mirror of
https://github.com/vcmi/vcmi.git
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208 lines
7.0 KiB
C++
208 lines
7.0 KiB
C++
/*
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* CGuiHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "MouseButton.h"
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#include "../../lib/Point.h"
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#include <SDL_keycode.h>
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VCMI_LIB_NAMESPACE_BEGIN
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template <typename T> struct CondSh;
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class Rect;
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VCMI_LIB_NAMESPACE_END
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union SDL_Event;
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struct SDL_MouseMotionEvent;
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class CFramerateManager;
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class IStatusBar;
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class CIntObject;
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class IUpdateable;
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class IShowActivatable;
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class IShowable;
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// TODO: event handling need refactoring
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enum class EUserEvent
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{
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/*CHANGE_SCREEN_RESOLUTION = 1,*/
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RETURN_TO_MAIN_MENU = 2,
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//STOP_CLIENT = 3,
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RESTART_GAME = 4,
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RETURN_TO_MENU_LOAD,
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FULLSCREEN_TOGGLED,
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CAMPAIGN_START_SCENARIO,
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FORCE_QUIT, //quit client without question
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INTERFACE_CHANGED
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};
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// A fps manager which holds game updates at a constant rate
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class CFramerateManager
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{
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private:
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double rateticks;
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ui32 lastticks, timeElapsed;
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int rate;
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ui32 accumulatedTime,accumulatedFrames;
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public:
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int fps; // the actual fps value
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CFramerateManager(int rate); // initializes the manager with a given fps rate
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void init(); // needs to be called directly before the main game loop to reset the internal timer
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void framerateDelay(); // needs to be called every game update cycle
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ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
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ui32 getFrameNumber() const { return accumulatedFrames; }
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};
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// Handles GUI logic and drawing
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class CGuiHandler
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{
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public:
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CFramerateManager * mainFPSmng; //to keep const framerate
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std::list<std::shared_ptr<IShowActivatable>> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
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std::shared_ptr<IStatusBar> statusbar;
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private:
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Point cursorPosition;
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uint32_t mouseButtonsMask;
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std::vector<std::shared_ptr<IShowActivatable>> disposed;
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std::atomic<bool> continueEventHandling;
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typedef std::list<CIntObject*> CIntObjectList;
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//active GUI elements (listening for events
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CIntObjectList lclickable;
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CIntObjectList rclickable;
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CIntObjectList mclickable;
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CIntObjectList hoverable;
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CIntObjectList keyinterested;
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CIntObjectList motioninterested;
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CIntObjectList timeinterested;
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CIntObjectList wheelInterested;
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CIntObjectList doubleClickInterested;
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CIntObjectList textInterested;
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void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
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void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
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void handleCurrentEvent(SDL_Event ¤t);
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void handleMouseMotion(const SDL_Event & current);
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void handleMoveInterested( const SDL_MouseMotionEvent & motion );
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void convertTouchToMouse(SDL_Event * current);
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void fakeMoveCursor(float dx, float dy);
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void fakeMouseButtonEventRelativeMode(bool down, bool right);
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public:
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void handleElementActivate(CIntObject * elem, ui16 activityFlag);
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void handleElementDeActivate(CIntObject * elem, ui16 activityFlag);
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public:
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//objs to blit
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std::vector<std::shared_ptr<IShowActivatable>> objsToBlit;
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/// returns current position of mouse cursor, relative to vcmi window
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const Point & getCursorPosition() const;
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/// returns true if at least one mouse button is pressed
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bool isMouseButtonPressed() const;
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/// returns true if specified mouse button is pressed
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bool isMouseButtonPressed(MouseButton button) const;
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/// returns true if chosen keyboard key is currently pressed down
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bool isKeyboardAltDown() const;
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bool isKeyboardCtrlDown() const;
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bool isKeyboardShiftDown() const;
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void startTextInput(const Rect & where);
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void stopTextInput();
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/// moves mouse pointer into specified position inside vcmi window
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void moveCursorToPosition(const Point & position);
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IUpdateable *curInt;
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Point lastClick;
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unsigned lastClickTime;
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bool multifinger;
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bool isPointerRelativeMode;
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float pointerSpeedMultiplier;
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ui8 defActionsDef; //default auto actions
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bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
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std::list<CIntObject *> createdObj; //stack of objs being created
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CGuiHandler();
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~CGuiHandler();
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void init();
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void renderFrame();
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void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
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void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
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void pushInt(std::shared_ptr<IShowActivatable> newInt); //deactivate old top interface, activates this one and pushes to the top
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template <typename T, typename ... Args>
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void pushIntT(Args && ... args)
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{
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auto newInt = std::make_shared<T>(std::forward<Args>(args)...);
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pushInt(newInt);
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}
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void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
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void popInt(std::shared_ptr<IShowActivatable> top); //removes given interface from the top and activates next
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std::shared_ptr<IShowActivatable> topInt(); //returns top interface
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void updateTime(); //handles timeInterested
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void handleEvents(); //takes events from queue and calls interested objects
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void fakeMouseMove();
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void breakEventHandling(); //current event won't be propagated anymore
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void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
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static SDL_Keycode arrowToNum(SDL_Keycode key); //converts arrow key to according numpad key
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static SDL_Keycode numToDigit(SDL_Keycode key);//converts numpad digit key to normal digit key
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static bool isNumKey(SDL_Keycode key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
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static bool isArrowKey(SDL_Keycode key);
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static bool amIGuiThread();
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static void pushUserEvent(EUserEvent usercode);
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static void pushUserEvent(EUserEvent usercode, void * userdata);
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CondSh<bool> * terminate_cond; // confirm termination
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};
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extern CGuiHandler GH; //global gui handler
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struct SObjectConstruction
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{
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CIntObject *myObj;
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SObjectConstruction(CIntObject *obj);
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~SObjectConstruction();
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};
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struct SSetCaptureState
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{
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bool previousCapture;
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ui8 prevActions;
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SSetCaptureState(bool allow, ui8 actions);
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~SSetCaptureState();
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};
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#define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
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#define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj)
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#define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
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#define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
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#define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)
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