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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/gui/CGuiHandler.cpp
Ivan Savenko 611249d11d Added workaround for weird SDL behavior that causes SDL to report text
input as active when app starts until first actual text input
2024-04-11 22:00:20 +03:00

262 lines
5.7 KiB
C++

/*
* CGuiHandler.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 "CGuiHandler.h"
#include "../lib/CondSh.h"
#include "CIntObject.h"
#include "CursorHandler.h"
#include "ShortcutHandler.h"
#include "FramerateManager.h"
#include "WindowHandler.h"
#include "EventDispatcher.h"
#include "../eventsSDL/InputHandler.h"
#include "../CGameInfo.h"
#include "../render/Colors.h"
#include "../render/Graphics.h"
#include "../render/IFont.h"
#include "../render/EFont.h"
#include "../renderSDL/ScreenHandler.h"
#include "../renderSDL/RenderHandler.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../battle/BattleInterface.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/CConfigHandler.h"
#include <SDL_render.h>
CGuiHandler GH;
static thread_local bool inGuiThread = false;
SObjectConstruction::SObjectConstruction(CIntObject *obj)
:myObj(obj)
{
GH.createdObj.push_front(obj);
GH.captureChildren = true;
}
SObjectConstruction::~SObjectConstruction()
{
assert(GH.createdObj.size());
assert(GH.createdObj.front() == myObj);
GH.createdObj.pop_front();
GH.captureChildren = GH.createdObj.size();
}
SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
{
previousCapture = GH.captureChildren;
GH.captureChildren = false;
prevActions = GH.defActionsDef;
GH.defActionsDef = actions;
}
SSetCaptureState::~SSetCaptureState()
{
GH.captureChildren = previousCapture;
GH.defActionsDef = prevActions;
}
void CGuiHandler::init()
{
inGuiThread = true;
eventDispatcherInstance = std::make_unique<EventDispatcher>();
windowHandlerInstance = std::make_unique<WindowHandler>();
screenHandlerInstance = std::make_unique<ScreenHandler>();
renderHandlerInstance = std::make_unique<RenderHandler>();
inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
}
void CGuiHandler::handleEvents()
{
events().dispatchTimer(framerate().getElapsedMilliseconds());
//player interface may want special event handling
if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
return;
input().processEvents();
}
void CGuiHandler::fakeMouseMove()
{
dispatchMainThread([](){
GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
});
}
void CGuiHandler::startTextInput(const Rect & whereInput)
{
input().startTextInput(whereInput);
}
void CGuiHandler::stopTextInput()
{
input().stopTextInput();
}
void CGuiHandler::renderFrame()
{
{
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
if (nullptr != curInt)
curInt->update();
if (settings["video"]["showfps"].Bool())
drawFPSCounter();
}
SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
SDL_RenderClear(mainRenderer);
SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
{
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
CCS->curh->render();
windows().onFrameRendered();
}
SDL_RenderPresent(mainRenderer);
framerate().framerateDelay(); // holds a constant FPS
}
CGuiHandler::CGuiHandler()
: defActionsDef(0)
, captureChildren(false)
, curInt(nullptr)
, fakeStatusBar(std::make_shared<EmptyStatusBar>())
{
}
CGuiHandler::~CGuiHandler() = default;
ShortcutHandler & CGuiHandler::shortcuts()
{
assert(shortcutsHandlerInstance);
return *shortcutsHandlerInstance;
}
FramerateManager & CGuiHandler::framerate()
{
assert(framerateManagerInstance);
return *framerateManagerInstance;
}
bool CGuiHandler::isKeyboardCtrlDown() const
{
return inputHandlerInstance->isKeyboardCtrlDown();
}
bool CGuiHandler::isKeyboardAltDown() const
{
return inputHandlerInstance->isKeyboardAltDown();
}
bool CGuiHandler::isKeyboardShiftDown() const
{
return inputHandlerInstance->isKeyboardShiftDown();
}
const Point & CGuiHandler::getCursorPosition() const
{
return inputHandlerInstance->getCursorPosition();
}
Point CGuiHandler::screenDimensions() const
{
return Point(screen->w, screen->h);
}
void CGuiHandler::drawFPSCounter()
{
int x = 7;
int y = screen->h-20;
int width3digitFPSIncludingPadding = 48;
int heightFPSTextIncludingPadding = 11;
SDL_Rect overlay = { x, y, width3digitFPSIncludingPadding, heightFPSTextIncludingPadding};
uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
SDL_FillRect(screen, &overlay, black);
std::string fps = std::to_string(framerate().getFramerate())+" FPS";
graphics->fonts[FONT_SMALL]->renderTextLeft(screen, fps, Colors::WHITE, Point(8, screen->h-22));
}
bool CGuiHandler::amIGuiThread()
{
return inGuiThread;
}
void CGuiHandler::dispatchMainThread(const std::function<void()> & functor)
{
inputHandlerInstance->dispatchMainThread(functor);
}
IScreenHandler & CGuiHandler::screenHandler()
{
return *screenHandlerInstance;
}
IRenderHandler & CGuiHandler::renderHandler()
{
return *renderHandlerInstance;
}
EventDispatcher & CGuiHandler::events()
{
return *eventDispatcherInstance;
}
InputHandler & CGuiHandler::input()
{
return *inputHandlerInstance;
}
WindowHandler & CGuiHandler::windows()
{
assert(windowHandlerInstance);
return *windowHandlerInstance;
}
std::shared_ptr<IStatusBar> CGuiHandler::statusbar()
{
auto locked = currentStatusBar.lock();
if (!locked)
return fakeStatusBar;
return locked;
}
void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
{
currentStatusBar = newStatusBar;
}
void CGuiHandler::onScreenResize(bool resolutionChanged)
{
if(resolutionChanged)
{
screenHandler().onScreenResize();
}
windows().onScreenResize();
}