mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
258 lines
5.9 KiB
C++
258 lines
5.9 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 "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 "../adventureMap/AdventureMapInterface.h"
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#include "../render/Colors.h"
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#include "../render/Graphics.h"
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#include "../render/IFont.h"
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#include "../render/EFont.h"
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#include "../renderSDL/ScreenHandler.h"
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#include "../renderSDL/RenderHandler.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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static thread_local bool inGuiThread = false;
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ObjectConstruction::ObjectConstruction(CIntObject *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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ObjectConstruction::~ObjectConstruction()
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{
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assert(!GH.createdObj.empty());
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GH.createdObj.pop_front();
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GH.captureChildren = !GH.createdObj.empty();
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}
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void CGuiHandler::init()
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{
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inGuiThread = true;
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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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renderHandlerInstance = std::make_unique<RenderHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance and shortcutsHandlerInstance
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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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dispatchMainThread([](){
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GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
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});
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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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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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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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}
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SDL_RenderClear(mainRenderer);
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SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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CCS->curh->render();
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windows().onFrameRendered();
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}
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SDL_RenderPresent(mainRenderer);
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framerate().framerateDelay(); // holds a constant FPS
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}
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CGuiHandler::CGuiHandler()
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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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{
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}
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CGuiHandler::~CGuiHandler()
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{
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// enforce deletion order on shutdown
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// all UI elements including adventure map must be destroyed before Gui Handler
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// proper solution would be removal of adventureInt global
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adventureInt.reset();
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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::isKeyboardCmdDown() const
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{
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return inputHandlerInstance->isKeyboardCmdDown();
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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 screenHandlerInstance->getLogicalResolution();
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}
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void CGuiHandler::drawFPSCounter()
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{
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int scaling = screenHandlerInstance->getScalingFactor();
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int x = 7 * scaling;
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int y = screen->h-20 * scaling;
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int width3digitFPSIncludingPadding = 48 * scaling;
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int heightFPSTextIncludingPadding = 11 * scaling;
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SDL_Rect overlay = { x, y, width3digitFPSIncludingPadding, heightFPSTextIncludingPadding};
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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())+" FPS";
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const auto & font = GH.renderHandler().loadFont(FONT_SMALL);
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font->renderTextLeft(screen, fps, Colors::WHITE, Point(8 * scaling, screen->h-22 * scaling));
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}
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bool CGuiHandler::amIGuiThread()
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{
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return inGuiThread;
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}
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void CGuiHandler::dispatchMainThread(const std::function<void()> & functor)
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{
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inputHandlerInstance->dispatchMainThread(functor);
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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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IRenderHandler & CGuiHandler::renderHandler()
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{
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return *renderHandlerInstance;
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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(bool resolutionChanged)
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{
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if(resolutionChanged)
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screenHandler().onScreenResize();
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windows().onScreenResize();
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CCS->curh->onScreenResize();
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}
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