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vcmi/client/gui/CGuiHandler.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

639 lines
17 KiB
C++

/*
* CGuiHandler.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 "CGuiHandler.h"
#include "../lib/CondSh.h"
#include <SDL.h>
#include "CIntObject.h"
#include "CCursorHandler.h"
#include "../CGameInfo.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/CConfigHandler.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../battle/CBattleInterface.h"
extern std::queue<SDL_Event> SDLEventsQueue;
extern boost::mutex eventsM;
boost::thread_specific_ptr<bool> inGuiThread;
SObjectConstruction::SObjectConstruction(CIntObject *obj)
:myObj(obj)
{
GH.createdObj.push_front(obj);
GH.captureChildren = true;
}
SObjectConstruction::~SObjectConstruction()
{
assert(GH.createdObj.size());
assert(GH.createdObj.front() == myObj);
GH.createdObj.pop_front();
GH.captureChildren = GH.createdObj.size();
}
SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
{
previousCapture = GH.captureChildren;
GH.captureChildren = false;
prevActions = GH.defActionsDef;
GH.defActionsDef = actions;
}
SSetCaptureState::~SSetCaptureState()
{
GH.captureChildren = previousCapture;
GH.defActionsDef = prevActions;
}
static inline void
processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
{
if (mask & flag)
cb(lst);
}
void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
{
processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
}
void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
{
processLists(activityFlag,[&](std::list<CIntObject*> * lst){
lst->push_front(elem);
});
elem->active_m |= activityFlag;
}
void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
{
processLists(activityFlag,[&](std::list<CIntObject*> * lst){
auto hlp = std::find(lst->begin(),lst->end(),elem);
assert(hlp != lst->end());
lst->erase(hlp);
});
elem->active_m &= ~activityFlag;
}
void CGuiHandler::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();
pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
}
void CGuiHandler::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->changeGraphic(ECursor::ADVENTURE, 0);
newInt->activate();
objsToBlit.push_back(newInt);
totalRedraw();
pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
}
void CGuiHandler::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();
}
fakeMouseMove();
pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
}
std::shared_ptr<IShowActivatable> CGuiHandler::topInt()
{
if(listInt.empty())
return std::shared_ptr<IShowActivatable>();
else
return listInt.front();
}
void CGuiHandler::totalRedraw()
{
#ifdef VCMI_ANDROID
SDL_FillRect(screen2, NULL, SDL_MapRGB(screen2->format, 0, 0, 0));
#endif
for(auto & elem : objsToBlit)
elem->showAll(screen2);
blitAt(screen2,0,0,screen);
}
void CGuiHandler::updateTime()
{
int ms = mainFPSmng->getElapsedMilliseconds();
std::list<CIntObject*> hlp = timeinterested;
for (auto & elem : hlp)
{
if(!vstd::contains(timeinterested,elem)) continue;
(elem)->onTimer(ms);
}
}
void CGuiHandler::handleEvents()
{
//player interface may want special event handling
if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
return;
boost::unique_lock<boost::mutex> lock(eventsM);
while(!SDLEventsQueue.empty())
{
continueEventHandling = true;
SDL_Event ev = SDLEventsQueue.front();
current = &ev;
SDLEventsQueue.pop();
// In a sequence of mouse motion events, skip all but the last one.
// This prevents freezes when every motion event takes longer to handle than interval at which
// the events arrive (like dragging on the minimap in world view, with redraw at every event)
// so that the events would start piling up faster than they can be processed.
if ((ev.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
continue;
handleCurrentEvent();
}
}
void CGuiHandler::handleCurrentEvent()
{
if(current->type == SDL_KEYDOWN || current->type == SDL_KEYUP)
{
SDL_KeyboardEvent key = current->key;
if(current->type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
{
//TODO: we need some central place for all interface-independent hotkeys
Settings s = settings.write["session"];
switch(key.keysym.sym)
{
case SDLK_F5:
if(settings["session"]["spectate-locked-pim"].Bool())
LOCPLINT->pim->unlock();
else
LOCPLINT->pim->lock();
s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
break;
case SDLK_F6:
s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
break;
case SDLK_F7:
s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
break;
case SDLK_F8:
s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
break;
case SDLK_F9:
//not working yet since CClient::run remain locked after CBattleInterface removal
// if(LOCPLINT->battleInt)
// {
// GH.popInts(1);
// vstd::clear_pointer(LOCPLINT->battleInt);
// }
break;
default:
break;
}
return;
}
//translate numpad keys
if(key.keysym.sym == SDLK_KP_ENTER)
{
key.keysym.sym = SDLK_RETURN;
key.keysym.scancode = SDL_SCANCODE_RETURN;
}
bool keysCaptured = false;
for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
{
if((*i)->captureThisEvent(key))
{
keysCaptured = true;
break;
}
}
std::list<CIntObject*> miCopy = keyinterested;
for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
(**i).keyPressed(key);
}
else if(current->type == SDL_MOUSEMOTION)
{
handleMouseMotion();
}
else if(current->type == SDL_MOUSEBUTTONDOWN)
{
switch(current->button.button)
{
case SDL_BUTTON_LEFT:
if(lastClick == current->motion && (SDL_GetTicks() - lastClickTime) < 300)
{
std::list<CIntObject*> hlp = doubleClickInterested;
for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
{
if(!vstd::contains(doubleClickInterested, *i)) continue;
if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
{
(*i)->onDoubleClick();
}
}
}
lastClick = current->motion;
lastClickTime = SDL_GetTicks();
handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
break;
case SDL_BUTTON_RIGHT:
handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
break;
case SDL_BUTTON_MIDDLE:
handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
break;
default:
break;
}
}
else if(current->type == SDL_MOUSEWHEEL)
{
std::list<CIntObject*> hlp = wheelInterested;
for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
{
if(!vstd::contains(wheelInterested,*i)) continue;
// SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
int x = 0, y = 0;
SDL_GetMouseState(&x, &y);
(*i)->wheelScrolled(current->wheel.y < 0, isItIn(&(*i)->pos, x, y));
}
}
else if(current->type == SDL_TEXTINPUT)
{
for(auto it : textInterested)
{
it->textInputed(current->text);
}
}
else if(current->type == SDL_TEXTEDITING)
{
for(auto it : textInterested)
{
it->textEdited(current->edit);
}
}
//todo: muiltitouch
else if(current->type == SDL_MOUSEBUTTONUP)
{
switch(current->button.button)
{
case SDL_BUTTON_LEFT:
handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
break;
case SDL_BUTTON_RIGHT:
handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
break;
case SDL_BUTTON_MIDDLE:
handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
break;
}
}
current = nullptr;
} //event end
void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
{
auto hlp = interestedObjs;
for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
{
if(!vstd::contains(interestedObjs, *i)) continue;
auto prev = (*i)->mouseState(btn);
if(!isPressed)
(*i)->updateMouseState(btn, isPressed);
if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
{
if(isPressed)
(*i)->updateMouseState(btn, isPressed);
(*i)->click(btn, isPressed, prev);
}
else if(!isPressed)
(*i)->click(btn, boost::logic::indeterminate, prev);
}
}
void CGuiHandler::handleMouseMotion()
{
//sending active, hovered hoverable objects hover() call
std::vector<CIntObject*> hlp;
for(auto & elem : hoverable)
{
if(isItIn(&(elem)->pos, current->motion.x, current->motion.y))
{
if (!(elem)->hovered)
hlp.push_back((elem));
}
else if ((elem)->hovered)
{
(elem)->hover(false);
(elem)->hovered = false;
}
}
for(auto & elem : hlp)
{
elem->hover(true);
elem->hovered = true;
}
handleMoveInterested(current->motion);
}
void CGuiHandler::simpleRedraw()
{
//update only top interface and draw background
if(objsToBlit.size() > 1)
blitAt(screen2,0,0,screen); //blit background
if(!objsToBlit.empty())
objsToBlit.back()->show(screen); //blit active interface/window
}
void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
{
//sending active, MotionInterested objects mouseMoved() call
std::list<CIntObject*> miCopy = motioninterested;
for(auto & elem : miCopy)
{
if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
{
(elem)->mouseMoved(motion);
}
}
}
void CGuiHandler::fakeMouseMove()
{
SDL_Event event;
SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
int x, y;
sme.state = SDL_GetMouseState(&x, &y);
sme.x = x;
sme.y = y;
event.motion = sme;
SDL_PushEvent(&event);
}
void CGuiHandler::renderFrame()
{
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
// During game:
// When ending the game, the pim mutex might be hold by other thread,
// that will notify us about the ending game by setting terminate_cond flag.
//in PreGame terminate_cond stay false
bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
if(acquiredTheLockOnPim)
{
// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
if(nullptr != curInt)
curInt->update();
if(settings["general"]["showfps"].Bool())
drawFPSCounter();
SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
CCS->curh->render();
SDL_RenderPresent(mainRenderer);
disposed.clear();
}
mainFPSmng->framerateDelay(); // holds a constant FPS
}
CGuiHandler::CGuiHandler()
: lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
{
continueEventHandling = true;
curInt = nullptr;
current = nullptr;
statusbar = nullptr;
// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
mainFPSmng = new CFramerateManager(48);
//do not init CFramerateManager here --AVS
terminate_cond = new CondSh<bool>(false);
}
CGuiHandler::~CGuiHandler()
{
delete mainFPSmng;
delete terminate_cond;
}
void CGuiHandler::breakEventHandling()
{
continueEventHandling = false;
}
void CGuiHandler::drawFPSCounter()
{
const static SDL_Color yellow = {255, 255, 0, 0};
static SDL_Rect overlay = { 0, 0, 64, 32};
Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
SDL_FillRect(screen, &overlay, black);
std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
}
SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
{
switch(key)
{
case SDLK_DOWN:
return SDLK_KP_2;
case SDLK_UP:
return SDLK_KP_8;
case SDLK_LEFT:
return SDLK_KP_4;
case SDLK_RIGHT:
return SDLK_KP_6;
default:
throw std::runtime_error("Wrong key!");
}
}
SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
{
#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
switch(key)
{
REMOVE_KP(0)
REMOVE_KP(1)
REMOVE_KP(2)
REMOVE_KP(3)
REMOVE_KP(4)
REMOVE_KP(5)
REMOVE_KP(6)
REMOVE_KP(7)
REMOVE_KP(8)
REMOVE_KP(9)
REMOVE_KP(PERIOD)
REMOVE_KP(MINUS)
REMOVE_KP(PLUS)
REMOVE_KP(EQUALS)
case SDLK_KP_MULTIPLY:
return SDLK_ASTERISK;
case SDLK_KP_DIVIDE:
return SDLK_SLASH;
case SDLK_KP_ENTER:
return SDLK_RETURN;
default:
return SDLK_UNKNOWN;
}
#undef REMOVE_KP
}
bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
{
if(number)
return key >= SDLK_KP_1 && key <= SDLK_KP_0;
else
return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
}
bool CGuiHandler::isArrowKey(SDL_Keycode key)
{
return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
}
bool CGuiHandler::amIGuiThread()
{
return inGuiThread.get() && *inGuiThread;
}
void CGuiHandler::pushSDLEvent(int type, int usercode)
{
SDL_Event event;
event.type = type;
event.user.code = usercode; // not necessarily used
SDL_PushEvent(&event);
}
CFramerateManager::CFramerateManager(int rate)
{
this->rate = rate;
this->rateticks = (1000.0 / rate);
this->fps = 0;
this->accumulatedFrames = 0;
this->accumulatedTime = 0;
this->lastticks = 0;
this->timeElapsed = 0;
}
void CFramerateManager::init()
{
this->lastticks = SDL_GetTicks();
}
void CFramerateManager::framerateDelay()
{
ui32 currentTicks = SDL_GetTicks();
timeElapsed = currentTicks - lastticks;
// FPS is higher than it should be, then wait some time
if (timeElapsed < rateticks)
{
SDL_Delay((Uint32)ceil(this->rateticks) - timeElapsed);
}
accumulatedTime += timeElapsed;
accumulatedFrames++;
if(accumulatedFrames >= 100)
{
//about 2 second should be passed
fps = static_cast<int>(ceil(1000.0 / (accumulatedTime/accumulatedFrames)));
accumulatedTime = 0;
accumulatedFrames = 0;
}
currentTicks = SDL_GetTicks();
// recalculate timeElapsed for external calls via getElapsed()
// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
lastticks = SDL_GetTicks();
}