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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/client/gui/CIntObject.cpp
2015-02-15 01:46:47 +03:00

356 lines
7.7 KiB
C++

#include "StdInc.h"
#include "CIntObject.h"
#include "CGuiHandler.h"
#include "SDL_Extensions.h"
#include "../CMessage.h"
IShowActivatable::IShowActivatable()
{
type = 0;
}
CIntObject::CIntObject(int used_, Point pos_):
parent_m(nullptr),
active_m(0),
parent(parent_m),
active(active_m)
{
pressedL = pressedR = hovered = captureAllKeys = strongInterest = false;
toNextTick = timerDelay = 0;
used = used_;
recActions = defActions = GH.defActionsDef;
pos.x = pos_.x;
pos.y = pos_.y;
pos.w = 0;
pos.h = 0;
if(GH.captureChildren)
GH.createdObj.front()->addChild(this, true);
}
void CIntObject::setTimer(int msToTrigger)
{
if (!(active & TIME))
activate(TIME);
toNextTick = timerDelay = msToTrigger;
used |= TIME;
}
void CIntObject::onTimer(int timePassed)
{
toNextTick -= timePassed;
if (toNextTick < 0)
{
toNextTick += timerDelay;
tick();
}
}
void CIntObject::show(SDL_Surface * to)
{
if(defActions & UPDATE)
for(auto & elem : children)
if(elem->recActions & UPDATE)
elem->show(to);
}
void CIntObject::showAll(SDL_Surface * to)
{
if(defActions & SHOWALL)
{
for(auto & elem : children)
if(elem->recActions & SHOWALL)
elem->showAll(to);
}
}
void CIntObject::activate()
{
if (active_m)
{
if ((used | GENERAL) == active_m)
return;
else
{
logGlobal->warnStream() << "Warning: IntObject re-activated with mismatching used and active";
deactivate(); //FIXME: better to avoid such possibility at all
}
}
active_m |= GENERAL;
activate(used);
if(defActions & ACTIVATE)
for(auto & elem : children)
if(elem->recActions & ACTIVATE)
elem->activate();
}
void CIntObject::activate(ui16 what)
{
GH.handleElementActivate(this, what);
}
void CIntObject::deactivate()
{
if (!active_m)
return;
active_m &= ~ GENERAL;
deactivate(active_m);
assert(!active_m);
if(defActions & DEACTIVATE)
for(auto & elem : children)
if(elem->recActions & DEACTIVATE)
elem->deactivate();
}
void CIntObject::deactivate(ui16 what)
{
GH.handleElementDeActivate(this, what);
}
CIntObject::~CIntObject()
{
if (active_m)
deactivate();
if(defActions & DISPOSE)
{
while (!children.empty())
if(children.front()->recActions & DISPOSE)
delete children.front();
else
removeChild(children.front());
}
if(parent_m)
parent_m->removeChild(this);
}
void CIntObject::printAtLoc( const std::string & text, int x, int y, EFonts font, SDL_Color kolor/*=Colors::WHITE*/, SDL_Surface * dst/*=screen*/ )
{
graphics->fonts[font]->renderTextLeft(dst, text, kolor, Point(pos.x + x, pos.y + y));
}
void CIntObject::printAtRightLoc( const std::string & text, int x, int y, EFonts font, SDL_Color kolor/*=Colors::WHITE*/, SDL_Surface * dst/*=screen*/ )
{
graphics->fonts[font]->renderTextRight(dst, text, kolor, Point(pos.x + x, pos.y + y));
}
void CIntObject::printAtMiddleLoc( const std::string & text, int x, int y, EFonts font, SDL_Color kolor/*=Colors::WHITE*/, SDL_Surface * dst/*=screen*/ )
{
printAtMiddleLoc(text, Point(x,y), font, kolor, dst);
}
void CIntObject::printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color kolor, SDL_Surface * dst)
{
graphics->fonts[font]->renderTextCenter(dst, text, kolor, pos.topLeft() + p);
}
void CIntObject::blitAtLoc( SDL_Surface * src, int x, int y, SDL_Surface * dst )
{
blitAt(src, pos.x + x, pos.y + y, dst);
}
void CIntObject::blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst)
{
blitAtLoc(src, p.x, p.y, dst);
}
void CIntObject::printAtMiddleWBLoc( const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst)
{
graphics->fonts[font]->renderTextLinesCenter(dst, CMessage::breakText(text, charpr, font), kolor, Point(pos.x + x, pos.y + y));
}
void CIntObject::printToLoc( const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst )
{
graphics->fonts[font]->renderTextRight(dst, text, kolor, Point(pos.x + x, pos.y + y));
}
void CIntObject::addUsedEvents(ui16 newActions)
{
if (active_m)
activate(~used & newActions);
used |= newActions;
}
void CIntObject::removeUsedEvents(ui16 newActions)
{
if (active_m)
deactivate(used & newActions);
used &= ~newActions;
}
void CIntObject::disable()
{
if(active)
deactivate();
recActions = DISPOSE;
}
void CIntObject::enable()
{
if(!active_m && parent_m->active)
activate();
recActions = 255;
}
bool CIntObject::isItInLoc( const SDL_Rect &rect, int x, int y )
{
return isItIn(&rect, x - pos.x, y - pos.y);
}
bool CIntObject::isItInLoc( const SDL_Rect &rect, const Point &p )
{
return isItIn(&rect, p.x - pos.x, p.y - pos.y);
}
void CIntObject::fitToScreen(int borderWidth, bool propagate)
{
Point newPos = pos.topLeft();
vstd::amax(newPos.x, borderWidth);
vstd::amax(newPos.y, borderWidth);
vstd::amin(newPos.x, screen->w - borderWidth - pos.w);
vstd::amin(newPos.y, screen->h - borderWidth - pos.h);
if (newPos != pos.topLeft())
moveTo(newPos, propagate);
}
void CIntObject::moveBy( const Point &p, bool propagate /*= true*/ )
{
pos.x += p.x;
pos.y += p.y;
if(propagate)
for(auto & elem : children)
elem->moveBy(p, propagate);
}
void CIntObject::moveTo( const Point &p, bool propagate /*= true*/ )
{
moveBy(Point(p.x - pos.x, p.y - pos.y), propagate);
}
void CIntObject::addChild(CIntObject *child, bool adjustPosition /*= false*/)
{
if (vstd::contains(children, child))
{
return;
}
if (child->parent_m)
{
child->parent_m->removeChild(child, adjustPosition);
}
children.push_back(child);
child->parent_m = this;
if(adjustPosition)
child->pos += pos;
if (!active && child->active)
child->deactivate();
if (active && !child->active)
child->activate();
}
void CIntObject::removeChild(CIntObject *child, bool adjustPosition /*= false*/)
{
if (!child)
return;
assert(vstd::contains(children, child));
assert(child->parent_m == this);
children -= child;
child->parent_m = nullptr;
if(adjustPosition)
child->pos -= pos;
}
void CIntObject::drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color)
{
CSDL_Ext::drawBorder(sur, r + pos, color);
}
void CIntObject::redraw()
{
//currently most of calls come from active objects so this check won't affect them
//it should fix glitches when called by inactive elements located below active window
if (active)
{
if (parent_m && (type & REDRAW_PARENT))
{
parent_m->redraw();
}
else
{
showAll(screenBuf);
if(screenBuf != screen)
showAll(screen);
}
}
}
const Rect & CIntObject::center( const Rect &r, bool propagate )
{
pos.w = r.w;
pos.h = r.h;
return center(Point(screen->w/2, screen->h/2), propagate);
}
const Rect & CIntObject::center( bool propagate )
{
return center(pos, propagate);
}
const Rect & CIntObject::center(const Point &p, bool propagate /*= true*/)
{
moveBy(Point(p.x - pos.w/2 - pos.x,
p.y - pos.h/2 - pos.y),
propagate);
return pos;
}
bool CIntObject::captureThisEvent(const SDL_KeyboardEvent & key)
{
return captureAllKeys;
}
CKeyShortcut::CKeyShortcut()
{}
CKeyShortcut::CKeyShortcut(int key)
{
if (key != SDLK_UNKNOWN)
assignedKeys.insert(key);
}
CKeyShortcut::CKeyShortcut(std::set<int> Keys)
:assignedKeys(Keys)
{}
void CKeyShortcut::keyPressed(const SDL_KeyboardEvent & key)
{
if(vstd::contains(assignedKeys,key.keysym.sym)
|| vstd::contains(assignedKeys, CGuiHandler::numToDigit(key.keysym.sym)))
{
bool prev = pressedL;
if(key.state == SDL_PRESSED)
{
pressedL = true;
clickLeft(true, prev);
}
else
{
pressedL = false;
clickLeft(false, prev);
}
}
}