#pragma once #include "../../lib/CStopWatch.h" #include "Geometries.h" #include "SDL_Extensions.h" class CFramerateManager; class CGStatusBar; class CIntObject; class IUpdateable; class ILockedUpdatable; class IShowActivatable; class IShowable; /* * 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 * */ // A fps manager which holds game updates at a constant rate class CFramerateManager { private: double rateticks; ui32 lastticks, timeElapsed; int rate; public: int fps; // the actual fps value CFramerateManager(int rate); // initializes the manager with a given fps rate void init(); // 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;} }; // 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) CGStatusBar * statusbar; private: typedef std::list CIntObjectList; //active GUI elements (listening for events CIntObjectList lclickable, rclickable, hoverable, keyinterested, motioninterested, timeinterested, wheelInterested, doubleClickInterested; #ifndef VCMI_SDL1 CIntObjectList textInterested; #endif // VCMI_SDL1 void processLists(const ui16 activityFlag, std::function *)> cb); public: void handleElementActivate(CIntObject * elem, ui16 activityFlag); void handleElementDeActivate(CIntObject * elem, ui16 activityFlag); public: //objs to blit std::vector objsToBlit; SDL_Event * current; //current event - can be set to nullptr to stop handling event ILockedUpdatable *curInt; Point lastClick; unsigned lastClickTime; CGuiHandler(); ~CGuiHandler(); 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 popInt(IShowActivatable *top); //removes given interface from the top and activates next void popIntTotally(IShowActivatable *top); //deactivates, deletes, removes given interface from the top and activates next void pushInt(IShowActivatable *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 IShowActivatable *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 static SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key static SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key static bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits) static bool isArrowKey(SDLKey key); static bool amIGuiThread(); static void pushSDLEvent(int type, int usercode = 0); }; extern CGuiHandler GH; //global gui handler template void pushIntT() { GH.pushInt(new T()); } 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_CAPTURING_ALL defActions = 255; SSetCaptureState obj__i1(true, 255); SObjectConstruction obj__i(this) #define BLOCK_CAPTURING SSetCaptureState obj__i(false, 0) #define BLOCK_CAPTURING_DONT_TOUCH_REC_ACTIONS SSetCaptureState obj__i(false, GH.defActionsDef)