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https://github.com/vcmi/vcmi.git
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611249d11d
input as active when app starts until first actual text input
262 lines
5.7 KiB
C++
262 lines
5.7 KiB
C++
/*
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* CGuiHandler.cpp, 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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#include "StdInc.h"
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#include "CGuiHandler.h"
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#include "../lib/CondSh.h"
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#include "CIntObject.h"
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#include "CursorHandler.h"
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#include "ShortcutHandler.h"
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#include "FramerateManager.h"
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#include "WindowHandler.h"
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#include "EventDispatcher.h"
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#include "../eventsSDL/InputHandler.h"
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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#include "../render/Graphics.h"
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#include "../render/IFont.h"
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#include "../render/EFont.h"
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#include "../renderSDL/ScreenHandler.h"
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#include "../renderSDL/RenderHandler.h"
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#include "../CMT.h"
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#include "../CPlayerInterface.h"
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#include "../battle/BattleInterface.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/CConfigHandler.h"
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#include <SDL_render.h>
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CGuiHandler GH;
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static thread_local bool inGuiThread = false;
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SObjectConstruction::SObjectConstruction(CIntObject *obj)
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:myObj(obj)
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{
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GH.createdObj.push_front(obj);
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GH.captureChildren = true;
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}
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SObjectConstruction::~SObjectConstruction()
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{
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assert(GH.createdObj.size());
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assert(GH.createdObj.front() == myObj);
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GH.createdObj.pop_front();
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GH.captureChildren = GH.createdObj.size();
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}
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SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
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{
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previousCapture = GH.captureChildren;
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GH.captureChildren = false;
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prevActions = GH.defActionsDef;
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GH.defActionsDef = actions;
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}
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SSetCaptureState::~SSetCaptureState()
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{
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GH.captureChildren = previousCapture;
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GH.defActionsDef = prevActions;
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}
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void CGuiHandler::init()
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{
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inGuiThread = true;
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eventDispatcherInstance = std::make_unique<EventDispatcher>();
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windowHandlerInstance = std::make_unique<WindowHandler>();
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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renderHandlerInstance = std::make_unique<RenderHandler>();
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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}
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void CGuiHandler::handleEvents()
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{
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events().dispatchTimer(framerate().getElapsedMilliseconds());
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//player interface may want special event handling
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if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
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return;
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input().processEvents();
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}
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void CGuiHandler::fakeMouseMove()
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{
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dispatchMainThread([](){
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GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
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});
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}
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void CGuiHandler::startTextInput(const Rect & whereInput)
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{
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input().startTextInput(whereInput);
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}
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void CGuiHandler::stopTextInput()
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{
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input().stopTextInput();
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}
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void CGuiHandler::renderFrame()
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{
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if (nullptr != curInt)
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curInt->update();
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if (settings["video"]["showfps"].Bool())
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drawFPSCounter();
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}
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SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
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SDL_RenderClear(mainRenderer);
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SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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CCS->curh->render();
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windows().onFrameRendered();
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}
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SDL_RenderPresent(mainRenderer);
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framerate().framerateDelay(); // holds a constant FPS
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}
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CGuiHandler::CGuiHandler()
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: defActionsDef(0)
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, captureChildren(false)
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, curInt(nullptr)
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, fakeStatusBar(std::make_shared<EmptyStatusBar>())
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{
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}
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CGuiHandler::~CGuiHandler() = default;
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ShortcutHandler & CGuiHandler::shortcuts()
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{
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assert(shortcutsHandlerInstance);
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return *shortcutsHandlerInstance;
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}
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FramerateManager & CGuiHandler::framerate()
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{
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assert(framerateManagerInstance);
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return *framerateManagerInstance;
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}
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bool CGuiHandler::isKeyboardCtrlDown() const
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{
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return inputHandlerInstance->isKeyboardCtrlDown();
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}
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bool CGuiHandler::isKeyboardAltDown() const
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{
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return inputHandlerInstance->isKeyboardAltDown();
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}
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bool CGuiHandler::isKeyboardShiftDown() const
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{
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return inputHandlerInstance->isKeyboardShiftDown();
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}
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const Point & CGuiHandler::getCursorPosition() const
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{
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return inputHandlerInstance->getCursorPosition();
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}
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Point CGuiHandler::screenDimensions() const
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{
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return Point(screen->w, screen->h);
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}
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void CGuiHandler::drawFPSCounter()
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{
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int x = 7;
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int y = screen->h-20;
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int width3digitFPSIncludingPadding = 48;
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int heightFPSTextIncludingPadding = 11;
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SDL_Rect overlay = { x, y, width3digitFPSIncludingPadding, heightFPSTextIncludingPadding};
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uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
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SDL_FillRect(screen, &overlay, black);
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std::string fps = std::to_string(framerate().getFramerate())+" FPS";
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graphics->fonts[FONT_SMALL]->renderTextLeft(screen, fps, Colors::WHITE, Point(8, screen->h-22));
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}
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bool CGuiHandler::amIGuiThread()
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{
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return inGuiThread;
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}
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void CGuiHandler::dispatchMainThread(const std::function<void()> & functor)
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{
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inputHandlerInstance->dispatchMainThread(functor);
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}
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IScreenHandler & CGuiHandler::screenHandler()
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{
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return *screenHandlerInstance;
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}
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IRenderHandler & CGuiHandler::renderHandler()
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{
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return *renderHandlerInstance;
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}
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EventDispatcher & CGuiHandler::events()
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{
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return *eventDispatcherInstance;
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}
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InputHandler & CGuiHandler::input()
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{
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return *inputHandlerInstance;
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}
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WindowHandler & CGuiHandler::windows()
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{
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assert(windowHandlerInstance);
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return *windowHandlerInstance;
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}
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std::shared_ptr<IStatusBar> CGuiHandler::statusbar()
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{
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auto locked = currentStatusBar.lock();
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if (!locked)
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return fakeStatusBar;
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return locked;
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}
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void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
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{
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currentStatusBar = newStatusBar;
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}
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void CGuiHandler::onScreenResize(bool resolutionChanged)
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{
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if(resolutionChanged)
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{
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screenHandler().onScreenResize();
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}
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windows().onScreenResize();
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}
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