick(); //mouse wheel void activateWheel(); void deactivateWheel(); virtual void wheelScrolled(bool down, bool in); //double click void activateDClick(); void deactivateDClick(); virtual void onDoubleClick(); enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff}; ui16 active; ui16 used; enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32}; ui8 defActions; //which calls will be tried to be redirected to children ui8 recActions; //which calls we allow te receive from parent enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT}; void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!) void defActivate(); void defDeactivate(); void activate(); void deactivate(); void activate(ui16 what); void deactivate(ui16 what); void show(SDL_Surface * to); void showAll(SDL_Surface * to); void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color); void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst); void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst); void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst); bool isItInLoc(const SDL_Rect &rect, int x, int y); bool isItInLoc(const SDL_Rect &rect, const Point &p); const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen void moveBy(const Point &p, bool propagate = true); void moveTo(const Point &p, bool propagate = true); void changeUsedEvents(ui16 what, bool enable, bool adjust = true); void addChild(CIntObject *child, bool adjustPosition = false); void removeChild(CIntObject *child, bool adjustPosition = false); void delChild(CIntObject *child); //removes from children list, deletes template void delChildNUll(T *&child, bool deactivateIfNeeded = false) //removes from children list, deletes and sets pointer to NULL { if(!child) return; if(deactivateIfNeeded && child->active) child->deactivate(); delChild(child); child = NULL; } }; /// Class for binding keys to left mouse button clicks /// Classes wanting use it should have it as one of their base classes class KeyShortcut : public virtual CIntObject { public: std::set assignedKeys; KeyShortcut(){}; //c-tor KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor KeyShortcut(std::set Keys):assignedKeys(Keys){}; //c-tor virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in }; /// to unify updating garrisons via PlayerInterface class CGarrisonHolder : public virtual CIntObject { public: CGarrisonHolder(); virtual void updateGarrisons(){}; }; class CWindowWithGarrison : public CGarrisonHolder { public: CGarrisonInt *garr; virtual void updateGarrisons(); }; /// Window GUI class class CSimpleWindow : public CIntObject { public: SDL_Surface * bitmap; //background virtual void show(SDL_Surface * to); CSimpleWindow():bitmap(NULL){}; //c-tor virtual ~CSimpleWindow(); //d-tor }; /// Image class class CPicture : public CIntObject { public: SDL_Surface *bg; Rect *srcRect; //if NULL then whole surface will be used bool freeSurf; //whether surface will be freed upon CPicture destruction bool needRefresh;//Surface needs to be displayed each frame operator SDL_Surface*() { return bg; } CPicture(const Rect &r, const SDL_Color &color, bool screenFormat = false); //rect filled with given color CPicture(const Rect &r, ui32 color, bool screenFormat = false); //rect filled with given color CPicture(SDL_Surface *BG, int x=0, int y=0, bool Free = true); //wrap existing SDL_Surface CPicture(const std::string &bmpname, int x=0, int y=0); CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface void init(); void createSimpleRect(const Rect &r, bool screenFormat, ui32 color); ~CPicture(); void show(SDL_Surface * to); void showAll(SDL_Surface * to); void convertToScreenBPP(); void colorizeAndConvert(int player); void colorize(int player); }; /// Handles GUI logic and drawing class CGuiHandler { public: FPSManager *mainFPSmng; //to keep const framerate timeHandler th; std::list listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on) IStatusBar * statusbar; //active GUI elements (listening for events std::list lclickable; std::list rclickable; std::list hoverable; std::list keyinterested; std::list motioninterested; std::list timeinterested; std::list wheelInterested; std::list doubleClickInterested; //objs to blit std::vector objsToBlit; SDL_Event * current; //current event - can be set to NULL to stop handling event IUpdateable *curInt; Point lastClick; unsigned lastClickTime; bool terminate; CGuiHandler(); ~CGuiHandler(); void run(); // holds the main loop for the whole program after initialization and manages the update/rendering system 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 popInt(IShowActivable *top); //removes given interface from the top and activates next void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front IShowActivable *topInt(); //returns top interface void updateTime(); //handles timeInterested void handleEvents(); //takes events from queue and calls interested objects void handleEvent(SDL_Event *sEvent); void handleMouseMotion(SDL_Event *sEvent); void handleMoveInterested( const SDL_MouseMotionEvent & motion ); void fakeMouseMove(); void breakEventHandling(); //current event won't be propagated anymore void drawFPSCounter(); // draws the FPS to the upper left corner of the screen ui8 defActionsDef; //default auto actions ui8 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 }; extern CGuiHandler GH; //global gui handler SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits) bool isArrowKey(SDLKey key); CIntObject * moveChild(CIntObject *obj, CIntObject *from, CIntObject *to, bool adjustPos = false); template void pushIntT() { GH.pushInt(new T()); } struct ObjectConstruction { CIntObject *myObj; ObjectConstruction(CIntObject *obj); ~ObjectConstruction(); }; struct SetCaptureState { bool previousCapture; ui8 prevActions; SetCaptureState(bool allow, ui8 actions); ~SetCaptureState(); }; class Colors { public: static SDL_Color MetallicGold; static SDL_Color Yellow; static SDL_Color createColor(int r, int g, int b); }; #define OBJ_CONSTRUCTION ObjectConstruction obj__i(this) #define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SetCaptureState obj__i1(true, 255); ObjectConstruction obj__i(this) #define BLOCK_CAPTURING SetCaptureState obj__i(false, 0) #define BLOCK_CAPTURING_DONT_TOUCH_REC_ACTIONS SetCaptureState obj__i(false, GH.defActionsDef) #endif //__GUIBASE_H__