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vcmi/client/gui/WindowHandler.h

101 lines
3.0 KiB
C++

/*
* WindowHandler.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
class IShowActivatable;
class WindowHandler
{
/// list of windows. front = bottom-most (background), back = top-most (foreground)
/// (includes adventure map, window windows, all kind of active dialogs, and so on)
std::vector<std::shared_ptr<IShowActivatable>> windowsStack;
/// Temporary list of recently popped windows
std::vector<std::shared_ptr<IShowActivatable>> disposed;
/// returns top windows
std::shared_ptr<IShowActivatable> topWindowImpl() const;
public:
/// forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
void totalRedraw();
/// update only top windows and draw background from buffer, sets a flag, method gets called at the end of the rendering
void simpleRedraw();
/// called whenever user selects different resolution, requiring to center/resize all windows
void onScreenResize();
/// deactivate old top windows, activates this one and pushes to the top
void pushWindow(std::shared_ptr<IShowActivatable> newInt);
/// creates window of class T and pushes it to the top
template <typename T, typename ... Args>
void createAndPushWindow(Args && ... args);
/// pops one or more windows - deactivates top, deletes and removes given number of windows, activates new front
void popWindows(int howMany);
/// returns true if current top window is a right-click popup
bool isTopWindowPopup() const;
/// removes given windows from the top and activates next
void popWindow(std::shared_ptr<IShowActivatable> top);
/// returns true if selected interface is on top
bool isTopWindow(std::shared_ptr<IShowActivatable> window) const;
bool isTopWindow(IShowActivatable * window) const;
/// returns top window if it matches requested class
template <typename T>
std::shared_ptr<T> topWindow() const;
/// should be called after frame has been rendered to screen
void onFrameRendered();
/// returns current number of windows in the stack
size_t count() const;
/// erases all currently existing windows from the stack
void clear();
/// returns all existing windows of selected type
template <typename T>
std::vector<std::shared_ptr<T>> findWindows() const;
};
template <typename T, typename ... Args>
void WindowHandler::createAndPushWindow(Args && ... args)
{
auto newWindow = std::make_shared<T>(std::forward<Args>(args)...);
pushWindow(newWindow);
}
template <typename T>
std::vector<std::shared_ptr<T>> WindowHandler::findWindows() const
{
std::vector<std::shared_ptr<T>> result;
for(const auto & window : windowsStack)
{
std::shared_ptr<T> casted = std::dynamic_pointer_cast<T>(window);
if (casted)
result.push_back(casted);
}
return result;
}
template <typename T>
std::shared_ptr<T> WindowHandler::topWindow() const
{
return std::dynamic_pointer_cast<T>(topWindowImpl());
}