mirror of
https://github.com/vcmi/vcmi.git
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01831e912a
Restructured thread structure: no new thread on yourturn, instead of that introduced update() method called by thread dispatching GUI events. Further changes are planned.
504 lines
13 KiB
C++
504 lines
13 KiB
C++
#ifndef __GUIBASE_H__
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#define __GUIBASE_H__
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#include "../global.h"
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#include "SDL.h"
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#include <set>
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#include <list>
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#include "../timeHandler.h"
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#include "FontBase.h"
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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/*
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* GUIBase.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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class CDefEssential;
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class AdventureMapButton;
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class CHighlightableButtonsGroup;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CBattleInterface;
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class CStack;
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class SComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnimation;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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class Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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class CPlayerInterface;
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struct Point
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{
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int x, y;
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//constructors
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Point(){};
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Point(int X, int Y)
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:x(X),y(Y)
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{};
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Point(const int3 &a)
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:x(a.x),y(a.y)
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{}
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template<typename T>
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Point operator+(const T &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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template<typename T>
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Point& operator+=(const T &b)
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{
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x += b.x;
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y += b.y;
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return *this;
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}
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template<typename T>
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Point operator-(const T &b) const
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{
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return Point(x - b.x, y - b.y);
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}
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template<typename T>
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Point& operator-=(const T &b)
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{
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x -= b.x;
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y -= b.y;
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return *this;
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}
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bool operator<(const Point &b) const //product order
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{
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return x < b.x && y < b.y;
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}
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template<typename T> Point& operator=(const T &t)
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{
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x = t.x;
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y = t.y;
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return *this;
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}
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template<typename T> bool operator==(const T &t)
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{
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return x == t.x && y == t.y;
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}
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};
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struct Rect : public SDL_Rect
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{
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Rect()//default c-tor
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{
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x = y = w = h = -1;
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}
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Rect(int X, int Y, int W, int H) //c-tor
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{
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x = X;
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y = Y;
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w = W;
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h = H;
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}
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Rect(const SDL_Rect & r) //c-tor
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{
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x = r.x;
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y = r.y;
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w = r.w;
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h = r.h;
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}
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static Rect createCentered(int w, int h);
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bool isIn(int qx, int qy) const //determines if given point lies inside rect
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{
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if (qx > x && qx<x+w && qy>y && qy<y+h)
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return true;
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return false;
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}
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bool isIn(const Point &q) const //determines if given point lies inside rect
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{
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return isIn(q.x,q.y);
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}
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Point topLeft() const //top left corner of this rect
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{
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return Point(x,y);
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}
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Point topRight() const //top right corner of this rect
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{
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return Point(x+w,y);
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}
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Point bottomLeft() const //bottom left corner of this rect
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{
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return Point(x,y+h);
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}
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Point bottomRight() const //bottom right corner of this rect
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{
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return Point(x+w,y+h);
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}
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Rect operator+(const Rect &p) const //moves this rect by p's rect position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect operator+(const Point &p) const //moves this rect by p's point position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect& operator=(const Point &p) //assignment operator
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{
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x = p.x;
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y = p.y;
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return *this;
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}
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Rect& operator=(const Rect &p) //assignment operator
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{
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x = p.x;
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y = p.y;
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w = p.w;
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h = p.h;
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return *this;
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}
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Rect& operator+=(const Rect &p) //works as operator+
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{
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x += p.x;
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y += p.y;
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return *this;
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}
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Rect& operator+=(const Point &p) //works as operator+
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{
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x += p.x;
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y += p.y;
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return *this;
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}
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Rect& operator-=(const Rect &p) //works as operator+
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{
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x -= p.x;
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y -= p.y;
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return *this;
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}
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Rect& operator-=(const Point &p) //works as operator+
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{
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x -= p.x;
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y -= p.y;
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return *this;
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}
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template<typename T> Rect operator-(const T &t)
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{
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return Rect(x + t.x, y + t.y, w, h);
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}
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Rect operator&(const Rect &p) const //rect intersection
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{
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bool intersect = true;
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if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
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{
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intersect = false;
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}
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else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
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{
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intersect = false;
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}
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else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
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{
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intersect = false;
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}
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else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
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{
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intersect = false;
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}
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if(intersect)
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{
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Rect ret;
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ret.x = std::max(this->x, p.x);
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ret.y = std::max(this->y, p.y);
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Point bR; //bottomRight point of returned rect
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bR.x = std::min(this->w+this->x, p.w+p.x);
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bR.y = std::min(this->h+this->y, p.h+p.y);
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ret.w = bR.x - ret.x;
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ret.h = bR.y - ret.y;
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return ret;
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}
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else
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{
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return Rect();
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}
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}
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};
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class IShowable
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{
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public:
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void redraw();
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virtual void show(SDL_Surface * to)=0;
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virtual void showAll(SDL_Surface * to)
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{
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show(to);
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}
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virtual ~IShowable(){}; //d-tor
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};
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class IStatusBar
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{
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public:
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virtual ~IStatusBar(){}; //d-tor
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virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
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virtual void clear()=0;//clears statusbar and refreshes
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virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
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virtual std::string getCurrent()=0; //returns currently displayed text
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};
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class IActivable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual ~IActivable(){}; //d-tor
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};
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class IShowActivable : public IShowable, public IActivable
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{
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public:
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enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2};
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int type; //bin flags using etype
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IShowActivable();
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virtual ~IShowActivable(){}; //d-tor
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};
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class IUpdateable
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{
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public:
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virtual void update()=0;
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virtual ~IUpdateable(){}; //d-tor
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};
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class CIntObject : public IShowActivable //interface object
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{
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public:
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CIntObject *parent; //parent object
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std::vector<CIntObject *> children;
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Rect pos, //position of object on the screen
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posRelative; //position of object in the parent (not used if no parent)
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int ID; //object ID, rarely used by some classes for identification / internal info
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CIntObject();
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virtual ~CIntObject();; //d-tor
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//l-clicks handling
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bool pressedL; //for determining if object is L-pressed
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void activateLClick();
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void deactivateLClick();
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virtual void clickLeft(tribool down, bool previousState);
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//r-clicks handling
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bool pressedR; //for determining if object is R-pressed
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void activateRClick();
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void deactivateRClick();
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virtual void clickRight(tribool down, bool previousState);
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//hover handling
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bool hovered; //for determining if object is hovered
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void activateHover();
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void deactivateHover();
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virtual void hover (bool on);
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//keyboard handling
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bool captureAllKeys; //if true, only this object should get info about pressed keys
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void activateKeys();
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void deactivateKeys();
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virtual void keyPressed(const SDL_KeyboardEvent & key);
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//mouse movement handling
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bool strongInterest; //if true - report all mouse movements, if not - only when hovered
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void activateMouseMove();
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void deactivateMouseMove();
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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//time handling
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int toNextTick;
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void activateTimer();
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void deactivateTimer();
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virtual void tick();
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//mouse wheel
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void activateWheel();
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void deactivateWheel();
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virtual void wheelScrolled(bool down, bool in);
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//double click
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void activateDClick();
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void deactivateDClick();
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virtual void onDoubleClick();
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enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff};
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ui16 active;
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ui16 used;
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enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
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ui8 defActions; //which calls will be tried to be redirected to children
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ui8 recActions; //which calls we allow te receive from parent
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void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
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void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
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void defActivate();
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void defDeactivate();
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst, bool refresh = false);
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void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst, bool refresh = false);
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void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst, bool refresh = false);
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void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst, bool refrsh = false);
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void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
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bool isItInLoc(const SDL_Rect &rect, int x, int y);
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bool isItInLoc(const SDL_Rect &rect, const Point &p);
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const Rect & center(const Rect &r); //sets pos so that r will be in the center of screen, returns new position
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const Rect & center(); //centers when pos.w and pos.h are set, returns new position
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void moveBy(const Point &p, bool propagate = true);
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void moveTo(const Point &p, bool propagate = true);
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};
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//class for binding keys to left mouse button clicks
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//classes wanting use it should have it as one of their base classes
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class KeyShortcut : public virtual CIntObject
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{
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public:
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std::set<int> assignedKeys;
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KeyShortcut(){}; //c-tor
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KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
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KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
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virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
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};
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class CWindowWithGarrison : public CIntObject
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{
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public:
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CGarrisonInt *garr;
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CWindowWithGarrison();
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};
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class CSimpleWindow : public CIntObject
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{
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public:
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SDL_Surface * bitmap; //background
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CIntObject * owner; //who made this window
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virtual void show(SDL_Surface * to);
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CSimpleWindow():bitmap(NULL),owner(NULL){}; //c-tor
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virtual ~CSimpleWindow(); //d-tor
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void activate(){};
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void deactivate(){};
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};
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class CPicture : public CIntObject
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{
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public:
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SDL_Surface *bg;
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bool freeSurf;
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CPicture(SDL_Surface *BG, int x, int y, bool Free = true);
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CPicture(const std::string &bmpname, int x, int y);
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~CPicture();
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void showAll(SDL_Surface * to);
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};
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class CGuiHandler
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{
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public:
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timeHandler th;
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std::list<IShowActivable *> 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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//active GUI elements (listening for events
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std::list<CIntObject*> lclickable;
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std::list<CIntObject*> rclickable;
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std::list<CIntObject*> hoverable;
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std::list<CIntObject*> keyinterested;
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std::list<CIntObject*> motioninterested;
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std::list<CIntObject*> timeinterested;
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std::list<CIntObject*> wheelInterested;
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std::list<CIntObject*> doubleClickInterested;
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//objs to blit
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std::vector<IShowable*> objsToBlit;
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SDL_Event * current; //current event
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IUpdateable *curInt;
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Point lastClick;
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unsigned lastClickTime;
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bool terminate;
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CGuiHandler();
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~CGuiHandler();
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void run();
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void totalRedraw(); //forces total redraw (using showAll)
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void simpleRedraw(); //update only top interface and draw background from buffer
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void popInt(IShowActivable *top); //removes given interface from the top and activates next
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void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
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void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
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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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IShowActivable *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 handleEvent(SDL_Event *sEvent);
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void handleMouseMotion(SDL_Event *sEvent);
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void handleMoveInterested( const SDL_MouseMotionEvent & motion );
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void fakeMouseMove();
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ui8 defActionsDef; //default auto actions
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ui8 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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};
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SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key
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SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key
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bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
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bool isArrowKey(SDLKey key);
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extern CGuiHandler GH; //global gui handler
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struct ObjectConstruction
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{
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CIntObject *myObj;
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ObjectConstruction(CIntObject *obj);
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~ObjectConstruction();
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};
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struct SetCaptureState
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{
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bool previousCapture;
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ui8 prevActions;
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SetCaptureState(bool allow, ui8 actions);
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~SetCaptureState();
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};
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#define OBJ_CONSTRUCTION ObjectConstruction obj__i(this)
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#define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SetCaptureState obj__i1(true, 255); ObjectConstruction obj__i(this)
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#define BLOCK_CAPTURING SetCaptureState obj__i(false, 0)
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#endif //__GUIBASE_H__
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