/* * CIntObject.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 "CIntObject.h" #include "CGuiHandler.h" #include "WindowHandler.h" #include "EventDispatcher.h" #include "Shortcut.h" #include "../render/Canvas.h" #include "../windows/CMessage.h" #include "../CMT.h" CIntObject::CIntObject(int used_, Point pos_): parent_m(nullptr), parent(parent_m), redrawParent(false), inputEnabled(true), used(used_), recActions(GH.defActionsDef), defActions(GH.defActionsDef), pos(pos_, Point()) { if(GH.captureChildren) GH.createdObj.front()->addChild(this, true); } CIntObject::~CIntObject() { if(isActive()) deactivate(); while(!children.empty()) { if((defActions & DISPOSE) && (children.front()->recActions & DISPOSE)) delete children.front(); else removeChild(children.front()); } if(parent_m) parent_m->removeChild(this); } void CIntObject::show(Canvas & to) { if(defActions & UPDATE) for(auto & elem : children) if(elem->recActions & UPDATE) elem->show(to); } void CIntObject::showAll(Canvas & to) { if(defActions & SHOWALL) { for(auto & elem : children) if(elem->recActions & SHOWALL) elem->showAll(to); } } void CIntObject::activate() { if (isActive()) return; if (inputEnabled) activateEvents(used | GENERAL); else activateEvents(GENERAL); assert(isActive()); if(defActions & ACTIVATE) for(auto & elem : children) if(elem->recActions & ACTIVATE) elem->activate(); } void CIntObject::deactivate() { if (!isActive()) return; deactivateEvents(used | GENERAL); assert(!isActive()); if(defActions & DEACTIVATE) for(auto & elem : children) if(elem->recActions & DEACTIVATE) elem->deactivate(); } void CIntObject::addUsedEvents(ui16 newActions) { if (isActive() && inputEnabled) activateEvents(~used & newActions); used |= newActions; } void CIntObject::removeUsedEvents(ui16 newActions) { if (isActive()) deactivateEvents(used & newActions); used &= ~newActions; } void CIntObject::disable() { if(isActive()) deactivate(); recActions = DISPOSE; } void CIntObject::enable() { if(!isActive() && (!parent_m || parent_m->isActive())) { activate(); redraw(); } recActions = 255; } void CIntObject::setEnabled(bool on) { if (on) enable(); else disable(); } void CIntObject::setInputEnabled(bool on) { if (inputEnabled == on) return; inputEnabled = on; if (isActive()) { assert((used & GENERAL) == 0); if (on) activateEvents(used); else deactivateEvents(used); } for(auto & elem : children) elem->setInputEnabled(on); } void CIntObject::setRedrawParent(bool on) { redrawParent = on; } void CIntObject::fitToScreen(int borderWidth, bool propagate) { Point newPos = pos.topLeft(); vstd::amax(newPos.x, borderWidth); vstd::amax(newPos.y, borderWidth); vstd::amin(newPos.x, GH.screenDimensions().x - borderWidth - pos.w); vstd::amin(newPos.y, GH.screenDimensions().y - borderWidth - pos.h); if (newPos != pos.topLeft()) moveTo(newPos, propagate); } void CIntObject::moveBy(const Point & p, bool propagate) { pos.x += p.x; pos.y += p.y; if(propagate) for(auto & elem : children) elem->moveBy(p, propagate); } void CIntObject::moveTo(const Point & p, bool propagate) { moveBy(Point(p.x - pos.x, p.y - pos.y), propagate); } void CIntObject::addChild(CIntObject * child, bool adjustPosition) { if (vstd::contains(children, child)) { return; } if (child->parent_m) { child->parent_m->removeChild(child, adjustPosition); } children.push_back(child); child->parent_m = this; if(adjustPosition) child->moveBy(pos.topLeft(), adjustPosition); if (inputEnabled != child->inputEnabled) child->setInputEnabled(inputEnabled); if (!isActive() && child->isActive()) child->deactivate(); if (isActive()&& !child->isActive()) child->activate(); } void CIntObject::removeChild(CIntObject * child, bool adjustPosition) { if (!child) return; if(!vstd::contains(children, child)) throw std::runtime_error("Wrong child object"); if(child->parent_m != this) throw std::runtime_error("Wrong child object"); children -= child; child->parent_m = nullptr; if(adjustPosition) child->pos -= pos.topLeft(); } void CIntObject::redraw() { //currently most of calls come from active objects so this check won't affect them //it should fix glitches when called by inactive elements located below active window if (isActive()) { if (parent_m && redrawParent) { parent_m->redraw(); } else { Canvas buffer = Canvas::createFromSurface(screenBuf); showAll(buffer); if(screenBuf != screen) { Canvas screenBuffer = Canvas::createFromSurface(screen); showAll(screenBuffer); } } } } bool CIntObject::receiveEvent(const Point & position, int eventType) const { return pos.isInside(position); } const Rect & CIntObject::getPosition() const { return pos; } void CIntObject::onScreenResize() { center(pos, true); } bool CIntObject::isPopupWindow() const { return false; } const Rect & CIntObject::center( const Rect &r, bool propagate ) { pos.w = r.w; pos.h = r.h; return center(Point(GH.screenDimensions().x/2, GH.screenDimensions().y/2), propagate); } const Rect & CIntObject::center( bool propagate ) { return center(pos, propagate); } const Rect & CIntObject::center(const Point & p, bool propagate) { moveBy(Point(p.x - pos.w/2 - pos.x, p.y - pos.h/2 - pos.y), propagate); return pos; } bool CIntObject::captureThisKey(EShortcut key) { return false; } CKeyShortcut::CKeyShortcut() : assignedKey(EShortcut::NONE) , shortcutPressed(false) {} CKeyShortcut::CKeyShortcut(EShortcut key) : assignedKey(key) , shortcutPressed(false) { } void CKeyShortcut::keyPressed(EShortcut key) { if( assignedKey == key && assignedKey != EShortcut::NONE && !shortcutPressed) { shortcutPressed = true; clickPressed(GH.getCursorPosition()); } } void CKeyShortcut::keyReleased(EShortcut key) { if( assignedKey == key && assignedKey != EShortcut::NONE && shortcutPressed) { shortcutPressed = false; clickReleased(GH.getCursorPosition()); } } WindowBase::WindowBase(int used_, Point pos_) : CIntObject(used_, pos_) { } void WindowBase::close() { if(!GH.windows().isTopWindow(this)) logGlobal->error("Only top interface must be closed"); GH.windows().popWindows(1); }