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vcmi/client/gui/WindowHandler.cpp

116 lines
2.5 KiB
C++

/*
* WindowHandler.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 "WindowHandler.h"
#include "CGuiHandler.h"
#include "CIntObject.h"
#include "CursorHandler.h"
#include "../CMT.h"
#include "../CGameInfo.h"
#include "../render/Colors.h"
#include "../renderSDL/SDL_Extensions.h"
void WindowHandler::popInt(std::shared_ptr<IShowActivatable> top)
{
assert(listInt.front() == top);
top->deactivate();
disposed.push_back(top);
listInt.pop_front();
objsToBlit -= top;
if(!listInt.empty())
listInt.front()->activate();
totalRedraw();
}
void WindowHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
{
assert(newInt);
assert(!vstd::contains(listInt, newInt)); // do not add same object twice
//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.empty())
listInt.front()->deactivate();
listInt.push_front(newInt);
CCS->curh->set(Cursor::Map::POINTER);
newInt->activate();
objsToBlit.push_back(newInt);
totalRedraw();
}
void WindowHandler::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();
disposed.push_back(listInt.front());
listInt.pop_front();
}
if(!listInt.empty())
{
listInt.front()->activate();
totalRedraw();
}
GH.fakeMouseMove();
}
std::shared_ptr<IShowActivatable> WindowHandler::topInt()
{
if(listInt.empty())
return std::shared_ptr<IShowActivatable>();
else
return listInt.front();
}
void WindowHandler::totalRedraw()
{
CSDL_Ext::fillSurface(screen2, Colors::BLACK);
for(auto & elem : objsToBlit)
elem->showAll(screen2);
CSDL_Ext::blitAt(screen2, 0, 0, screen);
}
void WindowHandler::simpleRedraw()
{
//update only top interface and draw background
if(objsToBlit.size() > 1)
CSDL_Ext::blitAt(screen2, 0, 0, screen); //blit background
if(!objsToBlit.empty())
objsToBlit.back()->show(screen); //blit active interface/window
}
void WindowHandler::onScreenResize()
{
for(const auto & entry : listInt)
{
auto intObject = std::dynamic_pointer_cast<CIntObject>(entry);
if(intObject)
intObject->onScreenResize();
}
totalRedraw();
}
void WindowHandler::onFrameRendered()
{
disposed.clear();
}