mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
6db3c5bc7e
* Save game screen and returning to main menu will work if game was started with --start option * GUI controls can selectively capture keyboard events. CTextInput won't capture Enter. Fixes #654.
486 lines
12 KiB
C++
486 lines
12 KiB
C++
#include "StdInc.h"
|
|
#include "CGuiHandler.h"
|
|
|
|
#include "SDL_Extensions.h"
|
|
#include "CIntObject.h"
|
|
#include "../CGameInfo.h"
|
|
#include "CCursorHandler.h"
|
|
#include "../../lib/CThreadHelper.h"
|
|
#include "../CConfigHandler.h"
|
|
|
|
extern SDL_Surface * screenBuf, * screen2, * screen;
|
|
extern std::queue<SDL_Event*> events;
|
|
extern boost::mutex eventsM;
|
|
|
|
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::popInt( IShowActivatable *top )
|
|
{
|
|
assert(listInt.front() == top);
|
|
top->deactivate();
|
|
listInt.pop_front();
|
|
objsToBlit -= top;
|
|
if(listInt.size())
|
|
listInt.front()->activate();
|
|
totalRedraw();
|
|
}
|
|
|
|
void CGuiHandler::popIntTotally( IShowActivatable *top )
|
|
{
|
|
assert(listInt.front() == top);
|
|
popInt(top);
|
|
delete top;
|
|
fakeMouseMove();
|
|
}
|
|
|
|
void CGuiHandler::pushInt( IShowActivatable *newInt )
|
|
{
|
|
//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
|
|
screenBuf = screen2;
|
|
|
|
if(listInt.size())
|
|
listInt.front()->deactivate();
|
|
listInt.push_front(newInt);
|
|
newInt->activate();
|
|
objsToBlit.push_back(newInt);
|
|
totalRedraw();
|
|
}
|
|
|
|
void CGuiHandler::popInts( int howMany )
|
|
{
|
|
if(!howMany) return; //senseless but who knows...
|
|
|
|
assert(listInt.size() >= howMany);
|
|
listInt.front()->deactivate();
|
|
for(int i=0; i < howMany; i++)
|
|
{
|
|
objsToBlit -= listInt.front();
|
|
delete listInt.front();
|
|
listInt.pop_front();
|
|
}
|
|
|
|
if(listInt.size())
|
|
{
|
|
listInt.front()->activate();
|
|
totalRedraw();
|
|
}
|
|
fakeMouseMove();
|
|
}
|
|
|
|
IShowActivatable * CGuiHandler::topInt()
|
|
{
|
|
if(!listInt.size())
|
|
return NULL;
|
|
else
|
|
return listInt.front();
|
|
}
|
|
|
|
void CGuiHandler::totalRedraw()
|
|
{
|
|
for(int i=0;i<objsToBlit.size();i++)
|
|
objsToBlit[i]->showAll(screen2);
|
|
|
|
// static int a = 0;
|
|
// if(a)
|
|
// {
|
|
// SDL_SaveBMP(screen, "s1.bmp");
|
|
// SDL_SaveBMP(screen2, "s2.bmp");
|
|
// }
|
|
blitAt(screen2,0,0,screen);
|
|
}
|
|
|
|
void CGuiHandler::updateTime()
|
|
{
|
|
int tv = th.getDiff();
|
|
std::list<CIntObject*> hlp = timeinterested;
|
|
for (std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
|
|
{
|
|
if(!vstd::contains(timeinterested,*i)) continue;
|
|
if ((*i)->toNextTick>=0)
|
|
(*i)->toNextTick-=tv;
|
|
if ((*i)->toNextTick<0)
|
|
(*i)->tick();
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::handleEvents()
|
|
{
|
|
while(true)
|
|
{
|
|
SDL_Event *ev = NULL;
|
|
boost::unique_lock<boost::mutex> lock(eventsM);
|
|
if(!events.size())
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ev = events.front();
|
|
events.pop();
|
|
}
|
|
handleEvent(ev);
|
|
delete ev;
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::handleEvent(SDL_Event *sEvent)
|
|
{
|
|
current = sEvent;
|
|
bool prev;
|
|
|
|
if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
|
|
{
|
|
SDL_KeyboardEvent key = sEvent->key;
|
|
|
|
//translate numpad keys
|
|
if(key.keysym.sym == SDLK_KP_ENTER)
|
|
{
|
|
key.keysym.sym = (SDLKey)SDLK_RETURN;
|
|
}
|
|
|
|
bool keysCaptured = false;
|
|
for(std::list<CIntObject*>::iterator i=keyinterested.begin(); i != keyinterested.end() && current; i++)
|
|
{
|
|
if((*i)->captureThisEvent(key))
|
|
{
|
|
keysCaptured = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
std::list<CIntObject*> miCopy = keyinterested;
|
|
for(std::list<CIntObject*>::iterator i=miCopy.begin(); i != miCopy.end() && current; i++)
|
|
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
|
|
(**i).keyPressed(key);
|
|
}
|
|
else if(sEvent->type==SDL_MOUSEMOTION)
|
|
{
|
|
CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
|
|
handleMouseMotion(sEvent);
|
|
}
|
|
else if (sEvent->type==SDL_MOUSEBUTTONDOWN)
|
|
{
|
|
if(sEvent->button.button == SDL_BUTTON_LEFT)
|
|
{
|
|
|
|
if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
|
|
{
|
|
std::list<CIntObject*> hlp = doubleClickInterested;
|
|
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(doubleClickInterested,*i)) continue;
|
|
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
(*i)->onDoubleClick();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
lastClick = sEvent->motion;
|
|
lastClickTime = SDL_GetTicks();
|
|
|
|
std::list<CIntObject*> hlp = lclickable;
|
|
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(lclickable,*i)) continue;
|
|
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
prev = (*i)->pressedL;
|
|
(*i)->pressedL = true;
|
|
(*i)->clickLeft(true, prev);
|
|
}
|
|
}
|
|
}
|
|
else if (sEvent->button.button == SDL_BUTTON_RIGHT)
|
|
{
|
|
std::list<CIntObject*> hlp = rclickable;
|
|
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(rclickable,*i)) continue;
|
|
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
prev = (*i)->pressedR;
|
|
(*i)->pressedR = true;
|
|
(*i)->clickRight(true, prev);
|
|
}
|
|
}
|
|
}
|
|
else if(sEvent->button.button == SDL_BUTTON_WHEELDOWN || sEvent->button.button == SDL_BUTTON_WHEELUP)
|
|
{
|
|
std::list<CIntObject*> hlp = wheelInterested;
|
|
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(wheelInterested,*i)) continue;
|
|
(*i)->wheelScrolled(sEvent->button.button == SDL_BUTTON_WHEELDOWN, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));
|
|
}
|
|
}
|
|
}
|
|
else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
|
|
{
|
|
std::list<CIntObject*> hlp = lclickable;
|
|
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(lclickable,*i)) continue;
|
|
prev = (*i)->pressedL;
|
|
(*i)->pressedL = false;
|
|
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
(*i)->clickLeft(false, prev);
|
|
}
|
|
else
|
|
(*i)->clickLeft(boost::logic::indeterminate, prev);
|
|
}
|
|
}
|
|
else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_RIGHT))
|
|
{
|
|
std::list<CIntObject*> hlp = rclickable;
|
|
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(rclickable,*i)) continue;
|
|
prev = (*i)->pressedR;
|
|
(*i)->pressedR = false;
|
|
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
(*i)->clickRight(false, prev);
|
|
}
|
|
else
|
|
(*i)->clickRight(boost::logic::indeterminate, prev);
|
|
}
|
|
}
|
|
current = NULL;
|
|
|
|
} //event end
|
|
|
|
void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
|
|
{
|
|
//sending active, hovered hoverable objects hover() call
|
|
std::vector<CIntObject*> hlp;
|
|
for(std::list<CIntObject*>::iterator i=hoverable.begin(); i != hoverable.end();i++)
|
|
{
|
|
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
if (!(*i)->hovered)
|
|
hlp.push_back((*i));
|
|
}
|
|
else if ((*i)->hovered)
|
|
{
|
|
(*i)->hover(false);
|
|
(*i)->hovered = false;
|
|
}
|
|
}
|
|
for(int i=0; i<hlp.size();i++)
|
|
{
|
|
hlp[i]->hover(true);
|
|
hlp[i]->hovered = true;
|
|
}
|
|
|
|
handleMoveInterested(sEvent->motion);
|
|
}
|
|
|
|
void CGuiHandler::simpleRedraw()
|
|
{
|
|
//update only top interface and draw background
|
|
if(objsToBlit.size() > 1)
|
|
blitAt(screen2,0,0,screen); //blit background
|
|
objsToBlit.back()->show(screen); //blit active interface/window
|
|
}
|
|
|
|
void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion )
|
|
{
|
|
//sending active, MotionInterested objects mouseMoved() call
|
|
std::list<CIntObject*> miCopy = motioninterested;
|
|
for(std::list<CIntObject*>::iterator i=miCopy.begin(); i != miCopy.end();i++)
|
|
{
|
|
if ((*i)->strongInterest || isItIn(&(*i)->pos, motion.x, motion.y))
|
|
{
|
|
(*i)->mouseMoved(motion);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::fakeMouseMove()
|
|
{
|
|
SDL_Event evnt;
|
|
|
|
SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0};
|
|
int x, y;
|
|
sme.state = SDL_GetMouseState(&x, &y);
|
|
sme.x = x;
|
|
sme.y = y;
|
|
|
|
evnt.motion = sme;
|
|
current = &evnt;
|
|
handleMouseMotion(&evnt);
|
|
}
|
|
|
|
void CGuiHandler::run()
|
|
{
|
|
setThreadName(-1, "CGuiHandler::run");
|
|
try
|
|
{
|
|
if (settings["video"]["fullscreen"].Bool())
|
|
CCS->curh->centerCursor();
|
|
|
|
mainFPSmng->init(); // resets internal clock, needed for FPS manager
|
|
while(!terminate)
|
|
{
|
|
if(curInt)
|
|
curInt->update(); // calls a update and drawing process of the loaded game interface object at the moment
|
|
|
|
mainFPSmng->framerateDelay(); // holds a constant FPS
|
|
}
|
|
} HANDLE_EXCEPTION
|
|
}
|
|
|
|
CGuiHandler::CGuiHandler()
|
|
:lastClick(-500, -500)
|
|
{
|
|
curInt = NULL;
|
|
current = NULL;
|
|
terminate = false;
|
|
statusbar = NULL;
|
|
|
|
// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
|
|
mainFPSmng = new CFramerateManager(48);
|
|
mainFPSmng->init(); // resets internal clock, needed for FPS manager
|
|
}
|
|
|
|
CGuiHandler::~CGuiHandler()
|
|
{
|
|
delete mainFPSmng;
|
|
}
|
|
|
|
void CGuiHandler::breakEventHandling()
|
|
{
|
|
current = NULL;
|
|
}
|
|
|
|
CIntObject * CGuiHandler::moveChild(CIntObject *obj, CIntObject *from, CIntObject *to, bool adjustPos)
|
|
{
|
|
from->removeChild(obj, adjustPos);
|
|
to->addChild(obj, adjustPos);
|
|
return obj;
|
|
}
|
|
|
|
void CGuiHandler::drawFPSCounter()
|
|
{
|
|
const static SDL_Color yellow = {255, 255, 0, 0};
|
|
static SDL_Rect overlay = { 0, 0, 64, 32};
|
|
Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
|
|
SDL_FillRect(screen, &overlay, black);
|
|
std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
|
|
CSDL_Ext::printAt(fps, 10, 10, FONT_BIG, yellow, screen);
|
|
}
|
|
|
|
SDLKey CGuiHandler::arrowToNum( SDLKey key )
|
|
{
|
|
switch(key)
|
|
{
|
|
case SDLK_DOWN:
|
|
return SDLK_KP2;
|
|
case SDLK_UP:
|
|
return SDLK_KP8;
|
|
case SDLK_LEFT:
|
|
return SDLK_KP4;
|
|
case SDLK_RIGHT:
|
|
return SDLK_KP6;
|
|
default:
|
|
assert(0);
|
|
}
|
|
throw std::string("Wrong key!");
|
|
}
|
|
|
|
SDLKey CGuiHandler::numToDigit( SDLKey key )
|
|
{
|
|
if(key >= SDLK_KP0 && key <= SDLK_KP9)
|
|
return SDLKey(key - SDLK_KP0 + SDLK_0);
|
|
|
|
#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
|
|
switch(key)
|
|
{
|
|
REMOVE_KP(PERIOD)
|
|
REMOVE_KP(MINUS)
|
|
REMOVE_KP(PLUS)
|
|
REMOVE_KP(EQUALS)
|
|
|
|
case SDLK_KP_MULTIPLY:
|
|
return SDLK_ASTERISK;
|
|
case SDLK_KP_DIVIDE:
|
|
return SDLK_SLASH;
|
|
case SDLK_KP_ENTER:
|
|
return SDLK_RETURN;
|
|
default:
|
|
tlog3 << "Illegal numkey conversion!" << std::endl;
|
|
return SDLK_UNKNOWN;
|
|
}
|
|
#undef REMOVE_KP
|
|
}
|
|
|
|
bool CGuiHandler::isNumKey( SDLKey key, bool number )
|
|
{
|
|
if(number)
|
|
return key >= SDLK_KP0 && key <= SDLK_KP9;
|
|
else
|
|
return key >= SDLK_KP0 && key <= SDLK_KP_EQUALS;
|
|
}
|
|
|
|
bool CGuiHandler::isArrowKey( SDLKey key )
|
|
{
|
|
return key >= SDLK_UP && key <= SDLK_LEFT;
|
|
}
|
|
|
|
|
|
CFramerateManager::CFramerateManager(int rate)
|
|
{
|
|
this->rate = rate;
|
|
this->rateticks = (1000.0 / rate);
|
|
this->fps = 0;
|
|
}
|
|
|
|
void CFramerateManager::init()
|
|
{
|
|
this->lastticks = SDL_GetTicks();
|
|
}
|
|
|
|
void CFramerateManager::framerateDelay()
|
|
{
|
|
ui32 currentTicks = SDL_GetTicks();
|
|
this->timeElapsed = currentTicks - this->lastticks;
|
|
|
|
// FPS is higher than it should be, then wait some time
|
|
if (this->timeElapsed < this->rateticks)
|
|
{
|
|
SDL_Delay(ceil(this->rateticks) - this->timeElapsed);
|
|
}
|
|
|
|
this->fps = ceil(1000.0 / this->timeElapsed);
|
|
this->lastticks = SDL_GetTicks();
|
|
} |