mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
4203d69525
1) spell handler refactored to support modding in general way 2) imunnity icons moved to WoG as they depends on wog`s graphics 3) introduced new class template for handlers (todo: use this in other handlers) 4) save format changed 5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config) 6) new format documented on wiki, added json schema. * more split of registertypes - fixes 32 mingw build
533 lines
13 KiB
C++
533 lines
13 KiB
C++
#include "StdInc.h"
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#include "CGuiHandler.h"
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#include "SDL_Extensions.h"
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#include "CIntObject.h"
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#include "../CGameInfo.h"
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#include "CCursorHandler.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/CConfigHandler.h"
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#include "../CMT.h"
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extern std::queue<SDL_Event> events;
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extern boost::mutex eventsM;
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boost::thread_specific_ptr<bool> inGuiThread;
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SObjectConstruction::SObjectConstruction( CIntObject *obj )
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:myObj(obj)
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{
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GH.createdObj.push_front(obj);
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GH.captureChildren = true;
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}
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SObjectConstruction::~SObjectConstruction()
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{
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assert(GH.createdObj.size());
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assert(GH.createdObj.front() == myObj);
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GH.createdObj.pop_front();
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GH.captureChildren = GH.createdObj.size();
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}
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SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
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{
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previousCapture = GH.captureChildren;
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GH.captureChildren = false;
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prevActions = GH.defActionsDef;
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GH.defActionsDef = actions;
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}
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SSetCaptureState::~SSetCaptureState()
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{
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GH.captureChildren = previousCapture;
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GH.defActionsDef = prevActions;
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}
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static inline void
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processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
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{
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if (mask & flag)
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cb(lst);
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}
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void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
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{
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processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
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processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
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processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
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processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
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processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
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processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
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processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
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processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
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}
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void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
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{
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processLists(activityFlag,[&](std::list<CIntObject*> * lst){
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lst->push_front(elem);
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});
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elem->active_m |= activityFlag;
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}
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void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
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{
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processLists(activityFlag,[&](std::list<CIntObject*> * lst){
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auto hlp = std::find(lst->begin(),lst->end(),elem);
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assert(hlp != lst->end());
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lst->erase(hlp);
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});
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elem->active_m &= ~activityFlag;
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}
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void CGuiHandler::popInt( IShowActivatable *top )
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{
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assert(listInt.front() == top);
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top->deactivate();
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listInt.pop_front();
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objsToBlit -= top;
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if(!listInt.empty())
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listInt.front()->activate();
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totalRedraw();
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}
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void CGuiHandler::popIntTotally( IShowActivatable *top )
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{
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assert(listInt.front() == top);
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popInt(top);
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delete top;
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fakeMouseMove();
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}
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void CGuiHandler::pushInt( IShowActivatable *newInt )
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{
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assert(newInt);
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assert(boost::range::find(listInt, newInt) == listInt.end()); // do not add same object twice
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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(!listInt.empty())
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listInt.front()->deactivate();
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listInt.push_front(newInt);
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newInt->activate();
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objsToBlit.push_back(newInt);
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totalRedraw();
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}
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void CGuiHandler::popInts( int howMany )
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{
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if(!howMany) return; //senseless but who knows...
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assert(listInt.size() >= howMany);
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listInt.front()->deactivate();
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for(int i=0; i < howMany; i++)
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{
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objsToBlit -= listInt.front();
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delete listInt.front();
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listInt.pop_front();
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}
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if(!listInt.empty())
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{
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listInt.front()->activate();
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totalRedraw();
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}
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fakeMouseMove();
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}
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IShowActivatable * CGuiHandler::topInt()
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{
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if(listInt.empty())
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return nullptr;
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else
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return listInt.front();
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}
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void CGuiHandler::totalRedraw()
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{
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for(auto & elem : objsToBlit)
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elem->showAll(screen2);
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blitAt(screen2,0,0,screen);
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}
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void CGuiHandler::updateTime()
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{
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int ms = mainFPSmng->getElapsedMilliseconds();
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std::list<CIntObject*> hlp = timeinterested;
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for (auto & elem : hlp)
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{
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if(!vstd::contains(timeinterested,elem)) continue;
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(elem)->onTimer(ms);
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}
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}
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void CGuiHandler::handleEvents()
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{
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while(true)
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{
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SDL_Event ev;
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boost::unique_lock<boost::mutex> lock(eventsM);
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if(events.empty())
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{
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return;
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}
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else
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{
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ev = events.front();
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events.pop();
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}
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handleEvent(&ev);
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}
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}
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void CGuiHandler::handleEvent(SDL_Event *sEvent)
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{
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current = sEvent;
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bool prev;
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if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
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{
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SDL_KeyboardEvent key = sEvent->key;
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//translate numpad keys
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if(key.keysym.sym == SDLK_KP_ENTER)
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{
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key.keysym.sym = (SDLKey)SDLK_RETURN;
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}
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bool keysCaptured = false;
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for(auto i=keyinterested.begin(); i != keyinterested.end() && current; i++)
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{
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if((*i)->captureThisEvent(key))
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{
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keysCaptured = true;
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break;
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}
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}
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std::list<CIntObject*> miCopy = keyinterested;
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for(auto i=miCopy.begin(); i != miCopy.end() && current; i++)
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if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
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(**i).keyPressed(key);
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}
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else if(sEvent->type==SDL_MOUSEMOTION)
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{
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CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
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handleMouseMotion(sEvent);
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}
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else if (sEvent->type==SDL_MOUSEBUTTONDOWN)
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{
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if(sEvent->button.button == SDL_BUTTON_LEFT)
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{
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if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
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{
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std::list<CIntObject*> hlp = doubleClickInterested;
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for(auto i=hlp.begin(); i != hlp.end() && current; i++)
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{
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if(!vstd::contains(doubleClickInterested,*i)) continue;
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if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
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{
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(*i)->onDoubleClick();
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}
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}
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}
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lastClick = sEvent->motion;
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lastClickTime = SDL_GetTicks();
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std::list<CIntObject*> hlp = lclickable;
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for(auto i=hlp.begin(); i != hlp.end() && current; i++)
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{
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if(!vstd::contains(lclickable,*i)) continue;
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if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
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{
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prev = (*i)->pressedL;
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(*i)->pressedL = true;
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(*i)->clickLeft(true, prev);
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}
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}
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}
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else if (sEvent->button.button == SDL_BUTTON_RIGHT)
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{
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std::list<CIntObject*> hlp = rclickable;
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for(auto i=hlp.begin(); i != hlp.end() && current; i++)
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{
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if(!vstd::contains(rclickable,*i)) continue;
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if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
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{
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prev = (*i)->pressedR;
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(*i)->pressedR = true;
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(*i)->clickRight(true, prev);
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}
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}
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}
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else if(sEvent->button.button == SDL_BUTTON_WHEELDOWN || sEvent->button.button == SDL_BUTTON_WHEELUP)
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{
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std::list<CIntObject*> hlp = wheelInterested;
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for(auto i=hlp.begin(); i != hlp.end() && current; i++)
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{
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if(!vstd::contains(wheelInterested,*i)) continue;
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(*i)->wheelScrolled(sEvent->button.button == SDL_BUTTON_WHEELDOWN, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));
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}
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}
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}
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else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
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{
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std::list<CIntObject*> hlp = lclickable;
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for(auto i=hlp.begin(); i != hlp.end() && current; i++)
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{
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if(!vstd::contains(lclickable,*i)) continue;
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prev = (*i)->pressedL;
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(*i)->pressedL = false;
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if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
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{
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(*i)->clickLeft(false, prev);
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}
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else
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(*i)->clickLeft(boost::logic::indeterminate, prev);
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}
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}
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else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_RIGHT))
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{
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std::list<CIntObject*> hlp = rclickable;
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for(auto i=hlp.begin(); i != hlp.end() && current; i++)
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{
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if(!vstd::contains(rclickable,*i)) continue;
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prev = (*i)->pressedR;
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(*i)->pressedR = false;
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if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
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{
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(*i)->clickRight(false, prev);
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}
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else
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(*i)->clickRight(boost::logic::indeterminate, prev);
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}
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}
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current = nullptr;
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} //event end
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void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
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{
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//sending active, hovered hoverable objects hover() call
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std::vector<CIntObject*> hlp;
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for(auto & elem : hoverable)
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{
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if (isItIn(&(elem)->pos,sEvent->motion.x,sEvent->motion.y))
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{
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if (!(elem)->hovered)
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hlp.push_back((elem));
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}
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else if ((elem)->hovered)
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{
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(elem)->hover(false);
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(elem)->hovered = false;
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}
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}
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for(auto & elem : hlp)
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{
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elem->hover(true);
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elem->hovered = true;
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}
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handleMoveInterested(sEvent->motion);
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}
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void CGuiHandler::simpleRedraw()
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{
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//update only top interface and draw background
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if(objsToBlit.size() > 1)
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blitAt(screen2,0,0,screen); //blit background
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objsToBlit.back()->show(screen); //blit active interface/window
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}
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void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion )
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{
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//sending active, MotionInterested objects mouseMoved() call
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std::list<CIntObject*> miCopy = motioninterested;
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for(auto & elem : miCopy)
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{
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if ((elem)->strongInterest || isItIn(&(elem)->pos, motion.x, motion.y))
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{
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(elem)->mouseMoved(motion);
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}
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}
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}
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void CGuiHandler::fakeMouseMove()
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{
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SDL_Event evnt;
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SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0};
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int x, y;
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sme.state = SDL_GetMouseState(&x, &y);
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sme.x = x;
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sme.y = y;
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evnt.motion = sme;
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current = &evnt;
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handleMouseMotion(&evnt);
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}
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void CGuiHandler::run()
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{
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setThreadName("CGuiHandler::run");
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inGuiThread.reset(new bool(true));
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try
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{
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if(settings["video"]["fullscreen"].Bool())
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CCS->curh->centerCursor();
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mainFPSmng->init(); // resets internal clock, needed for FPS manager
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while(!terminate)
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{
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if(curInt)
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curInt->update(); // calls a update and drawing process of the loaded game interface object at the moment
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mainFPSmng->framerateDelay(); // holds a constant FPS
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}
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}
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catch(const std::exception & e)
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{
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logGlobal->errorStream() << "Error: " << e.what();
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exit(EXIT_FAILURE);
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}
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}
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CGuiHandler::CGuiHandler()
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:lastClick(-500, -500)
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{
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curInt = nullptr;
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current = nullptr;
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terminate = false;
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statusbar = nullptr;
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// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
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mainFPSmng = new CFramerateManager(48);
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//do not init CFramerateManager here --AVS
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}
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CGuiHandler::~CGuiHandler()
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{
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delete mainFPSmng;
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}
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void CGuiHandler::breakEventHandling()
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{
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current = nullptr;
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}
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void CGuiHandler::drawFPSCounter()
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{
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const static SDL_Color yellow = {255, 255, 0, 0};
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static SDL_Rect overlay = { 0, 0, 64, 32};
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Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
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SDL_FillRect(screen, &overlay, black);
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std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
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graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
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}
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SDLKey CGuiHandler::arrowToNum( SDLKey key )
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{
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switch(key)
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{
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case SDLK_DOWN:
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return SDLK_KP2;
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case SDLK_UP:
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return SDLK_KP8;
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case SDLK_LEFT:
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return SDLK_KP4;
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case SDLK_RIGHT:
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return SDLK_KP6;
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default:
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assert(0);
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}
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throw std::runtime_error("Wrong key!");
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}
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SDLKey CGuiHandler::numToDigit( SDLKey key )
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{
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if(key >= SDLK_KP0 && key <= SDLK_KP9)
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return SDLKey(key - SDLK_KP0 + SDLK_0);
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#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
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switch(key)
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{
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REMOVE_KP(PERIOD)
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REMOVE_KP(MINUS)
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REMOVE_KP(PLUS)
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REMOVE_KP(EQUALS)
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case SDLK_KP_MULTIPLY:
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return SDLK_ASTERISK;
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case SDLK_KP_DIVIDE:
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return SDLK_SLASH;
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case SDLK_KP_ENTER:
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return SDLK_RETURN;
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default:
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return SDLK_UNKNOWN;
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}
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#undef REMOVE_KP
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}
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bool CGuiHandler::isNumKey( SDLKey key, bool number )
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{
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if(number)
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return key >= SDLK_KP0 && key <= SDLK_KP9;
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else
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return key >= SDLK_KP0 && key <= SDLK_KP_EQUALS;
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}
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bool CGuiHandler::isArrowKey( SDLKey key )
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{
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return key >= SDLK_UP && key <= SDLK_LEFT;
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}
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bool CGuiHandler::amIGuiThread()
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{
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return inGuiThread.get() && *inGuiThread;
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}
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void CGuiHandler::pushSDLEvent(int type, int usercode)
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{
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SDL_Event event;
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event.type = type;
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event.user.code = usercode; // not necessarily used
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SDL_PushEvent(&event);
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}
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CFramerateManager::CFramerateManager(int rate)
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{
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this->rate = rate;
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this->rateticks = (1000.0 / rate);
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this->fps = 0;
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}
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void CFramerateManager::init()
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{
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this->lastticks = SDL_GetTicks();
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}
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void CFramerateManager::framerateDelay()
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{
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ui32 currentTicks = SDL_GetTicks();
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timeElapsed = currentTicks - lastticks;
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// FPS is higher than it should be, then wait some time
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if (timeElapsed < rateticks)
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{
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SDL_Delay(ceil(this->rateticks) - timeElapsed);
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}
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currentTicks = SDL_GetTicks();
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fps = ceil(1000.0 / timeElapsed);
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// recalculate timeElapsed for external calls via getElapsed()
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// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
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timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
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lastticks = SDL_GetTicks();
|
|
}
|