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vcmi/client/gui/CGuiHandler.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

172 lines
5.8 KiB
C++

/*
* 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"
VCMI_LIB_NAMESPACE_BEGIN
template <typename T> struct CondSh;
VCMI_LIB_NAMESPACE_END
class CFramerateManager;
class CGStatusBar;
class CIntObject;
class IUpdateable;
class IShowActivatable;
class IShowable;
enum class EIntObjMouseBtnType;
// 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<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)
std::shared_ptr<CGStatusBar> statusbar;
private:
std::vector<std::shared_ptr<IShowActivatable>> disposed;
std::atomic<bool> continueEventHandling;
typedef std::list<CIntObject*> 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<void (std::list<CIntObject*> *)> cb);
public:
void handleElementActivate(CIntObject * elem, ui16 activityFlag);
void handleElementDeActivate(CIntObject * elem, ui16 activityFlag);
public:
//objs to blit
std::vector<std::shared_ptr<IShowActivatable>> 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<CIntObject *> 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<IShowActivatable> newInt); //deactivate old top interface, activates this one and pushes to the top
template <typename T, typename ... Args>
void pushIntT(Args && ... args)
{
auto newInt = std::make_shared<T>(std::forward<Args>(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<IShowActivatable> top); //removes given interface from the top and activates next
std::shared_ptr<IShowActivatable> 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<bool> * 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)