mirror of
https://github.com/vcmi/vcmi.git
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263 lines
6.4 KiB
C++
263 lines
6.4 KiB
C++
/*
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* CGuiHandler.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 "CGuiHandler.h"
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#include "../lib/CondSh.h"
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#include "CIntObject.h"
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#include "CursorHandler.h"
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#include "ShortcutHandler.h"
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#include "FramerateManager.h"
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#include "WindowHandler.h"
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#include "EventDispatcher.h"
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#include "../eventsSDL/InputHandler.h"
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../renderSDL/ScreenHandler.h"
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#include "../CMT.h"
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#include "../CPlayerInterface.h"
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#include "../battle/BattleInterface.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/CConfigHandler.h"
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#include <SDL_render.h>
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CGuiHandler GH;
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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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void CGuiHandler::init()
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{
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inputHandlerInstance = std::make_unique<InputHandler>();
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eventDispatcherInstance = std::make_unique<EventDispatcher>();
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windowHandlerInstance = std::make_unique<WindowHandler>();
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screenHandlerInstance = std::make_unique<ScreenHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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}
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void CGuiHandler::handleEvents()
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{
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events().dispatchTimer(framerate().getElapsedMilliseconds());
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//player interface may want special event handling
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if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
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return;
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input().processEvents();
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}
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void CGuiHandler::fakeMouseMove()
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{
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input().fakeMoveCursor(0, 0);
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}
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void CGuiHandler::startTextInput(const Rect & whereInput)
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{
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input().startTextInput(whereInput);
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}
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void CGuiHandler::stopTextInput()
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{
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input().stopTextInput();
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}
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void CGuiHandler::renderFrame()
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{
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
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// During game:
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// When ending the game, the pim mutex might be hold by other thread,
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// that will notify us about the ending game by setting terminate_cond flag.
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//in PreGame terminate_cond stay false
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(1));
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if(acquiredTheLockOnPim)
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{
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// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
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if(nullptr != curInt)
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curInt->update();
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if(settings["video"]["showfps"].Bool())
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drawFPSCounter();
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SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
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SDL_RenderClear(mainRenderer);
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SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
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CCS->curh->render();
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SDL_RenderPresent(mainRenderer);
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windows().onFrameRendered();
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}
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framerate().framerateDelay(); // holds a constant FPS
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}
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CGuiHandler::CGuiHandler()
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: defActionsDef(0)
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, captureChildren(false)
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, curInt(nullptr)
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, fakeStatusBar(std::make_shared<EmptyStatusBar>())
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, terminate_cond (new CondSh<bool>(false))
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{
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}
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CGuiHandler::~CGuiHandler()
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{
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delete terminate_cond;
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}
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ShortcutHandler & CGuiHandler::shortcuts()
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{
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assert(shortcutsHandlerInstance);
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return *shortcutsHandlerInstance;
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}
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FramerateManager & CGuiHandler::framerate()
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{
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assert(framerateManagerInstance);
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return *framerateManagerInstance;
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}
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bool CGuiHandler::isKeyboardCtrlDown() const
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{
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return inputHandlerInstance->isKeyboardCtrlDown();
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}
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bool CGuiHandler::isKeyboardAltDown() const
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{
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return inputHandlerInstance->isKeyboardAltDown();
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}
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bool CGuiHandler::isKeyboardShiftDown() const
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{
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return inputHandlerInstance->isKeyboardShiftDown();
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}
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const Point & CGuiHandler::getCursorPosition() const
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{
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return inputHandlerInstance->getCursorPosition();
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}
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Point CGuiHandler::screenDimensions() const
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{
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return Point(screen->w, screen->h);
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}
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bool CGuiHandler::isMouseButtonPressed(MouseButton button) const
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{
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return inputHandlerInstance->isMouseButtonPressed(button);
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}
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void CGuiHandler::drawFPSCounter()
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{
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static SDL_Rect overlay = { 0, 0, 64, 32};
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uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
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SDL_FillRect(screen, &overlay, black);
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std::string fps = std::to_string(framerate().getFramerate());
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graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
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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::pushUserEvent(EUserEvent usercode)
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{
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inputHandlerInstance->pushUserEvent(usercode, nullptr);
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}
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void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
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{
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inputHandlerInstance->pushUserEvent(usercode, userdata);
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}
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IScreenHandler & CGuiHandler::screenHandler()
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{
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return *screenHandlerInstance;
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}
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EventDispatcher & CGuiHandler::events()
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{
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return *eventDispatcherInstance;
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}
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InputHandler & CGuiHandler::input()
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{
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return *inputHandlerInstance;
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}
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WindowHandler & CGuiHandler::windows()
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{
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assert(windowHandlerInstance);
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return *windowHandlerInstance;
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}
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std::shared_ptr<IStatusBar> CGuiHandler::statusbar()
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{
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auto locked = currentStatusBar.lock();
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if (!locked)
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return fakeStatusBar;
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return locked;
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}
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void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
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{
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currentStatusBar = newStatusBar;
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}
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void CGuiHandler::onScreenResize()
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{
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screenHandler().onScreenResize();
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windows().onScreenResize();
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}
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