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vcmi/client/UIFramework/CGuiHandler.h
beegee1 156aa6e4d9 * Updated class - file - handling
* Renamed color constants
* Renamed class AdventureMapButton to CAdventureMapButton
* Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses
* Moved new creature window from GuiClasses to CCreatureWindow
2011-12-22 13:05:19 +00:00

132 lines
4.7 KiB
C++

#pragma once
#include "../../lib/CStopWatch.h"
#include "Geometries.h"
class CFramerateManager;
class IStatusBar;
class CIntObject;
class IUpdateable;
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
double getElapsedSeconds() const { return this->timeElapsed / 1000; }
};
// Handles GUI logic and drawing
class CGuiHandler
{
public:
CFramerateManager * mainFPSmng; //to keep const framerate
CStopWatch th;
std::list<IShowActivatable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
IStatusBar * statusbar;
//active GUI elements (listening for events
std::list<CIntObject*> lclickable;
std::list<CIntObject*> rclickable;
std::list<CIntObject*> hoverable;
std::list<CIntObject*> keyinterested;
std::list<CIntObject*> motioninterested;
std::list<CIntObject*> timeinterested;
std::list<CIntObject*> wheelInterested;
std::list<CIntObject*> doubleClickInterested;
//objs to blit
std::vector<IShowable*> objsToBlit;
SDL_Event * current; //current event - can be set to NULL to stop handling event
IUpdateable *curInt;
Point lastClick;
unsigned lastClickTime;
bool terminate;
CGuiHandler();
~CGuiHandler();
void run(); // holds the main loop for the whole program after initialization and manages the update/rendering system
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<CIntObject *> createdObj; //stack of objs being created
static CIntObject * moveChild(CIntObject *obj, CIntObject *from, CIntObject *to, bool adjustPos = false);
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);
};
extern CGuiHandler GH; //global gui handler
template <typename T> 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();
};
namespace Colors
{
};
#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)