mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
80acd7e77c
- Replaced several assertions with runtime_error's to detect them in release builds - Removed multiple dispatchMainThread calls in server shutdown code to simplify debugging and code flow - Moved handling of gameplay shutdown and score calculation from PlayerInterface to ServerHandler (not perfect, but better than before)
169 lines
3.6 KiB
C++
169 lines
3.6 KiB
C++
/*
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* WindowHandler.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 "WindowHandler.h"
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#include "CGuiHandler.h"
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#include "CIntObject.h"
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#include "CursorHandler.h"
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#include "../CMT.h"
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#include "../CGameInfo.h"
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#include "../render/Canvas.h"
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#include "../render/Colors.h"
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#include "../renderSDL/SDL_Extensions.h"
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void WindowHandler::popWindow(std::shared_ptr<IShowActivatable> top)
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{
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if (windowsStack.back() != top)
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throw std::runtime_error("Attempt to pop non-top window from stack!");
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top->deactivate();
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disposed.push_back(top);
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windowsStack.pop_back();
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if(!windowsStack.empty())
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windowsStack.back()->activate();
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totalRedraw();
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}
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void WindowHandler::pushWindow(std::shared_ptr<IShowActivatable> newInt)
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{
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if (newInt == nullptr)
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throw std::runtime_error("Attempt to push null window onto windows stack!");
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if (vstd::contains(windowsStack, newInt))
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throw std::runtime_error("Attempt to add already existing window to stack!");
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//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
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screenBuf = screen2;
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if(!windowsStack.empty())
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windowsStack.back()->deactivate();
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windowsStack.push_back(newInt);
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CCS->curh->set(Cursor::Map::POINTER);
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newInt->activate();
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totalRedraw();
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}
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bool WindowHandler::isTopWindowPopup() const
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{
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if (windowsStack.empty())
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return false;
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return windowsStack.back()->isPopupWindow();
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}
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void WindowHandler::popWindows(int howMany)
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{
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if(!howMany)
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return; //senseless but who knows...
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assert(windowsStack.size() >= howMany);
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windowsStack.back()->deactivate();
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for(int i = 0; i < howMany; i++)
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{
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disposed.push_back(windowsStack.back());
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windowsStack.pop_back();
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}
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if(!windowsStack.empty())
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{
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windowsStack.back()->activate();
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totalRedraw();
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}
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GH.fakeMouseMove();
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}
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std::shared_ptr<IShowActivatable> WindowHandler::topWindowImpl() const
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{
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if(windowsStack.empty())
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return nullptr;
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return windowsStack.back();
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}
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bool WindowHandler::isTopWindow(std::shared_ptr<IShowActivatable> window) const
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{
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assert(window != nullptr);
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return !windowsStack.empty() && windowsStack.back() == window;
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}
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bool WindowHandler::isTopWindow(IShowActivatable * window) const
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{
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assert(window != nullptr);
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return !windowsStack.empty() && windowsStack.back().get() == window;
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}
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void WindowHandler::totalRedraw()
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{
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totalRedrawRequested = true;
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}
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void WindowHandler::totalRedrawImpl()
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{
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logGlobal->debug("totalRedraw requested!");
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Canvas target = Canvas::createFromSurface(screen2);
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for(auto & elem : windowsStack)
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elem->showAll(target);
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CSDL_Ext::blitAt(screen2, 0, 0, screen);
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}
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void WindowHandler::simpleRedraw()
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{
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if (totalRedrawRequested)
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totalRedrawImpl();
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else
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simpleRedrawImpl();
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totalRedrawRequested = false;
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}
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void WindowHandler::simpleRedrawImpl()
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{
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//update only top interface and draw background
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if(windowsStack.size() > 1)
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CSDL_Ext::blitAt(screen2, 0, 0, screen); //blit background
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Canvas target = Canvas::createFromSurface(screen);
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if(!windowsStack.empty())
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windowsStack.back()->show(target); //blit active interface/window
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}
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void WindowHandler::onScreenResize()
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{
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for(const auto & entry : windowsStack)
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entry->onScreenResize();
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totalRedraw();
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}
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void WindowHandler::onFrameRendered()
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{
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disposed.clear();
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}
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size_t WindowHandler::count() const
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{
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return windowsStack.size();
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}
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void WindowHandler::clear()
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{
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if(!windowsStack.empty())
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windowsStack.back()->deactivate();
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windowsStack.clear();
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disposed.clear();
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}
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