mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
f2b7c85811
- Adding macro "OBJECT_CONSTRUCTION_CAPTURING" that take as parameter action flag. - Fixed minor errors
147 lines
5.3 KiB
C++
147 lines
5.3 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"
|
|
|
|
class CFramerateManager;
|
|
class CGStatusBar;
|
|
class CIntObject;
|
|
class IUpdateable;
|
|
class IShowActivatable;
|
|
class IShowable;
|
|
enum class EIntObjMouseBtnType;
|
|
template <typename T> struct CondSh;
|
|
|
|
// 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;}
|
|
};
|
|
|
|
// Handles GUI logic and drawing
|
|
class CGuiHandler
|
|
{
|
|
public:
|
|
CFramerateManager * mainFPSmng; //to keep const framerate
|
|
std::list<IShowActivatable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
|
|
CGStatusBar * statusbar;
|
|
|
|
private:
|
|
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<IShowable*> 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 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 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
|
|
|
|
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();
|
|
};
|
|
|
|
#define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
|
|
#define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); 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)
|