/* * 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 "../../lib/CStopWatch.h" #include "Geometries.h" #include "SDL_Extensions.h" class CFramerateManager; class CGStatusBar; class CIntObject; class IUpdateable; class IShowActivatable; class IShowable; enum class EIntObjMouseBtnType; template struct CondSh; // TODO: event handling need refactoring enum 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 INTERFACE_CHANGED }; // A fps manager which holds game updates at a constant rate class CFramerateManager { private: double rateticks; ui32 lastticks, timeElapsed; int rate; ui32 accumulatedTime,accumulatedFrames; 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;} ui32 getFrameNumber() const { return accumulatedFrames; } }; // 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: std::vector> disposed; std::atomic continueEventHandling; typedef std::list CIntObjectList; //active GUI elements (listening for events CIntObjectList lclickable, rclickable, mclickable, hoverable, keyinterested, motioninterested, timeinterested, wheelInterested, doubleClickInterested, textInterested; void handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed); 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 IUpdateable *curInt; Point lastClick; unsigned lastClickTime; 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 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 handleCurrentEvent(); void handleMouseMotion(); 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 static SDL_Keycode arrowToNum(SDL_Keycode key); //converts arrow key to according numpad key static SDL_Keycode numToDigit(SDL_Keycode key);//converts numpad digit key to normal digit key static bool isNumKey(SDL_Keycode key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits) static bool isArrowKey(SDL_Keycode key); static bool amIGuiThread(); static void pushSDLEvent(int type, int usercode = 0); 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 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)